We are planning a number of adjustments to the stats on crafted items, aimed at the following two ends:
Create a characteristic uniqueness for Disciples of the Hand
Allow Disciples of the Hand to craft items in high demand
For any given rank, there are differences between the important stats on pieces of gear suited for different classes. In line with this, we will be making adjustments that let crafters tweak the stats on crafted gear to customize it for certain classes. (Of course, we’ll be balancing Discipline of War and Magic classes at the same time.)
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I mentioned this in one of my previous letters. These new concepts are not limited to simply new elements in the synthesis process, but also aim to stimulate the economy as much as possible. Through crafting, we plan to breathe new life into the game’s economy by improving gilflow and the distribution of items, and ultimately improving both the merits of, and motivations for, all classes.
Among the devs, we are tentatively calling this the Materia System, though that name may change. This new system will allow Disciples of the Hand to fuse materia to weapons and armor using special catalyst items gathered by Disciples of the Land.
Disciples of War and Magic can customize and personalize their gear
Disciples of the Hand can answer the materia-fusing needs of others
Disciplies of the Land can gather catalyst items to meet the realm’s demands
I’ll be posting more details on the Materia System at a later date.