Do Botanists bot in botanical gardens? D:
Do Botanists bot in botanical gardens? D:
Wouldn't work and here's why. Unlike some games you can not go into these donguens freely. You need a four person grp at least. If there was something there to harvest it become a pain for other party members. If you could freely enter and exit a dungeon like a player can in EverQuest 2 then it will and has worked. As long as you are unable to freely enter a zone by yourself then this won't work very well at best.
As someone suggested you could just add a 5th optional spot that could be filled if the appropriate DoL in queue. Join in Progress could be used for this as well. To prevent irritation, DoW/DoM classes could check to not allow this 5th class in the case that they want to avoid hold up. An incentive could be given to groups that run the instance with a DoL in the group in the form of materials, tomes, extra exp/gil/loot etc.Wouldn't work and here's why. Unlike some games you can not go into these donguens freely. You need a four person grp at least. If there was something there to harvest it become a pain for other party members. If you could freely enter and exit a dungeon like a player can in EverQuest 2 then it will and has worked. As long as you are unable to freely enter a zone by yourself then this won't work very well at best.
Personally I'd rather see something a little more active like in Copperbell Hard Mode where your party defends some miners that are clearing rubble. In that case the DoLs are actually part of the dungeon progression.
It'd probably be easier to create specific new instances that are made for including DoH and DoL classes. What makes FFXIV stand out is that they treat crafting/gathering classes as real classes. They quest, they gear up and they have rotations and mechanics. I think it'd be healthy for these classes to continue down this trend and make these classes feel like they have more of a role in the game then just gathering and crafting the same items that end up getting replaced by dungeon drops anyways.
Again still don't see this working out. A dungeon who's progress solely relies on the use of a DoL class is a no go. If a node was to be needed to clear an area it would just be like all the rest found already in the game. Blow it up with items or destroy it with spells. Yes sure this game end game is not geared toward crafters, but honestly making them limited is the correct way. A crafter class and subsequently the DoL classes that support such are ment to support you until a certain point. After that level then it becomes not needed and your main adventuring class become important. If you wanted a DoL/DoH then there are other games that will do just that.
Why is limiting gathering/crafting classes the correct way? Why are they meant to only support you until a certain point after which they become completely trivial? Why waste time and resources creating content that serves no purpose?Again still don't see this working out. A dungeon who's progress solely relies on the use of a DoL class is a no go. If a node was to be needed to clear an area it would just be like all the rest found already in the game. Blow it up with items or destroy it with spells. Yes sure this game end game is not geared toward crafters, but honestly making them limited is the correct way. A crafter class and subsequently the DoL classes that support such are ment to support you until a certain point. After that level then it becomes not needed and your main adventuring class become important. If you wanted a DoL/DoH then there are other games that will do just that.
Just because so many other MMOs design crafting/gathering as an after thought does not mean it's the correct/best way to do something. They spent the time making the DoL/DoH classes very much in line with the play style of DoW/DoM classes: class quest, gear progression, and combat-like crafting/gathering style. These are all steps in the right direction. Giving them a role in the game outside of gearing alts, melding, and the market board is the difference between real change and just another gimmick.
Mining in mines is something i've hoped for all throughout my miner levelling. Even just a few instances of it would be great.
Also, having DoL classes be useful in dungeons would be great, either as an escort type mission for DoM/W or just letting people change class mid dungeon to do some gathering in a hard to reach spot. Kind of like in-dungeon unspoiled nodes.
At the very least, i'm looking forward to see how they expand on the Treasure Hunting mechanic, which they've stated they are gonna do.
Gotta be something "pretty" in even the lower-level dungeons. I mean, the first part of Sastasha is so...glittery. Opals, or rare mother-of-pearl...
Doesn't the backstory to Ul'dah, and Copperbell in particular, speak to a "Mythril Rush"? Shades of Khazad-Dum!
...just let me have "mining" gear that consists of a leather jacket; chinos; and an old, battered fedora and I'm good. Oh, and cue the heroic theme music!
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