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Matsui: "Don't throw away your R/M/E weapons yet"
Cerberus.Meatster
サーバ: Cerberus
Game: FFXI
Posts: 85
By Cerberus.Meatster 2013-04-26 16:19:11
I don't understand why players are mad. In any game when there's new content, the new stuff will be for the most part better. If it wasn't, why would you bother getting new content or keep playing it?
Also SE isn't going to suggest or give out info regarding the future of certain equipment being "better" than others. People feel that they are obligated too. Guyz let's stay gimp till they put out new equipment I can get easily!
Weapons in FFXI are different then other games. They take massive amounts of time to make (to99 but 90 and below is a joke) unless your linkshell is funding them or buying gil. If I wanted to play a game that cycled gear out all the time I would go play Wow which does it a thousand times better.
Ragnarok.Zohnax
サーバ: Ragnarok
Game: FFXI
Posts: 545
By Ragnarok.Zohnax 2013-04-26 16:19:44
I think in the overall, a lot of weapons/certain pieces of armor have had longevity, and considering a little over a year again we got the capabilities to 99 these weapons, to out-rank them completely already would be kind of crap.
I personally would like R/M/E 99s to be at least competitive still, rather than completely outclassed on all accounts.
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Valefor.Omnys
サーバ: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-04-26 16:21:34
I would imagine that, for most people, the idea that they were being outclassed, or almost matched, with weapons that just...dropped was a problem. It's like when you go to a voidwatch NM for the 400th time desperately seeking one piece of gear and some guy there for the first time says "I got some body...?".
That person will gladly run around in teal and Heka's, or Aurore and Toci's, or whatever.
A little bit of that feeling is justified. Items that just.. drop, and worse, sometimes drop to people not interested in them, or drop to mules, and there's nothing proper to be done about it. That's poor game design.
Given SE's attitude in the past about similar things, it's not entirely unreasonable that your 150m or 600m weapon just became an inventory -1.
I don't understand why players are mad. In any game when there's new content, the new stuff will be for the most part better. If it wasn't, why would you bother getting new content or keep playing it?
Also SE isn't going to suggest or give out info regarding the future of certain equipment being "better" than others. People feel that they are obligated too. Guyz let's stay gimp till they put out new equipment I can get easily!
Valefor.Omnys
サーバ: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-04-26 16:24:47
Cerberus.Meatster said: »I don't understand why players are mad. In any game when there's new content, the new stuff will be for the most part better. If it wasn't, why would you bother getting new content or keep playing it?
Also SE isn't going to suggest or give out info regarding the future of certain equipment being "better" than others. People feel that they are obligated too. Guyz let's stay gimp till they put out new equipment I can get easily!
Weapons in FFXI are different then other games. They take massive amounts of time to make (to99 but 90 and below is a joke) unless your linkshell is funding them or buying gil. If I wanted to play a game that cycled gear out all the time I would go play Wow which does it a thousand times better.
And even Wow's Legendaries, which are the closest thing to R/M/E that WoW has, but are more comparable in difficulty to Empyrean--Players get butthurt when the new expansion makes them no more than a trophy.
In fact, Wrath's healing Legendary was still quite useful in Cataclysm, vs Cata's T1 weapons, so they nerfed it.
Quetzalcoatl.Zubis
サーバ: Quetzalcoatl
Game: FFXI
Posts: 235
By Quetzalcoatl.Zubis 2013-04-26 16:26:32
I don't understand why players are mad. In any game when there's new content, the new stuff will be for the most part better. If it wasn't, why would you bother getting new content or keep playing it?
Agreed.
FFXI: The only MMO where users come back after a four year break and complain that their gear isn't on top any more.
サーバ: Shiva
Game: FFXI
Posts: 137
By Shiva.Moogleking 2013-04-26 16:32:37
With the addtional stats, hidden effects and aftermath the 99 relic/emps do better damage over time imo compared to the augmented wpns from skirmish. I think SE struggles sometimes trying to find a balance that will appeal to the hardcore and casual player.
It is amazing tho that the new expansion has been out a month and ppl are running around with wpns that are arguably better then lvl 90/95 relic/emps. I can see how some ppl would be turned off by that.
I also agree that new expansion should have new equip/wpns that are worth getting but maybe make it a little harder to obtain.
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サーバ: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2013-04-26 16:35:56
With the addtional stats, hidden effects and aftermath the 99 relic/emps do better damage over time imo compared to the augmented wpns from skirmish. Entirely depends on the weapon.
Some yes; others not so much
By Lye 2013-04-26 16:50:06
This thread is going to be PARAGRAPHS and PARAGRAPHS of different iterations on why e/r/m weapons should/shouldn't be the best.
Can we just skip them in the interest of arriving at the conclusion that posting here will do absolutely nothing to influence SE's plans?
