Quote Originally Posted by tdb View Post
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.
Quote Originally Posted by KageTokage View Post
That is liable to break macros depending on how often they trigger, but lamentably isn't going to faze bots when they can already react to condition changes.
This is kinda what I see, from an outsider standpoint, in this whole argument. Crafters want difficulty. But they also want macros. If you're going to macro something, aren't you already removing what little difficulty there is? And by doing so, are you not demonstrating that you indeed want less difficulty?

Make crafting as difficult as you want, the meta will continue to be "What's the rotation macro so I don't have to put so much effort into this?"

I've only just started poking into the new changes, and only know the 65-70 experience. I'd agree that Prudent Touch certainly makes everything simple. Maybe it's not absolutely necessary. Maybe you could make it artificially difficult if you opted for a different rotation. It may be some time and many changes yet before they can get some sort of Condition system in place that can really give some scaling difficulty or something.

But. More than the RNG/difficulty argument maybe, what might need considering is how difficulty can successfully be implemented alongside macros. I think maybe it can be done, if it's made enough to require some level of reaction. But, at the same time, it'll still be a system that players want to make easier and simpler and just ignore those reaction points and barrel through anyway.

Am I wrong here, tho? Doesn't the idea of making macros defeat difficulty to begin with?