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[Dev] Voidwatch: Response to Feedback
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By Siren.Kalilla 2012-01-12 02:02:24
I personally used those for my LS, plenty of members needed those drops back then.
Wow... I so want to get a pop and level sync those two fights again.
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By Valefor.Prothescar 2012-01-12 02:04:14
Yeah those were a couple of the more exciting fights. Ouryu, Bahamut, Ultima, and a couple of the ZNMs really were my most enjoyed engagements outside of Einherjar and Salvage. I'm really excited for the revamps to sea and ToAU content for those reasons. :C
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By Sylph.Gredival 2012-01-12 02:04:59
Shounds like you just explained most content at 75.
Except not?
I remember something called a stun order for ToaU kings. I remember having to sleep Kings to rest MP because we didn't have infinite healing. I remember having to have separate groups to handle different duties at JoL. I remember having to pay attention to Dark Ixion so I didn't get spear'd or trampled (even as a mage). I remember having to count shadows and constantly cycle my hate abilities while tanking anything on Paladin. I remember having to be concerned about my hate and pulling the NM the wrong way.
But I don't remember having to do any of that in Voidwatch. But I do remember having fanatics drinks so that I could just sit there and stab at it like a *** moron.
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By Siren.Kalilla 2012-01-12 02:06:08
I want to see how they plan on implementing the new elemental wyrms. So hoping it is done well and not apart of VW... unless the settings really do fit.
I can't imaging any setting that it would work for VW though, they should be free roaming creatures.
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By Siren.Kalilla 2012-01-12 02:07:28
Shounds like you just explained most content at 75.
Except not?
I remember something called a stun order for ToaU kings. I remember having to sleep Kings to rest MP because we didn't have infinite healing. I remember having to have separate groups to handle different duties at JoL. I remember having to pay attention to Dark Ixion so I didn't get spear'd or trampled (even as a mage). I remember having to be concerned about my hate and pulling the NM the wrong way.
But I don't remember having fanatics drinks to use at any of that so that I could just sit there and stab at it like a *** moron. I remember being out in the field on WHM w/o refresh or ballad and the melee got DI pointing at me and speared everyone.
I was the only one left alive that got hit... :3 <3 whm
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By Sylph.Kimble 2012-01-12 02:08:30
Wait, you slept kings? And you want to talk about skill? lol.
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By Valefor.Prothescar 2012-01-12 02:09:40
I want to see how they plan on implementing the new elemental wyrms. So hoping it is done well and not apart of VW... unless the settings really do fit.
I can't imaging any setting that it would work for VW though, they should be free roaming creatures.
If the wind wyrm isn't put in Skyrend I'll be trembling with rage. Had actually thought a bit about it.
Wind - Grauberg (Skyrend)
Thunder - Vunkerl Inlet (Lake during thunder storms)
Light - Limbus (that diamond weapon looking guy)
Water - Idk man, random spawn on ships between Mhaura and Selbina fosho
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By Siren.Kalilla 2012-01-12 02:09:58
Wait, you slept kings? And you want to talk about skill? lol. Regardless of their skill and sleeping kings, even though back when people first started killing them I thought it was quite common (didn't do HNM back then for the drama BS reasons), you don't have to do that anymore with content today (regardless if you could even sleep them or not).
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By Asura.Ludoggy 2012-01-12 02:10:32
I remember there being no gear exclusive to good players.
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By Sylph.Gredival 2012-01-12 02:11:39
Wait, you slept kings? And you want to talk about skill? lol.
When Fafnir was first released and we were tanking that ***Pld/War in Earth Staff? You seriously going to tell me people back then didn't have problems with MP healing Hurricane Wing Spam?
Oh no wait, you probably didn't even do this ***before CoP came out. Because yes, 75 content used to be hard. Which is why I say when you *** 75 content to its difficulty at release, vs. Abyssea relative to each of its level caps, or Voidwatch relative to its level caps, it's night and day.
