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  1. #1
    Player
    Velhart's Avatar
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    Velhart Aurion
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    I can agree with both Andy and Mog.

    I don't believe crafted gear should ever be better than raid gear.

    In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.

    How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.

    I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.

    As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
    (21)

  2. #2
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    DoctorMog's Avatar
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    Doctor Mog
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    Lancer Lv 51
    Quote Originally Posted by Velhart View Post
    I can agree with both Andy and Mog.

    I don't believe crafted gear should ever be better than raid gear.

    In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.

    How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.

    I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.

    As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
    Well put

    +1
    (3)

  3. #3
    Player
    Dragonheart's Avatar
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    Dragonheart Lux
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    Ragnarok
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    Gladiator Lv 50
    Quote Originally Posted by Velhart View Post
    I can agree with both Andy and Mog.

    I don't believe crafted gear should ever be better than raid gear.

    In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.

    How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.

    I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.

    As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
    this is what i said 33904823 times.. Just make rare/ex gear good as at least gear with 2 matter on it.. or even slighty better .. (doesn't make sense if you one day , after killing omega weapon you drop a weapon weaker than a lol crafted weapon with 1-2 matter on ... )
    (1)

  4. #4
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    Quote Originally Posted by Dragonheart View Post
    this is what i said 33904823 times.. Just make rare/ex gear good as at least gear with 2 matter on it.. or even slighty better .. (doesn't make sense if you one day , after killing omega weapon you drop a weapon weaker than a lol crafted weapon with 1-2 matter on ... )
    or they can just make U/U gear meldable too

  5. #5
    Player
    Velhart's Avatar
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    Quote Originally Posted by TheVedis View Post
    or they can just make U/U gear meldable too
    To be honest, it sounds game breaking to me, but I am not going to take the time to research it.
    (0)

  6. #6
    Player
    Dreamer's Avatar
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    Mocha Leporina
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    Quote Originally Posted by Velhart View Post
    I can agree with both Andy and Mog.

    I don't believe crafted gear should ever be better than raid gear.

    In WoW's structure, the best gear ultimately is in hard mode raids, where the ilvl is slightly higher than normal version. Now you can pick up patterns in those raids to make gear that is on par with normal mode.

    How FFXIV should be setup is that you can make gear that can be good enough to get you into major content, but really shouldn't go beyond that. Rare/ex. gear should ultimately be better. Materia system is good, but it shouldn't be able to go beyond rare/ex.

    I know FFXIV's main aspects are making crafting as important as battle classes, but if you don't make a proper balance, people will not care about going out and getting a rare/ex. piece when they can just sit in town and craft a better piece.

    As for a request for harder, more engaging content, I can't really judge what they have in store till I see more content. Primals don't really give me a good idea on this. Overall however, if I see the best piece of gear on someone in this game, I want to know it was hard as hell to get and not just anyone can get it.
    The problem with this structure is that removes DoH/DoL from the endgame, which they should not in any way do. It's not that difficult to toss endgame item material DoL nodes near the bosses, but the tricky part is crafting. If these are items we don't want showing up at our local market ward, SE will need to implement a way to craft that works with another person's inventory. Luckily, I think the basic framework for this is already in place via the repair system.

    I know some people don't like DoH/DoL classes, but some of us do, and they ARE set up as a core part of the game. Any long term goals (which was a great but easily overlooked point by Mog) should include them.
    (2)

  7. #7
    Player
    Velhart's Avatar
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    Velhart Aurion
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    Quote Originally Posted by Dreamer View Post
    The problem with this structure is that removes DoH/DoL from the endgame, which they should not in any way do. It's not that difficult to toss endgame item material DoL nodes near the bosses, but the tricky part is crafting. If these are items we don't want showing up at our local market ward, SE will need to implement a way to craft that works with another person's inventory. Luckily, I think the basic framework for this is already in place via the repair system.

