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Matsui: "Don't throw away your R/M/E weapons yet"
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-09 05:33:25
I don't get what you're trying to say. Your groups obviously sucked which was his point.
Trying to say it's not as easy in /shout like he said. And if his point is "Your group sucked!!!" I don't see how his point helps the situation.
Leviathan.Eblan
Server: Leviathan
Game: FFXI
Posts: 23
By Leviathan.Eblan 2013-05-09 06:03:03
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
LIAR! lol <3 Quetz. I hate that damn Orobon with all my heart. And yes I think apoc is still very useful and awesome in Delves :)
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Server: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-09 06:08:45
We made an ls instead of a PUG it works a lot better the group gets to know each other, know each others play styles and which jobs they are the best at. Each member had very nice gear relics/empys salvage v2, abj+1 gear. My point was if you cant win suck it up get better gear, get better at the job and stop bitching. Cor and brd rotations work wonders for this have 6+ songs and 4 roll helps loads. Like sylow was saying before GEO debuff like eva and def down also helps and in a good group the mob hardly moves.
Edit: I never said anything about shouts.
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By skyehope928 2013-05-09 06:16:53
Why so seriously
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-09 06:22:44
If you're *** slapping the content because you have an 18+ man LS that's great for you, but I think the playerbase that's not interested in/can't hammer out scheduling gameplay events for one reason or another is going to continue complaining about the fact the only relevant content in the game is effectively inaccessible to them
Server: Leviathan
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Posts: 6052
By Leviathan.Comeatmebro 2013-05-09 06:25:38
Leviathan.Kincard said: »If you're *** slapping the content because you have an 18+ man LS that's great for you, but I think the playerbase that's not interested in/can't hammer out scheduling gameplay events for one reason or another is going to continue complaining about the fact the only relevant content in the game is effectively inaccessible to them you can come with me sometime if you're having trouble getting your clears bro
Server: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-09 06:41:22
Leviathan.Kincard said: »If you're *** slapping the content because you have an 18+ man LS that's great for you, but I think the playerbase that's not interested in/can't hammer out scheduling gameplay events for one reason or another is going to continue complaining about the fact the only relevant content in the game is effectively inaccessible to them
SE did say that delve was aimed at larger groups who had naakaul/skirmish equipment as far as I know skirmish pop items are dropping in piece though SE should up the drop rate. There are still quite a few things to come out and I remember them saying they were making stuff for lowman groups. I cant remember this much bitching when legion was released but then again dmg:200 weapons dont drop from there. I must say delve is actually a lot easier than legion.
Ragnarok.Daffel
Server: Ragnarok
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Posts: 491
By Ragnarok.Daffel 2013-05-09 06:44:35
I don't get what you're trying to say. Your groups obviously sucked which was his point.
Trying to say it's not as easy in /shout like he said. And if his point is "Your group sucked!!!" I don't see how his point helps the situation.
Some of the PUGs on RAG are notorious though, we watched 1 group take 12 mins to get the moth to tp move 20 times. They started zerging and watched it heal again for about 48k and wipe at 98%.
We popped after they failed and got it to 1% at rage timer where it went a bit messy but got the win. (My meaning in this pointless post is to stick with the people you know who can get results/only occasionally fail)
Server: Cerberus
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Posts: 4415
By Cerberus.Senkyuutai 2013-05-09 06:47:09
Legion could be skipped altogether without hurting much. I think the biggest loss from Legion I had to accept was This.
Meanwhile, Delve allows to get some significant gear to improve 14 of your slots. Also, it seems to have replaced part of the VW groups.
From there, if you can't participate in Delve, what do you do?
Ragnarok.Raenil
Server: Ragnarok
Game: FFXI
By Ragnarok.Raenil 2013-05-09 06:50:06
Cerberus.Senkyuutai said: »From there, if you can't participate in Delve, what do you do? Do other content until you're confident in your gear and MAKE the PUGs yourself. You can be as strict or lenient as you want when you're in charge.
Server: Odin
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Posts: 1360
By Odin.Creaucent 2013-05-09 06:55:35
Id say finish other events like salvage v2 get the best weapons you can keep trying delve NMs and wait to see the new content SE brings out in june/july. T1/2/3 NMs are easy to kill you could spend your time farming plasm for the armour and upgrading it. Its only the T4/5 that should be causing any problems which I guess SE was thinking that would get armour first then taking on the T4/5.
