They should just merge all the crafting jobs into one job and get rid of shards, crystals, and clusters to save room for other stuff. For the tools use for crafting just make a universal tools.
They should just merge all the crafting jobs into one job and get rid of shards, crystals, and clusters to save room for other stuff. For the tools use for crafting just make a universal tools.
Last edited by hynaku; 07-02-2021 at 02:12 AM.
I was thinking this the other day when I was explaining to someone that crafting is now the same class you just have to level multiple times to unlock different recipes. It would likely take a ton of work to compact the crafter classes though, the quests would probably get culled and a different system for unlocking recipes would need to be put in place to keep from over-simplifying.
Could do the same with the battle classes. I mean tanks all do the same thing - hold threat, healers all just keep the party alive and dps just downs things. We really just need 1 tank, 1 healer and 1 dps.I was thinking this the other day when I was explaining to someone that crafting is now the same class you just have to level multiple times to unlock different recipes. It would likely take a ton of work to compact the crafter classes though, the quests would probably get culled and a different system for unlocking recipes would need to be put in place to keep from over-simplifying.
The DoW/DoM classes are different, though. Even if there are similarities, their abilities are all different and they play differently. On the other hand, all of the DoH classes literally have the exact same abilities; an in-game macro for one of them would work for another one of them. Miner and Botanist are also the same and have the same exactly abilities (although, unlike the DoH classes, they’re at least called different things in many cases). You are greatly oversimplifying a valid point - if the DoH classes literally play the exact same, it *is* kind of silly to have so many of them. SE got lazy on that front in my opinion and could’ve come up with more unique crafting methods for each of the different classes.
"Is now" the same class multiple times? Did they differ somehow in the past?
What bugs me is that every single item is the same. Whether it's a necklace or a shirt or an entire house it's the exact same "hit the glowing ball" with the same skills.
That's a hot take, but yeah. I'm just thinking of how much more simple my bars would be since I don't need to ctrlc/ctrlv them thirty times.
Just have a macro such as:
And set up your CRP (or whatever class it is) the way you want it and then change to the other crafting classes and execute the macro; it still takes 7 times and is annoying but it should at least save you some time if you ever make any changes./macrolock
/hotbar copy CRP 1 current 1
/hotbar copy CRP 2 current 2
/hotbar copy CRP 3 current 3
/hotbar copy CRP 4 current 4
/hotbar copy CRP 5 current 5
/hotbar copy CRP 6 current 6
/hotbar copy CRP 7 current 7
/hotbar copy CRP 8 current 8
/hotbar copy CRP 9 current 9
/hotbar copy CRP 10 current 10
Crafters have literally the same actions. Their differences are solely the tool skin with which they hit a shiny ball. They can be as well differentiated by auto-swapped tools and recipe sets as by separate classes.
DoW/M do not, and cannot. Let's not strawman or otherwise conflate this...
They did differ in the past. You'd have the basic synthesis and touch actions in common (with their class specific names) but then there would be unique actions. Things like Muscle Memory, Manipulation, Tricks of the Trade, Byregot's Blessing, Comfort Zone, Maker's Mark+Flawless Synthesis, Ingenuity, etc. belonged to separate classes. The only way to get access on other classes was to level up their assigned class and select them as one of the limited number of cross class skills you could have.
What happened? Serious crafters were leveling all classes regardless so they had all the cross-class skills and could grab the "must haves" from other classes. Rotations would get worked out that worked across all classes. Crafters who only wanted to level one or two specific classes were at a serious disadvantage compared to others crafting the same items because they lacked the cross class skills needed for the efficient rotations.
The skill "homogenization" that SE implemented was formalizing something the crafting community had developed on its own.
SE could have removed the ability to have cross-class skills but then that would have created a balancing nightmare trying to create the recipe requirements for each class. Imagine working out durability, progress and quality needs when one class can only restore/reduce durability loss, another only gets CP recovery, a third only gets Control boosts, etc.
All that extra work wouldn't have really done anything because you'd still have the handful of crafters that would work out the macros for each class while the rest of the community would copy those macros once shared online. Once a macro is doing the work, there's nothing to make the class feel unique.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.