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Matsui: "Don't throw away your R/M/E weapons yet"
By Quiznor 2013-04-29 16:51:22
Bahamut.Jaggerjack said: »i ment shield and horn!
I know,I'm just *** with you :D (dont forget mythic BRD dagger!)
サーバ: Bahamut
Game: FFXI
Posts: 128
By Bahamut.Jaggerjack 2013-04-29 16:52:27
this new event is supposed to be the new VW with the new weapon's?
By ScaevolaBahamut 2013-04-29 17:11:57
Hasn't the purpose of the game always been to go and get the best gear/weapons/items? So what's changed, there's new stuff, go and get it. You want your weapons that are 10 years old to stay on top but it's ok for gear to get outdated every so often? What's the point in playing if all your 99 weapons are the end all be all? There isn't one. New equips are out there, stop crying and go seize the moment. That's why you Play the game I thought. I feel sorry for the devs, there's no pleasing some people.
For the umpteenth time, if people wanted a neverending gear treadmill of forced obsolescence they would be playing one of the dozen gear treadmill MMOs out there that are superior to FFXI gameplay-wise in nearly every way.
Quetzalcoatl.Aryiah
サーバ: Quetzalcoatl
Game: FFXI
Posts: 4
By Quetzalcoatl.Aryiah 2013-04-29 17:23:46
people are so afraid of being sub-par even for a month or two. its ridiculous, enjoy not being OP as *** for a little bit, enjoy the challenge of new gear, i'm sad my twash is gonna suck but i'll just use a new dagger till i can upgrade it.
Carbuncle.Anesthesia
サーバ: Carbuncle
Game: FFXI
Posts: 845
By Carbuncle.Anesthesia 2013-04-29 17:27:47
Quetzalcoatl.Aryiah said: »people are so afraid of being sub-par even for a month or two. its ridiculous, enjoy not being OP as *** for a little bit, enjoy the challenge of new gear, i'm sad my twash is gonna suck but i'll just use a new dagger till i can upgrade it.
You're really not getting it. Forget the weapons themselves for a second, and realize that they just obseleted almost all of their content, as well as nearly their entire economy.
Then ponder the fact that their dev team currently consists of 4 monkeys and a pop gun that have no prayer of replacing the amount of content they just destroyed with their reskinned campaign + meebles.
Asura.Zart
サーバ: Asura
Game: FFXI
Posts: 158
By Asura.Zart 2013-04-29 17:28:46
I think they should make a new type of skillchain only achievable with R/M/E weapons, technically there already is, R/E weapons are the only ones that can continue a darkness/light skillchain after it reaches that point of darkness/light (so this would be considered a LV4 skillchain)
so what I propose is that for
1.], Square Enix needs to make an event to make building a R/E/M to lv99 with afterglow slightly easier, because at the moment its ridiculous.
2.], The new skillchain I think should be somewhat like this.
If any amount of players closes light twice, followed by darkness twice it produces a LV5 skillchain known as Ultima, and if a player closes darkness twice followed by light twice it produces a skillchain known as Omega.
Essentially Ultima = all elements except darkness and
Omega = all elements except light
and I think this would more likely warrant the weapons because they could make the damage really ridiculous given that amount of concentration it would take to build this skillchain, but at the same time its an RPG and players would be more willing to take an easier button smashing zerging route. Overall I think this is a good idea.
what are your thoughts?
Leviathan.Kaparu
サーバ: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-04-29 17:31:47
Quetzalcoatl.Aryiah
サーバ: Quetzalcoatl
Game: FFXI
Posts: 4
By Quetzalcoatl.Aryiah 2013-04-29 17:32:12
Carbuncle.Anesthesia said: »Quetzalcoatl.Aryiah said: »people are so afraid of being sub-par even for a month or two. its ridiculous, enjoy not being OP as *** for a little bit, enjoy the challenge of new gear, i'm sad my twash is gonna suck but i'll just use a new dagger till i can upgrade it.
