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.
Main thing putting me off going beyond 2 is potential level cap increases making the gear trash. But maybe they will add tier 5 materia when the cap goes up. Either way I will never attempt to go past 3, even with a large bank balance you'd be retarded to try.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
I can't see the gear becoming trash even with level cap increases. If you can attach 4-5 high tier materias to an item you'll be on top of the world for a long time...
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.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.
first of all, pretty sneaky of SE to devise a way to remove some of the absurd amount of gil from the game. I know this patch has already cost me a few millioni in gil.
second, I like the way forbidden materia works, but I'd like to add that I think the percentages should be able to be increased by the crafting stats of the person. Stay with me on this thought for a second. If a person has a level 50 craft, and if the HQ system is going to be changed with 1.20, what benefit does adding crafting materia onto your gear have really? I can't think of a reason. Now if they changed it so that control and craftsmanship could increase your forbidden materia chances, then there would be a real reason for level 50 crafters to focus on getting the best crafting gear possible.
I can also see perhaps a grand company piece like the Patriot Choker that adds percent points to forbidden materia chances. I don't want the 3rd through 5th materia pieces to be easy by any strech of the imagination, but it would be fun to add a little challenge and incentive for those seeking this power.
what if there were an item to increase the success rate by 5%, but it is a 1 time use only item.
Then you could increase a 1% to 6% to make it manageable.
The trick would be that the increasing item is tough to obtain (like Kirins Osode tough, not ridiculous, but requiring some doing).
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http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
Make it happen.
That's not exactly "balance", really, as 2x +16 STR materias (or +30 Attack Power) materias are going to be inherently "unbalancing." It's ultimately an economic thing to make the dual materia items super rare.
There's a strong argument that this is too punishing though. After all, to get a good materia you need to burn a good item. Just a quick recap of what it takes to get a 2x materia item, if you're lucky.
Get an item to 100% Spiritbond -> Convert to materia
Get an item to 100% Spiritbond -> Convert to materia
Get a 3rd item
Attach materia 1 (100% success)
Attach materia 2 (25% success)
That means that if you fail on the 2nd attachment you are basically throwing away 3 whole items, and not just 3 made items but 3 items you had to put significant effort to grind spiritbond.
For an expected value of items you can expect to burn to get a 2x materia item: 12. That just seems like a LOT of items and possibly too far on the "rarity" spectrum. For 3x materia: 57.
I don't know, but this seems a little ridiculous to me, and while I do understand that dual materia items are incredibly powerful, it doesn't really make them "balanced" by making them more rare, it just makes them less common.
Looking at the Item prices I've seen on my server for things with 2 materia, 8-20m gil... And I understand why, after all it takes a huge effort to get. But with Gil draining from the economy rapidly, and the fact that even level 50 leves only give a mere 6-10k gil, I'm not sure how the economy can sustain itself in this way for too long.
In essence, there won't be enough gil in the system for items with more than 1 materia to be saleable.
Last edited by Hachiko; 10-25-2011 at 06:01 AM.
You buy them off people who are looking to make a quick buck and aren't interested in attaching multiple materia.That means that if you fail on the 2nd attachment you are basically throwing away 3 whole items, and not just 3 made items but 3 items you had to put significant effort to grind spiritbond.
Doing this time-consuming process by yourself when people that don't see much value in keeping theirs want to get rid of them for some gil would be quite a dumb move. But to each his own.
Last edited by Betelgeuzah; 10-25-2011 at 06:07 AM.
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