I'm unclear why the designers thought it was a good idea to have "tiers within tiers". So, I have this level 41+ or whatever piece of equipment that's fully spiritbonded. When I break it down, it can be anything (it could even be a boat! ...no, that would be better, too good, even), such as:
- A tier II whatever. Junk.
- A tier III whatever. Junk to me, maybe cool for other people.
- A tier IV whatever. Maybe good.
In the case of a tier IV, it could be:
- A useless, or widely undesired (same thing), materia. Junk.
- A good materia.
In the case of a good materia, it could be:
- A perfect materia. Perfect stats. YAY!
- Something less than that. Boo.
Of course, the whole thing is a million times worse when the materia only comes from stuff like primal weapons. So first you have to waste half your life getting a primal weapon to drop, then spiritbond it, then pray you don't get a grade II junk materia for your trouble.
Admittedly, most people don't suffer from a compulsion to x2/x3 meld perfect grade IVs. But for those of us who do, it's really, really annoying. I would strongly urge one of the following happen:
- Don't allow level 41+ gear to break down in grade II or III materia. Period.
- Abolish "tiers within tiers" so grade IV materia (for example) is always perfect stats. No deviation.
Of course, none of this speaks to how ridiculously low the chances are for a successful double meld, much less the LOLOLOL x5 melds the system supports. Obviously a piece of equipment with +100 of a stat is hideously broken, so why even make it an option? Then lock it away behind tons of time wasting gambling? What's even better is that you could potentially make items that are even stronger than a relic if you waste enough time trying to meld materia.
Speaking of useless nonsense, is there really any point to materia lower than grade IV? I mean, besides to get the achievement for Gambler's Crown. I have a hard time believing people would legitimately waste time double or triple melding equipment for levels 1-40, or basically anything that isn't best in slot at level 50, especially considering how much time you need to invest in breaking and remaking everything involved.
I think the idea of making materia more like FFVII has a lot of merit. Just take your materia and plug it into blah item. I understand the comments about how materia as it is now is driving the economy. And that's quite true! Especially because of the relic quest. I doubt quite so many class weapons and their materials would be selling if not for the fact that most of the time you try to double meld them, they blow up! It also helps that due to more terrible luck based factors (materia creation!) the demand of materia wildly exceeds supply.
Though, I don't know that I'm particularly in love with an economy geared toward the idea that we're all going to waste ridiculous amounts of time doing X thing, which seems to be a running theme in this game. Want militia gear? Do a few hundred Hamlets, you might get lucky. Want darklight gear? Do a few hundred AV/CC, you might get lucky. Want primal weapons? Keep grinding. Want good melded gear? Go grind gil, by farming/mining/crafting/getting lucky on Hamlet drops after you provision/whatever, or spend ludicrous amounts of time spiritbonding all your own stuff and farming/gathering/crafting your own items.
I guess everything is pretty easy, so long as you play religiously (i.e., you don't value your free time, and enjoy your second job in FFXIV).
Wouldn't it be nice if more things were rewards for skill-based actions, instead of just "putting the time in"? Putting the time in doesn't prove anything other than you can hit a button a billion times and not lose your sanity.
Honestly, I don't know or even care what the solution is, so long as it doesn't involve lots of luck and lots of time, because I'm pretty sure they thin the patience of the grand majority of any potential players of this game. I'm more than willing to put in effort, and potentially a lot of it, but I think we should focus more on skill-based objectives than the rampant luck-based objectives which currently litter the game. Otherwise, you have a (way, way) less than 1% chance of people liking your game. I don't think those are good odds.


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) and have done gear plans for several jobs, both my own and for my friends. What I've noticed is that for most of the jobs (at least those I have experience with) you don't really have to even meld any more than 1-3 slots to have a really good gear. On BRD for example you can even reach stat caps for your two main stats with only two double melded (2xIII or III+IV) pieces and have enough ACC for anything.