Cerberus.Detzu
Server: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-05-09 07:22:02
Cerberus.Senkyuutai said: »Legion could be skipped altogether without hurting much. I think the biggest loss from Legion I had to accept was This.
Meanwhile, Delve allows to get some significant gear to improve 14 of your slots. Also, it seems to have replaced part of the VW groups.
From there, if you can't participate in Delve, what do you do?
Legion is fun to do.
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-05-09 07:32:03
Cerberus.Senkyuutai said: »Legion could be skipped altogether without hurting much. I think the biggest loss from Legion I had to accept was This.
Meanwhile, Delve allows to get some significant gear to improve 14 of your slots. Also, it seems to have replaced part of the VW groups.
From there, if you can't participate in Delve, what do you do?
Legion is fun to do. Not a matter of being fun but accessible. I have done Legion a bit but when I did it was going nowhere.
Then people starting to actually clear runs, that's when my work schedule wasn't allowing me to join runs anymore.
I had issues with VW when it came out due to this but it all became much better when shouts could be found left and right. I could get almost everything (*** you Ogier helm) and actually progressed.
Even Salvage II is fine, I can just find one person and let's go.
As for making my own Delve group, it will happen eventually, when it has settled as the new VW.
All in all as it is right now, there is very little to do.
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Ragnarok.Ecaroh
Server: Ragnarok
Game: FFXI
Posts: 57
By Ragnarok.Ecaroh 2013-05-09 07:32:40
stick with the people you know who can get results/only occasionally fail)
Bad news is all I see shouts for now is Fracture farming for pop items and KI and no Wildskeepers which I still need. I just got my 100K bayld this week.
The other problem is everyone seems to have left the Celzak and Yahse for Delve and as we lose colonization rates the Wildskeeper NMs get harder right? Their Damage Taken is a direct correlation to the % colonized?
Last night I was also shocked to see a colonization "Info text" that said we had lost Biovac #2 in Celzak. CRAP
GJ SE..................... now we have another train that left the building and is leaving people behind.
I even saw a shout last night for Delve that said "REM weapons or better". It is advancing just as the Forums have predicted.
Eca
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-09 07:43:13
R/E/M/D 90+ has been going on since the day it was released here... Kinda figured that would be normal.
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Ragnarok.Ecaroh
Server: Ragnarok
Game: FFXI
Posts: 57
By Ragnarok.Ecaroh 2013-05-09 07:48:02
Yea Im in that REM club. just thought the "or better" was very funny.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-09 08:17:35
Leviathan.Comeatmebro said: »you can come with me sometime if you're having trouble getting your clears bro
Heh, thanks, guess I'll take you up on that offer if I spot you.
So Matsui just posted some info about how he's thinking of some RME adjustments, why he feels RME shouldn't be the "top" anymore (He seems keen on making weapons have situational uses like armor, which I think is a great idea in concept but...I dunno. Usually it just ends up being that people will just use whatever does the most damage.), how the "content level" is supposed to be structured, etc. Gave 1H sword as an example. Shitstorm inc.
Just FYI:
Code Excalibur
D121 Delay233 Atk+60 Acc+20 Knights of Round
Additional Effect: Based on HP
Burtgang
D131 Delay264 Atk+20 Acc+20 Enmity+18
PDT-18% Enmity Reduction Down When Taking Damage
Atonement
Aftermath:Acc/Atk/OA2-3
Almace
D114 Delay224 Atk+20 Acc+20 DEX+20 Chant du Cygne
Aftermath:ODD
New stats on weapons, lower D than the newest weapons but still high, higher D on Mythics to offset higher delay? I think we have a winner. Hopefully he'll adjust the secondary stats appropriately for each Mythic rather than making it a straight Atk+20/Acc+20 for all mythics and empyreans or whatever.
oh right coin weapons will unlock the WS apparently
inc massive inflation on WoE ***
Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 491
By Ragnarok.Daffel 2013-05-09 08:37:24
Leviathan.Kincard said: »
oh right coin weapons will unlock the WS apparently
waorugh394ty3-qghdasfgh
The best thing about Masa is Tachi:Fudo and the coin weapons are the ones that unlock it as a weapon skill...?
