Are you sure you would like to attempt a double meld with Materia VII and Materia I, your chance of success is 0. Lol >.>
Yeah, not good for longevity.
Another thing to consider is that the stat system is changing too. So those dragoons with a bunch of extra piety gear might suddenly find themselves with a lot of really silly gear.
On the one hand I can certainly appreciate the value of rarity, and getting that triple meld certainly can make you feel a cut above the rest.
But really materia melding in 1.0 was just a big kick in the groin for anyone who didn't have either millions of gil to spend or just a tremendous amount of time to craft/bond/meld. Seeing a double meld with a 20% chance was a bit prohibitive. I'm in favor of balancing the odds a bit. Double melds shouldn't be so scarce. And they can still ramp up (or down as it were) for subsequent melds.
Let's see how it is in Beta. And if it's just a little too forgiving, let them know.
*reads thread*
Doesn't look like anyone else has a problem, looks like most people actually did/are complaining about the previous system.. including myself.
never understood the need for 4 tiers of materia within each tier of materia personally.. just bloated the system needlessly.
He did say that the effect of materia will be lowered, so maybe a double meld wont have as big of an effect on your performance as it does now, or even better, maybe the stat increase will be reduced (from 20 on T4 to 10?)
We just don't know yet, and as a person who spent a bunch of gil on double melds and triple meld attempts, I'm not bothered one bit by this.
with more casual melding plus lesser stackable effect for same materia, we will see more customization. At least give chance to those yellow materia to be used
Aion Zwei - Masamune
RNG =/= skill
Removing luck as a factor is important. It's the same reason nobody used the aptant system in XI.
This doesn't bother me either.
I mean, I'm all in favor of difficult things that make dedicated players stand out from the pack and reward them for their hard work but we're not talking about that with the melding system. People are just held captive to a random RNG process and some get lucky. And while I don't necessarily have a problem with that, I would prefer skill and hard work to trump luck any day.
My XIVPad: http://xivpads.com?8826007
Risk vs Reward. Something all new MMOs fail to grasp in concept. It's not being a "sadist", you're taking the risk to pimp yourself out, you should not be handed things so easily. It was very high up there in the RNG factor, but the risk vs reward was in the right place: Very risky for the best reward in that system possible.
If you buy 5 high tier materia and can slap it on with no risk..sure the general gamer will like that because they get something good with no work or risk, but in terms of gameplay balance? SE will have a whole world of problems to deal with.
On the plus side though, this is exactly why they said melded gear won't matter as much as it did in 1.0.
The question I have is whether a player must have X strength to equip a specific piece of gear rather than being X level. how stats change could be very, very dramatic for all we know.
Less riskRisk vs Reward. Something all new MMOs fail to grasp in concept. It's not being a "sadist", you're taking the risk to pimp yourself out, you should not be handed things so easily. It was very high up there in the RNG factor, but the risk vs reward was in the right place: Very risky for the best reward in that system possible.
If you buy 5 high tier materia and can slap it on with no risk..sure the general gamer will like that because they get something good with no work or risk, but in terms of gameplay balance? SE will have a whole world of problems to deal with.
On the plus side though, this is exactly why they said melded gear won't matter as much as it did in 1.0.
Harder goals
Losing because of luck is far more frustrating than losing because of ineptitude.
Winning because of luck is far less satisfying than winning because of skill.
I want to earn my rewards through skill, not endless grinding with luck being the deciding factor.
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