|
Matsui: "Don't throw away your R/M/E weapons yet"
Siren.Mosin
By Siren.Mosin 2013-05-01 17:49:27
Obama took away my relic.
I already blamed Obama on pg. 19.
<3 the joke though.
[+]
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-01 17:49:40
Get. Thread. Back. On. Topic.
Bahamut.Serj
Server: Bahamut
Game: FFXI
Posts: 6179
By Bahamut.Serj 2013-05-01 17:50:25
It's page 47, how much more topic can be squeezed out? :(
[+]
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-01 17:50:32
Hey I did some nice jokes today, I need to recharge my humour still. Some jokes are like a Hyper Beam MY ***: Super powerful but you gotta wait a bit to do it again. So how bout them relics?... Ya...
[+]
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-01 17:50:45
Also, it's amusing to watch enuyasha's posts become more inane by the minute.
Yours are no exception ~.~
Ah, a fan of enuyasha.
You're looking for sehachan or comeatmebro.
Your assumptions are way off base.
Nice try though, keep it up.
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-01 17:50:51
It's page 47, how much more topic can be squeezed out? :(
The usual QQ'ing.
[+]
Server: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2013-05-01 17:51:35
Gaiz, Matsui felz like he has ulcer, Discus!
Server: Asura
Game: FFXI
Posts: 2006
By Asura.Lokimaru 2013-05-01 17:51:36
To make it clear, I +'d for the kitty.
On topic, I hope SE doesn't think giving us the weaponskills without the weapon at all fixes the current problem.
Quetzalcoatl.Dawnn
Server: Quetzalcoatl
Game: FFXI
Posts: 1041
By Quetzalcoatl.Dawnn 2013-05-01 17:51:56
Leviathan.Comeatmebro said: »Guess I'll go make a sandwich or something.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-01 17:52:01
Also, it's amusing to watch enuyasha's posts become more inane by the minute.
Yours are no exception ~.~
Ah, a fan of enuyasha.
You're looking for sehachan or comeatmebro.
Your assumptions are way off base.
Nice try though, keep it up. calm down kiddies, there's a whole internet to one-up people on, it's not going anywhere
unlike ffxi
Siren.Mosin
By Siren.Mosin 2013-05-01 17:52:13
Gaiz, Matsui felz like he has ulcer, Discus!
too much wasabi
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 17:52:38
Get. Thread. Back. On. Topic.
PONIES!!...I mean R/M/E rage, go!
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 17:53:08
Gaiz, Matsui felz like he has ulcer, Discus! That was so passive-aggressive of him.
Carbuncle.Shokox
Server: Carbuncle
Game: FFXI
Posts: 633
By Carbuncle.Shokox 2013-05-01 17:53:35
Why even bother posting. Are you a fortune teller or something?
What are tomorrow's winning lottery numbers.
You'd be surprised how often this problem occurs. Major complaints over the years stem from players not having insight into the future, and complaining about initial updates before the content is fleshed out and explored. The most recent one would be on how bad Salvage +1 gear was, before any one actually got any pieces.
[+]
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 17:53:47
Gaiz, Matsui felz like he has ulcer, Discus! That was so passive-aggressive of him.
All the cool kids have ulcers.
Bahamut.Serj
Server: Bahamut
Game: FFXI
Posts: 6179
By Bahamut.Serj 2013-05-01 17:53:50
To make it clear, I +'d for the kitty.
On topic, I hope SE doesn't think giving us the weaponskills without the weapon at all fixes the current problem.
Pretty sure they said it was one thing they were considering doing. Not the only thing, but one of (possibly) many (or few) things.
Probably should have waited to put out these weapons until they had a tangible plan for RME honestly.
[+]
Server: Asura
Game: FFXI
Posts: 2006
By Asura.Lokimaru 2013-05-01 17:55:01
Gaiz, Matsui felz like he has ulcer, Discus! That was so passive-aggressive of him.
All the cool kids have ulcers. YES, I'm a cool kid!
Ulcers are painful. ;~;
[+]
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 17:55:03
To make it clear, I +'d for the kitty.
On topic, I hope SE doesn't think giving us the weaponskills without the weapon at all fixes the current problem.
Pretty sure they said it was one thing they were considering doing. Not the only thing, but one of (possibly) many (or few) things.
Probably should have waited to put out these weapons until they had a tangible plan for RME honestly.
The fact that it was their go-to idea to post about doesn't exactly look promising, to me.
[+]
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-01 17:55:22
Ranged weapon skills with melee type weapons.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 17:56:19
Ranged weapon skills with melee type weapons.
Whole new meaning to "throw away your R/M/E."
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-01 17:57:26
they need to give ninja dart like in ff2
then my excalibur will have a use
(thats not a comment on the patch, before someone else gets their panties in a wad, just on excalibur in general)
Cerberus.Zyph
Server: Cerberus
Game: FFXI
Posts: 65
By Cerberus.Zyph 2013-05-01 17:57:53
Ranged weapon skills with melee type weapons.
Why does your Miqo'te have no eyebrows?
