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  1. #11
    Player
    Lyrinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,524
    Character
    M'kael Jin
    World
    Tonberry
    Main Class
    Conjurer Lv 3
    Quote Originally Posted by Jade-Nephrite View Post
    I was trying to think of what would make a lv 60*** craft difficult and the only concept I think of is raising the Progress / Quality bars. The Master II books were tough because those trade-ins needed a ridiculous amount of Quality, if they raised new recipes to 15K Quality that would be pretty rough.
    The raiding equivalent of what you're suggesting is just raising the health of the boss, making it hit harder, and having harder DPS checks. That doesn't make a fight truly difficult, it just turns it into a number game. Doing mechanics while meeting all those checks is what makes a fight truly difficult.

    Several months ago, someone suggested breaking "Good" down into multiple different types, like a Good condition for progress, quality, or CP (similar to how you randomly get -### GP pops on legendary nodes). Even something like that would make crafting more sophisticated, as you would constantly have to adapt your rotation. We need more unique skills to diversify rotations. Even now, everything is still built around the basic of idea of spam HT/ToT, restore durability, press BB. Having the option to use PT instead of ToT is a step in the right direction but still allows for little deviation from the gold standard. Whistle was a nice idea on paper but the implementation is poor. Just give us more options that allow us to come up with creative combinations and then the progress/quality bars can be raised high.

    Edit: Personally, I think Inner Quiet/BB needs to be nerfed/reworked, because it's the #1 reason SE doesn't want to give us a ton of CP to play with and it's what stifles every other potential rotation out there, like the Rumination one.
    (4)
    Last edited by Lyrinn; 08-08-2015 at 03:17 AM.