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[Dev] Matsui: R/M/E/C Follow-up
Ragnarok.Sekundes
Serveur: Ragnarok
Game: FFXI
Posts: 4217
By Ragnarok.Sekundes 2013-05-22 15:40:21
It sounds to me like they are simply editing the stats of the 99 versions but of course that isn't confirmed since often translations can be a bit quirky with wording.
But really, 99's are already time consuming enough as it is, we don't need to add anything to them. I do kinda wish they would scale it just a bit though. Tiny boost to 85's, small boost to 90's medium boost to 95's and the majority and largest boost to 99's.
Asura.Diggs
Serveur: Asura
Game: FFXI
Posts: 98
By Asura.Diggs 2013-05-22 15:47:58
Where is the follow-up?
Bismarck.Momokiri
Serveur: Bismarck
Game: FFXI
Posts: 41
By Bismarck.Momokiri 2013-05-22 15:56:25
Until Matsui specifically says that they will continue to update update RME dynamically as new Delve weapons are released, I'm not reassured by anything he says one iota. In this new content level based FFXI, updating RME one time and forgetting it is the same as updating RME zero times, and that's looking more and more like what he wants to do. Also I think he may not actually know what the word "option" means in reality.
Phoenix.Archeim
Serveur: Phoenix
Game: FFXI
Posts: 174
By Phoenix.Archeim 2013-05-22 15:58:26
I think only one person that i have seen on my server still does qilin runs for an attempt at HMP. It would be nice if they included HMP as possible drops in some Adoulin content as well if "Logwatch" is as dead as it has mostly been.
(i base this only on shouts i have seen... maybe there is a lot going on when i am at work...)
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By Blazed1979 2013-05-22 16:03:25
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Phoenix.Libbien
Serveur: Phoenix
Game: FFXI
Posts: 314
By Phoenix.Libbien 2013-05-22 16:15:26
VW is basically 95% dead on Phoenix. I see about 1-2 Ig/Akvan/Uptala runs per week. Simply put, unless the boost to 99 empy's are significantly better than the boost to 99 relics, empy weapons will basically die altogether. Getting 99 relic is a lot easier/faster than a 99 empy, even before VW died. Still refuse to toss my Kannagi though, I always enjoyed trophies ^^
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By Chyula 2013-05-22 16:21:01
150 page thread here we go again!
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-22 16:21:37
I don't know how many times people can say the same things over and over.
Ragnarok.Godsmack
Serveur: Ragnarok
Game: FFXI
Posts: 86
By Ragnarok.Godsmack 2013-05-22 16:23:20
till "Some"1"" will listen us..
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-22 16:23:56
Not everyone agrees with you. That's why there was discussion to begin with.
Phoenix.Kojo
Forum Moderator
Serveur: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-22 16:28:35
VW is basically 95% dead on Phoenix. I see about 1-2 Ig/Akvan/Uptala runs per week. Simply put, unless the boost to 99 empy's are significantly better than the boost to 99 relics, empy weapons will basically die altogether. Getting 99 relic is a lot easier/faster than a 99 empy, even before VW died. Still refuse to toss my Kannagi though, I always enjoyed trophies ^^
Well, well, Lib decided to join us. I don't look for them to lessen the HMP requirement, but maybe make them more common.
By Enuyasha 2013-05-22 16:29:21
Bismarck.Momokiri said: »Until Matsui specifically says that they will continue to update update RME dynamically as new Delve weapons are released, I'm not reassured by anything he says one iota. In this new content level based FFXI, updating RME one time and forgetting it is the same as updating RME zero times, and that's looking more and more like what he wants to do. Also I think he may not actually know what the word "option" means in reality. Thats assuming they keep releasing new weapons and not just boost the rank points higher into like level 30 :<
I do see gear being swept clean and all that work wasted though.
Phoenix.Kojo
Forum Moderator
Serveur: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-22 16:30:42
Bismarck.Momokiri said: »Until Matsui specifically says that they will continue to update update RME dynamically as new Delve weapons are released, I'm not reassured by anything he says one iota. In this new content level based FFXI, updating RME one time and forgetting it is the same as updating RME zero times, and that's looking more and more like what he wants to do. Also I think he may not actually know what the word "option" means in reality.
R/M/Es will probably be boosted about the time the final tier of new gear is released, unless he said different before.
Carbuncle.Sambb
Serveur: Carbuncle
Game: FFXI
Posts: 334
By Carbuncle.Sambb 2013-05-22 16:52:21
I only hope when he says to scrutinise the WoE coin stuff that they will consider the empy ws unlock happen regardless of your empy lvl. As taint posted before make it a quest of some sorts.
people will still do woe for ws they want it just appeases the masses with empys right now, because like some one said, they are essentially rewarding people who couldn't be bothered to make an empy or felt that they couldn't make an empy over people who did actually make one..... I just don't see why you would do this.
All they did was buy items out of peoples bazaar to 99 the weapon...
This is a damn sight easier than farming the kis to make an empy regardless of if your brewing all the mob or not. I am not saying farmin ki is hard. Its just time consuming and requires a bit of effort.
I know some people bought peoples kis but really I don't think thats a lot of people I think most farmed em like normal.
I just hope he sees sense.
Ragnarok.Dankiller
Serveur: Ragnarok
Game: FFXI
Posts: 79
By Ragnarok.Dankiller 2013-05-22 17:11:58
Serveur: Siren
Game: FFXI
Posts: 298
By Siren.Piccollo 2013-05-22 17:19:29
Hey i hear you love your REM weapons even if they are only lvl 90 ... be a shame if someone made them .... USELESS!!
Serveur: Sylph
Game: FFXI
Posts: 694
By Sylph.Decimus 2013-05-22 17:22:20
That happened like 3 weeks ago. Much longer ago than that if you were in a good enough l/s. Regardless, happy with updates. Now I'm just curious what the weapons from new Naakuals will look like before I get too excited about Ukon again.
