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Thread: 1.19 Notes     submit to reddit submit to twitter

  1. #321
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    Seeing how awesome materia is....what is the reason to go for any rare equipment at this point? I like the system but why do instances/strongholds/anything if you can buy cheaper gear and upgrade them with +16 stats?

  2. #322
    Vuitton
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    Run Darkhold to grind spiritbond? I got 75% from half a run... but yeah. rare/ex gear is useless now. My poor Harlequin set. T_T

  3. #323
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    Expect next patch to have R/E gear equip-able with materia or a dramatic reduction in the stats they give.

  4. #324
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    I've got to believe they will rebalance this in the next patch.

  5. #325
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    If R/E not being trade-able being the only reason, they should make a system similar to WoW's for enchanting, which you put an item in trade, but it doesn't get traded. The crafter selected the item and what to be done to it.

    Edit: I mean for attaching materia to the item, not converting just to clear that up

  6. #326
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    Just make R/EX gear convertible. Problem solved.

  7. #327
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    Quote Originally Posted by Spider-Dan View Post
    Just make R/EX gear convertible. Problem solved.
    ^

    Make them have a better chance of giving higher stats to make it worthwhile.

  8. #328
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    I still don't think special rare/ex equipment should ever be a consumable resource.

    They need to just make rare/ex gear better than a single-materia crafted item, but weaker than a max'd out fully-slotted crafted item.

  9. #329
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    Quote Originally Posted by miokomioko View Post
    I still don't think special rare/ex equipment should ever be a consumable resource.
    Amen.

    Raid gear should be equal to somewhere in the 2/3 sloted craft gear range, and problem solved.



    Sent from my DROID PRO using Tapatalk

  10. #330
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    Oh and stronghold exp is ridiculous lol. I am so happy to have a viable source of exp grinding but....it's a little TOO fast. Now we can get to 50 faster but there really isn't a reason to do so ; ;

    The Ifrit fight is nice but like most fights in 14, it looks unbalanced as hell and ultimately a waste of time for cool, but less functional weapons.

  11. #331
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    The weapons are probably beat by Materia shit which ultimatly makes the fight useless. Like I've already said expect changes. They will make raid gear the best and give crafters a way to enhance it. The best crafters are going to be the ones after to equip multiple materia on high end gear w/ ease.

  12. #332
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    Quote Originally Posted by miokomioko View Post
    I still don't think special rare/ex equipment should ever be a consumable resource.
    There's plenty of R/EX equipment that was useful at one time, but you've outgrown/outranked it and it is now just wasting inventory space. If given the choice between throwing away my Anathema, converting it to materia, or letting it rot on my retainer until the servers are turned off, one of those options is far superior to the others.

    They need to just make rare/ex gear better than a single-materia crafted item, but weaker than a max'd out fully-slotted crafted item.
    Too much metagame, and leads to endless FFXI sidegrading. How are you supposed to balance a piece of R/EX gear against a comparable piece of crafted gear with any possible materia in it?

    Balance the game for materia (directly) instead. It is easier to simply make R/EX gear give quality materia (which necessarily makes it more desirable than base crafted gear, if only for creating materia) than to try to balance it against every possible materia you ever release.

    As a bonus, if you need to rebalance later, you can simply adjust materia creation tables with a lot less headache and nerdrage than if you tried to directly adjust stats on the items themselves. This is not an insignificant factor.

  13. #333
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    Quote Originally Posted by Spider-Dan View Post
    Too much metagame, and leads to endless FFXI sidegrading. How are you supposed to balance a piece of R/EX gear against a comparable piece of crafted gear with any possible materia in it?

    Balance the game for materia (directly) instead. It is easier to simply make R/EX gear give quality materia (which necessarily makes it more desirable than base crafted gear, if only for creating materia) than to try to balance it against every possible materia you ever release.

