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  1. #1
    Player
    javid's Avatar
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    Javid Conlak
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    Sargatanas
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    Marauder Lv 80

    4.0 specialization

    After reviewing an unofficial translation of the latest letter by gamerescape question and answer 15 addressed specialist and they said it will get enhanced. I've heard from other ppl saying it will enhance the functions of the regular/cross class skills..... so I'm here to speculate on what enhancements and philosophy I'd like to see implemented. And discuss among us our issues with the current system.

    First off for those that completely hate the concept itself and want it abolished while i feel where You maybe coming from....we know it's not going away (anytime soon) so let's leave those comments out of the thread please. But for those that thinks current system sucks...tell us why and how you hope it going to be addressed.
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    Last edited by javid; 04-30-2017 at 11:43 PM.

  2. #2
    Player
    javid's Avatar
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    Javid Conlak
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    Sargatanas
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    Marauder Lv 80

    RNG is king

    RNG has it's place in crafting and that absolutely will never go away!! However to marginalize it's impact we get stats and I hope specialization!!

    Currently you need 2 favorable conditions to even START to unlock specialist potential
    (note: innovative touch is immediately accessible but if you only have use of one then it's most potent to get a proc right before BB.)
    However even with delineation favorable conditions are not guaranteed.....now if delineation was a free ability then that gamble would be niche!! You spend CP hoping to get CP bk and/or stronger progression/touches... but delineation is not free and while it's cheap it can't be traded so each person has to sink time to gain scrolls.... which doesn't at all lend well to mass crafting.

    I would like to see delineation be made a free skill that guarantee 2 procs and can only be used once. So it would be a CP lost of 6 if you ToT both procs. Also reduce it from 8 steps to 4 and keep it RNG on if it procs on step 1 or step 2 first.

    OR keep it a purchased skill but guarantee all 4 procs. We need some clear reward for taking the extra time to craft collectibles for each scroll. At least guarantee 3 procs!!

    However if they do not make delineation free something else needs to be done so specialist stands on its own two feet!!

    My suggestions is whistle while you work be made to start at 9 stacks and cost 20 CP (elsewhere I suggested it be automatic at startup and cost no cp...but that's too OP esp if it starts at 9 stacks....)

    This way RNG will be your friend or your enemy. The question will always be "how many steps can I afford before I'm satisfied??" This is a friendly mini game that has great upside-if you predict correctly- but won't completely destroy the syn if you guess wrongly.

    Second it gives you greater access to nym wheel trained and hand procs.

    Nym wheel is already best cp/durability in game so no changes need there esp if you reduce the cost of Whistle from 36 to 20.

    Trained hand however I'd like to see it gain an additional buff or reduction in CP (from 32 to 28).

    The specialist BB version is missing something..... it's not cheap enough to where there could be a case where you'd wanna chance using it then building IQ to use a regular BB . Also if used with rumination 6 IQs isn't really any CP worth anything.

    I suggest making it potent than Regular BB. Regular BB max out at 300% they should make specialist BB max out at 400% still be 70% success but cost 26 cp and require a favorable proc. And of course use up all IQs.

    My thinking is it's not meant to displace regular BB but be a functional save from not getting 11 IQs. Also it would make a better macro savior for getting an excellent proc prior to regular BB.
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    Last edited by javid; 05-01-2017 at 12:55 AM.

  3. #3
    Player
    MN_14's Avatar
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    Character
    Minerva Nakts
    World
    Coeurl
    Main Class
    Weaver Lv 80
    I feel that any changes that they make should be to better realize the original intention of the specialist system: to allow single class end game crafters to HQ master crafts reliably. IIRC, one of the goals was to bring crafting back to its 2.0 state where end game crafts could be done using one class at 50 and low level cross class abilities only.

