|
Matsui: "Don't throw away your R/M/E weapons yet"
Carbuncle.Sambb
Server: Carbuncle
Game: FFXI
Posts: 334
By Carbuncle.Sambb 2013-05-08 14:03:08
for zergs you don't need /THF , /THF was only a thing if you were needing to finish off a raged field NM because you didnt kill it fast for whatever reason or didnt know the gimmick to break its pdt/etc.
Properly executed zergs with dd going /war, stuff like the Jagil NM in foret goes down in 3-4minutes. Raptor can die in 1-2min.
For delve runs sam and drk come /war cause Agressor is your new best friend (as well as a thf doing feint). DRKs need to stop coming /sam and only landing 1-2hits of their resos.
From an epeen perspective, SAM is king with the new GK, shoha w/ mala+windbuffet proc = 8500+ eating sushi >.>;
Samurai is pretty beast in there... the att bonus on shoha favours them so much when using sushi. Drks suffer because of resos att penalty and its more apparent in delve. However using /war is the way I go for drk. Your survivablity goes down the toilet some what but I am able to keep up with samurais I run with with some excellent mage support. We normally jostle between 1st/3rd.
Gear is extremely important and beefing up your acc in ws is also a must. It is very likely the drks are whiffing some reso hits. It is painful when your doing a run and you see people that are lacking.. its painful to watch... how we are supposed to "accommodate" these people like SE wants is any ones guess....
By Lye 2013-05-08 14:09:45
Is it not likely that the "accommodate newer players" was an acute response to a post on the JP forums?
I feel like it's getting blown out of proportion.
Ragnarok.Returner
Server: Ragnarok
Game: FFXI
Posts: 440
By Ragnarok.Returner 2013-05-08 14:23:41
maybe that's why there are so many new gears with WS accuracy +10.
Server: Phoenix
Game: FFXI
By Phoenix.Upbeatglitch 2013-05-08 14:29:37
Grav 2 is -40 eva in a single cast. Rarely resisted by my naked rdm mule.
Don't forget about Saboteur, Estoqueur's Sayon +2, and Estoqueur's Gantherots +2!
Should be around -100 eva total and unless the mob has a way to erase(Like the scorpion) Saboteur will usually be up right around when gravity finally wears off.
[+]
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-08 15:37:40
100 pages!
By ScaevolaBahamut 2013-05-08 15:56:07
The customer isn't always right, and hundreds of posts on this website, and the OF are prime justifications as to why.
Okay, okay, that phrase is criminally misunderstood. What it means is that the customer is the ultimate authority on what they want. It is designed to remind businesspeople/CSRs that will inevitably be more knowledgeable about their products than the consumers that those consumers will not be pleased by the CSRs exercising their sophistication without the consumer asking for assistance, regardless of whether the consumer ends up getting a better product/deal out of the exchange.
Masters in Business Administration: So Easy a Caveman Can Do It!
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2013-05-08 15:57:20
I ALMOST went into more depth on it Scae, but decided not to about halfway through, and cropped my post to that sentence.
By ScaevolaBahamut 2013-05-08 15:58:44
Okay, you are a smart dude so I have no trouble believing you got this :)
I just see people debate that phrase a lot and nobody seems like they understand what they're actually supposed to be taking away from it.
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2013-05-08 16:02:47
I probably don't have the command of it that you do, but I understand it has a deeper context than simply "the customer is right." It's about the disposition that a customer service representative has to maintain when interacting with their clients.
By ScaevolaBahamut 2013-05-08 16:06:54
Yeah, mostly it's just driving towards the point that nothing will lose you a repeat client faster than pushing an upsell too hard.
It's one thing to sell them an additional product on top of what they came to you to buy (like my brother-in-law selling detailing at his car wash, for instance), but trying to get somebody to buy something more expensive instead of the thing they specifically came to you to buy is incredibly grating and will either piss the customer off and lose you the sale or leave them feeling weak and guilty if they fall for your pitch.
By Lye 2013-05-08 16:17:23
Would you like fries with that? = OK!
Would you like to supersize for a dollar more? = NEVER!!!!
By ScaevolaBahamut 2013-05-08 16:19:36
Sort of.
It's more like, "wouldn't you rather get a grilled chicken sandwich, fatty?"
More importantly, when you ask if they want fries you're providing them with further options to enhance the experience they wanted when they walked in. You are diversifying the range of services you provide, and thus are more likely to get a repeat customer (even though this example is facile because everybody knows you can get fries and indeed it's more noticeable when you can't).
