
Um, no. Not without violating the TOS.
When did I say that all tools should be united into a single universal tool?I don't think players should be able to just spend a couple hours and have access to every crafting item in the game. I like the way crafting is now and frankly, I like that I have a different class for each type of craft. I'm certainly not wanting to lose all 8 of my Skysung tools for a single Universal one. Not after all the months I spent leveling up each one before the restoration of Ishguard made it doable in a few days.
If you don't want to spend the gil or the time leveling up the crafting jobs then don't do it. But dumbing it all down for the entire playerbase is not the answer.
Last edited by Styrmwyda; 01-25-2021 at 09:09 AM.
I think he was referring to using gil to purchase leve items off the MB to level, not any sort of RMT.
Leveling is how we acquire the recipes we're able to make so there's still that distinction between the class. A weaver can't make a dragoon's lance. An Armorer can't make a Max-Potion.

Yeah, but note that you automatically learn each recipe when you level up, so having them all share the same levels and EXP wouldn't change anything on that front.I think he was referring to using gil to purchase leve items off the MB to level, not any sort of RMT.
Leveling is how we acquire the recipes we're able to make so there's still that distinction between the class. A weaver can't make a dragoon's lance. An Armorer can't make a Max-Potion.




Oh, and if they did this they could always just put more recipes behind job quests and master books.
Or maybe put those behind job quests

They could also make future Beast Tribe and Custom Deliveries actually require you use a lore appropriate crafter to make certain stuff, eg, a CUL would not be able to make something like a metal ingot.






The thing that bothers me with crafters is that they all feel the same and every craft is identical. There's no distinction in what you're making or the sort of process required to go about it - you just hit a sparkly ball with the same sequence of skills whether you're assembling intricate clockwork or building a house.

I don't like this idea because it's super easy to level one with crafting and leave quests and jo quests

This is a funny debate. In honesty, I play the game for the crafting and I would sulk if I could level them all at once. Sure they have the same idea behind each move, synthesis and control, but the storylines for each are unique. The crafting log for each is unique. The amount of effort needed to level them up (too easy at the moment I admit - I remember a time when knowledge of foods was essential) is rewarding. After all the effort I put in to level them up individually to suddenly have it change to where you only need to level carpenter to have a maxed-out culinarian doesn't make sense to me.
I hope they find a whole new disciple of hand or land to include where we have to start from level 1 again. (maybe a mosaic maker for housing reasons and antique gatherer like an archaeologist type gatherer. I dunno thinking out loud) Point is, nah, I like levelling them individually, it feels fulfilling.

I agree with this. I had every job class leveled up to 70 before Ishguard restoration was a thing. Then I watched someone get there in a few days.
If you're too lazy to level up every crafting job today with all the help that's out there, you don't deserve to call yourself an Omni-Crafter.
Sort of have to agree they're basically all identical clones especially now cross-class doesn't exist. I'd hate to have 8 dps who all had the exact same toolkit but used different weapons and needed leveling separately. Removing cross-class skills was fair, but it's a shame there isn't a way to differentiate each class more in an interesting way. I guess it's just too much work to design and balance some unique abilities for each crafter.
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