Calm down, it's not another tl;dr.

I noticed that for a lot of the raw material synthesis, they have been moved from being "1x raw => X result" to "3x raw => 3x result" and while this is nice and will save on crystals, it becomes cumbersome when you dont have exact/multiples of 3. Especially with the 100% HQ reforms that are being planned for 1.20. Under this current system, if I want say... 1 Dodo Leather for a making a hat. And a meteor just hit Uldah killing all the retainers instantaneously and there are no Dodo Skins for sale, I will need to go out an farm three, even though I'll only need one because the synthesis requires 3.

Also, from a skilling up standpoint this is very costly. It would now appear that in order to make as much SP as before, we need to buy 3x as many raw materials. It also increases the risk because failing one of these synths makes us lose 3x raw materials instead of only 1.


What I am suggesting is that the base recipe would be 1 to 1. 1 Dodo Skin = 1 Dodo Leather, 1 Maple Log = 1 Maple Lumber, etc. And add (at the cost of a small amount of guild points) some kind of bundling piece that allows for bulk synthesis.

If I only need 1 Dodo Leather, I can make just one. If I'm going to be skilling up on a finished material and need several hundred dodo leathers, I could fill up the window with 6 dodo skins, the alumen, and the bundling material and crank out bulk synths of 6 each.

Would anyone else be in favor of a more flexible system like this?