Easy, just remove stat caps on gear that way people can put whatever type of stats they want. Do that, and crafted gear instantly becomes very desirable considering dungeon gear has no materia slots on it.
Easy, just remove stat caps on gear that way people can put whatever type of stats they want. Do that, and crafted gear instantly becomes very desirable considering dungeon gear has no materia slots on it.
They had that in 1.0 and it was OP
You also make all other equipment essentially obsolete at the same time. You would have to also allow melds on unique equipment as well. But then it's also trivializes all the content in the game as you will have easily 100+ more of your primary stat than was intended.
So you see, it isn't that simple at all.
Maybe at least rebalance the stat caps, rather than remove all together. for instance
the stat cap is the same on an HQ vs nq piece. Just some odd choices, and low caps
on certain things.
It was fine in 1.0 though because you'd spend millions upon millions even trying for triple melds because gear would break on fails along with all the materia and you could only slot 1 in with 100% success. Forget about pentamelds lol (even though there were some people that had them).
Would never work here. It's kind of sad too, because it was something to work on in 1.0. Here it takes 15 minutes and you have 5 materia melded and then you're bored because there's nothing to do with that gear. Yay.
Let's be like those f2p games in which you just buy gems and whatnot and be OP!
Bring back the absurd vendor repair bills and allow players who have the appropriate leveled craft to repair them without switching classes. It would make dark matter relevant too...
Coil should have rare drops mats that can be crafted into ilvl 90 greens that would be incredibly Hard to HQ. Problem solved, raiders get their hands greased and crafters can potentially make a piece of gear that is bis.
This is a very common system in other mmos where raid mats can be made into a bis piece of gear. It would not be game breaking.
Fixing the gear relevance during the level progression would be somewhat manageable I think.
- Reduce quest reward gear's power or level
- Reduce the amount of or increase the price of vendor-sold gear
- Make FATEs harder
Another way to make gear relevant during level progression or level sync would be:
1. Give crafters Set Bonus recipes which they can add to Weapons and Gear. This would function similar to the Dye system -> Select Gear and Select from a pool of Set Bonus's to apply to that piece of equipment. The pool of bonus's could be low (perhaps 6 types of bonus's based upon crystal elements, as in FF11 different attributes were aligned to different elements)
or
2. In the same method as the above, allow crafters to add Abilities to crafted equipment to overcome the level restriction of those abilities or overcome the restriction of cross class/job. This way you could gain Abilities for your current class earlier (but they would be within your Gear only, sort of like FF9) it would make some progression dungeons easier. It would also allow you to gain Abilities which you couldn't cross class. Eg, a new player levelling conjurer might be thankful to buy a crafted weapon that comes with Stoneskin at level 10 rather than at level34(!)
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