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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 03:37:41
I feel like there just aren't enough NA players left. I've always avoided pickups like the plague, I like doing content with the same people. We work well together and it's more fun. However, a lot of these people have quit(especially since adoulin).. and now LS list is dwindling.
I don't really want to pearl everyone who asks for one, because having LS chat overrun by ignorance would take away from my enjoyment. I don't want people coming to events that can't follow basic instructions, and I don't want to pearl people that won't have a role(2 song brds, subpar DD, etc).
A few years ago, this wouldn't have been an issue. Now, there isn't enough to choose from. Some shells on my server have taken to pearling anything they can even remotely justify having. More power to them, but I don't want capability of doing content at the price of having to deal with people I won't enjoy playing with.
There are probably some people who don't see this as a problem, they recruited at an optimal time and ended up with a combination of players that still play and work well together. That's great for them. However, at least on my server, most shells rely heavily on mules and/or players significantly below their leaders.
Mules are great. The majority of good endgame players have a mage mule, and that's awesome for alliance dynamics. However, if you asked all of them, I'm sure most would much prefer to play one character at events. Furthermore, mage mules are generally not as effective as real mages. Very few people want to be main healing all the time on their mule. Even less want to have to do midfight BRD swaps, especially while performing other duties involved in the fight.
I'm sure a lot of people reading this know a few quality players, but I doubt many of you know 18 that are on frequently to tackle this content without relying on mules. Higher tiers may even require more than 18 to be defeated before rage, some of which won't get credit. It's just shitty. This style of content worked before abyssea because there were three times as many players and half as many mules. After abyssea dissected many of the large groups, people quit, etc.. it's just not the same game.
My shell's only managed to kill the mobs we have because I personally have 8 characters, and a couple other members have 3-4. The strategy is lacking enough that we can still manage this many, but it's very taxing on the players multiboxing heavily.
I want to fight something that's more challenging than assembling the group for it and doing a 5 minute briefing. I want the hardest part of a fight to be the actual fight, not finding enough people with the exact jobs needed and capability of listening. I want unique strategy elements, not more accuracy buffs. I really hope I'm not alone here.
Just some various thoughts going through my head about it. Sorry for the long-winded post, I know it doesn't really matter to most of you, was just thinking out loud more than anything.
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By Sylph.Mirvana 2013-05-04 03:52:50
You're not alone. I don't wish to return to the days of 2hr "waiting" sessions either. It'd be nice if SE setup things to be tier-able based on how many people you could find. Finding 5 other competent people is way easier, and in many cases more practical, than getting 17. 6-man versions could even just have crappier droprates or be used for "clear-progression" in case someone wasn't able to log on and lagged behind the main group.
Making buffga/songs/rolls go across parties in an alliance would go a long way as well.
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-05-04 03:54:30
Leviathan.Comeatmebro said: »I want to fight something that's more challenging than assembling the group for it and doing a 5 minute briefing. I want the hardest part of a fight to be the actual fight, not finding enough people with the exact jobs needed and capability of listening. I want unique strategy elements, not more accuracy buffs. I really hope I'm not alone here.
I like this. Summed up well. Part of the reason, I think, the last thing the game needed was 2 more jobs.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-04 04:29:38
The thing that still *** puzzles me is that they had viable low-man content with Skirmish yet they chose to render that almost completely obsolete within a month of its release with the introduction of the Delve rewards. Yeah, people can still choose to use Skirmish as a stepping stone towards their participation in Delve, but the rewards are so great and the effort is minimal enough that blowing tens of millions of gil on Skirmish parts is absolutely not worth it.
It's almost like before Golden Week, the devs handed the monthly update responsibilities to the 2-week old intern who then proceded to unintentionally release the July-August update rather than the planned minor April update.
It makes no sense!! AFKWNFIOHFWKQJHF
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 04:32:41
Delve was intended to be released alongside Skirmish (in the original Adoulin VUp) - which makes even less sense in my opinion
They want us to use Skirmish etc as "Stepping Stone" content except people can kill TIV-V Delve NMs by SV zerging them so no one is going to bother with that nonsense
The progressive ladder will not work as an overarching concept in FFXI
(Although it works very well in the context of one system as it does in Delve)
Server: Cerberus
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Posts: 4415
By Cerberus.Senkyuutai 2013-05-04 04:39:36
The thing that still *** puzzles me is that they had viable low-man content with Skirmish yet they chose to render that almost completely obsolete within a month of its release with the introduction of the Delve rewards. Yeah, people can still choose to use Skirmish as a stepping stone towards their participation in Delve, but the rewards are so great and the effort is minimal enough that blowing tens of millions of gil on Skirmish parts is absolutely not worth it.