That means I would have to start the *** ToM process again to unlock the WS if I am not misunderstanding, to use it on what ever turd they squeeze out as the best GK shortly...
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-09 08:43:16
Yeah if they allow Coin WS to be unlocked a lot of the Empyreans become meh, especially if they adjust it so that they have less damage than their relic/mythic counterparts.
(I'm hoping they're smart enough to allow Empyreans to unlock the WS too)
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-09 08:44:45
I don't get what you're trying to say. Your groups obviously sucked which was his point.
He's being an ***. He went with a geared shell that wasn't filled with PUG folks. Throwing 99 RME DD's with six to eight songs and two (sometimes four) rolls on them at the NM's is only possible if your a high end shell with those resources. From PUG's your lucky to get more then one BRD and one COR along with a handful of DD's, some misc jobs and two PLDs. Honestly the hardest part is getting two PLD's with OChain or Aegis to survive holding the NMs through their rage because you know PUG folks won't be capable of crushing it within the allotted time. Hell I went with a group that was about 40~50% extremely well geared players with the rest being mediocre and the moth raged at about 40%, which is when we reverted to holder and /THF action. Same group did the raptor in about ~11min, just for scale.
I've also known groups that are capable of blowing the moth down in 10m and blowing up some of the other NMs even faster. Though you'll never see them use pickup folks.
That ultimately is FFXI's issue, high end shells hoover up all the well geared then use them to hoover up all the loot. This results in two distinct groups, those few who happened to get into a shell a long time ago and were able to keep pace with their upgrades, and those who either joined late or never got into a high end shell and thus never got pimped out. The developers comment indicated that SE knows about this issue, thus they basically begged the high end shells to let the casual players into their groups to let them experience the content.
Bismarck.Danz
Server: Bismarck
Game: FFXI
Posts: 692
By Bismarck.Danz 2013-05-09 08:46:50
Leviathan.Kincard said: »Leviathan.Comeatmebro said: »you can come with me sometime if you're having trouble getting your clears bro
Heh, thanks, guess I'll take you up on that offer if I spot you.
So Matsui just posted some info about how he's thinking of some RME adjustments, why he feels RME shouldn't be the "top" anymore (He seems keen on making weapons have situational uses like armor, which I think is a great idea in concept but...I dunno. Usually it just ends up being that people will just use whatever does the most damage.), how the "content level" is supposed to be structured, etc. Gave 1H sword as an example. Shitstorm inc.
Just FYI:
Code Excalibur
D121 Delay233 Atk+60 Acc+20 Knights of Round
Additional Effect: Based on HP
Burtgang
D131 Delay264 Atk+20 Acc+20 Enmity+18
PDT-18% Enmity Reduction Down When Taking Damage
Atonement
Aftermath:Acc/Atk/OA2-3
Almace
D114 Delay224 Atk+20 Acc+20 DEX+20 Chant du Cygne
Aftermath:ODD
New stats on weapons, lower D than the newest weapons but still high, higher D on Mythics to offset higher delay? I think we have a winner. Hopefully he'll adjust the secondary stats appropriately for each Mythic rather than making it a straight Atk+20/Acc+20 for all mythics and empyreans or whatever.
oh right coin weapons will unlock the WS apparently
inc massive inflation on WoE ***
all this time and there only getting to concepts ... ugh.
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Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-09 08:48:10
Leviathan.Kincard said: »ems keen on making weapons have situational uses like Leviathan.Kincard said: »Leviathan.Comeatmebro said: »you can come with me sometime if you're having trouble getting your clears bro
Heh, thanks, guess I'll take you up on that offer if I spot you.
So Matsui just posted some info about how he's thinking of some RME adjustments, why he feels RME shouldn't be the "top" anymore (He seems keen on making weapons have situational uses like armor, which I think is a great idea in concept but...I dunno. Usually it just ends up being that people will just use whatever does the most damage.), how the "content level" is supposed to be structured, etc. Gave 1H sword as an example. Shitstorm inc.
