Quote Originally Posted by Zyxser View Post
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...
Some great points Zyxer.

While I agree that parts of the new Crafting Reform are great (love the rewrite / change to all the Abilities ), there's a fundamental flaw with limiting the slots to 5 only.

It would make Crafting more unique / challenging and interesting if you had your 10 Slots back, and *then* it might be worth it to slot in the rarer / situational Abilities like Brand of Wind, or the Ability that grants 200% Quality if you Elemental Destabilize.

Right now, who would really consistently slot in Brand of Wind (or whichever element) to take up 1 of their valuable 5 slots?

Almost no one.

So on a high level it does devolve into choosing the Top 5 best abilities to HQ (for those wanting to HQ) and skipping everything else.

The equivalent would be limiting, say, a White Mage to only choosing 5 Abilities / Spells. There are reasons why many Actions for DoW / DoM aren't used 100% of the time. They're situational and make Combat interesting and allow you to handle an issue when it arises.

Here, we have situational Abilities, and extremely limited # of slots.

People will generally go for their Top 5 consistent HQ-helping Actions and skip everything else.

Also, the amount of Elemental Destabilization in 1.22 is terrible. It's reverting back to the crappy / FRUSTRATING feel of pre-1.21 Crafting (when you'd get them too often, for no apparent reason).

Please reduce the amount of random Elemental Destabilization Yoshida-san.