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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Sylph
Game: FFXI
Posts: 7
By Sylph.Apileas 2013-05-20 10:19:29
Still haven't figured out why people would complain if SE wanted to buff all of the R/M/E weapons via some method of reasonably pro-rated effect. Thus far, everyone has talked about how they think 85-95 R/M/E shouldn't get any buff, but if you consider the time required for level 90 Empyrean or a level 95 Relic when weighed against the time it takes to get a base delve weapon (a day or two tops), I can understand why people might be frustrated that in two days anyone can easily have a weapon that outshines a weapon that took significantly longer to acquire.
Personally, I feel like anyone with a R/M/E of at least 90 should still be above the baseline Delve weapons (not getting owned by them on every parse); however, once upgraded fully, I see no problem with the Delve weapons being stronger than R/M/E < 99. 99 R/M/E, given the time and effort taken to acquire, should still be the best weapons period. It's absurd to have people dedicate months or years of time to farming and acquiring these "Legendary" weapons only to have them absolutely raped by NQ content that pretty much any player can complete.
Leeching a boss kill and farming plasm @ 2k a run for a week will still give you a weapon that is competitive and/or depending on your gear utterly destroys a 99 relic that took months to make, which is completely unreasonable.
I personally do not have a 99 R/E/M as I'm mostly a casual player with a full time job and a family. Thus far, I already have the Delve GK upgraded a few stages and the new H2H weapon both of which replaced my Empyrean H2H(90)/GK(85). Have yet to replace my 95 Apoc with the new scythe as I like Catastrophe too much to give it up (and Apoc is still a quality utility weapon for many events.)
I have great respect for anyone dedicated enough to take any of these weapons to 99 as I've been unable to do so myself, and I feel like parsing 10% over a 99 R/M/E after investing a few hours for 2-3 days to get plasm and a base delve weapon is absurd.
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Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-05-20 10:19:55
They just need to announce something and an estimated time frame.
I have a few 100k Plasma just rotting. Is it worth dumping into Boreavor or another weapon or should I continue to save it???
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Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-05-20 10:25:42
1 boss has been killed (bee)by an extremely high end LS. Just getting a beads for a boss run if a mind numbing experience for 18+ players.
I attempted the boss Shark the other night and we got face planted at 95%. Every player had extremely good gear we even had 12 songs on the alliance. (yes 3 99harp/99horn BRDs swapping)
The Shark is a long way out from being killed and Trex (who gets the most attempts) still hasn't been downed.
Server: Sylph
Game: FFXI
Posts: 7
By Sylph.Apileas 2013-05-20 10:27:58
Poor wording on my part, apologies. I meant to say leeching a TI-T5 Delve NM kill. I just saw where that LS killed bee, and wow, I'd like to see their strategy/party setups for that.
By Chyula 2013-05-20 10:31:36
I think only the empy user are complaining, because of the 1500 plates *** blocking everyone while you can solo a relic to 95 in 2 months of time. mythic is still manageable if you have a few friend spaming nni or salvage stuff. 85 need to stfu and upgrade to 90 before crying.
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-20 10:37:05
I think empy users will have a right to complain when/if VW dies. It's doubtful they'll make HMP easier to obtain.
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Asura.Ccl
Server: Asura
Game: FFXI
Posts: 1997
By Asura.Ccl 2013-05-20 10:43:18
Boss kill would cost more than a mythic for now lol and if people don't even have spot for thf, they surely don't have spot for leech at the moment.
By Chyula 2013-05-20 10:44:12
vw already died in asura. I see same shout for hours and stuck on like 8~10/18. only akvan and kaggen are able to get a full in hours of shout. ig/rex/bis/morta are pretty much dead atm.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-20 10:49:53
something something they are almost all 6 mannable if you have friends/mules
i don't know why i bother mentioning it, people still cry about their groups not hitting 18
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-20 10:52:43
procs
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-20 10:55:31
blm/rdm whm/sch brd/nin cor/war ddx2
will cap lights off one blitz
is it really so hard to believe you don't need 18, i've been 8boxing this ***for nearly a year and my lights are perfectly fine
blm just needs fast cast gear and an attention span
Server: Sylph
Game: FFXI
Posts: 7
By Sylph.Apileas 2013-05-20 10:58:32
At least on Sylph, Voidwatch appears to be pretty dead. And I corrected my post on Boss Clear to T1-T5 clears. I absolutely agree that Empy's < 90 do not merit complaints, but would like to point out that the "only 2 months to do a relic to 95" comment really reiterates the point that getting Uguisumaru in two days and demolishing a relic that took "only two months" to make is unreasonable.
