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Matsui: "Don't throw away your R/M/E weapons yet"
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-01 08:38:53
Leviathan.Kincard said: »Basically a damage control post that raised unlocking WS as a possibility, but also saying things like "I don't want to promise something I don't end up delivering".
So basically its no different than not saying anything at all.
Are the responses to it about the same as they are here?
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-01 08:39:18
Ragnarok.Sekundes said: »Skirmish may play a role for new players or players who are new to a job
There are craftable weapons that beat the Skirmish options. Assuming the mats for them aren't like 2005 Shining Cloth, it stands to reason the NQ versions of those weapons, at least, will be reasonably priced.
By Quiznor 2013-05-01 08:39:31
They could also add something skirmish related later on.
For example when new delve ***comes out "get the new pop items from new skirmish tiers,which require old to be finished + all existing delve kills to access the new things"
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-01 08:43:14
Leviathan.Kincard said: »Basically a damage control post that raised unlocking WS as a possibility, but also saying things like "I don't want to promise something I don't end up delivering".
So basically its no different than not saying anything at all.
Are the responses to it about the same as they are here?
First question that was asked was about mythics and coin weapons. Matsui's response to it was basically "I thought someone would ask this, but I apologize because I can't answer that right now."
JPs are no less knowledgable about how useless RME WS unlocking would be so lots of answers talking about how it wouldn't help, and how it'd still feel like a waste of the weapon they worked on, and then of course there's those eternal optimists who say "I look forward to hearing more!"
Quote: Is it just me or does it come across as they have no idea what to actually do?
Basically this.
the post was basically a "plz dont unsuscribe"
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Cerberus.Stereo
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By Cerberus.Stereo 2013-05-01 08:44:24
If the update to relics/empyreans/mythics is shite, it will actually make me happy. I'll tell you why - because if you're like any other multi- 99relic/mythic/empyrean owner you've probably been the driving force in your groups momentum. You've probably been the one who comes up with strats, organizes events and motivates people to do content rather than just sit around in jeuno or waste their time on BS. You probably have a lot of people who depend on you to get ***done, and you're respected for it.
If and when their R/E/M update makes them slightly less attractive than these new weapons, you will probably move on. I know I already have. And those lil *** who want you to be brought back down to their level of mediocrity will go back to standing in Adoulin with their heads up their *** complaining of how hard everything is.
In the mean time, I'll be on a beach in Thailand somewhere drinking a cocktail with a few call girls while you enjoy the scenery in Adoulin.
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Ragnarok.Sekundes
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By Ragnarok.Sekundes 2013-05-01 08:46:03
Ragnarok.Sekundes said: »Skirmish may play a role for new players or players who are new to a job
There are craftable weapons that beat the Skirmish options. Assuming the mats for them aren't like 2005 Shining Cloth, it stands to reason the NQ versions of those weapons, at least, will be reasonably priced. No craftable swords... yet anyway. I'm very curious as to why that is. I guess the content the materials will come from is missing currently?
I suppose one thing to consider is that these materials will be rare and only from delve and the weapons they make outclass anything that isn't from delve so the entire player base needs them. I think even the NQ is going to be pretty damn high for a good long time pending the rarity of the crafting items anyway.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-01 08:51:41
So, thinking about how "trading in" such weapons could work in a way that wouldn't completely invalidate the effort put in:
Trade in Ragnarok 99 -> Obtain permanent KI "Champion of the Greatsword" or some such
KI gives you non-damage/delay bonuses from using Rag - the ODD, the crit rate, and access to Scourge with a damage bonus, essentially turning EVERY greatsword into Ragnarok.
For mythics, getting the bonuses from it as traits? I don't know how that would work for the damage mythics, but for the support mythics (Yagrush, Burtgang, Carn) that could work.
Empyreans? Get the Empy aftermath from EVERY WS, in addition to the WS with damage bonus, etc?
I don't know. I need more caffeine.
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-01 08:52:00
If the update to relics/empyreans/mythics is shite, it will actually make me happy. I'll tell you why - because if you're like any other multi- 99relic/mythic/empyrean owner you've probably been the driving force in your groups momentum. You've probably been the one who comes up with strats, organizes events and motivates people to do content rather than just sit around in jeuno or waste their time on BS. You probably have a lot of people who depend on you to get ***done, and you're respected for it.
If and when their R/E/M update makes them slightly less attractive than these new weapons, you will probably move on. I know I already have. And those lil *** who want you to be brought back down to their level of mediocrity will go back to standing in Adoulin with their heads up their *** complaining of how hard everything is.
In the mean time, I'll be on a beach in Thailand somewhere drinking a cocktail with a few ladyboys while you enjoy the scenery in Adoulin.
FTFY
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By Blazed1979 2013-05-01 08:56:52
If the update to relics/empyreans/mythics is shite, it will actually make me happy. I'll tell you why - because if you're like any other multi- 99relic/mythic/empyrean owner you've probably been the driving force in your groups momentum. You've probably been the one who comes up with strats, organizes events and motivates people to do content rather than just sit around in jeuno or waste their time on BS. You probably have a lot of people who depend on you to get ***done, and you're respected for it.