Also good job ignoring the fact I pointed out at least 5 other aspects of "strategy" that have been lost because Voidwatch reduces everything to temp item tank'n'spank.
The game is trash now compared to pre-2009. If you want to dispute that, actually come to the table and debate instead of shooting one-liners out your ***.
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By Sylph.Kimble 2012-01-12 02:12:02
Wait, you slept kings? And you want to talk about skill? lol. Regardless of their skill and sleeping kings, even though back when people first started killing them I thought it was quite common (didn't do HNM back then for the drama BS reasons), you don't have to do that anymore with content today (regardless if you could even sleep them or not).
You never had to sleep kings unless you were an extremely bad LS.
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By Siren.Kalilla 2012-01-12 02:12:43
Valefor.Prothescar said: »I want to see how they plan on implementing the new elemental wyrms. So hoping it is done well and not apart of VW... unless the settings really do fit.
I can't imaging any setting that it would work for VW though, they should be free roaming creatures.
If the wind wyrm isn't put in Skyrend I'll be trembling with rage. Had actually thought a bit about it.
Wind - Grauberg (Skyrend)
Thunder - Vunkerl Inlet (Lake during thunder storms)
Light - Limbus (that diamond weapon looking guy)
Water - Idk man, random spawn on ships between Mhaura and Selbina fosho I actually thought about light being up at the top (or a new area at the top) of the The Garden of Ru'Hmet or above it. Would provide the long walk that EVERYONE would hate and I'd love because I'm weird like that.
Also water would be AWESOME for the ferry, although that wouldn't work with today's player expectations (unless the drops were just too good to pass).
Would be an awesome timed battle, because there just isn't any way to slow down the ferries and they have to stay on schedule (incase someone didn't know they arrive and depart at exactly the same times already).
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By Sylph.Kimble 2012-01-12 02:13:58
Wait, you slept kings? And you want to talk about skill? lol.
When Fafnir was first released and we were tanking that ***Pld/War in Earth Staff? You seriously going to tell me people back then didn't have problems with MP healing Hurricane Wing Spam?
Oh no wait, you probably didn't even do this ***before CoP came out. Because yes, 75 content used to be hard. Which is why I say when you *** 75 content to its difficulty at release, vs. Abyssea relative to each of its level caps, or Voidwatch relative to its level caps, it's night and day.
Oh, ok, so you are talking about taking FFXI WAAAAY back before cop? Is that honestly the last time you had fun in FFXI?
Ive already stated several times that FFXI has been easy since cop came out when we had access to better gear, merits, and PLD/NIN became a viable tank.
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By Pandemonium.Anookulchandra 2012-01-12 02:14:28
Wait, you slept kings? And you want to talk about skill? lol. Regardless of their skill and sleeping kings, even though back when people first started killing them I thought it was quite common (didn't do HNM back then for the drama BS reasons), you don't have to do that anymore with content today (regardless if you could even sleep them or not).
You never had to sleep kings unless you were an extremely bad LS.
Holding a dragon on rdm/blm getting claim while your ls was claiming others as well? Nah dawg you never had to sleep kings ever!
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By Valefor.Prothescar 2012-01-12 02:15:16
Valefor.Prothescar said: »I want to see how they plan on implementing the new elemental wyrms. So hoping it is done well and not apart of VW... unless the settings really do fit.
I can't imaging any setting that it would work for VW though, they should be free roaming creatures.
If the wind wyrm isn't put in Skyrend I'll be trembling with rage. Had actually thought a bit about it.
Wind - Grauberg (Skyrend)
Thunder - Vunkerl Inlet (Lake during thunder storms)
Light - Limbus (that diamond weapon looking guy)
Water - Idk man, random spawn on ships between Mhaura and Selbina fosho I actually thought about light being up at the top (or a new area at the top) of the The Garden of Ru'Hmet or above it. Would provide the long walk that EVERYONE would hate and I'd love because I'm weird like that.
Also water would be AWESOME for the ferry, although that wouldn't work with today's player expectations (unless the drops were just too good to pass).
