|
Matsui: "Don't throw away your R/M/E weapons yet"
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 09:49:08
I would guess from the description that it's used for augmenting the new gear.
Correct
there are NQ +1 and +2 versions
They're used to augment those horribly ugly sets they advertised
サーバ: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-04-30 09:51:02
As far as Abyssea, and the updates leading up to it, remeber how they fixed sky and the HNMs? There were a lot of good things to come from that content like 15min NQ NMs to pop HQ NMs and force popping everything.
Also I remeber when Salvage was the top teir for many peices and at 75 looking onto SE breaking the level caps I didnt want to bother with time or energy on 75 Salvage gear that I had no clue would undergo an overhaul and is currently some of the best peices atm, though they dropped out of the spotlight for a while. Same for relic gear, SE did an amazing job at not only making relic relavent again, but made peices that were originally crap at 75 useful.
As a Stage 4 relic holder the new H2H is kinda discouraging, but I'm going to finish up my Spharai and take it to 99 and await the "Matsui: Dont toss your relice we're only closing the gap" deliverance while shooting for the OMFG H2H has 2hander base damage weaps to tide me over until the upgrade for relic.
***players were ***players at 75, and will remain to be at 99. Though it was easier for them to get high teir gear and made distinguishing bad players harder since they didn't have to go through the LS training grounds to get gear in Abyssea. Maby we'll get to go back to the old days where you need a dedicated group of people to get ***done. Who knows?
TL:DR- REM upgrade coming, change not always bad.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 09:57:02
Don't get your hopes up - the JP developer interview was not particularly auspicious
Fenrir.Camiie
サーバ: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 09:58:00
Ragnarok.Harpunnik said: »Somewhere, in Japan, Tanaka is sitting at his desk in his underwear reading the forums and having a drink. He's thinking to himself, man, I'm so glad I don't have to deal with this ***anymore.
And I'm still glad he's gone and hope he never sets foot near any online game ever again. This new content does nothing to change Tanaka's history.
サーバ: Odin
Game: FFXI
Posts: 2767
By Odin.Tsuneo 2013-04-30 09:58:39
Let's not forget that they don't exactly have a history of doing things fast either.
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 10:00:02
Do we want to start up a betting pool on which comes first? Atomos/Cait sith, R/E/M upgrades or next expansion? XD
[+]
Carbuncle.Dominico
サーバ: Carbuncle
Game: FFXI
Posts: 38
By Carbuncle.Dominico 2013-04-30 10:01:42
The only concern I'm having as far as them upgrading R/E/M is the fact that it's almost positively going to be only the 99 versions that get upgraded. Just don't have the time/energy to get an emp to 99, and I know the 90s are just going to be completely ignored.
サーバ: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-04-30 10:02:15
Do we want to start up a betting pool on which comes first? Atomos/Cait sith, R/E/M upgrades or next expansion? XD My money is on another set of Micros for $10 that require SoA.
[+]
Fenrir.Camiie
サーバ: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 10:02:36
Do we want to start up a betting pool on which comes first? Atomos/Cait sith, R/E/M upgrades or next expansion? XD
R/E/M Upgrades, but expect them to be underwhelming and require more time and effort than all your previous quests and trials combined.
サーバ: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-04-30 10:03:27
Carbuncle.Dominico said: »The only concern I'm having as far as them upgrading R/E/M is the fact that it's almost positively going to be only the 99 versions that get upgraded. Just don't have the time/energy to get an emp to 99, and I know the 90s are just going to be completely ignored. Well there's your incentive to grind 'outdated content'
[you're being a general term for those with the concern in the thread]
サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-04-30 10:06:50
Ragnarok.Harpunnik said: »Somewhere, in Japan, Tanaka is sitting at his desk in his underwear reading the forums and having a drink. He's thinking to himself, man, I'm so glad I don't have to deal with this ***anymore.
And I'm still glad he's gone and hope he never sets foot near any online game ever again. This new content does nothing to change Tanaka's history.
*** lol at Tanaka. The guy made some great offline RPGs that I enjoyed and was a valuable asset over at SE but he ran FFXI like I run sports - poorly and awkwardly with very few *** given. May he never breathe near another MMO again.
If I had the guys address I'd mail him a copy of the original FFXIV: ARR.
[+]
Phoenix.Kojo
Forum Moderator
サーバ: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-04-30 10:07:18
Fenrir.Camiie
サーバ: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 10:12:39
I'm pretty sure the dev team feels exactly the same.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 10:13:22
They could have just like
not mentioned Cait Sith and Atomos
And then when they finally got around to releasing it in 2017 people would be like
OMIGAHNUWAI
Phoenix.Kojo
Forum Moderator
サーバ: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-04-30 10:17:12
I like SMN, I've thought about levelling it myself, but FFS, give Cait and Atomos a rest till adjustments make the pet jobs more viable with the Avatars you have...
Cerberus.Cahlum
サーバ: Cerberus
Game: FFXI
Posts: 268
By Cerberus.Cahlum 2013-04-30 10:18:06
Who cares about new avatars!
Fix the ones we currently have to make them relevant first.
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 10:19:59
Cait Sith and Atomos come up as an example of how long the dev teams takes to do things not because people care about them specifically. If it took them, what, 4 years to bring Odin and Alexander around I'm banking on at least a year for R/E/M upgrades.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 10:20:51
I like SMN, I've thought about levelling it myself, but FFS, give Cait and Atomos a rest till adjustments make the pet jobs more viable with the Avatars you have...
SMN will probably be useful in Delve and is already useful in Wildskeeper Reive
[+]
Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 10:53:18
Carbuncle.Dominico said: »The only concern I'm having as far as them upgrading R/E/M is the fact that it's almost positively going to be only the 99 versions that get upgraded. Just don't have the time/energy to get an emp to 99, and I know the 90s are just going to be completely ignored.