    These changes might work for omni-crafters, but single class crafters would be rather adversely affected if their specialist Byregot’s ability was reliant on the availability of a good/excellent proc. Single class specialist crafting is also contingent on using satisfaction and the heart ability for CP restores (no CZ, no maker’s mark/FS phase, etc.) so you wouldn’t want to limit the use of whistle or the heart ability unless you make other significant changes to offset this.

    It’s difficult to boost the current spec abilities in such a way to greatly help single class crafters without breaking the balance for omni-crafters. I believe that they have to either replace all spec abilities with skills that are roughly equivalent to cross class (clearly confirmed that this won’t be happening) or have the specialist soul lock out high level cross class abilities. This would allow any crafter to access specialist recipes while being forced to use the new powered up (and hopefully fixed) single class specialist crafting design.

    As it currently stands, major improvements are needed for the specialist system to cater to single class crafters. But the same isn’t true for omni-crafters (who can simply not use the spec abilities) unless the difficulty of recipes is increased significantly. At the current balance, anyone with a full set of cross class abilities, a robust strategy, and enough CP can generally face-roll anything from all NQ mats. RNG can also be mitigated using only a handful of HQ components.

    NQs will invariably happen due to bad RNG if you’re always crafting final products from 0 starting quality but the one or two NQ products that you get out of 20-30 synths is worth the time saved. If a crafter has a bit of extra time, simply HQing the easy level 50 mats on 4* crafts will eliminate most of the NQ risk.
    (1)
    Last edited by MN_14; 05-01-2017 at 05:10 AM.

  4. #4
    Player
    javid's Avatar
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    Javid Conlak
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    Sargatanas
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    Marauder Lv 80
    You're right that the original original intent of specializations was to lessen the impact of not having access to all the crafters skills. Elsewhere I have agreed with the idea of specializations (like jobs) lock certain cross class abilities out!!

    However SE never intended for specialists to displace omni crafters but to compare to omni crafters.

    Still SE found out the ppl complaining the most are the omni crafters (which a huge chunk of the crafting community have 3+ max crafting classes). And the omni are demanding that specialist not only prop up those with 1 or 2 classes but also be EVEN more rewarding to those that sink the time to unlock them all.

    If specialist locks out certain cross classes I'd like them to return to each class having a perk (bsm made things overall easier; ltw reduce it durability loss; alc control it's CP; gsm stronger touch effects; wvr safe progress; arm strong progress; cul risky yet cheap touches and second chances....etc) this would give each path to HQ a different feel and destroy our macro system lol!!

    Currently this system if you want fast and reliable HQs you are mandated to cross class HT, CZ, CS2, BB (often crossed are ing2, maker's, muscle, innovations RS and PbP )
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    Last edited by javid; 05-01-2017 at 06:59 AM.

  5. #5
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    LineageRazor's Avatar
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    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Personally, I want to see the decision to Omnicraft be one of desire, not necessity. Currently, players level every craft to 50 or more because they NEED those cross-class skills - and that's not good.

    An obvious and easy solution that fits right in with the cross-class changes they're making to the battle classes would simply to remove these skills from their associated classes, and make them available across the board. In other words, crafting classes no longer learn ANY skill at levels 15, 37, and 50 and make the skills that would have been learned at those levels cross-classable from the get-go. Or, perhaps this as an alternative: at level 15, every class gets a class trait called "Novice", which unlocks all of the formerly level 15 cross-class skills for use. At 37, they get a trait called "Journeyman" that unlocks the level 37 skills. At 50, they get "Artisan", which unlocks the level 50 skills, and at 54, "Veteran" for those skills. The class trait method would allow the cross-class skills to be introduced a few at a time, so as not to overwhelm the fledgling crafter.

