Quote Originally Posted by Nandrolone View Post
And again, this would be fine for regular crafting, but master recipes shouldn’t have to go through this. When you nuke an entire system’s difficulty, (can we please not go into the RNG =/= difficultly thing for just this once and just bear with me...) you effectively get rid of what made it so unique in the first place. Yes, I know high end crafters could set prices high on the market. Yes, I know you wanted to be apart of it. Yes, it was time consuming. Yes, it was unfair. But most games have an RNG system set in place to keep items/content very rare and flashy. That’s the only way it can work. If you remove RNG and make everything guaranteed to work with no thought, the content and items set in place become very meaningless and not as fun to work towards.
I'd like to note that there are multiple ways RNG can be used. The approach where you effectively have to flip a coin several times and get heads every time is unfair and tedious as you just have to repeat until you succeed. I much prefer an approach where you have to correctly react to some random events in order to succeed.

The crafting condition mechanic is a good start. They appear in certain patterns and there are several actions which can only be used in good or excellent condition, so to make the most use of them you have to plan your actions accordingly. Unfortunately this too was simplified by removing some buffs and heavily nerfing others. Also good conditions for master recipes are very rare, to the point that in Stormblood endgame crafts that could take 50+ steps it was common to only see good two or three times. Consequently whistle was not worth using, even though it was otherwise an interesting mechanic that expanded the strategic possibilities.

Make crafting use a complex set of actions, make it require correct decisions at correct times, but don't make it rely on RNG that can't be mitigated with good planning.