If dungeon gear was better, what's the point of the materia system or any of the new crafting recipes?I thought there was supposed to be some sort of balancing going on here?
Every Dungeon item, every NM item, all useless if they are unique/untradable.
A single materia of appropriate level in any crafted item makes NM/raid gear useless.
Unacceptable.
This makes raiding pointless.
There is no reason to do Batraal anymore. Nor kill any of the world NMs.
Is there something I am missing?
It needs addressing asap.
Also, Silver Tricorne has a materia slot (not sure about other world NM gear), so yes, there is still a reason to kill world NMs.
I agree with Doctor Mog and Eikiki.
There has to be some balance here: If Raid / Dungeon Gear is "the best," then why have Materia Crafted Gear? And the same with the current situation: If Materia Crafted Gear with just 1 Materia Added can make obsolete Raid / Dungeon Gear, why do the Dungeon (except for fun, which I don't mind)?
I think some solutions some of the forum veterans have offered in the past to balance this were things like:
- Allow Unique / Untradeable (Raid / Dungeon) Gear to have *1* Materia Attachable, to give some customization and allow it to be greater than Crafted 1 Materia Slotted Gear.
- Then, Crafted ~3, 4 or 5 Slotted Materia Gear would be the really rare (very hard to gain) "best" gear, but at least for the most part Raid / Dungeon Gear is still "the best for many" (unless they get lucky with Random Number Generator to get passed 3 Slotted Crafted Gear).
Or maybe have Crafted Gear make one type of "best gear" (like one that's skewed for one type of Stat / Play Style) and have a Dungeon / NM drop another type of "best gear" (for another Stat / Play Style)?
- Or have Dungeons / NMs drop Rare Parts that help make an Ultimate Gear (like the way it was with Dodore Wing or Uraeus Skin). This way, the Dungeon / Raid / NM still contributes to a long-term Goal and Crafters contribute as well.
It's a fine balance to have. I think traditionally we're used to seeing the Raid / Dungeon / NM be the source for "Best Gear" and Crafters have some stuff that's useful sometimes.
Is there an ideal solution for FF XIV?
Some great ideas here.I agree with Doctor Mog and Eikiki.
There has to be some balance here: If Raid / Dungeon Gear is "the best," then why have Materia Crafted Gear? And the same with the current situation: If Materia Crafted Gear with just 1 Materia Added can make obsolete Raid / Dungeon Gear, why do the Dungeon (except for fun, which I don't mind)?
I think some solutions some of the forum veterans have offered in the past to balance this were things like:
- Allow Unique / Untradeable (Raid / Dungeon) Gear to have *1* Materia Attachable, to give some customization and allow it to be greater than Crafted 1 Materia Slotted Gear.
- Then, Crafted ~3, 4 or 5 Slotted Materia Gear would be the really rare (very hard to gain) "best" gear, but at least for the most part Raid / Dungeon Gear is still "the best for many" (unless they get lucky with Random Number Generator to get passed 3 Slotted Crafted Gear).
Or maybe have Crafted Gear make one type of "best gear" (like one that's skewed for one type of Stat / Play Style) and have a Dungeon / NM drop another type of "best gear" (for another Stat / Play Style)?
- Or have Dungeons / NMs drop Rare Parts that help make an Ultimate Gear (like the way it was with Dodore Wing or Uraeus Skin). This way, the Dungeon / Raid / NM still contributes to a long-term Goal and Crafters contribute as well.
It's a fine balance to have. I think traditionally we're used to seeing the Raid / Dungeon / NM be the source for "Best Gear" and Crafters have some stuff that's useful sometimes.
Is there an ideal solution for FF XIV?
This I believe would be the ideal solution. Also certain U/U gear should be better with one slot of materia than crafted equivalents with 4 (if it is that difficult to obtain).I agree with Doctor Mog and Eikiki.
There has to be some balance here: If Raid / Dungeon Gear is "the best," then why have Materia Crafted Gear? And the same with the current situation: If Materia Crafted Gear with just 1 Materia Added can make obsolete Raid / Dungeon Gear, why do the Dungeon (except for fun, which I don't mind)?
I think some solutions some of the forum veterans have offered in the past to balance this were things like:
- Allow Unique / Untradeable (Raid / Dungeon) Gear to have *1* Materia Attachable, to give some customization and allow it to be greater than Crafted 1 Materia Slotted Gear.
- Then, Crafted ~3, 4 or 5 Slotted Materia Gear would be the really rare (very hard to gain) "best" gear, but at least for the most part Raid / Dungeon Gear is still "the best for many" (unless they get lucky with Random Number Generator to get passed 3 Slotted Crafted Gear).
Or maybe have Crafted Gear make one type of "best gear" (like one that's skewed for one type of Stat / Play Style) and have a Dungeon / NM drop another type of "best gear" (for another Stat / Play Style)?
- Or have Dungeons / NMs drop Rare Parts that help make an Ultimate Gear (like the way it was with Dodore Wing or Uraeus Skin). This way, the Dungeon / Raid / NM still contributes to a long-term Goal and Crafters contribute as well.
It's a fine balance to have. I think traditionally we're used to seeing the Raid / Dungeon / NM be the source for "Best Gear" and Crafters have some stuff that's useful sometimes.
Is there an ideal solution for FF XIV?
Hey Kiara, Very nice suggestions there, I was thinking the same thing recently as the balance between ultimate crafted and ultimate dungeon weapons is very important. I like your ideas a lot.I agree with Doctor Mog and Eikiki.
There has to be some balance here: If Raid / Dungeon Gear is "the best," then why have Materia Crafted Gear? And the same with the current situation: If Materia Crafted Gear with just 1 Materia Added can make obsolete Raid / Dungeon Gear, why do the Dungeon (except for fun, which I don't mind)?
I think some solutions some of the forum veterans have offered in the past to balance this were things like:
- Allow Unique / Untradeable (Raid / Dungeon) Gear to have *1* Materia Attachable, to give some customization and allow it to be greater than Crafted 1 Materia Slotted Gear.
- Then, Crafted ~3, 4 or 5 Slotted Materia Gear would be the really rare (very hard to gain) "best" gear, but at least for the most part Raid / Dungeon Gear is still "the best for many" (unless they get lucky with Random Number Generator to get passed 3 Slotted Crafted Gear).
- Or have Dungeons / NMs drop Rare Parts that help make an Ultimate Gear (like the way it was with Dodore Wing or Uraeus Skin). This way, the Dungeon / Raid / NM still contributes to a long-term Goal and Crafters contribute as well.
Or maybe have Crafted Gear make one type of "best gear" (like one that's skewed for one type of Stat / Play Style) and have a Dungeon / NM drop another type of "best gear" (for another Stat / Play Style)?
It's a fine balance to have. I think traditionally we're used to seeing the Raid / Dungeon / NM be the source for "Best Gear" and Crafters have some stuff that's useful sometimes.
Is there an ideal solution for FF XIV?
Now where'd my "good ideas" thread go....
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