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Matsui: "Don't throw away your R/M/E weapons yet"
Bismarck.Momokiri
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By Bismarck.Momokiri 2013-05-09 14:57:39
Quote: "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"
"I know you may be legitimately concerned that we aren't designing this system to be dynamic, so here are some pretty pictures"
By skyehope928 2013-05-09 14:57:59
Thank god woot my kannagi lives on
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-09 14:58:31
Also because XI does not have ilevel restrictions like other games, it's actually possible for you to simply get carried to the higher ilevel from scratch as long as you know the right people, and people are just going to bypass any content that doesn't offer unique rewards.
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-09 15:01:42
Bahamut.Raenryong said: »Straight out of World of Warcraft's itemization handbook. This is a bad direction for Final Fantasy XI to head in.
Why? I'm not saying that your opinion isn't justified, just that I would like to hear the justification - so often people playing other MMOs seem to rally against anything which could be seen as "WoW-like", ignoring all of the positive points of the game!
It's bad for two reasons, really:
- One of the things that made XI different was that the gear progression was horizontal (get things from multiple events) instead of vertical (spam the dungeon released in the most recent patch). Gear (especially weapons, but not exclusively) had relatively long lasting value. If you start removing the things that make XI distinctive, why would anyone play it over a more modern game that follows the WoW pattern? Or just play WoW itself?
- XI struggles with development time as it is. Doing a vertical ladder requires a significant investment in steady content updates, so that you don't just cap out from spamming Delve and doing nothing else (as nothing else has anything worth going after).
Yep. They're trying to turn FFXI into something it probably can't be (and that I know I don't want, personally). That's really the worry about the new model for me. REM was just the issue I think that made it readily apparent.
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Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-09 15:07:58
The whole thing is especially disheartening because I firmly believe that the horizontal "ladder" is a large part of XI's staying power. It's harder to get bored with endgame when you've got a buffet of options. Seeing it be tossed aside is concerning, and underscores that Matsui doesn't really understand why XI has lived this long.
The job system is the other big contributor, and it's awesome for the same reason: give the players options, so that if they hate the thing you just released, they don't have to do it.
Asura.Ina
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By Asura.Ina 2013-05-09 15:15:02
The job system is also what kinda dooms the vertical ladder as well. It works in other games because to play another class you need to make another character and so climb the ladder again. In FFXI there is no need to reclimb and you can just get gear using your already build jobs.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-09 15:16:16
The job system is also what kinda dooms the vertical ladder as well. It works in other games because to play another class you need to make another character and so climb the ladder again. In FFXI there is no need to reclimb and you can just get gear using your already build jobs.
My absolute favorite example of this was seeing a level 4 PLD or something that had Aegis sitting in their inventory.
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-09 15:17:24
If you read properly. this is probably the best we are gonna get for weapons. I don't expect huge increases in weapons ever again. Probably will just be different options, and sidepath gear. Buisness as usual. If you look at his comments he wanted to make R/M/E on par with the top notch weapons, just give ppl a different option if they want these new one's
Later ***
Fine by me.
Asura.Ina
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By Asura.Ina 2013-05-09 15:21:29
The job system is also what kinda dooms the vertical ladder as well. It works in other games because to play another class you need to make another character and so climb the ladder again. In FFXI there is no need to reclimb and you can just get gear using your already build jobs.
My absolute favorite example of this was seeing a level 4 PLD or something that had Aegis sitting in their inventory. I'm not a pld expert but to be fair in the current setting it seems like pld isn't worth leveling further with out Aegis/Ochain anyways is it?
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-09 15:24:22
The whole thing is especially disheartening because I firmly believe that the horizontal "ladder" is a large part of XI's staying power. It's harder to get bored with endgame when you've got a buffet of options. Seeing it be tossed aside is concerning, and underscores that Matsui doesn't really understand why XI has lived this long.
The job system is the other big contributor, and it's awesome for the same reason: give the players options, so that if they hate the thing you just released, they don't have to do it.
