

			
			
				Nothing is preventing you from leveling a useful desynth class. Maybe you should plan ahead when playing DoH classes instead of blindly doing whatever and then demanding the game to change to compensate for your lack of foresight. You can level 3, after all.
The new Artisan gear is pretty useless right now it's supposed to be il70? yet il55 fully melded matches this just about, 1 extra cp here, 1 control there, minus 1 craftsmanship there etc....
It's not worth the hassle to get, unless the desynth option is implemented.
Any chance we could get gear like Weaver's Swallowtail Supra or Artisan/Master Weaver's Swallowtail.
And would much prefer crafting gear for each crafting class especially since glamours are based on each gear piece NOT job/class.





			
			
				It's not meant for desynthing right now. It's catch-up gear. It's aimed more at those that have a single class leveled up and geared to the point where they can get them, but perhaps can't afford the artisan gear on the market board.
As far as crafting gear for each class... no, please. I don't want to go back to having to meld a completely separate set for each class. It's expensive and it makes me want to spoon my eyeballs out dealing with all that RNG just to allow me to start crafting. The crafting itself has more than enough RNG for me, thanks.



			
			
				Thank you for letting us know that the new Artisan gear will be desynthable in the future. I humbly beg for them to be desynthable sooner rather than later, as this would alleviate a serious discrepancy in the usefulness of various desynth classes.
Also, the new items obtainable for the new 2.5 dungeons, which are both unique and untradeable, are desynthable. Why make an exception for dungeon loot which makes it hard for people to obtain for glamour purposes, but not make an exception for turn-in gear that you don't have to roll against other players for? While I can understand the policy you are citing, I do not understand the inconsistent application of it.
(The links below are sadly outdated. I hope to get around to updating things at some point.)
Desynthesis Guide: http://tinyurl.com/ffxivdesynth
Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder
Except it wouldn't. You would see, at best, a small increase in supply and a small decrease in demand. Mastercraft demimateria isn't going to crash overnight because half the desynth categories suddenly got good access to it.
Let's remember that all crafters, in terms of raw crafting class level, are encouraged, heavily, to diversify - if you don't have every craft at 50, you're missing vital abilities for crafting. So you're a serious crafter (likely the only kind thinking about desynth), you have every craft at 50, you're choosing a category or two to max desynth in - you do some basic google or forums research and what do you find out? There's 4 "good" desynth categories and 4 worthless ones. So, the vast majority of maxed crafters with maxed desynth are already filling as much mastercraft demimateria supply as possible.
This doesn't account for a lot of other factors, like players who refuse do to their own middle-labor to produce a lot of types of materials to relieve themselves of the tedium of crafting, the fact that scarcity for demimateria is already enforced by the barriers for entry to be a high-end crafter, etc.
So what does giving every desynth category this easy access to mastercraft demis do? Not a hell of a lot, actually. A few people get added to suppliers and a few people get removed from being demanders. The market for ostentatious luxury crafting goods chugs on, just slightly cheaper than before. And FFXIV's high-end crafted goods market tends toward being hellishly unhealthy to begin with, because of the high barriers of entry to make a lot of the top end stuff and the absurd risk of attempting to craft top-tier equipment resulting in a basically dead supply-side.
Last edited by Krr; 01-30-2015 at 08:04 AM.
video games are bad



			
			
