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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Sylph
Game: FFXI
Posts: 363
By Sylph.Wardeniii 2013-05-10 08:33:10
You're gonna be mad when Matsui let's us form all 5 weapons into voltron (and add a kclub to make the ultrazord)!
If voltron made beads a 100% drop rate from delve NM's I'd make it in a heartbeat.
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Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-10 09:03:49
Didn't you say something along the lines of "If it exists, I will obtain it."?
EDIT:
The answer is pretty simple.
Whatever there is to be made, must be made/acquired.
Get to work, turd-boy.
Asura.Solara
Server: Asura
Game: FFXI
Posts: 536
By Asura.Solara 2013-05-10 15:08:23
Obviously those who complain about rem r the ones who don't have one
Oh, and here I thought my friends and I didn't want them to be upgraded because a huge portion of the player base have them, and they're not rare enough to justify all the QQ that's been happening. I guess I must just be jelly. :(
Oh wait. Ukonvasara Main 2011-02-13 08:58:27
Maybe it's just because I have one that I feel this way.
Oh wait. http://www.ffxiah.com/player/Asura/Ccl
Not everyone feels tied down to old achievements that have been so watered down by nerfs that they aren't even really achievements anymore. We'd just prefer to focus on beating the new content to worry about old stuff being outdated, and would rather dev time went to that new content instead of life support for epeens.
If you don't agree that's fine, but pretending your veiw point is the only valid one is irritating.
By skyehope928 2013-05-10 15:11:24
Well success to you sir but I put in the time for mine and newbies shouldn't just get handed better weopons that how I feel and I know I am not alone
Asura.Solara
Server: Asura
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Posts: 536
By Asura.Solara 2013-05-10 15:57:16
No offence, but I don't really agree with your logic. Not to discount your accomplishment, but as of the 2012 census there were over 15,128 Kannagi above 85 in a game with only 21.9% of 'main jobs' at level 99. Assuming there are 300000 total subs, that's about 65,800 99s.
1 in every 4 level 99 players owned a Kannagi in May 2012.
It's commonly believed there are less players than there were then, and we know there are more weapons that have been made since. If your definition of newbie is common (and therefore easily obtainable), how much more newbie can an item get?
It can't be difficulty, because there's nothing I can't think of involved with making 90 empyrean that can't be dual boxed in ah gear. Delve takes a decently balanced full group to defeat t4s and farm.
Again, you don't have to agree, but there's no cause for calling people newbs or casuals or whatever while trying to defend incredibly common items that you feel personally attached to.
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Siren.Botosi
Server: Siren
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Posts: 2
By Siren.Botosi 2013-05-10 16:02:37
Someone saying how easy it is to make a R/M/E
Everytime someone makes a post like this in this thread I check their profile and see them with 0-1 Empyreans and 0-1 Relics (usually being a Ghorn if they have a relic).
Edit: Could just be like my situation and have transferred but the AH prices always are recent.
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Server: Shiva
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By Shiva.Lethalg 2013-05-10 16:12:45
Ok Matsu, I could help my inexperienced friends...... Or I could smash said NM in record time > make youtube > masturbate to said video. Which would you choose?!?!
Asura.Ccl
Server: Asura
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Posts: 1998
By Asura.Ccl 2013-05-10 16:16:52
It's easier for a noobs to level bst and solo perle farm dynamis their relic to 99 than to get Delve Boss wpn.
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Server: Fenrir
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Posts: 3351
By Fenrir.Terminus 2013-05-10 16:19:39
No offence, but I don't really agree with your logic. Not to discount your accomplishment, but as of the 2012 census there were over 15,128 Kannagi above 85 in a game with only 21.9% of 'main jobs' at level 99. Assuming there are 300000 total subs, that's about 65,800 99s.
1 in every 4 level 99 players owned a Kannagi in May 2012.
It's commonly believed there are less players than there were then, and we know there are more weapons that have been made since. If your definition of newbie is common (and therefore easily obtainable), how much more newbie can an item get?
