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Matsui: "Don't throw away your R/M/E weapons yet"
Carbuncle.Sambb
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Posts: 334
By Carbuncle.Sambb 2013-05-06 15:40:21
Thing is though.... the balance isn't destroyed... these new mobs require these weapons to do decent enough damage to them.
By mobs I mean the field nms and inside delve. I can notice the difference between my rag and the new weapon inside delve after doing it a billion times.
The only balance that has been destroyed is essentially doing old content. After getting my Bereaver and going into salvage v2 its like.. wut... pwn sauce.
Would I like to see R/M/E boosted? Of course I would, I love some of the design skins on them and I would feel it would be such a waste to lose the look of some of them.
I mean every time I see a terpsi on a dnc (which is rare any way) I always go "oooooo" it looks freakin cool!!
If they chose not too I would be slightly disappointed because I actually like the look of ragnarok >.> but I wouldn't be quitting.
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Asura.Ina
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By Asura.Ina 2013-05-06 15:45:27
Actually there are a few issues that come up, one of the biggest is that some jobs that would be dual wielding IE dnc only have access to 1 weapon since they are rare/ex putting them even farther behind a 2 hander than would be the norm.
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Phoenix.Archeim
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Posts: 174
By Phoenix.Archeim 2013-05-06 15:47:08
no one gets Relic for the WS
Out of the 14 relic WS, you have five that could be useful on other weapons:
Mercy Stroke
Coronach
Namas Arrow
Catastrophe
Tachi: Kaiten
That's 5/14, and most of those are sort of dubious, or of limited value. Nothing you'd make a 99 Relic for except MAYBE Catastrophe, just because Catastrophe with a 260+ DMG Scythe would make a lot of stuff soloable, and the aftermath is nice.
[edit: and as Tikal points out below, even these aren't exciting without the 40% boost they get at 99.]
Let's say you can carry the 40% dmg on cata + AM, using cata with a 260 dmg scythe would lead to the destruction of balance. If you can't carry the 40% dmg bonus or AM or both, it's pretty pointless to have it unless you're fighting fodders. There's no in-between world, Matsui's idea wasn't good or properly thought.
Not to be a smartass, but balance was destroyed a week ago. It was destroyed, slammed to the ground, desecrated anally, stabbed with a 108 dmg dagger, desecrated again, and buried face-down.
EDIT: Needed more detail.
FYI: For as long as i have known you i am pretty sure you have always been a smartass. Part of your charm i think.
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Server: Sylph
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By Sylph.Decimus 2013-05-06 15:48:44
The weapon should really be ex only because of what Ina said. As thf, my offhand is at best 27 dmg behind my mainhand with delve and nq Tchakka dagger with 200 delay at that because my 99 Mandau is an even larger hunk of ***now.
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By Fenrir.Hanabira 2013-05-06 15:51:05
Actually there are a few issues that come up, one of the biggest is that some jobs that would be dual wielding IE dnc only have access to 1 weapon since they are rare/ex putting them even farther behind a 2 hander than would be the norm.
not to mention war cant use any of the new greatswords..
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By Sylph.Decimus 2013-05-06 15:54:36
GS was only war's best weapon 45 seconds out of every hour.
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-06 15:57:02
Actually there are a few issues that come up, one of the biggest is that some jobs that would be dual wielding IE dnc only have access to 1 weapon since they are rare/ex putting them even farther behind a 2 hander than would be the norm.
Add in the fact that pets and magic have no way of keeping up and my response to this post would be "This guy f**king gets it!"
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Quetzalcoatl.Makenshi
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By Quetzalcoatl.Makenshi 2013-05-06 15:57:18
FYI: For as long as i have known you i am pretty sure you have always been a smartass. Part of your charm i think. Well if you have to be an ***, it's always better to be a smart one than a dumb one lol
SE is teetering towards the latter right now...
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-06 15:59:32
Actually there are a few issues that come up, one of the biggest is that some jobs that would be dual wielding IE dnc only have access to 1 weapon since they are rare/ex putting them even farther behind a 2 hander than would be the norm.
Add in the fact that pets and magic have no way of keeping up and my response to this post would be "This guy f**king gets it!" I could have gone on more but they have all been covered again and again so F that... I feel bad for BSTs though, I remember them being all excited about having mobs to charm again and with these new weapons that went out the window unless they put in mobs that are super charged for their level.
Phoenix.Kojo
Forum Moderator
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By Phoenix.Kojo 2013-05-06 16:01:28
no one gets Relic fior the WS
Out of the 14 relic WS, you have five that could be useful on other weapons:
Mercy Stroke
Coronach
Namas Arrow
Catastrophe
Tachi: Kaiten
That's 5/14, and most of those are sort of dubious, or of limited value. Nothing you'd make a 99 Relic for except MAYBE Catastrophe, just because Catastrophe with a 260+ DMG Scythe would make a lot of stuff soloable, and the aftermath is nice.
