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Level 99 R/M/E and WoE Weapons Follow

#1 Apr 26 2013 at 12:02 PM Rating: Good
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Akihiko Matsui wrote:

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.

Screenshot

 
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:

1. Challenge Colonization and Lair Reives
2. Obtain statue segments by participating in these reives
3. 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, than 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

Quote:

DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP


↓
Quote:

DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP


Burtgang
Quote:

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

↓
Quote:

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
Quote:

DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage

↓
Quote:

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.

http://forum.square-enix.com/ffxi/threads/33458-Follow-up-Level-99-Relic-Mythic-Empyrean-and-Walk-of-Echoes-Weapons?p=432132#post432132

------------------------------------------------

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Akihiko Matsui wrote:

Matsui here.

I have some follow-up information regarding how we plan to build on relic, mythic, empyrean, and Walk of Echoes ("coin") weapons (I'll refer to them as RMEC below. Apologies that I left out coin weapons in my last post).

There are many who feel upset and uneasy regarding the recently introduced weapons, as well as the information that has been conveyed until now. So while this information is still not finalized, I would like to give a bit more insight into our plans.

We are planning to unlock the special weapon skills that are granted from RMEC weapons when you have upgraded them to their level 99 form (this includes non-afterglow weapons, and shield/instruments will not be included in this). However, we plan on adding some conditions that fall in line with the jobs that can equip the respective RMEC weapons.

As we have yet to finish all the testing as to whether or not we can do this, please let me again reiterate that this is not yet finalized.

Due to the nature of this topic, we definitely need to proceed carefully, so despite the fact that I'm only mentioning this at the idea level, I understand that the level of disappointment will be quite great if I say that it is too difficult to accomplish this after all, and I was thinking it would be best to let you all know once it took a bit more shape.

You're probably thinking "if that’s the case, then don’t announce anything," but because I thought it wouldn't be good to not let you know anything until plans were finalized I decided to make this post. (I've been under so much stress I feel like I'm going to get an ulcer >< But I know I shouldn't be complaining.)

While the memories you made and the stats on your equipment cannot always be proportionate, we are trying our best to see if we can keep all of the effort spent on earning these weapons intact.

We plan to do all that we can, but please give us some time for this.


Akihiko Matsui wrote:

Quote:

I have the following questions/comments regarding the unlocking of these special weapon skills, and I'm sure a lot of others are thinking the same:

- Relics: There are gaps in a lot of the weapon skills for these weapons. For example, there is no special advantage to Knights of Round or Scourge, while on the other hand unlocking Catastrophe or Coronach would lead to the destruction of balance.

- Mythic: These weapon skills can already be unlocked through the quest "Unlocking a Myth."

- Empyrean/Coin: How will these weapon skills be differentiated for the two weapons?

I was thinking this question would pop up.

I apologize, but unfortunately I am unable to answer anything at this point in time. One of the reasons I felt I should not have mentioned anything during a stage where various things have not been finalized yet, despite prefacing it that this is non-finalized information, was following up on individual specific questions based on supposition.

Being silent because it's not possible to answer right now would remove the whole purpose of why I posted, but on the other hand, continuing to entertain suppositions would cause expectations to grow even more wild. As a result of this, things that I didn't promise would turn into promises, and I would like to avoid making it seem like we are breaking promises.

With that said, the answer for the moment for many things will be "Sorry, but I cannot answer that right now."

Once the content has been fleshed out and confirmed I will be sure to let you all know the details, but please give me some time.

http://forum.square-enix.com/ffxi/threads/33112-Level-99-Relic-Mythic-Empyrean-and-WoE-Weapons

Camate wrote:

Greetings everyone,

I'd like to share a post from Producer Akihiko Matsui in regards to a comment that was picked up from an interview relating to the future of relic, mythic, and empyrean weapons.

Akihiko Matsui wrote:

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.

http://forum.square-enix.com/ffxi/threads/31485-New-weapons-with-higher-base-damage-then-relics?p=424630#post424630

Akihiko Matsui wrote:

Hello,

Matsui here.