Would be an awesome timed battle, because there just isn't any way to slow down the ferries and they have to stay on schedule (incase someone didn't know they arrive and depart at exactly the same times already).
Yea ferry thing would be funny. It can be like, he flies on the side of the ship, or swims in the water, and you can only take him out with rDPS, or when he puts his head on the ferry to attack O: like some of the boss fights in FFX.
Putting too much thought into this, going to bed. Bai.
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By Siren.Kalilla 2012-01-12 02:15:27
Pandemonium.Anookulchandra said: »Wait, you slept kings? And you want to talk about skill? lol. Regardless of their skill and sleeping kings, even though back when people first started killing them I thought it was quite common (didn't do HNM back then for the drama BS reasons), you don't have to do that anymore with content today (regardless if you could even sleep them or not).
You never had to sleep kings unless you were an extremely bad LS.
Holding a dragon on rdm/blm getting claim while your ls was claiming others as well? Nah dawg you never had to sleep kings ever! Well, he meant to recover.
Even though kings were slept almost every time to wait for members or buyers.
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By Siren.Kalilla 2012-01-12 02:16:11
Valefor.Prothescar said: »Valefor.Prothescar said: »I want to see how they plan on implementing the new elemental wyrms. So hoping it is done well and not apart of VW... unless the settings really do fit.
I can't imaging any setting that it would work for VW though, they should be free roaming creatures.
If the wind wyrm isn't put in Skyrend I'll be trembling with rage. Had actually thought a bit about it.
Wind - Grauberg (Skyrend)
Thunder - Vunkerl Inlet (Lake during thunder storms)
Light - Limbus (that diamond weapon looking guy)
Water - Idk man, random spawn on ships between Mhaura and Selbina fosho I actually thought about light being up at the top (or a new area at the top) of the The Garden of Ru'Hmet or above it. Would provide the long walk that EVERYONE would hate and I'd love because I'm weird like that.
Also water would be AWESOME for the ferry, although that wouldn't work with today's player expectations (unless the drops were just too good to pass).
Would be an awesome timed battle, because there just isn't any way to slow down the ferries and they have to stay on schedule (incase someone didn't know they arrive and depart at exactly the same times already).
Yea ferry thing would be funny. It can be like, he flies on the side of the ship, or swims in the water, and you can only take him out with rDPS, or when he puts his head on the ferry to attack O: like some of the boss fights in FFX.
Putting too much thought into this, going to bed. Bai. That would be cool, and he comes on deck sometimes to attack so melee can attack (would be no different than it flying actually).
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By Valefor.Prothescar 2012-01-12 02:16:37
Light wyrm would only spawn if all of the ebon panels are touched at the same time at the exact moment that every jailer dies and you trade a light cluster to the stellar fulcrum.
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By Sylph.Kimble 2012-01-12 02:16:50
Also, if this game has been ***to you since 2009 (im realistically going to say 2007 since WOTG was really the beginning of the end) it seems like it should be time for you to leave since the game hasn't been what you wanted for 2-4 years now. You *** and moan about abyssea and voidwatch so much yet here you are, still doing it. I guess you are hanging on to some hope that the game is going to regress 4 years just for you?
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By Sylph.Kimble 2012-01-12 02:17:49
Pandemonium.Anookulchandra said: »Wait, you slept kings? And you want to talk about skill? lol. Regardless of their skill and sleeping kings, even though back when people first started killing them I thought it was quite common (didn't do HNM back then for the drama BS reasons), you don't have to do that anymore with content today (regardless if you could even sleep them or not).
You never had to sleep kings unless you were an extremely bad LS.
Holding a dragon on rdm/blm getting claim while your ls was claiming others as well? Nah dawg you never had to sleep kings ever!
Sleeping it to hold and waiting for buyers to come =/= having to sleep it in order to be able to beat it, moron.
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By Sylph.Gredival 2012-01-12 02:18:23
Wait, you slept kings? And you want to talk about skill? lol.
