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Matsui: "Don't throw away your R/M/E weapons yet"
By Sjaii 2013-05-04 22:51:39
suck it up ***will always come out better and whos to say they arent planning to bring out more trials to gt ur r/m/e better then the new weapons are now relax se has a plan and remember they hate us
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By Sylph.Mirvana 2013-05-04 22:54:55
Post count: 1
Contents: Herp derp run-on sentence
Opinion reaction: Ignored
Asura.Myrrh
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By Asura.Myrrh 2013-05-04 22:55:51
Post count: 1
Contents: Herp derp run-on sentence
Opinion reaction: Ignored
You have earned this +1.
Phoenix.Kojo
Forum Moderator
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By Phoenix.Kojo 2013-05-04 23:03:07
suck it up ***will always come out better and whos to say they arent planning to bring out more trials to gt ur r/m/e better then the new weapons are now relax se has a plan and remember they hate us
SE, SE said they aren't.
[+]
Lakshmi.Aelius
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By Lakshmi.Aelius 2013-05-04 23:06:42
suck it up ***will always come out better and whos to say they arent planning to bring out more trials to gt ur r/m/e better then the new weapons are now relax se has a plan and remember they hate us
ng to bring out more trials to gt ur r/m/e better then the new weapons are now relax se has a plan and
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By Sylph.Mirvana 2013-05-04 23:09:59
suck it up ***will always come out better and whos to say they arent planning to bring out more trials to gt ur r/m/e better then the new weapons are now relax se has a plan and remember they hate us
ng to bring out more trials to gt ur r/m/e better then the new weapons are now relax se has a plan and

Asura.Myrrh
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By Asura.Myrrh 2013-05-04 23:14:33
I giggled.
Cerberus.Alerith
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By Cerberus.Alerith 2013-05-05 03:17:52
You know... It suddenly makes sense why SE has been so scared of PLD.
In the grand scheme of things, when you're working together with your DD and hate isn't an issue... PLD is basically immortal.
Short of one-shot tricks like Death, there isn't much that's going to down a PLD with a healer.
I'm hearing that SAMs are SATA Kaiten'ing the PLDs and the PLDs are eating every bit the NMs can throw at them, and shells are able to bypass the need for Skirmish weapons because the moving adamantium walls that are PLDs are facilitating a means of winning Delve.
Also:
REVENGE OF THE PALADINS
Cerberus.Sephrin
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By Cerberus.Sephrin 2013-05-05 03:23:08
You know... It suddenly makes sense why SE has been so scared of PLD.
In the grand scheme of things, when you're working together with your DD and hate isn't an issue... PLD is basically immortal.
Short of one-shot tricks like Death, there isn't much that's going to down a PLD with a healer.
I'm hearing that SAMs are SATA Kaiten'ing the PLDs and the PLDs are eating every bit the NMs can throw at them, and shells are able to bypass the need for Skirmish weapons because the moving adamantium walls that are PLDs are facilitating a means of winning Delve.
Also:
REVENGE OF THE PALADINS And seeing as how shields will not be overthrown like the weapons! Go PLDs!
Lakshmi.Feint
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By Lakshmi.Feint 2013-05-05 04:00:11
For the most part yes. However, they can get 1 shot here and there.
By Alerith 2013-05-05 04:03:19
For the most part yes. However, they can get 1 shot here and there.
Indeed.
I don't mean to imply they are completely unkillable. But it is very clear that PLD still exceeds beyond expectations at what it does when given the opportunity to do so.
By SakimaAsura 2013-05-05 04:04:55
You know... It suddenly makes sense why SE has been so scared of PLD.
In the grand scheme of things, when you're working together with your DD and hate isn't an issue... PLD is basically immortal.
Short of one-shot tricks like Death, there isn't much that's going to down a PLD with a healer.
I'm hearing that SAMs are SATA Kaiten'ing the PLDs and the PLDs are eating every bit the NMs can throw at them, and shells are able to bypass the need for Skirmish weapons because the moving adamantium walls that are PLDs are facilitating a means of winning Delve.
Also:
REVENGE OF THE PALADINS
What you heard is not the whole picture. A huge reason why many inexperienced groups are running into raged monsters is because of your mentioned tactic's. There is no argument from me that paladin is the best at reducing damage taken but why use an alliance spot that could result in more damage done to the NM by allowing a superior DPS job(s) to do the tanking, this definitely applies to any T5 NM. In my opinion paladin is back to crowd control (Fracture Point farming) and is possible safety net for some of the delve Naakual's. I am almost certain that soon you will be seeing Naakual's being burned down by dds maximizing there damage output (not thief sub).