I also worry in some ways that it's going to harm the job system. Personally, I'm in good shape: I really only play the light armor jobs, so all my stuff tends to bleed over a bit. But what about someone that mains, say, DRK, MNK, and WHM? I'd imagine they'll be hard pressed to complete the ladder on all three jobs before each new content push.
That all depends on how much time there is between tiers, of course, but the haphazard release of Delve just has me so paranoid about all this. I wanna stay on this game for awhile now that I'm back, and I don't wanna see it become something I don't want anymore.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-09 15:25:45
I'm not a pld expert but to be fair in the current setting it seems like pld isn't worth level further with out Aegis/Ochain anyways is it?
That picture was a while ago, but to your question: PLD is still quite capable with a lesser shield, used properly. Being able to keep up Reprisal (which is pretty easy /SCH, using Celerity to keep the recast low) will keep your block rate high, and that's really the biggest thing about Ochain.
Aegis is awesome for other reasons, but in terms of pure physical tanking, Ochain is still king*, but you can get about 80% of the way there with conventional shields if you know what you're doing.
* = Aegis actually blocks more damage per hit than Ochain does, so if you are capping block rate/using Palisade/Reprisal/etc, Aegis actually reduces more damage overall.
Siren.Calnus
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By Siren.Calnus 2013-05-09 15:26:46
I'm happy they seemed to have listened to the community and backed out on the plans to unlock the WS. I'm confused by this statement though:
Quote: 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.
Very confused by that statement....
By itchi508 2013-05-09 15:29:44
The job system is also what kinda dooms the vertical ladder as well. It works in other games because to play another class you need to make another character and so climb the ladder again. In FFXI there is no need to reclimb and you can just get gear using your already build jobs.
My absolute favorite example of this was seeing a level 4 PLD or something that had Aegis sitting in their inventory. I'm not a pld expert but to be fair in the current setting it seems like pld isn't worth leveling further with out Aegis/Ochain anyways is it? Never was, if you dont have R/E shield you won't be taken seriously for a pld & easily replaceable.
If anything, You will be a back up last resort tank with little to no action and waisted spot as that spot can be filled by any job holding more benefits to the party, or that of someone to hold the mob till pld unweak (if ***hits the fan).
Most pld looking to go to current content all have a R/E. if you don't then save yourself the embarrassment as theres no lack of R/E tanks.
New shields in the right hands could do the job but given the choice who would turn down a R/E pld and place there leadership in the hands of a pld needing improvements? (that's like taking a whm lacking the qualified cure% & FC most recomend)
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By Siren.Thoraeon 2013-05-09 15:36:23
I'm happy they seemed to have listened to the community and backed out on the plans to unlock the WS. I'm confused by this statement though:
Quote: 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.
Very confused by that statement.... "We don't feel like having RME weapons be the best. Everyone who spent the time to make these weapons 99, I guess we will make them a side-grade to easier to obtain alternatives. But just to make sure we are clear, they won't be the best anymore."
Basic summary.
Carbuncle.Anesthesia
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By Carbuncle.Anesthesia 2013-05-09 15:38:02
Bahamut.Raenryong said: »Straight out of World of Warcraft's itemization handbook. This is a bad direction for Final Fantasy XI to head in.
Why? I'm not saying that your opinion isn't justified, just that I would like to hear the justification - so often people playing other MMOs seem to rally against anything which could be seen as "WoW-like", ignoring all of the positive points of the game!
Similar to what Kelhor said, really.
A. FFXI isn't going to beat WoW at being WoW. Similarly, it's not going to beat the plethora of modern MMO's who follow the same model. It doesn't have the graphics or battle mechanics to compete in the modern WoW space, and it's hampered by a Ps2 base that makes future development more difficult.
B. FFXI doesn't have the development manpower to play the gear treadmill game for long. They were far behind on a content timeline, supposedly because of SoA, they then released the expansion in a state that made FFXIV look positively content rich. They can't code faster than their players can master content.
