Sooo.. Ilvl 70 items require Tokens for there Materials.. But with the same amount of tokens you can just buy better gear from the same vendor.. GG
You also give the crafters No way to farm the tokens. GG
Sooo.. Ilvl 70 items require Tokens for there Materials.. But with the same amount of tokens you can just buy better gear from the same vendor.. GG
You also give the crafters No way to farm the tokens. GG
Agreed. There is at the moment absolutely no reason to craft any of the Item level 70 gear. Just the cost in tomestones to purchase enough coke to make 1 darksteel ingot is almost enough to purchase the Darklight gear. Even with full materia melds, darklight gear is better than the crafted and melded equivalent. Same goes for the weapons. Due to the low stat caps on melds and low base damage, the crafted level 70 weapons are surpassed quickly by primal weapons. At the moment, other than for looks, there is just no reason to waste time making level 70 items.
It's a little depressing for anyone who loves crafting and loves being able to gather materials and make all their own gear.
Crafted gloves, helm, and boots are my best in slot for scholar. Melded + HQed is better than even ilvl90 stuff, because of the useless stats on my af2(determ, spell speed is ok crit is best though). Crafted gear is going to be BIS for a lot of classes because you can customize to the stats to fit your need.
My view on it was the update to extend content made all craftable 2 star IL70 gear absolutely unobtainable unless you just have a ridiculous amount of time to farm dungeons after you have acquired all of the darklight there is.
I was outright peved and it has definately softened my interest in the game. My understanding was that craftable gear was to keep crafters viable. However this has done nothing but reduce the viability of crafting.
For now I just enjoy the pieces I got in 1.0 and make use of them but I also understand I will probably never see them again.
To make matters works I wanted to make a WindUp QiQurn and a WindUp Aldgoat. However 1100 tombstones to even make it is beyond rediculous.
1100 tombstones to even take a chance at an NQ or HQ synth even after you have achieve the insane numbers needed to craft it (which I have achieved). So they took content made it useful then put a huge gate in front and said no you can't make this we want to extend content. That was total slap in the face. It really caused me to rethink my view of the game for sure.
The most ridiculous recipe I've seen is Hi-Elixir for Alchemist. It costs 1125 Tomestones to make the three. Sure, some of the minion recipes require too much, at least you get to keep those, but that many for 3 consumable potions that are barely better than a regular Elixir (especially HQ version, which is incredibly easy to get), which is already barely useful, is major overkill. I don't think I can ever see anyone making Hi-Elixirs. If they did, they would have to charge like 100k each, or would be much better off just making one of the ilvl70 WHM staff or SMN/SCH book, which require roughly the same ingredients.
Well I was planning this morning to get my mnk a nice pair of boots. Only to find out hard hippo lether needs 9 animal fats.. I actually bought 4.. but seriously the tombstones are better off getting DL...
I don't understand why in a MMO in which crafters and gatherers are their own rightful class we are on a token system. End game dungeons and raids should be giving out crafting materials instead.
One thing to remember... MATERIA. I also believe crafted gear will mainly be for PVP.
Can the people who need the item made purchase the materials with THEIR tombs, and then come to you to purchase your services? If you're in a FC, then your FC should know that you're a 50 whatever, and to come to you when they need their stuff made. Get your name out and have people come to you.
Last edited by HattoriHanzo; 09-11-2013 at 08:59 AM.
Craft gear should be superior to Dungeon/Tokens gear!
I don't think it should. Just different.
If you make crafted gear the best you give crafters an advantage over players who don't like crafting.
If you make dungeon gear the best you remove the incentive to get to a high level as a crafter.
The best dungeon gear has no slots for materia. What about making crafting gear similar when it comes to the base stats (Def, MDef), but allows the equipment to be way more specialized thanks to Materia? That way there'd be a reason to get both types of gear, one would be more well-rounded, while the other would be for people who like to go all-out on a specific stat.
That said, there are still issues when it comes to the Alchemist's potions, and the Culinarian's food, both necessitate way too much effort to make for the result. Nobody wants to pay 10k for HQ 2star food or an Hi-Elixir and yet the mats necessary to make these things are EXTREMELY expensive.
Last edited by Vyniea; 09-12-2013 at 09:45 AM.
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