Now I'd like to leave my brief personal feedback on the new HQ mechanics, as requested by Yoshida-san himself
here.
As usual, read further only if you're interested on the subject: skipping one line won't make you understand my real point and most likely misunderstand it.
In the past, I deeply analyzed the HQ mechanics system (in
this Topic here there're all the links), how it was way too random and not rewarding for the efforts and time spent in gathering/buying HQ materials. I don't know if the reps forwarded my posts to the devs and Yoshida decided to change the system or if it was something already planned, the important thing is that now it changed.
Overall, I like the new system and prefer it to the previous one, particularly for materials! It was since last year that I stopped trying to synthesize HQ materials after too many bad experiences and time lost.
The new system has really many pros, like the percentage of HQ shown and the first 5 equipped abilities always listed in the crafting window, giving more control over the synthesis. Now I feel like my efforts for gathering HQ materials are more rewarded and I'm more satisfied when creating a HQ result.
I really like this new system and I'm glad my voice about changing the HQ mechanics was heard in the past.
However (you knew this was coming, Pete

), there're a couple of small cons I'd like to talk about.
- HQ materials no longer affect the starting Durability.
- Durability always decreases.
The second point, in particular, is quite strange. There's always a durability loss of 7-13 (I don't know if it goes beyond that, as I did tests only in the past days), even when the attempt succeeds and even when it's the “
sparking perfect succeed”. In my opinion, at least for this last example (like when you use Perfection or when you “perfect succeed” with your skill/luck) the Durability loss should be lower than 7-8, and at least 3-4 like before.
Also, it doesn't make much sense that I lose 8 Durability when perfect succeeding and I lose always 8 Durability when failing bad (I'm talking about the “worst fail”, the one that graphically kind of explodes). I've many examples where I lose the same Durability in those 2 occasions (“perfect succeed” VS “worst fail”), although that can't be seen from the log, but I'll post one of the most recent screens anyway:
I've made almost 200 screenshots of testing since Friday and this is just one example of what I'm talking about, as I don't have the time to do an in-depth analysis on my blog like the last time, meaning you'll have to trust my adventurer's word.
Yeah, it's also said in the patch notes:
A set amount of durability is consumed regardless of whether or not the standard synthesis or careful synthesis succeeds.
But still it doesn't make much sense to me when I “perfect succeed” and “worst fail” an attempt (it doesn't always happen, but it does happen).
Therefore, I would like to request either of the following:
- Bring back the starting bonus in Durability granted by HQ materials used.
- Lower the loss of Durability when succeeding and “perfect succeeding” an attempt.
It's very time-consuming to gather all the HQ materials to craft items like Undyed Felt HQ, and botching a level 52-53 synthesis that utilizes them is not something I recommend... Having
a better balance in the Durability loss might help a bit.
Of course, maybe the problem could be partially solved if finally the real behaviour of
the stats is revealed... but in any case, as a craftsman of Eorzea, I still think there should be a better balance between “perfect succeed” and “worst fail”.
-------
Finally, always on the crafting subject, I'd like to say that the
huge increase in EXP received is not something I really approve.
I know most of the adventurers are glad for this, so keep in mind that this is merely my opinion *raises shield*, but, like last month I said in another post (
readable here), I think crafting should be something only for those dedicated adventurers who would like to put commitment in these Classes, to create their own equipment, with the growth (leveling up) process not so easy to accomplish.
Now, with 1000-2000 EXP per synthesis, when 2.0 hits everyone might be level 50 (or higher, if the cap will be raised) with all the Disciples of the Land

, and if everyone has the chance to reach the max level so easily and create gear for oneself, consequently
the market will halt even more.
As I illustrated in
my last journal entry, it took me almost 16 months to reach level 50 with 7 Disciples of the Land, and I really enjoyed and felt my “Craftsman's Journey”.
It took me so much time only because I don't stay that much in Eorzea, I almost never did “craft grinding” (I mainly did Local Levequests) and never used Company Manuals; other adventurers already achieved max level a long time ago. Now there's also the Rested Bonus, so I think it won't be long before everyone will be able to create their own stuff and Retainers sent to Pearl Lane.
I just wanted to say my opinion on this, for how little it may count. I'm simply looking at the big picture.