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Matsui: "Don't throw away your R/M/E weapons yet"
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-14 10:02:41
Carbuncle.Skulloneix said: »It has been although we have no time frame so we could end up getting atomos and cait sith first. Too lazy to go looking for the link. Well I meant, did they say only 99 will get fixed and 75-95 will stay same? I see, thanks Ina. I forgot it was in the OP
Quote: 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.
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Carbuncle.Skulloneix
Server: Carbuncle
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By Carbuncle.Skulloneix 2013-05-14 10:03:50
Thanks bud! <3 youz!
Ragnarok.Ecaroh
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Posts: 57
By Ragnarok.Ecaroh 2013-05-14 10:14:34
Ragnarok.Returner said: » I do, however, think that maybe SE should allow you to turn your lvl 85-90 empy in to exchange for WS, since the amount of work required to get them is about same as WoE weapons.
AGREE
Im more then willing to work on a Delve weapon and even toss my 90 RME but think I deserve the WS at least. I duo/tripple boxed mine as is and that was a lot of work for RL full time professional with two great kids at home and Im the cook too.
Eca
Server: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-05-14 10:17:01
There's also some posts from Igawa on the official forums that were posted on page 80ish of this blockbuster that basically said they are looking at what damage values would be needed to boost RME to be equal to delve. They're staying pretty adamant on not letting the delve weps fall behind RME but it seems to me that they're trying to open up 'options' for players to try and kill the 'RME Onry' shouts that were gimping the game for those who didn't have the mental fortitude to grind up an RME.
Personally, I'd take a base damage hit to keep my Spharai relevant. Even if it takes grinding up a Delve wep to make it so I can burn ADL faster to 99 them.
Cerberus.Taint
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Posts: 1514
By Cerberus.Taint 2013-05-14 10:36:25
I posted this on the official forums but:
They should make a Mythic like BC for Relics,Emps,WoE weapons for unlocking the WSs. WS the "Maat" 3 times, once at 100,200 and 300tp to get access to the WS. This would allow anyone with current access to acquire the WS. 85+ Emps and 75+ Relics. Yes 85 and 75 E/R are gimp but its any easy to program quick addition for unlocking the WSs.
If down the road E/R/Ms really do become gimp (at 99) it would allow people to access the respecive WSs without having to go through tons of useless trials. (75-99 relic etc)
By Connavarr 2013-05-14 11:05:36
I posted this on the official forums but:
They should make a Mythic like BC for Relics,Emps,WoE weapons for unlocking the WSs. WS the "Maat" 3 times, once at 100,200 and 300tp to get access to the WS. This would allow anyone with current access to acquire the WS. 85+ Emps and 75+ Relics. Yes 85 and 75 E/R are gimp but its any easy to program quick addition for unlocking the WSs.
If down the road E/R/Ms really do become gimp (at 99) it would allow people to access the respecive WSs without having to go through tons of useless trials. (75-99 relic etc)
The only problem with this idea? It's SE, if they were to use this, which is a great idea, you know they'd *** it up somehow.
Bismarck.Amphion
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By Bismarck.Amphion 2013-05-14 18:42:02
"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"
This was on my mind the past couple of days. Did I interpret this Matsui quote correctly? Is he trying to say that sooner or later the same thing will happen again that we will complain for in a 100+ page thread? In other words, even with a buff to RME, it's only a matter of time before they're useless?
Also...
"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."
Hasn't this always been the case anyway? For example, take SAM and their Legendary Weapons. There are occasions when all three (Amano/Masa/Koga) are required, and those people lucky enough to have all three, would use one over the other depending on the event. For example, Amano in NNI, Koga in VW and Masa in Abbysea. Sooo...what is Matsui trying to say exactly?
Ragnarok.Alahra
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Posts: 296
By Ragnarok.Alahra 2013-05-14 19:28:22
Also...
"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."
Hasn't this always been the case anyway? For example, take SAM and their Legendary Weapons. There are occasions when all three (Amano/Masa/Koga) are required, and those people lucky enough to have all three, would use one over the other depending on the event. For example, Amano in NNI, Koga in VW and Masa in Abbysea. Sooo...what is Matsui trying to say exactly?
