So, topic of the day folks is the "endgame" that DoH have when they hit that infamous level 50 leveling goal. First, let's begin with a preface:
The Armory system allows users to switch to roles on one character and level said role to the maximum of 50 with it's own progression and goals. Naturally, one would assume that at every end of the leveling scheme there should be some sort of endgame.
DoW/M have the ability to go into dungeons and pillage mobs for their loot and increase their strength by gathering tomes which will allow them to purchase gear they may not get in the runs. This is done by adding dungeons with higher difficulty so the progression feeling is really there.
DoL have the ability of every set hours you can go around the world and mine a special item that crafters may need to create items. This allows them to keep track and build up on some economy by selling their wares to the crafters that can create items. This allows their progression to continue as gil is an infinite source and you can simply feed your other needs that way.
Here's where the problem begins: DoH have the ability to craft items past level 50. The progression exists that you need to get certain thresholds to actually be able to craft the item which is good. The problem lies as follows: You either force the crafter to buy a material that the DoW/M farms and buys (Most items crafted at the end game require you to gather Tomes to buy said items) or you actually force yourself to have to level a DoW/M and buy the items from Myth tomes. This goes against the spirit of progression as you're pretty much locked from this point from proceeding without doing some other role, which you should not have to do to progress in your role. This also causes an issue where DoW/M actually are the ones making money off of the crafters as well as once you have Darklight, you simply feed your tomes over to the items and it causes them to have a source of infinite money (I understand this isn't the case yet as the game is new, but it can become the problem.)
Secondly, if you do bother getting the items as a DoH main spec, you then have to craft items that are worse than the items you can originally purchase for DoW/M, or, marginally better. This is progression but very frustrating in the fact that most people don't really see the point. You already begin to discourage the people to want to continue this progression path because there's no real benefit.
My third and final point which is really frustrating for DoH members is this (And is linked to the second point): With 2.1's release, crafters are going to get severely damaged in their already low income situation due to the fact that Crystal Tower will be released and as such, you will have a 24 man dungeon run that will give you better gear than even HQ items. So effectively, CT will kill off the progression for DoH and render it as a side thing to do when you're bored.
S-E, you have a solid crafting system in place and the ability to actually go and make crafting another progression path for some people who simply don't want to do the dungeon grind. All you need to do is allow DoH to effectively get the items that allow them to craft them. Yes, this might hurt DoW to build money. This may also hurt the price of the items. But in the end, you will give DoH roles a purpose and a goal that is currently really in a bad spot.
Discuss!