By Lye 2013-05-08 16:22:21
If I only had a dollar every time THAT happened to me.
Cerberus.Logical
Server: Cerberus
Game: FFXI
Posts: 76
By Cerberus.Logical 2013-05-08 23:09:28
Nope. I'm not buying these Dev posts, Squeenix. I, like so many others, resubbed after a nice break, but I'm letting my three accounts expire shortly, and here's why: For me, it's not about the "loss" of emps - I very fortunately invested in shields on pld instead of dem buttcheek slappin Rags. I just have no faith in Matsui and his apes, as they sit at SE HQ, trying to launch and direct a new expansion on time with some very poorly planned content. I frankly just don't trust them with my $38.85 a month anymore. Abyssea was a radical change, but it still allowed for some degree of parallel progression. Voidwatch wasn't particularly fun, but it did have some redeeming qualities, in that a wide array of jobs were included, and it was very shout-conducive. This REM debacle, the overall questionable structure of Delve, and their decision to implement a hard time cap is an antiquated way of thinking about this game that does not benefit our evolved low-man mentality. But I put up with all of that, until I came across this gem of a quote today:
Quote: We'd really be grateful if those of you who are experienced could invite these newcomers to take on this content when you have the ability to do so.
This is the Dev Team's solution to our concern over Delve's accessibility to casual/moderate players? Just "play nice" and "include the fat freckled kid with glasses on the playground, now." Disregard the fact that your grade school recess metaphor will consist of a world-class team of Dodgeball enthusiasts named Chuck, Steve, and Larry pelting you, just invite the Aurore DNCs!
I've thought many times that they have no solid idea of what they're even doing. I doubted Tanaka constantly with barance, like we all did, but this is a new low. This must be how new divorcees feel after departing from an abusive relationship (XI addiction) in which their partner (Dev Team) constantly beats them (poor content patches) and uses passive-aggressive verbal abuse (Matsui: Stop it guys, your legitimate complaining is giving me an ulcer!).
Dem ranty shoes.
Cerberus.Corphish
Server: Cerberus
Game: FFXI
Posts: 145
By Cerberus.Corphish 2013-05-08 23:10:56
Logical, gimme your gils!
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-05-08 23:31:40
My only issue at the moment is that they made the game unfriendly for me. I don't have a fixed schedule so joining a LS is out of question.
Shouts in general are dry or ask for the same jobs I have never had any intention of touching.
Thankfully there is still Salvage II but Delve is pretty much out of reach at this point. Skirmish and Wilkeeper Reives already were, Adoulin isn't really the best thing I have experienced.
I won't be canceling yet but once Salvage II is done, I don't really know what this game has to offer in term of available progress.
[+]
Quetzalcoatl.Avengers
Server: Quetzalcoatl
Game: FFXI
Posts: 221
By Quetzalcoatl.Avengers 2013-05-09 00:25:42
Nope. I'm not buying these Dev posts, Squeenix. I, like so many others, resubbed after a nice break, but I'm letting my three accounts expire shortly, and here's why: For me, it's not about the "loss" of emps - I very fortunately invested in shields on pld instead of dem buttcheek slappin Rags. I just have no faith in Matsui and his apes, as they sit at SE HQ, trying to launch and direct a new expansion on time with some very poorly planned content. I frankly just don't trust them with my $38.85 a month anymore. Abyssea was a radical change, but it still allowed for some degree of parallel progression. Voidwatch wasn't particularly fun, but it did have some redeeming qualities, in that a wide array of jobs were included, and it was very shout-conducive. This REM debacle, the overall questionable structure of Delve, and their decision to implement a hard time cap is an antiquated way of thinking about this game that does not benefit our evolved low-man mentality. But I put up with all of that, until I came across this gem of a quote today:
Quote: We'd really be grateful if those of you who are experienced could invite these newcomers to take on this content when you have the ability to do so.
This is the Dev Team's solution to our concern over Delve's accessibility to casual/moderate players? Just "play nice" and "include the fat freckled kid with glasses on the playground, now." Disregard the fact that your grade school recess metaphor will consist of a world-class team of Dodgeball enthusiasts named Chuck, Steve, and Larry pelting you, just invite the Aurore DNCs!
I've thought many times that they have no solid idea of what they're even doing. I doubted Tanaka constantly with barance, like we all did, but this is a new low. This must be how new divorcees feel after departing from an abusive relationship (XI addiction) in which their partner (Dev Team) constantly beats them (poor content patches) and uses passive-aggressive verbal abuse (Matsui: Stop it guys, your legitimate complaining is giving me an ulcer!).