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-20 10:59:06
Leviathan.Comeatmebro said: »blm/rdm whm/sch brd/nin cor/war ddx2
will cap lights off one blitz
is it really so hard to believe you don't need 18, i've been 8boxing this ***for nearly a year and my lights are perfectly fine
blm just needs fast cast gear and an attention span
Congratulations, you beat the game!
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-20 11:00:52
Ok, there seems to be a trend here:
I point out voidwatch can be done with six people.
Someone cries about lights or otherwise claims it's impossible.
I point out that I do it personally, regularly, using my own characters.
People sidetrack about how many characters I use, as if it has any relevance.
Go ahead, cry about VW all you want. I'm just trying to inform you that you don't need a million bodies to get it done. It has literally zero relevance whether I'm using my mules or real players.
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-20 11:07:43
You don't seem to understand. It's not that it's not possible...It's not practical.
Have you ever been to a VW and received no HMP?
Have you ever been pouchless for 6 straight Qilin runs?
Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-05-20 11:08:26
Leviathan.Comeatmebro said: »Ok, there seems to be a trend here:
I point out voidwatch can be done with six people.
Someone cries about lights or otherwise claims it's impossible.
I point out that I do it personally, regularly, using my own characters.
People sidetrack about how many characters I use, as if it has any relevance.
Go ahead, cry about VW all you want. I'm just trying to inform you that you don't need a million bodies to get it done. It has literally zero relevance whether I'm using my mules or real players.
Still HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE. I've 6-10 manned just about all of them, but the fights drag out too long for the reward. VW is brain damage, its slightly tolerable with 18 killing mobs in 3 minutes. Low manning them with 8-10min fights and still not getting drops is annoying as ***.
SE needs to kill VW and let it rott in hell.
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Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-20 11:10:00
Still HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE. I've 6-10 manned just about all of them, but the fights drag out too long for the reward. VW is brain damage, its slightly tolerable with 18 killing mobs in 3 minutes. Low manning them with 8-10min fights and still not getting drops is annoying as ***.
SE needs to kill VW and let it rott in hell. my average fight time is below 2 min on fodder ones, the dross/cinder can drag out to like 6 but it's really not anywhere near as bad as you're painting it out to be
make another plate source or increase rate, sure, but the ***'s still very doable if people would leave town and try instead of shouting for 18
farming your own plates is very impractical, i'm not saying otherwise, but if the shout groups that i keep seeing went out and killed their NM at 10 instead of ragequitting that they can't get 18 the supply would be looking a lot healthier atm
Server: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2013-05-20 11:11:28
They could make single metal plates appear in other loot slots for all VWNMs and that solves the majority of the problem.
They just need to announce something and an estimated time frame.
I have a few 100k Plasma just rotting. Is it worth dumping into Boreavor or another weapon or should I continue to save it???
No time frame, but we're still short 4 nakuaals and if it follows the same trend, 4 delve zones too.
Server: Sylph
Game: FFXI
Posts: 7
By Sylph.Apileas 2013-05-20 11:13:22
Agreed. VW sucks, thereby Empys not already 99 are dead in the water unless you REALLY want to spend several months low-manning VW for a sub-par weapon. I'd also be very interested in seeing someone 8-box lowman the Cinders/Dross stages without displacers.
Quetzalcoatl.Makenshi
Server: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Makenshi 2013-05-20 11:14:19
I agree VW can be done with much less, especially with new gear and overpowered weapons; and as long as you cover most procs you really don't need them all.
But I'm sorry multi-boxing is not how the game is supposed to be played, neither is using a windower with various bot programs... plus I'm sure most people don't want to pay nearly a $100 per month.
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Server: Sylph
Game: FFXI
Posts: 7
By Sylph.Apileas 2013-05-20 11:15:12
Quetzalcoatl.Makenshi said: »I'm sure most people don't want to pay nearly a $100 per month.
+= "to play a 12 year old game."
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-20 11:15:51
Maybe an easier solution would be the take out proccing entirely.
But I really don't see SE putting the effort to correct this anytime soon. They're working on new content and correcting(poor word choice i know) this whole mess they started in the first place.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-20 11:16:55
Leviathan.Comeatmebro said: »Still HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE. I've 6-10 manned just about all of them, but the fights drag out too long for the reward. VW is brain damage, its slightly tolerable with 18 killing mobs in 3 minutes. Low manning them with 8-10min fights and still not getting drops is annoying as ***.