When Fafnir was first released and we were tanking that ***Pld/War in Earth Staff? You seriously going to tell me people back then didn't have problems with MP healing Hurricane Wing Spam?
Oh no wait, you probably didn't even do this ***before CoP came out. Because yes, 75 content used to be hard. Which is why I say when you *** 75 content to its difficulty at release, vs. Abyssea relative to each of its level caps, or Voidwatch relative to its level caps, it's night and day.
Oh, ok, so you are talking about taking FFXI WAAAAY back before cop? Is that honestly the last time you had fun in FFXI?
Ive already stated several times that FFXI has been easy since cop came out when we had access to better gear, merits, and PLD/NIN became a viable tank.
You would catch the finer points of my argument if you took the time to read instead of just going "lulz wall-o-text that I will ignore in order to repost that XI has always been easy"
My point is to evaluate 75 content relative to its release. Fafnir was hard by that standard. In the same way, JoL was pretty challenging when Sea was the most recent expansion.
Even if you wouldn't consider them challenging in an absolute scale, they were still far more challenging than Abyssea or Voidwatch ever were.
Post CoP, Fafnir was still a relatively greater challenge than 85% of Abyssea if you exclude Brew. If you include it, it was harder than all of Abyssea.
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By Siren.Kalilla 2012-01-12 02:18:29
I really liked WoTG... wth
It was the start of the recolored areas, but it had that right to do that. It was the past and I feel was very well done for the theme of the expansion.
I do not consider WoTG a failure except it took quite a long time to get the missions out there, and by the time it was the end the reward was so meh.
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By Valefor.Prothescar 2012-01-12 02:20:28
WotG story was pretty well done, and the cutscenes were amazing. It's a shame that we likely won't ever see full cinematic cutscenes like those anymore since I doubt they'll be making another expansion for FFXI. A shame they didn't refine their techniques before the end of it all.
Well, maybe. Voidwatch kinda has a little story going but... meh. I don't expect much out of that.
Definitely agree that WotG's shortcoming was its inability to finish itself in a timely manner. If anyone can look at Campaign, the storyline, the xp camps added, etc. and say that it was complete ***, then idk man.
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By Sylph.Gredival 2012-01-12 02:21:31
Also, if this game has been ***to you since 2009 ... You *** and moan about abyssea and voidwatch so much yet here you are, still doing it. I guess you are hanging on to some hope that the game is going to regress 4 years just for you?
Do I have to repeat myself once again for you?
I have absolutely hated this game since Scars of Abyssea. But people who disliked HNMs stayed and played and whined until the game was changed for them. I am dedicated to doing the exact same thing.
I kept at Kings until I got what I wanted because I believe if you want gear, you go after it. You don't ask SE to gimp the game for you.
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By Siren.Kalilla 2012-01-12 02:22:16
Valefor.Prothescar said: »WotG story was pretty well done, and the cutscenes were amazing. It's a shame that we likely won't ever see full cinematic cutscenes like those anymore since I doubt they'll be making another expansion for FFXI. A shame they didn't refine their techniques before the end of it all.
Well, maybe. Voidwatch kinda has a little story going but... meh. I don't expect much out of that.
Definitely agree that WotG's shortcoming was its inability to finish itself in a timely manner. If anyone can look at Campaign, the storyline, the xp camps added, etc. and say that it was complete ***, then idk man. I really like that they are using the expansion for VW as well.
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By Valefor.Prothescar 2012-01-12 02:23:40
Valefor.Prothescar said: »WotG story was pretty well done, and the cutscenes were amazing. It's a shame that we likely won't ever see full cinematic cutscenes like those anymore since I doubt they'll be making another expansion for FFXI. A shame they didn't refine their techniques before the end of it all.
Well, maybe. Voidwatch kinda has a little story going but... meh. I don't expect much out of that.
Definitely agree that WotG's shortcoming was its inability to finish itself in a timely manner. If anyone can look at Campaign, the storyline, the xp camps added, etc. and say that it was complete ***, then idk man. I really like that they are using the expansion for VW as well.
