Dungeons are so safe that even with gear optimized for DPS, you'll give no trouble to your healers if you use properly your cooldowns. And if you don't, gear isn't supposed to be a cushion for them.The original premise was about players having more varied gear and having an incentive to experiment. And since different players have different taste, they could use gear more inclined to their personality. For example, when I tank, I'd rather play safe than aggressively so I wish we could have a meaningful tenacity build. Sure, I'd probably do less damage than a full Det set, but trade-off in mitigation should be noticeable.
Again, Savage and Ultimate are a small fraction of the content, but they're still the reason why every stats is just "doing more damage", which makes itemization boring. It's so uninspired that we have two stats whose concept are "Randomly procing a hit that does increased damage", or even a "speed" stat that doesn't affect auto-attack actual speed.
In fact, this game could use only 5 stats for every character and nothing would change for the gameplay...
Was this meant for me O.o? What does it have to do with what you quoted from me? I never said anything about spending millions..I do not think that is the issue. Now I am assuming this point because of lack of communication but I think it has to do with cultural differences. I do not think the devs expected people to put such minimal effort. Look how Reynhart is speaking here, how much you want to bet this doesn't exist or at least happens a lot less, in the Japanese community?
If they really were in touch with us, they would put measures in the game to stop people severely gimping themselves real fast by preventing entry like ilevel scans for higher content.
Also stop using stawmans, no one is asking for "to invest millions in crafted/ pentamelds" we were all talking about PROPER MELDS, meaning USING THE CORRECT STATS for your gear, and that is mostly about the 100% 2 slots in tome gear. Please try to understand the conversation better. Also if we are talking about crafted gear, people really should have VI materias in the 100% slots, while the overmelds are Vs or IVs, there is NO EXCUSE NOT TO DO THIS!!!!!
Last edited by Magic-Mal; 09-12-2018 at 08:45 AM.
uhhhh.. can you look at my post, and read everything under what I quoted from you? to be more clear you said "Again, another oversight by the loveable devs. Or maybe not an oversight. Just didn't care."
my reply to that:
oh i see, past that it was back at Reynhart, thought that would been clear, sorry it was an added thought after I was responding to youI do not think that is the issue. Now I am assuming this point because of lack of communication but I think it has to do with cultural differences. I do not think the devs expected people to put such minimal effort. Look how Reynhart is speaking here, how much you want to bet this doesn't exist or at least happens a lot less, in the Japanese community?
If they really were in touch with us, they would put measures in the game to stop people severely gimping themselves real fast by preventing entry like ilevel scans for higher content.
I typed up a solution to the melding issue earlier already:
High item-level =/= knowledge to meldEasy way to fix that is to make it so certain job types can't meld materia they can't use. Like prevent physical melee DPS from being able to meld Spell Speed, Intelligence, and Mind since those are stats incompatible with their job. Especially since melding the materia actually can't affect them. Tenacity and Piety also shouldn't be able to be melded onto anything but healer and tank gear because the description specifically says they're only applicable on those roles so the fact that they can be melded on anything seems like an oversight. If the devs are worried about true mechanical(and player error), preventing them from melding those things entirely is the first step to fixing that issue as well as more freedom with role-specific stats and materia.
All Gear accepts:
-Critical Hit/Critical Aim
-Direct Hit/Heavens' Eye
Physical DPS gear accepts:
-Skill Speed/Quickarm
Caster DPS gear accepts:
-Spell Speed/Quicktongue
Healer gear accepts:
-Spell Speed/Quicktongue
-Piety
Tank gear accepts:
-Skill Speed/Quickarm
-Tenacity/Battledance
I'm on the fence about the STR/DEX/INT/MND/VIT materia since STR and VIT are currently used for tanks and HP optimization in high level content like Ultimate or progression through survival but.. even those two stats are extremely limited to just jewelry. Outside of tank jewelry, STR is a pointless materia and DEX/INT/MND see absolutely no use at any point in the game. Getting rid of the "STR Tank" was a poor decision imo because it was yet another choice/advantage players lost. One of many. But I'm not sure how to replace it..
EDIT: With Tenacity and Piety existing it's possible the devs might get rid of main stat materia and start making more Role Stats with materia. But the thought doesn't excite me because I know whatever stat it would be, it just wouldn't change gameplay all that much. FFXIV stat system is truly in a tough spot
But anyway point is that we won't be seeing BLMs with Quickarm V and DRGs with Craftman's Command VI if the devs simply nipped the issue in the bud by preventing it from happening at all, and lock materias to certain compatible roles/jobs. A change that doesn't affect gameplay in the slightest but does prevent melding that has no effect.
