

I’m gonna get a lot of flak for this but:
To this day, outside of required quests, I have not used a single materia. And that’s me playing since launch and having all jobs to 80.
So yeah, don’t care if they remove all materia, or just make the materia more about special effects.. eg fire on weapon gives fire visuals.
Last edited by kaynide; 04-23-2021 at 05:02 PM.


Oh yeah there is no real defense to it; I just never bothered to do it as I more or less constantly was changing gear as I leveled. Once I hit 80 on job x I immediately started leveling the next.
If I was having a hard time doing any of the content I engage in it would be different, but thus far it’s been mostly cake.
Only recently somewhere in 5.0 I found I could remove materia..so I guess I should?
Also edit: I realize I do in fact meld my crafting stuff... whoops!
Last edited by kaynide; 04-23-2021 at 06:03 PM.
I do admit I also don't use materia from time to time, but it's more of me forgetting to put it on after getting the new gear. It usually isn't until somebody mentions melds or tells me that I don't have it on that I remember to meld it. Probably due to constantly upgrading gear for the off classes I don't actually meld for, that I forget to do it for the classes I actually do main and do EXs on.

True, they are also there for comfort players. Some players aren't good a mana management.
Since I took a 13 months break from FFXIV my gears has Piety and the stats system changed during my break. I used to not care about my mana because it regen so quickly with the big pool of mana. After the change, everyone is now lock at 10,000 mana. I came back and I kept the piety spec; I was still running comfortable but then i realize not up to par spec running Bozjan stuff.
I swap out everything and avoided Piety much I can, guess what - oh boy i went OOM. Time to go back getting used to mana managment and I can't keep spamming skills like a noodle.


I'd say 2/3 of the player base never bothers with materia for a whole bunch of reasons.
1. New content is already dead on arrival..
Pagalthan for example is only I 490 when most players are already 515+ so already overpower the content.
2. Gear is so short lived it's just not worth melding something you'll just throw away in a couple of weeks. Why bother?
3. The returns from melding materia make virtually no distinguishable difference to the average player.
You can meld like 800+ skill speed quite easily and your job doesn't feel any faster to play. So what's the point?
4. Materia doesn't carry across upgrades or augments. So you get your 520 tome gear. Meld it. Then augment it. Goodbye materia... which then links back to number 2. If it stayed when the gear was augmented at least then it would have a better life span.. you can remove it but that doesn't always succeed so end up losing materia.
5. The stats system overall is largely worthless outside of item level. You can be level 50 with 300 spell speed or level 80 with 2000 spell speed. Your flare cast time is still the same..
6. Those glamour items you want are usually expensive so just sell the materia you do get instead of use it...
Honestly so many people don't bother with it at all. And it's easy to see why. I queued the tower earlier and found 13/24 players in the alliance had no melds at all. And can see similar if you just run around eulmore examining people and you'll find half of them have no melds at all. More than half if you exclude crofters and gathers
Not neccessarily. for example many older mmos your crit rate wasa determination of your crit vs an enemies "resist" the actual trerm varies. but in XIV every boss essentialy has the exact same stats with the exception of HP. they all have the same defence the same resistances the same toughness, zero evasion.. and this is why even if you takea level 80 job against a level 50 boss your crit rate is still the exact same.. it's the result of oversimplification of the stats.
you could quite easily give bosses a resistance stat that counters the effect of crit. which would then lead to bosses that might actually feel different. bosses that are suciptible to crits so you can knock out like 40%,, bosses that are resistant to them so you only maybe land 5%.. it's not just crits though its damage in general. you can take a level 80 sam and use midare on a level 1 mob. you will hit for the same damage it does to a level 80. which then shows that a level 80 boss has the exact same defence as a level 1 lady bug.. the only difference is the level 80 boss hasa bazillion more hp..
its all part of why so many people feel the stats are so bland and boring.. because none of them actually matter or do anything
Last edited by Dzian; 04-24-2021 at 01:22 AM.
This might just be my way of thinking, but I do not see the issue here. You essentially have a 'max damage' for each enemy, that being their maximum HP, anything above that is superfluous. However, whether or not you give enemies defences or not is irrelevant. You still want to get stronger as you level, you still want to see your damage increasing as you level, as you fight harder max level enemies as you gear up. You control how long a fight takes based by adjusting the HP of the enemy, by adding defence, all you really do is cut down the HP of the boss. It is going to take the same amount of time regardless, so why bother trying to balance around defensive stats as well?
You can't even compare to previous FFs where you might have an enemy that is really strong against physical and really weak to magic, or vice versa as that wouldn't work well here where you have physical jobs, magical jobs and some that mix and match. You do get enemies that have resistances to one or the other, or interact with them differently, but in those cases there is always another enemy to hit so that you don't get a damage penalty for no reason.
At the end of the day, does it really matter if I do 60K to a level 80 and 100K to a level 1? The only change it would bring is being able to unsync content even faster than you currently can, but I don't think this is a justified reason for adding defence to mobs.





Stuff likes this makes me always cringe for creative developing. It's not that there is no way to have interesting options, but it's reallllllllyyyyyyyyyyyyyy fine needle point if you want it to also be 'balanced'.
Maybe a bit 'extra' compared to the other stats but maybe Tenacity and Piety could have a potency effect where as you tank (or heal) you get a stacking buff up to some formula based on level / stat value. Next damage ability uses the extra potency. Sort of puts your foot into "I want to MT / MH". Or something akin to that.
In that situation it might be 'the dps stat, if you mt / mh' and just a bit worse than the other dps stat (as currently, when OT / OH) which is consistently pretty good or best. So not TEN/PIE - best for OT / OH, and roughly equal to when MT / MH (damage wise) but you don't get the defensive / utility bonuses (TEN / PIE either equal to or ever so slightly actually better, when you're the main healer / tank). This way it encourages some players to take the heat, rewards them for that, but there is also use of the other stat (and these benefits are damage based, which is 'king above all else' for this game / playerbase lol).
Last edited by Shougun; 04-24-2021 at 01:24 AM.


I do wish this game had room for my personalized flare but given the nature of the gcd and weaving of ogcds it does limit the the viability of certain things. Like in WoW and ToR I enjoyed the faster pace and freedom high haste and alacrity builds offered. Though high sks setups just lack the same feel and often just create problems with ability line up and stuff.
Personally I am a fan of the illusion of choice options other games have to offer.
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