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Matsui: "Don't throw away your R/M/E weapons yet"
Valefor.Sehachan
Server: Valefor
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By Valefor.Sehachan 2013-05-07 10:56:16
Screw things that only work in 1 event, I don't have the inventory space for that lol.
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-07 10:58:38
Making delve stuff only active in Adoulin wouldn't solve anything are you people stoned
Server: Leviathan
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By Leviathan.Comeatmebro 2013-05-07 11:00:28
my problem is that the way things are, fracture makes the nms completely pointless once you have ki.. t6 naakual will be like dynamis lord at early 75 cap, not many shells will have the resources to do it.. which leaves everyone else just grinding plasma to get the gear they want, and that's a very simple and repetitive activity to last for a whole content age(pretty sure it was said that delve would stay top for a while)
Phoenix.Kojo
Forum Moderator
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By Phoenix.Kojo 2013-05-07 11:00:37
I wish.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-07 11:03:26
If anything, Delve-only is the worst of all scenarios.
- If you have Delve weapons, they're now substantially weaker.
- If you don't have Delve weapons, but want them, you're going to get a weaker reward for likely more effort (as there will be fewer groups who go, especially with the 20m changes).
- If you don't have Delve weapons and don't want them, then I guess you come out ok, but SE should not be pandering to the crowd of people that don't want to do the content.
I mean, some of Delve's mechanics are irritating, but ultimately, I want it to be good. Making it into its own little ghetto where things only work inside it relegates it to the dustbin with Moblin Maze Mongers, Garrison, and other content where the amount of time taken to develop it exceeded the amount of time it was relevant.
Fenrir.Camiie
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By Fenrir.Camiie 2013-05-07 11:06:53
SE *** up they shouldn't have released Delve so soon they should have waited for more people to get Skirmish weapons and then gave us Delve.
They should have made Skirmish the easier event to enter of the two.
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-07 11:06:56
Leviathan.Comeatmebro said: »i got all my KIs 8boxing half the alliance with my shitty 90 verethragna mules as half the dd
my ls is organized, but you dont need amazing gear or anything to get the KIs.. makes me think saevel has either never tried the NMs or is downright awful
*Sneeze*
Sorry I'm allergic to bullsh!t.
http://www.bluegartr.com/threads/115865-Delve
4/6 KI's already, only the blue path left.
Some of the NM's are easy some aren't. Butterfly is a PITA but the Scorp and Grasshopper are kinda easy. The only really hard ones are the Tier IV/Vs. Kurma on the other hand is total BS. Other night we had an entire party of BLMs landing nukes during and immediately after this TP moves, did diddly squat.
We were doing the poped field version. Fight took forever as the DD's had to all /THF and SATA onto our PLDs. The turtle only got 1 dangerous move, the aoe stomp move that does 2K or so.
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-07 11:07:25
If anything, Delve-only is the worst of all scenarios.
- If you have Delve weapons, they're now substantially weaker.
- If you don't have Delve weapons, but want them, you're going to get a weaker reward for likely more effort (as there will be fewer groups who go, especially with the 20m changes).
- If you don't have Delve weapons and don't want them, then I guess you come out ok, but SE should not be pandering to the crowd of people that don't want to do the content.
I mean, some of Delve's mechanics are irritating, but ultimately, I want it to be good. Making it into its own little ghetto where things only work inside it relegates it to the dustbin with Moblin Maze Mongers, Garrison, and other content where the amount of time taken to develop it exceeded the amount of time it was relevant.
It is a possible scenario, it's also one that'd take the dev team less effort and rebalance the game. As much as you may hate it, you should probably be prepared for it.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-07 11:09:45
My best attempt at the "correct" answer:
- Leave the outside NMs alone. They're fine the way they are.
- 100% drop on the beads.
- Give RMEs an upgrade path that requires Delve and/or Skirmish (and hey, maybe take this chance to make some much-needed adjustments to them, especially mythics)
- Fix Skirmish entry items. It should never be harder to do the stepping stone than the thing you're stepping to.
Won't fix everything, but there's no silver bullet now - have to address as many problems as you can, as simply as you can, to stave off the chain-quitting that will be inevitable if nothing is changed (or is somehow made even worse).
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Server: Leviathan
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By Leviathan.Comeatmebro 2013-05-07 11:17:00
Leviathan.Comeatmebro said: »i got all my KIs 8boxing half the alliance with my shitty 90 verethragna mules as half the dd
my ls is organized, but you dont need amazing gear or anything to get the KIs.. makes me think saevel has either never tried the NMs or is downright awful
*Sneeze*
Sorry I'm allergic to bullsh!t.
http://www.bluegartr.com/threads/115865-Delve
4/6 KI's already, only the blue path left.
