FFXIV raid Materia and Gear set bonuses:
Long have (some)players wished for gear in FFXIV to have more meaning; to not be simply vertical step-ups from the previous gear. Long have (some)players wished to have some unique stat or bonus to be a part of some armor; an efficiency bonus when playing Mage’s Ballad, counter damage when damage is received, a damage boost on finishing damage combos, etc.
Square-Enix has decided against such a route, and it’s understandable. Such gear could lead to certain pieces being required by party compositions, if SE makes a bonus unintentionally too strong they get hounded by the nerf/no-nerf crowds and it becomes a rock/hard-place situation.
However (some)players want more, they want meat, they want sustenance. You can only provide the same buffet for so long before people stop coming around. You need to rotate in condiments, weekly specials, treats to allure players to continually come back.
This suggestion revolves around solving the following ‘issues’:
1. All stats on gear are currently simply weighted exchanges of one another (crit/det/SS) no real special or unique stats.
2. No set bonuses for gear.
3. Very Limited customization or uniqueness of individual’s gearing
4. Vertical “gear treadmill” with limited horizontal variance, players get the i190 gear then move on to i200, then i210; sometimes variation with void ark(24 man loots) and Diadem but because of point #1 there’s no real significant variance.
Now 3.1 considerations:
5. Raid, Alex-Savage, gear is no longer BiS due to Diadem’s gear and RNGness. Understandably upsets raiders but also appeals to the larger casual base.
The main concept of this suggestion is to incorporate an Endgame-Tier materia system; a system based on providing “special” stats or bonuses to gear via unique materia not unlike pvp-gear and pvp-materia following the basic rules below:
1. This type of materia can only be melded to Tomestone gear, upgraded-Tomestone, or Raid gear (eg Alex salvage i210 gear). Not Diadem or crafted gear.
2. Only the gear on the left-side can be melded (<Head>,<Body>,<Hands>,<Waist>,<Legs>,<Feet>).
3. The above gear can only be melded with this specific system’s materia; regular materia such as Savage Aim IV cannot be melded to the gear.
4. The gear cannot be over melded and each piece only has 2 available meld slots.
5. Each piece has a 2 specific materia sets that goes with it and that does not overlap with the other pieces (See the Examples section below)
6. Each materia is categorized as Tier I or Tier II (Eg Flashfire I and Flashfire II for BLM).
7. The stat/bonus cap of each individual materia effect is capped at a Tier I + Tier II (If you meld 2 Flashfire II materias the stat/bonus is capped as if you had melded only Flashfire I + Flashfire II instead). But you can meld a Flashfire II and Hailstorm II you will get full effect of both.
8. The bonus effects of each set relate to each other in some fashion creating a choice A or choice B situation (See Examples Section below).
9. The materia cannot be sold or traded with other players.
(Disclaimer: These are simply examples to explain the system; they are not intended to be the actual suggestions for the materia effects as they have no extensive theorized testing to balance them nor do I have experience on how some jobs are played.) Continue reading FFXIV Raid(Endgame) Materia