I dont like how I spent soo much time crafting, learning to craft well, testing out theories like crafting in regards to moon phase, direction, daily element, hourly element, only to find out they have nothing to do with anything. Getting the best abilities to use for NQ, HQ, or just using rapid.
Then they went and added the materia system which basically made my craft useless (50 alc) Now they gonna change everything so I have to re-learn everything because ppl are to ignorant to figure it out!!
Yeah its kinda boring now, but does their changes sound much more fun to you? its gonna be from 4 choices to 2, prolly not gonna change anything for fun, might not even change the use of turbo botting.
So basically because ppl are too ignorant to be able to take the time to figure out how to use the system they gonna dumb it down for all you idiots.
Sorry for my rant, I'm just tired of everyone being so f'n ignorant in-game and in-life
Last edited by NoctisUmbra; 02-09-2012 at 09:52 PM.
The system as it stands is incredibly simple anyway. All this talk of skill for crafting, it doesn't actually exist in the minigame tbh. All you do is level a few crafts to 36 for the good skills and look at a coloured ball...
I am happy for them to simplify it as the skill at the moment for crafters is not at all in the minigame, it's in efficiently spending time gathering mats, making SB gear, deciding what combos to go with for materia melding etc. Skill in crafting has always been primarily about that, not a time wasting minigame.
As for the inreased chances of HQ, all that means is that every semi-serious player will now be looking to get full sets of HQ gear with double/triple materia in them. Will be great for gatherers and farmers who spend time gathering HQ materials. An HQ item on it's own is nothing in ffxiv... it'll just be the new base to work with for those double/triple melds.
This is how I feel. The current HQ system is almost entirely devoid of skill because you can craft excellently and get nothing but NQs but hasty hand spam and get multiple HQ's. Changing the system to something like this that is tangible and the work involved getting the initial materials makes it feel more like a payoff. Even moreso when you manage to multi-meld a HQ piece of gear. It's making me look forward to have something to put effort towards.The system as it stands is incredibly simple anyway. All this talk of skill for crafting, it doesn't actually exist in the minigame tbh. All you do is level a few crafts to 36 for the good skills and look at a coloured ball...
I am happy for them to simplify it as the skill at the moment for crafters is not at all in the minigame, it's in efficiently spending time gathering mats, making SB gear, deciding what combos to go with for materia melding etc. Skill in crafting has always been primarily about that, not a time wasting minigame.
As for the inreased chances of HQ, all that means is that every semi-serious player will now be looking to get full sets of HQ gear with double/triple materia in them. Will be great for gatherers and farmers who spend time gathering HQ materials. An HQ item on it's own is nothing in ffxiv... it'll just be the new base to work with for those double/triple melds.
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