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  1. #1
    Player TheodoreMcIntyre's Avatar
    Join Date
    May 2014
    Location
    Ul'Dah
    Posts
    158
    Character
    Theodulus Deodoros
    World
    Balmung
    Main Class
    Gladiator Lv 50

    How come the Artisan mainhands got a huge nerf but the Forager mainhands didn't?

    I'm not trying to be a smartass or anything, I'm just genuinely curious why the i70 mainhands for crafters would get a huge nerf but not the mainhands for gatherers.
    (0)

  2. #2
    Player
    Lemuel81's Avatar
    Join Date
    Jul 2014
    Posts
    563
    Character
    Draelon Eldad
    World
    Behemoth
    Main Class
    Thaumaturge Lv 91
    Im guessing it just didnt happen in the same patch, I bet it will happen in 2.5 but we'll see.
    (0)

  3. #3
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Easy. Because the mainhands for min/btn were already much easier than the crafting ones, and the adjustment had nothing to do with that balance; it was about cul being (supposedly) much easier than the others, and so people were spamming cul for repeated tools for desynth.

    In reality the crafting ones didn't need that much of an adjustment; ltw had already been just about as easy, and arguably easier, than cul, to spam for desynth fodder. Now it's easier than cul along with a couple others, but it didn't really fix anything because nothing was broken. SE still overreacts when 1 "path" is better than others. The situation as it was was not game breaking, and wouldn't be much different now if they had just halved all their requirements instead of min-maxing which them to a point they thought they'd be balanced. Any change made like this is just gonna produce another path that's the new "best way", and it takes a much bigger differential than they think to truly merit a nerf.

    Fisher's another story; that was the hardest to get by a longshot, but with the introduction of i75 it actually became skippable, so there's not much a need or benefit to nerfing the requirements. It had a minor adjustment where 2 hq fish were enough, but the likelihood of having 2 hq before 3 nq was pretty low to begin with.
    (1)

  4. #4
    Player
    Ephier's Avatar
    Join Date
    Sep 2013
    Posts
    781
    Character
    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    Because they are MUCH easier.
    (0)

  5. #5
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Easy. Because the mainhands for min/btn were already much easier than the crafting ones, and the adjustment had nothing to do with that balance; it was about cul being (supposedly) much easier than the others, and so people were spamming cul for repeated tools for desynth.
    Personally I understood it as part of their philosophy they've stated that they wanted to introduce ways for newer players to 'catch up' to the status of current ones for crafter/gatherer classes - that's why in general they all saw some level of nerf (the value/rarity of materials being different is what prompted different values for each of the classes, however).

    Forager's difficulty for BTN/MIN actually did get nerfed recently when 1* nodes were dropped down about 17 Gathering in requirement (from 370 to 353). More importantly though, the only cost involved is the stat requirement (which crafters also have to pay to meet on their end). You just need to visit location x so many times.
    (0)