Heavensward seems to be about making everything harder than it should be except for raiding, which is easier while being simultaneously more repetitive. At least the story was worth it.
Heavensward seems to be about making everything harder than it should be except for raiding, which is easier while being simultaneously more repetitive. At least the story was worth it.
I'd say they be considerably better off buffing the specialist skills so that people actually want to use them, rather than further restricting things.Currently the specialist system is completely pointless as you don't get any benefit at all from it. None of the specialist skills are actually superior to those available to everyone else and there is nothing else granted for specialising. They need to add some unique recipes granted via specialisation to give people a reason to actually do it.
Specialist recipes are an idiotic idea.
Specialists being worthwhile doesn't require them. If they made specialists have useful actions with fewer cross-class slots so that there was both an upside and a downside to it, and such that a specialist could match or exceed an omnicrafter on the same craft for success and quality ... then specialization would be worthwhile, meaningful, and interesting. But that would have required thoughtful, careful design.
Specialization is exactly the same as saying you can only have 3 battle job stones; and that it takes 480 esoterics to change them. Except worse, because there is no equivalent to the cross-class raid gear.
And as for "battle requires people" ... you have duty finder. Crafters have ... what exactly? The market board?
Except, you know, the belt and accessories? That's half your gear right there, and since they have most of your CP on them, even your least used class gets quite a boost. I wish my PLD could use my NIN accessories without penalty (even just the ring), but DEX isn't even a mitigation stat anymore.
Yep. It's really just another system for creating interaction between players. And if buying mats seems expensive, you can always sell mats to cover the difference, and you'd be surprised what some mats you consider "easy" can go for. You have to spend money to make money; it's an economy.
Their goal has never been precisely about killing omni-crafting. It has always been about making crafting as accessible as possible. They're addressing complaints about the difficulty of getting into crafting and competing with the established omni-crafters. In fact, back in 2.4, they tried to make crafting more accessible by making it easier to be an omni-crafter (artisan's gear with very low meld caps). Probably backfired in a big way (partly due to those master book 2 tokens).
Let's see what they've done this time around.
1. Added a specialization system so players do not have to level that many classes to 50. It might not be the most effective method of crafting, but that's the big problem with adding a specialization system that can be used along with cross class abilities.
2. Reduced the difficulty of endgame crafts relative to the level 50 3 star and 4 star crafts. Guess there won't be any more complaints about difficulty like the master book 2 tokens or the Level 50 4 star crafted materials, which forced you to start with close to 0 quality.
3. Introduced an incredibly long grind for anyone wanting to craft the new items. This means that most crafters, including the dedicated omni-crafters from before will likely be stuck with the non-crafted i180 pieces putting most players on equal footing with each other.
4. Added a low red scrip limit, meaning that it would take over 2 months to gear a single class using the non-crafted i180 path.
I guess adding specialist recipes would simply be another method of helping newer crafters compete in the market. I do believe that it was initially stated that there would be specialist recipes, but I thought they had abandoned the idea.
You can do 190/210 gear that's not classlocked. That's way bigger then getting the CP pieces back. You can have a full set of 190, including accessories, in 5 weeks easily. That'll cover 2-3 classes right there. 5 weeks won't cover 1 crafting class. So yes, battle classes are better off then crafting classes.
And you don't have to deal with the abomination that is favours and scrip-locked mats.
This entire mess hasn't brought out more interaction. It's done more to kill interaction. Easily foreseeable. Half the crafters I know have STOPPED because it's just not worth it. The aggravation and time demands are too high to even make the attempt. And ... these are the crafters who HAD PREVIOUSLY BEEN WORKING COOPERATIVELY! This system, which you seem to be defending, has made crafting worse by the very standards they claim to be using.
the economy wasn't bad because of omnicrafters. The economy was bad because SE set it up that mostly crafters are trading amongst themselves. Raiders really didn't need our goods so they have little reason to buy. Don't you think when the majority of the gamers don't have to interact with the market board it will make the economy bad?
Hell that made it worse by not having any tome items. Atleast battle only people could make gil selling tome item but they took that too. That made the economy even more atrocious.
Specializations recipes on top of all this red favour of grind crafters have to go thru will just promotes price gouging that the majority of the player base can't obtain or afford. Because we all know SE lately will have it where u need items from 4 other specializations to make one craft so it may not be worth it to craft gil wise cause people will price gouge on their item cause they know not ever crafter can make cause of specializations recipes.
They really just need to fix the specialization skills so they are not so RNGESUS heavy. Also what I thought they would make specialist have a trait where for example if your a weaver specialist (any weaver recipes max quality will be halved). That to me would make it more accessible and less intimidating to start crafting. Not this uber RNG grind fest they cooked up... /end rant
Last edited by Ranzan; 08-23-2015 at 12:53 PM.
Really that just tells me that we need a better way to quickly with little fuss bring together crafters. Ideally, the best equivalency would be craftable items that require multiple DoHs working in unison with some mechanic to get them together. ((I'd assume that you'd make multiples of the item so there is less loot drama, though a full match would have you roll for the item at the end.))
IKR we should have some kind of party chat system for a little crafting network just like battle classes. A link between crafters to form a nice secure shell with each other. We'll call them linkshells or something!
And serious? People still crying about not being able to craft raid worthy gear when SE has stated.....directly....multiple times that it was never intended for that and they hated it being used to cheese content?
See, This is where I'm worried, if not upset. ((I'm a little upset, but that's because despite being in an MMO, I have trouble talking to people, so I'd like to be able to craft my own stuff. I'll live with it, but it isn't optimal for me. Also why DF and Linkshells are a poor comparison.)) Since we know that we won't be crafting raid gear, most of the non Alchemy and Culinary sec rec's we will care about will likely be glamours. It'll be bothersome if some classes have a whole bunch of glamours and the Crafters obviously gravitate towards them. ((Though yes, changing them via scrips.))
My biggest concern right now is implementation.
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