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Matsui: "Don't throw away your R/M/E weapons yet"
Cerberus.Zyph
Server: Cerberus
Game: FFXI
Posts: 65
By Cerberus.Zyph 2013-04-30 18:51:00
There is no argument to the contrary of your point of "it's still a gear grind."
Lucky for us you're incompetently trying to argue against a point that none of us trying to make. There is an argument that FFXI is turning into a gear grind though.
Lolwut? FFXI has always been a gear grind.
Literally always.
By Enuyasha 2013-04-30 18:57:25
There is no argument to the contrary of your point of "it's still a gear grind."
Lucky for us you're incompetently trying to argue against a point that none of us trying to make. There is an argument that FFXI is turning into a gear grind though.
Lolwut? FFXI has always been a gear grind.
Literally always. ask those people that are saying its becoming like WoW as if it wasnt a constant gear grind anyway.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 19:04:42
A different kind of gear grind
[+]
Server: Asura
Game: FFXI
Posts: 231
By Asura.Sabishii 2013-04-30 19:05:45
What really pisses me off isn't just that my almace 90 that I worked hard on getting just got upstaged by AH gear with no WS attached, but my BLU that I use my almace with is going to become useless when weapon damage scales up and up, and spell damage can't keep up with it. Spell damage is determined by blue magic skill (which isn't going up), the base damage of the spells (which hasn't gone up and we haven't gotten any bigger spells), and stats (STR and the like which isn't going up either). No gear exists except a few shitty evoliths to boost the direct attack rating of blue magic spells. That's like most BLUs hate voidwatch, we're stuck setting 4 sets of elemental spells that are useless in terms of damage, and if you've got almace, you can spam CDC while casting the procs needed. But with these new weapons boosting damage for melee so much, BLU can't rely on their physical spells to keep up with the damage of heavier DDs (we are already useless in situations of high evasion, high level NMs). Remember kiting Kirin? BLU had to just sub /THF and spam cannonballs with Chain affinity and sneak attack JUST to be useful in killing the mob.
In summary, BLU is becoming useless when you've got two-handed great weapons that have over 200 damage become widespread, and physical spells don't receive a boost. Not only do BLU lose almace, they lose CDC, since you need almace to use CDC, and who wants to use a 90 almace when you've got a 100+ damage sword that can only spamt the shitty merit WS Requiescat with an attack penalty and MND mod. Who's going to want to do that? What am I going to do with my DEX gear that has no purpose if I get one of these stupid High damage weapons to even COMPETE with other people?
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 19:07:23
OK everyone knew your LV90 weapon was going to get outdated - stop acting surprised =[
[+]
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-04-30 19:07:42
The only way FFXI differs, is that getting a new piece of gear, didn't usually make another piece useless.
In WoW, and games that copy it (and there have been plenty who did xerox WoW), getting a new piece of gear usually means throwing away the piece you used before.
For the people that continued to play the game, it was a likable model. NIN getting SH didn't invalidate the effort they put into getting a haubergeon, af body +1, arhat's, etc.
Yes, that's precisely the difference between lateral and vertical, but the point is that people who play this game, and come back from other games to this game, liked the lateral gear grind.
Here we were walking slightly uphill all our lives and now we have to climb this ladder.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-04-30 19:07:52
What really pisses me off isn't just that my almace 90 that I worked hard on getting just got upstaged by AH gear with no WS attached, but my BLU that I use my almace with is going to become useless when weapon damage scales up and up, and spell damage can't keep up with it. Spell damage is determined by blue magic skill (which isn't going up), the base damage of the spells (which hasn't gone up and we haven't gotten any bigger spells), and stats (STR and the like which isn't going up either). No gear exists except a few shitty evoliths to boost the direct attack rating of blue magic spells. That's like most BLUs hate voidwatch, we're stuck setting 4 sets of elemental spells that are useless in terms of damage, and if you've got almace, you can spam CDC while casting the procs needed. But with these new weapons boosting damage for melee so much, BLU can't rely on their physical spells to keep up with the damage of heavier DDs (we are already useless in situations of high evasion, high level NMs). Remember kiting Kirin? BLU had to just sub /THF and spam cannonballs with Chain affinity and sneak attack JUST to be useful in killing the mob.
