Quote Originally Posted by Laryndra View Post
No offense but BC Is really the only thing that matters at this point.
To be fair, the food buff isn't really that important in Coil either. Even if the 4 DD use something like Buttons in a Blanket, that 8% extra Crit and 16% extra Det is not going to make or break an encounter. Nearly ever mechanic in coil is execution, not brute force. The food buffs are simply not good enough to be a needed until at the very least you reach a point in the fights that you have the execution part down.
On the flip side, that ~ 50K gil per half hour or few hours spent gathering and cooking the mats could ultimately provide more gains per group used elsewhere in terms of being able to fill out players with high quality crafted gear & materia and provide a permanent buff so to speak to the entire group.

There are some good ideas in here that could make food buffs be more useful for all aspects of the game and a number of them would be great to see make it into 2.1.
**In no particular order**
1) Crafting in batches. Even being able to cook in batches of 10 would really lessen the time sink burden placed on cooks. While crafting HQ food isn't all that difficult once you reach a certain point in crafted gear, it still does add some risk if a mistake is made when dealing with larger batches of food stuffs at one time.
2) Persisting through death. Seriously, the buff is only 30 minutes, we already take a fairly severe penalty if revived during combat, why do we have an added penalty for loss of the food buff if we decide to use it?
3) HQ extend the duration. A nice little benefit for using HQ. Jump it up to say 40 minutes, it's not going to break the market to extend the buffs duration a little.

I do believe that even these 3 small tweaks to the way food is handled would greatly enhance the culinary job to make it worth while even in the long run. Being realistic here, a games population does not continue to grow at the same rate for long periods of time. We have to remember that since every player can do EVERY job in the game that at some point, each server is going to get over saturated with DoL/DoH making these jobs become more self sustained then market sustained. Players that want to stay in Final Fantasy for the long haul are going to end up not seeing the market being a viable option for crafting at a point. The only way crafting could have remained a viable option in the market sense would have been to limit the number of jobs each player could have obtained but we are far passed that as an option for changes.