This may be true. I mean this way they can make really strong dropped gear with no enhancement options while still having crafted gear remain relevant with materia options.
I like this Materia system and the crafting system changes, I will finally give it a try, it looks fun now, while before I just found it tedious.
I have to get 50 before the end of september to do all the new content lol
I remember seeing this as well.
They could work with this though:
- Make U/U gear unable to attach materia but still able to spiritbond into materia
- This adds replay value to NMs, dungeons, etc (I believe this was mentioned earlier)
- This also prevents super OP U/U gear and fulfills the idea of "the best crafted gear is better than the best NM drops"
As battle jobs, you can probably make a ton of gil just by forming the materia from equipment and selling that. Anyone that is a hardcore DoH or DoLer will be too busy to be grinding battle equipment down to materia. Essentially making it so people not doing end game content can still make decent gil.
That only holds true if I can buy new equipment for less than what i'm selling the materia to make a profit. I'm sure that relationship will hold true at the start of 1.19 but 3 months from then? Who knows.
Will be interesting to see what we get out of future dungeons, if craftable gear + multiple materia will be better then none tradable gear. Then why waste time in the dungeons for subpar gear.
Looking forward to see how it all plans out in the end.
I think to make the better crafted gear than drop gear the mat's will probably drop from dungeon's or NM's.
You will waste time in dungeons for gear that turns into materia you can't get elsewhere. (This is just my opinion). They will have to make it where NM/dungeon gear is not useless. It has to be part of the equation.
Or what he said
I just thought. How can a crafter get into a dungeon to get the drops. That would require the crafter to have a higher level battle class.