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Matsui: "Don't throw away your R/M/E weapons yet"
Bahamut.Wakabo
サーバ: Bahamut
Game: FFXI
Posts: 467
By Bahamut.Wakabo 2013-04-29 23:40:24
Leviathan.Comeatmebro said: »Still, nope. Go ahead and drop all of your old gear and formulate new sets for every situation using the Delve gear they just released. Go ahead. I'll wait. i'm not going to humor any of wakabos puppets, sorry
if you want to make a list of gear that will still be best in slot, be my guest.. there are pieces, but enough has been outdated to drastically lower interest in other events if delve drops are reasonable Wow you salty as *** bro. Kira was an relative of a linkshell member calm those ***. Wonder how many other times you cried your heart out about me while I rarely check these forums. Good ***man.
[+]
Ragnarok.Alahra
サーバ: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-29 23:42:29
At the risk of sounding ignorant, what is the purpose of "killing" that older stuff. They must have some kind of reasoning? (Never played Wow)
-snip-
Balancing gear was also an exact science in wow. Items had an item level and all items of equivalent level were intended to be equally powerful. Best-in-slot still happened because while one plate body might increase your crit rating by 3%, another might increase your hit rating by 3% instead. Since you could hit 100% accuracy in wow, you stopped stacking hit at a certain point.
That made the gear incredibly boring after awhile, too, from tier to tier. Earlier on in the game, they'd put interesting procs and the like on gear, but they stopped that as they worked out the "formula" that has become pretty much the core of the game at this point.
I really, really hope the devs aren't looking to move FFXI toward a more WoW-like model.
Ragnarok.Alahra
サーバ: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-29 23:49:22
Kinda hard to move forward to a WoW-like model when you can't even obtain the gear lol.
They have to do it in incremental steps if they want to get there though. It's not like WoW moved to their current model overnight, either. It took two full expansions before it really emerged in anything resembling its current form, and still changed further over the next two.
Asura.Myrrh
サーバ: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2013-04-30 00:02:35
I don't see the big deal? When people first got Ukon is ***on, and still shits on Bravura. People felt cheated that relics are far more difficult to get then an empyrean, yet the empyrean were better. Along came ToM for relics and the masses were put at ease.
This is the same scenario again. Both my mythics are ehh atm, but that is clearly going to be fixed. Let up on the Q's!
[+]
Ragnarok.Alahra
サーバ: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 00:10:44
I don't see the big deal? When people first got Ukon is ***on, and still shits on Bravura. People felt cheated that relics are far more difficult to get then an empyrean, yet the empyrean were better. Along came ToM for relics and the masses were put at ease.
This is the same scenario again. Both my mythics are ehh atm, but that is clearly going to be fixed. Let up on the Q's!
In part it's a matter of when, but also the worry that they're going to keep doing this every few updates, since they've said they want to move to a more incremental gear model, with gear having different tiers. If they regular invalidate a previous tiers weapons, they're going to have to update REM weapons constantly to keep them up to par, and they will basically never be worth the effort because of all the time that they're "dead" weapons.
It also has a weird effect of completely trivializing anything you do have to go back for, moreso than say, Dynamis is trivial now. The damage on those weapons is so much higher than anything we've ever seen before that there will literally be no point to anything except burning to 99, buying one of these new insane weapons, and diving into the latest content. It becomes a situation where only the latest content matters, because it's completely out of proportion with everything else.
Asura.Kiowa
サーバ: Asura
Game: FFXI
Posts: 126
By Asura.Kiowa 2013-04-30 00:20:42
s/e der dont toss anything
Asura.Kiowa
サーバ: Asura
Game: FFXI
Posts: 126
By Asura.Kiowa 2013-04-30 00:20:59
ever
By duos 2013-04-30 03:00:35
If those new weapons are relatively easy to get, There will be an overflow of gil in the game. They might as well change the lotting system of VW.
Bronze model weapons ? they didn't even bother
サーバ: Bismarck
Game: FFXI
Posts: 175
By Bismarck.Oldmancebi 2013-04-30 03:39:21
I don't see the big deal? When people first got Ukon is ***on, and still shits on Bravura. People felt cheated that relics are far more difficult to get then an empyrean, yet the empyrean were better. Along came ToM for relics and the masses were put at ease.
This is the same scenario again. Both mybecauae mythics are ehh atm, but that is clearly going to be fixed. Let up on the Q's!
Maybe because some people spent 6-12 months maybe longer in some cases just to make a R/M/E only for them to get shat on by new content in which half the weapons do just under x2 the DMG with some effects being quite insane...
GG SE...
Quetzalcoatl.Zubis
サーバ: Quetzalcoatl
Game: FFXI
Posts: 235
By Quetzalcoatl.Zubis 2013-04-30 06:00:19
Bismarck.Oldmancebi said: »Maybe because some people spent 6-12 months maybe longer in some cases just to make a R/M/E only for them to get shat on by new content in which half the weapons do just under x2 the DMG with some effects being quite insane...
GG SE...