Using SAMs as the example again, I think he's thinking more something like it was at 75, with Hagun still being quite viable if you didn't have Amano.
Bismarck.Amphion
Server: Bismarck
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Posts: 27
By Bismarck.Amphion 2013-05-14 19:36:57
Also...
"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."
Hasn't this always been the case anyway? For example, take SAM and their Legendary Weapons. There are occasions when all three (Amano/Masa/Koga) are required, and those people lucky enough to have all three, would use one over the other depending on the event. For example, Amano in NNI, Koga in VW and Masa in Abbysea. Sooo...what is Matsui trying to say exactly?
Using SAMs as the example again, I think he's thinking more something like it was at 75, with Hagun still being quite viable if you didn't have Amano.
If that's the case, that's not bad either. I wouldn't mind that at all.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-14 20:06:27
Also...
"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."
Hasn't this always been the case anyway? For example, take SAM and their Legendary Weapons. There are occasions when all three (Amano/Masa/Koga) are required, and those people lucky enough to have all three, would use one over the other depending on the event. For example, Amano in NNI, Koga in VW and Masa in Abbysea. Sooo...what is Matsui trying to say exactly?
Using SAMs as the example again, I think he's thinking more something like it was at 75, with Hagun still being quite viable if you didn't have Amano.
If that's the case, that's not bad either. I wouldn't mind that at all.
Yeah, if that's what he meant I'm on board. Let's someone show dedication to a particular job, and someone who has a job leveled for versatility still be useful with it. Should be a win for everyone, really.
By scotchtape 2013-05-14 23:13:15
not sure if has been suggested yet, but how about new ultimate weapons that you can gain while in possession of all relic/mythic/empy/delve etc. of a specific type. This would still create the demand for making each weapon. obviously this idea has flaws such as shield or horn or some jobs that don't have relics, but could be something worked out
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-14 23:15:02
Jeeeeeezus. Is this thread still alive?
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Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-14 23:16:48
Jeeeeeezus. Is this thread still alive?
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I'd say it's on life support. But god I love the old Batman.
Server: Odin
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Posts: 106
By Odin.Kingdinguhling 2013-05-15 00:56:18
i just love how you guys think only 99s are worth anything kinda narrow minded......
Alot average players dont have 1500 plates or 15 marrows to throw at a 99...
(Can't hardly get plates now with no reason to do Qilin or Uptala)
Also with the Cost of plates rising on our Server, and lessening of VW shouts, and that being only place you can obtain the stupid things what is the plan honestly....
The original reason for the 1500 plates was to make it comparable to Relics cost of Ancient Currency and now Curreny is down to like 5k on Odin so thats like 80m to make a relic but yet it still cost nearly double that for 1500 HMPs
Square Enix needs to really really really think this through and balance all of the weapons and "Yes" a 99 should be more powerful but 85s 90s and 95s shouldn't be useless...
Alot of effort goes into both a 95 relic and a 90 Empyrean
And i dont beleive a Empyrean 99 is easier to get over a 99 relic now. I acctually think a Relic is stupid easy for some players to do and should have been alot harder. a LS can 95-99 a relic in like a week and person can dual box a relic in about 3 months (This s average player)
I was personally Stuck on Glavoid for like 3 month alone....
(But there is the balance again SE didnt think through abyssea NMs some are easy and some are stupid hard)
these quick fixes are just distorting the balance and prolonging the enevitable...
Do you honestly beleive that 85s 90s and 95s should be useless or do you just have 2 - 3 99 Relics and dont care
Cerberus.Pleebo
Server: Cerberus
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Posts: 9720
By Cerberus.Pleebo 2013-05-15 01:04:07
The highest level emp I have is a 90 and I don't think they deserve the same treatment as 99s. That said, the avenues for obtaining the upgrade items (plates and cinder/dross) need to be addressed.