SE needs to kill VW and let it rott in hell. my average fight time is below 2 min on fodder ones, the dross/cinder can drag out to like 6 but it's really not anywhere near as bad as you're painting it out to be
make another plate source or increase rate, sure, but the ***'s still very doable if people would leave town and try instead of shouting for 18
farming your own plates is very impractical, i'm not saying otherwise, but if the shout groups that i keep seeing went out and killed their NM at 10 instead of ragequitting that they can't get 18 the supply would be looking a lot healthier atm Whilst it's true about QQilin, you really can't trust that on rift mobs. All the latest niggalimas I've done weren't even killable with 18 without displacers. When the people you get are few to start with, and they're bad too, it's really not realistic to hope to kill Morta/Rex/Nig/Biz without a nearly maxed group. Sure if I could pick whoever I want from the server we could roll with 8, but that's not how it goes at this point in time anymore.
By Chyula 2013-05-20 11:25:19
Leviathan.Comeatmebro said: »blm/rdm whm/sch brd/nin cor/war ddx2
will cap lights off one blitz
is it really so hard to believe you don't need 18, i've been 8boxing this ***for nearly a year and my lights are perfectly fine
blm just needs fast cast gear and an attention span
Congratulations, you beat the game!
this +1
Im sure 8 boxing a relic will get you to 99 in two weeks. your point is?
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-20 11:29:00
come on seha you were supposed to help out with this :(
♪This is the thread that never eeeeends.
Yes, it goes on and on, my frieeeeends.
Some people started reading it not knowing what it was,
And they'll continue posting in it just becauuuuuse...♪
also if their response about alexandrite sets any kind of precedent i find it unlikely they'll bother touching how many plates you'll need
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Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-20 11:41:57
Whilst it's true about QQilin, you really can't trust that on rift mobs. All the latest niggalimas I've done weren't even killable with 18 without displacers. When the people you get are few to start with, and they're bad too, it's really not realistic to hope to kill Morta/Rex/Nig/Biz without a nearly maxed group. Sure if I could pick whoever I want from the server we could roll with 8, but that's not how it goes at this point in time anymore. I would've assumed most people have a few friends that'd be willing to do stuff like that. I've ended up with a full alliance plenty of times just asking my ls if anyone wanted to tag along for X VW or w.e. Regardless of the number of mules I have, I don't think I'd still play if I didn't have friends to play with.
If you're going purely shout, I can agree with what you said.
(not directed at seha) Really, why the *** is everyone so offended by what I spend my money on? I use my mules, I have fun with them, and I was not bringing them up for any reason other than to illustrate a point.
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Leviathan.Kaparu
Server: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-20 11:54:12
Because they have no other means to invaliding what you're saying.
Lashing out on the basis of irrelevant details is easier than thinking.
Lakshmi.Rooks
Administrator
Server: Lakshmi
Game: FFXI
Posts: 1566
By Lakshmi.Rooks 2013-05-20 11:59:29
Leviathan.Kincard said: »also if their response about alexandrite sets any kind of precedent i find it unlikely they'll bother touching how many plates you'll need
Yeah, but is Voidwatch II is coming down the pike to add more plates into the system? That's how they addressed Alexandrite, adding NNI and Salvage II.
Because honestly, unless a theoretical Voidwatch II gives plasm instead of cruor, or you can suddenly buy plasm/bayld/anything relevant with cruor, it's not going to matter much, even if it shows up.
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-20 12:01:32
Can care less about what you spend your money on.
I just thought your example was ummmm....yeah. I'd be very interested to see you 8box any VW, cap lights, and win in a reasonable amount of time.
Think I'd be more impressed by anyone who can play that many accounts at once decently.
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-20 12:02:48
Leviathan.Kincard said: »also if their response about alexandrite sets any kind of precedent i find it unlikely they'll bother touching how many plates you'll need
Yeah, but is Voidwatch II is coming down the pike to add more plates into the system? That's how they addressed Alexandrite, adding NNI and Salvage II.
Because honestly, unless a theoretical Voidwatch II gives plasm instead of cruor, or you can suddenly buy plasm/bayld/anything relevant with cruor, it's not going to matter much, even if it shows up.
Also, I'd argue that farming the 30k alexandrite isn't the most time consuming part of a mythic.
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 |
|
|
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New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
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New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
|
1 |
|
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|
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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