I await the announcement that you need WotG and VW completely 100% cleared in order to make pacts with Cait Sith and Atomos. The tears will be... delicious.
Myself and the few friends that wer ein my WotG group are the only people I actually personally know with WotG finished.
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By Sylph.Kimble 2012-01-12 02:23:40
I really liked WoTG... wth
It was the start of the recolored areas, but it had that right to do that. It was the past and I feel was very well done for the theme of the expansion.
I do not consider WoTG a failure except it took quite a long time to get the missions out there, and by the time it was the end the reward was so meh.
WOTG had hardly any content to it, and never really had an end game area (unless you count wotg? lol)
Also, the different between Fafnir on release and VW on release is the ammount of gear and merits we had available to us when they came out. We hardly had any gear, no merits when fafnir came out. Im sure if we had the gear we had at the end of 75 (cop gear, salvage etc) fafnir would have been a joke. Hell, when Ixion came out, it took people only a few days to figure out how easy it was and how it worked.
Honestly, using Fafnir as an example of how much more of a "challenge" 75 was is pretty laughable when it was a joke. Could 6 man it easily as I did several times using a sam+rdm tanks.
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By Siren.Kalilla 2012-01-12 02:24:18
If you look at WoTG completed and out there it is a great expansion, but it just took way too long to get everything out there.
I think if they put off the expansion a few more months and focused on getting everything ready for 2-3 updates the reception of it would be much greater.
I still love it even though it took like a year and a half for it to finish.
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By Siren.Kalilla 2012-01-12 02:25:07
WOTG had hardly any content to it, and never really had an end game area (unless you count wotg? lol) How could something in the past have end game content? <.< That just seems strange to me.
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01-10-2012 03:02 PM | Camate | Community Rep |  |
| Thanks so much for all the feedback regarding Voidwatch.
I have a couple responses to some of the suggestions and opinions that have been stated. (Sorry it’s a bit long)
Drop rates of equipment for each chapter
There are no drop rate differences for equipment in chapter 1, 2, or 3. Each has the same amount of rarity and there are no differences between chapters.
Bonuses for players who spawn the monster
It would be possible to look into this if other players who pay the costs received the same effects, for example, receiving the same benefits when using the maximum amount of cells. On the other hand, we are not thinking about offering special benefits just for spawning the monster. In extreme cases, only the player spawning the monster would consume Voidstones and continuous battles could take place which would eliminate the good point of Voidwatch where each member receives their own reward and would also develop long claim times.
Cruor needed for atmacite upgrades
For the amount of cruor needed to upgrade atmacites, the idea was not to acquire these beforehand in Abyssea, but to upgrade atmacites while receiving cruor as rewards for Voidwatch. In order to save cruor, it’s possible to increase the amount gained by using cells or participate in battles without spending Voidstones just for cruor rewards.
In regards to other feedback we have received, especially about the areas we plan to focus on to address, I would like to go over the planned adjustments.
Weaknesses and rewards
Since exploiting a monsters weakness is directly linked to the rewards, it seems like players are focusing on creating parties that can quickly defeat monsters whose weaknesses can be exploited easily. As we would like players to utilize weaknesses as an element of strategy, we would also like players to have fun on a larger scale, so we will be looking into making it so that the connection between exploiting weaknesses and the rewards received are not too strong.
Weakness revamps
In order to create battles that can be completed without relying on temporary items, we are planning to revamp weaknesses as well as adjust the distribution of temporary items.
Also, in regards to cases where the weakness is difficult or due to your setup you cannot exploit it even though you determined what it is, we are planning to perform appropriate adjustments. Though we have already received quite a bit of feedback on weakness, if there are any others you would like us to look into please submit your feedback.
Addition of option to destroy rewards
Currently, players need to receive all the rewards at once; however, since it is inconvenient when there is a rare item that you already possess and you are unable to receive the rewards, we will be making it possible to get rid of the item without obtaining it. We are planning to implement this during this week’s test server update.
