Quote Originally Posted by SaltyDaddy View Post
Stop justifying bad system just because its in your favourite game. I get battle relics not being bis, as they are simple to get and are usually fun (At least back in ShB). But crafter relic is dull and not even worth as "side class upgrade" stuff.
The bad system in this case is that crafting can be easily macro'd because too many things have a static limitation.

While for gathering its often similar, it still faces a lot of RNG afterward, and GP management is also a thing (sure, you can spend an additional 300GP for another yield or 2, but you might want to save that for the next node).

I think that crafting HQ for the newest gear needs a big change.
For example (sure, there are flaws here, but its an example):
Instead of being a 0-100% situation on quality. It instead becomes a repeating cycle where you just want to compete as many cycles to increase odds. This means the quality bar is often filled several times.

Each cycle you get 1 stack, and each stack gives a HQ chance based on your craftmanship stat. And this can be translated into a 25% or 50% HQ rate (and we could also give it a point where 100% is possible, but for most of those older recipes i would just put them out of an expert recipe state). This rate is then used in a multiplicative system per stack: each cycle you reduce the chance of it being NQ by that percentage. 3 stacks at 25% is then only about 57%, while for 50% that would have been 87.5%. It keeps all stats relevant.

And yes, the newest gear might result in a lot of 'waste'. But the craft itself can obviously be made cheaper, or we make a new recipe to reuse the NQ part to try to convert it to HQ.

It would instantly negate macros for any recipe based on this system, as you realy want to push it to its limits. And macros wouldnt use the bonusses properly anymore.