Cerberus.Cruxus
Serveur: Cerberus
Game: FFXI
Posts: 333
By Cerberus.Cruxus 2013-05-22 17:27:50
This is a damn sight easier than farming the kis to make an empy regardless of if your brewing all the mob or not. I am not saying farmin ki is hard. Its just time consuming and requires a bit of effort.
Sad thing is, that doesn't even matter due to the fact people buy the drops from someone else who farmed the KI's.
By Enuyasha 2013-05-22 17:28:10
Hey i hear you love your REM weapons even if they are only lvl 90 ... be a shame if someone made them .... USELESS!! apparently they are useless until you cap them out anyway...apparently.
Serveur: Garuda
Game: FFXI
Posts: 20
By Garuda.Ullysses 2013-05-22 18:04:30
So basically, forget about the hard work you put into previous R/E/M, because now you can waste even more time on these "currently" new amazing weapons. So once everyone obtains a delve weapon the developers are going to come out with even better weapons. With this concept, it means the time and effort you put into the delve weapons will be worth nothing by the time the next set of amazing weapons comes around. Cannot wait for this /toss fest.
Serveur: Sylph
Game: FFXI
Posts: 694
By Sylph.Decimus 2013-05-22 18:06:20
What? The weapons you actually put work into, i.e. 99, aren't forgotten. And welcome to games with a subscription fee.
By Enuyasha 2013-05-22 18:11:57
So basically, forget about the hard work you put into previous R/E/M, because now you can waste even more time on these "currently" new amazing weapons. So once everyone obtains a delve weapon the developers are going to come out with even better weapons. With this concept, it means the time and effort you put into the delve weapons will be worth nothing by the time the next set of amazing weapons comes around. Cannot wait for this /toss fest. im assuming they will raise the rank points level...and even if they do erase all the effort you put into weapons/gear youll still need a rank 15 delve or a new and improved relic/a rank 15 naakual delve weapon to get the new uber weapon.
By Tickmeoff 2013-05-22 18:37:28
Just let them die. Building a weapon once should not be a ticket to having the best weapon in the game 10 years down the line.
New content happens, new gear happens, get over it. If you want your old gear to stay relevant forever, why even continue playing?
By Mesic 2013-05-22 18:47:14
Just let them die. Building a weapon once should not be a ticket to having the best weapon in the game 10 years down the line.
New content happens, new gear happens, get over it. If you want your old gear to stay relevant forever, why even continue playing?
because you like everything else about the game, duh? (i am not part of this group)
Shiva.Gib
Serveur: Shiva
Game: FFXI
Posts: 1264
By Shiva.Gib 2013-05-22 18:51:10
this is Bullcrap SE. I got this level 1 Onion Sword when I started the game, now it's useless, I don't have money to upgrade it, why can't my Onion sword have 130+ Damage on it? you JERKS
But seriously, Relics and Mythics can cost hundreds of millions of gil to make and can take months if not YEARS to finsh. Why should Empy owners get a free pass?
and it's not like you can't get your 90 weapon to 99, it takes time and effort, if you're serious about the job and weapon you'll be able to do it. I'm basically seeing a lot complaining cause people don't want to spend time or money on the weapons. in that case, do Delve, problem solved.
Lakshmi.Feint
Serveur: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-22 18:53:20
Just let them die. Building a weapon once should not be a ticket to having the best weapon in the game 10 years down the line.
New content happens, new gear happens, get over it. If you want your old gear to stay relevant forever, why even continue playing? But they aren't going to die.
Cerberus.Pleebo
Serveur: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-22 18:59:07
All this is doing is delaying their inevitable worthlessness.
Cerberus.Weegie
Serveur: Cerberus
Game: FFXI
Posts: 26
By Cerberus.Weegie 2013-05-22 18:59:56
It's silly to suggest that a R/M/E at 99 is like Byakkos Haidate. Amazing gear when it come out and useful for years, but is replaceable with something better. Getting Byakko kills when sky came out was very challenging, but it is not even remotely on par with the cost and effort it takes to get a R/M/E to 99.
R/M/E are not even relevant even a little bit anymore. We did a run the other day, and a person without NIN at 99 won lot on Delve katana. Should that person immediately be able to outparse someone with a 90 empy, or 95 relic (lets consider these the easy to get versons like WoE weapons)? Even considering that the game is progressing to new content, that is a stupid concept considering the time and effort the others take to attain. I would get it more if the delve started at a lower tier and worked up to stronger by the end, I really would. But to have a lucky drop and lot beat 9 months worth of effort? Stupid. It isnt like the fights are AV and so stupidly hard that the drop is an amazing reward.
Yes, 99 R/M/E holders should not have gotten kicked in the nuts like that. It's too much effort to reduce them to worthless. I'm okay with new weapons being a little more powerful, I'm not saying they have to be the TOP option, but the gap is way to far apart to make them even remotely worth the effort they took to attain.
That being said, I'm okay leaving 95 and below weapons as they are. Its like having a Dynamis weapon with the WS unlocked only in dynamis until you finish it. Get it to 99, or don't bother.
Cerberus.Pleebo
Serveur: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-22 19:02:58
Not everyone agrees with you. That's why there was discussion to begin with. This should be the post that gets quoted every new page.
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Ragnarok.Eriina
Serveur: Ragnarok
Game: FFXI
Posts: 294
By Ragnarok.Eriina 2013-05-22 19:03:45
As soon as they design another weapon for DRG that can compensate for DRG's inherent job design flaws, and allow it to go toe-to-toe with other top geared heavy DD, I will happily make that new weapon and mannequin Ryunohige^^
| 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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