This is a design flaw though that makes crafting valueless.
What is needed is equal parity between them - and this can be game balanced by requiring end-game content to craft the top items, and crafting to turn the top end-game loot drops into useable gear.
Striving for perfection is the path to one's downfall. 'Tis the paradox of the immaculate carrot. | Jah Bless. One God, One Aim, and One Destiny - Marcus Garvey.
Until the philosophy which holds one race superior and another inferior is finally and permanently discredited and abandoned, everywhere is war - Ras Tafari.
I'd just prefer if it could make materia, including the demi materia, would take a lot of the RNG out of the system.
The devs have already said multiple times they don't want crafted gear to compete with endgame gear though.
It's not a design flaw, though. It's working exactly as they intended it to.
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.
I don't see how separating raid gear and crafted gear is a flawed premise. If you can craft the best gear in the game, there's less incentive to raid. Yes they still have the challenge behind them, but it makes it very possible for someone that just has a lot of gil to be better geared than the game's top-notch raiders. Something about that just doesn't sit well with me at all. If you want the best gear that the game has to offer, go raid.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.
There isn't enough content in the game for it. We have barely anything to do besides 2 zones or raid, 2 zones which never change and are not dynamic.I don't see how separating raid gear and crafted gear is a flawed premise. If you can craft the best gear in the game, there's less incentive to raid. Yes they still have the challenge behind them, but it makes it very possible for someone that just has a lot of gil to be better geared than the game's top-notch raiders. Something about that just doesn't sit well with me at all. If you want the best gear that the game has to offer, go raid.
That doesn't even make sense. I say go raid. You say "but our only content is 2 dungeons and a raid!"
Even if that was the truth, my response would still be: if you want the best gear, then go raid.
It's not a flaw, it's the intended direction of the design. And value is 100% subjective.
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