サーバ: Ragnarok
Game: FFXI
Posts: 2
By Ragnarok.Truescorpio 2013-04-26 17:02:44
To be fair, everyone who is 'complaining' has a legitimate reason to do so. As people have stated that the traditional mmo formula constantly puts out new and better gear, ffxi has not been the traditional mmo. (and why I think alot of people are always drawn back to this game)
Relics were released during zilart, and remained the ultimate weapons till 85 emps were released; some odd 7-7.5 years later? Not to mention during this time, even pieces of armor were top tier for the same duration. SE's approach to this game has been similar to it's console game series of ff where there is a sort of an 'end' in terms of progress, instead of it being perpetual with each update/expansion.
It's not the players fault but a designer fault, and in terms of game design I have to say that SE has turned from my favorite game designer to worst. I understand them trying to have a 10 year old game compete with other more thriving mmos today, but they're approach has always been negligent and sloppy. Hopefully they get better and learn from past mistakes with this new director, but that remains to be seen.
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Cerberus.Detzu
サーバ: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-04-26 17:03:21
How do I get my Mythics back that I tossed?
ftfy^^
Bahamut.Bloodsin
サーバ: Bahamut
Game: FFXI
Posts: 2
By Bahamut.Bloodsin 2013-04-26 17:03:26
I would imagine that, for most people, the idea that they were being outclassed, or almost matched, with weapons that just...dropped was a problem. It's like when you go to a voidwatch NM for the 400th time desperately seeking one piece of gear and some guy there for the first time says "I got some body...?".
That person will gladly run around in teal and Heka's, or Aurore and Toci's, or whatever.
A little bit of that feeling is justified. Items that just.. drop, and worse, sometimes drop to people not interested in them, or drop to mules, and there's nothing proper to be done about it. That's poor game design.
Given SE's attitude in the past about similar things, it's not entirely unreasonable that your 150m or 600m weapon just became an inventory -1.
I like this, though I disagree with your last statement. Anything SE has ever done with regards to R/M/E just shows that they want them to remain on top. When they released Empyreans, they boosted the other two. They kept boosting all 3 whenever there was a level cap increase. And now they're planning on boosting them again, as per SE's status quo with R/M/E. With regards to most gear, I completely agree with everyone who says "you should expect it to be outclassed, this is an MMO." I expect every other slot to experience a steady climb in gear upgrades. But I don't expect it to happen to R/M/E. Not because "OMG, I have one and I spent lots of time/gil on it," but because SE's behavior/beliefs toward R/M/E have always proved otherwise.
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Bahamut.Kiralai
サーバ: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-26 17:05:24
Also, dammit, I keep posting on the wrong account. FML.
By doublesbrian 2013-04-26 17:27:17
I think the major factor here is how easy the new weapons are to get in comparison to current weapons. If these weapons had these stats but took the time required to make r/e/m than people wouldn't have any problems with it.
We have had Adoulin out for exactly a month now, and hundreds of people have weapons that rival/beat r/e/m. And it's not just 1 set of weapons, it's 2.
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Bismarck.Helel
サーバ: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-04-26 17:39:12
I think the major factor here is how easy the new weapons are to get in comparison to current weapons. If these weapons had these stats but took the time required to make r/e/m than people wouldn't have any problems with it.
We have had Adoulin out for exactly a month now, and hundreds of people have weapons that rival/beat r/e/m.
Yes, this. I don't know why people are continually making the argument that new content = better gear/weapons. No ***. The problem is that it takes, potentially, 30 minutes to obtain these weapons. Problem? Yes.
Leviathan.Draylo
サーバ: Leviathan
Game: FFXI
By Leviathan.Draylo 2013-04-26 17:44:19
There are going to be PARAGRAPHS and PARAGRAPHS of different iterations on why e/r/m weapons should/shouldn't be the best.
Can we just skip them in the interest of arriving at the conclusion that posting here will do absolutely nothing to influence SE's plans?
Says you, obviously this dev post was in response to people being upset over the lack of R/E/M update with these new overpowered weapons. Discussions do get seen, especially in such a small community compared to most MMO's. Just have to be posted by the JP, so maybe someone can translate our paragraphs.
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By Chyula 2013-04-26 17:47:55
the only ***I want see adjusted is the metal plate drop rates, after hundreds or probably over a thousand run I still have not accumulate more than 100 plates. This is *** *** when compare how easy to get relic to 95 within 2 months of farming. Make the god damn VWNMs drop atleast 1 *** plate per kill, or a 50% chance of droping 1.
empy have a huge *** block from 90 to 95 while the new weapon can be obtained in a few days.
サーバ: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-26 17:51:41
Makes me glad most of my RME weapons are for RNG, Sexy crossbow is still not as sexy as Aninetyninehilator.
サーバ: Odin
Game: FFXI
Posts: 82
By Odin.Valdor 2013-04-26 17:55:17
I thought most still only had 85 emps and 95 relics? Lol.