Just FYI:
Code Excalibur
D121 Delay233 Atk+60 Acc+20 Knights of Round
Additional Effect: Based on HP
Burtgang
D131 Delay264 Atk+20 Acc+20 Enmity+18
PDT-18% Enmity Reduction Down When Taking Damage
Atonement
Aftermath:Acc/Atk/OA2-3
Almace
D114 Delay224 Atk+20 Acc+20 DEX+20 Chant du Cygne
Aftermath:ODD
New stats on weapons, lower D than the newest weapons but still high, higher D on Mythics to offset higher delay? I think we have a winner. Hopefully he'll adjust the secondary stats appropriately for each Mythic rather than making it a straight Atk+20/Acc+20 for all mythics and empyreans or whatever.
oh right coin weapons will unlock the WS apparently
inc massive inflation on WoE ***
So their doing both unlocking the WS and buffing RME? If the buff is sufficient enough then it's not bad, but it NEEDS to be competitive with the uber weapons they just released or it'll get ignored. Especially as most Emps were ALL about their WS's, using UF with the new GAXE's for example would be crushingly powerful. Same with VS, CDC, BH and some others.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-09 08:51:00
He says he wants to create something where you will use certain weapons given a situation, but I don't think he understands that people will just use whatever does the most damage like 98% of the time. The other 2% is PLDs facetanking with Burtgang.
I'm running really general numbers, but I think they want to get it to a point where if you're keeping up your aftermath you'll outdo the new weapons by a bit, but if you don't, the new weapons will be the way to go.
It's all up to how high they set the Ds for the REMs now.
They're still screwing over the enmity adjustments they made and they're still screwing over weapons like Armageddon, though.
Sylph.Jkun
Server: Sylph
Game: FFXI
Posts: 175
By Sylph.Jkun 2013-05-09 08:57:00
Just a concept, but that puts 85-90-95 Empy owners in quite a predicament when they could have just done the WoE route and are able to use the WS on Delve Weapons.
Goddamnit, Chloris. Eat a ***.
Ragnarok.Daffel
Server: Ragnarok
Game: FFXI
Posts: 491
By Ragnarok.Daffel 2013-05-09 08:57:43
Just a concept, but that puts 85-90-95 Empy owners in quite a predicament when they could have just done the WoE route and are able to use it on Delve Weapons.
Goddamnit, Chloris. Eat a ***.
Valid point but 1500 HMPs > Chloris. Go eat a *** SE?
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-09 09:00:29
I don't think it'd be unfair to make the Empyreans unlock their WS at 90 and lowering the requirements for Coin weapons. For a bunch of jobs getting their Empyrean WS is going to be basically a requirement. >_>
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Server: Asura
Game: FFXI
Posts: 229
By Asura.Chexmix 2013-05-09 09:00:41
Just a concept, but that puts 85-90-95 Empy owners in quite a predicament when they could have just done the WoE route and are able to use it on Delve Weapons.
Goddamnit, Chloris. Eat a ***.
Valid point but 1500 HMPs > Chloris. Go eat a *** SE?
SE's fault for taking forfuckingever to make coins not ex....
Sylph.Jkun
Server: Sylph
Game: FFXI
Posts: 175
By Sylph.Jkun 2013-05-09 09:02:20
Leviathan.Kincard said: »I don't think it'd be unfair to make the Empyreans unlock their WS at 90 and lowering the requirements for Coin weapons. For a bunch of jobs getting their Empyrean WS is going to be basically a requirement. >_>
Since you get the WS at 85, why not 85? It's probably just as difficult to 85 an Empyrean as it is to 99 a Coin weapon. I haven't tried the latter, though.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-09 09:03:46
I'm honesty not sure how hard a 99 coin is these days since they apparently nuked WoE really hard and made pouches drop there now. 85 or 90 would both work, but the main idea is that it'd be pretty absurd to ask Empyrean 85/90 owners to either start over or spend 100M to get a weapon skill.
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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 |
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Delve (Boss monsters) |
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19 |
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18 |
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17 |
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New Additions to Wildskeeper Reives |
16 |
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15 |
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14 |
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Delve (NM group 2) |
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13 |
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New additions to Skirmish |
12 |
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11 |
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Delve (NM group 1) |
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10 |
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9 |
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New additions to Colonization/Lair Reives |
8 |
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7 |
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Wildskeeper Reives |
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6 |
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Skirmish |
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5 |
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Colonization/Lair Reives |
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4 |
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3 |
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2 |
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1 |
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Content Level |
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Up to April 2013 |
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Next version update (currently adjusting) |
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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. | |
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