No, no, and no thank you. I craft because I may want some furniture or something that I don't want to pay MB prices for. Also Grand Company turn ins are a good place for seals and Free Company points. Other than that, it should stay 100% optional.
That afterthought mentality is honestly not good, the current feel of crafters this patch feels rather neglected. Free Company Workshops were supposedly suppose to give crafters a more active role in the FC, that turned into a handful of recipes and a rarely used concept.
Build airship parts? For what purpose, the attribute are guesswork and getting the best parts doesn't really seem to be worth the effort. There should be some level of usefulness to to all crafters and the DOW/DOM since the current meta of it in a way is a trickle down concept.
Expansion starts and the gods are Alchemist/Culinary making the food/medication to help with that first push from Savage content. To an extent they remain relevant for each Savage addition but after that they become useless. The ones making gear, are semi useful but the gear is quickly outclassed so there contribution as a whole is mainly to returning players who have gil to spend and want to catchup fast.
Specialization Recipes I'd say were a failure because it just created a wait time for others to use those recipes, so it was just a bandaid to feel special for X patch and now in 3.5 everyone is the same lol.
Now here's the thing, I can accept crafters not being useful as a whole when it comes to the MSQ/Savage/Extreme content HOWEVER, why not make them useful with Eureka or the next Deep Dungeon? Would it be so bad to experiment with the idea that these two type of content could lean more on crafting reliance? Maybe give all the crafting classes the ability to make things which are only useful in Deep Dungeon but see because it's only useful in one type of content to offer assistance, it doesn't effect all the other PVE content. Same with Eureka, heck crafting classes making trap that are use in Eureka to weaken targets or capture certain creatures to use in other areas or sold. There are ways Crafting can be made useful but the only way they can do that is by experimenting and I would love it if they provided some worth to them in the two mentioned content, Deep Dungeon and Eureka because then they could experiment and see what works and what doesn't work.


I would like less farming for gear and more farming for items, gil, fashion, or fun.. For example. I farm a great set of gear thats i320 in 4.0. I then farm ponies and pvp for fun and also farm achievements and farm some content for gil when i need it. Instead, currently, If i am weak i must farm strong gear. Its not hard getting the new gear. But we have no choice. Its a required thing because new content has ilvl requirements. I am sick of being forced to gear up. I dont enjoy grinding just to get to have fun afterwards. Im tired of feeling like there is so much grinding to do just to start to play the new content. If they just added dungeons in 4.0 with more gear sets all of the same ilvl, they could add set bonuses to the gear and more content types and i think it would ease the bordem. FFXIV is like a themepark that tells you that you cannot ride the fun rollercoaster until you do the mini games that you dont want to do, first. Its weird.
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