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  1. #71
    Player
    Matsume's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    1,602
    Character
    Master Matsume
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by Firon View Post
    The problem i see with Blue U/U gear from Matsu example is this. Why meld an Blue U/U item with one slot when i can easily get an 3 materia crafted item item with better stats faster and with less risk.
    Because in my Example the BASE STAT VALUES on a Blue item would be equivalent to a 3x Grade 4 HQ3 melded Craftable White item. Adding a single 100% meld to that blue would make it the equivalent of a 4x white item, then attempting a 2x (as risky as it would be to lose your ifrits or moogle gear) would give you an item = to 5x white.

    Edit: If this sounds way too overpowered, then simply subtract 1 from the aforementioned equations (green base stat item = white+1 meld with option of 4 meld slots; blue base stat item = white+2melds with option to meld 3 slots; orange base stat item = white+3 melds with 2 meldable slots; and orange = white+4 melds with option of 1 slot meldable)
    (0)
    Last edited by Matsume; 02-23-2012 at 01:04 AM.

  2. #72
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Matsume View Post
    Because in my Example the BASE STAT VALUES on a Blue item would be equivalent to a 3x Grade 4 HQ3 melded Craftable White item. Adding a single 100% meld to that blue would make it the equivalent of a 4x white item, then attempting a 2x (as risky as it would be to lose your ifrits or moogle gear) would give you an item = to 5x white.

    Edit: If this sounds way too overpowered, then simply subtract 1 from the aforementioned equations (green base stat item = white+1 meld with option of 4 meld slots; blue base stat item = white+2melds with option to meld 3 slots; orange base stat item = white+3 melds with 2 meldable slots; and orange = white+4 melds with option of 1 slot meldable)
    While this idea is sound, I still prefer just giving every piece of craftable gear one slot for materia, and not allowing slotting on U/U stuff. This will allow them to keep crafted gear relevent until something U/U comes along that outperforms that crafted piece (since they only have to worry about 1 slotted gear for balancing they can easily give the U/U stuff you get from endgame content stats that are better than crafted pieces).

    You can still keep crafters relevent by having specific material be really good, for example healer's hand, so I won't replace my headpiece until they release a U/U piece of gear that gives more healing magic potency than I can get with materia.
    (0)

  3. #73
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Sol_Aureus View Post
    While this idea is sound, I still prefer just giving every piece of craftable gear one slot for materia, and not allowing slotting on U/U stuff. This will allow them to keep crafted gear relevent until something U/U comes along that outperforms that crafted piece (since they only have to worry about 1 slotted gear for balancing they can easily give the U/U stuff you get from endgame content stats that are better than crafted pieces).

    You can still keep crafters relevent by having specific material be really good, for example healer's hand, so I won't replace my headpiece until they release a U/U piece of gear that gives more healing magic potency than I can get with materia.
    They could use my idea or the simple idea which is basically increasing the base stats on all U/U gear like making Saphi Turban have 20+ str on it. Like if they had some U/U gloves with 15 str and 15 int i would be all over that for my pgl cause those 2 stats increase damage in two area's opposed to one with str materia on gloves.
    (0)

  4. #74
    Player
    TerahValeth's Avatar
    Join Date
    Nov 2011
    Posts
    28
    Character
    Terah Valeth
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Sol_Aureus View Post
    While this idea is sound, I still prefer just giving every piece of craftable gear one slot for materia, and not allowing slotting on U/U stuff. This will allow them to keep crafted gear relevent until something U/U comes along that outperforms that crafted piece (since they only have to worry about 1 slotted gear for balancing they can easily give the U/U stuff you get from endgame content stats that are better than crafted pieces).

    You can still keep crafters relevent by having specific material be really good, for example healer's hand, so I won't replace my headpiece until they release a U/U piece of gear that gives more healing magic potency than I can get with materia.
    I really hope they adopt a system like the one you describe, or balanced in a similar matter. I'm worried about what the game will be like if the materia system is left as it is.
    (0)

  5. #75
    Player
    Aviny's Avatar
    Join Date
    Feb 2012
    Location
    Ul' Dah
    Posts
    19
    Character
    Aviny Zee
    World
    Zalera
    Main Class
    Leatherworker Lv 60
    Terah is dumb and the materia system is bad...
    (2)

  6. #76
    Player
    BruceyBruceyBangBang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Aviny View Post
    Terah is dumb and the materia system is bad...
    *Pushes Aviny down a spiral staircase*

    BE NICE!
    (1)

  7. #77
    Player
    TerahValeth's Avatar
    Join Date
    Nov 2011
    Posts
    28
    Character
    Terah Valeth
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Aviny View Post
    Terah is dumb...
    :O
    Oh yeah? So's your face!
    (0)
    Last edited by TerahValeth; 02-23-2012 at 01:19 PM.