    I know some people don't like DoH/DoL classes, but some of us do, and they ARE set up as a core part of the game. Any long term goals (which was a great but easily overlooked point by Mog) should include them.
    While you are right. As it stands right now, DoH are dominate over other rare/ex. gear, which completely defeats the purpose of gear such as SH ones. If a balance isn't created, then there is less incentive to engage other content. Right now crafting is OP and needs a definite tone down. Not get rid of it, or make it insignificant, but you have to create a reason to people to want rare/ex, and I don't think letting rare/ex. be meldable will solve the issue, just make it worse.
    (2)

  8. #8
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    Quote Originally Posted by Velhart View Post
    While you are right. As it stands right now, DoH are dominate over other rare/ex. gear, which completely defeats the purpose of gear such as SH ones. If a balance isn't created, then there is less incentive to engage other content. Right now crafting is OP and needs a definite tone down. Not get rid of it, or make it insignificant, but you have to create a reason to people to want rare/ex, and I don't think letting rare/ex. be meldable will solve the issue, just make it worse.
    how will it make it worse to make it meldable?

    you basicaly make non melded UU gear better then crafted

    then when they get melded they stay ahead of the game

    sure you can make crafted gear cheaper then the time it takes to farm the UU gear, but at the same time.....the effort and cost it takes to go beyond slot(with tier 4 only materials) is so great that when people do it its rare and costly to them to the point where you gotta ask if you even wanna go that far to begin with.

    so let them both be meldable, itl equal them out, the difference being you can replace 1 for extra tries if it fails with money/materials and the other you just have to go refarm(which can be annoying, but its the price you pay if you really want the gear to be "better" in that way)

  9. #9
    Quote Originally Posted by TheVedis View Post
    how will it make it worse to make it meldable?

    you basicaly make non melded UU gear better then crafted
    That's the problem. Already powerful sets (not as powerful as melded gear, but are more powerful than vanilla gear) getting even more powerful wasn't the intention of Materia system.

    so let them both be meldable, itl equal them out
    What will even things out is them adding more actual gear that's on par with 1-2 melded gear. We're going through an overhaul so they really haven't added any meaningful gear which is why they let us craft said meaningful gear. Prior to materia almost everyone rocked 'HNM' and dungeon gear because it was 'the best', once we're back to a point of them adding powerful sets (AF/JSE is coming too) things will finally start to even out.

    Getting a powerful set of melded gear is much more investment than doing a dungeon or killing an 'HNM' or farming up coffers. Even 1x meld isn't THAT great given how your stats required a significant boost to really see any large improvement.
    (0)

  10. #10
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    Quote Originally Posted by Elexia View Post
    That's the problem. Already powerful sets (not as powerful as melded gear, but are more powerful than vanilla gear) getting even more powerful wasn't the intention of Materia system.



    What will even things out is them adding more actual gear that's on par with 1-2 melded gear. We're going through an overhaul so they really haven't added any meaningful gear which is why they let us craft said meaningful gear. Prior to materia almost everyone rocked 'HNM' and dungeon gear because it was 'the best', once we're back to a point of them adding powerful sets (AF/JSE is coming too) things will finally start to even out.

    Getting a powerful set of melded gear is much more investment than doing a dungeon or killing an 'HNM' or farming up coffers. Even 1x meld isn't THAT great given how your stats required a significant boost to really see any large improvement.
    i dont think you understand the issue or point i bring forth about UU gear being meldable as to how it balances out

    and that fact is simple

    its a pain in the ass to farm


    that fact alone makes any sort of fail on melding it, painful, and undesiarable, so much that 1 meld will usualy be enough on it(and bring it up to if not surpass 2 slotting crafted gear)


    the entire point of the materia system in general is to make gear more powerful, so how is making UU gear more powerful going to be a bad thing? gear can be more powerful, and thats all there is to it, the cost of doing so is something people need to consider, and people act as if its easy and free to do, which it definately is not

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