Hamlet defense was a poor system because of the reward structure. Did you forget that unless you were in the top (...I want to say) 10 contributors, you didn't get anything?
A 4/8-man instance or scenario fight where crafters joining on their own (as in separate from the party queuing up for the fight) would make things easier/smoother would work. Just not with the reward structure of Hamlet Defense. Frankly, the reward structure killed it for me and I was happy to see that iteration of Hamlet Defense die.
The problem here was really the structure of gear acquisition. It would've been one thing to have crafters be part of the entry-level process for first, second and third coil.2.0: So, remember how top-tier crafted gear was equal to BiS gear in 1.0? Well that made crafters seem too relevant, so we'll drop them down 10 levels below BiS (15 for weapons, if I remember correctly). I mean, it's only 10 ilevels right, what's the big deal? And then the dev team revealed their true intentions for crafters; the glamour system! Seemed awesome, and is awesome at times....but it foreshadowed what would happen. Still, 10 ilvls under BiS was still relevant, if not ideal, so crafters trudged on. Over the course of 2.0, SE set a precedent; if you wanted to be a relevant crafter at all, you'll have to devote all your time, soul, and gil to it (crafting 'relics', anyone?), to make gear that would still be sub-optimal. Crafters weathered through it.
For example (I'm throwing numbers here because I honestly don't remember), if first coil was tuned around a raid decked out in ilvl80 gear at the start, the crafted gear should be ilvl80 to go along with dungeon/trial rewards of that same ilvl, with maybe one or two pieces itemized in such a way to meet acc caps or maybe with extra crit or something to give a slight edge while still being quickly replaced by raid drops.
I don't think any of us counted on tomestone gear fully replacing crafted gear AND becoming the mainstay of progression. Relics also messed things up.
You mention dedicating yourself fully to crafting, and you're right. This was most likely done because crafting in this game is a) its own set of classes with EXP and levels and everything and b) designed as a minigame instead of something you click and let happen. Those factors add yet another layer to this mess because unlike other MMOs that simply add new recipes, put maybe one or 2 ingredients in raids or on cooldown timers and just not change anything else about crafting, the devs in FFXIV have to provide gear and things with more difficulty because they know you and others would complain if 1-star difficulty had been the ceiling for crafts in ARR.
Combine all that with one of the key parts of the problem -which for some reason no one likes to address-, the fact one person can level every craft, and you have a recipe for disaster. Player dynamics would have played out differently, not to mention that SE wouldn't have to scramble so much to make crafters relevant if they had limited the number of crafts a player can level.
Read the above. Also, the inclusion of scripts didn't really do much aside from sticking to that whole idea of crafting being its own endgame. Which doesn't really amount to much in the end.3.0: The scene for crafters gets worse. Right from the start, the best gear crafters could make was not 10, not 15, but 20 levels below BiS. 20. Just another small change right, it's only 5 ilvls difference from last time! Then a little later, SE introduced scrips. Now, on top of crafted gear being laughably below BiS, it was also heavily gated. Then 3.1 hits, and....best crafted gear is now 25 ilvls below BiS. Once again, it's only a little change right? It's only 5 ilvls! Oh, and did I mention that SE has already fully implemented their future plans for crafting on one of the classes? Remember Blacksmiths? Remember the last time Blacksmith had any relevant gear they could make? I do, it was approximately a year ago, with Wootz weapons. A year. Blacksmith is now officially a glamour class; it should be GLM, not BSM.
Actually, is reason enough. Your issues have nothing to do with materia melding and more with where crafting stands in the grand scheme of gear acquisition and progression, along with the approach SE has taken to crafts. If anything, you and every crafter that is wanting to be relevant should be clamoring for SE to fix the system in place. I can even give you a basic idea of what could work without pissing the battle classes off too much:So no, Cosmic, "because it's inconvenient" is NOT reason enough. It's another 'just a small change, what can it hurt!' Guess what? Enough small changes make for MASSIVE changes over time. That is why we are so against this. Crafters are slowly, but surely being rendered irrelevant by comments like yours.
1) Dungeon gear and crafting gear should be equal ilvl, with tomestone gear acting as filler but not being able to completely replace the other two.
2) Materials shouldn't be stupidly rare but can be timed or delayed if extremely valuable.
3) Tomestone, dungeon and crafted gear combined should prepare someone for raid entry (too bad we don't have an -in-between tier like WoW does with heroic dungeons), where the gear gets replaced as you get the raid on farm.
4) Upon the arrival of a new patch, give crafters catch-up gear while allowing new dungeon drops and tomestone gear to help prepare players for the next raid, and so the cycle repeats.
The reason I wouldn't want ingredients to be rare is because this way crafters aren't forced to super inflate prices, which in turn screws over battle classes. As someone of the latter, I've yet to see myself with more than 3 million gil, and would be adverse to paying crazy amounts of gil for crafted gear. At least in WoW I could spam dailies and after a while get enough (how I bought my Titansteel Destroyer back in WotLK), but we don't have even that here.



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