I just honestly wouldnt trust SE to try and implement this without screwing up something major.. like all harvesting.
I just honestly wouldnt trust SE to try and implement this without screwing up something major.. like all harvesting.
#FFXIVHEALERSTRIKE
I brought a suggestion for this very thing up nearly three years ago when they changed the DoL system into its current iteration.
QoL Suggestion for Single Item Gathering
It of course fell on deaf ears, as YoshiP's team puts little to no real estate into anything outside the JP forums. I can't imagine it being a difficult task to program a new skill that simply negates the bonuses, but what do I know. I just play games. I don't code them.
Honestly though, you're asking for dev time to be spent on something that is in effect no different from you just discarding any extras you don't want. That's not a great use of dev time.
Error 3102 Club, Order of the 52nd Hour
I'd personally rather see xiv dev resources spent on more important things.
My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist
They could have something in the vein of a backwards pick clean- remove the boon% for more hits on the node. Number of increased hits depends on perception. It’d need a bit of thought put into balance, but would function for this and also could see a use beyond. Maybe scaling so you get more from +2 bonus nodes using this and king’s yield or whatever the king’s per hit is called.
Yes please.
I'd like the same for quick-crafting to turn off HQs. Especially making submarine parts it's so annoying to have to do the whole lower quality and re-stack moves in what are already very messy crafting bags.
(Edit: Heh, see the awesome Packetdancer said the same thing about HQ, I really should read the second page next time)
Last edited by Shibi; 08-10-2024 at 04:29 PM.
やはり、お前は……笑顔が……イイ
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