				You may want to do some research and plan ahead before blindly making a post on something you don't understand.
The flaw in your reason being that the nature of the Demimateria 'game' changes every patch. LTW was nearly useless as a desynth - until suddenly we hit the patch where it became the best for Fieldcraft III due to an introduced item. BSM 'could' get Mastercraft, but the massive investment made it extremely hard to recommend as useful... until the nerfs to the number of tokens needed to get Artisan's tools hit and it became the best; prior to that, GSM ruled.
"Plan ahead" all you want, because the solution changes unpredictably every patch.
That's the nature of the game though. At no point is every desynthesis class going to be equivalent, because it's very hard for them all to be equivalent. And that's probably a good thing - otherwise a lot of them would not be touched because people will always figure out 'the best' in an MMORPG. What I think does need to happen is for a greater variety of 'end product' results to be existant and desireable, beyond just FC3/BC3/Mastercraft. That way there's ideally going to be more than just 1-2 'best' desynth classes at every patch.
Last edited by Garlyle; 01-30-2015 at 08:15 AM.
While I agree that not every crafting (desynth) class needs to be able to make all of the useful things, we're currently operating in a market with about 3 useful things to go around: Mastercraft demimateria, fieldcraft demimateria III, and battlecraft demimateria III. The access to said materials isn't very even and GSM can pretty easily make all of them. It made a bit more sense when primal demimaterias were more relevant (if they can even be said to have been relevant) since the spread on those seems to have been more thought out.
I hesitate to say we need more necessary items from desynth because it's not really a part of the market I enjoy, but the current state of things is very off balance.



			
			
				For those not following the way the patches have changed the desynth classes:
Demand:
- GSM: Good for MCDs, good for Primal demis, good for FC3s, good for BC3s, good/best for dungeon drops, best for FC2s, good for BC3s from PvP
 - LTW: Can't get MCDs, best for FC3s, good for dungeon drops, transforms shoes into infinite gil (seriously, I've hit 50m profit from this so far, and it just became super valuable again)
 - WVR: Bad for MCDs, best for FC3s, good for dungeon drops, currently can transform underwear into infinite gil (a new thing; GSM MCD generation now eats up massive amounts of twinthread once people realized needles are twice as good as specs, and Vanya Silk is always valuable, making Bridesmaid's pants just as good as Bridesmaid's shoes for the moment)
 - BSM: Best for MCDs, good for Primal demis (market mostly non-existent now), okay for FC3s
 - ARM: Good for MCDs, good for dungeon drops, best for BC3s from PvP, best for Allagan Catalyst (but market non-existent), best for Allagan Wootz Ore
 - CUL: Can't get MCDs, best for swimwear, worst for FC3s, most interesting CUL item has not yet been datamined extensively (it's r110 and only available from Talan trade-ins - I'm hoping it gives MCDs, but I doubt it)
 - ALC: Can't get MCDs, okay for FC3s, best for BC2s, best for Crags demis, but just generally a terrible desynth class
 - CRP: Abysmal for MCDs, good for... uhh... I got nothing.
 
- MCDs: Remains steady
 - FC2s: Minimal market demand
 - FC3s: Remains steady
 - BC2s: Minimal market demand
 - BC3s: Sharp increase in 2.5
 - Primal Demis: Steady decrease over time
 - Allagan Mats: Decrease from 2.4, except Allagan Wootz Ore, which has sharply increased in 2.5
 - Swimwear: Decrease from 2.3
 - Allagan Catalyst: No market demand
 
So, basically, GSM is the best or second best at everything ever. LTW is the best at making money, with WVR close behind. BSM is the best at getting MCDs. ARM is alright, but not amazing. CRP and ALC are terrible. CUL is niche (still waiting to see what comes out of r110 pies though!).
But, like others have said, this changes every patch. Before, it was clearly GSM as the best, BSM as the second best, then everything else, and that was for getting everything. LTW was the worst. I'd now argue that LTW is the best. I'm waiting for ALC or CRP to become the best with Gold Saucer in 2.51.
(The links below are sadly outdated. I hope to get around to updating things at some point.)
Desynthesis Guide: http://tinyurl.com/ffxivdesynth
Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder
On a slightly off topic note, I would like to see gear from the newest dungeons be untradeable for Grand Company seals while they are "expert" level dungeons (Like WoD is now and ST and CT before them). Don't get me wrong, the shift to both gear and crafting mats is making set collection MUCH easier (THANK YOU!), but having people Need and Greed gear that they don't even want just for the seals can make it a bit harder, especially if you like to go on a certain job because it is your best geared.
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