    The necessity of these cross-class skills is the main bar preventing players from focusing on just one craft. Heavensward offered new skills to try to help solo-crafters - but, sadly, these skills were CLEARLY INFERIOR to the cross-class equivalents. It was clearly an attempt to avoid offending players who had leveled every class. That was a mistake. Omnicrafters are not owed anything for the extra work they put in. They adapted to a flawed system, and profited by it, all while players who would like to craft but couldn't or wouldn't invest the serious amount of time required fell away. Omnicrafters don't need any special benefits - they already naturally benefit simply because they can participate in ANY crafting market, and they can craft their own off-class materials. They don't need the benefits of superior crafting abilities on top of all that - but currently, that's the system we live in.

    I don't know what SE has planned for the future, but whatever it is I hope that they don't take whiny players complaining about all the "hard work they did that doesn't mean anything anymore" into consideration. Omnicrafters have been king of the hill long enough, and I say that AS an Omnicrafter. I would be happy to see my friends who dabbled in crafting but gave it up once they saw the kind of hurdles they'd have to overcome possibly one day come back to crafting.
    (2)

  6. #6
    Player
    javid's Avatar
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    Javid Conlak
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    Sargatanas
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    Marauder Lv 80
    I agree omni has been king long enough! But we know already (unless they remove being able to purchase soul of the crafter crystals) that onmi will remain king for the near future bc you can swap between Spc without waiting 2 weeks!!! So even if they make it viable for a solo crafter to sufficiently HQ, the advantage will remain with the omni crafters that simply swap crystals (which while i like being able to swap spc at whim...it defeats the exclusivity that SPC is supposed to offer in the first place....).

    But this isn't to go against your point. The meaning of omni king just changed from sufficiency into.... master of all crafts lol
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  7. #7
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    TaleraRistain's Avatar
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    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    I don't think they should punish omnicrafters either, though, which the specialist system does. It limits us in ways that we're not limited on our adventuring or our gathering side, only our crafting side. If they want to keep the system, get rid of the idea of limiting us to 3, get rid of specialist recipes, and concentrate on making it a system so that a single crafter can be just as viable a choice as an omni, without punishing either side.
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  8. #8
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    Silverbane's Avatar
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    Z'nnah Silverbane
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    Halicarnassus
    Main Class
    Sage Lv 100
    Perhaps I'm not the norm, but once recipes weren't locked behind specialization, the only thing I found useful about it was the bonuses the soul-stone gave me. On the other hand, getting those soul stones was essentially free.

    Perhaps Specialization should be more like Jobs in the DoW classes: you need some but not much of another (crafting) class to become the "craft Job", it changes what skills you can cross-class, and it provides powerful abilities not available in any other job or class. Might be more interesting. And since you could always change to, say, regular LWR Class instead of Specialist Leatherworker Job (just as WHM can always run as CNJ is they want) there'd by no downside. And there'd be no need to a limit on the number of Crafter Jobs you could have.

    And it might be fun. Skills and therefore rotations might be different for each crafting "Job," and inevitably some jobs would find it easier to do high-level crafts than some others. That's not a bad thing: it means good sproduced by those Specialists might sell at a premium, rewarding those who master the more difficult Craft Jobs.
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  9. #9
    Player
    javid's Avatar
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    Javid Conlak
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    Sargatanas
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    Marauder Lv 80
    Quote Originally Posted by Silverbane View Post
    snipp
    Spc system already offer more stats and abilities not available to regular classes. So it's already like a job (DOW or DOM).

    However SE has this dilemma where they don't want to get rid of Omni crafters, nor do they want omni to be the norm. The original idea of limiting each player to 3 Spc lended well to rewarding the crafter with 1-3 classes maxed and it encouraged players to work together-- interdependence.

    But then Omni crafters like yourself...said I don't wanna work with anybody else I want to be self-sustaining.... Well SE came up with a GREAT solution that keeps the majority of 1-3 crafter players interdependent while allowing the more dedicated self-sufficient omni crafters "contentment"; they made RED SCRIPTS uncapped!!! Now you can swap between spc at will BUT it will cost you a grind (not a terribly long grind; you can macro 480 RED'S in 15min??).

