

I wish crafters could produce augments for high end raid gear that allows you to customize the secondary stats via materia.Crafters SHOULD be able to make decent battle gear near BiS. One way to have both raiders happy and crafters happy is to have i210 crafted gear that requires binding raid drops. These could then be used by Crafters in the raid to make binding i210 gear. Thats just one way to make crafting worthwhile, but we should still have decent tradable battle gear too.
Would be desirable enough to keep crafting relevant, but not required for raiding.
No they shouldn't and apparently SE agree's.Crafters SHOULD be able to make decent battle gear near BiS. One way to have both raiders happy and crafters happy is to have i210 crafted gear that requires binding raid drops. These could then be used by Crafters in the raid to make binding i210 gear. Thats just one way to make crafting worthwhile, but we should still have decent tradable battle gear too.
I have no problem with BiS crafted gear as long its bound to the crafter. We are commiting alot of time into crafting instead of raiding, so crafting should also grant us gear equal to raiding. The scrip system would have been perfect to lock the gear behind it, so we wont craft it faster than raiders can aquire their sets.
The current system right now seems to have a supply chain for future recipes in mind.
I predict the future crafting patch will be like this:
Only a geared gatherer who got themself red scrip gear will be able to farm the new nodes.
So crafters will be reliant on those gatherers because they used their gatherer scrips for favors instead of gathering gear.
This way SE will limit the self-sufficiency and force trading onto us.
Player
I wish SE would decide just where crafting fits in in the overall gear progression of the game.
IMHO ...
Recipes for the best gear should be from raid dungeons - accessible via Duty Finder version; this way all crafters can get the capability to craft them.
Materials for the best gear should also be from raid dungeons, the higher the difficulty of the dungeon, the better the materials and the better the resulting gear will be - e.g. DF iLv190, normal iLv210 (I think) ...
Some kind of system is required to allow players to "place orders" and create a contract.
- Buyers will put up the materials, the quality level they expect, and a fee they are willing to pay.
- Crafters can pick up the materials and craft - they will have to place a deposit; if they fail to provide the finished product within an hour or return the package within say 15 mins if they decide not to pursue it, the deposit is forfield.
- If they fail (either to get the quality level or completely) the materials aren't used, instead they burn up specific reagents only crafters can get - so there is a cost to failure; but it's beared by the crafter.
- Once they turn in the item to the Market Board, they get the fee deposited by the buyer - which should cover the cost of the aforementioned "specific reagents" expended plus some.


because it's not the main content of this game.
try Atelier series.


It's not useless, the gil you make from it is, since gil is used for nothing more than teleports or 1k repairs.
Useful stuff is found in dungeons not crafting.


crafting, market, and housing are the reasons why RMT exist.
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