This could simply become a specialization of GSM down the road.
This could simply become a specialization of GSM down the road.
this is actually something i'd like to see implemented. letting everyone level every DoH is fine, but later they can add specializations that allow you to pick one specialization to craft exclusive things that a non-specialized person can't.
If they only allow one specialization as a DoH, then they should only allow you to have one job a a battle class. I really don't want to have to level 8 mules to specialize in all the DoH jobs.
They already said ages ago that with time they will somehow limit how many craft you can 'maximize' or 'specialize' in though, so that wouldn't be so surprising. DoH classes were always a different kind of beast, not really comparable to battle classes.
They have said a lot of things that have been changed, dropped, or forgotten. There's no reason to force limitations on one set on Disciplines and not on another.
having every single job class at max level doesn't significantly impact your ability to make money, at least not in a positive way. if anything it's negative because you have to spend that much more gearing up additional classes. having every single crafting and gathering class at max level, on the other hand, *very significantly* impacts your ability to make money and participate in the game economy. the two examples aren't equivalent whatsoever. your logic fails.
furthermore, the idea of DoH specialization wouldn't prevent you from having all DoH classes at max level. it would only prevent you from making a certain (likely very small) set of items endemic to that specialization alone. for example: taking a hart guisarme and adding some U/U material that drops from a new raid to make a new, stronger lance.
with everyone being able to have every DoH at max level, there's no variance and little interplay between players in the economy. everyone just makes what they need and sells whatever is the hottest thing. specialization would make certain items more rare since the number of people who can make it would decrease, and as a result the value of those items would increase.
this would actually make your crafting skills a little more in demand since there would be less supply.
i don't see how this could possibly be a bad thing.
Last edited by fusional; 10-21-2012 at 09:41 PM.
Even if having all your job at max level doesn't affect your ability to make money, it does affect your ability to participate in the content made for that Discipline. "Impacting the economy" is the main content available to DoH and DoL classes. While having all 50's in those disciplines does improve your ability to make money, everyone has the same ability to level those classes and thus effect the economy. Limiting the ability of one discipline to access all advanced classes is exactly the same as limiting another discipline's ability to access all advanced classes.having every single job class at max level doesn't significantly impact your ability to make money, at least not in a positive way. if anything it's negative because you have to spend that much more gearing up additional classes. having every single crafting and gathering class at max level, on the other hand, *very significantly* impacts your ability to make money and participate in the game economy. the two examples aren't equivalent whatsoever. your logic fails.
The same can be said for classes and jobs. Having access to only one job wouldn't prevent you from having all battle classes at max level. It is an unnecessary limitation on both disciplines and goes against the idea of the armory system.furthermore, the idea of DoH specialization wouldn't prevent you from having all DoH classes at max level. it would only prevent you from making a certain (likely very small) set of items endemic to that specialization alone. for example: taking a hart guisarme and adding some U/U material that drops from a new raid to make a new, stronger lance.
The same can be said of having all jobs at 50. There's no variance and little interplay between players, outside of static groups. I won't say everyone, but the majority of PUG's only want whichever job is hot at the time. Restricting people to a single job would make those jobs more rare and valuable.with everyone being able to have every DoH at max level, there's no variance and little interplay between players in the economy. everyone just makes what they need and sells whatever is the hottest thing. specialization would make certain items more rare since the number of people who can make it would decrease, and as a result the value of those items would increase.
Just because less people would be able to make the items(less supply) does not mean that the demand for those items would be greater. How good the item itself is is what would drive demand.
I can only see this as a bad thing; so, we'll have to agree to disagree. It is an artificial limitation anyway, because I would just make 8 alternate characters to have all the specializations anyway. But this would be an unfair restriction to any non-legacy players that would have to pay for the additional character slots. Besides that fact that I really don't want to have to level all the DoH classes 8 times.
I don't actually agree with limiting everyone to a single job; I'm just trying to point out that it is just as absurd to limit DoH as it is to limit DoW/DoM.
TL;DR: Having unnecessary limitations on DoH/DoL classes is bad. Mmm'k.
On topic: The list looks pretty cool, but I don't see a need to split it off of the goldsmith class.
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