It can't be difficulty, because there's nothing I can't think of involved with making 90 empyrean that can't be dual boxed in ah gear. Delve takes a decently balanced full group to defeat t4s and farm.
Again, you don't have to agree, but there's no cause for calling people newbs or casuals or whatever while trying to defend incredibly common items that you feel personally attached to.
On the other hand...
Person 1: I played ffxi for 50 hours to get a Kannagi. (Waiting, camping, fighting, waiting for other people, hoping for Gukumatz, cleaving, etc.)
Person 2: I played ffxi for 10 hours to get a Kiji. (Got in an NM alliance, then got in a few farming alliances.)
So it could go either way. Plus, Kannagi's been out for more years than Kiji has been out weeks.
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Ragnarok.Returner
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Posts: 440
By Ragnarok.Returner 2013-05-10 16:22:18
No offence, but I don't really agree with your logic. Not to discount your accomplishment, but as of the 2012 census there were over 15,128 Kannagi above 85 in a game with only 21.9% of 'main jobs' at level 99. Assuming there are 300000 total subs, that's about 65,800 99s.
1 in every 4 level 99 players owned a Kannagi in May 2012.
It's commonly believed there are less players than there were then, and we know there are more weapons that have been made since. If your definition of newbie is common (and therefore easily obtainable), how much more newbie can an item get?
It can't be difficulty, because there's nothing I can't think of involved with making 90 empyrean that can't be dual boxed in ah gear. Delve takes a decently balanced full group to defeat t4s and farm.
Again, you don't have to agree, but there's no cause for calling people newbs or casuals or whatever while trying to defend incredibly common items that you feel personally attached to.
That's a bad way to put it. Difficult or not, you are playing a MMO, it is about time sink, and difficulty of an item should be valued as such. The player base of this game is alot different from other games, the player base of this game in general is alot more dedicated than any other games. That's why I think 1 out of 4 is really not that much, actually lower than what I expected especially you are considering lvl 85 or above. The problem is you will probably find 1 out of 2 NIN with the new 30k points weapons, which takes considerably less time to get and much better than a lvl 85 empy.
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By Avitori 2013-05-10 16:25:32
No offence, but I don't really agree with your logic. Not to discount your accomplishment, but as of the 2012 census there were over 15,128 Kannagi above 85 in a game with only 21.9% of 'main jobs' at level 99. Assuming there are 300000 total subs, that's about 65,800 99s.
1 in every 4 level 99 players owned a Kannagi in May 2012.
It's commonly believed there are less players than there were then, and we know there are more weapons that have been made since. If your definition of newbie is common (and therefore easily obtainable), how much more newbie can an item get?
It can't be difficulty, because there's nothing I can't think of involved with making 90 empyrean that can't be dual boxed in ah gear. Delve takes a decently balanced full group to defeat t4s and farm.
Again, you don't have to agree, but there's no cause for calling people newbs or casuals or whatever while trying to defend incredibly common items that you feel personally attached to.
On the other hand...
Person 1: I played ffxi for 50 hours to get a Kannagi. (Waiting, camping, fighting, waiting for other people, hoping for Gukumatz, cleaving, etc.)
Person 2: I played ffxi for 10 hours to get a Kiji. (Got in an NM alliance, then got in a few farming alliances.)
So it could go either way. Plus, Kannagi's been out for more years than Kiji has been out weeks.
Don't forget all the time camping NMs. It's way more than 50 hours.
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Server: Asura
Game: FFXI
Posts: 546
By Asura.Echandra 2013-05-10 16:44:09
No offence, but I don't really agree with your logic. Not to discount your accomplishment, but as of the 2012 census there were over 15,128 Kannagi above 85 in a game with only 21.9% of 'main jobs' at level 99. Assuming there are 300000 total subs, that's about 65,800 99s.
1 in every 4 level 99 players owned a Kannagi in May 2012.
It's commonly believed there are less players than there were then, and we know there are more weapons that have been made since. If your definition of newbie is common (and therefore easily obtainable), how much more newbie can an item get?