As someone who spent six months getting an empy, I don't give a toss. I'm looking forward to new weapons.
[+]
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 06:05:55
As someone who took 6 months to get an Empy you probably don't have any new weapons to look forward to bro
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 06:11:08
I don't see the big deal? When people first got Ukon is ***on, and still shits on Bravura. People felt cheated that relics are far more difficult to get then an empyrean, yet the empyrean were better. Along came ToM for relics and the masses were put at ease.
This is the same scenario again. Both my mythics are ehh atm, but that is clearly going to be fixed. Let up on the Q's! The butt hurt that matters isn't that people are mad their relics are useless, it's that 90% of the content in the game has been made irrelevant.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 06:15:17
DEV doesn't understand the problem because they see it as "they can do X event do do Y event and then finally do Z event"
Except what FFXI players mostly want is X Y and Z events to be on equal footing so that we can pick and choose which event we do at any given time
Phoenix.Kojo
Forum Moderator
サーバ: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-04-30 06:21:06
DEV doesn't understand the problem because they see it as "they can do X event do do Y event and then finally do Z event"
Except what FFXI players mostly want is X Y and Z events to be on equal footing so that we can pick and choose which event we do at any given time
Agreed, she just doesn't get it.
Bismarck.Nesumi
サーバ: Bismarck
Game: FFXI
Posts: 27
By Bismarck.Nesumi 2013-04-30 06:28:21
DEV doesn't understand the problem because they see it as "they can do X event do do Y event and then finally do Z event"
Except what FFXI players mostly want is X Y and Z events to be on equal footing so that we can pick and choose which event we do at any given time
That does not work from a consumerism standpoint. iPhone 3 is still just as good but yet we have iPhone 4 and 4s and now 5. They want ppl to do the z event and to buy the expac. Not like it's the first time they did this. We used to camp kings then, then we went all crazy salvaging, the abyssea, then VW, and the list will go on...
Yet, we are completely subjected to their rules. Most of us spent countless number of 3 hrs staring at the waterfall in DA, years of nightly salvage to get a complete set, well you get the idea. R/E/M is not that different except we hold high regard to them...just because we think they are the ultimate weapons?
By skyehope928 2013-04-30 06:30:16
Sounds like se is giving hand outs to all the players that suck so they can compare to us elitist that took the time to build our empryeans and relics
And the level 85 and below dont count much 90s and up success
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 06:33:45
DEV doesn't understand the problem because they see it as "they can do X event do do Y event and then finally do Z event"
Except what FFXI players mostly want is X Y and Z events to be on equal footing so that we can pick and choose which event we do at any given time
That does not work from a consumerism standpoint. iPhone 3 is still just as good but yet we have iPhone 4 and 4s and now 5. They want ppl to do the z event and to buy the expac. Not like it's the first time they did this. We used to camp then, then we went all crazy salvaging, the abyssea, the VW, and the list will go on... But while moving to new stuff there was always reasons to still do the old stuff, some AF3 from abyssea, various drops from VW, Upgraded relic from Dynamis, Sky and HNM item augments. It is probably the most note worthy thing about FFXI in comparison to other MMOs. FFXI is old enough that they will not be attracting many new players so their focus should be on keeping current players and bringing back older players. This latest move alienates 1 of those groups since being about to do a wide variety of content is likely what has kept us around.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 06:39:41
DEV doesn't understand the problem because they see it as "they can do X event do do Y event and then finally do Z event"
Except what FFXI players mostly want is X Y and Z events to be on equal footing so that we can pick and choose which event we do at any given time
That does not work from a consumerism standpoint. iPhone 3 is still just as good but yet we have iPhone 4 and 4s and now 5. They want ppl to do the z event and to buy the expac. Not like it's the first time they did this. We used to camp kings then, then we went all crazy salvaging, the abyssea, then VW, and the list will go on...
Yet, we are completely subjected to their rules. Most of us spent countless number of 3 hrs staring at the waterfall in DA, years of nightly salvage to get a complete set, well you get the idea. R/E/M is not that difference except we hold high regard to them...the ultimate weapons?
Are you stoned or something - why are you comparing phones to events in a game
Events in a game are totally like a cell phone you know because doing Salvage on Thursday prevents me from doing Adoulin events on Friday
Can we start submitting nominations for worst post of 2013 yet because there are some real winners in the past few days
By skyehope928 2013-04-30 06:40:43
Lol
By itchi508 2013-04-30 07:05:21
I think the only problem i see is emps being neglected, if you have 99 RM your weapon will have the opertunity to be upgraded and probably wow you when it comes, as for 85-90 emps there just toys that are outdated now due to how easy/fast they are to make but how costly they are to upgrade past 90, they are by far the easyest weapons to make and are pretty powerfull for a 85 version. so unless Emp is the only weapon you have or you intend to 99 it you may be better off trying these new weapons as Emps wont be getting attention any time soon!