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-01 17:58:02
I guess I'm a little surprised that this thread exploded (although I probably shouldn't be). Maybe I just feel some people just made hasty generalizations.
I'm not to fond of the update myself but it's interesting to see SE going in a different direction.
Server: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2013-05-01 17:58:32
Leviathan.Comeatmebro said: »they need to give ninja dart like in ff2
then my excalibur will have a use
(thats not a comment on the patch, before someone else gets their panties in a wad, just on excalibur in general)
>:(
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-01 18:00:12
Ranged weapon skills with melee type weapons.
Whole new meaning to "throw away your R/M/E."
What if the RME's were given them?
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-01 18:00:26
Fair enough. It may work. Hell, ideally IMO S-E would update FFXI and abandon FFXIV... not going to happen, though.
Your points may have validity.
We just don't know what exactly SE is thinking. They could just be taking ideas from other MMOs and put their own spin on it.
So maybe in 1~2 years we can have a super awesome FFXI, with less servers left. And SE has less resource to continue making FFXI awesome....ok you get it. At that time, no matter how awesome FFXI is, dmg is done and active player base won't recover anymore.
I don't quiet understand why people are so sure of themselves.
Yes people leave the game, but there are many reasons why, not just because of a new update. People also came back to the game as well.
I will agree that communication is key. I'm not to sure of the ideas they have in this update and some clarification would be nice.
Ppl leave the game due to several reasons, some are personal, some because they don't like certain aspect. But if the dev intentionally pissing off large amount of ppl, it speed up the process.
There are ppl coming back all the time, sometimes because they wanted to try it or just missed the game, sometimes because of new expansion.
But generally, player base would get smaller as a whole as the time progress, that ppl coming back won't make up for it. That's why every MMO, including WoW, has less active player after years of release.
FFXIV active player never really recover after all that "fix", I did server check 1~2 months before it shut down, it's still about 1/3 of active FFXI had, and used to be way more when it just launched. That forced SE to re-launch FFXIV with a new title.
You don't want to speed up the process if this MMO is 10 years old and unlikely getting a re-launch. It's not like changing direction would appeal large amount of player coming to FFXI, but you just made a lot of ppl leave. FFXI is dying and eventually would shut down one day, and SE just made it happen faster.
[+]
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 18:02:01
Ranged weapon skills with melee type weapons.
Whole new meaning to "throw away your R/M/E."
What if the RME's were given them?
I don't think that's the point, but if they were, the approval of said WSs would depend on whether or not they are high damaging, or have a added effect use.
Server: Siren
Game: FFXI
Posts: 298
By Siren.Piccollo 2013-05-01 18:03:11
seems to me lots of players are very upset atm, i for one just got back to ffxi and decided to look for a linkshell sadly all the linkshell leaders I.E. the ppl with R/E/M's at 99 are all going nuts so most linkshell are in transition atm so i cant get one.
and after having a conversation with 1 such leader i realised the people with 99 R/E/M's are the 1% of ffxi players while lots of us do have relics of empys less so mythics were all damaged by this im sure but it seems the 1% are taking it really hard
my situiation is this, last thursday my job the job i love doing that provides for my family and myself was downsized by my company (i was made redundant)
now this is a huge thing to happen to someone but i like to think i took it well, i shook my managers hand as i left and wished my former coworkers well and moved on> infact i wouldent be playing ffxi very much if at all if it wasnt for the fact i was made redundant.
Then here i am playing ffxi and reading the forums and i come across hundreds of people who care so much about something being changed that they are giving up something they enjoy because of it in an uproar.
Now people are entitled to be upset about the update dont get me wrong but getting upset to the extent some people are is ridiculous as lets be honest its going to be what a month? 2 months? until REM are back as the top weapons again and we all know this will happen.
simply put you really just need to get over the fact that a change has been made the players with more ppl backing them up will allways be on top and the soloers like myself will allways fall somewhat behind but its not the end of the world in fact its the begining of a new chapter in adoulin Which has only just begun expect more changes and no doubt many that suit the Rem99 holders perfectly.
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-01 18:05:20
Ranged weapon skills with melee type weapons.
Whole new meaning to "throw away your R/M/E."
What if the RME's were given them?
I don't think that's the point, but if they were, the approval of said WSs would depend on whether or not they are high damaging, or have a added effect use.
Well, in your opinion, what can they do to make the RME's more worthy of obtaining with the current content out there now?
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-05-01 18:07:14
SE is in a unique position though, because of FFXIV.
FFXIV was meant to get the players leaving FFXI, giving them another path to follow, another solution, while still being SE's customers.
ARR and Adoulin follow the same logic. Adoulin will give players a certain kind of game/content, while ARR will give another.
In the end, their anticipation is that all players will one day meet ARR's POV. This way, FFXI will close but all the players will be kept in ARR, plus other players who will come from other MMOs, now that a FF online is "mainstream" rather than niche.
Now the issue is that the players leaving FFXI do not all go to FFXIV, and they won't necessarily come back to FFXI either, this is why FFXI is slowly dying whatever they do. It's not a matter of pleasing the playerbase or seducing new players, it's just FFXI's situation, it cannot relaunch itself.
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. | |
|
|