The dungeon item should be what holds you over until you have bought or succeeded personally in creating an item that is better. A dungeon item should be equal to an item that cost a crafter 5-10 mil to make, but an item that costed a crafter 100mil should certainly be far better than a dungeon item. Simply converting your old gear and popping into your new gear with maybe a 2nd or 3rd materia should not be as powerful as a dungeon item.
yea! s
I'm curious, what items cost 100M to make? If you mean it costs this much because of materia attempts/fails then I can understand that. On the other hand, dungeon items that take just as many attempts/fails to cap materia should still be better imo.The dungeon item should be what holds you over until you have bought or succeeded personally in creating an item that is better. A dungeon item should be equal to an item that cost a crafter 5-10 mil to make, but an item that costed a crafter 100mil should certainly be far better than a dungeon item. Simply converting your old gear and popping into your new gear with maybe a 2nd or 3rd materia should not be as powerful as a dungeon item.

That's exactly what I meanIf you mean it costs this much because of materia attempts/fails

I agree with this entirely. I think the dedicated fighters among us should still be able to form our private teams and grind the high level end-game arenas and procure relatively good gear from the dungeons. Our time and effort spent into strategy and objective completion should award us with special gear that is exceptionally better than any basic gear that can be crafted. As it stands right now with weapons, most of the R50 weapons from Darkhold are inferior to +3 crafted weapons. That doesn't really make the content as practical as it should be.The dungeon item should be what holds you over until you have bought or succeeded personally in creating an item that is better. A dungeon item should be equal to an item that cost a crafter 5-10 mil to make, but an item that costed a crafter 100mil should certainly be far better than a dungeon item. Simply converting your old gear and popping into your new gear with maybe a 2nd or 3rd materia should not be as powerful as a dungeon item.
For those with money and/or those who don't want to face the end-game content (lack of time, lack of a group to go with, etc, etc) but still want to have very good gear for when they do drill into the end-game arena, I think materia is perfect for them. A good medium would be to have a +3 weapon with 3 materia be of equal level to a end-game dropped weapon, but have the materia 5 +3 weapon be superior to the end-game dropped weapon.
Losing crafted gear through materia I'm totally fine with, I think its an interesting aspect that will help drain the overflowing gil from the system and balance things out a bit. Losing r/e dungeon weapons? I'm not sure about. I think dungeon/end-game weapons should be in their own class of "better than average but not the best". Maybe even have R/E end-game weapons be unable to have materia placed on them, or limit it to the 1 100% one.
To conclude, I feel like if end-game equipment will have similar mechanics with materia as crafted items there will be little point in doing end-game content to get those pieces of equipment. Why bother spending weeks of fighting for a weapon, then have to go back and several more versions of the weapon (because you failed materia), for in the end the Materia 5 version of the equip to still be inferior to the Materia 5 +3 equip. Anyone who wants to absolutely have the best gear won't bother doing the content and instead just farm gil to buy it.
Disclaimer: Obviously this is all speculation and none of us here know how this is going to work because of how vague the patch notes can be. I'm going off possibly inaccurate assumptions but following the general consensus of the thread :P

Honestly it sounds like something from a korean FTP mmo... just a new kind of grind, not fun at all.Materia: The replay value booster.
So, here's why:
1) Run a dungeon 15 times, get solid scale mail. (yay!)
1a) Make a HQ item after 50 synths (yay!)
2) Get the spritbond to 100% and break it into materia (optional, you can break something else or buy the materia)
3) Place 5 materia into the item and fail on the 4th or 5th, lose the solid scale mail or HQ item in the process.
4) Repeat steps 1-3 50 times for every item you need from every single class you have leveld.
Get ready to do the same content over and over and over and over and over again everyone.
You are going to need to to max stats on gear.
Also:
LoL @ when they release gear better than what you have on. Start all over again from square 1.
Ppl were complaining about coblyn grind, dunesfolk grind and crafting grind... let's give them a new system based on grind, it seems a good move >.>
This is the type of system that if it were in an offline game I would save before installing each Materia to circumvent the tedium of it all.
Don't lie, you(anyone reading this) would too.
[Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
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