P.S. Welcome back to to the FFXI Samurai
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 04:08:44
Quote: 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.
Why do people continue to cry about their R/E/M being gimped compared to new weapons, when SE clearly stated they will be bringing in a system to upgrade them??
I got my first relic a couple of days before Seekers came out, and got it to 95 a few days before SE announced the latest update, and it doesn't bother me whatsoever.
If they had done it before bringing out the new weapons, the damage values may have been way too low, or so high that the new weapons become totally useless. Just chill people.
By macsdf1 2013-05-05 04:08:45
10000 RP, an a drop from the fracture nakuul megaboss to upgrade rems, something like that would be good.
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By Leviathan.Tribalprophet 2013-05-05 05:15:12
Why do people continue to cry about their R/E/M being gimped compared to new weapons, when SE clearly stated they will be bringing in a system to upgrade them??
SE said:
Hello,
Matsui here.
We've been receiving some questions in regards to what we will be doing with relic, mythic, and empyrean weapons moving forward, so I would like to address what I can at the moment.
We are not planning to enhance relic, mythic, or empyrean weapons via Trial of the Magians or through other methods.
However, in regards to these weapons that you have enhanced up to level 99, we are formulating plans so that they do not go to waste.
Because they say 1) they're not planning on making any system to upgrade R/M/E, and 2) the second part of what he says may as well be 'we're trying to think of a way these updated weapons won't go to waste, but we got nothing so far, and we're about 4 years behind on friggin Avatars we were supposed to release, so don't hold your breath.'
It doesn't exactly inspire confidence that their upcoming plan (if they have one) will fix the mess they made.
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 05:52:52
I didn't see that other message. However, I would expect an upgrade to R/E/M in at least six months, specially when the majority of players stop using/building them, because they want areas like Dynamis, Abyssea and Salvage to be used, because they released/upgraded them in the last few years, and by not upgrading R/E/M, those areas will be very sparse, and everyone will just do Seekers and nothing else which I am sure they do not want.
Don't take those messages so literally, they just don't want to come out and say, "This relic will be this damage as of this date", because they have not completed the system yet. They say something is being done, but they ain't going to be upgraded? If they were not going to get any kind of upgrade, why would they give any hint of false hope?
"However, in regards to these weapons that you have enhanced up to level 99, we are formulating plans so that they do not go to waste."
If they truly were NOT going to upgrade R/E/M, this sentence would have been left out.
Lakshmi.Byrth
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By Lakshmi.Byrth 2013-05-05 06:06:43
Because they've proposed stupid non-solutions like allowing you to use the Empyrean/Relic WS if you got an Empyrean/Relic. Technically the Empyrean/Relic is still doing "Something" for you, buuuuut...
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By Sylph.Mirvana 2013-05-05 06:10:43
That second statement would fall in line with their proposal of allowing the WS to be used on the nonR/M/E/H weapons. The same proposal that set the rage-fire ablaze when it was just a simmering ember of uncertainty.
I hope SE enjoyed their Golden Week. Lucy got some 'splainin' to do.
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 06:15:50
Oh so I get to use Quietus on any weapon I please? Wooopdy doo.
Anyway, it was just a proposal, they will figure something out, or lots of players will /ragequit.
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By Siren.Siccmade 2013-05-05 06:19:25
That's been the general idea... For 70+ pages across multiple forums. lol
Welcome to the party.
Ragnarok.Zeromega
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By Ragnarok.Zeromega 2013-05-05 08:19:39
You know... It suddenly makes sense why SE has been so scared of PLD.
In the grand scheme of things, when you're working together with your DD and hate isn't an issue... PLD is basically immortal.
Short of one-shot tricks like Death, there isn't much that's going to down a PLD with a healer.
I'm hearing that SAMs are SATA Kaiten'ing the PLDs and the PLDs are eating every bit the NMs can throw at them, and shells are able to bypass the need for Skirmish weapons because the moving adamantium walls that are PLDs are facilitating a means of winning Delve.
Also:
REVENGE OF THE PALADINS not that it matters, but a good pld would have shadow ring and other options where death spell was an issue
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 08:24:10
I was away from the game over the weekend and only just looked up the SE forums. I have not talked to anyone in the game about this either, so its all news to me.
They could just make a new "dynamis" type zone (Or just totally redo Skirmish) so we can upgrade R/E/M 99s base damage once we got decent high damaging weapons and decent gear from Delve/AH. In this manner, those players who went out of their way to get R/E/M 99s will end up being on top again while other, more casual players who never had the time to make R/E/M can still get a decent weapon if they work hard enough.
