|
Matsui: "Don't throw away your R/M/E weapons yet"
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 23:18:35
Valefor.Prothescar said: »I like FFXI because I don't feel like if I don't log on every single day I'll be so far behind that I may as well not even play anymore. They're ruining that.
Disclaimer: Devil's advocate, etc.
If the only heinous/unforgivable jump exists in weapons, I think it's entirely possible that you don't have to log on every single day, right? Is it possible that the DMG jumps are supposed to function similarly to level increases, and the rest of the gear upgrades are going to follow a similar path to what they used to? I mean, if the weapons are the only strange outlier, it may not be that difficult to "catch up" if you don't log on for awhile, especially if you're able to get by with a weapon off the AH, with the rest of your gear still being reasonably valid because the gear increases weren't like the weapon increases. SE isn't exactly known for adding things in a timely manner, so I doubt I could hit you with the wham-bam that frequently. Or is it possible that the massive jump is a one-time thing and they plan on letting it progress more slowly thereafter? (Admittedly the jump would seem even more out-of-nowhere in that case.) Not really arguing/debating, more or less just wondering if anyone perceives it as a possibility.
I remember when SE first announced Mythics back in the day, there was a huge explosion of people thinking they were finally releasing "obtainable relics," sort of like what level 85 Empyreans were. We all know how that turned out though, lol.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 23:27:34
Valefor.Prothescar said: »I like FFXI because I don't feel like if I don't log on every single day I'll be so far behind that I may as well not even play anymore. They're ruining that.
Disclaimer: Devil's advocate, etc.
If the only heinous/unforgivable jump exists in weapons, I think it's entirely possible that you don't have to log on every single day, right? Is it possible that the DMG jumps are supposed to function similarly to level increases, and the rest of the gear upgrades are going to follow a similar path to what they used to? I mean, if the weapons are the only strange outlier, it may not be that difficult to "catch up" if you don't log on for awhile, especially if you're able to get by with a weapon off the AH, with the rest of your gear still being reasonably valid because the gear increases weren't like the weapon increases. Or is it possible that the massive jump is a one-time thing and they plan on letting it progress more slowly thereafter? (Admittedly the jump would seem even more out-of-nowhere in that case.) Not really arguing/debating, more or less just wondering if anyone perceives it as a possibility.
I could see that. I don't particularly find it engaging, though. There's something "special" about weapons, you know. I don't know that I want my weapon to just be something I got off the AH (that has a re-used model), which is where I'm at since I don't have the sort of LS to do Delves reliably. I'd much rather be proud of something I put a lot of effort to (and was able to do with small groups that suited my playstyle and time better). Even if that weapon is twice the damage of my Kannagi (and it's more than that, since I'm far from 99 at this point), it's just sort of disheartening to think about using one, for me.
I'm weird and honestly thinking about buying them to make it easier to do Apademak, once they're available on my server, lol.
Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-04-30 23:32:36
All I want is them to raise the rate on skirmish items so people can do skirmish with some frequency. That allows people to get their feet in the door with awesome weaps on the path to Delve tier rewards.
No reason teh event should be so exclusive when it has an augmenting system.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 23:33:39
Delve seems pretty casual friendly so far. Once you kill the NM, you can farm the plasm solo if you wanted. Assuming they don't completely outdate this current update next month like they did with poor, poor Skirmish, I don't see why one would have to feel so pressured.
[+]
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 23:34:41
The swift death of Skirmish is really the real source of most of the uncertainty tbh
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 23:35:53
The swift death of Skirmish is really the real source of most of the uncertainty tbh Indeed. That's what confused the *** out of me on Monday.
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 23:37:53
The swift death of Skirmish is really the real source of most of the uncertainty tbh
Yeah, I think it's resulted in one group of people thinking SE is saying "this is the future of our event planning" and another group thinking SE is saying "you need R/M/E-grade weapons to be able to take your first step into this expansion, here are some R/M/E-grade weapons." Sort of. The former group is admittedly far larger.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 23:38:19
Delve is a very cool event!
But like
Will there be any point when they relase "Kill" next month or when we're doing "Smash" in Yorcia Weald in October?
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 23:39:48
Delve is a very cool event!
But like
Will there be any point when they relase "Kill" next month or when we're doing "Smash" in Yorcia Weald in October?
You're forgetting Shazam!