Cerberus.Corphish
サーバ: Cerberus
Game: FFXI
Posts: 145
By Cerberus.Corphish 2013-04-26 17:56:47
I can't speak for other relics, but for me, I'd like to think a club named 'Mjollnir' should be the strongest club in the game.
By Lye 2013-04-26 17:59:18
There are going to be PARAGRAPHS and PARAGRAPHS of different iterations on why e/r/m weapons should/shouldn't be the best.
Can we just skip them in the interest of arriving at the conclusion that posting here will do absolutely nothing to influence SE's plans?
Says you, obviously this dev post was in response to people being upset over the lack of R/E/M update with these new overpowered weapons. Discussions do get seen, especially in such a small community compared to most MMO's. Just have to be posted by the JP, so maybe someone can translate our paragraphs.
You need to reread the OP.
サーバ: Asura
Game: FFXI
Posts: 78
By Asura.Thannatos 2013-04-26 18:02:03
the only ***I want see adjusted is the metal plate drop rates, after hundreds or probably over a thousand run I still have not accumulate more than 100 plates. This is *** *** when compare how easy to get relic to 95 within 2 months of farming. Make the god damn VWNMs drop atleast 1 *** plate per kill, or a 50% chance of droping 1.
empy have a huge *** block from 90 to 95 while the new weapon can be obtained in a few days.
Sounds to me like you're spamming Kaggen and not Qilin, bro.
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Leviathan.Draylo
サーバ: Leviathan
Game: FFXI
By Leviathan.Draylo 2013-04-26 18:02:57
There are going to be PARAGRAPHS and PARAGRAPHS of different iterations on why e/r/m weapons should/shouldn't be the best.
Can we just skip them in the interest of arriving at the conclusion that posting here will do absolutely nothing to influence SE's plans?
Says you, obviously this dev post was in response to people being upset over the lack of R/E/M update with these new overpowered weapons. Discussions do get seen, especially in such a small community compared to most MMO's. Just have to be posted by the JP, so maybe someone can translate our paragraphs.
You need to reread the OP.
Care to explain what I'm missing?
By Lye 2013-04-26 18:10:43
He apologized for a comment he made during an interview.
Quote: "Don't throw away your R/M/E weapons!"
That's not the same as:
Thank you for your feedback. As a result, we will implement a system to upgrade your R/E/M
His ORIGINAL STATEMENT (for which he apologizes) informed players of a system whereby weapons would be upgraded.
It predates any of your obviously this dev post was in response to people being upset over the lack of R/E/M update with these new overpowered weapons.
Do I need to make a timeline for you?
サーバ: Sylph
Game: FFXI
Posts: 694
By Sylph.Decimus 2013-04-26 18:14:19
the only ***I want see adjusted is the metal plate drop rates, after hundreds or probably over a thousand run I still have not accumulate more than 100 plates. This is *** *** when compare how easy to get relic to 95 within 2 months of farming. Make the god damn VWNMs drop atleast 1 *** plate per kill, or a 50% chance of droping 1.
empy have a huge *** block from 90 to 95 while the new weapon can be obtained in a few days.
100 mil is 100 mil either way. If you can farm the currency you can sell it for plates. It's not that hard it's just a convenient excuse.
By Gimp 2013-04-26 18:15:12
I hope there were people threw away their REM weapons if they felt that butt hurt.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-26 18:16:02
Just add +20 dmg -20 delay +50acc. +50 attack STR/DEX +25 to my terpsichoore and call it a day, the other RME will be fiiine
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サーバ: Carbuncle
Game: FFXI
Posts: 193
By Carbuncle.Shadowreapper 2013-04-26 18:24:34
Just add +20 dmg -20 delay +50acc. +50 attack STR/DEX +25 to my terpsichoore and call it a day, the other RME will be fiiine You'll solo dyna even faster!
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Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-26 18:36:21
Carbuncle.Shadowreapper said: »Just add +20 dmg -20 delay +50acc. +50 attack STR/DEX +25 to my terpsichoore and call it a day, the other RME will be fiiine You'll solo dyna even faster!
Unless the Mummer's Coalition has an assignment related to Dynamis, I see no reason to venture into that cesspool.
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-26 18:46:53
I'm assuming the new weapons were made to give people that just reactivated and couldn't easily get an r/e/m99 a way to justify their slot in the pickier endgame events. They were most likely not made to outclass r/e/m99. If they make them notably weaker, they defeat their original purpose, but if they make them too close r/e/m owners get butthurt. Just relax and let them figure it out, it's what they're paid to do.
Bismarck.Snprphnx
サーバ: Bismarck
Game: FFXI
Posts: 2707
By Bismarck.Snprphnx 2013-04-26 19:13:50
What if this was SEs way of saying "screw all you ppl who made Ragnaroks, once we're done, it will be lame like 2007 again".
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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