Mhm. I've always enjoyed the puzzle-solving aspects of crafting, learning to marginalize the effects of the RNG, and so on. Those aspects have remained the same (though most of our new abilities are pretty much inconsequential, which is sad), but they've greatly complicated the other side of crafting when it comes to the availability of materials, the generally higher number of materials required to make stuff, and the pointless grinds for scrips.
And of course, they made nearly everything crafters produce pointless. HQ leveling gear is unnecessary because of quests, i180 gear is pointless because of the ease of gear acquisition combined with the extreme scarcity the scrip system imposes on them, and potions are undermined by their ready availability from treasure maps. Culinarian seems okay, I guess? If that's your thing.



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Maybe next time, instead of making the end products of mid-range crafting trivial to get, you could make the mats easier to get instead to promote more casual crafters? That's how you make something accessible, not making it so that nothing crafters can make before endgame is worth anything by giving it all away as tradable quest rewards, and then gating the crafting-exclusive items behind ridiculous gil gates. Time-gating is fine for accessibility, but gil-gating destroys accessibility completely.


