Results 1 to 10 of 207

Hybrid View

  1. #1
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,616
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I think it would be cool if HQ gear could play more of a role in stable materia slots. Like we have NQ 1 slots, then regardless of HQ 1-3 there doesn't seem to be any difference, at least from what I've seen.

    It would be cool if perhaps one of the two would be possible
    NQ=1 materia 100%
    HQ1=2 materia 100%
    HQ2=3 materia 100%
    HQ3=4 materia 100%

    Though since that does sound OP the other thing that comes to mind is perhaps

    NQ=base
    HQ1=50% increase (ex= 30% is now 45% chance of success)
    HQ2=100% increase (30% is now 60%)
    HQ3=200% increase (30% is now 90%)

    The second idea would fit more into SE's risk/reward factor while adding a slight increase to success rate but allowing HQ gear to be more wanted for those that may only be willing to try for 2 materia ina piece of gear.

    The other idea is when it comes to spiritbond increasing it would be cool if they made it where HQ gear bonds faster then NQ basically in the essence of
    NQ=base
    HQ1=2x faster
    HQ2=4x faster
    HQ3=6x faster

    For me as it stands now it doesn't appear as if HQ gear really offers any benefits other thena miniscule gain of stats. If it was more integrated in the materia system I feel it might lead to a more thriving economy.

    It's possible they might have something like this planned in the future but I do hope they have plans to have HQ play more of a role in being effecting with spiritbonding and mending materia to them to actually more HQing more useful then it appears to be atm.
    (2)

  2. #2
    Player
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    1,646
    Quote Originally Posted by Airget View Post
    I think it would be cool if HQ gear could play more of a role in stable materia slots. Like we have NQ 1 slots, then regardless of HQ 1-3 there doesn't seem to be any difference, at least from what I've seen.

    It would be cool if perhaps one of the two would be possible
    NQ=1 materia 100%
    HQ1=2 materia 100%
    HQ2=3 materia 100%
    HQ3=4 materia 100%

    Though since that does sound OP the other thing that comes to mind is perhaps

    NQ=base
    HQ1=50% increase (ex= 30% is now 45% chance of success)
    HQ2=100% increase (30% is now 60%)
    HQ3=200% increase (30% is now 90%)

    The second idea would fit more into SE's risk/reward factor while adding a slight increase to success rate but allowing HQ gear to be more wanted for those that may only be willing to try for 2 materia ina piece of gear.

    The other idea is when it comes to spiritbond increasing it would be cool if they made it where HQ gear bonds faster then NQ basically in the essence of
    NQ=base
    HQ1=2x faster
    HQ2=4x faster
    HQ3=6x faster

    For me as it stands now it doesn't appear as if HQ gear really offers any benefits other thena miniscule gain of stats. If it was more integrated in the materia system I feel it might lead to a more thriving economy.

    It's possible they might have something like this planned in the future but I do hope they have plans to have HQ play more of a role in being effecting with spiritbonding and mending materia to them to actually more HQing more useful then it appears to be atm.
    I agree with the notion of making HQ gear hold an advantage over its NQ counterparts regarding Materia, but those probabilities are really high, haha.
    (0)