Even comparing a 90 emp to a 99 r/m is ignorant. Why wouldn't you want to upgrade your 90 emp to 99? Because it takes effort and costs gil? What are you playing this game for anyway if you are gonna complain that they didn't hand you the tools to upgrade your current gimp p.o.s. weapon when they just practically handed you something that is better than anything else you can get.
[+]
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 10:57:22
Carbuncle.Dominico said: »The only concern I'm having as far as them upgrading R/E/M is the fact that it's almost positively going to be only the 99 versions that get upgraded. Just don't have the time/energy to get an emp to 99, and I know the 90s are just going to be completely ignored.
Even comparing a 90 emp to a 99 r/m is ignorant. Why wouldn't you want to upgrade your 90 emp to 99? Because it takes effort and costs gil? What are you playing this game for anyway if you are gonna complain that they didn't hand you the tools to upgrade your current gimp p.o.s. weapon when they just practically handed you something that is better than anything else you can get. Unless they give some new reasons to do Voidwatch there will not be enough Heavy metal coming into the server to make taking an emp past 90 viable. It has nothing to do with effort or gil, the supply simply will not be there.
By skyehope928 2013-04-30 11:05:13
Then I shall say booooo
Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 11:06:49
Carbuncle.Dominico said: »The only concern I'm having as far as them upgrading R/E/M is the fact that it's almost positively going to be only the 99 versions that get upgraded. Just don't have the time/energy to get an emp to 99, and I know the 90s are just going to be completely ignored.
Even comparing a 90 emp to a 99 r/m is ignorant. Why wouldn't you want to upgrade your 90 emp to 99? Because it takes effort and costs gil? What are you playing this game for anyway if you are gonna complain that they didn't hand you the tools to upgrade your current gimp p.o.s. weapon when they just practically handed you something that is better than anything else you can get. Unless they give some new reasons to do Voidwatch there will not be enough Heavy metal coming into the server to make taking an emp past 90 viable. It has nothing to do with effort or gil, the supply simply will not be there.
While I completely agree with you that isn't his arguement. Why should SE implement a new system to upgrade r/m/e that would ignore any previous work done to upgrade them. Or better yet bypass the work that others had put into them.
[+]
Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 11:10:35
If/when they implement a sytem that puts r/m/e on top of all other weapons would people seek to obtain the best? Or would they be happy to settle for sub-par? If they aren't happy with being sub-par and r/m/e are once again on top or the standard then dynamis/salvage/voidwatch all become viable content to do.
[+]
By duos 2013-04-30 11:14:45
I love how some of you portrays a casual as someone who is happy with an AH weapon/armor. Lots of them took their time and farmed empy/relic even if it took them half a year. They are just as pissed.
Valefor.Sapphire
サーバ: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-04-30 11:15:43
I like SMN, I've thought about levelling it myself, but FFS, give Cait and Atomos a rest till adjustments make the pet jobs more viable with the Avatars you have...
SMN will probably be useful in Delve and is already useful in Wildskeeper Reive Carbuncle is my favorite avatar, 15hp/tick regen avatar's favor along with Soothing Ruby and Heal Ruby II pacts make it a pretty awesome support mule for reives in general.
[+]
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-30 11:16:24
Carbuncle is my favorite avatar, he's so cute! I agree!
[+]
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 11:16:43
Carbuncle.Dominico said: »The only concern I'm having as far as them upgrading R/E/M is the fact that it's almost positively going to be only the 99 versions that get upgraded. Just don't have the time/energy to get an emp to 99, and I know the 90s are just going to be completely ignored.
Even comparing a 90 emp to a 99 r/m is ignorant. Why wouldn't you want to upgrade your 90 emp to 99? Because it takes effort and costs gil? What are you playing this game for anyway if you are gonna complain that they didn't hand you the tools to upgrade your current gimp p.o.s. weapon when they just practically handed you something that is better than anything else you can get. Unless they give some new reasons to do Voidwatch there will not be enough Heavy metal coming into the server to make taking an emp past 90 viable. It has nothing to do with effort or gil, the supply simply will not be there.
While I completely agree with you that isn't his arguement. Why should SE implement a new system to upgrade r/m/e that would ignore any previous work done to upgrade them. Or better yet bypass the work that others had put into them. How about so that they can still be made?
I'm not arguing that they shouldn't need to be lv99 for further upgrades but I don't see how not adding anything new is any better than saying "Only people who completed theirs before April 29 2013 can viably make use off a 99 emp". I'd assume Mythics are in a similar situation with the Alex phase, the currency for relics would still be fine but I don't know enough about Marrows to comment on if that will still be ok.
Adding something new doesn't need to undermine previous work either, it could be as simple as adding some VNMs to SoA or making heavy metal an odd drop from reives.
[+]
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 11:18:28
If/when they implement a sytem that puts r/m/e on top of all other weapons would people seek to obtain the best? Or would they be happy to settle for sub-par? If they aren't happy with being sub-par and r/m/e are once again on top or the standard then dynamis/salvage/voidwatch all become viable content to do. It's really not viable to voidwatch only for the HM.
サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-04-30 11:19:29
Id be bashing roots and lairs so much happier if HMPs and pouches dropped off them. *** the lore, these plates are so compact and heavy that they ignore the rules of logic.
[+]
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 11:21:42
Lakshmi.Sparthosx said: »Id be bashing roots and lairs so much happier if HMPs and pouches dropped off them. *** the lore, these plates are so compact and heavy that they ignore the rules of logic. I wouldn't say pouches dropping would be realistic since you can have 40+ people in a reive and there is a theoretical 20 or something an hour.
Edit: actually more like 40, I forgot lair reives could count.
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 |
↓
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. | |
|
|