|
Matsui: "Don't throw away your R/M/E weapons yet"
Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-05-01 13:38:35
They could probably get a lot more done if they didn't spend so much time having to backtrack over their stupid decisions.
By Connavarr 2013-05-01 13:39:46
Valefor.Prothescar said: »He specifically mentions WoE weapons too which leads me to believe that aftermaths may be involved
If they went ahead with this, I'd guess WoE versions would just be the ws, RME's would have some sort of stat boost/aftermath as well. I'd probably just do a bunch of WoE weapons in this case, as said above Ukko's with a 260D great axe is awesome, lol.
Bismarck.Helel
Server: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-05-01 13:45:43
Valefor.Prothescar said: »Not sure if it's being discussed here yet or not, but one of Matsui's posts is regarding the possibility of unlocking empyrean and relic WSs off of the emp/relic if you own the 99 version of the weapon. The implications of something like Catastrophe, Namas, Coronach, Kaiten, or Chant du Cygne on one of these new weaps is making me awfully frisky.
I'd be down for that. Namas arrow on the new bow would be pretty amazing. They do, however, need to seriously introduce a better gun, or coronach is absolutely useless (unless you could somehow use it on COR after unlocking it). I'm really wondering whether they inputted the incorrect damage values because the gun is so far behind the new bows that it's not even funny.
By mcdonalds87 2013-05-01 13:48:19
Everyone with r/e/m is just gonna be a gimp until they are updated. Live with it.
I haven't done much of the new content, but if they're making weapons with such high damage, I'd imagine it's because the content being released is that much harder. Why not make the content easier instead of inflating damage to the extreme? Idk. I'd imagine SE has something up their sleeve. I can understand the anger because I've made four relics and rather not be shafted, but they said they're working on it.
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-05-01 13:52:29
oh wow, 100mil so that I can turn in a quest and throw away the weapon I spent all that time on but get to keep the WS, I CAN'T WAIT!!
I WILL be cutting off my subscription if this is all my 99 Annihilator is gonna be good for.
[+]
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 13:53:33
Everyone with r/e/m is just gonna be a gimp until they are updated. Live with it.
I haven't done much of the new content, but if they're making weapons with such high damage, I'd imagine it's because the content being released is that much harder. Why not make the content easier instead of inflating damage to the extreme? Idk. I'd imagine SE has something up their sleeve. I can understand the anger because I've made four relics and rather not be shafted, but they said they're working on it.
Sup, Broseph, I think you missed the part where they said they might update them if they could get the manpower to do so, and also the part where relic WSs could be unlocked in the near future, doing away with relics and undermining the work put into them. Because, let's face it, if you're a DRK and you aren't spamming Scourge, you should quit and get a job flipping burgers and do meth in your free time.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-01 13:53:59
Valefor.Prothescar said: »Not sure if it's being discussed here yet or not, but one of Matsui's posts is regarding the possibility of unlocking empyrean and relic WSs off of the emp/relic if you own the 99 version of the weapon. The implications of something like Catastrophe, Namas, Coronach, Kaiten, or Chant du Cygne on one of these new weaps is making me awfully frisky.
I'd be down for that. Namas arrow on the new bow would be pretty amazing. They do, however, need to seriously introduce a better gun, or coronach is absolutely useless (unless you could somehow use it on COR after unlocking it). I'm really wondering whether they inputted the incorrect damage values because the gun is so far behind the new bows that it's not even funny.
It works for some REMs but not others. In the case of NIN, Kikoku isn't worth it for Blade: Metsu--you use Blade: Shun with it. Blade: Hi isn't our best weaponskill outside of Abyssea, either, with Shun outperforming it on most stuff, as well. Personally, putting the weaponskills on other weapons doesn't really do a lot for me because those were the only two REMs I ever planned to have.