[edit: and as Tikal points out below, even these aren't exciting without the 40% boost they get at 99.]
Let's say you can carry the 40% dmg on cata + AM, using cata with a 260 dmg scythe would lead to the destruction of balance. If you can't carry the 40% dmg bonus or AM or both, it's pretty pointless to have it unless you're fighting fodders. There's no in-between world, Matsui's idea wasn't good or properly thought.
Not to be a smartass, but balance was destroyed a week ago. It was destroyed, slammed to the ground, desecrated anally, stabbed with a 108 dmg dagger, desecrated again, and buried face-down.
EDIT: Needed more detail.
FYI: For as long as i have known you i am pretty sure you have always been a smartass. Part of your charm i think.
This was a rare moment I was trying to not be one.
Server: Lakshmi
Game: FFXI
Posts: 36
By Lakshmi.Tadakichi 2013-05-06 16:36:23
Actually there are a few issues that come up, one of the biggest is that some jobs that would be dual wielding IE dnc only have access to 1 weapon since they are rare/ex putting them even farther behind a 2 hander than would be the norm.
Add in the fact that pets and magic have no way of keeping up and my response to this post would be "This guy f**king gets it!"
We can't keep up with dmg but everyone wants jobs like SMN to kill the new NM's lol. Least we get that.
Fenrir.Sylow
Server: Fenrir
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Posts: 6862
By Fenrir.Sylow 2013-05-06 17:03:37
Quote: P.S. I know how delve works just fine. 10 min after the wall comes down to kill trex unless you want to go through the ordeal of farming beads. Have fun doing that.
Oh god - you mean people will have to do the content to do the content! SE that's preposterous!
Not sure what you are arguing. Complain the new weapons are too easy to get (when nobody has them yet) then poke fun at bead farming (which you seem to be in the dark about). Ill just assume you are butthurt and using these forum as a way to process your poor little hurt feelings. Don't like it? Vote with your wallet.
1) I never complained about anything being too easy to get - and we're talking mostly about the 30k plasm weapons anyway which are easy as *** to get and still crush 99 RME
The point of which weapons are on top is largely irrelevant when the main complaint is that there's no way to enhance 99RME beyond "paperweight" status and I'm sure most people would prefer some sort of challenging upgrade process that SE is unprepared to provide because they're too busy releasing content that is doomed to rot on release (see #3)
2) Seeing as I have access to all non-boss Delve gear I'm nowhere near in the dark about bead farming but it's extremely likely the balance of the bosses are set such that it's not reasonable with gear available from lower content levels to defeat them without bead farming - and really - for weapons that are an additional 20% ahead of the weapons that crush RME99 by 20%+ I don't think it's unreasonable to expect that linkshells will be forced to farm 10% drops from field NMs or buy them from some lucky PUG person who has no real use for them in order to stand a chance nor do I think that linkshells (outside of yours apparently) will be hesitant to do it
The bosses also drop a temporary key item - which strongly implies - that defeating one will just let you trade for the drop of your choice - which makes me really question the sanity of anyone who would not be wiling to go through the slight annoyance of farming a few 10% drops in order to maximize the chance of defeating them
3) If by butthurt you mean slightly annoyed that the 350+m weapon that also required an additional ~100 hours of content completion was trashed on the same day I completed it - yes I'm butthurt - but I got over it and bought the new H2H and am enjoying the power boost
I'm also slightly annoyed that SE cannot balance a cube on top of a cube and further marginalized my preferred class by only releasing one reasonably obtainable weapon at the new dps scale when the job depends on dual-wielding for effectiveness
I'm also slightly annoyed that SE made 95% of content irrelevant overnight so that instead of logging in and choosing the event that I feel like doing the most and still being able to do something relevant to the growth of my character - I'm left with the option of a single event (Delve) which will continue to grow staler and staler until challenging the bosses becomes a reality after months of grinding the event
I'm also slightly annoyed that SE wasted development resources on an event that they made irrelevant upon release when they have such limited resources to devote to anything at all
I'm also slightly annoyed that they've already announced what amounts to "Delve 2" - Delve at a higher content level than current - which by the current paradigm of releases - stands to make all of the grinding we're doing in Delve 1 irrelevant and significantly reduces my motivation to care about any of it
So there you have it
all my hurt little feelings
tldr
Bro do u even delve
Cerberus.Pleebo
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Posts: 9720
By Cerberus.Pleebo 2013-05-06 17:15:01
I'm also slightly annoyed that they've already announced what amounts to "Delve 2" Delve 2: Cruise Control
2 Fast 2 Delve
and of course, Delve 2: Delve Harder
Quetzalcoatl.Kenrusai
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By Quetzalcoatl.Kenrusai 2013-05-06 17:15:11
This thread makes me smile, see y'all on ARR !
