yeah i figured that's HOW it would work in the first place but that train derailed the instant i logged into XIV and noticed only one slot on everything and then reading on about forbidden shtuffs.

yeah i figured that's HOW it would work in the first place but that train derailed the instant i logged into XIV and noticed only one slot on everything and then reading on about forbidden shtuffs.



I'm all for allowing materia to be attached to dropped U/U gear, and I'm also all for restrictions.
But what I'm really wanting is to allow U/U gear to be converted into materia. If U/U gear could be converted into good materia then I think it would allow for much replay ability and farming of the dungeons. Giving players reasons to run other content again, and then able to convert those drops into materia.
I find that because I can't convert it into materia I have no desire to use the item at all. Thus, I have no real desire to go after the item in the first place.
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Not all W gear are equal. The discussion would be much more fruitful if everyone posting acknowledged the separation in quality of Blue vs Green W gear.


would be nice to get some random materia from primals instead of truckloads of darkmatter. whats the point of gear repair if they give me more dark mater then i could ever possibly use.
edit: great se always goes the opposite of what i say, now theyll prob give me brimstone instead of DM.


You didnt like our generous DM giveaway? here take this marmot pelt muahahahahahahahawould be nice to get some random materia from primals instead of truckloads of darkmatter. whats the point of gear repair if they give me more dark mater then i could ever possibly use.
edit: great se always goes the opposite of what i say, now theyll prob give me brimstone instead of DM.



this has been discussed to death..
Future U/U items will likely be stronger than the current ones, but forbidden melds will always win out due to the high failure %.
I do not see any problems with this power structure:
1. Crafted - no materia
2. Crafted - 1 materia
3. U/U
4. Crafted - 2 materia
5. Crafted - 3 materia
6. etc..




I would be ok with something close to this, however I think U/U should be better than 2 materia, or have an additional EPIC U/U tier of gear at 6. 2 materia gear is seems pretty easy to get compared to U/U gear.this has been discussed to death..
Future U/U items will likely be stronger than the current ones, but forbidden melds will always win out due to the high failure %.
I do not see any problems with this power structure:
1. Crafted - no materia
2. Crafted - 1 materia
3. U/U
4. Crafted - 2 materia
5. Crafted - 3 materia
6. etc..
However they do it, I think that risk/work should = reward.


Sometime I think they should add relic type gear that takes a long time to get which is the absolute ultimate gear, it would be stronger than anything we have and will ever have, but it will take at least 1yr to get a long time goal for the people that just want the best gear and not super troll people with this gear like they did in ffxi and empyrian weapons.this has been discussed to death..
Future U/U items will likely be stronger than the current ones, but forbidden melds will always win out due to the high failure %.
I do not see any problems with this power structure:
1. Crafted - no materia
2. Crafted - 1 materia
3. U/U
4. Crafted - 2 materia
5. Crafted - 3 materia
6. etc..


i would like to see U/U gear get rare stats such as the moogle wand having a chance of recoving mp.Sometime I think they should add relic type gear that takes a long time to get which is the absolute ultimate gear, it would be stronger than anything we have and will ever have, but it will take at least 1yr to get a long time goal for the people that just want the best gear and not super troll people with this gear like they did in ffxi and empyrian weapons.



That is a system that rewards solo gambling more than group adventuring and for an MMORPG is completely flawed. Forbidden melds should not win out due to high failure chance - in fact, this is backwards. The failure chance should be high because forbidden melds are a way for a solo player to get items that are way more powerful than they should be.this has been discussed to death..
Future U/U items will likely be stronger than the current ones, but forbidden melds will always win out due to the high failure %.
I do not see any problems with this power structure:
1. Crafted - no materia
2. Crafted - 1 materia
3. U/U
4. Crafted - 2 materia
5. Crafted - 3 materia
6. etc..
There's still the problem that under that system dropped items are pretty much useless. U/U items being meldable is having your cake and eating it too - people who think crafting is just the bee's knees get to still have a reason to make items (new level 50s, materia creation) and everyone else gets to have a real reason to do content. Hell, people might still do Darkhold for some drops if U/U gear was meldable.
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