You're really not getting it. Forget the weapons themselves for a second, and realize that they just obseleted almost all of their content, as well as nearly their entire economy.
Then ponder the fact that their dev team currently consists of 4 monkeys and a pop gun that have no prayer of replacing the amount of content they just destroyed with their reskinned campaign + meebles.
i don't really think about it, i just have fun playing and if i wouldn't then i'd stop paying SE.
[+]
Carbuncle.Anesthesia
サーバ: Carbuncle
Game: FFXI
Posts: 845
By Carbuncle.Anesthesia 2013-04-29 17:32:37
Quetzalcoatl.Aryiah said: »Carbuncle.Anesthesia said: »Quetzalcoatl.Aryiah said: »people are so afraid of being sub-par even for a month or two. its ridiculous, enjoy not being OP as *** for a little bit, enjoy the challenge of new gear, i'm sad my twash is gonna suck but i'll just use a new dagger till i can upgrade it.
You're really not getting it. Forget the weapons themselves for a second, and realize that they just obseleted almost all of their content, as well as nearly their entire economy.
Then ponder the fact that their dev team currently consists of 4 monkeys and a pop gun that have no prayer of replacing the amount of content they just destroyed with their reskinned campaign + meebles.
i don't really think about it
it's apparent.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-29 17:33:37
Just let us throw 99 RME for one-time irresistable instant-death to any enemy ok
[+]
Shiva.Lechie
サーバ: Shiva
Game: FFXI
Posts: 15
By Shiva.Lechie 2013-04-29 17:34:05
Carbuncle.Anesthesia said: »Forget the weapons themselves for a second, and realize that they just obseleted almost all of their content, as well as nearly their entire economy. This.
Lakshmi.Cadant
サーバ: Lakshmi
Game: FFXI
Posts: 66
By Lakshmi.Cadant 2013-04-29 17:34:20
I think they should make a new type of skillchain only achievable with R/M/E weapons, technically there already is, R/E weapons are the only ones that can continue a darkness/light skillchain after it reaches that point of darkness/light (so this would be considered a LV4 skillchain)
so what I propose is that for
1.], Square Enix needs to make an event to make building a R/E/M to lv99 with afterglow slightly easier, because at the moment its ridiculous.
2.], The new skillchain I think should be somewhat like this.
If any amount of players closes light twice, followed by darkness twice it produces a LV5 skillchain known as Ultima, and if a player closes darkness twice followed by light twice it produces a skillchain known as Omega.
Essentially Ultima = all elements except darkness and
Omega = all elements except light
and I think this would more likely warrant the weapons because they could make the damage really ridiculous given that amount of concentration it would take to build this skillchain, but at the same time its an RPG and players would be more willing to take an easier button smashing zerging route. Overall I think this is a good idea.
what are your thoughts?
You give the current FFXI population too much credit. The average pickup group probably doesn't even know what a skillchain is let alone how they did it (on accident) ^^
[+]
Quetzalcoatl.Aryiah
サーバ: Quetzalcoatl
Game: FFXI
Posts: 4
By Quetzalcoatl.Aryiah 2013-04-29 17:35:16
lol i'm not gonna get into a heated nerd arguement about who is smarter anesthesia, i just dont understand ppl who complain about something they pay for, this is SE's service now, find a new game if its giving you so many heart problems.
Quetzalcoatl.Avengers
サーバ: Quetzalcoatl
Game: FFXI
Posts: 220
By Quetzalcoatl.Avengers 2013-04-29 17:37:21
Due to how ridiculous some of these weapons are, my guess is there are either a typo (doubtful) or they are ONLY usable for delve or some new voidwatch type thing coming out, because the damage on these weapons are just to far of a leap above anything else.
