It almost seems as though you simply hate crafters. Some players, myself included, find a level of peace with the gathering and crafting part of the game. Periodically I'll run some dungeons but I mostly gather/craft. If SE were to tell gatherers and crafters to shove off because it has no reason to remain relevant, they could actually lose a pretty large portion of their subscriber base.
SE needs to keep gathering and craft relevant. FFXIV has one of the best MMO crafting systems at this point. I'd really hate to see them throw it away because their "balancing" is really more of an overcompensation.
Edit: After seeing that you yourself craft, I don't understand the reason behind your sarcasm.
Last edited by Tango185; 12-16-2015 at 06:07 AM. Reason: Update
I 'hate' people saying 'make it better' or 'put it back' without giving thought to the reasons why it was changed to the current state.
Crafting was meant to be an optional pursuit. Beyond the initial 2.0 release where the only way to make money, and by 'make' I mean 'redistribute' it because it wasn't being brought on as new system gil, was to craft, every patch has brought a way to try and repair the economic wreck that happened in that early release.
This is why dungeon gil was increased, why roulettes offer sustainable (but not house buying) gil rewards, why the challenge log mainly rewards gil instead of other topical things, and why current crafting is gated.
It's an opt-in. That's what it was meant to be. It wasn't meant to be like it is in other games where it is either required or factored in heavily to battle progression.
I'm not sure how many of you actually -started- in 2.0, but your path to 50 as a battlecraft, doing almost every side quest and selling off the reward usually left you with about 300k gil with no tangible and sane of way of generating new gil.
This is when a 2star HQ item at the time was 500k.
This perpetuated a terrible cycle of crafter-centered loops, where you grinded tomes to buy materials to sell to crafters so you could afford to buy the crafted item from the crafter. The gatherer made minimal profits for their time, especially as bots began picking up speed, and no matter how much you grinded dungeons, the fact of the matter was that there was a net positive flow of gil going into the crafters when new gil was extremely hard to make and easily lost. Dungeons from 100% to 0% of your condition costs more to repair than you got, and guess who repaired things?
Crafters.
So yes. Forgive me for not feeling sorry for things being far more equivalent now, where Gatherers are given far better opportunities to make money, where Battlers aren't living in states of abject poverty, and where a crafter might, heaven forbid, not be making millions a day by logging in to craft an item now and then.
Sorry.
Ain't got no feels for them.
The reason is the devs are lazy and more worried about how to gate raids through gear checks and lockouts than properly balancing the fights, gear distribution and recipies they introduce so when players find a loophole and exploit it, instead actually solving the problem they'd rather eradicate it entirely so they don't have to deal with it at all.
Don't blame the players and try to excuse the devs. If the stat distribution they put on raid and tome gear is terrible compared to costum made, the fault is solely on the devs that don't that test enough (if at all) their content. They're also responsible for the high prices on crafted gear since they were the ones that decided to gate those recipies behind millions of gils in materias and rare mats and players have to get that gil back somehow. It's all on them. And it didn't happen once, it happened thrice and in all that time all they could come up with was "well let's just take crafters out of the picture and keep doing what we've always done".
Instead of having crafting gear limited to a lower ilvl than dungeon/raid gear they could add unique bonuses to non crafted equipment. Things like lowered cooldowns for certain abilities, dmg bonus to a type of elemental spell, and triggered effects upon taking damage. I'd love to see some equipment without any stat increase, but offering situational buffs powerful enough to balance the loss.
Personally, I'd have preferred to see more interesting materia / enchantment effects that crafters offer. It sort of achieves what you want to keep both sets of equipment interesting to juggle, but puts the expanded content into the player's hands.
Like, you have stats as they are now with a single materia slot, with the available materia / enchantment depending on the armor piece.
Boots? Faster move speed, reduced sprint cost / increased sprint duration, less damage from ground effects.
Chest? + resource regeneration, + health regeneration, + defense.
Maybe even let raid gear desynth into said materia for the crafter to socket.
Just need to adjust how Diadem loot works if that's going to be a thing going forward.
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