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  1. #311
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by JoolzS View Post
    I kinda lost faith in the specialisation thing back with desynthing. Everything was on a fairly even keel (from what i was reading in my craft and gathering LS) and then they added the wedding stuff that could be desynthed. If you had made the right choice and picked LTW for desynth, then great for you; but if you'd picked WVR, then pay twice as much gil for the same chance.
    I get what you are saying but I think desynth killed it for me the day that GSM was the only reliable source of mastercraft demimateria. When it comes to leveling desynths the balance is horribly off. ALC and BSM are two of my desynths (ARM is the third) and comparing the cost of leveling those compared to GSM is a joke.

    Aetherial Reduction is what desynth should've been from the beginning. The leveling, the gil sink, and the lack of balance killed it for me. It doesn't end at desynth either. It took them until the expansion to realize that the recipe balance between classes was trash.

    Quote Originally Posted by Aeyis View Post
    -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.
    You bring up a lot of good points.

    1) The dependence on unspoiled nodes, hidden/rare materials and increased raw materials per synth I think is their push to add longevity to a full time gatherer. Unspoiled mats were really the only gathered mats worth selling in ARR, especially after beast tribes provided many refined materials below level 40-50. You could argue this is to encourage people to specialize as pure gatherers or pure crafters rather than both.

    2) Master recipes being required for quests and leves I really just think is the devs way of including Master book progression into the leveling process.

    3) The lack of 1* recipes is baffling. I don't understand why they even had them there for the 2-3 week period before 2* got released, which was the real first tier of * recipes.

    4) It's apparent from a design stand point that they wanted people to level DoW to 60 and finish MSQ before even touching DoH/DoL due to the gate on many of the required materials (I'm looking at you Wyvern Skin), hence why they hand out HQ gear in quests. However, I really wonder why crafting exists at all if it's niche is going to be gearing secondary DoW/DoM and making BiS DoH/DoL. Crafting in other MMOs may not be as in-depth, but at least the end products are desired in those games.

    5) The shared/reduced timers on nodes is to prevent people from hitting every single unspoiled node like in ARR. Nodes also spawn twice a day (except folklore). I actually liked this design.

    I just don't understand their end game for crafting. If they wanted to eliminate omnicrafting, there were better ways to do it. If they wanted to stimulate the economy, there were better ways to do it. The expansion feels like more time was spent on improving DoL gameplay, and I think for the most part they did improve them in making their materials more desired. However, they seem like they just phoned it in on the DoH aspect. The specialist system promised much, but delivered very little in terms of any attempt changing the meta up or giving purpose to many of the base skills.
    (0)
    Last edited by Sibyll; 08-09-2015 at 03:24 AM.

  2. #312
    Player
    Alahra's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    1,798
    Character
    Alahra Valkhir
    World
    Balmung
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Sibyll View Post
    It took them until the expansion to realize that the recipe balance between classes was trash.
    Honestly, I'd say by and large that it still is, though it's a little better than it used to be.
    (0)

  3. #313
    Player
    maelor's Avatar
    Join Date
    Feb 2013
    Posts
    75
    Character
    Maelor Tormren
    World
    Goblin
    Main Class
    Pugilist Lv 60
    I agree with pretty much everything here, its near death. Please SE fix this, its so fun to have crafting goals that are reachable AND rewarding in the long run, but it is now and has been for a while that crafting is very time consuming with little payout. I say little payout because if you craft something nice and meld it, once you out grow it you lose the materia you out into it, which is a HUGE loss. Sure, desynthing lets you reclaim some of the mats, but the materia is what really makes a piece worth even wearing, because without the materia there are better pieces to be gotten from dungeons and raids, and they are easier to get. Finally the dungeon and raid gear can be turned in when you're done with it. Crafted gear gets crafted, becomes obsolete, then once its obsolete you truly have no use for it and get nothing back from it. I want to have crafting goals that are end goals and that are not necessarily easy to reach, but are not insanely hard to reach.
    (0)

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