Instead of a penalty against everyone.
Make recipes tagged with "specialist" always craftable, but reduce the material cost, or give bonus starting progress/quality to specialists who craft it.
And uncap desynth FFS.
Instead of a penalty against everyone.
Make recipes tagged with "specialist" always craftable, but reduce the material cost, or give bonus starting progress/quality to specialists who craft it.
And uncap desynth FFS.
This wouldn't change anything as material and item prices would revolve around whatever a Specialist can make a profit from.
As an example, take an item that costs 3k to make and sells for 4k. If a Specialist can suddenly make that item for 2k (1k cheaper than a non-Specialist) they'd be able to sell the item for 3k instead of 4k and still make 1k profit. This would drive down the item's price to eventually make it non-profitable for anyone besides a Specialist.
Non-Specialists would still be pushed out of the market, and being able to craft the item would make little difference as it would be faster/cheaper to buy from the Specialist since it would cost the same amount (Or less) to buy the item as it would for the non-Specialist to craft it themselves.
So? People who don't want to deal with the market could at least be self-sufficient. That's all most players really want. Specialists still get a tangible advantage without forcing people to make alts to cover all bases.This wouldn't change anything as material and item prices would revolve around whatever a Specialist can make a profit from.
As an example, take an item that costs 3k to make and sells for 4k. If a Specialist can suddenly make that item for 2k (1k cheaper than a non-Specialist) they'd be able to sell the item for 3k instead of 4k and still make 1k profit. This would drive down the item's price to eventually make it non-profitable for anyone besides a Specialist.
Non-Specialists would still be pushed out of the market, and being able to craft the item would make little difference as it would be faster/cheaper to buy from the Specialist since it would cost the same amount (Or less) to buy the item as it would for the non-Specialist to craft it themselves.
It's a good idea (and one that's been floated a number of times, sadly with no real acknowledgement from the powers that be). Remove Specialist-only flags, but give Specialists alternate recipes for the same items that have lower progress/quality requirements, lower material costs, greater yields, etc.
I don't know how optimistic I am that it will ever actually happen, because the devs seem to be comfortable doubling down on Specialist-only recipes, and because there are enough people enjoying their dumb pseudo-monopolies that player opinion on specialist-only recipes seems to be split, but nothing would make me happier than to see the two alts that I leveled into omnicrafters and kitted out with fully melded gear be rendered useless.
Uncap desynth YES YES YES, this arbitrary cap to desynth skills is just an annoying hassle with no reason in game balance.
And while OP's suggestion is good (as much as I detest the entire specialist system to begin with) and I support it, another suggestion would be to simply implement additional specializations to become available, let's say for 500 red scrips or such (instead of just switching for 480).
That way those of us who want to become omni-specialists can do so with enough time and gil involved, everyone else can stay happy with their 3 specializations.
Non-native speaker of English so forgive any butchering of grammar or vocabulary you may find in my posts.
I think they should make crafting more restrictive myself. I'd have been fine with a single specialisation and even more focus on recipes with it.
/shrug
I think they should make combat more restrictive. I'd be fine with a single class per character, and even more focus on individualized builds within that class so you don't occupy the same niche as some others even within that choice.
I believe that for a high price of red scripts preferably 500 to 600, you should be allowed to unlock an additional specialization after 3. That is a solid alternative that acts as a solid balance between the establishments wants, and the player wants by adding a 2 week time sink in between each additional specialization.
You might as well not have specialization at this point.I believe that for a high price of red scripts preferably 500 to 600, you should be allowed to unlock an additional specialization after 3. That is a solid alternative that acts as a solid balance between the establishments wants, and the player wants by adding a 2 week time sink in between each additional specialization.
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