Lakshmi.Greggles
Server: Lakshmi
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Posts: 728
By Lakshmi.Greggles 2013-05-15 01:12:43
You still have more upgrades on your 85/90 weapon. The people with the 99s don't. Why should you get base D upgrades to your weapon when you still have some trials left to go? Those give you base D upgrades too, ya know.
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Server: Cerberus
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Posts: 4415
By Cerberus.Senkyuutai 2013-05-15 01:16:05
They should rethink the whole RME building concept. Relics are fine, Mythics shouldn't need you to have 2 friends/randoms/mules to even think to attempt it, given the state of the game, Empyreans are linked to a somewhat dead content, it hurts.
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Ragnarok.Zohnax
Server: Ragnarok
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Posts: 545
By Ragnarok.Zohnax 2013-05-15 01:19:10
Odin.Kingdinguhling said: »i just love how you guys think only 99s are worth anything kinda narrow minded......
Alot average players dont have 1500 plates or 15 marrows to throw at a 99...
(Can't hardly get plates now with no reason to do Qilin or Uptala)
Also with the Cost of plates rising on our Server, and lessening of VW shouts, and that being only place you can obtain the stupid things what is the plan honestly....
The original reason for the 1500 plates was to make it comparable to Relics cost of Ancient Currency and now Curreny is down to like 5k on Odin so thats like 80m to make a relic but yet it still cost nearly double that for 1500 HMPs
Square Enix needs to really really really think this through and balance all of the weapons and "Yes" a 99 should be more powerful but 85s 90s and 95s shouldn't be useless...
Alot of effort goes into both a 95 relic and a 90 Empyrean
And i dont beleive a Empyrean 99 is easier to get over a 99 relic now. I acctually think a Relic is stupid easy for some players to do and should have been alot harder. a LS can 95-99 a relic in like a week and person can dual box a relic in about 3 months (This s average player)
I was personally Stuck on Glavoid for like 3 month alone....
(But there is the balance again SE didnt think through abyssea NMs some are easy and some are stupid hard)
these quick fixes are just distorting the balance and prolonging the enevitable...
Do you honestly beleive that 85s 90s and 95s should be useless or do you just have 2 - 3 99 Relics and dont care Should really stop crying about how Lv85/90/95 weapons are not the ideal weapon to use on post-Lv99 content. You want to talk about how average players can build relics in a few months, how about empyreans that can be built to 85 within a week, if that, and as far as your Glavoids went, you're probably just terrible. In the grand scheme of things, my 99 Vere cost a little more than my Spharai would in total to 99, if I bought marrows, so I don't see the great upset balance you're implying on the subject of Relics and Empyreans. When you 99 one of each, and saw the initial post from Matsui that started all this, then you can complain about getting screwed.
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Server: Ragnarok
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Posts: 585
By Ragnarok.Presidentobama 2013-05-15 01:22:36
99 empys atr double the work of any 99 relic. Mythics are five timrs the work.
100m plus 50 equals 170 for a 99r.
1500 plates and 99 trial is 170 to 200m. That doesnt count for 80 to 90 trials. Buy or farm an empy to 99 is twice as much.
Siren.Barber
Server: Siren
Game: FFXI
Posts: 289
By Siren.Barber 2013-05-15 01:31:34
The cost is roughly equal and the camped nms take about as long as doing relic killshots. It's a pretty even system.
Mythic is in a different league not because of the gil (270 vs 140ish) but the events are such a pain to get people to do. You can't 2 box ein/nyzul/assault so people either have to find someone else going for mythic or drag other people to level 75 content with no rewards.
Before long riftcinder/dross will probably be non existent at any price. I havent seen a shout for any of those since the expansion came out.
I'd be all for 90 emps getting the same treatment as 99 WOE as far as transferring the ws. Seems fair.
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Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-15 01:43:37
I'm trying to think of ways they can decrease the difficulty of voidwatch so you can farm it with a small group similar to how people do it for Marrows, Scoria and numerous parts of the Mythic quest. Even if they reduced the NM strength and made phasers a lot cheaper the remaining problem is that the proc system forces you to bring as many people as possible. So basically in order to make Voidwatch easier they have to restructure the proc system.
