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Matsui: "Don't throw away your R/M/E weapons yet"
Ragnarok.Zohnax
Server: Ragnarok
Game: FFXI
Posts: 545
By Ragnarok.Zohnax 2013-05-04 05:52:35
Leviathan.Comeatmebro said: »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.
Only now comes the full realization of the damage that Abyssea did to this game. Make everything easy-mode for two-three years, people get too used to it and become terrible at their jobs/gear. Granted, I enjoy a good challenge just as much as the next guy, but I agree it's disheartening that the recourse I see for actually participating in this content in shout groups.
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Server: Odin
Game: FFXI
Posts: 2767
By Odin.Tsuneo 2013-05-04 05:58:55
Only now comes the full realization of the damage that Abyssea did to this game. Make everything easy-mode for two-three years, people get too used to it and become terrible at their jobs/gear. Granted, I enjoy a good challenge just as much as the next guy, but I agree it's disheartening that the recourse I see for actually participating in this content in shout groups. Nope.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 06:00:08
not what i was going for at all, intelligent people will always be capable of doing their job and unintelligent people usually will not be
there are just less players, which results in less intelligent players
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-04 06:05:21
I don't know what you guys are sayng. Their has been no Delve shouts on Rag server, unless you count the Japanese ones. and They only take Japanese only.
Most English people I know don't have any wins either so its not just me.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-04 06:07:17
I've seen shouts here, though haven't joined them but can't imagine pug going well at all at this...
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-04 06:08:07
plenty of shouts here, if you have time to sit through 6 hours of horribly organized SAWS and no better option
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-05-04 06:12:49
I'll take the post-Abyssea days over 2006-era any day of the week.
EDIT: Wow, should make sure I've refreshed page before clicking submit. Didn't realize my reply was 20mins late >.<
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 06:21:03
Constant Delve shouts on Fenrir in both JP and NA (although you don't see NA Delve shouts at weird times of the day whereas JPs have been shouting 24/7) and Fenrir is pretty backwater as far as servers go
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-05-04 06:49:43
I've seen plenty of shouts both in English and Japanese on Cerberus.
It really looks like the new VW, some servers might need a bit more time for it to take off.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 06:54:50
Should be able to do everything with
WHM BRD COR PLD DD DD
WHM BRD COR DD DD DD
6 pack of Mages - Assorted Flavors
If you have more than 5 DDs then you probably don't have enough support crew or you're fighting something you don't need a PLD for and you have 6 DDs
So yeah - VW redux
Bismarck.Vurant
Server: Bismarck
Game: FFXI
Posts: 12
By Bismarck.Vurant 2013-05-04 07:03:47
Hello all, i dont post a lot so i know i might make spelling errors (not native English) so bear with me. :)
I play this game around 3-4 years.I don't own a 99 relic (third stage Ragnarok here) and most of my emps are 85 so i can't relate much to 99 R/M/E owners but i feel them to some point being worried, upset and frustrated.
The reason i chose to play FFXI is cause i am a fan of the series and wanted to play a MMORPG too(never played an online game before).I knew FFXI was getting old and WoW and some others were out there with better graphics and such(many of my friends play Wow btw and i was shown how WoW is) but..
the reason i continued playing FFXI and didn't quit after a year was the feeling that long time efforts and dedication even at crafting were gonna be rewarded at the end with unique gear or weapons that makes you be better at your job and stand out of others, plus the feeling of having goals and accoplishing something great. It was something others games didn't have.
The thing is that after the latest update i don't have the slightest motivation to do anything really. There is no reason to max my relic or empyreans and also no reason to get aby or dyna or salvage gear and max it since they get tramped by SoA gear/weapons that can be bought after making some clears.
Even if Matsui makes R/M/E on par with or slightly better from the SoA weapons what is really the point? A partial solution would be to lower the dmg and def of the new equipment/weapons or make some of the high dmg weapons "SoA fights only" weapons, like the Griffinclaw in Campaign, but i think the new dev team is oriented at different direction alltogether.
Anyways, if i dont read a radical solution from Matsui and his team i have decided to unsubscribe at the end of the month since i paid it. :(
I love FF, and FFXI gave me some wonderful memories all those years plus the opportunity to meet good people ( well most of them :)) along the way and i'm happy i chose it as my first MMORPG.
Sorry for the long post and,
Cheers all.
By fonewear 2013-05-04 07:45:45
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By Gimp 2013-05-04 07:46:22
skimmmed back a few pages but to make sure I didn't miss anything important in the stream of posts
there will be an official word of this monday from devs?
By fonewear 2013-05-04 07:47:51
Official response... We don't have the manpower to respond right now please be assured we are looking into the problem.
