I sell it to the domans for a premium price, they like garbage.



I sell it to the domans for a premium price, they like garbage.


I'd rather they design the game such that those materia are useful.
Bring back 6.0 Dragoon.




At least they assign materia a color to indicate its usefulness. It's so easy to just keep red materia and throw everything else out without reading the names.





They should just combine Direct Hit, Tenacity, and Piety into a single yellow materia whose effects depend on what role you are so we don't have three different types. While we're at it, combine Spell Speed and Skill Speed.




It is unironically how the devs design systems in the game and have for a very long time. They attribute scales of power to everything, and a clear hierarchy of power between multiple options (just see how they do balance jobs for the most egregious example).
Then they do proceed to design catch up mechanics to ensure that those shitty options still get a use, here in the case of materia, it's the recycling bin.
It's pretty wild to design around things that are meant to be doomed from the start, when you think about it.
I mean if tanks use critical hit, determination and direct hit, then what's the point of tenacity and stuff? Just dragging you down because of how they developed this game.
But yes only use is what others said, for transmutation. Nothing else.


I'd be totally cool with this. There is always a meta we have to conform to anyway, so the false sense of customization this is meant to provide is wholly unnecessary.
Remove materia and just put the meta stats on the tome and endgame gear from the start.
Last edited by Shinku_Tachi; 08-03-2025 at 09:50 PM.



SE: “we want to make a simple, easy to understand game that can be picked up by anyone”
Also SE: *creates substats that are basically just noob traps, whose existence serves only to punish you for not melding crit or DHR* lol
…like, how the hell is having two (mostly) useless substats ‘easy’ and ‘streamlined’? Isn’t that the literal definition of ‘unnecessary (illusions of) complexity’? Ffs SE
Last edited by Connor; 08-03-2025 at 11:45 PM.
Stats - especially melding customization - is in need of an overhaul, period.
Right now, materia feels like more an economical feature rather than a pve-gameplay one.
You meld materia only to achieve certain number goals. Ever wondered why it's always something like "crit>det>dh"? In the end, melding feels like an expensive chore.
And the stats themselves are boring.
- Direct Hit feels like the ugly Crit cousin.
- Piety is meaningless now with healers having so many MP-free answers to the encounter damage.
- Sks/SpS both feel bad due to how drifting negatively affects the dominance of the 2min meta - it's ironic how the stat that you can feel the most in your gameplay is the least favored one. IIRC only BLM can have a real choice with this stat, and I'm not even sure where it stands after the last rework.
- Tenacity is just a sprout trap.
They need to merge redundant stats, delete DH, and create new and mealdable utility stats to promote some choice. I don't think Speed will ever be a good choice with the 2min meta dominating the group play - unless they change more jobs to be less burst oriented like BLM.


I wish I could use any material with the only limits being slots. There has been many times I would have melded vit or defense stats on my WHM to survive early prog mechanics. This would allow for more creative mechanics.
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