Dem ranty shoes.
well said, well said
By Quetzacoatl 2013-05-09 02:00:41
for zergs you don't need /THF , /THF was only a thing if you were needing to finish off a raged field NM because you didnt kill it fast for whatever reason or didnt know the gimmick to break its pdt/etc.
Properly executed zergs with dd going /war, stuff like the Jagil NM in foret goes down in 3-4minutes. Raptor can die in 1-2min.
For delve runs sam and drk come /war cause Agressor is your new best friend (as well as a thf doing feint). DRKs need to stop coming /sam and only landing 1-2hits of their resos.
From an epeen perspective, SAM is king with the new GK, shoha w/ mala+windbuffet proc = 8500+ eating sushi >.>;
Samurai is pretty beast in there... the att bonus on shoha favours them so much when using sushi. Drks suffer because of resos att penalty and its more apparent in delve. However using /war is the way I go for drk. Your survivablity goes down the toilet some what but I am able to keep up with samurais I run with with some excellent mage support. We normally jostle between 1st/3rd.
Gear is extremely important and beefing up your acc in ws is also a must. It is very likely the drks are whiffing some reso hits. It is painful when your doing a run and you see people that are lacking.. its painful to watch... how we are supposed to "accommodate" these people like SE wants is any ones guess.... If your DRKs are having accuracy problems, they're doing it wrong/using wrong food/etc. (assuming these are pick-up DRKs)
DRK is King in the Accuracy department, so any substantial boost to accuracy will increase DRK's output.
Sylph.Jkun
Server: Sylph
Game: FFXI
Posts: 175
By Sylph.Jkun 2013-05-09 02:38:50
DRK is King in the Accuracy department, so any substantial boost to accuracy will increase DRK's output.
If I knew 5 years ago, some guy on some forum would say this and for it to actually be true I would have kicked them in the face and told them to stop dreaming.
I go to Delve on DRK/SAM and have little accuracy problems with Sushi. I even wear an NQ Adaman Hauberk, oh the horror.
[+]
By Quetzacoatl 2013-05-09 02:48:47
DRK is King in the Accuracy department, so any substantial boost to accuracy will increase DRK's output.
If I knew 5 years ago, some guy on some forum would say this and for it to actually be true I would have kicked them in the face and told them to stop dreaming.
I go to Delve on DRK/SAM and have little accuracy problems with Sushi. I even wear an NQ Adaman Hauberk, oh the horror. That's what I did tonight, especially with my Apoc (lol95, no money for marrows ; ;), since it's the only high-acc weapon I even have to use + merits. I had this superstition that something was going to happen with GSwords for some reason, which is why I don't have a Ragnarok, heh.
Although, I've been using Marinara Pizza +1 to add a little bit of Attack+ due to /SAM. I'll have to use Sushi next time and see if it makes more of a difference. I actually somehow kept up with the Bloodbath Axe WAR in my party...according to scoreboard anyways
[+]
Cerberus.Detzu
Server: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-05-09 03:08:06
DRK is King in the Accuracy department, so any substantial boost to accuracy will increase DRK's output.
If I knew 5 years ago, some guy on some forum would say this and for it to actually be true I would have kicked them in the face and told them to stop dreaming.
I go to Delve on DRK/SAM and have little accuracy problems with Sushi. I even wear an NQ Adaman Hauberk, oh the horror. That's what I did tonight, especially with my Apoc (lol95, no money for marrows ; ;), since it's the only high-acc weapon I even have to use + merits. I had this superstition that something was going to happen with GSwords for some reason, which is why I don't have a Ragnarok, heh.
Although, I've been using Marinara Pizza +1 to add a little bit of Attack+ due to /SAM. I'll have to use Sushi next time and see if it makes more of a difference. I actually somehow kept up with the Bloodbath Axe WAR in my party...according to scoreboard anyways
For GS it's simple, people used Ragnarok cause it was the best weapon to use Resolution with. But Resolution is a common ws, so Ragnarok was exposed to this risk since the start.
If you have Apoc it's mainly for its utility, you won't choose a higher base dmg scythe since you could use a GS and beside dmg the new scythes have no utility. So you'll still use your Apoc while Ragnarok is going to storage. I don't regret I've made Ragnarok though.
By Quetzacoatl 2013-05-09 03:36:42
For GS it's simple, people used Ragnarok cause it was the best weapon to use Resolution with. But Resolution is a common ws, so Ragnarok was exposed to this risk since the start.