OR the end of FFXI is coming when FFXIV comes out and SE just wants us to piss around with ***before the servers come down permanently (Also doubtful)
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-29 17:40:31
Yeah people who complain about things they pay for are totally stupid, why on earth would someone complain about not liking the direction something they invested in is going? That's ludicrous.
Cerberus.Cahlum
サーバ: Cerberus
Game: FFXI
Posts: 268
By Cerberus.Cahlum 2013-04-29 17:42:04
As its golden week now we wont be getting any responses from devs about this update xD
サーバ: Siren
Game: FFXI
Posts: 170
By Siren.Scottyb 2013-04-29 17:42:15
Quote: Forget the weapons themselves for a second, and realize that they just obseleted almost all of their content, as well as nearly their entire economy.
This. Thats something I was wondering about, I only have 2 emps and they were easy to get but I really enjoy doing dynamis and salvage to slowly build towards a relic, aswell as doing my empyrean weapon rotation with my 2 RL friends, now its kinda annoying that my 1month old Verethragna (late to the party I know) are being trounced by these new weapons, not because im bothered about the damage, but because doing abyssea or farming dynamis/salvage now seems kinda pointless, so some of the fun is taken away, leaving me with not a whole lot to do lol.
I dont like LS content mostly because:
1. Im EU
2. I dont have the time I used to
3. I didnt enjoy it that much back in the day.
So Im just wondering what SE has up their sleeves, Im sure we all thought this during abyssea and it turned out to be quite fun and nice to be able to low man stuff, so how will they go about keeping people interested if a lot of the content will now be seen as obselete as stated?
[+]
Valefor.Omnys
サーバ: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-04-29 17:42:21
You give the current FFXI population too much credit. The average pickup group probably doesn't even know what a skillchain is let alone how they did it (on accident) ^^
Skillchains are easy, you sip on your soda when the sam 2hr's!
Cerberus.Fiasko
By Cerberus.Fiasko 2013-04-29 17:43:14
Quetzalcoatl.Aryiah said: »lol i'm not gonna get into a heated nerd arguement about who is smarter anesthesia, i just dont understand ppl who complain about something they pay for, this is SE's service now, find a new game if its giving you so many heart problems.
I don't even know where to start.
Cerberus.Meatster
サーバ: Cerberus
Game: FFXI
Posts: 85
By Cerberus.Meatster 2013-04-29 17:44:00
Quetzalcoatl.Aryiah said: »lol i'm not gonna get into a heated nerd arguement about who is smarter anesthesia, i just dont understand ppl who complain about something they pay for, this is SE's service now, find a new game if its giving you so many heart problems. What in the what in the ***?
Cerberus.Pleebo
サーバ: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-29 17:45:17
Hell, I complain about ***I get for free. I'm a *** like that.
Carbuncle.Anesthesia
サーバ: Carbuncle
Game: FFXI
Posts: 845
By Carbuncle.Anesthesia 2013-04-29 17:45:38
Quetzalcoatl.Aryiah said: »lol i'm not gonna get into a heated nerd arguement about who is smarter anesthesia, i just dont understand ppl who complain about something they pay for, this is SE's service now, find a new game if its giving you so many heart problems.
ok, i think we're done here
サーバ: Fenrir
Game: FFXI
Posts: 59
By Fenrir.Luckycharmss 2013-04-29 17:47:36
Fenrir.Candlejack said: »
Ok. You've had more than enough rope to hang yourself. It's time to stop posting.
lol ive been on fenrir since I was forced to it from the Unicorn server merger an I still don't know how Candlejack is. Wish I could find him to slap some sense into him. You making fenrir look terrible with your nonsense.
Cerberus.Zyph
サーバ: Cerberus
Game: FFXI
Posts: 65
By Cerberus.Zyph 2013-04-29 17:53:40
As its golden week now we wont be getting any responses from devs about this update xD
Classic Squeenix: Drop bombshell, leave for golden week.