Last edited by Magic-Mal; 09-12-2018 at 08:48 AM.
Yeah I understand. Just give it time to settle again. Discussions shift from raids, maps, open world, gear, flying, to even getting rid of Yoshida. But we are almost 85 pages and still going strong so the thread is still fulfilling it's purpose!Excuse me, but while I think the current conversation is nice, most of the posts are about gear, BiS and min-maxing.
This is not my thread or anything like that, so not trying to impose anything on anyone, but I think if the devs actually wanted to change something and were looking for opinions in the forums (naive, I know), they would think people are only worried about gear.
I think it would be interesting to comment on other aspects and issues you think the game might have, especially taking into consideration the title of the thread.
Just a small sidenote. Of course, you are free to talk about anything you want, but I guess if we want to see a change in the game, they have to see we want it.
So, I guess you didn't read my reply. I already told you that that was not the point people were arguing and you are just repeating it again?Again, Savage and Ultimate are a small fraction of the content, but they're still the reason why every stats is just "doing more damage", which makes itemization boring. It's so uninspired that we have two stats whose concept are "Randomly procing a hit that does increased damage", or even a "speed" stat that doesn't affect auto-attack actual speed.
Why are you arguing with me about the stats being boring or uninspired? None of my post talks about this, so you are picking the wrong person to try to argue with about it. I mean to be fair 9/15 (60%) of the jobs in the game right now are DPS jobs, so of course the main goal is "doing more damage."
I also never said I was against SE adding new stats or new variables to gear. That is a totally separate topic than what I replied to you initially about.
There is a difference between suggesting new stats to make things more interesting and the idea of simply working within the current system since that is what we are playing right now.
sorry, but that is not the point of my post. I am not sure if I agree with that fix or if I have a better idea. I specifically just wanted offer an explanation why they do not address this and have not addressed it since it was a problem since ARR. My guess is that they do not think it is a problem, because the Japanese community does not act like this. I am going to be honest, I would not expect people cheesing requirements to the degree some try to pull off till playing this game. Stuff like meeting the ilevel requirements, but having performance lower then what the dungeon is designed for because of a low ilevel left side, because right side is easier to obtain. The melds themselves is not really a big issue for me, but wearing wrong gear like Sigma-Astra was pointing at, and why that kind of mentality is poor for the game in general, because it is too easy.
At this point I am siding with everything you do, leveling 15+, expert, etc, should be hard enough to make you care since people need that push. Reynhart here is a shinning example why the game needs to be harder since he is trying to explain "game too easy so it doesn't matter"
The reason why I don't think this is the whole/real reason is because they actually did fix it... for SB. In SB all accessories are role-locked, as it should be. But for some reason they didn't change the old ARR and HW jewelry. That's why I call it laziness, an oversight, or simply forgotten. Because they could've changed it with the release of SB... but they didn't. It's a common trend they have honestly. It's rare they ever go back and fix old stuff. I don't know why(Looking at you ARR story)sorry, but that is not the point of my post. I am not sure if I agree with that fix or if I have a better idea. I specifically just wanted offer an explanation why they do not address this and have not addressed it since it was a problem since ARR. My guess is that they do not think it is a problem, because the Japanese community does not act like this. I am going to be honest, I would not expect people cheesing requirements to the degree some try to pull off till playing this game.
It's more likely that they didn't change the role requirements for already existing accessories so players wouldn't suddenly find themselves with empty gear slots when 4.0 launched. It would have been a disaster if players logged in to find they could no longer equip some of their gear.In SB all accessories are role-locked, as it should be. But for some reason they didn't change the old ARR and HW jewelry. That's why I call it laziness, an oversight, or simply forgotten. Because they could've changed it with the release of SB... but they didn't. It's a common trend they have honestly. It's rare they ever go back and fix old stuff. I don't know why(Looking at you ARR story)
Because they didn't warn players for weeks/a month. Oh wait, they did.It's more likely that they didn't change the role requirements for already existing accessories so players wouldn't suddenly find themselves with empty gear slots when 4.0 launched. It would have been a disaster if players logged in to find they could no longer equip some of their gear.
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