It's almost like before Golden Week, the devs handed the monthly update responsibilities to the 2-week old intern who then proceded to unintentionally release the July-August update rather than the planned minor April update.
It makes no sense!! AFKWNFIOHFWKQJHF Skirmish feels like a complete waste of time.
Maybe there are a few pieces from it that are completely unique, I must admit that I didn't pay attention beyond SAM, but seeing how you can just go in delve with NNI stuff (not even Salvage II) and still do good enough (***, majority of people with me were even lower), I don't see the point.
You summed it up well, I don't understand why Skirmish was released at that point, for this reason.
Cerberus.Keyoku
Server: Cerberus
Game: FFXI
Posts: 163
By Cerberus.Keyoku 2013-05-04 04:40:39
Not gonna happen, but it'd be too nice if they a) made Skirmish pops as common as Delve Shards/Rock and b) allowed mobs in Skirmish to drop plasm instead of... see? Skirmish is already obsolete enough that I can't even remember what the "currency" there was called. And of course Ghastly Stones from Skirmish should be replaced with Airlixirs. Then there's still be viable and somewhat fun lowman content to do. More fun than most COR/SMN/PLD and DD/thf fights anyway. Once ppl have unlocked the KIs for all items, I don't see NMs being farmed too much unless we figure out a secret mechanic to get 10x as much plasm per kill.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 04:44:46
People will stop with the DD/THF nonsense in about two weeks if not sooner
The only reason to bring DD/THF is to bore raged NMs to death
[+]
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 04:46:15
People will stop with the DD/THF nonsense in about two weeks if not sooner
The only reason to bring DD/THF is to bore raged NMs to death It's the only way PUGs are going to kill half of this ***. It's not going to stop unless SE goes through with one of their rage adjustments.
It's stupid, boring, and easy. It also works, and that's all that matters to a lot of people.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 04:47:36
They will most likely go through with one of the rage adjustments - they hate it when we progress through content faster than or in a manner strikingly different from how they envision it
People are also going to want to start farming NMs inside the fractures (due to their extremely high drop rates) - and for that to be a mathematically efficient strategy you need to be able to kill fast
By macsdf1 2013-05-04 04:48:13
My shell stopped with the /thf nonsense after the first day. Just kill everything normally shrug, never gets to rage. Having a full compliment of the new weapons helps of course, farmed like 7 of em today, not counting the ones people bought with points.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 04:49:44
has any post you've made in the last week not been bragging
we've gone over the strats plenty in this thread, you arent the only person who figured out you can rotate brds
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Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 04:50:52
My shell stopped with the /thf nonsense after the first day. Just kill everything normally shrug, never gets to rage. Having a full compliment of the new weapons helps of course, farmed like 7 of em today, not counting the ones people bought with points.
Most groups don't have the player quality your shell commands
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-04 04:52:30
The NMs will probably become faceroll-able once their respective gimmick mechanics are figured out. The only real obstacle I see are the fracture Naakuals who are probably mostly a DPS race to beat the timer.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 04:56:55
The NMs will probably become faceroll-able once their respective gimmick mechanics are figured out. The only real obstacle I see are the fracture Naakuals who are probably mostly a DPS race to beat the timer.
Once you "figure them out" this seems to be the case
Wamoura essentially drops dead once you figure out how to remove its DT
Break the Orobon's lanterns and toss Scherzo on your DDs and the Orobon is pretty inconsequential
Gnat apparently needs to use the enfeeble reflection move to keep at bay etc
(Cracklaw's DT is based on how long it has been since you last MBed it or something)
[+]
Cerberus.Keyoku
Server: Cerberus
Game: FFXI
Posts: 163
By Cerberus.Keyoku 2013-05-04 05:01:37
Is there soomething special to breaking the Orobon's lantern? Or does that just happen after a certain amount of dmg?
By macsdf1 2013-05-04 05:07:00
We don't rotate bards, just one bard with 4 songs. Heck didn't even have a cor on today for me;; Still easy long as players are up to snuff. Most strats are figured out anyhow yah? Pugs might get them to rage but still doable. Pretty much VW 2.0 with improved loot system now, peeps shouldnt' be complaning, but instead out farming!
Dunno about the lanterns, they just broke early on.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 05:09:37
Is there soomething special to breaking the Orobon's lantern? Or does that just happen after a certain amount of dmg?