In summary, BLU is becoming useless when you've got two-handed great weapons that have over 200 damage become widespread, and physical spells don't receive a boost. Not only do BLU lose almace, they lose CDC, since you need almace to use CDC, and who wants to use a 90 almace when you've got a 100+ damage sword that can only spamt the shitty merit WS Requiescat with an attack penalty and MND mod. Who's going to want to do that? What am I going to do with my DEX gear that has no purpose if I get one of these stupid High damage weapons to even COMPETE with other people?
[+]
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 19:08:35
A different kind of gear grind
Yeah, but the specific quote we're referring to was "I don't want a gear treadmill," not "I don't want a different kind of gear treadmill." So yes, there was somebody making an argument that FFXI was not a gear grind before, but that it's becoming this way.
Siren.Stunx
Server: Siren
Game: FFXI
Posts: 903
By Siren.Stunx 2013-04-30 19:08:57
gear grind as in constantly on a more consistent basis out dating what we already have with better ***on a wide-scale.
imo SE figures the way to keep it's money-cow mmo alive, it will need to follow the ways of the most successful mmo around, WoW. imo the problem is ffxi wasnt designed for that, nor is that what the long time player base has been accustomed to.
so it's like the ffxi dev team is forcing this style on a game that wasnt designed for it. one of two things will happen, either it will succeed and they will make that money, or ppl will quit and a chunk of those people will go to 14, win win for SE.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 19:09:43
And don't forget that 15/22 jobs that will inevitably be undesirable for any given rung on the ladder!
[+]
By Quiznor 2013-04-30 19:10:54
And don't forget that 15/22 jobs that will inevitably be undesirable for any given rung on the ladder!
MNK SAM DRK WAR BRD SCH COR?
(no DNC and PUP for you!)
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 19:11:18
And don't forget that 15/22 jobs that will inevitably be undesirable for any given rung on the ladder!
I'm lolDRG, lolSMN, and lolPUP, so I feel it. I FEEL IT. :(
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 19:11:48
A different kind of gear grind
Yeah, but the specific quote we're referring to was "I don't want a gear treadmill," not "I don't want a different kind of gear treadmill." So yes, there was somebody making an argument that FFXI was not a gear grind before, but that it's becoming this way.
gear grind != gear treadmill
[+]
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 19:12:52
A different kind of gear grind
Yeah, but the specific quote we're referring to was "I don't want a gear treadmill," not "I don't want a different kind of gear treadmill." So yes, there was somebody making an argument that FFXI was not a gear grind before, but that it's becoming this way.
gear grind != gear treadmill
Care to explain the difference? Not being a smart-***; I really wanna know.
By Enuyasha 2013-04-30 19:14:08
gear grind as in constantly on a more consistent basis out dating what we already have with better ***on a wide-scale.
imo SE figures the way to keep it's money-cow mmo alive, it will need to follow the ways of the most successful mmo around, WoW. imo the problem is ffxi wasnt designed for that, nor is that what the long time player base has been accustomed to.
so it's like the ffxi dev team is forcing this style on a game that wasnt designed for it. one of two things will happen, either it will succeed and they will make that money, or ppl will quit and a chunk of those people will go to 14, win win for SE. We werent accustomed to getting max cap within the same week you unlocked the job, but now we are. Besides, maybe SE is listening to its playerbase now...and in usual SE fashion, they did it a bit too much.
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-04-30 19:15:19
What really pisses me off isn't just that my almace 90 that I worked hard on getting just got upstaged by AH gear with no WS attached, but my BLU that I use my almace with is going to become useless when weapon damage scales up and up, and spell damage can't keep up with it. Spell damage is determined by blue magic skill (which isn't going up), the base damage of the spells (which hasn't gone up and we haven't gotten any bigger spells), and stats (STR and the like which isn't going up either). No gear exists except a few shitty evoliths to boost the direct attack rating of blue magic spells. That's like most BLUs hate voidwatch, we're stuck setting 4 sets of elemental spells that are useless in terms of damage, and if you've got almace, you can spam CDC while casting the procs needed. But with these new weapons boosting damage for melee so much, BLU can't rely on their physical spells to keep up with the damage of heavier DDs (we are already useless in situations of high evasion, high level NMs). Remember kiting Kirin? BLU had to just sub /THF and spam cannonballs with Chain affinity and sneak attack JUST to be useful in killing the mob.