    Again the issue with giving omni crafters complete access is it will marginalize the crafters that can only make 1 to 2 items needed in a several part end-product synthesis. And that is not the same as crafters that have access to gatherer classes; the difference is crafters with gatherers still have to spend a decent amount of TIME gathering the mats needed for each synthesis they want to make; while omni crafter merely spend an extra 30sec to 2min crafting an additional step. The time spent on maxing the classes on crafters (currently) rewards exponentially as compared to the reward for maxing all you gatherers.

    let me give a tangible example of the difference.

    Let's consider what it takes to make an ilv 190 crafting necklace: Ironworks Necklace of Crafting.

    Now I have all the gathering classes so I can save the gil and farm all the mats. HOWEVER my only saving is GIL not at all time! I actually have to invest a HUGE amount of time for the gil I plan on saving. Let's start with luminous fibers. the glass for luminous can be retrieved 1 per day? by moogle quest or you can farm ilv180 gear to desyn; however both methods are extremely time consuming (i.e. gil saved= significant time spent). Moving onto the light-kiss sand needed we have another gil saved=significant time spent (unless you're lucky). Also now consider the timed unspoiled nodes (wattle bark, meteorite,.....more gil saved equaling significant time spent.)

    So far all the "benefits" of having my own gathering classes still cost me something significant to take "advantage" of my gathering classes--TIME. Now lets move into the crafting portion.

    Remember I want to make an ilv 190 crafting necklace and I have all raw mats that took me significant time to gather. I need to make camphor, lum. fiber, eikon leather, and treated cam. lumber. That's a total of 4 different syn needed BEFORE I can attempt my necklace (so 5 syn. if you include the necklace itself). Let's be funny and say each step takes 3min...lulz; so when its all said and done i sent 15min crafting this one necklace.

    Let's now compare. When it came to obtaining raw mats the gil I saved resulted in significant time investment in gathering the mats myself. HOwever when it came to omni crafting not only did I save gil in crafting it myself, but the cost of crafting it myself was 3min per additional step!!! BEING FUNNY I SAID IT TAKES 3min per step. But it doesn't take 3min to hq any of these steps and most decent crafters can NQ these intermediate mats in 30 sec and still get the HQ necklace; so in reality more like a total time of 5-6min everything!!!. There is no comparison that Omni crafting rewards FAAAARRRR more in time and gil saved than having gatherers & a few crafters leveled.

    Hence why specialist system wanted to level the playing field, reducing each player to a trio-crafter (AND yesss this punished omni crafters!!!) However moving forward omni crafters will no longer be severely punished BUT INSTEAD will be required more TIME in order to take "advantage" of having access to all the crafting class by being required to spend an additional 15min making RED SCRIPTS to swap crafting crystals. Under this new system Omni crafters will still have the perk of self-sufficiency; it just wont be as crippling to the rest of the non-omni crafting community.
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    Last edited by javid; 05-06-2017 at 02:12 PM.

  10. #10
    Player
    Silverbane's Avatar
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    Z'nnah Silverbane
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    Halicarnassus
    Main Class
    Sage Lv 100
    Quote Originally Posted by javid View Post
    But then Omni crafters like yourself...said I don't wanna work with anybody else I want to be self-sustaining.... Well SE came up with a GREAT solution
    Not really. I have two characters who are Omnicrafters, and my wife has two as well. And we each have one more character that is L60 crafting on at least 2 crafts.

    We each cover all the Specialists.
    And each of our two omni-crafter characters is also an omni-gatherer.
    We are each self-sustaining. And together, even more so.

    Quote Originally Posted by javid View Post
    Hence why specialist system wanted to level the playing field, reducing each player to a trio-crafter (AND yesss this punished omni crafters!!!)
    We don't feel punished. We just felt like we'd been giving a reason to level two more characters each up to L60 DoW (me WHM main, she Bard) and omnicrafters
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