Tenacity is jack of all trade, cannot buff it without make it too OP, so no matter how they buff it, it will alway an inferior version of det anyway, a stats purely for damage, and damage us everything in this game

Tenacity is jack of all trade, cannot buff it without make it too OP, so no matter how they buff it, it will alway an inferior version of det anyway, a stats purely for damage, and damage us everything in this game
Last edited by ShariusTC; 07-06-2024 at 05:47 AM.



Would it be a problem if Tenacity was broken as long as it's exclusive to tanks?
We would move from SKS tier > Crit > DH/DET to SKS tier > Crit > Tenacity.
Of course they'd skill have to make DH an ineffective stat for tanks, as long as a 0.1% chance of DH is possible, people will try to exploit it.

Yup, still the same meld priority it seems. Why don't they just get rid of materia at this point? It's the same illusion of choice as talent trees are in other games that try to have "balanced" classes. You don't choose your "build" with materia here, you just look up a guide what to meld, and do that. So what's the point in materia's existence to begin with?


Yes, they need to either rework materia, rework stat priority, or remove materia entirely. It's an illusion of choice that doesn't even act as a gil sink since just a couple tank/healer roulettes and you're flooded with the materia you need.Yup, still the same meld priority it seems. Why don't they just get rid of materia at this point? It's the same illusion of choice as talent trees are in other games that try to have "balanced" classes. You don't choose your "build" with materia here, you just look up a guide what to meld, and do that. So what's the point in materia's existence to begin with?
Filled to the brim with salt, vinegar, and unpopular opinions.
Nobody told me Fantasias were addictive, now I have to go to rehab.
Unless you overmeld crafted gear at the start of a new raid tier. Hunt trains barely cover all the materia that breaks during pentamelding. It's still a huge gil sink but I agree do away with materia, it's a stupid system.


What would be interesting to me if we had damage melds and utility melds. I also think we should meld on our job stones instead of our gear, so different jobs can have different melds, even then have more then 1 sets of Materia would be nice to switch around from.
Damage melds would be
Crit - Same as it is
Skill/spell speed - (both should be merged lol) I think skill speed should scale so that crit isn't always the best meld, where skill would be a more "consistent pick" and crit can be ur highest peak pick.
Det - Filler stat
Utility melds on the other hand could either be baseline stat changes, such as HP, Defence values, or we could even have certain Materia that's more "in depth" melds that could effect defensive/raid wide utilities. Theirs a lot of room for creativity when it comes to utility.
This would be a lot of work so i doubt any of this but i would love to see more creativity with the melding and job system.
I agree! Even if gear is still what is meldable, it should be - left side for damage melds/stats and right side for utility melds/stats.What would be interesting to me if we had damage melds and utility melds. I also think we should meld on our job stones instead of our gear, so different jobs can have different melds, even then have more then 1 sets of Materia would be nice to switch around from.
Damage melds would be
Crit - Same as it is
Skill/spell speed - (both should be merged lol) I think skill speed should scale so that crit isn't always the best meld, where skill would be a more "consistent pick" and crit can be ur highest peak pick.
Det - Filler stat
Utility melds on the other hand could either be baseline stat changes, such as HP, Defence values, or we could even have certain Materia that's more "in depth" melds that could effect defensive/raid wide utilities. Theirs a lot of room for creativity when it comes to utility.
This would be a lot of work so i doubt any of this but i would love to see more creativity with the melding and job system.
This way you can literally customize your utility with no damage impact. The accessories have primary stats, but those utility ones are only obtainable via melding, and can be stuff like movement speed, mitigation, healing received, MP economy for healers, leech... or even new features like some kind of 'resilience' stat that reduces the impact or the duration of the Brink of Death/Vulnerability debuffs.
For the main stats, they should definitely merge the Speeds and ditch Direct Hit. I'd also love to see the Speeds actually useful for more jobs, but I feel it's very unlikely as long as we live under the leashes of the 2min meta.
It would be interesting if we had a new throughput stat that worked somehow like Mastery does in World of Warcraft, as in a stat that works differently based on the job you're at. For example, Dancers and Red Mages having higher proc chances, Astrologians could have increased card effects, Pictomancers with more damage on Motifs...
Increase mob/boss output tank damage, until tenacity matters.


This would again just re-dress the issue, meaning you start a raid tier on 100% tenacity as you otherwise take too much damage, and as you get gear of that tier (with higher tenacity and base stats as the ilvl is higher) you remove tenacity melds and replace them with crit to do more damage. This is like Piety for healers, and see how well that works out for a comparison...
You cannot fix this via avenues such as these unless you first change things so that damage dealt by tanks is not an important metric at all, and hence optimizing for damage is not a "thing".
The problem is not tenacity nor the fact that you only meld crit/direct hit or whatever on other jobs. Its the unavoidable consequence of having static stats on items.
In this game gear is pretty much a 0-1 situation, aside from some hipster speed builds, you always have a clear BiS, you never have doubt if one piece of gear is better than the other.
It would be different if gear you obtained had a) more kind of stats, b) the stat values on the item would have rng involved.
But as you know, its not the situation, so complaining about this particular issue is redundant.
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