In summary, BLU is becoming useless when you've got two-handed great weapons that have over 200 damage become widespread, and physical spells don't receive a boost. Not only do BLU lose almace, they lose CDC, since you need almace to use CDC, and who wants to use a 90 almace when you've got a 100+ damage sword that can only spamt the shitty merit WS Requiescat with an attack penalty and MND mod. Who's going to want to do that? What am I going to do with my DEX gear that has no purpose if I get one of these stupid High damage weapons to even COMPETE with other people?
It's a shame that Sabishii started the post they way they did, because most people stopped riding at "90".
This person makes a good, but known, point.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 19:17:49
Didn't the use of physical spells die when CDC became available? Not sure how that point is relevant to this update.
By Enuyasha 2013-04-30 19:19:41
Did the use of physical spells die when CDC became available? Not sure how that point is relevant to this update. BLU spells wont be able to touch the 10K WS's we'll be able to do at some point :<
That is, if SE hasnt already "fixed" them.
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-30 19:20:38
He's basically say BLU magic isn't (at least thus far stated by SE) gaining a similar boost to it's powerlevel as melee jobs will w/ a 200+ dmg weapon. Which does highlight yet another issue with just tossing a massive increase to melee weapons' base damage.
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 19:24:00
A different kind of gear grind
Yeah, but the specific quote we're referring to was "I don't want a gear treadmill," not "I don't want a different kind of gear treadmill." So yes, there was somebody making an argument that FFXI was not a gear grind before, but that it's becoming this way.
gear grind != gear treadmill
Care to explain the difference? Not being a smart-***; I really wanna know.
Edit: Unless you mean that gear grind = the time sink of obtaining gear, and gear treadmill = the need to constantly keep obtaining the better and better gear that outperforms what you're currently wearing. So if that's what you mean, FFXI was already both of those things anyway. They generally do it so that a lot of it overlaps with old gear, so it's not an absolute overhaul of every single piece you own. And it's mostly that way in this update too. All of the weapons got outdone in one fell swoop, yes, and they stick out like a sore thumb, but for all the other equipment slots, it's pretty standard fare (meaning, there's no way to create the optimal gear sets without using a combination of both new and old gear).
Sylph.Ice
Server: Sylph
Game: FFXI
Posts: 309
By Sylph.Ice 2013-04-30 19:29:03
What really pisses me off isn't just that my almace 90 that I worked hard on getting just got upstaged by AH gear with no WS attached, but my BLU that I use my almace with is going to become useless when weapon damage scales up and up, and spell damage can't keep up with it. Spell damage is determined by blue magic skill (which isn't going up), the base damage of the spells (which hasn't gone up and we haven't gotten any bigger spells), and stats (STR and the like which isn't going up either). No gear exists except a few shitty evoliths to boost the direct attack rating of blue magic spells. That's like most BLUs hate voidwatch, we're stuck setting 4 sets of elemental spells that are useless in terms of damage, and if you've got almace, you can spam CDC while casting the procs needed. But with these new weapons boosting damage for melee so much, BLU can't rely on their physical spells to keep up with the damage of heavier DDs (we are already useless in situations of high evasion, high level NMs). Remember kiting Kirin? BLU had to just sub /THF and spam cannonballs with Chain affinity and sneak attack JUST to be useful in killing the mob.
In summary, BLU is becoming useless when you've got two-handed great weapons that have over 200 damage become widespread, and physical spells don't receive a boost. Not only do BLU lose almace, they lose CDC, since you need almace to use CDC, and who wants to use a 90 almace when you've got a 100+ damage sword that can only spamt the shitty merit WS Requiescat with an attack penalty and MND mod. Who's going to want to do that? What am I going to do with my DEX gear that has no purpose if I get one of these stupid High damage weapons to even COMPETE with other people?
It's 90, it's irrelevant. Your BLU spells don't do near enough damage outside of abyssea regardless. Get 99 if you like BLU that much. BLU isn't competing with a DD job that's equally geared.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 19:30:46
A different kind of gear grind
Yeah, but the specific quote we're referring to was "I don't want a gear treadmill," not "I don't want a different kind of gear treadmill." So yes, there was somebody making an argument that FFXI was not a gear grind before, but that it's becoming this way.
gear grind != gear treadmill
Care to explain the difference? Not being a smart-***; I really wanna know.
