This may be true. I mean this way they can make really strong dropped gear with no enhancement options while still having crafted gear remain relevant with materia options.I love the materia system idea and I am so looking foward to it.
I just want to share with you that if I remember correctly, Yoshi-P mentionned somewhere that rare/ex items would no be able to receive materia, making it so that craftable gears + multiple materia will be more powerful than dropped gears. I will try to look where I read that and come back to edit this post.
I like this Materia system and the crafting system changes, I will finally give it a try, it looks fun now, while before I just found it tedious.
Xeto Milanti Bei
I have to get 50 before the end of september to do all the new content lol
I remember seeing this as well.I love the materia system idea and I am so looking foward to it.
I just want to share with you that if I remember correctly, Yoshi-P mentionned somewhere that rare/ex items would no be able to receive materia, making it so that craftable gears + multiple materia will be more powerful than dropped gears. I will try to look where I read that and come back to edit this post.
They could work with this though:
- Make U/U gear unable to attach materia but still able to spiritbond into materia
- This adds replay value to NMs, dungeons, etc (I believe this was mentioned earlier)
- This also prevents super OP U/U gear and fulfills the idea of "the best crafted gear is better than the best NM drops"
As battle jobs, you can probably make a ton of gil just by forming the materia from equipment and selling that. Anyone that is a hardcore DoH or DoLer will be too busy to be grinding battle equipment down to materia. Essentially making it so people not doing end game content can still make decent gil.
That only holds true if I can buy new equipment for less than what i'm selling the materia to make a profit. I'm sure that relationship will hold true at the start of 1.19 but 3 months from then? Who knows.
Will be interesting to see what we get out of future dungeons, if craftable gear + multiple materia will be better then none tradable gear. Then why waste time in the dungeons for subpar gear.
Looking forward to see how it all plans out in the end.
They could do something like that.I remember seeing this as well.
They could work with this though:
- Make U/U gear unable to attach materia but still able to spiritbond into materia
- This adds replay value to NMs, dungeons, etc (I believe this was mentioned earlier)
- This also prevents super OP U/U gear and fulfills the idea of "the best crafted gear is better than the best NM drops"
Unfortunately I cannot find what I am looking for right now, either I don't know how to search efficiently or I imagined all that lol.
I think to make the better crafted gear than drop gear the mat's will probably drop from dungeon's or NM's.
Xeto Milanti Bei
You will waste time in dungeons for gear that turns into materia you can't get elsewhere. (This is just my opinion). They will have to make it where NM/dungeon gear is not useless. It has to be part of the equation.
Or what he said
I just thought. How can a crafter get into a dungeon to get the drops. That would require the crafter to have a higher level battle class.
Last edited by Royal; 08-26-2011 at 11:10 PM.
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