If and when their R/E/M update makes them slightly less attractive than these new weapons, you will probably move on. I know I already have. And those lil *** who want you to be brought back down to their level of mediocrity will go back to standing in Adoulin with their heads up their *** complaining of how hard everything is.
In the mean time, I'll be on a beach in Thailand somewhere drinking a cocktail with a few ladyboys while you enjoy the scenery in Adoulin.
FTFY You never know.
Ragnarok.Vitaru
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By Ragnarok.Vitaru 2013-05-01 08:57:34
IMO The mistake they made was that they have released the 90+ or 95+ upgrades prior to SoA release.
R/E/M and even the new w/e relic SoA will bring are supposed to be the best weapons in the game and on par with each others, however, to be the most useful in different expansions.
^ This was how SE saw things until 3 years ago when ***hit the fan with Abyssea.
By Blazed1979 2013-05-01 08:57:42
So, thinking about how "trading in" such weapons could work in a way that wouldn't completely invalidate the effort put in:
Trade in Ragnarok 99 -> Obtain permanent KI "Champion of the Greatsword" or some such
KI gives you non-damage/delay bonuses from using Rag - the ODD, the crit rate, and access to Scourge with a damage bonus, essentially turning EVERY greatsword into Ragnarok.
For mythics, getting the bonuses from it as traits? I don't know how that would work for the damage mythics, but for the support mythics (Yagrush, Burtgang, Carn) that could work.
Empyreans? Get the Empy aftermath from EVERY WS, in addition to the WS with damage bonus, etc?
I don't know. I need more caffeine. Makes too much sense for SE to consider.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-01 08:59:19
It doesn't really make any sense at all, all that'd do is force people to make RME for every job they want to play otherwise they will be gimp. It's a bad idea unless you only like playing one job (or you are jinjo/rafaras/etc)
By Blazed1979 2013-05-01 09:01:33
Leviathan.Kincard said: »It doesn't really make any sense at all, all that'd do is force people to make RME for every job they want to play otherwise they will be gimp. It's a bad idea unless you only like playing one job. right! because R/E/Ms weren't the best weapons before SoA and they never made sense back then.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-01 09:02:55
are you saying you don't understand the difference between only being allowed to wear one weapon and getting KIs that give you permanent bonuses to every weapon of that class
By Blazed1979 2013-05-01 09:05:17
Leviathan.Kincard said: »are you saying you don't understand the difference between only being allowed to wear one weapon and getting KIs that give you permanent bonuses to every weapon of that class Permanent KI/Buffs - like in Abyssea or in Voidwatch - the last few years of content? that kinda KI?
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-01 09:06:46
Kincard: I get what you're saying, but that was sort of the case before, anyway - that's the problem with having a whole class of weapons that sat on top for so long. Because really, your choice boils down to:
- If you keep them relevant, you're forced to have them to be considered top-shelf (inb4 Hahava shouts that only want R/M/E).
- If you invalidate them, you piss off a HUGE percentage of your "lifer" customer base, because you completely changed the gearing paradigm on them.
SE will have to pick their poison at some point.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-01 09:07:02
Quote: Permanent KI/Buffs - like in Abyssea or in Voidwatch - the last few years of content? that kinda KI?
yeah because using freezebite on an NM so i can get an atma is the same thing as farming dynamis/einherjar/voidwatch for 9 months so i can get all 3 weapons
Quote: Kincard: I get what you're saying, but that was sort of the case before, anyway - that's the problem with having a whole class of weapons that sat on top for so long. Because really, your choice boils down to:
- If you keep them relevant, you're forced to have them to be considered top-shelf (inb4 Hahava shouts that only want R/M/E).
- If you invalidate them, you piss off a HUGE percentage of your "lifer" customer base, because you completely changed the gearing paradigm on them.
SE will have to pick their poison at some point.
I don't know. It was a common complaint before SoA that the gap between REMs and normal weapons were too large. When they released the first few weapons of SoA and nobody did Skirmish yet, most people mathed it and found that nothing was really getting outdated, but a lot of nice weapons for people that didn't have REMs was a welcome thing.
Then they raised the D on all the Naakual weapons and Skirmish weapons started flowing in, and that's when the concern started. In response to this SE decided to add a bunch of weapons that curbstomped every damn thing in the game. Before this there wasn't nearly this strong of a response to it.
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By Siren.Smokesalot 2013-05-01 09:08:21
Kincard: I get what you're saying, but that was sort of the case before, anyway - that's the problem with having a whole class of weapons that sat on top for so long. Because really, your choice boils down to:
- If you keep them relevant, you're forced to have them to be considered top-shelf (inb4 Hahava shouts that only want R/M/E).
