Nope.
Making glamors, housing items, and the occasional required craft item for relics, keeps people with crafts raking in millions upon millions of gil. Some people hit the gil cap and had to start storing their gil on alts.
Because all that gil is totally needed for subpar gear, glamours and housing items for yourself. Gil is not a resource, is a score.
Regardless of the ease of obtaining, crafted battle accessories are just flat out better than any Alex NM drops. At least for tanks, but I would argue they are better for everyone if used properly. I have the crafted i150 accessories on my DRK and they are only tri-melded with materia 4's.
I have 850 STR and 815 VIT. My MT DPS is normally around 600-650 and I have 15.8k HP in battle (party buff, no food). It's literally the best of both worlds. For tanks, there is no comparison. "Do I have 870 VIT with 700 STR, 870 STR with 700 VIT, or 810+ in both?"
The answer there should be obvious. The bolts from Alex NM I've had to get have just went to DPS classes because i190 accessories from Alex NM do not match the overall value my i150 melded crafted tank accessories bring. The only downfall (and it's very minor) is that I have lower Parry rating than I maybe should have as a DRK. I have Slaying accs with Vitality melded in so I get accuracy/crit/det/skill speed bonuses, no parry. My parry is only at 450. What I've noticed though, is it doesn't really matter. If Parry (obtained from secondary stats) increased the % of damage reduced by Parrying something then this might be noteworthy.
Honestly, if you have the gil for it, crafted accessories are just plain better all around for everyone. For everyone else, the only reason you would get them is to pad your HP pool at the cost of maybe 10-15 points of main stats across all the accs. Or even for DPS/heal just swapping out one single accessory for crafted for the extra 400-500 HP you can get could be the difference between progressive savage damage wiping you and staying alive. And the main stat values attached to accessories scale at a much lower value than left side pieces. A i20 level jump is usually only 3 points of main stat increase on an accessory (as opposed to what we see on weapons, where there is a +8 or+9 main stat jump from i180 to i190 weapon). Helping your healers out by losing 3-6 points of main stat to get a potential +30/60 in Vitality? It definitely has value, and always will.
Also it should be noted (and this isn't in response to your quote, but to another comment I saw): For some people, blowing 80 million gil on penta-melded accessories is nothing. For some people, making that back would only take a week. The WAR in my raid group started HW with 40mil. He spent it all except for about 4mil getting all his crafters to 60 and buying stacks of cheap materia. After he got all his crafters to 60, he made 50 million in 3 days.
My melded accessories were a gift to me even though I have plenty of gil to pay for them. I paid for my own melds.
tl;dr: Crafted accessories for battle classes will always have a market. It isn't a shortcut, for almost every single Job it is either better/comparable to gear higher ilvl than it, and for some Jobs it is downright better. As for how this all pertains to the OP? I haven't messed too much with endgame crafting. I'm also at work right now so I don't know if last night's patch introduced new crafted gear or not (if there are patch notes, my work blocks the lodestone so I still wouldn't know). Were i170 battle crafted accessories added as recipes that you need the Scrip mats for? If they were I can almost guarantee their value to the raid community would have played a large part in the decision to gate these types of materials. Yoshi has acknowledged many times that he underestimated the potential strength of crafted accessories and they played a large part in SCoB/FCoB being cleared so quickly after release.
Even if you remove the limit crafting is still pointless so far in expansion. Nothing good from it except food or pots, but the pots are absolute BS giving you one single pot per synth. Not sure what SE is thinking.
SE is thinking on their target audience, NEETs living on cyber coffees. Because obviously this was designed for people with +8 hours free to dedicate exclusively to this.
I saw 4 scripts a turn in when I logged in. So it seems gated, but at over 100 turn ins also a massive effort just to reach that gate. You're not supposed to have both, a gate AND a grind. The gate's there to limit the grind.
My first inclination was not to bother before even considering the cap because the whole things a lot of effort, little reward. But the cap being there also puts pressure on me to make that decision quick, since if I don't do turn ins this week I'll always be behind everyone.
This is criminal. Gils got one purpose. That's to make you look good. I bought the rogue 'af'. I bought the kurimu coat. The sch augmentation. Some of them were upgrades, some weren't. But that really wasn't a factor in any of the purchases.And battle gear? No one is going to shell out 60 million for an i180 piece that has the same model as the i160 version.
@JayCommon Yoshi needs to stop making decisions for what he and the dev team wants, and should instead focus on what WE, the community want. Yeah, I get they dont want overpowered battle gear for fast content clearing, but there's so many ways around that. Just release the recipes a week later or cap their stats for a week.
Oh I agree, I hope my original post doesn't make it sound like I'm a proponent of this massive gating system. I am absolutely against it. If you have a grind gated behind artificial time-walls, I can absolutely see where the outrage is coming from. I just wanted to clarify just exactly how important those crafted accessories are to progressive raid groups. They are important to the point that world first clears on certain turns would have been pushed back by weeks before they were supposed to possible.@JayCommon Yoshi needs to stop making decisions for what he and the dev team wants, and should instead focus on what WE, the community want. Yeah, I get they dont want overpowered battle gear for fast content clearing, but there's so many ways around that. Just release the recipes a week later or cap their stats for a week.
And if there are any battle accs you need Red Scrip mats for that are higher than i150, then I can see why it was done. But yes, I completely agree with you that it was handled the wrong way. That's easy for me to say, but I'm sure it was much more difficult for SE. Look at it from SE point of view. In threads they have crafters saying it is outright ridiculous that they can't provide relevant gear to raiders until after progressive raiders have already cleared. And then in other threads, you have the raiders who want the accs quicker, you have raiders that think the accs are a crutch, you have raiders who don't know what the hell they want but only to be better than casual scum... >.>
You have crafters who want to be able to actually supply battle Jobs with relevant gear, but with the Materia system in place anything crafted has to be kept in line because every crafted piece can be upgraded. They are in a very awkward position when it comes to this and I'm glad I'm not the one having to make decisions. I don't think I would be able to come up with anything better to appease millions of people.
I still wouldn't gate it behind time and grind though. Sheesh, one or the other is enough.
My server consists of some of the most hardcore crafters in the world and even most of them hate this change. Yeah, you can spend 200 million to craft a 2 star. But then you've got no market. Literally no market at all.
That might have been part of the reason why they find it okay to take so long to get as is. The option is there if you REALLY want it, but you won't have much use out of it yet. It's likely that when 3.1 hits, we'll start to see some necessity out of the red scrip related gear.
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