[+]
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 23:42:40
The swift death of Skirmish is really the real source of most of the uncertainty tbh
Yeah, I think it's resulted in one group of people thinking SE is saying "this is the future of our event planning" and another group thinking SE is saying "you need R/M/E-grade weapons to be able to take your first step into this expansion, here are some R/M/E-grade weapons." Sort of. The former group is admittedly far larger.
If they were REM grade, I'd agree with the latter, but they're far beyond it. If they had put out weapons that were, say, the same DPS as REM in terms of damage/delay but lacked the WS/Aftermath, I don't know that anyone would have been bothered at all.
In fact, part of me wonders why they didn't just do that in the first place. It's certainly going to make the AH look less ridiculous, with a 124 DMG level 99 katana sitting right next to one with 53 damage. But weird little things like that always ruffle my feathers.
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 23:48:49
The swift death of Skirmish is really the real source of most of the uncertainty tbh
Yeah, I think it's resulted in one group of people thinking SE is saying "this is the future of our event planning" and another group thinking SE is saying "you need R/M/E-grade weapons to be able to take your first step into this expansion, here are some R/M/E-grade weapons." Sort of. The former group is admittedly far larger.
If they were REM grade, I'd agree with the latter, but they're far beyond it. If they had put out weapons that were, say, the same DPS as REM in terms of damage/delay but lacked the WS/Aftermath, I don't know that anyone would have been bothered at all.
In fact, part of me wonders why they didn't just do that in the first place. It's certainly going to make the AH look less ridiculous, with a 124 DMG level 99 katana sitting right next to one with 53 damage. But weird little things like that always ruffle my feathers.
Oh no, when I said R/E/M-grade I was referring to the Skirmish weapons (or whatever the Tlapoalololol hand-to-hand weapons and such were), not the new ones that were just released.
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-04-30 23:49:38
The "NQ" weapon stats should have been as high as they went. I would have been fine with that even though the "NQ" weapons are still ridiculously strong.
[+]
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 23:57:24
The swift death of Skirmish is really the real source of most of the uncertainty tbh
Yeah, I think it's resulted in one group of people thinking SE is saying "this is the future of our event planning" and another group thinking SE is saying "you need R/M/E-grade weapons to be able to take your first step into this expansion, here are some R/M/E-grade weapons." Sort of. The former group is admittedly far larger.
If they were REM grade, I'd agree with the latter, but they're far beyond it. If they had put out weapons that were, say, the same DPS as REM in terms of damage/delay but lacked the WS/Aftermath, I don't know that anyone would have been bothered at all.
In fact, part of me wonders why they didn't just do that in the first place. It's certainly going to make the AH look less ridiculous, with a 124 DMG level 99 katana sitting right next to one with 53 damage. But weird little things like that always ruffle my feathers.
Oh no, when I said R/E/M-grade I was referring to the Skirmish weapons (or whatever the Tlapoalololol hand-to-hand weapons and such were), not the new ones that were just released.
Oh, never mind then! I thought the Skirmish weapons were pretty well balanced overall.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 01:29:44
Just quick draw kited raged turtle in Morimar to death over a 3 hour period
(don't ask)
got access to
30000 plasm
Bloodbath Axe (D231 Delay 504 Acc+18 DA+2%)
Surefire Arquebus (Gun) (D96 Delay600 RA+18 RAtk+10 Enm-4)
Kiji (katana) D87 Delay 190 Acc+16 Eva+13
Halachuinic Sword (sword) D104 Delay 228 Acc+16 Attack+15
Soothsayer Staff (staff) D145 Delay 366 MP+50 INT+10 Macc+15 MAB+52
10000 plasm
Honed Tathlum (15 acc ammo)
and Refraction Cape (Mage stuff - no one cares)
RIP all events - there is no reason to do anything but Delve!
Fenrir.Mesic
Server: Fenrir
Game: FFXI
Posts: 634
By Fenrir.Mesic 2013-05-01 01:33:24
I hope all TOM receive an update.
My WOE weapon and trial daggers are crying.
[+]
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4946
By Cerberus.Tikal 2013-05-01 01:35:16
Just quick draw kited raged turtle in Morimar to death over a 3 hour period
(don't ask) But these kinds of stories are always the most interesting!
[+]
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 01:37:29
Just quick draw kited raged turtle in Morimar to death over a 3 hour period
(don't ask) But these kinds of stories are always the most interesting!
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-01 01:40:11
Turtle looks pissed.
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4946
By Cerberus.Tikal 2013-05-01 01:54:17
He saw the patch notes. Cancelled his FFXI sub.