We've been receiving some questions in regards to what we will be doing with relic, mythic, and empyrean weapons moving forward, so I would like to address what I can at the moment.

We are not planning to enhance relic, mythic, or empyrean weapons via Trial of the Magians or through other methods.

However, in regards to these weapons that you have enhanced up to level 99, we are formulating plans so that they do not go to waste. (Including the weapons that do not yet have their afterglows.)

In regards to the shields and instruments, even in light of the growth that will take place for characters with Adoulin equipment, these in particular are still at the highest caliber and will not be addressed in the plans mentioned above.

While I'm unable to talk about the specifics at this point in time, as soon as the time comes where I can, I will be sure to let you all know.


Edited, Apr 26th 2013 2:17pm by Szabo

Edited, May 1st 2013 2:32pm by Szabo

Edited, May 9th 2013 4:03pm by Szabo
#2 Apr 26 2013 at 12:29 PM Rating: Default
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I'm fine with this, my relic and empyrean weapons still have their place and I firmly believed people misinterpreted what was said originally anyhow.

People who have a problem with this are whining complainers that need to learn this is an MMO and the game is changing. They need to change with it.

Edited, Apr 26th 2013 2:30pm by FUJILIVES
#3 Apr 26 2013 at 12:34 PM Rating: Decent
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I know it's a pipe dream, but I'd love the ability to combine R + M + E, even if it meant more effort than the sum of it's parts.

For example, I'd be willing to farm up more than a relic to put Bravura's -PDT on my Ukon.
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#4 Apr 26 2013 at 12:50 PM Rating: Excellent
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If only. But how do you combine RNG's weapons when they are a mix of archery and marksmanship? How do you handle something like DNC being on Twashtar but not Mandau? Also, the offspring of a Claustrum/Tupsimati/Hvergelmir union might give you cancer.

It's too bad they've been so rigid about new jobs and relic weapons.
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#5 Apr 26 2013 at 5:04 PM Rating: Excellent
FUJILIVES wrote:
I'm fine with this, my relic and empyrean weapons still have their place and I firmly believed people misinterpreted what was said originally anyhow.

People who have a problem with this are whining complainers that need to learn this is an MMO and the game is changing. They need to change with it.

Edited, Apr 26th 2013 2:30pm by FUJILIVES


Though the game is changing, Square Enix has long held those weapons (Relic and Mythics especially) to sort of be the best of the best, so people can understandably be a bit frustrated when their high tier weapon that they've spent millions of gil (not to mention lots of invested time) on is outdone by these Skirmish weapons/Wildskeeper Reive weapons that you can potentially obtain in little to no time at all.
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#6 Apr 26 2013 at 6:31 PM Rating: Decent
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Professor Shock Vlorsutes wrote:
FUJILIVES wrote:
I'm fine with this, my relic and empyrean weapons still have their place and I firmly believed people misinterpreted what was said originally anyhow.

People who have a problem with this are whining complainers that need to learn this is an MMO and the game is changing. They need to change with it.

Edited, Apr 26th 2013 2:30pm by FUJILIVES


Though the game is changing, Square Enix has long held those weapons (Relic and Mythics especially) to sort of be the best of the best, so people can understandably be a bit frustrated when their high tier weapon that they've spent millions of gil (not to mention lots of invested time) on is outdone by these Skirmish weapons/Wildskeeper Reive weapons that you can potentially obtain in little to no time at all.

While I understand the grounds for the whining, I still feel it is unmerited and welcome (any) new changes to a stale game. As I originally stated, "I'm fine with it".

Edited, Apr 26th 2013 8:35pm by FUJILIVES
#7 May 01 2013 at 12:35 PM Rating: Excellent
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Akihiko Matsui wrote:

Matsui here.

I have some follow-up information regarding how we plan to build on relic, mythic, empyrean, and Walk of Echoes ("coin") weapons (I'll refer to them as RMEC below. Apologies that I left out coin weapons in my last post).

There are many who feel upset and uneasy regarding the recently introduced weapons, as well as the information that has been conveyed until now. So while this information is still not finalized, I would like to give a bit more insight into our plans.

