
Originally Posted by
Sidney
Look, those who work hard for their gear should be rewarded accordingly. That's the point of having content. People saying that well everyone will be wearing the same gear is bulls*ht. First, not everyone is good enough to put forth the effort to actually attach 5 materia to a piece of gear, and I believe there has to be effort if you want the best gear. Right now what they stated is: run dungeon, bypass content, open chests and you will have the best gear... Which is beyond ridiculous. I might as well throw all my crafted gear away.(which I'm not, but I could)
Not everyone is equal and they shouldn't make it as such. Those with more skill should have the best. Just like any other mmo out there. That is not a hard concept. It has nothing to do with being a casual or hardcore, because let's be honest I've seen some hardcore noobs in my day and I consider myself a casual player.
There is absolutely no skill in grinding dungeons, opening chests, and hoping for a rare drop. Sorry... If you have all 50's and you have the right abilities, you're set. Next is just a matter of luck. Yoshi this isn't the first time that I definitely do agree with your direction and I believe it will enhance the game for the more skilled players that like earning their gear through content and not sitting around in some dungeon auto-attacking and spamming weaponskills on the controller/keyboard.
Look! It works both ways!
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You are entitled to your opinion, and I respect that. I just couldn't resist. Sorry.
I agree with the first two sentences of your original post.
"Look, those who work hard for their gear should be rewarded accordingly. That's the point of having content."
Though, running dungeons and attaching materia aren’t all that different in my opinion.
Repeated dungeon runs looking for a particular drop from a boss or chest = grind
Crafting a bunch of gear, making materia, attaching it for success or fail = grind
Getting the super-rare drop loot from said boss/chest = luck
Successfully attaching 2-5 materia to a single item = luck
In both cases, having all 50s (in corresponding classes) with the right set of abilities greatly reduces the difficulty of completing objectives towards the goal, but has no effect on the final outcome which is ultimately luck based.
Personally, I would consider the crafting route to be the harder of the two. The chance for substantial loss is very real when attempting multi-materia attachments. If it is anything like the upgrade systems used in other games, where a failure results in destruction of the item, the investment required to successfully create a 4-5 materia item with be massive. Not only in terms of time but also resources and the skill required to successfully gather, manage, and utilize those resources.
In the future we will probably see dungeons dropping materials for crafted items. Grinding in a dungeon will still raise Spirit Bond towards materia creation. If the devs decide to allow Rare/Ex gear to be materialized (with no bonus to outcome) as is being considered, there will be a very good reason to run dungeon content repeatedly.
The whole system is still unreleased, and seems like it will have a lot of potential for substantial depth and customization. I doubt it will make anything existing completely obsolete. More options is better than less options. Customized crafted gear for elemental/abnormal status resistance seems like a decent use for the system and would help with the dungeon crawling end of things.
I'll be taking a wait and see approach myself.