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Cerberus.Tikal
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By Cerberus.Tikal 2013-05-06 17:15:42
I'm also slightly annoyed that they've already announced what amounts to "Delve 2" Delve 2: Cruise Control
2 Fast 2 Delve
and of course, Delve 2: Delve Harder Live Free or Delve Hard?
EDIT: Oh god, so many unintentional double-meanings.
Fenrir.Sylow
Server: Fenrir
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By Fenrir.Sylow 2013-05-06 17:16:43
I would just quit but then there would be no one to take care of Mushroom
Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-05-06 17:19:51
I'm also slightly annoyed that SE made 95% of content irrelevant overnight so that instead of logging in and choosing the event that I feel like doing the most and still being able to do something relevant to the growth of my character - I'm left with the option of a single event (Delve)
This cannot be overstated. FFXI's major attraction in terms of endgame has always been that gear acquisition was horizontal rather than vertical (the WoW model). Chucking the two of the three things* that differentiated XI (wide array of endgame choices, relative safety of investing in weapons) for no apparent reason is insane beyond any ability to explain.
* = the third is the job/subjob system itself, which has been so great for so long that we just take it for granted.
Cerberus.Pleebo
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By Cerberus.Pleebo 2013-05-06 17:20:44
I would love some reassurance that their idea of gear progression isn't just a mindless point-grinding system that's essentially a high-level worm party in a cave. Cause that's just... bleh.
Delve 2: The Secret of the Ooze
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Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-05-06 17:23:06
Delve 2: Cruise Control
2 Fast 2 Delve
and of course, Delve 2: Delve Harder
Delve's Bogus Journey
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-06 17:36:37
I was on the OFs earlier and saw a post come up by Hiromichi_Tanaka..My eyes started to fill with tears of joy until I noticed that it was like a year old, and some *** necrobumped it.
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By Fairy.Ghaleon 2013-05-06 17:44:21
i don't get why everyone is looking at tanaka in a brighter light now.
do you guys fail to realize that the entire reason we are even in this mess is because of tanaka?
let me explain just a little i guess;
level 99 cap. holyshitomfgwtfbbq right?
as it turns out no, no proper scaling of any kind was implemented for 75->99, why? because they didn't want to destroy current endgame and let people 1-2man it. They didn't have enough resources to make a whole new set of endgame at once, which is why abyssea was released to kind of fill the gap. They did not have the resources to make a new proper endgame for level 99 because (and I'm fairly certain of this) a good chunk of the ff11 dev team went on to help rebuild the failure that was 14 1.0. (tanaka fails again etc)
so now matsui is trying to find a way to actually make a gap between lvl 76 (now) and level 99. while his method of implementation is certainly questionable (i still think he should have rolled everything out at once, including R/M/E boosts) i would like to applaud his efforts in trying to do something that tanaka SHOULD HAVE DONE IN THE FIRST PLACE.
anyways /rant off.
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By Fenrir.Terminus 2013-05-06 17:50:35
i don't get why everyone is looking at tanaka in a brighter light now.
do you guys fail to realize that the entire reason we are even in this mess is because of tanaka?
let me explain just a little i guess;
level 99 cap. holyshitomfgwtfbbq right?
as it turns out no, no proper scaling of any kind was implemented for 75->99, why? because they didn't want to destroy current endgame and let people 1-2man it. They didn't have enough resources to make a whole new set of endgame at once, which is why abyssea was released to kind of fill the gap. They did not have the resources to make a new proper endgame for level 99 because (and I'm fairly certain of this) a good chunk of the ff11 dev team went on to help rebuild the failure that was 14 1.0. (tanaka fails again etc)
so now matsui is trying to find a way to actually make a gap between lvl 76 (now) and level 99. while his method of implementation is certainly questionable (i still think he should have rolled everything out at once, including R/M/E boosts) i would like to applaud his efforts in trying to do something that tanaka SHOULD HAVE DONE IN THE FIRST PLACE.
anyways /rant off.
That's a good way to look at it, and seems reasonable enough. We're just trying to sort through all of the collateral damage/"oh no my relic."
I don't think anyone really cares what the actual damage number a weapon has on it - just where they individually fall on the spectrum of available damage.
And probably, whether it was going to be good all along, or it's just going to be a result of all the backlash, I feel pretty confident that RMEs will be ok in the long run.
