Quote Originally Posted by Frein View Post
Oh, please. I bet most of us who feel very strongly against implementing mid-battle gear swaps carried tons of macro gear in FFXI.
QFT. My inventory was at 75/80 for most jobs I played - I think only SAM had a few pieces but it wasn't a job I used much; more of a piss around thing. I even had to spend time strategically figuring out what gear was actually worth carrying around depending on what I was doing, which was mostly solo/lowman things. And I was quite happy to have that system in XI.

However, now (in XIV) I am very much enjoying the fact that I have to think what particular gear I want to wear simply because I cannot change it to have every single ability get maximum effect. It's all about being mindful of what you're responsibility is and how best to achieve that within the confines of the system. You can't simply have everything at maximum potential without sacrificing something somewhere and I'm fine with that. It isn't about being lazy; it's about considering what's important for the current situation.

Quote Originally Posted by Dargoth_Draconia View Post
@Frein- The only thing that needs to be changed about the materia system is some of the specifics such as only being able to put this materia in this set piece of gear.
Isn't this what the maximum caps are designed for? Considering you can only get ~200HP from materia bonuses (apparently, I've yet to really test the caps out; I just remember reading them) that should be what is taken into account, not which slots you can and cannot put them in. I understand the extra restrictions being put in place to stop a player from becoming over-powered but it would think it can be (and is somewhat already) balanced out with well designed/thought-out caps and smaller bonuses from individual materia. Also, the terrible success rate for attaching multiple materia makes this already a good system at preventing too much power on a single character.