It can't be difficulty, because there's nothing I can't think of involved with making 90 empyrean that can't be dual boxed in ah gear. Delve takes a decently balanced full group to defeat t4s and farm.
Again, you don't have to agree, but there's no cause for calling people newbs or casuals or whatever while trying to defend incredibly common items that you feel personally attached to.
On the other hand...
Person 1: I played ffxi for 50 hours to get a Kannagi. (Waiting, camping, fighting, waiting for other people, hoping for Gukumatz, cleaving, etc.)
Person 2: I played ffxi for 10 hours to get a Kiji. (Got in an NM alliance, then got in a few farming alliances.)
So it could go either way. Plus, Kannagi's been out for more years than Kiji has been out weeks.
Don't forget all the time camping NMs. It's way more than 50 hours.
If we're going that route, let's expand some more what about when Guku's repop timer was like once a day, it didn't drop in a shiny gold chest, fighting for sobek's one ??? definitely more than 50 hours. So since I spent more time on mine and worked longer/harder than you it makes my weapon > yours etc etc.
As for solara's # of REM on his toon even being relevant to the argument? That's sillystuffs...b/c *Gasp* sometimes other people HELP other people get empy's and relics too, not just forever alone duo-boxing. Besides all the gear in this game is supposed to just be a stepping stone to the next step, not our blankie we clutch at night to keep us warm....right?
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Bahamut.Serj
Server: Bahamut
Game: FFXI
Posts: 6179
By Bahamut.Serj 2013-05-10 16:45:51
Takes more time to camp all the nms than it does to get the 80-90 items. Even so at 90 cap, and it's just easier now.
Lakshmi.Greggles
Server: Lakshmi
Game: FFXI
Posts: 728
By Lakshmi.Greggles 2013-05-10 16:46:45
I'm sorry, but there's NO reason an 85 weapon should be as good or better than any level 99 weapon, regardless of how much time you put into it.
If you want to have your kannagi(or whatever it may be) be the best weapon you can use, you should have to 99 it, imo.
Fenrir.Elliott
Server: Fenrir
Game: FFXI
Posts: 67
By Fenrir.Elliott 2013-05-10 16:49:34
No offence, but I don't really agree with your logic. Not to discount your accomplishment, but as of the 2012 census there were over 15,128 Kannagi above 85 in a game with only 21.9% of 'main jobs' at level 99. Assuming there are 300000 total subs, that's about 65,800 99s.
1 in every 4 level 99 players owned a Kannagi in May 2012.
It's commonly believed there are less players than there were then, and we know there are more weapons that have been made since. If your definition of newbie is common (and therefore easily obtainable), how much more newbie can an item get?
It can't be difficulty, because there's nothing I can't think of involved with making 90 empyrean that can't be dual boxed in ah gear. Delve takes a decently balanced full group to defeat t4s and farm.
Again, you don't have to agree, but there's no cause for calling people newbs or casuals or whatever while trying to defend incredibly common items that you feel personally attached to.
On the other hand...
Person 1: I played ffxi for 50 hours to get a Kannagi. (Waiting, camping, fighting, waiting for other people, hoping for Gukumatz, cleaving, etc.)
Person 2: I played ffxi for 10 hours to get a Kiji. (Got in an NM alliance, then got in a few farming alliances.)
So it could go either way. Plus, Kannagi's been out for more years than Kiji has been out weeks.
Don't forget all the time camping NMs. It's way more than 50 hours.
If we're going that route, let's expand some more what about when Guku's repop timer was like once a day, it didn't drop in a shiny gold chest, fighting for sobek's one ??? definitely more than 50 hours. So since I spent more time on mine and worked longer/harder than you it makes my weapon > yours etc etc.
As for solara's # of REM on his toon even being relevant to the argument? That's sillystuffs...b/c *Gasp* sometimes other people HELP other people get empy's and relics too, not just forever alone duo-boxing. Besides all the gear in this game is supposed to just be a stepping stone to the next step, not our blankie we clutch at night to keep us warm....right?
