The example wasn't meant to compare difficulties, it was meant to compare how Crafting is gated similarly to Combat, and I apologize for not elaborating. In terms of gating in comparison to Combat, I consider 3* to be at least A7S+, and 1*-2* to be A1S-A6S.
Just because you can ENTER A5S doesn't mean you can clear it, and if you can't you're locked out of A6S+ until you can gear up through weekly caps.
Just because you can CRAFT 2* doesn't mean you can HQ it, and if you can't you're locked out of 3* until you can gear up through weekly caps.
Clearing A5S gets you better gear and unlocks A6S and eventually A7S and A8S.
Making HQ 2* gets you better gear (i170) and eventually unlocks 3*.
Speaking on skill, you're correct that there's no skill required when you can be told "Get these stats, use this rotation", but there most certainly is for the people who found those numbers and that rotation. Especially on a new patch with new gear/rotations, the first few Crafters to find those optimal stats and rotation are going to make much more than others unwilling to experiment.
The main thing hurting new players (Or new Crafters in general) is that there has been no catch-up gear for Crafting and no increase in Red Scrip cap or reduction of the token cost for the i180 gear. Yes, Crafting content is harder to break into than Combat, but it's also not as essential as Combat is to enjoying the majority of the content the game has to offer, nor does it get as many updates or additions. You can complete the entire storyline, every Primal, and every Raid without even unlocking a single Crafting class. The same can't be said in reverse.


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