Ragnarok.Returner
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By Ragnarok.Returner 2013-05-09 15:44:47
I'm happy they seemed to have listened to the community and backed out on the plans to unlock the WS. I'm confused by this statement though:
Quote: 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.
Very confused by that statement.... "We don't feel like having RME weapons be the best. Everyone who spent the time to make these weapons 99, I guess we will make them a side-grade to easier to obtain alternatives. But just to make sure we are clear, they won't be the best anymore."
Basic summary.
And that's fine by me, as long as they are competitive. The sentimental value and the unique skin is what counts. I think in reality, I always hate the fact that something has to be better than something. What I disliked before this adjustment is that the best is clearly the delve boss weapon, and there is no alternative, now at least you have R/E/M that will compete. To me that's gear option and it the best I can hope for.
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Sylph.Traxus
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By Sylph.Traxus 2013-05-09 15:47:39
That picture was a while ago, but to your question: PLD is still quite capable with a lesser shield, used properly. Being able to keep up Reprisal (which is pretty easy /SCH, using Celerity to keep the recast low) will keep your block rate high, and that's really the biggest thing about Ochain.
I tried this after getting adamas way back, but reprisal wears off after blocking enough hits. Maybe viable for tanking 1 mob, but holding a bunch of adds or whatever, not really. You're also giving up a fair amount of survivability going /sch (especially post defense update), not to mention you get tranquil heart trait which you don't want if you're doing anything other than super tanking.
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By Siren.Thoraeon 2013-05-09 15:49:19
Ragnarok.Returner said: »I'm happy they seemed to have listened to the community and backed out on the plans to unlock the WS. I'm confused by this statement though:
Quote: 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.
Very confused by that statement.... "We don't feel like having RME weapons be the best. Everyone who spent the time to make these weapons 99, I guess we will make them a side-grade to easier to obtain alternatives. But just to make sure we are clear, they won't be the best anymore."
Basic summary.
And that's fine by me, as long as they are competitive. The sentimental value and the unique skin is what counts. I think in reality, I always hate the fact that something has to be better than something. What I disliked before this adjustment is that the best is clearly the delve boss weapon, and there is no alternative, now at least you have R/E/M that will compete. To me that's gear option and it the best I can hope for. Its nice that they are making it so you can have a ~150-200m sidegrade so that you don't have to worry about a NM drop, an item you can buy with points, or something you can buy off the AH.
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Ragnarok.Returner
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By Ragnarok.Returner 2013-05-09 15:50:42
do palisade and reprisal rotation while sentinel in between is a good way to go too.
Ragnarok.Returner
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By Ragnarok.Returner 2013-05-09 15:53:32
Ragnarok.Returner said: »I'm happy they seemed to have listened to the community and backed out on the plans to unlock the WS. I'm confused by this statement though:
Quote: 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.
Very confused by that statement.... "We don't feel like having RME weapons be the best. Everyone who spent the time to make these weapons 99, I guess we will make them a side-grade to easier to obtain alternatives. But just to make sure we are clear, they won't be the best anymore."
Basic summary.
And that's fine by me, as long as they are competitive. The sentimental value and the unique skin is what counts. I think in reality, I always hate the fact that something has to be better than something. What I disliked before this adjustment is that the best is clearly the delve boss weapon, and there is no alternative, now at least you have R/E/M that will compete. To me that's gear option and it the best I can hope for. Its nice that they are making it so you can have a ~150-200m sidegrade so that you don't have to worry about a NM drop, an item you can buy with points, or something you can buy off the AH.
Yep, as long as there is option to play the game differently. Delve weapons requires good group of ppl, but if you are not into the elite LS thing, you can always do abyssea, dynamis, and farm to make R/E/M to make weapon in similar strength. I don't think one is harder than the other, just different style and different way to enjoy the game, so it is fair that they are equal or competitive of each other.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-09 15:56:03
I tried this after getting adamas way back, but reprisal wears off after blocking enough hits. Maybe viable for tanking 1 mob, but holding a bunch of adds or whatever, not really. You're also giving up a fair amount of survivability going /sch (especially post defense update), not to mention you get tranquil heart trait which you don't want if you're doing anything other than super tanking.
