Quote Originally Posted by -BlueGreen- View Post
So... would you also be in favor of some limit to how many battle jobs you can have in favor of limiting the "sunk time"? What if someone prefers to sink their time into crafting and only chooses to level up one, maybe two battle jobs? Games like these survive off of subs, which usually only keep going if there's stuff for people to sink their time into. Limiting that factor for crafting kind of shoots that in the foot since people who prefer crafting now hit a wall much earlier than necessary.
There is a limit on how many battle classes you can have fully geared to a high level, and that is the tomestone caps and raid lockouts. You can't be i200+ on every battle class (at this moment in time), I see no reason why you should be able to be able to produce every item in the game at high-quality.

I've already stated that the issues with specialization and desynth caps aren't really due to the limitations, but due to the fact that the money comes from certain classes, forcing players to follow the standard GSM/BSM/ARM desynth setup if they want money. The problem I have with specialist recipes is that some require items that are specialist recipes of other classes, which forces players to pick certain specializations or be hobbled due to requirements.

The other option would be to make the desirable results of desynth untradeable, but no one wants that because the purpose of desynth is to sell those for money, as far as I've seen.