Bismarck.Helel
Server: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-05-01 01:59:56
Farmed 5.1k plasma just from killing regular mobs over a 2-hour period and using the shards. These weapons are stupid easy to get.
[+]
By Otomis 2013-05-01 03:01:49
The swift death of Skirmish is really the real source of most of the uncertainty tbh
I really hope this game does not steer even closer to an every 3-6 month gear mill. At that point I will just stop playing. This is the only MMO I have ever really played. Growing up with DND using a notebook to my very first FF on Nintendo, I fell in love with FF. But the very first and near only MMO I have ever touched will have to be laid to rest along with anything else. I am not fond of the ADHD style games are headed into, taking out strat and longevity for turn and burn profits.
[+]
By Enuyasha 2013-05-01 03:06:48
Just quick draw kited raged turtle in Morimar to death over a 3 hour period
(don't ask)
got access to
30000 plasm
Bloodbath Axe (D231 Delay 504 Acc+18 DA+2%)
Surefire Arquebus (Gun) (D96 Delay600 RA+18 RAtk+10 Enm-4)
Kiji (katana) D87 Delay 190 Acc+16 Eva+13
Halachuinic Sword (sword) D104 Delay 228 Acc+16 Attack+15
Soothsayer Staff (staff) D145 Delay 366 MP+50 INT+10 Macc+15 MAB+52
10000 plasm
Honed Tathlum (15 acc ammo)
and Refraction Cape (Mage stuff - no one cares)
RIP all events - there is no reason to do anything but Delve! oh! I want to do Delve even more now :<
Also: apparently you can get those points without eever even doing Delve.
Server: Cerberus
Game: FFXI
Posts: 526
By Cerberus.Diabolique 2013-05-01 03:13:29
Though it is only 10k Plasma whatevers, Honed Tathlum seems really out of place compared to everything else on that list. Just an Ammo, but still, with 104 damage swords, it could have had like 20-30 accuracy on it.
Asura.Myrrh
Server: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2013-05-01 03:18:46
It's true isn't it?
All trolling aside, the fact that you don't even need to do Delve, and you can get these items?
There is no reason to do anything else in the game.
Bandwagon quit. Cancelling my sub.
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-01 03:21:11
You need to do a few of the NMs at least once for the KI that lets you buy the items. Some info is up on the BG wiki.
Your text to link here...
Phoenix.Rhealana
Server: Phoenix
Game: FFXI
Posts: 61
By Phoenix.Rhealana 2013-05-01 03:22:57
You need to beat a tier IV (or V) field NM in each of the 3 areas before you gain access to even buy the weapons.
Then you can just solo farm/AH the plasm.
By Enuyasha 2013-05-01 03:25:42
I meant the points :< Not buy the items themselves.... :< Dont leave, we love you ;A;
By Tylaar 2013-05-01 03:28:13
It's true isn't it?
All trolling aside, the fact that you don't even need to do Delve, and you can get these items?
I read that its like Meebles rewards, ie. you have to beat the NMs to be able to buy the items from each 'tier'. If that's the case, you can get the plasm from anywhere, but can't buy anything without doing Delve.
Server: Bismarck
Game: FFXI
Posts: 314
By Bismarck.Chaosprime 2013-05-01 03:31:18
It's true isn't it?
All trolling aside, the fact that you don't even need to do Delve, and you can get these items?
I read that its like Meebles rewards, ie. you have to beat the NMs to be able to buy the items from each 'tier'. If that's the case, you can get the plasm from anywhere, but can't buy anything without doing Delve.
Saying that you only ever need to bet them once though right? Which means this event will die faster than Skirmish.....
By Enuyasha 2013-05-01 03:33:05
Bismarck.Chaosprime said: »It's true isn't it?
All trolling aside, the fact that you don't even need to do Delve, and you can get these items?
I read that its like Meebles rewards, ie. you have to beat the NMs to be able to buy the items from each 'tier'. If that's the case, you can get the plasm from anywhere, but can't buy anything without doing Delve.
Saying that you only ever need to bet them once though right? Which means this event will die faster than Skirmish..... i hear the T2's are HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE. 100 damage melee hits with 99 weapons :< Granted...its hearsays and eyeballs, but thats still scary :<
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 |
|
Delve (Boss monsters) |
|
|
19 |
|
|
|
|
18 |
|
|
|
|
17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
|
New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
|
|
New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
|
1 |
|
|
|
Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
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. | |
|
|