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[Dev] Matsui: R/M/E/C Follow-up
サーバ: Sylph
Game: FFXI
Posts: 7
By Sylph.Apileas 2013-05-29 08:27:28
If they're phasing the Empy weapons out eventually, they could at least give current Empy holders access to the weapon skills that we've built our WS sets around (particularly when we've already been using these WS's for a few years).
Given the arguments that have been presented, if SE is truly wanting to move forward and focus on new content, I think the Empy WS should essentially be a freebie for anyone who previously had access to that WS (regardless of weapon level). Maybe to accommodate varying levels of the weapons, SE could increase the mod % on the WS. Making only the 99 WOE weapons unlock Empy WS is going to either create a huge storm of people running back to do the old content just to unlock a better weapon skill (and thereby defeat the purpose of moving AWAY from old content).
In short, give us the damned weapon skills and stop jerking us around with stupid ideas that have no rational basis other than utilizing the same old boring content to waste our time. WOE sucks, camping shitty lotto NMs to redo trials sucks, and nobody WANTS to do it. I'm sure if that's the only way people WILL do it, but honestly, who here would like to go build a 99 WOE weapon instead of talking to an NPC, trading your weapon, getting your rightfully earned WS, and going on with your progression on the new content?
[+]
サーバ: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-29 08:53:48
I would like to just turn in my 90 almace to an npc and get the ws then stick it on a mannequin but then again if push comes to shove ill have to make a 99 WoE sword. Im guessing thats what SE are hopeing for with this either people will focus on getting empyreans to 99 or getting the WoE for more filler content. Seriously though with all this ***happening on XI it could actually be the final push for players that are left to go to XIV. All my friends are going so how much it saddens me to leave my char ill probably go too.
By itchi508 2013-05-29 09:04:06
The one thing I dont like is that WOE weapons are easier to upgrade and now SE is rewarding those that upgraded to 99 WOE more than those that grinded empy to 90 (which was a respectable empty). Now the empy will be useless and those who went WOE path are rewarded. in the time it took to get a 90 Empy i could have had my 99 WOE.
I think it would be smarter to offer weapon skill unlock at 90 or maybe 95 empy as well to even the plate.
What skill does the WOE weapon unlock? after the update (as expected)
Im contemplating building one but its a royal pain with my vere at 90 Why would you make a 99 woe if you have 90Vere? The hole point of Using Verethragna (or any other Emp) is really for the AM not the acuall WS, therefore making a WoE weapon will only give you the weapon skill,
(monks leading reason to its high DPS comes from its standard hits & only using WS so u can ride AM)
pretty pointless in all honesty to just use Victory Smite w/o Bonus to AM.
Why not just use merrited WS (which when geared correctly all Merrit WS can be as good or better than Emp.
Seems as though most people only look at WS dmg and ignore the overall DPS which AM can supply, if you where to parse the value of standard DPS Vs WS dmg, Your Standard AM^ DPS will be much greater than your actual WS.
you should use the free time you have to 99 your Vere.
Fenrir.Fulgore
サーバ: Fenrir
Game: FFXI
Posts: 100
By Fenrir.Fulgore 2013-05-29 09:21:22
Ppl really need to stop the QQ bout there unfinished ***...
And the unlockables from WoE favors those ppl that cant/wont finish there legendary weapons.
And i dont agree Itchi .. imagion all the delve mnks spamming VS instead of Shjin.. thats def a mayor increase in ws damage.
But yea the AM on lets say a vere99 would still make it worthwild after the R/E/M update to make a emp99.
Fenrir.Fulgore
サーバ: Fenrir
Game: FFXI
Posts: 100
By Fenrir.Fulgore 2013-05-29 09:23:20
Besides i cant wait to stick emp ws's on my relic99's ;p
Fenrir.Fulgore
サーバ: Fenrir
Game: FFXI
Posts: 100
By Fenrir.Fulgore 2013-05-29 09:26:04
or delve weapon even for that matter... Hello Uko's on a delve GA ;p
サーバ: Asura
Game: FFXI
Posts: 768
By Asura.Arkanethered 2013-05-29 09:30:41
I don't have the spare WS merits for shinjin sorry. I'll gladly trade my 90 Vere for VS to use with a delve.
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サーバ: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-29 09:34:03
No one can physically make a 99 empyrean anymore there just arent enough HMPs (1100ish on odins bazaar page 1050 of which are stupidly priced in the servers arsehole player bazaar) and a lot less dross and cinders.
