i would like to see U/U gear get rare stats such as the moogle wand having a chance of recoving mp.
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I think a nice way to balance it would be to let U/U have a single meld that cannot fail and explode the item, and let non-U/U continue with the current method.
Want a really good weapon and the ability to slightly tweak your stats? Meld once to a U/U.
Want to hardcore min/max your character at the risk of exploding gear? Multimeld onto a non-U/U weapon to end up with slightly better stats (again, at the risk of blowing it up).
The hardcore crowd will still want the U/U stuff because it's better than previous stuff, and it gives them an alternate piece of gear to use while they blow up three pairs of melded pants until they get enough successes to make them better.
The middle crowd will continue to have options between getting the U/U gear and melding once or twice on the crafted stuff.
The casual crowd can stick with mostly the easier to get U/U stuff and the crafted stuff with a single meld and still perform reasonably well compared to the medium and hardcore folks.
All three keeping both the materia/melding systems relevant as well as the U/U dropped items relevant.
This is like saying Level 10 gear is useless because eventually you'll get level 12 gear, they're even, its Regular>Unique/Untradeable>Materia'd We've had NM drop gear for a while, but its never phased out equivalent gear prior to material, I worse my Conquistador Elmo at level 30, then replaced it with Iron Salet at 35, etc.... you're just looking at gear that's conditional outside of the condition it depends on.
I don't like that system since it is then possible for someone who did not earn a piece of equipment to obtain it. There should be some items unobtainable unless you complete the content required. That content don't always have to be killing a primal, completing dungeons, or hunting coffers but that is what is in the game now.
Not complicated at all. Perhaps it looks more complicated than it needs to be because I spelled out each materia meld. Essentially:
4-5M Green > 4-5M Craft > Blue > 1-3M Green > 1-3M Craft.
Look simpler?
The gist is in terms of sheer power or materia-countable stats, Blue would be somewhere above triple melds, however to separate it from every gear in the game it would have something unique and unattainable through materia.
This would make it the best for certain strategies and scenarios, but not make it straight up best for slot. This gives it the true unique feel. If you just have Blue gear be undisputed best in slot, you're asking for each new primal to escalate stats on Blue gear and render previous ones obsolete.
As for melding Blue, I disagree completely/ it will definitely get re-balanced if they go with it so that the stats are lower. If anyone thinks they'll just keep Blue W gear stats the way they are and allow us to meld them, they're being naive.
Depends. They could, for example, make the very best pieces (and/or the materials for them) be U/U. I know I wouldn't be adverse to the idea of the very best gear only going to those who've maxed multiple aspects of their character. The hierarchy, then, would look kinda like this:
Extremely rare drop-craft (U/U)
Somewhat "common" drop-craft (still Unique)
Common mat crafting
The only way to get the best gear, then, would be to earn it; but you could still buy the second- or third-best, same as now.
Of course, that's just the simplest option for ensuring that the content gets done. I can think of several others, but I'm trying to stick to my idea of not adding in any new features to accommodate it.
Great, except it requires every player who actually wants to play the game and get items to level 3-4 crafts to max. You don't even have to max out more than one combat class anymore with the new ability changes. The worst is like 42 archer for chameleon. Trying to avoid not adding new features is great and all but not when you make the situation even worse than it is.
Yeah they'd have to nerf the HELL out of templar's falchion. Plus, who cares if they'd "need" to nerf a few weapons somewhat when it would be way better for the game in the long run?Quote:
As for melding Blue, I disagree completely/ it will definitely get re-balanced if they go with it so that the stats are lower. If anyone thinks they'll just keep Blue W gear stats the way they are and allow us to meld them, they're being naive.
Materia for it's difficulty in obtaining higher tiers should remain superior to dropped loot. The dropped loot has no chance of being destroyed and is at the get-go fairly powerfull allowing you the means to attain materia easier.
Yay for exaggeration! How many crafting classes do you really think an ARC would have to max out? I'm betting no more than two--CRP and maybe LTW. For PGL, I'd say the same: BSM or GSM and LTW. GLA, MRD, and LNC would all be ARM and BSM, CRP for LNC. THM would be GSM and WVR; CON would be CRP and WVR.
Notice how I just gave each class a full set of gear with only two crafting classes. And really, that's overkill, because I only recommend using this system for one or two pieces of gear per class, anyway. Also, this is only for the BiS gear. There'd be other options for those like myself who don't have any crafting 50s.