[+]
Cerberus.Ethics
サーバ: Cerberus
Game: FFXI
Posts: 369
By Cerberus.Ethics 2013-04-29 18:02:21
The cook ***on my steak, but considering the fact I'm paying for the steak, why complain. Maybe if I keep my mouth closed I could get two turds on it next time.
サーバ: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-04-29 18:16:05
The cook ***on my steak, but considering the fact I'm paying for the steak, why complain. Maybe if I keep my mouth closed I could get two turds on it next time. You're lucky to have the privilege to spend money on the steak.
[+]
Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-29 18:23:59
I think this is the funniest ***ever. People need to stop thinking about how much more dmg. these weapons can do over r/m/e(which as previously stated will once again be atop the most wanted lists) and start thinking about the next r/m/e they are going to build. Does this not get ppl excited? People should be saying, "Holy ***if this peice of crap crafted weapon is so amazing then my r/m/e is gonna be kick *** when I can upgrade it again." Stop being butt hurt and accept that the best ***takes time. Cheese...Wine...Whiskey...Scotch... all take time to make them good.
Phoenix.Urteil
By Phoenix.Urteil 2013-04-29 18:24:40
I think this is the funniest ***ever. People need to stop thinking about how much more dmg. these weapons can do over r/m/e(which as previously stated will once again be atop the most wanted lists) and start thinking about the next r/m/e they are going to build. Does this not get ppl excited? People should be saying, "Holy ***if this peice of crap crafted weapon is so amazing then my r/m/e is gonna be kick *** when I can upgrade it again." Stop being butt hurt and accept that the best ***takes time. Cheese...Wine...Whiskey...Scotch... all take time to make them good.
I like the cut of your jib.
Phoenix.Mikumaru
サーバ: Phoenix
Game: FFXI
Posts: 382
By Phoenix.Mikumaru 2013-04-29 18:25:26
I think they should make a new type of skillchain only achievable with R/M/E weapons, technically there already is, R/E weapons are the only ones that can continue a darkness/light skillchain after it reaches that point of darkness/light (so this would be considered a LV4 skillchain)
so what I propose is that for
1.], Square Enix needs to make an event to make building a R/E/M to lv99 with afterglow slightly easier, because at the moment its ridiculous.
2.], The new skillchain I think should be somewhat like this.
If any amount of players closes light twice, followed by darkness twice it produces a LV5 skillchain known as Ultima, and if a player closes darkness twice followed by light twice it produces a skillchain known as Omega.
Essentially Ultima = all elements except darkness and
Omega = all elements except light
and I think this would more likely warrant the weapons because they could make the damage really ridiculous given that amount of concentration it would take to build this skillchain, but at the same time its an RPG and players would be more willing to take an easier button smashing zerging route. Overall I think this is a good idea.
what are your thoughts? something like this or just being able to perpetuate Light/Dark continuously would be great , the major problem is no one seems to use this mechanic anymore . With hate being so unmanageable , a BLM or SCH hitting a 6-10k+ MB would cause some backline carnage to ensue . Tho it would be cool to revisit the days of SAMs making Light/Dark and the BLM PT MBing 4-6 Nooks at once for uber DMG . Oh the days of yore..........
By ScaevolaBahamut 2013-04-29 18:26:31
Quetzalcoatl.Aryiah said: »people are so afraid of being sub-par even for a month or two. its ridiculous, enjoy not being OP as *** for a little bit, enjoy the challenge of new gear, i'm sad my twash is gonna suck but i'll just use a new dagger till i can upgrade it.
As tempting as it is to make a snide joke about how this stuff is probably well beyond your reach so don't worry about it, I sincerely hope you CAN get the new weapons, because if you can't it seems pretty unlikely you'll be able to do anything meaningful going forward.
[+]
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team | |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator | |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team | |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
|
Delve (Boss monsters) |
|
|
19 |
|
|
|
|
18 |
|
|
|
|
17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
|
New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
|
|
New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
|
1 |
|
|
|
Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
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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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