I don't know ***and am often wrong. :)
Lakshmi.Byrth
VIP
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By Lakshmi.Byrth 2013-05-06 17:53:09
Damage is fairly linear from 1-99 so that argument is wrong. The points that we have now are the extreme outliers.
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-06 17:53:49
1. Tanaka spoke/read/wrote in English, if you bitched, he'd read it before he'd ignore it.
2. Tanaka was the lesser of two evils.
Sylph.Knala
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By Sylph.Knala 2013-05-06 17:57:39
/Sigh for me its just the monetary investment into the weapon itself, correct me if i'm wrong and if possible point out examples but not many other mmo's have special weapons that require an extreme investment in order to finally make said weapon viable.
While my relic was created with my linkshell as a group effort it just urks me to no end knowing that all our gil and efforts become for naught when at least before they were keeping said weapon competitive.
Some how really doesn't bother me as much having to upgrade other pieces of gear but then again alot of other peices are whole drops and only require a time investment vs a monetary investment (and some luck)
Sides... the occ 2-3x dmg (forget which it is for anni) is freaking sweet on the annihilator...
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By Fairy.Ghaleon 2013-05-06 17:58:44
Damage is fairly linear from 1-99 so that argument is wrong. The points that we have now are the extreme outliers.
proof where? maybe if we compare weapons only,
pretty easy to substantiate my argument, pre-adoulin how many people were still wearing af3+2?
Hp/mp/base stats scaled horribly from 75->99. the only thing that scales correctly was skill level. (could argue otherwise even still, but since they promised more merit upgrades and increased some caps i won't.)
Idk maybe i just had higher hopes for level 99 when i first heard of the level cap increase than you.
By fillerbunny9 2013-05-06 18:00:20
Quetzalcoatl.Kenrusai said: »This thread makes me smile, see y'all on ARR !
if this is what they're doing to XI, there's little chance of collecting a monthly fee from me for ARR.
Quetzalcoatl.Avengers
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By Quetzalcoatl.Avengers 2013-05-06 18:01:14
I just said F it and bought Defiance for PS3. I'm a go spend my time elsewhere and perhaps unsub my accounts untill stuff makes a turn around.
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Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-06 18:11:26
1. Tanaka spoke/read/wrote in English, if you bitched, he'd read it before he'd ignore it.
2. Tanaka was the lesser of two evils.
No, just no. Tanaka did no such thing.
The guy lived in his own world and had his own vision of "how things worked" regardless of the way the player base played. If the player base found a way to enjoy the game in a way he didn't intend then there would be hell to pay. According to Tanaka we all logged in to COSPLAY for a few hours each day. He's brilliant at designing single player console MMO's because a single cohesive linear experience is what you want on a game that once released won't be changed. It's the exact opposite of what you want in a dynamic game that's expected to evolve and grow over time. FFXI suffered a large decline in player base (and FFXIV failed) because Tanaka refused to understand that MMORPG's work off a service model instead of a production model.
What happened is simple, the game was stuck at 75 for a very long time with everything being side grades and Tanaka refusing to allow any form of change into this sandbox. Then he gets pulled away for FFXIV and FFXI largely falls to other people for creative content control, they create Abyssea and everything gets upgraded to level 90. Gear, stats, weapons, everything goes ~up~. FFXIV crash's and Tanaka's pulled back to look over FFXI, notice his sandbox has been destroyed & smashed. He gets pissed (remember that interview) and sets out to "adjust" FFXI back into this idea of a game. That was the 95~99 raise where everything seemed a large sidegrade with insane amounts of grinding and limited progress. Voidwatch, NNI, Salvage II, those are all Tanaka era projects. Matsui shows up due to Tanaka's forced retirement and has since been trying to unf8ck FFXI but can't just hit the undo button. This involves creating a new level 90~99 power evolution rather then the glorified side-grades that existed before. That's what your all seeing right now, a proper 90~99 power increase. Of course he made the tactical error of thinking people would just forget about the insane levels of grinding Tanaka made them do for their 99 RMEs, that mistake is whats causing the stir.
Lakshmi.Mahoro
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By Lakshmi.Mahoro 2013-05-06 18:15:06
I'm also slightly annoyed that SE made 95% of content irrelevant overnight so that instead of logging in and choosing the event that I feel like doing the most and still being able to do something relevant to the growth of my character - I'm left with the option of a single event (Delve) which will continue to grow staler and staler until challenging the bosses becomes a reality after months of grinding the event
On the upside, at least Delve is fun and they actually listened to the player base on point systems. And it's a pretty bite-sized and inclusive event.
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) |
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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 |
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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 |
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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 |
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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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