

While it may make sense from a logical point of few from a gameplay point of view IMO it makes very little.
Again just my opinion on the topic.


I'm a casual crafter and after looking at the script system, my eyes glazed over and it reminded me of a quote that Yoshi had about the new dungeon when he was testing it. "I wanted a dungeon, not a raid", I feel the same way about the current crafting system. Walk 10,000 miles, climb a mountain, fight off barbarian hordes, and save a civilization.... all for a sub combine.
Not the same thing, but it's worth noting that multiple combat classes do end up using some of the same gear up until Lv. 50-60 range, and even then, tanks/ranged DPS/healers still share the same gear until they end up using eso armor.
The point being in the case of crafters though, all of the crafters use the exact same stats, but there are eight crafter classes and the devs are expecting people to use their hard-earned weekly red scrips to get gear that's specific to each class. On average, it takes about 3-4 weeks to get enough red scrips for a main hand. To get a red scrip main hand for all 8 classes, you'd have to invest about 7 months for that. And none of that is even talking about the armor. It's for this reason that many say it'd be much faster and far more convenient to just use melded armor that can be used across all crafters at once.
(Incidentally, the gathering classes suffer from this as well, but there's only 3 gathering classes as opposed to 8 crafters, so the problem isn't as pronounced for them as it is for the crafting classes. The amount of red scrips needed to get gear is also exactly the same across gatherers and crafters as well, which is quite ridiculous. I think crafters should really have their red scrip gear costs cut by a third or something.)
It's rather poor design on top of the whole specialization debacle. The only real defining feature of specialization as of this moment is the fact that some crafts are locked behind them, as the exclusive actions you learn as a specialist are only highly situational at best. Many crafters I know don't even USE the specialization skills, so actually being specialized in one of the crafting classes actually doesn't make it any easier for you to craft stuff as your chosen crafters. The specialization lockouts and the heavy RNG nature of the specialization skills are precisely the reason why most crafters only see the specialization system as an excuse to limit players rather than actually expanding the crafting system in any meaningful way.
Indeed, several people in my FC actually have multiple capped crafting classes but haven't yet fully decided which three classes they want to specialize in, out of fear that they end up locking themselves out of something they want to try making in the future. For many crafters, specializing is just a matter of how much profit you can make out of recipes that are locked behind specializations - which is why most crafters pick Weaver as one of their three specialists, while there are incredibly low amounts of CRP and CUL specialists (at least from the looks of it in Sargatanas).
Specialization should have also provided bonuses like a default bonus to craftsmanship and control, higher meld rates (or -1 ingredient amount for recipes using multiples of the same ingredient for Culinarian specialists since they can't meld anything), and higher successful desynthesis rates/higher rates of getting better items from desynth.
Last edited by SaitoHikari; 01-12-2016 at 07:23 AM.
Yep. The only way I'd replace my current set is with a fully melded set of the i170, and I'm not melding several sets of gear like that again...
They've really gotten things backwards here... Assuming we have to have the current system, I'd have gone for Red Scrips gear being far better than fully melded Chimerical, rather than almost about the same (bar a few pieces). Then rather than i170 effectively just being a copy of the Red Scrip stuff, it would be a copy of Chimerical, melds making it slightly stronger than Red Scrips. That's the way melds work, after all... It isn't particularly reasonable to meld multiple sets that are the same thing... If you're going to meld, you're going to meld something that can be used across all the classes, it's just a waste of Gil otherwise.
That said, if they're serious about Specialist recipes, then it's perhaps more feasible to meld three sets of i170 and just forget about the rest... Still would rather Specialists gain a boost to Craft/Control, and Specialist Recipes are instead just higher on the Craft/Control requirements, meaning Specialists get basically instant access to those recipes, while omnicrafters need to work on reaching those requirements... Really going to need Diadem to not be dead if I'm to ever consider melding i170 though, using that as a materia cash cow is the only way I'll ever bother with melds again at this point...
Last edited by Nalien; 01-11-2016 at 10:01 AM.


I really like the bonus stats for specialists idea. They could have done alot of stuff with specialist but in the end they gave us a few skills that cost way to much CP to be of any use unless your using "Heart of the ..." or just lucky with the good/excellent qualitys.
They really need to change the i180 gear to i200 to make it worth obtaining for anything other than the mainhand and body piece. It's already gated behind time anyway and its for specific crafts. A HQ i170 gear that is melded will still be the top tier gear even with the redscrip gear being ilvl200. So the people that already have it wouldn't be able to complain.
I don't particularly mind sets for specific crafting classes but if your going to do it, you need to make them very highly worth obtaining... Especially if they are not meldable and are gated behind time...




That's what I did. I penta melded the 150 set and matching accessories to hit the minimum needed for Master Book III stuff. I'm getting the main hands with red scrips.
SE tried to lock us into a handful of classes with the specialist roles, but a master crafter still needs to have their non-specialist jobs well geared if they want to be as self sufficient as possible.

Like everything in HW they want you to grind for little to no reward. Honestly red scrips have been terrible from day 1 and gearing up with them just takes forever unless you are willing to craft your gear (which you have to give up your gathering scrips to do too).


I'd say at the moment the problem is along the lines of
currently the generic chimerical felt set and hallowed chestnut accessories melded out with just the red scrip or favor weapon/offhand is more than enough to make literally everything with ease.
so with that your just making the specialized sets for future-proofing or glamour.
but then the question becomes "will they keep making the specialized sets easier and easier to get or add in a new better generic set by the time high stats are needed?"
it's just a bad spot, but the red scrip and favor weapons are very nice at the moment. It's just a matter of if you want to spend a lot of scrip per piece or very little scrip and then some money to materia them out
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