Critical hits
I started our DD party with Rogue's + Hunter's (BRDs did Madrigals and Scherzo) and our 2nd DD party stayed back until the lanterns broke (it can use Mayhem Lantern with the lanterns up at which point you might as well all waypoint back and start over if you fail to stun it)
After they broke we gathered while the PLD held it briefly - I did Attack and Accuracy rolls while the BRDs did SV song rotation (March Minuet Madrigal Madrigal Scherzo - we only had one Derpabard but our non-Derpabard had Carn go figure) and the SMN did Diamond Storm
It died right as I was beginning to apply the second round of rolls
(Mac's group apparently does not rotate BRDs but even given two BRDs with 4 songs I'd probably have them rotate just because they can)
[+]
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 05:10:02
people are complaining because the content isn't enjoyable, not because we aren't capable of/aren't doing it
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 05:15:31
Leviathan.Comeatmebro said: »people are complaining because the content isn't enjoyable, not because we aren't capable of/aren't doing it
My main complaint with Delve is not that it's not enjoyable - it's just that two weeks ago I could log in and almost be overwhelmed by trying to determine which of the several available events relevant to improving some aspect of my character I wanted to dedicate my playtime to.
Now I log in and hope there are enough people in my Linkshell online to do Delve - or else there's no reason to play and I might as well log off.
It's just not a healthy content environment.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2013-05-04 05:15:32
That would be your opinion, this is the most enjoyable content since abyssea(before it became boring) to me. Though I can sympathize for those that have to deal with pickup groups for this kind of event, has to suck.
edit: was in response to comeatmebro
I don't think it's good that most of the only relevant gear comes from Delve, but I can't truly say that I have had any fun lately with old content or even adoulin content besides the Naakuals/Skirmish.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 05:16:57
I personally find it fairly enjoyable, a lot of old mechanics are revived that had long since been dead like sc magic burst on mobs during their enhanced magic damage taken phases. It's refreshing to have content that isn't just beef up the DD to stupid levels of atk and watch the mob get face raped. except you still need to beef up the dd to stupid levels of atk/acc to do ***, which is great if you're one of the few ls with dedicated brds, but shitty if its people rotating 2nd/3rd/8th chars in and out of party
i've said before that it'd be more enjoyable to me if i had more resources available, but most of the playerbase doesn't have an active roster big enough to do these without relying on PUGs or mules
(i havent gone to any delve nm and failed to (eventually) kill it, i havent used PUGs.. we've done most of them without rage or barely into rage.. i just dont like the amount of people required because i'm on a lower population server and we'd basically need a LS teamup to not have to rely on everyone multiboxing heavily..)
Cerberus.Keyoku
Server: Cerberus
Game: FFXI
Posts: 163
By Cerberus.Keyoku 2013-05-04 05:18:26
I wanna say it might be fun till we figure out all the gimmicks at which point it's VW without temps and terror (which is good). I don't see it not beeing about buffing DDs to stupid lvls, tho. The only difference as of now is that groups (at least the fractures groups I've been in) use up to 3 plds to hold NMs. Beyond that the group look suspiciously like VW / Prov groups.
Thanks for the intel, Sylow. Was hoping it was just crits and not some direction based crit like Imps/Qutrub. Wanna tackle that Orobon soon-ish to get the dagger.
How much faith do we have in SE about not obsoleting all these augmentable items next update? I'm seriously wondering what to use the Airlixirs on cuz I'm wondering if a weapon or piece of armor is gonna be obsoleted faster.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 05:19:52
Most of the weapons are already "obsolete" as a result of the "progression ladder" model Matsui has attached himself to
Cerberus.Keyoku
Server: Cerberus
Game: FFXI
Posts: 163
By Cerberus.Keyoku 2013-05-04 05:23:06
I get that, I guess I'm just wondering how easy we expect to get the Delve Naakual weapons and if the next wave on content will be just as easy to unlock. Either way, does this mean you'd use your Airlixirs on gear over weapons for now?
By macsdf1 2013-05-04 05:23:18
Just use sushi or pizza, debuff evasion, use madrigals. We are killing stuff without minuet, just using haste and mads, along with sushi.
Pickup groups are like a box of chocolates, you dunno what you gonna get.
But yeah I enjoy the content, can't get enough of it lol. Want to kill the mega bosses already. Got shark down to 95% lol, seems doable. For now just practicing on it and testing this and that.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 05:32:06
Leviathan.Comeatmebro said: »people are complaining because the content isn't enjoyable, not because we aren't capable of/aren't doing it
My main complaint with Delve is not that it's not enjoyable - it's just that two weeks ago I could log in and almost be overwhelmed by trying to determine which of the several available events relevant to improving some aspect of my character I wanted to dedicate my playtime to.
Now I log in and hope there are enough people in my Linkshell online to do Delve - or else there's no reason to play and I might as well log off.
It's just not a healthy content environment. better phrased than what i was trying to say, i'm in basically the same boat except that we can do it basically anytime if 3 of us play more characters than we're comfortable with and stretch our attention spans.. which pretty much kills the fun anyway
[+]
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 05:47:25
also we need a delve thread
this aint got ***to do with REM
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 |
|
|
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New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
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Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
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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. | |
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