Fenrir.Fulgore
サーバ: Fenrir
Game: FFXI
Posts: 100
By Fenrir.Fulgore 2013-05-29 09:40:43
ppl still making emp99 here on Fenrir and you could allways make a spamm VW ally yourself.
the search function only shows a portion off the market , its never 100% up to date and most jps dont even have a ffxi profile..
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-05-29 09:48:45
No one can physically make a 99 empyrean anymore there just arent enough HMPs (1100ish on odins bazaar page 1050 of which are stupidly priced in the servers arsehole player bazaar) and a lot less dross and cinders.
I've bought/farmed over 200 in 3 days and there are at least 5 other people HEAVILY camping bazaars and forming Uptala/Qilin shouts. FFXIAH bazaars aren't current unless someone with GW plugin checks them. Leave your mog house, join a shout group, make a shout group, shout for plates.
You might not be able to buy gil and finish it to 99 in an afternoon, but there is really not a shortage of plates, just motivation.
[+]
サーバ: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-29 09:50:00
Fulgore im guessing you dont quite know how the bazaar works on here. Its done through guildwork so when a player with guildwork checks a bazaar its registered on here with how many in bazaar and the price i think it goes off here after 24 hours. Its not 100% but it is quite high. The jps dont need a profile on here for them to come up on the bazaar listing.
Edit: for jass ill rephrase my original statement then there arent enough mats to get 99 empys if there are a lot of people trying to 99 theirs. Jass im not looking to 99 any of my empys anyway just my relics and i never see these qilin/uptala shouts.
Edit: edited first part so jass can get his panties out of a bunch.
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-05-29 09:54:41
Guessing you dont know how the bazaar works on here. Its done through guildwork so when a player with guildwork checks a bazaar its registered on here with how many in bazaar and the price i think it goes off here after 24 hours. Its not 100% but it is quite high.
you do realize you need the guildwork plugin active on either the person bazaaring or someone has to check them. You just said I don't know how it works, then said exactly what I said as an explination. No, its nowhere near 100%.
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サーバ: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-29 09:57:35
Jass that wasnt aimed at you in the first place but seeing as it ranges from a minute ago to 12 hours im guessing there are quite a few people with it.
Fenrir.Fulgore
サーバ: Fenrir
Game: FFXI
Posts: 100
By Fenrir.Fulgore 2013-05-29 10:13:42
Fulgore im guessing you dont quite know how the bazaar works on here. Its done through guildwork so when a player with guildwork checks a bazaar its registered on here with how many in bazaar and the price i think it goes off here after 24 hours. Its not 100% but it is quite high. The jps dont need a profile on here for them to come up on the bazaar listing.
Edit: for jass ill rephrase my original statement then there arent enough mats to get 99 empys if there are a lot of people trying to 99 theirs. Jass im not looking to 99 any of my empys anyway just my relics and i never see these qilin/uptala shouts.
Edit: edited first part so jass can get his panties out of a bunch. Thats right i might not know 100% how it worked till previous post's BUT i do know your excluding all xbox/ps2/3 players
サーバ: Bahamut
Game: FFXI
Posts: 466
By Bahamut.Greyfawkz 2013-05-29 10:17:55
Fulgore im guessing you dont quite know how the bazaar works on here. Its done through guildwork so when a player with guildwork checks a bazaar its registered on here with how many in bazaar and the price i think it goes off here after 24 hours. Its not 100% but it is quite high. The jps dont need a profile on here for them to come up on the bazaar listing.
Edit: for jass ill rephrase my original statement then there arent enough mats to get 99 empys if there are a lot of people trying to 99 theirs. Jass im not looking to 99 any of my empys anyway just my relics and i never see these qilin/uptala shouts.
Edit: edited first part so jass can get his panties out of a bunch. Thats right i might not know 100% how it worked till previous post's BUT i do know your excluding all xbox/ps2/3 players
Afaik, if anyone with guildwork checks your bazaar even if you're on ps2/xbox it will show them as well.
Fenrir.Fulgore
サーバ: Fenrir
Game: FFXI
Posts: 100
By Fenrir.Fulgore 2013-05-29 10:20:12
Allright, you learn sumthing every day , ty lol =p
サーバ: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-29 10:20:57
Im on xbox and I still pop up on there......
