They should just merge all the crafting jobs into one job and get rid of shards, crystals, and clusters to save room for other stuff. For the tools use for crafting just make a universal tools.



They should just merge all the crafting jobs into one job and get rid of shards, crystals, and clusters to save room for other stuff. For the tools use for crafting just make a universal tools.
Last edited by hynaku; 07-02-2021 at 02:12 AM.



I was thinking this the other day when I was explaining to someone that crafting is now the same class you just have to level multiple times to unlock different recipes. It would likely take a ton of work to compact the crafter classes though, the quests would probably get culled and a different system for unlocking recipes would need to be put in place to keep from over-simplifying.



Could do the same with the battle classes. I mean tanks all do the same thing - hold threat, healers all just keep the party alive and dps just downs things. We really just need 1 tank, 1 healer and 1 dps.I was thinking this the other day when I was explaining to someone that crafting is now the same class you just have to level multiple times to unlock different recipes. It would likely take a ton of work to compact the crafter classes though, the quests would probably get culled and a different system for unlocking recipes would need to be put in place to keep from over-simplifying.
Crafters have literally the same actions. Their differences are solely the tool skin with which they hit a shiny ball. They can be as well differentiated by auto-swapped tools and recipe sets as by separate classes.
DoW/M do not, and cannot. Let's not strawman or otherwise conflate this...



They didn't use to have the same actions. There were cross-class skills that were super useful, and yes necessary, if you wanted to reliably HQ. That was the case with DOW/DOM as well. DOW/DOM had that replaced with Role Actions. SE then changed DOH so you didn't have to level different crafts for the cross-class if you didn't want to. Serious crafters did, but if you only wanted to level one craft you were at a serious disadvantage.Crafters have literally the same actions. Their differences are solely the tool skin with which they hit a shiny ball. They can be as well differentiated by auto-swapped tools and recipe sets as by separate classes.
DoW/M do not, and cannot. Let's not strawman or otherwise conflate this...
I don't want the crafting dumbed down anymore than it already has been. I don't want crafting to be like in other games. Heck, in 1.0 you could start your character as a DOH/DOL and never really had to touch a battle class. I thought that was a pretty cool idea. I know why it was changed for 2.0 and don't think that was a bad decision. But I am really tired of the dumbing down of things and while the DOW & DOM classes have different actions they don't have to. Edit - they don't have to if taken to the nth degree I mean. There are three roles - Tank, Healer, DPS. Of course I don't want them to all have the same actions and SE would never do it - but I'm just tired of people trying to dumb things down so much.
Did I take the suggestion to the nth degree? Yes I did and I did so because I'm tired of people who don't really like crafting & gathering trying to dumb it down even more for those of use who genuinely have enjoyed crafting and gathering during the entire game. If you (general you) don't enjoy that part of the game then don't do it, but stop trying to have SE essentially get rid of it.
Last edited by Arillyn; 07-03-2021 at 04:02 AM.
In effect, they did. You simply had to level all crafting jobs to level X or Y to get a "complete" kit for any of them.
Yes, likewise, you had to level 2 related other classes to level X or Y to get a "complete" kit for any job.
If you played Monk, even to level cap, and didn't yet have Blood for Blood from Lancer, you hadn't yet finished leveling Monk.
:: You may want to look at the join dates before assuming others know less about the early state of the game than you.
Exiting a menu from having crafted one ingredient for a piece of gear, swapping gear sets, reentering a menu to craft the next ingredient, and so forth, is no more complex than those sets being swapped instantly, accessed from a multi-class recipe list. It's just more bloated.
Last edited by Shurrikhan; 07-03-2021 at 09:01 AM.




That's a hot take, but yeah. I'm just thinking of how much more simple my bars would be since I don't need to ctrlc/ctrlv them thirty times.
Just have a macro such as:
And set up your CRP (or whatever class it is) the way you want it and then change to the other crafting classes and execute the macro; it still takes 7 times and is annoying but it should at least save you some time if you ever make any changes./macrolock
/hotbar copy CRP 1 current 1
/hotbar copy CRP 2 current 2
/hotbar copy CRP 3 current 3
/hotbar copy CRP 4 current 4
/hotbar copy CRP 5 current 5
/hotbar copy CRP 6 current 6
/hotbar copy CRP 7 current 7
/hotbar copy CRP 8 current 8
/hotbar copy CRP 9 current 9
/hotbar copy CRP 10 current 10


Thank you so much for this, I was always tinkering with my bars and still hit the wrong macro's from time to time as they never lined up. I copied your post, changed CRP to WVR (my favourite set up) then pasted it in game. 20 seconds later, everything is perfect. Thank you.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote



