And here i'm almost finished getting my 3rd character up to 60 having 2 already at 4 star level. :P
guess i have no life
And here i'm almost finished getting my 3rd character up to 60 having 2 already at 4 star level. :P
guess i have no life
Based on the current Custom Delivery crafts.... I think the biggest thing we can expect in SB is for normal crafts to get knocked down to 60 durability (and possible materials going down from 35 to 30). Right now they're at 70 Durability, and in 2.0 they were 80 Durability. The tools SE gave us in 2.0 were so ridiculously powerful and useful, they only real way they could increase the difficulty of crafting was to give us less durability. For all the skills we got in HW that don't pertain to collectibles, only Precise Touch and Makers Mark might stay on my hotbars. And unless Masters Mend II gets a trait to reduce CP cost and reduce durability restored, it may fall off people's bars also depending on how useful spending 160 CP to restore 55 durability will be with the new tools/rotations at 70.
Hopefully they find a way to make specialist skills more appealing.
Also, Brand and Name skills for the different elements can be useful I guess since SE did lower the CP cost of Brands. I've never used them myself and have no issues with 4 stars using Rath's still so... to each their own.
And I really hope we see Desynth come back into relevance. People who leveled it kinda got shafted when they completely did away with Primal Based Demimaterias for crafting primal weapons, which means the only real novelties desynthers got in HW was getting glass fibers from scrip gear (not a huge deal since you could get them other ways) and Stiper Stones (the ONLY desynth exclusive item added in the entire expansion, also used for absolutely nothing). Anything else you needed desynth for you could accomplish with 2.0 levels of desynthing. Well, guess I'll head back in game, still need to grind my skills up to 220 so I'm at least ready for the starting line of 4.0 desynthing, cuz you know, just in case it's not a forgotten system that was only implemented into the game to give us a new thing to grind so we could accomplish 1 step of the relic quest.
If you'd had that 3rd character ready to go when 4 star recipes came out, maybe. This late in the game though, you're casually getting ready to be an omni specialist for 4.0
Last edited by HaelseMikiro; 04-23-2017 at 12:50 AM.
I am hoping they get rid of the cross class stuff in crafting as well. Why do I have to be a master chef, to be a master goldsmith???
I would like to see the crafting classes get a similar treatment to the combat classes, where "must have" skills are available to all classes without having to cross-class them. Who doesn't feel that Careful Synthesis II or Byregot's Blessing aren't mandatory for crafting?
Also not a fan of the Specialization. Sure it gives a bit more craft and control, but you can't plan macros for all of your crafters around Specialization skills.
But a single piece of leather makes a pair of bootsI can only imagine the new lvl 61+ recipes requiring multiple extra materials, just for the sake of faux-difficulty, like they did with Heavensward. If HW required 3x materials, I can only imagine Stormblood requiring 5x-10x the materials.
Seriously, a single dragonskin should make three pieces of leather, not require three dragonskins to make one piece of leather.![]()
I don't really see much in crafting that needs updating other than inner quiet allowed to have more the 11 stacks. A few extra cross class skills spaces would be nice but that is being lazy. The scrips should be thrown out along with the guy that thought it up. Start of HW to patch 3.2 was run in circles hitting nodes hoping RNG likes you for 15 minutes then only 5 minutes. With a little luck you could craft a thing or two. Once done crafting was useless until the next week. With 3.2 the went back to tome mats as they did since the start of 2.0. Which was a much better system. Maybe they could toss mats in like they did with Allagen mats in coil. That was a decent idea, it did reduce the supply but there was no weekly cap keeping top crafts value up. Last buying books with scrips was lame. I liked the token turn in to get the books that we had in 2.0. Felt more accomplished. Though maybe use a cheaper mat this time cause a lot of fails was pricey.
Tokens for books bk in 2.0 was just a harder version of collectibles for scripts and scripts for books but like you said script route is extremely cheaper. Someone complained earlier about reducing the cross class abilities AND then also complained about specialization....sounds like you'd prefer a new system called where there is only one crafting class that makes everything in game.....no thx....SE is trying to figure out ways to distinguish the classes yet keep them interdependent. And currently not being able to fit all the same cross class abilities and the idea of specializations is a step in that direction. IMO it's not a perfect step....but it's something. Also in my opinion they could make the classes a bit more unique by NOT allowing all abilities to be cross classes. RIP to generic macro but it would make crafting classes feel different and niche.
I would like to see specialization take a less RNG route. Besides the stats boost and innovative touch....(and obviously exclusive access to certain recipes) the utility of specializations currently are Way too RNG for minimal gains. Even with delineation (25 scripts for just 1?? Expensive skill that's also rng......) note: a quick fix to delineation would be to make it guaranteed 4 favorable conditions. The POTENTIAL of 4 guaranteed conditions under whistle while you work and the usage of precise touch and or the CP gain?! OP. It would make it worth spending the extra time to making a collectible JUST to gain those benifits....
Despite my note, I DO NOT think specialization should be rewarding if only used with my suggested OP delineation...they need to find some marginal benefits for the system itself over that of non specialists.
I think this is where SE is struggling...bc they don't want there to be ever 100% chance of HQ without having beyond max stats for top tier but they need to find a way that makes specialization give you the highest chances of HQ and progression comparable to non specialist...
It just came to me!!!!!!!!! This is a way to fix specialization and not have it be OP or not combersume... make whistle while you work an automatic startup and of course cost no initial CP. This would allow current Marcos to be unaffected and manual synth gain the benefits of the more CP efficient specialization skills.
No.... this still would not be enough....bc it would require 2 favorable conditions (which is the RNG issue in the first place) before you could optimally obtain the benefits of specializations.....
BBOOOM!! I fixed it!!! Start whistle stack at 9 instead of 11!! This would give manual crafting immediate access to 50% progression and satisfaction (nymial wheel becomes even more relevant esp if they go to the less durability route) and also current macro that use flawless or MuMe followed by PbP would be unaffected!! Better still you could macro a trick of the trade followed by satistifaction be your second skill in rotation (very minimal macro gain....but something.... the game isn't designed around optimal macros anyways )
Last edited by javid; 04-29-2017 at 01:53 AM.
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