We are planning to unlock the special weapon skills that are granted from RMEC weapons when you have upgraded them to their level 99 form (this includes non-afterglow weapons, and shield/instruments will not be included in this). However, we plan on adding some conditions that fall in line with the jobs that can equip the respective RMEC weapons.

As we have yet to finish all the testing as to whether or not we can do this, please let me again reiterate that this is not yet finalized.

Due to the nature of this topic, we definitely need to proceed carefully, so despite the fact that I'm only mentioning this at the idea level, I understand that the level of disappointment will be quite great if I say that it is too difficult to accomplish this after all, and I was thinking it would be best to let you all know once it took a bit more shape.

You're probably thinking "if that’s the case, then don’t announce anything," but because I thought it wouldn't be good to not let you know anything until plans were finalized I decided to make this post. (I've been under so much stress I feel like I'm going to get an ulcer >< But I know I shouldn't be complaining.)

While the memories you made and the stats on your equipment cannot always be proportionate, we are trying our best to see if we can keep all of the effort spent on earning these weapons intact.

We plan to do all that we can, but please give us some time for this.


Akihiko Matsui wrote:

Quote:

I have the following questions/comments regarding the unlocking of these special weapon skills, and I'm sure a lot of others are thinking the same:

- Relics: There are gaps in a lot of the weapon skills for these weapons. For example, there is no special advantage to Knights of Round or Scourge, while on the other hand unlocking Catastrophe or Coronach would lead to the destruction of balance.

- Mythic: These weapon skills can already be unlocked through the quest "Unlocking a Myth."

- Empyrean/Coin: How will these weapon skills be differentiated for the two weapons?

I was thinking this question would pop up.

I apologize, but unfortunately I am unable to answer anything at this point in time. One of the reasons I felt I should not have mentioned anything during a stage where various things have not been finalized yet, despite prefacing it that this is non-finalized information, was following up on individual specific questions based on supposition.

Being silent because it's not possible to answer right now would remove the whole purpose of why I posted, but on the other hand, continuing to entertain suppositions would cause expectations to grow even more wild. As a result of this, things that I didn't promise would turn into promises, and I would like to avoid making it seem like we are breaking promises.

With that said, the answer for the moment for many things will be "Sorry, but I cannot answer that right now."

Once the content has been fleshed out and confirmed I will be sure to let you all know the details, but please give me some time.

http://forum.square-enix.com/ffxi/threads/33112-Level-99-Relic-Mythic-Empyrean-and-WoE-Weapons
#8 May 01 2013 at 12:52 PM Rating: Excellent
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#9 May 01 2013 at 12:58 PM Rating: Excellent
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Being able to keep Ukko's Fury does make me feel a bit better, but that's the only one I'd be able to hold onto without starting and 99-ing a whole new weapon.

Still, why should I, a mere WoE weapon holder get to keep Ukko's whereas someone with a 90 Ukon has to either make a Shamash as well or get 1500 plates and riftthingies. I don't wanna shoot myself in the foot here, but still... it seems odd.
#10 May 01 2013 at 1:49 PM Rating: Excellent
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Camiie wrote:
Being able to keep Ukko's Fury does make me feel a bit better, but that's the only one I'd be able to hold onto without starting and 99-ing a whole new weapon.

Still, why should I, a mere WoE weapon holder get to keep Ukko's whereas someone with a 90 Ukon has to either make a Shamash as well or get 1500 plates and riftthingies. I don't wanna shoot myself in the foot here, but still... it seems odd.

This, they still haven't referenced the fact that a lot of the legendary weapons don't make it to 99. Matsui's response still makes it seems like they're thinking "99 or gtfo, you can /toss your trash 90/95 weapon."

Personally, I like Matsui's approch to information, giving us the information, even when the plans are in preliminary stages, being muh more forthcoming than Tanaka ever was. However that doesn't make up for basically having no idea what what their next move is. I mean, they bring out these weapons with absolutely ludicrous DMG values, and then basically say "Don't worry. We don't really know how, but we'll make your 99 relic useful again." Not very reassuring.
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#11 May 01 2013 at 3:24 PM Rating: Good
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Camiie wrote:
Being able to keep Ukko's Fury does make me feel a bit better, but that's the only one I'd be able to hold onto without starting and 99-ing a whole new weapon.