A new area similar to dynamis where certain items drop that are used to upgrade 99s? Also NMs in the area that drop an item 100% (like papers/attestations) that linkshells can farm to get all their weapons fully upgraded. Also new JSE gear could be introduced, and although it would trump standard afv2 (and some afv3) it won't matter as much, so long as players can get rewards by helping their ls/friends get upgraded 99s.
Cerberus.Detzu
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By Cerberus.Detzu 2013-05-05 08:34:27
I was away from the game over the weekend and only just looked up the SE forums. I have not talked to anyone in the game about this either, so its all news to me.
They could just make a new "dynamis" type zone (Or just totally redo Skirmish) so we can upgrade R/E/M 99s base damage once we got decent high damaging weapons and decent gear from Delve/AH. In this manner, those players who went out of their way to get R/E/M 99s will end up being on top again while other, more casual players who never had the time to make R/E/M can still get a decent weapon if they work hard enough.
A new area similar to dynamis where certain items drop that are used to upgrade 99s? Also NMs in the area that drop an item 100% (like papers/attestations) that linkshells can farm to get all their weapons fully upgraded. Also new JSE gear could be introduced, and although it would trump standard afv2 (and some afv3) it won't matter as much, so long as players can get rewards by helping their ls/friends get upgraded 99s.
I don't know if it's a good idea but it's obviously too early for SE to upgrade REM.
Some bosses haven't be released in Delve I think : The stronger forms of scythe and GS do not appear in known items yet while there are the stronger forms of H2H, Dagger, sword and GK already. But, we haven't figure out how to kill the bosses and what could be their weaknesses.
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 08:42:00
Oh yes, I didn't mean to come across that I wanted this implemented in a weeks time or whatever, more like four to twelve months depending on how the content is going. Yes players with R/E/M may have to go without using them once they get a new weapon for a little bit, but ultimately it would come back round to restoring R/E/M to their former glory.
With these new weapons, it would make farming Dynamis for currency and Umbrals much easier as well, as well as easier Empyrean farming. The 90-99 stages will become secondary to the new content that would upgrade the 99s to a decent level of damage over the newer weapons.
It's the only way I can think of doing it, because rushing it would just mean more time spent fixing problems, whereas taking too long will just annoy more people.
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By Odin.Creaucent 2013-05-05 08:43:02
I cant see anything happening with REM till all the Naakauls and zones have been added. Delve will probably then be updated with the remaining naakauls we may then see some proper updates on the REMs. After the initial rage subsided I see the unlocking of the ws a temporary fix until they have worked out what event/system is going to be used.
Edit: theres missions to be released too if WoTG and ToAU are anything to go with we have had 8/40+ missions.
[+]
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 08:49:59
Yep exactly, if they are to upgrade them, they need to wait til everything is released and people have done a decent amount of the content. Then they can see where everyone is at in terms of damage and survivability, and adjust the r/e/m accordingly.
People are just going to have to be patient and have faith that SE will bring their R/E/M back, because spending that much time and money should be rewarded in the long run.
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By Bahamut.Jaggerjack 2013-05-05 09:16:36
i dont see why people are crying over mythic's/relics/empy's being bad after this update i dont remember everyone and their mom's with relic and mythic's back then so whats the big deal? Just stop crying about it you wont get anywhere by typing all the ***up and who doesn't want to unlock empy ws on a Higher base Weapon damage and not everyone will own a 99 empy. Iam hoping SE adds new auguments on those 99 E/M/R that will take a year to upgrade
[+]
Sylph.Knala
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By Sylph.Knala 2013-05-05 09:24:15
Yep exactly, if they are to upgrade them, they need to wait til everything is released and people have done a decent amount of the content. Then they can see where everyone is at in terms of damage and survivability, and adjust the r/e/m accordingly.
People are just going to have to be patient and have faith that SE will bring their R/E/M back, because spending that much time and money should be rewarded in the long run.
Sadly after the lat 8 years and a failed FFXIV and many empty/unfulfilled promises faith is the last thing i have in SE even if matsui is legitimately trying much unlike tanaka.
[+]
By Blazed1979 2013-05-05 09:32:36
Bahamut.Jaggerjack said: »i dont see why people are crying over mythic's/relics/empy's being bad after this update i dont remember everyone and their mom's with relic and mythic's back then so whats the big deal? Just stop crying about it you wont get anywhere by typing all the ***up and who doesn't want to unlock empy ws on a Higher base Weapon damage and not everyone will own a 99 empy. Iam hoping SE adds new auguments on those 99 E/M/R that will take a year to upgrade
I have no idea what your point was. Do you?
Stop murdering the English language and the UAE's reputation, please.
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 |
|
|
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New additions to Skirmish |
12 |
|
|
|
|
11 |
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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 |
|
|
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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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