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-01 13:55:55
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4946
By Cerberus.Tikal 2013-05-01 14:00:26
It's a piss-poor idea IMO. 250m WS that might be weaker than a merit WS? Upgrade the Legendaries, and upgrade the WSs.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 14:01:19
It might seem shallow, but to me losing the unique model of the special weapon is one of the things that would sadden me the most.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-01 14:02:59
I really hope that plan gets scrapped.
[+]
Leviathan.Kaparu
Server: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-01 14:03:03
It might seem shallow, but to me losing the unique model of the special weapon is one of the things that would sadden me the most.
My only real concern. If they want so badly to put an end to legendary weapons, so be it, but put Ryunohige's model on something good :(
[+]
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-01 14:03:06
It might seem shallow, but to me losing the unique model of the special weapon is one of the things that would sadden me the most.
All of my [+], here. Whatever issues it might have as a weapon, I love my Excalibur model, and giving it up just seems wrong.
/could probably do without the creepy-face-shield though
[+]
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-01 14:04:24
We are planning to unlock the special weapon skills that are granted from RMEC weapons when you have upgraded them to their level 99 form (this includes non-afterglow weapons, and shield/instruments will not be included in this). However, we plan on adding some conditions that fall in line with the jobs that can equip the respective RMEC weapons.
that could indicate he plans to add the seven non relic jobs onto a weapon skill.
By Connavarr 2013-05-01 14:04:40
It might seem shallow, but to me losing the unique model of the special weapon is one of the things that would sadden me the most.
While I'd like to keep the look of my Almace/Ukon, it really wouldn't bother me being able to use the ws's on any weapon. Just so long as SE brings the aftermath over for RME 99 owners in some fashion, maybe after using Catastrophe DRK gains the Haste AM nativly? I dunno.
WoE 99's would just be the ws's. No idea how to make it worthwhile for Mythic onwers though.
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-05-01 14:04:57
If people with RMEH (coin? they're "Hobo" weapons) weren't pissed before...
Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-05-01 14:05:34
I posted this on alla, but hell why not here too:
Being able to keep Ukko's Fury does make me feel a bit better, but that's the only one I'd be able to hold onto without starting and/or 99-ing a whole new weapon.
Still, why should I, a mere WoE weapon holder get to keep Ukko's whereas someone with a 90 Ukon has to either make a Shamash as well or get 1500 plates and riftthingies. I don't wanna shoot myself in the foot here, but still... it seems odd.
[+]
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-01 14:05:51
Ragnarok.Presidentobama said: »that could indicate he plans to add the seven non relic jobs onto a weapon skill.
Congrats on Scourge, Rune Fencer!
[+]
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4946
By Cerberus.Tikal 2013-05-01 14:06:00
Ragnarok.Presidentobama said: »We are planning to unlock the special weapon skills that are granted from RMEC weapons when you have upgraded them to their level 99 form (this includes non-afterglow weapons, and shield/instruments will not be included in this). However, we plan on adding some conditions that fall in line with the jobs that can equip the respective RMEC weapons.
that could indicate he plans to add the seven non relic jobs onto a weapon skill. No it doesn't. It indicates that jobs unable to equip the relic would not have access to the WS.
Asura.Myrrh
Server: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2013-05-01 14:07:00
No, it means whateevr new 700 base damage scythe out there can use Cata.
This is a horrible idea.
Server: Asura
Game: FFXI
Posts: 373
By Asura.Aikchan 2013-05-01 14:07:04
I posted this on alla, but hell why not here too:
Being able to keep Ukko's Fury does make me feel a bit better, but that's the only one I'd be able to hold onto without starting and/or 99-ing a whole new weapon.
Still, why should I, a mere WoE weapon holder get to keep Ukko's whereas someone with a 90 Ukon has to either make a Shamash as well or get 1500 plates and riftthingies. I don't wanna shoot myself in the foot here, but still... it seems odd.
they should let Empy 90 to "keep" their WS... but I dont mind doing WoE and get 99 to get the WS... not that they are hard or expensive to make
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-01 14:07:16
I wouldn't put that much faith in the credibility of a post that he subsequently went "oh right" for when someone pointed out how it doesn't apply in half the cases he stated (Mythics/Coins).