    As a bonus, if you need to rebalance later, you can simply adjust materia creation tables with a lot less headache and nerdrage than if you tried to directly adjust stats on the items themselves. This is not an insignificant factor.
    If items drop from very hard encounters, such as raids, that gear should be powerful. The only way I see your suggestion working is if raids only rewards credits (such as seals) which are then turned for said items. You don't want to be anywhere near a situation where a hard-to-come-by and powerful item, that takes the work of multiple people can be destroyed through greed, ignorance, or RNG. That's just piss-poor game design.

    It's not really that hard to have two items, one of which is dropped and has the equivalent of two pieces of materia added on it, and another item that starts at the base but can potentially be slotted 5 times.

  14. #334
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    Materia = meriting in FFXIV basically.

  15. #335
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    Or they could just make this easier on themselves and make fixed sockets already on items. A weaker item might have more sockets to place more materia in, a stronger item has less sockets or no sockets at all.

    No im not saying a level 1 item has a lot of sockets, I'm saying 2 lvl 50 items, one with more sockets then the other. The more socket-ed one might be more customizable and the opposite is more concrete stats given.

  16. #336
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    Yeah, bad move in destroying the instance gear, I see why they did all of this materia stuff and dated gear because they want to restart the economy but they should just throw sockets onto rare/ex shit and nerf down the stat bonuses some.

  17. #337
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    Allowing for 1 socket only on R/EX, with no chance of failure, wouldn't be the worst idea to help with the situation.

  18. #338
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    Quote Originally Posted by Lordender View Post
    Yeah, bad move in destroying the instance gear, I see why they did all of this materia stuff and dated gear because they want to restart the economy but they should just throw sockets onto rare/ex shit and nerf down the stat bonuses some.

    That's another thing, +20 per base stat on some of these is equal to multiple pieces of gear. The highest stat on gear I've seen is +8. Meaning 1 materia on 1 piece could be stacked w/ other +20s. Making gear useless besides using for slots...

  19. #339
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    Quote Originally Posted by Jamison View Post
    If items drop from very hard encounters, such as raids, that gear should be powerful.
    And how does turning that gear into powerful materia (which is then applied to gear, making the socketed gear powerful) fail to satisfy this requirement?

    You don't want to be anywhere near a situation where a hard-to-come-by and powerful item, that takes the work of multiple people can be destroyed through greed, ignorance, or RNG.
    So I guess you are dead set against any group content dropping crafting mats (venomous claw, divine log, etc.)?

    Because those mats could be blown up by an inexperienced crafter, or the crafted gear could be turned into materia, or someone could blow it up while trying a forbidden meld.

    I don't see why someone churning through R/EX gear is a problem. If your group allows select participants to monopolize drops, that's a problem that will manifest itself in many ways that have nothing to do with R/EX materia conversion. If you have a reasonable, intelligent group, then it's actually a benefit to nearly everyone when you keep redoing content; even if you have everything you wanted from the run, you can always convert your existing Bladedancer's Jackboots or Lone Knight Mitts and get another, rather than letting it hit the floor because no one wants it. Everybody wins.

    It's not really that hard to have two items, one of which is dropped and has the equivalent of two pieces of materia added on it, and another item that starts at the base but can potentially be slotted 5 times.
    ...until you release new materia, at which point the ball that you have kicked down the road hits you in the face.

    Allowing R/EX gear to be converted into (situationally, high-grade) materia makes R/EX gear runs useful for everyone, while also allowing an easy path towards future adjustment to keep all content relevant (simply by changing materia creation tables as needed).

  20. #340
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    Quote Originally Posted by Spider-Dan View Post
    ...until you release new materia, at which point the ball that you have kicked down the road hits you in the face.

    Allowing R/EX gear to be converted into (situationally, high-grade) materia makes R/EX gear runs useful for everyone, while also allowing an easy path towards future adjustment to keep all content relevant (simply by changing materia creation tables as needed).
    When you release new Materia you release new R/E to match it.

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