If someone checks you that has the GW plugin, whether you are pc ps2 or xbox, you get added to the listing on the page you dont even need a profile on here.
By itchi508 2013-05-29 12:00:12
Ppl really need to stop the QQ bout there unfinished ***...
And the unlockables from WoE favors those ppl that cant/wont finish there legendary weapons.
And i dont agree Itchi .. imagion all the delve mnks spamming VS instead of Shjin.. thats def a mayor increase in ws damage.
But yea the AM on lets say a vere99 would still make it worthwild after the R/E/M update to make a emp99. I do agree emp WS on any other weapon would be awesome doing nice numbers but for a mnk, thf, nin, dnc mainly where these jobs depend on there high attack speed, AM is what makes them such good DDs, if you where to lose that AM just to do higher WS that is really a loss. no WSs will add up to the overall DPS, i think most just look at eye candy numbers and dont realize how much your base hits add up to.
***like Ukos etc will def be nice on new weapons with forced crit. But again losing AM is alot to sacrifice even on 2H weapons. Once they do the update on REM we no a updated 99 REM will beat Delve weapons by far to the mear fact of riding AM, let alone the WS's.
but i still see most heavy DD using Shoha, Reso, Upheaval due to there potential of Multi hit proc. only a few jobs got the shityer merrit WS like shjin & shun for example where VS & Hi beat them just from the Crit let alone power.
It is a good substitute for those who cant/dont make REM but if you own a Emp that you absolutely love and are chooseing to make the same WoE version just to use it on Delve weapons you should consider your options, Pursue it and put that time/gil into upgrading your emp instead of setting it aside.
(I also understand HMP are more rare & they need to create a system to farm HMP more efficiently but there still are enough plates to hunt down to buy & or farm Qilin)
[+]
Valefor.Grenseal
サーバ: Valefor
Game: FFXI
Posts: 23
By Valefor.Grenseal 2013-05-29 17:27:18
Sooooo.... anyone know when this will happen?
| 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 |
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| 6 |
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Skirmish |
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| 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) |
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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. | |
I did not revive this thread for people to argue or cause trouble.
Please behave, or you will be removed from discussion.
| 05-22-2013 09:46 AM | | Slycer | | BG Translator |  |
| | Matsui: RMEC Follow-up
Hello, it's Matsui.
I'd like to thank you again for your feedback on Relic, Mythic, Empyrean, and Coin weapons (RMEC). The posts both in favor and opposed to the suggested changes were very helpful.
Since I have thoroughly read through your opinions, at this point we will close this thread and begin development work based on the following policies (even though this is almost the #1 thread).
Perform the adjustments for Relic, Mythic, and Empyrean weapons.
All weapons that have been upgraded to level 99 will be subject to this adjustment (with or without Afterglow).
Instruments and shields will be outside the scope of these adjustments.
The upgrade will not happen in multiple small intervals, like with Trial of the Magians.
The performance of the weapons will be adjusted to allow them to fall into the category of the strongest available options.
We will continue to look into unlocking the exclusive weapon skills from Coin weapons.
For coin weapons, although I think the general idea and direction is good, there is a need for some further analysis, so we will continue to consider these upgrades.
Once we have some more solidified information on upgrades to the RME weapon groups and further studies on the Coin weapons, I will get back to you with more detail.
Thank you very much!
Translated by: Slycer | |
| 05-22-2013 01:15 PM | | Akihiko Matsui | | Dev Team |  |
| | Matsui here.
I’d like to once again thank you all for the feedback on relic, mythic, empyrean, and coin weapons.
I’ve read over all of the feedback, both for and against, and have taken it into consideration.
As it would appear that pretty much all your feedback has been posted, I will be closing this thread and working on the below plans: (Most of it is from my original post)
Perform revamps on relic, mythic, and empyrean weapons.
The weapons to be revamped are the level 99 versions of the above mentioned weapons including the non-afterglow ones.
Shield and instruments will not be included in these revamps.
Revamps will not be performed multiple times in short intervals like Trials of the Magians.
The stats after the revamp will make it so they can be an option amongst the other powerful weapons.
We will continue to look into unlocking the weapon skills from coin weapons further.
In regards to coin weapons, as we are only at the stage where we are considering the basic direction to do this, we will continue to look into this due to the fact that it needs additional scrutiny.
Once we’ve solidified all the plans for the weapon revamps and the result of our discussions for coin weapons, I will be sure to let you all know.
Thank you very much. | |
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