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  1. #1
    Player Eekiki's Avatar
    Join Date
    Mar 2011
    Posts
    3,214
    Character
    Kickle Cubicle
    World
    Balmung
    Main Class
    Rogue Lv 90
    Quote Originally Posted by DoctorMog View Post
    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.
    If dungeon gear was better, what's the point of the materia system or any of the new crafting recipes?

    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.
    (2)

  2. #2
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Eekiki View Post
    If dungeon gear was better, what's the point of the materia system or any of the new crafting recipes?

    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 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?
    (6)

  3. #3
    Player
    Rau's Avatar
    Join Date
    Mar 2011
    Posts
    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    Dungeon drops should be be awesome materia
    (1)
    Quote Originally Posted by Eemeefu View Post
    This thread is not a beautiful or unique snowflake.

  4. #4
    Player
    Sigmakan's Avatar
    Join Date
    Mar 2011
    Posts
    877
    Character
    Sigmakan Kaph
    World
    Hyperion
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Kiara View Post
    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?
    Some great ideas here.
    (1)

  5. #5
    Player
    Murugan's Avatar
    Join Date
    Jul 2011
    Posts
    1,297
    Character
    Murugan Raj
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Kiara View Post
    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?
    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).
    (0)

  6. #6
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kiara View Post
    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?
    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.

    Now where'd my "good ideas" thread go....

    (1)
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