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Asura.Aerox
Server: Asura
Game: FFXI
Posts: 130
By Asura.Aerox 2013-05-04 07:50:42
Totally agree with Vurant. Best thing about this game was the good/bad memories, the nostalgia effect it had. Also, being able to look at my PLD sets at 75 cap being proud at finally getting near to completing them and standing out from the crowd (hauti/w-legs/homam etc that all took me 2 years and many bad LSs to get lol).
It was devastating for me when abyssea came and made it redundant but large LS was still around and abyssea was fun for a group to do to begin with. But these days 99 R/E/M is really the only thing that makes you stand out everything else is easy and you get from Pug/2-box...
I may not have a 99 R/E/M yet but I remember what it was like having your best gear thrown out for shitty looking perle/teal gear and I imagine it's the same feeling now with r/e/m. Maybe I sound anti-new content but SE has found ways to make it work in the past;
Sky/sea/salvage/hnm/ein/Znm all could be mixed and matched to make the best sets no 1 content beat out all the rest, was always a few omg pieces and a lot of meh pieces that kept content balance. Even with abyssea/vw they got some old content back on top for a while with augments and revamps.
Fair play to all those who are /psych about SoA and enjoy it/look forward to new updates but for me personally i'm tired of getting somewhere in the game and ending up putting my hard efforts into storage. I may have wanted "gear progression" like Matsui seems to be doing if there was some artful skins to go with it and if ppl I get on well with wern't leaving due to this r/e/m situation >.>
By skyehope928 2013-05-04 08:00:34
Indeed
Server: Siren
Game: FFXI
Posts: 298
By Siren.Piccollo 2013-05-04 08:03:48
Matsui: "Don't throw away your R/M/E weapons yet"(unless your emo)
By fonewear 2013-05-04 08:06:21
Can't wait for Delve weapons to be outdated so I can *** about them.
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Server: Bismarck
Game: FFXI
Posts: 2854
By Bismarck.Bloodbathboy 2013-05-04 08:15:25
Well at least for the time being .... I am going to hold off on empys.. Don't want to throw away any gil unnecessarily.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-04 08:17:39
skimmmed back a few pages but to make sure I didn't miss anything important in the stream of posts
there will be an official word of this monday from devs?
Hope so. Probably not.
What if they just come out Monday and say they decided not to do anything with R/M/Es?
Server: Odin
Game: FFXI
Posts: 2767
By Odin.Tsuneo 2013-05-04 08:19:09
We'd probably get over it.
Server: Bismarck
Game: FFXI
Posts: 2854
By Bismarck.Bloodbathboy 2013-05-04 08:19:54
You will see some very upset people Ko.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-04 08:19:59
We'd probably get over it.
After a ton of people quit, those left might.
Bismarck.Bloodbathboy said: »You will see some very upset people Ko.
I will be one of them.
Server: Bismarck
Game: FFXI
Posts: 2854
By Bismarck.Bloodbathboy 2013-05-04 08:23:35
My beef with this is... If R/E/M weren't going to top dogs forever why make half the trials so hard?
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By fonewear 2013-05-04 08:24:34
Bismarck.Bloodbathboy said: »My beef with this is... If R/E/M weren't going to top dogs forever why make half the trials so hard?
To keep you playing month after month.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-04 08:24:47
Bismarck.Bloodbathboy said: »My beef with this is... If R/E/M weren't going to top dogs forever why make half the trials so hard?
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Asura.Aerox
Server: Asura
Game: FFXI
Posts: 130
By Asura.Aerox 2013-05-04 08:28:47
People complained about salvage gear being replaced at 80, what happened? They moved on.
People complained when empyrean weapons were considered better than relic / mythic, what happened? They moved on.
and now people are complaining because r/e/m are now beat by new content, what is gonna happen? people will move the *** on.
And each time a lot of people quit too. Each time LS's became less common because ppl left and they broke. Not a good business strat for me lol
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04-26-2013 12:52 PM | Akihiko Matsui | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
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Delve (Boss monsters) |
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19 |
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18 |
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17 |
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New Additions to Wildskeeper Reives |
16 |
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15 |
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14 |
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Delve (NM group 2) |
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13 |
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New additions to Skirmish |
12 |
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11 |
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Delve (NM group 1) |
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10 |
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9 |
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New additions to Colonization/Lair Reives |
8 |
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7 |
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Wildskeeper Reives |
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6 |
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Skirmish |
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5 |
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Colonization/Lair Reives |
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4 |
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3 |
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2 |
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1 |
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Content Level |
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Up to April 2013 |
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Next version update (currently adjusting) |
|
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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