Fair points. I haven't tried to do anything without a high end shield in a long time. I'm sad to hear it doesn't really work, though.
By itchi508 2013-05-09 15:58:01
Problem lies in a pld depending on Reprisal,Sentinel,Palisade timers to survive as a good R/E pld doesn't need to, we use it as enhancement or emergency situations not a crutch. Theres a difference between surviving and struggling to survive.
Ragnarok.Returner
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By Ragnarok.Returner 2013-05-09 16:07:40
I wonder how good Steadfast shield is, and wonder what type of augment you can put on it. It looks like it can block for a good amount of damage and has -dt% to help when unblocked.
Siren.Calnus
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By Siren.Calnus 2013-05-09 16:11:10
I'm happy they seemed to have listened to the community and backed out on the plans to unlock the WS. I'm confused by this statement though:
Quote: 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.
Very confused by that statement.... "We don't feel like having RME weapons be the best. Everyone who spent the time to make these weapons 99, I guess we will make them a side-grade to easier to obtain alternatives. But just to make sure we are clear, they won't be the best anymore."
Basic summary. That's what I thought it may have meant, but was hoping not lol. At least they are adjusting to match. It also looks like they made the base damage for mythic highest, relics second, and emps third. Burtgang beats that new sword by 1 base damage, but the relic and emp are a few points under. But with a scale up in aftermath and adding MORE accuracy/attack while ADDING accuracy/attack....
I would have paid money to be a fly on the wall for that board meeting of panic over negative reactions lol.
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By duos 2013-05-09 16:12:28
You can clearly tell from Matsui statement that he did not have a clue the big attachment people have with REM weapons and that they are considered overall best.
something even a lvl 40 would know :)
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By Valefor.Prothescar 2013-05-09 16:20:19
By combining all aspects of this (adjustments to the RME themselves as well *** access to Empyrean weaponskills on any weapon), RME still reign supreme, but Delve boss weapons provide alternatives for those without the resources/resource generation ability to 99 all of their weapons but may instead have a linkshell capable of tackling Delve bosses.
For those of you suggesting "well I can spend 300m or I can go kill a boss for a weapon once ezpz spend point buy off AH...", sorry but no. These bosses aren't pushovers... they've yet to be even legitimately challenged yet and brought down by 10% of their HP. Getting the weapons and synthesis materials that drop by some unknown process that may not even guarantee anything substantial for more than one player at a time (the crafted weapons very likely requiring a 110 crafter with all the trimmings to make reliably) will not by any stretch of the imagination end up being "easy", and most players won't even be capable of doing so.
Think before you speak, weigh all of the variables, consider the fact that what you're saying makes absolutely no sense and that these adjustments are actually highly favorable for we, the players, as a whole: we will now have two avenues of weapon progression to go down rather than one, and they have varying levels of difficulty and cost associated. This is a great system in concept. If you want to target anything as being the anti-christ, target the fundamentally flawed "content level" system that's being pushed instead: that's where the issues are all coming from, not the new method of weapon attainment/progression.
Cerberus.Cruxus
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By Cerberus.Cruxus 2013-05-09 16:21:43
Well sounds great that they plan on doing some upgrade to the R/M/E, but if they not planning on doing some alterations pre-99 versions, sounds like I'm pretty much done doing any trials since I have no real desire to farm the hell out of dyn at the rapidly decaying rate of currency price to get marrows for my 2 lolrelics let alone emps.
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-09 16:27:36
Honestly - should have considered the 99 trial before you decided to make 2 relics
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By Valefor.Prothescar 2013-05-09 16:30:11
If I could make one change to this I'd probably bump Mythic D down a smidge, they have lower base damage than relics/emps for a reason. Having access to empyrean weaponskills will bump up the standing of several mythics considerably, too. COnqueror and Tizona being the biggest ones that I can think of off the top of my head.
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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 |
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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 |
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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 |
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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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