Ageed wholeheartedly, Reso's inception was the primary reason to even own a Ragnarok in the first place
Quote: If you have Apoc it's mainly for its utility, you won't choose a higher base dmg scythe since you could use a GS and beside dmg the new scythes have no utility. So you'll still use your Apoc while Ragnarok is going to storage. I don't regret I've made Ragnarok though.
I wouldn't regret making a Ragnarok either. But after Apoc, let's just say I needed a break from Dynamis :p
Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 491
By Ragnarok.Daffel 2013-05-09 04:58:59
Nope. I'm not buying these Dev posts, Squeenix. I, like so many others, resubbed after a nice break, but I'm letting my three accounts expire shortly, and here's why: For me, it's not about the "loss" of emps - I very fortunately invested in shields on pld instead of dem buttcheek slappin Rags. I just have no faith in Matsui and his apes, as they sit at SE HQ, trying to launch and direct a new expansion on time with some very poorly planned content. I frankly just don't trust them with my $38.85 a month anymore. Abyssea was a radical change, but it still allowed for some degree of parallel progression.
Cancelled my Sub yesterday for the exact same reason. I really enjoyed abyssea though. I still remember my LS's first attempt at 18 man Carabosse not long after it was released. "Hey! This is painfully easy. I will have my gems in no time > Carabosse uses Benediction > as[0ihfw408tys[dhWTFISHAPPENING > That's it, man. Game over, man. Game over, what the *** are we supposed to now."
I'm sure I will be back if SE give me a reason to come back. I really enjoy playing WHM and SAM though. While I lost all motivation to finish my plates/cinders and apparently WHM needs completely regearing now... (finished AF+1 hands and got them in my cure set 3 days ago)
The new PUP buffs give me hope that SE will buff weaker jobs and (maybe) have a clue what the game needs. Muh will find out in time anyway.
Tdlr: Will see how it goes how it goes.
By macsdf1 2013-05-09 05:14:08
What regearing does a whm need?
why not just get brand new gkt that will be better than the one you never finished with way less effort?
Server: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-09 05:18:26
I see all the delve crap has flooded into here seriously though idk why people are bitching about delve NMs... oh wait yes I do their gear sucks thats why you cant have shiney things. Moth 1/3 12min fight, pugil 5min fight, orobon 8mins, peiste 7mins, raptor 7mins and scorp took us an hour but we didnt really plan for that and was our first fight. We went 1/1 apart for the moth and as you can see they were all within the time limit no delve weapons either. We did try the gnat once but we got bored after it raged at 40% could have probably killed it but we warped out. We havent bothered trying to do NMs in the fracture yet we have just been doing a load of farming runs for peoples plasm.
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-05-09 05:20:44
What regearing does a whm need?
why not just get brand new gkt that will be better than the one you never finished with way less effort? Because it may be obsolete in a week.
We reached a point where we don't know what the *** is going to happen. Before this, we knew that every update was either slight upgrade in gear or sidegrades, but weapons were untouched.
They entered the "we *** with your weapons" area, we're not safe anymore regarding any of the 16 slots we have. Very much like when Abyssea came out, it is far from a bad idea to take a break right now and come back when the game is stable.
Of course it may be stable now, we just aren't sure 100% and for anyone not able to actively do Delve, it's a much higher waste of time than someone who has a lot of time to spend on the game or has access to Delve clearance easily.
Priorities in life, etc.
[+]
By Afania 2013-05-09 05:27:04
I see all the delve crap has flooded into here seriously though idk why people are bitching about delve NMs... oh wait yes I do their gear sucks thats why you cant have shiney things. Moth 1/3 12min fight, pugil 5min fight, orobon 8mins, peiste 7mins, raptor 7mins and scorp took us an hour but we didnt really plan for that and was our first fight.
That's not really what happened when I tried Delve NMs XD I logged on(on a time I normally don't play just to join /shout), joined a /shout, wait for 30 min+ to 18/18, then wait for 90 min for 18 ppl gather at pop spot, and fight took much longer than just a few min like you said. Of course that was before update and now I don't have time to spend 2hr waiting for an ally only to fail anymore.
Most of the time I play have 0 Delve /shout going though.
Server: Odin
Game: FFXI
Posts: 2767
By Odin.Tsuneo 2013-05-09 05:31:07
I don't get what you're trying to say. Your groups obviously sucked which was his point.
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
|
Delve (Boss monsters) |
|
|
19 |
|
|
|
|
18 |
|
|
|
|
17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
|
New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
|
|
New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
|
1 |
|
|
|
Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
↓
DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
|
|