Gear is indeed a stepping stone, but when I put 200+ million gil into a single weapon I expect it to last, hopefully until the end of the game. I don't even care if it's "the best", but I was surely upset when it didn't even compare. I'm rather fond of my Almace, and I will continue to use it until the day I quit FFXI. I expect the investment of time I put into it to worth as much.
Asura.Solara
Server: Asura
Game: FFXI
Posts: 536
By Asura.Solara 2013-05-10 16:50:40
If it's simply a matter of time investment, I should have a Duelist's Chapeau +9 for all the years of pre nerf Dyamis I did to get my +1.
You're also implying an un-upgraded Kiji is the same as an upgraded Kannagi. To farm airlixers for the upgrade takes the same waiting/fighting/etc. The only real thing your comparison shows is that we're comparing an old common item that's easy to get to a new common item that's easy to get. It'd only be valid if I was arguing from the basis of Delve weapons staying top forever, which I'm not.
Someone saying how easy it is to make a R/M/E
Everytime someone makes a post like this in this thread I check their profile and see them with 0-1 Empyreans and 0-1 Relics (usually being a Ghorn if they have a relic).
Edit: Could just be like my situation and have transferred but the AH prices always are recent.
I wanted needed one empyrean, so I only made one. Just because something is easy to do doesn't make it worth doing. Ccl has the same opinion with 4 relics and 2 empyreans, so attempting to hand wave it away like that is an avoidance of the discussion, not a contribution.
If it makes you feel better though, I have the items for two more emp weapons rotting in my mh. I can go camp nms to make them to not use if it gives some feigned legitimacy.
By Lye 2013-05-10 16:55:51
I don't understand why people keep saying:
Quote: RME have always been best in slot.
Technically, there's only 1 of those three (R/M/E) that was "best in slot" in any given scenario.
EDIT: I think it's just me that it bothers though.
Server: Shiva
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By Shiva.Lethalg 2013-05-10 16:59:14
It's easier for a noobs to level bst and solo perle farm dynamis their relic to 99 than to get Delve Boss wpn.
and how long til LS's start selling wins?
Cerberus.Pleebo
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Posts: 9720
By Cerberus.Pleebo 2013-05-10 17:01:14
Player shouldn't expect an MMO environment to remain static, even FFXI. There's nothing about this game that exempts it from radical changes other than tradition, and that, as we're seeing, is easily thrown out the window.
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Carbuncle.Pwnzone
Server: Carbuncle
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Posts: 323
By Carbuncle.Pwnzone 2013-05-10 17:12:24
Ok so I might have missed the memo or something but I just had a question about the whole unlocking ws's thing. Are they making it so we can unlock ws's from R/E weapons or just empy ws's? Honestly I'm not too fond of the thought of unlocking just empy ws's & with such an easy way. People might bring up mythic ws's being easily unlockable, but the trade-off with that is mythics bring an awesome AM with the ws while the main thing going for empys would be their superior ws's (Ukkos, CDC, VS, etc)with the AM being a nice added bonus. I feel giving away the empy ws's has more meaning than what mythic ws's have. Having Stringing Pummel unlocked doesn't make KKK less amazing, but I would be just fine unlocking VS & using a higher damage weapon than Vere while saving myself a ton of gil(will be lower soon but you get the message).
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-10 17:17:34
Player shouldn't expect an MMO environment to remain static, even FFXI. There's nothing about this game that exempts it from radical changes other than tradition, and that, as we're seeing, is easily thrown out the window.
Just because it's easily thrown out the window doesn't mean we have to be happy with it.
Asura.Ccl
Server: Asura
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Posts: 1998
By Asura.Ccl 2013-05-10 17:17:47
It's easier for a noobs to level bst and solo perle farm dynamis their relic to 99 than to get Delve Boss wpn.
and how long til LS's start selling wins?
If relic were trashed, perle bst couldn't buy win, wich would show a difference between pimp and gimp, now everyone gonna have the same 99 kannagi.