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-01 14:08:02
It might seem shallow, but to me losing the unique model of the special weapon is one of the things that would sadden me the most.
It's not shallow. I'm wasn't hoping to build both 99 Relic and Empyrean just for the WS. They look cool, they're status items, and they working toward the actual *items* is a big part of why I want to play this game. Considering the WS are often second to Blade: Shun for NIN, I'd just have several million gil inventory minus items except when I was in Abyssea.
Leviathan.Eblan
Server: Leviathan
Game: FFXI
Posts: 23
By Leviathan.Eblan 2013-05-01 14:08:06
Since SE only pays attention to Japanese players I'm writing a big post in japanese. But where do I post it? I've been playing this game since day 1 but I've never been active in ffxiah or pol's forums.
This update to me was the end, I'm still in shock and I can't get over it. Yes I'm butthurt because I'm gimp now. But I'm also angry at SE. I have always struggled in this game, getting things on my own and my best accomplishment was a 90 Ukko and it seems it's worth nothing now (Had a relic almost done but... meh). So ok, let's forget about the REMs for now. There will be NO balance for a big while. As long as 1 person has a 200+dmg weapon it will have a great advantage doing anything over tons of players.
The new Delve NMs are hard. So if the new weapons were meant for casual players how is a Perle/Aurore/Teal alliance going to kill those beasts? I don't get it.
Also, all these years including the Salvage Incident. SE has been bitching and overprotecting balance, with this last update they completely turned everything over. I don't care if new people are in charge, that is no excuse.
Screw REMs, the time people has spent in this game is more valuable and I don't see that being appreciated.
[+]
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4946
By Cerberus.Tikal 2013-05-01 14:08:08
I posted this on alla, but hell why not here too:
Being able to keep Ukko's Fury does make me feel a bit better, but that's the only one I'd be able to hold onto without starting and/or 99-ing a whole new weapon.
Still, why should I, a mere WoE weapon holder get to keep Ukko's whereas someone with a 90 Ukon has to either make a Shamash as well or get 1500 plates and riftthingies. I don't wanna shoot myself in the foot here, but still... it seems odd. Aftermath will probably be attached to WSs natively instead of weapons where possible.
This past patch, I'm pretty ambivalent about just because I'm waiting to see the direction they take it. However, this proposition of completely trashing Relics/Empyreans/Mythics in favor of a WS, ala WSNMs/Mythic WS unlocks, I'm totally against. I might actually log in to the OF to say as much.
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-01 14:08:22
Ragnarok.Presidentobama said: »We are planning to unlock the special weapon skills that are granted from RMEC weapons when you have upgraded them to their level 99 form (this includes non-afterglow weapons, and shield/instruments will not be included in this). However, we plan on adding some conditions that fall in line with the jobs that can equip the respective RMEC weapons.
that could indicate he plans to add the seven non relic jobs onto a weapon skill. No it doesn't. It indicates that jobs unable to equip the relic would not have access to the WS.
Time will tell....
KOTR for blu!!! Cactalism for SCH, or perhaps the relic club ws, like we have on the abby club.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 14:08:48
Maybe it's just me, but giving any kind of credit to WoE weapons seems stupid.
[+]
Cerberus.Legend
Server: Cerberus
Game: FFXI
Posts: 20
By Cerberus.Legend 2013-05-01 14:09:20
Nothing like finishing a Koga to find out the next day that it's a piece of ***. Now I have to do all this new content for weapons that I can't even accept. All I'll be thinking about is when will they be fixing R/M/E and how?
Ramuh.Austar
Server: Ramuh
Game: FFXI
Posts: 10481
By Ramuh.Austar 2013-05-01 14:09:21
*** HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE idea.
[+]
Server: Sylph
Game: FFXI
Posts: 325
By Sylph.Sukasaroth 2013-05-01 14:09:34
Im apalled as to how stupid that idea is. Like Michigan citizen stupid.
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. | |
|
|