Casual is a dirty word. Many things in ARR have been dumbed down and made easier to understand. I don't see that as a bad thing. Why would you want something to be complicated?
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Casual is a dirty word. Many things in ARR have been dumbed down and made easier to understand. I don't see that as a bad thing. Why would you want something to be complicated?
Much of the hate for melded gear comes from the fact that a 5-melded tier IV item can hypothetically beat out Darklight, Relic, etc.
Where are all these 5x Tier IV material melded items that these so-called lucky crafters get from sitting on their ass??
I've heard of only one in existence on any server, and I haven't found a SS of it...
On the other hand, relics (and Darklight) were very common - at least on my server (before the final save, of course)
Shouldn't multi-melds at least be as common as the superior Relic and Darklight counterparts?
Well that really depends on how you look at it. On the grand scheme beyond that of just player progression and/or advantage the materia meld system brings a complete life cycle for gear. Gear in of it self is useless after it is trumped it just sits in the auction house/ storage having no use. The materia system gave it a perishable factor with spiritbonding burning gear.
IF you recall the servers prior to it introduction the markets were flooded with gear that had no use because the Alpine jacket or canopus spear was better or the stats didn't match well. Many reasons not to get them, but materia changed that having people consuming armors and weapons allowed for more armorers and bsms crps to make and put more stuff up that would also be consumed. Now the life cycle of all gear capable of being bound and converted was complete which is one reason dated gears were being bought up and vanishing from the wards at breakneck speeds.
But that still leaves a newer dead end with melds, because you gain no bonus for converting them so keeping/ selling it is the only option. Now at this point the fact that you can make it better with a dual>penta meld is a risk still gives that gear a life cycle of use. If you fail more gear will have to be used up to make it again, if you succeed it will be in use. So those harsh restrictions do have a purpose. And trust me I am say this as jaded as anyone with being 0/120 on triple str melded red cobalt gauntlets alone.
The best way to sort this out and keep that needed life cycle to stop stagnation would be a methods of melding that increase the changes beyond just +1. And if that could be done using materia of different types in combination such as resistances that would help those lucky unlucky few that beat the high percentage of getting a base stat or focused stat and getting a resistance then all the better (Statistically status resistances are rarer then every other type besides the last materia added that come from the primal/dungeon drops but are not used at all).
Why wouldn't you be able to buy it? higher success rate on double meld = more melds on these weapons successful = more people selling them for less than they were in ARR. There will still be people silling them, tho they shouldn't cost nearly as much if they put double meld success rate at a good level.
You need to take in account the inability to equip a helm or boots with the heavy darklight legs and chest. They have higher defense based on that. if you were to wear a normal chest with double defense materia, and a helm, you would have more defense with those put together than the darklight chest.
Darklight gear is better because it has some stats that cant be materia'd onto crafted pieces of the same slot. It definantly should be overal better than stat stacking with materia, and I hope they make it so.
No relic should be beaten by a melded weapon either. There should be something situationally equal like weapons with elemental damage, or even slightly better, in Drop form (or U/U crafting that i brought up elsewhere) but no normal crafted item with any amount of materia should ever beat them. You may be able to get more overall mag att pot with an 80+ int lightning brand +1, but that thing will never have MP conserve or increased crit rate.
Yes, and systems like the one TERA has that go down the path of blocking you in to things because you weren't lucky enough to succeed in that equpment upgrade are TERAble. Even worse in XIV, it blows up and you have to start all over. I hope XIV pulls far away from that path.
Why do people climb mountains? It's the sense of accomplishment. Imagine, new content appears in a theoretical patch, your group strives to work on it and clear it just some hours after it's been out. They feel great, they've accomplished something, only to realize that just about everyone else has done it, realizing how easy-breezy it was, and thus, not a challenge.
Most of common gaming experience thrives in balancing a decent learning curve and making activities enough of a challenge, so that they're just difficult enough to grant you a feeling of having "won" the game. It's one of the reasons Hamlet was so damn boring. You were repeating the same thing, over and over, it was tedious and unskilled, and very randomly rewarding.