
Originally Posted by
Zyxser
Now the crafting system has turned into picking 5 skills, spamming careful and relying solely on luck that it doesn't spark or the element doesn't go chaotic. There is no need to have 10 skill slots since you can only choose 5 or play roulette and most of the higher end skills wouldn't really make the cut. Most of the new skills are redundant in usefulness. The changes were set so that we would use a larger variety of skills. Sure brand of wind etc seem more useful than before but with 5 whole skill slots and the way the numbers have changed, can you really afford to put them in if you're going to do a HQ craft? The numbers have also gotten seriously nerfed as well, meaning that a mix of NQ and HQ mats no longer is viable at higher levels.
Right now I use 5 skills that I've found are somewhat useful, but the main problems I have with the new system is once again relying more on luck once again like prior 1.21 and how we can only use 5 skills while crafting. This new system makes having more than 5 skills useless, if you load more than 5, then you randomly get 5 of the skills you picked. So there's no consistency with that aspect. Why give us 10 skill slots if it's only going to hurt us if we use more than 5? Because of the limitations in quality gain, you once again have to pray for a "great success" and even if you get that, you then pray again for a high number. There's no real play skill involved in crafting now, as all I can do now is, use skill a, do some actions, use skill b, do some actions, use skill c etc...