“Current” applies to whatever class you currently have selected. So if you were on ALC, BSM, or any other class (even WHM or some non-DoH class), the above macro would copy all the hotbars from CRP onto whatever class you were on at the time of execution.
I don't really count that as "used to be unique" though, just "used to have a more complicated route to acquire all the skills" if it's designed from the start that you can cross-class what is missing.The only way to get access on other classes was to level up their assigned class and select them as one of the limited number of cross class skills you could have.
What happened? Serious crafters were leveling all classes regardless so they had all the cross-class skills and could grab the "must haves" from other classes.
And what I mean about all the crafts being the same is that there's no sense of doing different actions on different types of crafts. Every item is approached the same way with only the exact numbers to differentiate them. No sense of approaching something delicate with a different strategy to something large and broad-strokes.
I don't know what a crafting system would look like that could take such things into account, or whether I'd even enjoy it, but I do know that repeating the same strategy on every single item for hundreds of items across the crafting logs feels tedious.
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.
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.
The point would be to craft for oneself. I'm early game still (lvl32) and I use crafting A TON! I craft all my weapons and just enjoy leveling up my crafting.
I do believe I hear your 'true' concern that making crafting less annoying, or more optimally efficient, would reduce the cost of goods on the market board (guessing this is presupposition to your stance?) but maybe I'm missing something? If it is for gil profits alone that you worry, then maybe that's an issue in itself outside of crafting. As I would much rather see everyone being able to craft optimally efficient and there be a surplus of goods available at low prices to those who wish to avoid crafting and purchase instead.
One likely adjustment to the market should this occur is the price of GATHERING sky rocketing. Gathering still will not change in annoyance and with the increase in crafters, demand for crafting supplies will increase with it. Thus, opening a new doorway to produce gil from 'annoying' pursuits.
I'm not sure what your point is. The OP was pretty clear about the issue. Regardless of whether you say "going into the crafting position" or "once you've started crafting" (which are effectively the same thing), the point is that it's clunky and annoying that you have to close the menu to switch jobs:
You're effectively saying, "that's not the problem," and then repeating the problem the OP called out before asking for the same thing that the OP asked for:The issue is that once you've started crafting an item as one class, you cannot switch classes unless you close out of the crafting window. This system is extremely clunky and annoying to use, especially given the sheer number of items in this game that require pre-mats that must be crafted by a different class.
I think that we can all agree that we wouldn't be missing anything by eliminating the need to repeatedly stand and squat when trying to craft complex items.
Last edited by Ronduwil; 02-09-2022 at 02:11 AM.
Yeah, if you do any kind of omnicrafting at all you'll run into this issue pretty fast. I already encounter it when I need Steel Plates for something and I'm not ARM.I think what would be ideal is if you could just instantly switch jobs when you go between your crafting logs. You already can switch jobs on the fly if you haven't yet crafted anything. Perhaps just make the character get up once they finished an item instead of staying in "I am crafting now" mode? Could be annoying camera wise, tho...
> require you to make 480 unique items as each crafting class
Wait, you're saying me trying to craft every item in my log is not completely useless and just for my completionism satisfaction? Hah!
They could also add an action like Fisher's "Quit" to all crafting classes.The one's that preventing you from changing class is going into crafting position, not the menu itself. If you just open the menu, you can change class without closing it.
It's just that when you go into crafting position, then start your craft, you'd still be in crafting position after you finish your craft and the menu pop back on. You need to close the menu to get out of crafting position.
Perhaps SE could make it so that our character automatically get out of crafting position after finishing a craft and the menu pop back on. That way you don't have to close the menu to change to a different crafting class.
I want a menu that separates gear by class i.e caster vs reaper, or set up a category system casting / healing / maiming / striking. ALSO please add in the menu to select from, ALL menus, as it is you have to flick between special recipes etc in three tabs, the search function needs to be expanded.
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