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  1. #11
    Player
    darkm0d's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    216
    Character
    Dark Mod
    World
    Excalibur
    Main Class
    Arcanist Lv 50
    Yep, as others have said, they nerfed the materia system in 1.0 which allowed massive stat stacking to OP levels and reduced it to what we now have in 2.0, which is a almost 100% useless, uninteresting and unintuitive system that no one really uses outside of ilvl 70 crafted gear.
    (4)

  2. #12
    Player
    Uriahnool's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    234
    Character
    Uriah Nool
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Nero View Post
    To prevent people from making pure op-items like this:



    There has to be a cap, or you will have a system which is not balanced at all.
    Even so, gear like this would cost quite a lot of money to make and take a lot of trail and error. I would look at this gear as inspiration and to strive to that point, I wouldn't get mad or feel there was something wrong with doing this. If the example pictured was the issue, why not limit it to one or two slots max for that piece of gear and allow anything to go in it?
    (2)
    "There's a time when a man needs to fight, and a time when he needs to accept that his destiny is lost, that the ship has sailed, and that only a fool would continue. The truth is, I've always been a fool."

  3. #13
    Player
    Anapingofness's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    832
    Character
    Bisera Cecilina
    World
    Adamantoise
    Main Class
    Armorer Lv 76
    I understand that there has to be a cap for stats and the amount of stats materia can augment but right now the caps are way too low. The caps are too low for both seen and unseen stats. The low caps make trying to meld materia very frustrating and to be perfectly honest, it defeats the purpose of the materia system.
    The materia system is supposed to give us some sort of choice in how we augment our gear but because of the way the caps are it removes all choice from our hands. It's just too limiting and they need to change it.
    Sure, x4 Tier IV materia on a single piece of gear (In FFXIV 1.0) is OP but one tier IV STR materia on a piece of gear isn't OP (even in 1.0), especially since tier IV materia doesn't give that much anymore... =_=; Tier IV materia gives +7 ~ +9 to a stat from what I've seen, depending on the stat. So... again, why are the caps so low?
    (2)

  4. #14
    Player
    ruinedmirage's Avatar
    Join Date
    Aug 2013
    Posts
    461
    Character
    Jera Teiwaz
    World
    Siren
    Main Class
    Weaver Lv 50
    Have you forgotten about Forbidden Melding? Someone with lots of time an materia could just infinitely spiritbond his accessories, and infinitely upgrade his gear.

    Of course, this comes at the chance of failure, but the cost is only the catalyst and materia. This has been severely nerfed since your gear isn't at risk anymore. And consider the hypothetical chance that someone finds a bug (exploit) where Forbidden Melding doesn't fail. Worse has happened.
    (0)

  5. #15
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    The way the system is now Materia is pretty boring. You can improve secondary stats on armor and accessories but there's no opportunity to prioritize the main stat. I understand why they limit them increase but I think it needs to be more flexible.
    (0)

  6. #16
    Player

    Join Date
    Dec 2011
    Posts
    165
    While they could make the stat caps = whatever the stats are on the same level dungeon gear... That would make it so you didn't have to grind dungeons. Can't have that now can we?
    (0)

  7. #17
    Player
    Sumii's Avatar
    Join Date
    Mar 2012
    Location
    Limsa Lominsa
    Posts
    91
    Character
    Milky Tea
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Nero View Post
    To prevent people from making pure op-items like this:



    There has to be a cap, or you will have a system which is not balanced at all.
    With the way 2.0's melding system fails you can use that picture for your argument. What that picture doesn't show is likely how many times that person had to completely lose all materias, catalysts, and the armor itself in 1.0. When you failed in 1.x everything was lost, not just the materia/catalyst. Not to mention Tier IV melding on second chance at best was 16-20%. It was an exponential decrease in % every additional materia added. People that spent the time spirit binding endlessly and spending vasts amounts of gil to get that gear earned it by a huge cost of time/money/patience.
    (3)

  8. #18
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Also, I would like to see HP +50 materia.
    It's called Vitality materia.

    Also, the idea is that you add secondary stats, not your main stat (Though you could add main stat to an item, such as a vitality ring, that doesn't have it).

    It's set up this way for balance.
    (0)

  9. #19
    Player
    LilaAquillina's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    45
    Character
    Azdaja Aquillina
    World
    Goblin
    Main Class
    White Mage Lv 60
    meh.

    I understand the need for balance, but current system is stupid. For example: Making mage gear, I literally cannot attach ANY vit/int/mnd materia into any piece of crafted gear. In fact, the only base stat that I can attach materia for is PIE.

    Due to stat caps being this damn low, it takes any customization out of the question. I realize that people will always come up with a min/max scenario, but atm I don't even have an option. So, meh.
    (1)

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