[+]
Phoenix.Kojo
Forum Moderator
サーバ: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-04-30 07:06:58
I think the only problem i see is emps being neglected, if you have 99 RM your weapon will have the opertunity to be upgraded and probably wow you when it comes, as for 85-90 emps there just toys that are outdated now due to how easy/fast they are to make but how costly they are to upgrade past 90, they are by far the easyest weapons to make and are pretty powerfull for a 85 version. so unless you have or intend to 99 it they wont be getting attention any time soon!
Zing! Oh wait, you're serious?
By ScaevolaBahamut 2013-04-30 07:08:11
Kinda hard to move forward to a WoW-like model when you can't even obtain the gear lol.
Yeah see this is the thing
Gear resets work in WoW because they hand you a baseline set for the new expansion through solo questing that is basically impossible to fail at
It works a lot like perle/teal/aurore/traditional, but the first (and overall strongest/highest level) thing they give you is a weapon
Leviathan.Kincard
サーバ: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-04-30 07:11:23
For the record, even if they adjust REM99s to be equal in footing to whatever new content they're putting out, they'll still be stuck with the problem that they just obsoleted almost all their previous content, because nobody is going to spend 3-6 months grinding a REM to 99 and then doing whatever new system they're doing instead of just plucking a weapon off the AH for a few million gil.
A few million casuals won't be making because plates/bills/alexandrites will never sell.
Basically they will have restored the game to the state where people have to farm beehive chips and slime oil until they save up enough for a weapon in a few months. I hope people enjoy that.
By Chimerawizard 2013-04-30 07:19:59
Leviathan.Kincard said: »Basically they will have restored the game to the state where people have to farm beehive chips and slime oil until they save up enough for a weapon in a few months. I hope people enjoy that.
Wait, Haks got nerfed?
Leviathan.Kincard
サーバ: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-04-30 07:20:32
touche, yeah i dont know why i forgot about that
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-30 07:20:49
they're banning for fishing again, friend got a 72h within 10 minutes of the update while at computer watching.. no gm contact
By itchi508 2013-04-30 07:24:28
This Leviathan.Kincard said: »For the record, even if they adjust REM99s to be equal in footing to whatever new content they're putting out, they'll still be stuck with the problem that they just obsoleted almost all their previous content, because nobody is going to spend 3-6 months grinding a REM to 99 and then doing whatever new system they're doing instead of just plucking a weapon off the AH for a few million gil.
A few million casuals won't be making because plates/bills/alexandrites will never sell.
Basically they will have restored the game to the state where people have to farm beehive chips and slime oil until they save up enough for a weapon in a few months. I hope people enjoy that. This is true but legendary weapons always beat AH verson weapons so they have to have a good plan for REM, they cant let AH weapons beat them by this far.
サーバ: Leviathan
Game: FFXI
Posts: 33
By Leviathan.Skinnymcgee 2013-04-30 07:27:57
Leviathan.Comeatmebro said: »they're banning for fishing again, friend got a 72h within 10 minutes of the update while at computer watching.. no gm contact
You mean botting, please be specific as some of us actually fish.
[+]
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10098
By Asura.Sechs 2013-04-30 07:32:19
This whole situation is making it even more clear how the 15 upgrades limit in the Merit WS category is wrong.
Very few player can afford to bring Empyreals to level 99, let alone people who can do that for multiple ones.
By rendering lv 85/90 empyreals useless (something that I concur with, from a different point of view) they're basically forcing people to rely on Merit WS, yet they "force" you to either gimp them by not going 5/5, or to get max 3 of them.
If anything, this is even more of an issue than it was before.
Hope they will give up being so adamant on not increasing the 15 upgrades limit and give us a bit more of freedom (25? at least 20 please?)
Concerning the upgrades to R/E/M I'm still a bit confused.
If it weren't for Matsui's post I would be pretty calm and relaxed, but when he wrote "we plan on enhancing them, but we won't bump up their base damage" leaves me very confused.
How could they possibly make so R/E/M are still worth to have if they don't bump up their damage?
Yow can you compensate for almost 100 points of base damage difference with just "special bonuses"?
I cannot imagine what they plan to do, but if anything I'm worried it's gonna be crap.
I still think they made several abyssea-like mistakes with these first 2 SoA patches. You'd be leaning to think that after complely destroying game balance by releasing abyssea (as much as I loved it, it's undeniable this is what Abyssea did) and after spending the last 2 years trying to fix these errors, trying to make old content still relevant and trying to bring people outside of Abyssea without making Abyssea completely useless at the same time...
... after all of this you'd be leaning to think they "learned" that lesson and would have never done the same mistakes again.
Yet here we are, and this all smells like Visions and Scars of Abyssea release, if anything it's much worse than that.
I'm really confused.
On one hand Matsui sorta gained my faith and respect with his struggle to fix things over the lasty year, on the other hand he releases this...
Makes me wonder:
How much of the "good things" that happened over the last year have been decided by Matsui, and how much of them were already being planned by Tanaka (or someone else) and Matsui just "finished the job" of something started by someone else?
I really really am wondering this right now.
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 |
|
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 |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
↓
DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
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