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[Dev] Matsui: R/M/E/C Follow-up
By Quetzacoatl 2013-05-24 12:20:43
"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."
Watch out for the spitfire behind the keyboard everyone. ^^ what does that even say about camping lottery NMs To make a WoE weapon is like making an empy weapon up to the items trading portion. You fight the same NMs as the empy weapon, only then it is aby items you trade for empy weapon or WoE items for the WoE version So wait, I know I haven't done WoE, but are you saying the NMs you fight in Abyssea, which are normally force popped, are lottery spawned in WoE now?
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 12:21:18
Wtf are you talking about. To make a woe weapon you have to do the same trials as empy, which are the lottery nms.
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-24 12:21:34
if they don't allow you to unlock the emp ws with real emps then you will need to camp the nms again to make a woe weapon to unlock it
By Quetzacoatl 2013-05-24 12:23:36
Wtf are you talking about. To make a woe weapon you have to do the same trials as empy, which are the lottery nms. oh wait, you mean the trials from before you make the actual empyrean huh
I just hope the "win" carries over to the alliance is my concern
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-24 12:25:09
Wtf are you talking about. To make a woe weapon you have to do the same trials as empy, which are the lottery nms. oh so ***like, for example, Gukumatz again huh >_>
<______< I dunno, if that's the case, I guess I'm okay with that are you doing drugs or something, guku is sobek prereq
you need to redo the 3x3 and 3x4 lotto NMs outside abyssea then redo VNM to be able to make a WoE weapon, which is a bit *** for the people who have emp already(since their emps wont be useful either unless 99, but are still more work than equiv woe99)
Leviathan.Kaparu
サーバ: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-24 12:25:53
Is this thread serious right now
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 12:27:00
I just hope the "win" carries over to the alliance is my concern I don't even
Carbuncle.Darktrance
サーバ: Carbuncle
Game: FFXI
Posts: 203
By Carbuncle.Darktrance 2013-05-24 12:28:06
Suggestion for weaponskills? Go the path they went with Mythic?
They already have "Relic" WS weapons on abyssea, could always just turn them into Weaponskill break weapons. Since every 13th WS is Relic on those abysea weapons, maybe make it so you hafta activate the latent WS 13 times in a skillchain or something. Easy, peasy.
As for Empyean, they could include random weapon drops with similar break weapons.
And finally, if ya already have the weapon via Relic and Empy, you should just be able to Log in and have the WS waiting on ya with any appropriate weapon you wanna wield.
Just me ramblin. Carry on <<.
By Quetzacoatl 2013-05-24 12:28:09
orz
forgive my lack of comprehension today, it's been a crazy start of the day for me
サーバ: Ragnarok
Game: FFXI
Posts: 209
By Ragnarok.Legendarycloud 2013-05-24 12:28:18
I'm stabbing myself in the eyes reading the last two pages
[+]
Bismarck.Llewelyn
サーバ: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-05-24 12:29:14
What the *** is going on? <.<
By Quetzacoatl 2013-05-24 12:30:11
apparently i've been unintentionally trolling the last two pages :<
Leviathan.Kaparu
サーバ: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-24 12:33:55
Ignoring our bizarre and abrupt turn for the ridiculous, and as much as I don't fancy the idea myself, the assumption that anyone is getting anything for anything without being 99 on their respective weapon is pretty delusional.
Only reasonable assumptions as follows:
-No Empyrean WS without 99 Coin weapon
-No Empyrean WS carryover at all for 99 Empyreans(or below), because they probably think that the weapon retaining relevance on it's own is a reward in and of itself
-No Relic WS without 99 Relic weapon
The only possible deviation from that one could reasonably hope for is a WS carryover from 99 Empyreans, but for the reason outlined, I still doubt it
Bahamut.Bojack
サーバ: Bahamut
Game: FFXI
Posts: 2215
By Bahamut.Bojack 2013-05-24 12:45:41
Ignoring our bizarre and abrupt turn for the ridiculous, and as much as I don't fancy the idea myself, the assumption that anyone is getting anything for anything without being 99 on their respective weapon is pretty delusional.
Only reasonable assumptions as follows:
-No Empyrean WS without 99 Coin weapon
-No Empyrean WS carryover at all for 99 Empyreans(or below), because they probably think that the weapon retaining relevance on it's own is a reward in and of itself
-No Relic WS without 99 Relic weapon
The only possible deviation from that one could reasonably hope for is a WS carryover from 99 Empyreans, but for the reason outlined, I still doubt it
Except for the fact that you don't need the 99 Mythic weapon to unlock that WS. Comparing the usefulness of the weapon skills is a moot point. There is probably just as many useless Relic Weaponskills as Mythic Weaponskills. Emp WS have mostly better WS, but some still fall behind when compared to Merited WS (probably some extra ones since using them without getting the Aftermath would be useless).