  8. #78
    Player

    Join Date
    Aug 2011
    Posts
    228
    Quote Originally Posted by RemVye View Post
    I can't say anything in this thread because it would all be mean.

    Well... nice signature.
    Gotta say...<3 Remvye -if everyone else would "turn the other cheek" like this, when they come across a thread they don't like, I think we'd all be a lot happier lol

    Haven't gotten through the entire thread, but I hope you do/did decide to "jump in." I feel almost EXACTLY the same way as the OP. However, I do want to know what ppl's objections would be. I don't see why anyone would want to center their character's gear, ENTIRELY, around crafting.

    If crafting took actual, tangible skill, then maybe I wouldn't mind. But I watched hundreds of ppl grind for hq gear in XI, and 9 times out of 10, there are the ppl who get insanely lucky w/ their crafting and have enough hq gear to fund any endeavor they may have; and you have the crafters who get completely shafted every time they push for something good.

    They have the same gear, the same lvls, the same food, crafting on the same days, at the same times, pointing the same damn direction, and NADA. Meanwhile, their divinely-blessed, fellow crafter hits hq synth after hq synth. It's ridiculous. I don't know how to fix this kind of problem; but until it IS fixed, crafting should be waaaaaaaaaaaay down on the list of "must have" gear.
    (0)

  9. #79
    Player

    Join Date
    Aug 2011
    Posts
    228
    Quote Originally Posted by Allistar View Post
    New idea for Materia...
    I love the whole materia idea, although I do think that possibly scaling down the materia to just 3 tiers instead of IV is a system that could work better when it comes to U/U gear and rare gear drops from NM or dungeons, this way it still gives gear the ability to be almost on par with U/U and doesn’t take away the power of U/U gear. I also think some materia orbs could be rewards from chest found during guild leves, rewards from side quest or even rewards from behest, the orbs would be scaled according to level/rank of the quest or mission or leve.
    Thoughts…
    I do like the idea of getting "special" materia rewards from chests/quests/missions/leves/dungeons or w/e. Also, though, I think what might help balance things out (made a thread for this like 4 months ago) is Materia for U/U gear. Materia for U/U gear would work the same way as it does for normal gear, BUT with one really enticing quality. U/U gear cannot "explode." You can lose all the materia you put into it, but the gear stays every time. It's simple; and shouldn't be too hard to implement.

    P.S. I don't like the idea of making U/U gear convertable, cuz then you'll have lots of ppl getting the gear, converting it, and wanting it again later on another run...not that you're the one who mentioned it, but just to put that out there.
    (0)

  10. #80
    Player

    Join Date
    Aug 2011
    Posts
    228
    Quote Originally Posted by Roaran View Post
    ....Make all gear crafted. No more exclusive items. Instead of dropping items directly, bosses will drop an abundance of materials. For example, Batraal, instead of dropping 1-3 items from a chest, his death will produce various pieces of hide and bone, even possibly a broken blade that can be refurnished into a sword for paladins. The abundance of items will allow people to get drops reliably, and then allow them to reliably turn them into gear and meld over and over. Thus, those who complete the dungeons the quickest and with the most ease are able to acquire the most materials and most chances for success in melding materia.

    This system would actually impose skill into getting the best gear melded with multiple materia, it would keep crafters necessary and make the materia system more interesting. In addition, it would allow the current problem of terrible droprates to be eliminated, favoring players to get drops quickly and reliably each time, so they can then attempt multiple melds.

    It would also allow groups of players to earn gil by selling these items to crafters and players who wish to meld themselves.
    Duuuuuuuuuuuuuuude, just the thought of phasing out U/U gear makes me want to shelve my game forever xD

    I don't even know how to respond Roaran...that cut deep T.T

    Crafting is based way too much on luck to ever be mainlined for gear "acquisition." I can't believe you would even say that, dude lol... "don't you put that evil on me, Roaran!"

    http://www.youtube.com/watch?v=Z2mCMF222IQ
    (0)

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