Quote Originally Posted by LineageRazor View Post
What I do know is that SE must have had some reason for introducing them. For whatever reasons, THEY thought that the abilities would be relevant, and since we don't, either SE is high out of their mind, or they understand something about them that we haven't figured out yet. They doubtless had their own crafters playtesting them before release, perhaps with coaching from the devs to tell them how best to use them, and those crafters gave the thumbs-up.
There are many examples in heavensward that they put in very little effort towards developing crafting or gathering in the expansion.
As a Japanese player pointed out in one of the jp threads on this subject: we arent their testers. If they implement a system atleast tune it so that its playable.


-Where are the 1* recipes? Why did they practically skip an entire tier?
I've not read anyone else on the forums mention this, but we essentially have an entire tier of gear progression skipped. Most of the crafting classes do not even have any 1* recipes at 60.
-Why are normal recipes gated behind a master recipe book
-Why are master book recipes required for leveling leve quests
-Why do all crafting materials require several times as much raw materials to make
-Why did all the scrips recipes reward scrips based on total amount of materials rather then whether those materials are locked behind node, hunted, or easily gathered.
-Why do nearly all recipes require materials from up to 5( 5!) different crafting classes.
-Why force material requirements from other specific crafting classes (IE: push alch disolvents on all dow/dom items)
-Why lock crafting classes behind (higher level) gathering classes, and why lock those behind the MSQ
-Where are the 1* recipes from blacksmithing, carpenter and the remaining 1* recipes for the rest of the classes?
-They made a feature of ''new type of nodes'' that wouldnt be timed and we could gather them more easily, rather then unspoiled nodes that were time based. Then they gave us unspoiled nodes anyway. Except they spawn twice as often, and give half the resources.
-Why are most of the 2 dozen orso unspoiled nodes sharing one two (3 if you spam cordials) timers? Would it have been too obvious to just place the items on the same node?
-Speaking of obvious: why are there several scrips turn in items on the same node, ensuring that one is completely pointless.
-Why do all HW quests give 2 full (apart from 3 accesories, that drop plenty in dungeons) sets of HQ crafter made equipment.
And why did they bother to add the recipe lists to the log anyway?
-Why add many new refined materials when they are only use for 2 levels.
-Why are there no 51-55 gathering nodes in the lower half of the sea of clouds.
-Why is anything above the first collectible unobtainable with leveling perception, untill you reach 58/59+ or are decked out in lucis+ food
I mean these are ment for leveling. So what is the point of these stats requirements if the people still leveling cant obtain them.
-Why were only a handful of furnishing recipes added. And why were they added to the master books (apart from the GSM recipe for some reason)
-Why are many of the important raw materials HIDDEN, meaning they only have 1/3th the harvest rates. As if requiring 5 of these to make one item isnt bad enough, thats equivalent of needing 15 (15!) materials for one item.




Now I'm writing this out of the top of my head so I probably missed a few here and there. But all of the above issues tell me they just simply didnt care about crafting or gathering.
And hey, thats not even mentioning the red scrips system.