I have never used either of the trained eye moves because they are not good enough to even put on my hud when you can just reach 100% quality with 1-3 touch skills.
I have never used either of the trained eye moves because they are not good enough to even put on my hud when you can just reach 100% quality with 1-3 touch skills.
So the changes look good, but I gotta say when Yoshida was talking about it, I was sitting there thinking.. "How is he ok with all those removed skills on his bars...?"
Except Square Enix has never went out and said they would make endgame more difficult and thought oriented. This time, they are, for once. Not sure why people think they can cheese through this new proc system and hope a macro will come and save the day. Maybe it’s a case of only seeing what you want to hear?He’s made it pretty clear that procs are required to finish (and HQ) a craft that is endgame. I’m not making this up. He literally said, it is, required.
They seem to forget what procs are. For example, during gathering (at the moment anyway) most optimal rotations prefer that Discerning Eye procs. Meaning, it does not always appear, in other words, rng would be back. To imply you can macro RNG (at least conveniently) is quite silly. To say otherwise implies you can somehow manipulate FFXIV’s rng, which, sounds ridiculous. This isn’t pokemon.
I’m still kind of bummed that rng is back (supposedly):, and it’s not skill oriented (maybe in 6.0 they will), but if RNG is what needs to be done to make endgame not guaranteed, I welcome it.![]()
Last edited by CookiesNCreams; 10-26-2019 at 05:33 PM.
One of the reasons I only craft with macros is because I can't figure out a way how to put all these skills on my hotbar. And then I have to manually copy all these hotbars for all 8 crafters?
Writing macros is much less bloat and they work for all crafters as well.
I am looking forward to the changes.
I do hope reliance on procs isn't going to push more people to start using bots to craft because those can react to procs triggering unlike a macro.
I think the only thing that could put a damper on them is needing actual planning for crafts and not just having one optimal path based on a proc happening or not.
Last edited by KageTokage; 10-26-2019 at 05:14 PM.
The /hotbar copy (and it's controller equivalent /chotbar copy) commands can help you with that. I usually just prepare the hotbar for one class and then copy it over to the other crafters. I.e. /hotbar copy BSM 1 GSM 1 copies the 1st Blacksmith hotbar to the Goldsmith.One of the reasons I only craft with macros is because I can't figure out a way how to put all these skills on my hotbar. And then I have to manually copy all these hotbars for all 8 crafters?
Writing macros is much less bloat and they work for all crafters as well.
I am looking forward to the changes.
No. To ALL who think this, you havent, just make a macro to copy paste it from one to the others.One of the reasons I only craft with macros is because I can't figure out a way how to put all these skills on my hotbar. And then I have to manually copy all these hotbars for all 8 crafters?
Writing macros is much less bloat and they work for all crafters as well.
I am looking forward to the changes.
im my case as i use crossbar and hotbars it looks like:
andCode:/chotbar copy GLD 1 GRS 1 /chotbar copy GLD 2 GRS 2 /chotbar copy GLD 3 GRS 3 /chotbar copy GLD 4 GRS 4 /chotbar copy GLD 5 GRS 5 /chotbar copy GLD 1 GRM 1 /chotbar copy GLD 2 GRM 2 /chotbar copy GLD 3 GRM 3 /chotbar copy GLD 4 GRM 4 /chotbar copy GLD 5 GRM 5 /chotbar copy GLD 1 PLA 1 /chotbar copy GLD 2 PLA 2 /chotbar copy GLD 3 PLA 3 /chotbar copy GLD 4 PLA 4 /chotbar copy GLD 5 PLA 5
Ofc they are for my german version but i guess you can figure your english shorts for them^^Code:/hotbar copy GLD 1 GRS 1 /hotbar copy GLD 3 GRS 3
If RNG must be the answer I seriously hope it's a light RNG, as in always having a path to victory if you know what you're doing instead of the game just giving you the middle finger because why not.
I’m fine with it either way honestly. Whether it’s hard rng, light rng, or skill....as long as endgame crafting has been improved into something players can be proud of doing, and is not a phone game where you’re guaranteed to always win, its a good thing. And you know what? This is how it should be.
Normal recipes/leveling recipes should be easier for newcoming crafters or casual crafters. Endgame should be serious territory, for competitive crafters or hardcore crafters. I’m really grateful for the FFXIV crafting team finally listening to vet crafters and giving them what they want instead of catering to only casual players this time.
For that, they have earned a lot of respect.
"RNG" and "Competitive" dont belong in the same system. Nor is RNG is a show of skill. Nor do I like being punished for doing everything properly and through no fault of my own. The 2 are actually mutually exclusive and diametrically opposed. you cannot have both.I’m fine with it either way honestly. Whether it’s hard rng, light rng, or skill....as long as endgame crafting has been improved into something players can be proud of doing, and is not a phone game where you’re guaranteed to always win, its a good thing. And you know what? This is how it should be.
Normal recipes/leveling recipes should be easier for newcoming crafters or casual crafters. Endgame should be serious territory, for competitive crafters or hardcore crafters. I’m really grateful for the FFXIV crafting team finally listening to vet crafters and giving them what they want instead of catering to only casual players this time.
For that, they have earned a lot of respect.
So on one hand, i do appreciate effort (if we consider "paying attention" effort) being needed to reliably craft end game items.
on the other, I do NOT appreciate RNG being the short-sighted, hamfisted tool to do so. It is the absolute lowest, least effort, and worst designed "difficulty" we could have possibly gotten.
Put also looking at our base system, there is not much they can do other than forcing an RNG wall on us without completely uprooting and gutting the system in it's entirety, or taking several patches to do so.
We went over apples and orange comparisons to savage raiding. so this is dubious by comparison, but imagine for a second that instead of an enrage timer, the boss has a 1% chance to use their enrage every second(or server tick or whatever) of the fight. you could literally wipe at any given moment, regardless of how hardcore, perfect, skilled, or effort you put in. just bad RNG. You drew the "poor" condition. it would be a total disaster of a system.
I do not want to see that be the direction, goal, or core of crafting. Or any system, really.
RNG should exist for risk/reward and NOT success/failure
Honestly, I would like to see players rewarded by the proper use of abilities- managing CP, knowing what abilities would be best, mitigating failure,
and the reward being that they can craft higher tiered items with lower tiered tools and equipment. not requiring melds; and that gear and melds in ADDITION to that ability can allow you to more easily automate the system through macros and such.
in a sense, needing both to automate, and needing one or the other to merely find success
Last edited by Fluffernuff; 10-27-2019 at 05:06 AM.
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