Some of the NM's are easy some aren't. Butterfly is a PITA but the Scorp and Grasshopper are kinda easy. The only really hard ones are the Tier IV/Vs. Kurma on the other hand is total BS. Other night we had an entire party of BLMs landing nukes during and immediately after this TP moves, did diddly squat.
We were doing the poped field version. Fight took forever as the DD's had to all /THF and SATA onto our PLDs. The turtle only got 1 dangerous move, the aoe stomp move that does 2K or so. peiste, orobon, wamoura, raptor, pugil, and any of the ceizak ones can be done in less than 20 minutes with extremely modest gear and mild organization to unlock your kis
if you think the timer's going to be a gigantic hindrance, you're using the wrong strategy or vastly overestimate your groups competence
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By Avitori 2013-05-07 11:33:22
What would you guys do if the new weapons had their base damage nerfed and their damage rating now was only active in Delve?
I like this idea.
By Avitori 2013-05-07 11:35:23
Screw things that only work in 1 event, I don't have the inventory space for that lol.
Better than making all previous weapons worthless.
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-07 11:37:37
What would you guys do if the new weapons had their base damage nerfed and their damage rating now was only active in Delve?
I like this idea.
Me, too. Lol
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Server: Odin
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By Odin.Kylien 2013-05-07 11:40:15
What would you guys do if the new weapons had their base damage nerfed and their damage rating now was only active in Delve?
I like this idea.
Me, too. Lol
Ditto!
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Phoenix.Kojo
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By Phoenix.Kojo 2013-05-07 11:46:19
What would you guys do if the new weapons had their base damage nerfed and their damage rating now was only active in Delve?
I like this idea.
Me, too. Lol
Ditto!
I LIKE YOU!
[+]
By Quetzacoatl 2013-05-07 11:49:42
What would you guys do if the new weapons had their base damage nerfed and their damage rating now was only active in Delve?
I like this idea.
Me, too. Lol
Ditto!
I LIKE YOU!
Asura.Ina
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Posts: 17912
By Asura.Ina 2013-05-07 11:51:23
Screw things that only work in 1 event, I don't have the inventory space for that lol.
Better than making all previous weapons worthless. There would still be gear progress to be had but as the game goes forward there should still be some weapon progress (although not on the scale they are doing). The ideal thing to do imo would have R/E/M upgradeable along side these new weapons, upgrades could come from Obsidian Fragments > Plasm > an item dropped from the Delve boss. This ensures their is a weapon based reason to do new content and preserves the event ladder they are so insistent on.
Given that Matsui doesn't seem to want people doing pre Adoulin stuff though (there is still gear to get from it now but I bet there won't be much when Delve Returns comes up) I wouldn't expect it to happen.
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By Lye 2013-05-07 11:53:07
The "delve-only" idea runs contrary to the "content level" system.
You may like it, but it's not the direction Matsui is trying to run with the game.
To say it magically "fixes" any problem seems, to me, pretty ill conceived.
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-07 11:56:11
The "delve-only" idea runs contrary to the "content level" system.
You may like it, but it's not the direction Matsui is trying to run with the game.
That direction that Matsui is going; Down. We're downward bound, boys.
[+]
Server: Shiva
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By Shiva.Kuraneko 2013-05-07 11:56:19
Screw things that only work in 1 event, I don't have the inventory space for that lol.
Better than making all previous weapons worthless.
No, no it's not. Why would you even do the event if it's not going to increase your chances of clearing the inevitable more difficult content? Just the armor? Then we really are stuck in the same cycle the game has been for years.
Am I sad to see my gimpy 90 Twashtar or OAT polearm go? Eh, a little but they's served me well as has everyone else's R/E/M for the last few years. Recent years have seen the game go from Relic weapons (later Mythic/Empy) being a very nice bonus nudge to making content easier to clear, but your average to mid tier group could reliably clear content off of semi-rare drop or even decent AH weapons for steady progression to our current state of these weapons being a requirement to do ~any~ content other than abyssea trash.
I'm probably more annoyed with the timer for battles being instituted and don't see anything wrong with folks chipping away at it if they don't want to bother with the weakness (though it is far less rage inducing I'll admit). Let ppl poke at it for 3 hours if they want. /shrug People used to do that for sky and ***and they never added that mechanic there. If a pops occupied move on. It's admitted fissure farming is the better option anyway for NMs over field. All a timer does is lock even more people out from their gear progression however they can get it.