- If you invalidate them, you piss off a HUGE percentage of your "lifer" customer base, because you completely changed the gearing paradigm on them.
SE will have to pick their poison at some point.
About 150 odd pages of collective rage across a few boards suggests that they already have.
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By Blazed1979 2013-05-01 09:09:21
Leviathan.Kincard said: »Quote: Permanent KI/Buffs - like in Abyssea or in Voidwatch - the last few years of content? that kinda KI?
yeah because using freezebite on an NM so i can get an atma is the same thing as farming dynamis/einherjar/voidwatch for 9 months so i can get all 3 weapons and killing one NM that drops a weapon that in effect shits on all that effort makes so much more sense.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-01 09:13:49
Leviathan.Kincard said: »Then they raised the D on all the Naakual weapons and Skirmish weapons started flowing in, and that's when the concern started. In response to this SE decided to add a bunch of weapons that curbstomped every damn thing in the game. Before this there wasn't nearly this strong of a response to it.
Yeah, the Skirmish weapons, which closed the gap, but didn't really beat out RME (except for Tlap?) raised some eyebrows, but I thought most considered them a positive change.
This D247 AH weapon stuff changed the scene entirely, though.
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Leviathan.Kincard
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By Leviathan.Kincard 2013-05-01 09:16:16
I don't recall how many of the Skirmish weapons were beating RME, but IIRC most of them were either really close or just beating them by a small margin, so Matsui says not to toss them because he'll make them better.
Then he releases D250 weapons off the AH so it's kinda sending mixed messages, yeah.
I mean, the part of me that spent lots of time getting my REM weapons doesn't mind your idea too much Kelhor, it's just that it actually goes back to the pre-Adoulin problem, just even bigger- now for every job you like playing, you need to get all 3 of RME otherwise you'll be missing a lot of useful stats. Kinda makes job balance go all bonkers when you consider some of the shittier mythics, too.
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Asura.Tamoa
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By Asura.Tamoa 2013-05-01 09:20:06
Onyl a rough google translation and it's a very sad response. Something along the lines of letting you unlock the specific ws to use on all weapons. That won't solve the issue at all though.
Also wtf Mythics.
Lol... If they do that it's the final nail in the coffin for me as far as playing this game goes.
Ragnarok.Sekundes
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By Ragnarok.Sekundes 2013-05-01 09:20:13
With the KI idea, I see more potential problems in it than the benefits. It would be rather difficult to warrant giving only one series of weapons that KI bonus. If you give it to relics only, many jobs get screwed out of an awesome upgrade since they don't have relic jobs, if you be fair and give them to all r/e/m then you still get people who get screwed cause they don't have one, two or any of those weapons AND then those who do have to deal with getting all 3 to be the best even if you will never actually use any of them. That's a crap ton of work, especially if you have to get 99. I mean I like the idea but it presents some challenges.
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-01 09:20:31
Leviathan.Kincard said: »so it's kinda sending mixed messages, yeah It's like that girl that calls you in the middle of the night saying she's thinking about you so much and then when you ask her out she says we'll see, I don't know, I don't have time I'm so busy...
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-01 09:25:17
I guess the alternative to be more returning-player friendly is that they do the KI idea but they also reduce the requirements to get a REM to like 1/10 of what it used to be. I'm pretty sure that would still make plenty of people buttdevastated.
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-01 09:26:40
1k alex, 5k ichor and tokens for a mythich, alright!
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-01 09:30:46
You know, though, on further thought - the KI version actually makes some previously dubious relics more interesting.
I mean, Gungnir still has problems because of the way its Defense Down screws with Angon, but weapons like Kikoku and Bravura are actually more appealing if they're just buffs for other, better weapons.
Ragnarok.Ashman
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By Ragnarok.Ashman 2013-05-01 09:48:16
Leviathan.Kincard said: »so it's kinda sending mixed messages, yeah It's like that girl that calls you in the middle of the night saying she's thinking about you so much and then when you ask her out she says we'll see, I don't know, I don't have time I'm so busy...
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By Blazed1979 2013-05-01 09:51:22
I think where we are all going wrong is trying to suggest fixes in one stroke.
We could just have the weapon skills and their aftermath transferred to one of the new weapons. Meld your R/E/M to a weapon and gain the weapon skill + after math only.
Make it reversible.
Some tweaking and capping would have to be done for crit based ws's like Victory Smite, CDC and Uko's fury.
For balance's sake introduce some new weaponskills that are leagues ahead of anything else DMG wise.
That way relic holders could choose between unloading tp for aftermath effects or using new ws's for pure dmg. As these new ws's would be available to all, none R/E/M holder's wouldn't be irrelevant, but not as versatile as R/E/Ms.
EDIT: where the hell have I gone... nvm, just Increase the bloody base dmg on 99 R/E/Ms ffs!
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Valefor.Sehachan
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By Valefor.Sehachan 2013-05-01 09:52:50
What really is infuriating is that these new OP weapons have terrible models.
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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