Quote Originally Posted by Silverbane View Post
Another way of putting that is: it would make crafting less challenging and lower the relative value of achieving HQ. That's sort of "Everyone gets a trophy," and not much fun in my opinion, like putting an "Easy button" on Savage content.

After all, it's dead simple to NQ any recipe you qualify to craft, and you're proposing that all the skill and luck that is required to obtain HQ just gives two extra materia slots? I prefer the current system: a challenging system where overcoming risks is nicely rewarded.
Right but... exactly how skill based is HQing an item? Don't get me wrong a more skilled crafter has and knows a number of tricks. But NQ items are not the result of a failure of skill. They're a failure of extremely bad RNG.

With that said, my proposal would work best with a LQ, NQ, HQ... where LQ is what current NQ is (basically worthless and 20 ilevels lower). And the bar for that would be something like reach 50-60% quality at least.

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But you are right and Alistaire said it best "This is dangerously close to being a request to just get rid of HQ's." Don't get me wrong I enjoy skill based progression and a world where HQ has meaning and NQ is annoying but acceptable. But if you recall during 2.x crafting with four star Artisan and foragers gear (not including Mainhand/Offhand/Chest) NQ could be maxed out with materia. But making NQ was none the less frustrating, but the good still had value. It was maybe 20-30% of the HQ value (which on some servers was under material prices later in the 2.x cycle). But IMO this was not a bad place for crafting to be at. And I think most people would concur crafting was healthier during the 4 star patch cycles.

Right now the difference between NQ and HQ is just unacceptable if you ask me.