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  1. #11
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    675
    To clarify my idea, I wouldn't want to be able to add materia to U/U, just to be able to convert them.
    (0)
    http://i.imgur.com/L3DQO.jpg

  2. #12
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,043
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by quantumsaint View Post
    To clarify my idea, I wouldn't want to be able to add materia to U/U, just to be able to convert them.
    That I'd be fine with; it's even more logical than the alternatives. The only option you have for U/U's is to throw them away when you're done - and in a Post-Materia game I think that's kind of stupid - at least as, if not more stupid than putting a socket slot on them would be.

    If someone's willing to lose it, they should be able to lose it proactively.
    (1)
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

  3. #13
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    I guess it's a different in philosophy. I think that the best items should be rare because they require skill and experience to obtain, not because the successful synth rate is low.

    In other words, what can you do to improve your success rate at attaching forbidden materia? Get better crafting gear (Improve the character)

    What can you do to improve your success rate at defeating a boss? Get better gear (improve the character) or get better at the mechanics of the fight (improve the player)

    Because of that I think that drops should give the best items. In order to make crafted gear still useful (in a sense) to players who are getting high end items from drops, I think they should be able to attach materia to U/U. I don't really care about the word "unique" as all it really means is you can only have one of them.

    If U/U gear should be the best (which I agree with), then in order to keep materia useful U/U gear needs materia slots.

    To me the idea of having Forbidden Craftables be optimal is completely ridiculous because that's entirely just playing a slot machine.
    (0)
    Last edited by Brannigan; 11-14-2011 at 09:50 AM.

  4. #14
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by Jinko View Post
    I'd be happy to see all NM's and dungeon bosses drop rare crafting items, this way people can either go in gather the items to:-

    1. Craft items for themselves and others
    2. Get someone they know to craft their items for them
    3. Sell on the marketplace.

    Dunegon and raid crafting items would be unique so that players couldn't over farm them.

    This would obviously mean that no gear would be untradable but it could still be unique and have several tiers of rarity.

    Obviously you would get:-
    White named items - Standard crafted
    Green named items - Dungeon crafted items
    Blue named Items - Raid crafted items.

    All these items could be materia'd as normal and the dev team could spend more time balancing gear/stats based on rarity instead of worrying about offending crafters or battlers.

    Gatherers could get their own end game content where they could gather unique items to assist with crafting.
    I would actually kinda like to see the top-top of the line be U/U raid drops making U/U items of greatness.

    That notwithstanding, though, they've already shown that crafted Unique items can be melded. As such, I really wish they'd go back to the old system of NMs/bosses dropping items that're used to make Unique slotable gear. This keeps crafters in on the end-game while still making it worth while to actually do raids and such. . .
    (3)

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