Gear grind - "I constantly have some reason to work for new gear"
Gear treadmill - "I need to grind out this gear in order to be able to grind out gear from this other event that will be already be replaced by the time I get to it"
This whole "content levels" thing is what has left people scratching their heads with some of the Neo-Salvage and Meebles gear etc
SE likely had the gear within the current "content level" set up like this
AF3 ----> Low and Mid VW and Lower Tier NNI ---> ( High VW (with NNI set slightly higher) ---> Provenance ) ---> Dropped Legion + Neo Einherjar ---> Hexed - 1
The bolded arrow was too hard for many players to cross so they had to do two things (Matsui has directly cited both of these as things he plans to do for adjusting content)
1) Adjust NNI directly by lowering the difficulty
2) Introducing intermediate content to help bridge the gap
They did (2) with a portion of Salvage 2 and Meebles
So while people are sitting here going eww that gear is GROSS what did they do just tack haste on it as a joke to see how many people would TP in it *** this ***I HATE SIDEGRADES -- what they were actually reacting negatively to were the addition of new rungs on the ladder -- passive adjustments to the difficulty of higher content by creating an intermediate level
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 19:32:46
He's basically say BLU magic isn't (at least thus far stated by SE) gaining a similar boost to it's powerlevel as melee jobs will w/ a 200+ dmg weapon. Which does highlight yet another issue with just tossing a massive increase to melee weapons' base damage. I understand his complaint just saying that the addition of a high-damage sword doesn't change the fact that physical spell use has been unfavorable since BLU's sword damage became the job's main source of damage years ago. Would be cool if they re-scaled BLU spells so they're more useful in terms of damage, but mainly what I got from his post was that he doesn't want to use Resquiscat.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 19:32:48
I didn't want a gear treadmill. Plenty of games for that out there. The least they could have done was try to ease the game into it.
I hate to break it to you, but you've been on the treadmill for awhile already. You just didn't notice because they weren't raising the incline.
Well, yeah, there's a treadmill in this game as well, but it's structured differently. What they're aiming for is a lot more like WoW, and I left that game in part because the structure of its treadmill sucked.
Edit after finishing reading: And yes, I wouldn't call XI's gear grind a treadmill, really, I suppose. WoW is a treadmill because you never actually get anywhere. You're just getting up to par with the new tier of content. In XI, it was more about building sets for a variety of situations, etc., instead of just getting ready for the next tier of content.
Does that make any sense?
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 19:35:11
Edit: Unless you mean that gear grind = the time sink of obtaining gear, and gear treadmill = the need to constantly keep obtaining the better and better gear that outperforms what you're currently wearing. So if that's what you mean, FFXI was already both of those things anyway. They generally do it so that a lot of it overlaps with old gear, so it's not an absolute overhaul of every single piece you own. And it's mostly that way in this update too. All of the weapons got outdone in one fell swoop, yes, and they stick out like a sore thumb, but for all the other equipment slots, it's pretty standard fare (meaning, there's no way to create the optimal gear sets without using a combination of both new and old gear).
They shat on Skirmish - one of the advertised events - a month after release and turned it into some intermediate training wheels event
It's not like it was just some side event that they had around! It was advertised as a focus of the expansion and BOOM self-destruct everything you know is a lie there is delve and nothing but delve and you will delve into it and like it
By Enuyasha 2013-04-30 19:35:15
There is one good thing for BLUs...you dont have to make a fire shamshir anymore :<
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 19:36:56
There is one good thing for BLUs...you dont have to make a fire shamshir anymore :<
SRS
Can't say I'm going to miss this
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 19:39:11
Too lazy to quote your last two posts, Sylow, but I'll give you that. They make sense enough to me. I feel like Skirmish, though, was a way for them to give people weapons that will allow people without R/M/E 99 to be able to participate in Delve. Not that Skirmish weapons were intended to stick around and they just introduced Delve because "*** it." We don't really need another "R/M/E DDs only please" sort of situation; we create enough of those already, even for things where it's not even necessary.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 19:42:37
Skirmish parts could stand to be a bit more common if that was their intent. The entire event just seems pointless now.
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 19:45:45
Skirmish parts could stand to be a bit more common if that was their intent. The entire event just seems pointless now.
If that was their intent, Skirmish parts being incredibly rare sounds like true Matsui style, lol.
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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