Siren.Mosin
By Siren.Mosin 2013-05-07 11:59:57
gear progression & Matsui can *** right off, in this posters opinion.
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By Lye 2013-05-07 12:00:42
Oh Christ. This is starting to resemble battle.net.
Leviathan.Kincard
Server: Leviathan
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Posts: 1442
By Leviathan.Kincard 2013-05-07 12:02:26
If the only content that's going to be relevant is Delve then making the weapons stronger in only Delve is effectively no different than making those weapons strong everywhere. wtf were you going to do, farm dynamis faster for coins nobody wants to buy anymore?
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By Lye 2013-05-07 12:03:51
Actually, yeah :(.
Seriously, I want a G-horn.
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By Asura.Wilbert 2013-05-07 12:05:57
I've waited for awhile to truly give an objective opinions on whats been going on of this post and the actual game. I've gone and done Delve several times already and already have most of the gear that I wanted from it. The content is not that extremely hard by any sense of the word. If anything its more similar to assaults than anything else. I have both a Delve weapon and a Relic Weapon I've tested both out and the Delve wins out hands down. I am not hurt or upset about this in fact we all knew this was going to happen at some point. Back in the days of the 75 cap only a few relic truly were game changing, this update kinda bring the game down in difficulty because the gear is not to hard to gain. I know some players think that having the best of the best gear is what makes this game fun to them but in all honesty at some point there has to be a level playing field for new and returning players. Delve content is easy enough that once a majority of the servers start winning boss fight a lot of player are going to be over powered for older content and if they wish to go back and do that content that's fine by me. To be honest when aby first came out the old guard was upset because now lower tier players had the opportunity to catch up to them, same development has happened with delve. I do not find my relic to useless as they all were personal achievement and if it was not for the lvl cap increase and the new weapon skills some of them would still be useless. Let them come out with more game breaking gear and just destroy what we are use too, then just maybe we will find a final fantasy XI that was inviting as it was however many years ago you started playing.
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Server: Shiva
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By Shiva.Kuraneko 2013-05-07 12:06:25
Leviathan.Kincard said: »If the only content that's going to be relevant is Delve then making the weapons stronger in only Delve is effectively no different than making those weapons strong everywhere. wtf were you going to do, farm dynamis faster for coins nobody wants to buy anymore?
To be fair, ghorn/aegis for dynamis and harp/ochain for abyssea are still relevant. I feel sorry for anyone working on plates/souls that will want HMP to finish harp/ochain in the future since no one will want to do that content anymore : /
Leviathan.Kincard
Server: Leviathan
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By Leviathan.Kincard 2013-05-07 12:06:43
i suppose there's that, yeah
but if its any consolation if it ends up the only thing left to farm in dynamis is aegis/gjallarhorn i doubt you'll be seeing as much competition anymore
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By Fenrir.Terminus 2013-05-07 12:10:52
Leviathan.Kincard said: »If the only content that's going to be relevant is Delve then making the weapons stronger in only Delve is effectively no different than making those weapons strong everywhere. wtf were you going to do, farm dynamis faster for coins nobody wants to buy anymore?
To be fair, ghorn/aegis for dynamis and harp/ochain for abyssea are still relevant. I feel sorry for anyone working on plates/souls that will want HMP to finish harp/ochain in the future since no one will want to do that content anymore : /
Or, bring some of the older weapons (RME at least, maybe more) into the present age of extreme damage values. This makes RME holders happy, and will give them more to do. It also doesn't obsolete dynamis for non-pld non-brds. Same for abyssea. While creating those weapons would take even less time if you farm dyna with a delve weapon, for example, it's still something for people to do.
I'd honestly rather see the content level lowered than a "delve only" category of weapon that people will only want/get reluctantly if, and only if, they find that they absolutely have to have it in order to win... in that one specific thing.
[+]
Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-05-07 12:11:08
To be fair, ghorn/aegis for dynamis and harp/ochain for abyssea are still relevant. I feel sorry for anyone working on plates/souls that will want HMP to finish harp/ochain in the future since no one will want to do that content anymore : /
Ochain at least is basically all there once you finish Azdaja, so that's not SO bad. The harp gets a noticable boost from the HMP/Riftcinder phases, though, with that fourth song.
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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|
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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 |
|
6 |
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Skirmish |
|
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 |
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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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