Bahamut.Kiralai
Server: Bahamut
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Posts: 132
By Bahamut.Kiralai 2013-05-10 17:18:42
Carbuncle.Pwnzone said: »Ok so I might have missed the memo or something but I just had a question about the whole unlocking ws's thing. Are they making it so we can unlock ws's from R/E weapons or just empy ws's? Honestly I'm not too fond of the thought of unlocking just empy ws's & with such an easy way. People might bring up mythic ws's being easily unlockable, but the trade-off with that is mythics bring an awesome AM with the ws while the main thing going for empys would be their superior ws's (Ukkos, CDC, VS, etc)with the AM being a nice added bonus. I feel giving away the empy ws's has more meaning than what mythic ws's have. Having Stringing Pummel unlocked doesn't make KKK less amazing, but I would be just fine unlocking VS & using a higher damage weapon than Vere while saving myself a ton of gil(will be lower soon but you get the message).
It reads like their intent is to raise the DMG/stats on R/M/E and unlock WS only for coin weapons (leaving the stats of coin weapons as they are).
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By Ragnarok.Presidentobama 2013-05-10 17:19:48
I do find it crazy to tell a 99 empy to remake one to unlock a weapon skill. And I can't even imagine a 90 - 95 empy holders thoughts who will probably just toss their empy and make a WoE weapon.
Cerberus.Pleebo
Server: Cerberus
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Posts: 9720
By Cerberus.Pleebo 2013-05-10 17:20:43
Player shouldn't expect an MMO environment to remain static, even FFXI. There's nothing about this game that exempts it from radical changes other than tradition, and that, as we're seeing, is easily thrown out the window.
Just because it's easily thrown out the window doesn't mean we have to be happy with it. I didn't imply that you had to be.
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By Blazed1979 2013-05-10 17:34:21
Somewhere in Japan he is waking up with a big smile on his face. A few unconscious hookers are spread across his hotel room's bed and couch. He's got a pounding headache from being hung over, but he smiles regardless and at that moment he is euphoric.
"lol matsui" he thinks to himself, "you had all the answers didn't you"
I bet it feels good to be Tanaka.
Ragnarok.Alahra
Server: Ragnarok
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Posts: 296
By Ragnarok.Alahra 2013-05-10 17:41:26
Player shouldn't expect an MMO environment to remain static, even FFXI. There's nothing about this game that exempts it from radical changes other than tradition, and that, as we're seeing, is easily thrown out the window.
Just because it's easily thrown out the window doesn't mean we have to be happy with it. I didn't imply that you had to be.
I don't know how to put this without being blunt, because I'm pretty much just confused: what was the point of your post, then? I don't think it's strange for people to expect that something that has largely been static throughout a game's lifetime (the "ultimate" nature of REM weapons) to remain so, even if it is an MMO. REM are one of what I would identify as the "core features" that differentiate FFXI from other games in the MMO genre. Is it unreasonable to expect that a game's core features would remain static, even amongst MMOs?
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Lakshmi.Edgley
Server: Lakshmi
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Posts: 2
By Lakshmi.Edgley 2013-05-10 17:43:24
I WONT GO BACK TO USING BERSERKER'S AXE I HAD ENOUGH OF IT IN 2004 AHHHHHHHHHHHHHHHH
*Clinches Bravura*
Martial Bhuj model wouldda been ok. BUT NOT BERSERKER'S AHHHHHHHHH
Carbuncle.Pwnzone
Server: Carbuncle
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Posts: 323
By Carbuncle.Pwnzone 2013-05-10 17:46:38
Ragnarok.Presidentobama said: »I do find it crazy to tell a 99 empy to remake one to unlock a weapon skill. And I can't even imagine a 90 - 95 empy holders thoughts who will probably just toss their empy and make a WoE weapon.
Yeah theres that too. I might just be overly butt-hurt because I made a 99 Gandiva & it was well worth it at the time(Even if shooting lightning on hl stuff was the only reason), but I feel like I'm getting the worse out of all this. Other bows with better mods on them(DEX does 50% of ***for rng TP) having the same ws I went broke to be able to use dealing probably more damage than me & paying a ton less to do it. AM isnt even that big of a benefit when youre talking ranged attacks :/ /endQQ
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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