The only idea off the top of my head is to make it so that at all times, VWNMs are guaranteed to have at least one weakness from all weapons classes and from all magic classes. You still have to do the obnoxious "go down the list of all your WS" thing, but at least you'll never go through a whole list and not hit anything.
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By Cerberus.Senkyuutai 2013-05-15 01:48:46
I'd be all for 90 emps getting the same treatment as 99 WOE as far as transferring the ws. Seems fair. That's for sure, I don't understand how they think it's a viable, fun way to play to impose on players to do a second time what they have already done.
The ratio fun/challenge/actual content worth doing has been pretty shitty in their announcements.
Phoenix.Suji
Server: Phoenix
Game: FFXI
Posts: 962
By Phoenix.Suji 2013-05-15 01:49:24
Before long riftcinder/dross will probably be non existent at any price. I havent seen a shout for any of those since the expansion came out. Ig-Alima is pretty good exp.
Ragnarok.Eriina
Server: Ragnarok
Game: FFXI
Posts: 294
By Ragnarok.Eriina 2013-05-15 02:03:43
If its still "worth it" to work on 99 empyreans vs. the new available weapons you will find other players that will join you.
I suspect, however that effort/reward ratio favors the new weapons if your r/m/e is unfinished (withe exception of ryunohige).
The boost to r/m/e power in the coming update is not to convince players to go out and make them. It's to reward veteran players who have already finished. That reward comes in the form of being able to skip the first 20 levels of Adoulin weapon content, freeing players up to focus on armour. A nice reward.
If you haven't finished though, you still have considerable work ahead of you in either case. Probably just makes more sense to focus on delve weapon instead. (Unless you are like... 90% finished or super close or something.)
If you really can't find anyone to join you in VW, maybe it's time to take the hint...
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Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-15 02:09:38
Ragnarok.Presidentobama said: »99 empys atr double the work of any 99 relic. Mythics are five timrs the work.
100m plus 50 equals 170 for a 99r.
1500 plates and 99 trial is 170 to 200m. That doesnt count for 80 to 90 trials. Buy or farm an empy to 99 is twice as much.
Math is a bit off lol.
Server: Ragnarok
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Posts: 585
By Ragnarok.Presidentobama 2013-05-15 02:12:59
Ragnarok.Presidentobama said: »99 empys atr double the work of any 99 relic. Mythics are five timrs the work.
100m plus 50 equals 170 for a 99r.
1500 plates and 99 trial is 170 to 200m. That doesnt count for 80 to 90 trials. Buy or farm an empy to 99 is twice as much.
Math is a bit off lol.
True but in generala relic is 100-20m +50 for marrows. I was leaving the 20m as depending on currencies and weapon. Most people will agree a relic is 100-120m before marrows.
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-15 02:21:00
Ragnarok.Presidentobama said: »Ragnarok.Presidentobama said: »99 empys atr double the work of any 99 relic. Mythics are five timrs the work.
100m plus 50 equals 170 for a 99r.
1500 plates and 99 trial is 170 to 200m. That doesnt count for 80 to 90 trials. Buy or farm an empy to 99 is twice as much.
Math is a bit off lol.
True but in generala relic is 100-20m +50 for marrows. I was leaving the 20m as depending on currencies and weapon. Most people will agree a relic is 100-120m before marrows.
yeah def depending on currency. On my server relics go for about 75m with a loan. I wouldn't doubt empys being x2 or more after VW dies down.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-15 03:42:49
Pouches drop rate should be increased. VW is rare as it is, but things don't even drop!
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-05-15 10:05:07
As others have suggested before, pouches should drop from everything in J T3 and above, and every chapter besides maybe the cities, but make singles drop there. Cities are too easy.
What's up with this maintenance crap? FFXI: May - The month that wasn't.
Ragnarok.Redwolfx
Server: Ragnarok
Game: FFXI
Posts: 16
By Ragnarok.Redwolfx 2013-05-15 10:28:46
wait until REM update then people will be like.. Claustrum Broken!
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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