Subsequent follow-ups
Depending on the route/monster (also depending on players), they are becoming split into popular/unpopular, so we will be continuing to find ways to make it so it will be easy for players that take on these routes later to gather party members.
Also for players that have already cleared these routes, there are already benefits for them to re-do them, such as being able to participate without spending Voidstones and receiving cruor/XP rewards; however, since we feel this isn’t enough, we will be looking into other benefits to participate in fights that have already been completed.
Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback. | |
01-16-2012 04:39 PM | Camate | Community Rep |  |
| Hey everyone!
Thank you for all of your feedback.
I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.
Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.
Freezing issue in certain zones
A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo (S). This issue is being addressed with the highest priority.
As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo (S) in a different area.
Battle adjustments
Quote: My opinion on Voidwatch is that it is content in which the player must proc weaknesses with the correct timing and use temporary items wisely.
That is exactly what our idea for Voidwatch was at the time of first implementation.
However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.
As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.
※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.
The separation of exploiting weakness and loot
A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
※It would be possible to raise these values even more through ascent items. As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot. | |
01-18-2012 04:34 PM | Camate | Community Rep |  |
| Howdy!
I would like to make an addition to a planned adjustment that was announced earlier.
The issue at hand is the highest priority issue that we would like to address first before we make any other adjustments. There are many other adjustments we would like to make, but if we make too many adjustments at once, the following issues may occur:
The balance is shifted too quickly, possibly making the game worse
It is difficult to see improvement because too many changes are made
An unexpected adverse effect occurs due to the changes overlapping
To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.
In response to us making adjustments in stages, many of you may feel that we are not making enough adjustments, but we hope you understand that our plan is to continuously make adjustments.
Also, when leaving feedback I would like to ask that you provide detailed opinions with suggestions for improvement, rather than simply stating whether you like or dislike a proposed adjustment. This would be very helpful for us.
Now, I will address some feedback that has been submitted.
Quote: I personally like the separation of weaknesses and loot, but I feel like this leads to players simply switching to their strongest jobs to finish content. We understand your concern that players will simply switch to their strongest jobs due to the removal of the necessity to proc weaknesses and we’re carefully planning to address this issue.
In order to avoid content becoming monotonous, an idea we are looking into is not completely separating weakness and loot by increasing the maximum bonus attained through cells and other ascent items. As a result, if there are few players involved, using cells will replace having to proc weakness, and for larger parties, it would be possible to avoid paying the high cost for cells by procing weakness as usual.
We may discover some issues with the above proposal upon our extensive review, but we believe that if we completely separate weakness and loot, it is inevitable that players will lean toward using only their strongest jobs.
In order to allow creative freedom in battle, it is necessary to improve the effects of procing weakness, so that it is more enjoyable to use various tactics to proc weaknesses rather than resorting to using the strongest job available. This is a long term goal for us, so it is not possible to make this change all at once, but we will be taking steps one by one to achieve this goal.
Please let us know what you think. | |
01-23-2012 02:22 PM | Camate | Community Rep |  |
| Greetings!
We will be implementing the below adjustments to Voidwatch during this week’s test server update.
Addition of same battle content as Route: Jeuno 2 - Fort Karugo-Narugo (S) to Beaucedine Glacier.
※Beaudedine Glacier has been added to the list of teleports offered by the Atmacite Refiner.
※The above addition is a provisional change.
We will continue to make adjustments as we see how the current AoE damage adjustments affect battles going forward, so please be sure to submit any feedback you have. | |
01-26-2012 01:43 AM | Gildrein | Community Rep |  |
| [dev1075] Voidwatch Adjustments
*The following content is in development. Specific details may differ from the release version.
The Jeuno II Voidwatch operation at Fort Karugo-Narugo (S) may also be undertaken at Beaucedine Glacier.
*Beaucedine Glacier will be added as a destination to Atmacite Refiner teleportation menus.
*This is a temporary measure.
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