I’d like to first off state that this is not going to be a short post, nor a simple jaunt, so those who can’t find the time to read through it then I apologize. I'll be breaking this up into several posts since the limit is 10,000 characters and with the hopes that it will be easier to digest.
I want to begin with the acknowledgement that like most of the game, the crafting system has what feels like massive potential, but the implementation has shown a severe lack of both foresight and implementation. While the future looks promising with the Materia System and changes to Repairs the core mechanics lack any definitive assessment (at least openly) or direction aside from a vague mentioning here and there about making an option to synth easier items quickly (because those of us who use hasty hand know how finicky it is) and a few other options they aren’t quite sure about. I also (like many others) want to like this game, but it seems as if the game itself is self-conscious or anti-social and seems determined to make your stay as annoying or frustrating as possible.
The changes to the SP gain on DOH were nice, even after the slight nerf it’s still far better than it was when I got Blacksmith to 50, and so that’s one aspect I don’t completely feel is entirely off. However, I want to touch base that I don’t like the idea of DOH or DOL being “just another class” they’re specific in their roles and are clearly not meant to be on the battlefield whatever some people may desire. They should be separate from the DOW/DOM classes and that should include the SP caps and anything else that will help to add more flavor and uniqueness to the DOH/DOL classes.
I don’t have any suggestions here except to unchain them from the DOW/DOM classes, as I can’t imagine many people would prefer to run out onto the battlefield wearing their soft doublets and caps with a tapping hammer to face off against the wild beasts of Eorzea. I don’t however think that DOH/DOL should be left defenseless in the wild, as I myself have had great use of wrist flick and stone throw to stun enemies or escape with my spleen still firmly nestled inside my body. As well I’ve comically killed several enemies on Blacksmith using stone throw because I forgot any sort of DOW/DOM arm back in my mog- I mean retainer.
Random AKA RNG (Random Number God)
Many people have complained about this, it’s no wonder since it has plagued and pervaded the vast majority of FFXIV. We even had it as the primary way in which to rank up our DOW/DOM classes for some time before they fixed that. I’ve played FFXI for most of its life (but quit around the time the mini-expansions came out) and RNG is something I became intricately acquainted with. Most things that were important, drop-rate, success on certain NMs or missions, fishing, crafting, harvesting/mining were all part of the Church of RNG. Some people could get a HQ while meeting all the criteria while others had to struggle through for dozens upon dozens of synths.
Now in FFXIV I – like many others I know – hoped that crafting would be more skill-based or at least logical. I don’t think that’s too much to ask. However, throughout the entire time I’ve played and through several patches I have noticed the RNG has never changed (aside from the weighting from standard to rapid and then back to standard). I can synth in 0% durability at the same time of day, moon phase, sitting position, direction what-have-you (for those of us who are superstitious as crafters tend to be – anything for that perceived +0.01% success right?) and passed with flying colors often with 50-75+ durability left. Then in the same exact sitting on multiple crafts, over and over throughout the months I have had fully repaired clothes, all level appropriate, master support (which really doesn’t seem like it does anything aside from when it’s called for and then as of a patch or few ago it seems nearly necessary to have correct support or higher) full moon what have you, and failed miserably without even a snowball’s chance in Hell.
This RNG worshipping by SE has got to stop, either by severely limiting its effects to more tolerable levels, or giving us more information as to the exactly effects of various stats and influences on crafting. We should either be enlightened as to why this is happening so we have the capability to prevent it, or the system should be changed so it is less of a hassle.
In line with this I feel the abilities should be constantly available until utilized, this is another archaic and unnecessary step to adding RNG to the mix. Why can I randomly use an ability I learned by spending days honing my skills? Am I lobotomized? Did a meteor strike my head and I can only sometimes remember how to be slightly more skillful for a few strikes of my tool? If we were allowed to have our abilities 100% open throughout the synth we could tier and appropriately stagger our abilities (or stack them) in order to utilize more skill to synth. Therefore SE could make skills more necessary to accomplishing particular synths, taking away from the current best/easiest method: mashing standard until you develop arthritis. *
I know many crafters who used all their abilities skillfully and felt they really mattered and initially loved the system. That is, until they stopped doing that in the face of defeat due to RNG, this is when most crafters get lazy and start spamming standard w/o many or any skills utilized, and they typically find that the total success % of their synths doesn’t alter much and if it does it’s so small that it’s a moot point. Why try to skillfully grind when you can watch movies/anime, read a book or chat on LS or another program altogether and simply spam one button, press down, hit recipe, then rinse and repeat?
Red orbs, gold orbs, flashing orbs are all it seems pretty meaningless since you can just spam through them with very little consequence. I’d like to actually have various prompts; if the color is white x ability / progression ability (I would hope for more than just standard/rapid/bold) is best to use, if it’s red then y ability should be used. Rather than, oh it’s flashing isn’t that pretty, I’ll just mash standard again?
Because of this, I feel like I would prefer XI’s brand of “roll the dice” and be done with it. At least then people wouldn’t be forced through a synth that fails randomly for no reason and no matter what abilities you use, it fails regardless. In situations like that I often wish I could just synthesize in one action (not talking hasty hand since the success rate is rather atrocious even at high levels with best support) and then I would either pass/fail in a span of 10 seconds and then I can do it all over again. At least then I would knowingly be casting my dice and letting RNG take control instead of receiving pseudo-control where all too often personalized and thought-out input does little to nothing to change that particular synths outcome.
People are in some places botting because of this, and why are they driven to this? Because it’s annoying and mind-numbing to constantly spam when you could be doing something more productive; crafting to them has moved from the potential to be fun and enjoyable to being a menial task that is no more than a means to an end.
If the crafting mini-game were fun, less random and more able to be utilized by a thinking player than a key-pressing script/bot then not only would it be harder for some bots to spam crafts but it’d keep more people wanting to actually craft since it’d be more enjoyable. This lack of enjoyment and the insufferable depths to which RNG pervades crafting leads me to my next point below.