I think it makes a lot of sense, a culinarian or alchemist isn't going to wear the same stuff as a blacksmith or a carpenter ect...
The funny thing is the red scrip gear was the easy option compared to the crafted 170 until they nerfed the lvl 170 stuff.
I get that they wanted to have different gear designs for each craft, but the least they could've done is left it so the top tier gear didn't need melding as well. After going to the Artisan set, it's ridiculous to go back to all separate melded sets. :/
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.
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