Why not Enchanter as a class like in EQ2 which can charm monsters and take control of them and use them in combat? Enhance other players stats in combat?
Give it the ability to heal "Mind" and or "TP".
Why not Enchanter as a class like in EQ2 which can charm monsters and take control of them and use them in combat? Enhance other players stats in combat?
Give it the ability to heal "Mind" and or "TP".
that more a combat jobs this hehe
the trouble is they absolut try to care more about what think raid player, but let's be honest, when we see the number of completed Alexander savage i begin to wonder if it's clever as move. it was the same in ARR the number of people actually truelly experiencing the high end raid are quite low.... i feel they need to create another type of content that will be more interesting and more important will care for more player than only a small playerbase. but well it's a lost fight sadly.Its a deliberate decision based upon a flawed premise. Yes, it is functioning as they intended - though if they are going to kill crafting through irrelevancy, why bother adding new nodes, new recipes, new crafted gear?
Its an inherent design flaw when one aspect of your creation is in direct contradiction to another aspect, or direction. Here, you have on the one hand the fact that crafting is in the game, and there are several systems to support this (Gathering is a big one, but also the Marketboard). On the other hand is the general irrelevancy of star level crafting currently in game.
Last edited by silentwindfr; 08-27-2015 at 12:42 PM.
The devs seem very opposed to crafted gear being top notch, regardless of what's needed to get it. There are already several examples of crafting recipes that require drops from raid bosses, but they're all furniture. I'd personally prefer a full set of crafted gear that had parity with raid gear but required raid drops to make. It gives extra incentive to raid in the first place and provides people with things that are worthwhile to buy.
I think the devs have taken the stance that adding useful items into the economy breeds RMT and needs to be avoided. I'm not 100% clear on whether or not they're strictly opposed to someone who primarily crafts having access to some of the best combat gear or not, though from what's been said I think again they just want raiders to have the best gear and that's it (even though many teams eventually sell runs anyway).
The concept is not too far from impossible though. I really like the idea of a crafting class dedicated to enhancing equipment, even if its not extra stats. The only problem I could see the devs having with this is the usual server limitations, as it would possibly add more to the existing dynamics to gear.
Better ideas: class uses items and turns a hidden materia slot into a guaranteed materia slot (lessening RNG at the cost of crafting mats). Higher class gets, access to high guaranteed slots (up to 5).
At max level, adds another Hidden slot to an item.
Then for other facets of the class, we can use an already brought facet of the game into DoL - Scrolls. Scrolls would act like pots, on seperate timer.
We could also add a static Materia Infusion Scroll slot - Like the Relic, but static on your inventory. A new slow really - also somewhere to dump materia for faster churn, and giving a way to min/max for the stats/build you want.
We don't want to invalidate other crafting classes, but we'd be better synergizing with them.
wow Tarta
so man
such big
wow
much scarry
I don't much like the OP's idea, but some of the replies have been interesting.
A crafter that could make materia, and convert hidden slots to guaranteed, could be interesting.
Also maybe change one materia into a different type. Being able to pick exactly what materia you were changing too might be a bit too OP, so it could be at random (tho same level of material obv, not changing a IV into a II or anything), with a small chance that it levels up? Anything to put a stop to that Mutamix nonsense
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