Leviathan.Kaparu
サーバ: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-24 12:47:43
Calling on precedent for a situation without precedent is pretty silly
They're not likely to hand prizes out to people who haven't completed a weapon; I don't know what's complicated about that
They never have and never will have a sense of balance, just a sense of completion. Completing a relic has always been paltry compared to completing a mythic, and yet they treat them identically-- complete, or irrelevant. Expecting them to care about an 85 or 90 Empyrean, a 75 Relic, or a 90 Coin weapon is nothing short of giving in to wish thinking
Fenrir.Camiie
サーバ: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-05-24 12:50:17
Hmmm. Just as I started to fall for Upheaval it seems Ukko has come back bearing roses, chocolates, and puppy dog eyes to lure me back to his side. As one of a select few weirdos who made Shamash and thus never knew the joys of 2-Handed Hammer Time this puts me in an awkward position. Where will my fickle heart lead me? Why does my analogy sound like a soap opera or a shoujo manga? Please pick up Volume 2 of "The Weirdo is a Warrior" to find out!
Bahamut.Bojack
サーバ: Bahamut
Game: FFXI
Posts: 2215
By Bahamut.Bojack 2013-05-24 12:54:37
Yea, I suppose. They did hand out prizes to people who haven't completed a weapon before though. Drakesbane was a pretty awesome prize for Dragoon back then. King's Justice was decent as far as I remember, and Kleos was nice for Dancer to self Darkness. Just saying, maybe they will, maybe they won't. I'm also trying to make myself feel better about it. I don't want to make a handful of 99 WoE weapons for all the WS I would want (Ukko's, Hi, CDC, Rudra's, Smite). If a 99 WoE weapon is required, I will probably never have any of them. Oh well.
Leviathan.Kaparu
サーバ: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-24 12:58:04
I just don't see the usefulness in applying the Mythic WS quests to this situation: it's an entirely isolated incident(that they don't even seem to know how to reconcile, frankly)
And again, I'd love to be able to trade in my 90 Vere or Ukon for their respective WS, but I've been playing this game long enough to know that they seldom bend when it comes to their vision of completion
By Quetzacoatl 2013-05-24 13:29:14
Honestly, one of the only things on my mind about this Empyrean stuff is, what LS is going to farm HMPs/Rifts as an event for future Empy99 users now? Since there's practically nothing to gain from VW anymore other than Heavy Metal Plates and Rift items (and maybe some pieces of VW gear)
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 13:30:06
People did it as ls event?
Leviathan.Kaparu
サーバ: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-24 13:30:53
Considering there'll be all of two Empyreans worth creating post-update, and one of them doesn't require progress beyond its 90 trial, I don't think it'll be much of a topic of discussion
By Quetzacoatl 2013-05-24 13:33:02
People did it as ls event? One of my Linkshells did lol >.>
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-24 13:33:55
People did it as ls event? One of my Linkshells did lol >.> if you farmed plates for someone else's emp and you aren't really really good friends with them, you are a fool
[+]
By Quetzacoatl 2013-05-24 13:37:39
Leviathan.Comeatmebro said: »People did it as ls event? One of my Linkshells did lol >.> if you farmed plates for someone else's emp and you aren't really really good friends with them, you are a fool Yeah don't get me wrong, I'm still good friends with him, and I talk to him still. The only problem I had with it was my stone count for other gear I was trying to get and I barely had time in the day to campaign away for dust
anyway, carry on
Asura.Fondue
サーバ: Asura
Game: FFXI
Posts: 2446
By Asura.Fondue 2013-05-24 14:07:07
Considering there'll be all of two Empyreans worth creating post-update, and one of them doesn't require progress beyond its 90 trial, I don't think it'll be much of a topic of discussion
did I miss where they put out the basedmg and other stats for all the weapons? is accuracy gear that hard to get?
By Quetzacoatl 2013-05-24 14:10:53
Considering there'll be all of two Empyreans worth creating post-update, and one of them doesn't require progress beyond its 90 trial, I don't think it'll be much of a topic of discussion
did I miss where they put out the basedmg and other stats for all the weapons? is accuracy gear that hard to get? They just provided examples for the Swords for now.
Phoenix.Kojo
Forum Moderator
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Posts: 12308
By Phoenix.Kojo 2013-05-25 15:23:41
If SE really is gonna unlock Emp WSs, I'm kinda eager to see how Quietus does with a buffed Apoc.
[+]
Cerberus.Taint
サーバ: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-05-25 15:34:43
If SE really is gonna unlock Emp WSs, I'm kinda eager to see how Quietus does with a buffed Apoc.
Description:
Delivers a triple damage attack that ignores target's defense. Amount ignored varies with TP.
Stat Modifier:
40% STR / 40% MND
fTP:
3.0
TP Modifier
100 TP
200 TP
300 TP
Defense ignored:
10%
30%
50%
Terrible, slightly better mods then Cata, slightly higher fTP but no 40% boost to damage. The last thing DRK is lacking is attack so Def ignored is a nonfactor.
By Angeljcar 2013-05-25 15:37:40
Victory smite with a buffed Glanzfaust sounds like it would be pretty epic.
So does ukko's fury with conqueror.
| 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) |
|
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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