I'm loving what they did for DoL and DoH this 1.22, good job SE![]()
I find it easier to HQ with this patch compared to before. I've been able to HQ pretty frequently with only 1 +1 material in a 3 piece synth.
This ability set is based on my current craft levels, there are better abilities for some that I'm using but my basic strategy is.
Byregot's Blessing: Quality gain +100% for 3 attempts
Unerring Hand: +20 Progress 0 durability lost
Perfection: Guarantee great success for next careful synth
Inspiration: Quality gain +50% for 3 attempts
Maipulation: Restore 20 durability
My basic strategy is to open with careful, then combo perfection with blessing and use careful 3 times in a row. By this time I'm anywhere from 60-69 durability so I pop manipulation and use standard up til 60 progress. from that point I activate inspiration and keep using careful unless I hit instable element, in which I use standard to get to 80. One you hit the 80 point it's 100% success if you just use unerring hand, while I know there is a better ability that does the same thing I don't have said craft at that lv. But basically for HQing I use careful from 60+ unless I run into instable elements in which I then focus on just succeeding with the synth.
For those having problems with HQing just try the above and I can guarantee that your odds of HQing should increase.
I've had better HQ luck after changing up my abilities a bit, but i still have to use more HQ mats than before. Now i'm starting with one careful > blessing x3 careful > master's mend > comfort zone x3 careful and then i just keep on doing careful. I set w/e brand i need and while i don't always get to use it every synth (maybe 60-70%% of the time?), i like having it there. Usually with this setup, on my string of carefuls after comfort zone i can get to 70-85% progress and then just use By the Book or Piece by Piece to finish it off when dura gets to low for another attempt. Sometimes i will have to use one standard in there for extra progress, like if i have many failed attempts or element destabilizations. This method gives me around 400 quality depending on my luck with success rates and whether or not the brand was used....so really, i have to use nearly all HQ mats to get 80-90% HQ chance. These are on 40-low 50 synths. I rarely hit 1000 except on like lvl 30 and lower synths.
I would probably use greater calling in place of comfort zone, but i don't have it yet :x
I was doing the 3x undyed felt synth with only the snurble tufts NQ and i HQ'd 3 or 4 of those in a row (low 40s synth). I then went on to make HQ felt gaskins (low 50s synth) and made 3 or 4 of those successfully, but with complete HQ mats. And i never hit 1000 quality on them. I think the highest chance i got was in the low to mid 90s. Granted i don't have many quality abilities set, but that's what i liked about the old system. It allowed you to set abilities as contingencies, and make your HQ chances more reliable. I would rather use abilities to give me more consistency than relying on luck, especially when you are pretty much relying on luck already for success/great success/fail. Now it's like if you have one snag in a synth, you are screwed. Everything has to be perfect. They changed it from having to (and being able to) adapt to certain situations with specific abilities to just mindless "set these abilities, do this order, maybe you win maybe you don't". I hope that when the level cap is raised, DoH will be able to use more than 5 abilities again.
Yeah leves and leveling are hella easy and fast, especially if you don't care about quality (Piece by Piece, By the Book, Grand Design, Unerring Hand and boom you're done), but the HQ system just seems really....limited. I miss my abilities that boosted the effect of my stats on quality. I thought the stats didn't make a big difference before, but it seems even worse now.
But i do like the increased animation speed.
This new crafting system is pretty horrible for HQ crafting and makes having all your crafting classes 50 somewhat a waste. I admit from feedback, it seems a lot easier to level and I do like how crafting is slightly faster. However, now it seems that HQ crafting has gotten nerfed to the point that if you don't have all HQ mats, then good luck. As for the fun of crafting, it's now been lamed down to what it was prior to 1.21 which was a thoughtless spamfest.
Starting from launch HQ crafting was simply start off with HQ mats, get the item to 100% progress, maybe do some bold synths for some ups in quality then spam touch ups. 1.21 made it so HQ crafting was more consistent and less dependent on luck. I actually would change skills depending on what synth I was doing, calculating remaining durability, figuring out how many more actions I would have before I needed to finish. Then 1.22 hit and it feels like HQ crafting has completely devolved into this redundant mess.
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...
HQ crafting has just become even more boring than it did before. There's no real reward for trying hard now. With this new system if you don't have all HQ for higher levels synths your chances are slim to none for getting a HQ. No matter how much thought or strategy you put into it, the outcome is far too dependent and limited to luck. Unless the synth is heavily lower level than you are, you probably won't be able to HQ it with 3/4 mats being HQ. Personal skill no longer matters, just choose the best 5 skills the min-maxers use then spam the same actions they do and pray you get lucky enough to HQ. That's basically what this new system is. Personally I no longer feel that it's even worth dabbling in NQ mats and have completely been turned off by crafting now. I have all my crafters at 50 so I can repair everything, only left for me was HQ crafting and now that's gone down to the crapper.
The problem is that people who harp on these changes have multiple crafts at the end of the spectrum (50) so have access to a plethora of abilities. However, if you asked new players, I'm sure the answer will be different. I'm failing lots and there's nothing fun about these changes. There needs to be a re-evaluation on the difficulty curve for new players (or players just starting to get into crafting) and also toning down some of these abilities ... they're too powerful.
Edit: Another thing to consider is that you could just have these abilities and go w/o gear and still succeed. Which is very disconcerting as this will only give rise to crafting bots.
Hard lesson learned today after going 1/3 on DS weapons. HQ tools + food @ 142CR 127MCR 120CTL, constantly HQ1000 on nuggets and always over 50% on ingots. But those weapons kicked my butt pretty hard. Not going to attempt weapons again until getting Company crafting pants + gloves + hat = ='
Btw Flawless weapon parts counts as NQ in DS weapon synth, really SE?!
Another complaint on the new crafting> I am getting only about 75% successful crafting on items two levels below my crafting level on Standard Synythesis!!! This is way worse than before the change. Because Standard Synthesis isn't working and Rapid Synthesis isn't working, there is no control over your work anymore. Crafting may be fasther but it is more unpredictable. Lots of wasted materials. This means you have to spend a lot more time gathering. This isn't as much fun.
AH!!!! All-Purpose dye works after all... You were right. Mooglebox had recipes that work. Thank You, Everyone!!!![]()
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