Results -9 to 0 of 429

Dev. Posts

Threaded View

  1. #10
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Aeyis View Post
    Hmmm, personally I would dislike that. Not the thought of having more people craft; but the thought that everyone takes a one or two crafting classes because it's easy to level and to do. It would trivialise crafting as a class, I feel.
    In WoW nearly everyone had maxed professions, and many had all of them maxed. There was no effort involved in doing so.
    I don't think WoWs system can really compare to FFXIV with or without specialisation because of that lack of effort.
    I don't want them to trivialize crafting. I want them to make it so a person that wants to be just an Alchemist or Culinarian for raiding need only level those. Considering a hard core raider only needs to level their main class to 50 and maybe one or two others classes to 30ish I don't see why this is such a stretch. I'm sure there are plenty of crafters out there that haven't gotten into it because they don't want to level 8 classes just to play the one or two that they actually want to max out.

    Quote Originally Posted by Aeyis View Post
    That said, I don't see how crafting can take that direction with specialization, as people would still have to level the classes (perhaps all of them) to 60. How is that any different from what it is like now?

    If crafting equipment becomes specific to classes again, as well as abilities that would make it a lot easier for someone new to it to jump in. But that would have the side effect of making crafting a lot less interesting to those already into it, as a large part of the fun in crafting is using all those different abilities.
    Specializations could be analogous to Jobs where you can cross class with 2 of the other DoH classes. Given how the system works now this wouldn't work but if the Specialization skills are designed around this concept it could very much be workable. The advantages to this is that each Specialization could play different similar to how Scholar and White Mage play differently and Warrior and Paladin play different even though they are the same role. This would mean that being a Carpenter and being a Goldsmith requires a different approach to raising the quality bar and handling Excellent/Good procs instead of the 8 DoH classes being homogenized to doing the exactly same strategy with the exact same skill set.

    Looking at how many useless skills the crafting classes have, I think there is a lot of room for improvement. I mean, how often do you actually use Standard and Advanced Touch in end-game crafting?
    (0)
    Last edited by Sibyll; 03-20-2015 at 07:11 AM.