Still, why should I, a mere WoE weapon holder get to keep Ukko's whereas someone with a 90 Ukon has to either make a Shamash as well or get 1500 plates and riftthingies. I don't wanna shoot myself in the foot here, but still... it seems odd.


Yeah. To be honest, even though it's much easier to get a relic @ 75 or an Empyrean @ 85, I really don't see why they won't just allow people to perma-unlock those weaponskills as soon as you gain access to them. For the most part (MOST), they're not really worth anything outside of riding AM3 and we've already been given access to Mythic weaponskills years ago.
#12 May 01 2013 at 3:37 PM Rating: Good
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Felt like the WS should've been unlockable for a long time now, so seeing that as a consideration sounds like good news. In the meantime, if that's all they're relegated to (albeit Yagrush stands out as something still useful despite that), I'd just say it affirms the need of acquisition tweaks. As such, to help avoid burnt bridges, all current RMEs could be tagged for a one-time turn-in that would refund the difference in requirements if possible. That way, if you did the 1500 HMP and it's changed to 150, you can get 1350 back and easily apply that to other weapons if you'd like or just sell them. I also don't see why AMs need to be implicitly removed if you had done the true version, but I guess there's some behind the scenes mechanical spaghetti code hiccup they'll have to fight through.
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#13 May 01 2013 at 8:04 PM Rating: Excellent
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Just unlocking the special weaponskill isn't gonna cut it when a lot of those weaponskills are easily bested by the merited choices, especially now that 1 merit is stronger than four merits were under the old system. They'll have to add in some additional benefit alongside that.

Edited, May 1st 2013 10:11pm by Melphina
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#14 May 02 2013 at 12:23 AM Rating: Default
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You cannot replace r/m/e's until they're replaced by weapons even harder to obtain. And even then, tossing relics out of usefulness ruins a LOT of people who play Dynamis, tossing mythics will cause many people to not care about salvage anymore (yes yes, you do this for the gear but you can't say the 200k+ you can make a night doesn't aid in you going) and tossing out empyreans will severely hinder abyssea involvement and you'd need to find a way to help new players get some good endgame gear when they are useless pre-atmas and have limited gil, you can only imagine the number of seals, +2 items and mega boss kills get handed out because of someone farming for empyrean weapons.

Hopefully the floodgates opening about the mere mention of them being replaced will cause them to change their mind.
#15 May 02 2013 at 3:38 AM Rating: Good
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Camiie wrote:
Being able to keep Ukko's Fury does make me feel a bit better, but that's the only one I'd be able to hold onto without starting and 99-ing a whole new weapon.

Still, why should I, a mere WoE weapon holder get to keep Ukko's whereas someone with a 90 Ukon has to either make a Shamash as well or get 1500 plates and riftthingies. I don't wanna shoot myself in the foot here, but still... it seems odd.
Even if you transfer the weaponskill and maybe some of the weapon's traits into a Delve weapon but it will never be as awesome as an Ukon. Part of what makes an Ukon great is the weapon's unique model. It's a great axe but it's also a big damn hammer. I would be sad if my Ryuno went into storage, as it has a very unique and distinctive model. The importance of aesthetics may vary from person to person, but it's definitely something that matters to me at least.
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#16 May 02 2013 at 6:04 AM Rating: Excellent
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Honestly if they unlocked the special attributes of the weapon as well as the weaponskill that would be sufficient for me. Relic's hidden damage multiplier effect has a huge impact on their damage, and empyrean's and mythics rely on the aftermath. The only real issue is determining how to handle the differences between the three legendary categories and their upgrade level. Empyrean's only benefit from increased damage on the 95 and 99 upgrades, whereas relic's get a weaponskill damage multiplier at 95 and an even larger one at 99, so they'd have to do more than duplicate the current model or heavy metals and rift pieces will become throw away items. But If they properly account for the major differences between the legendary categories and how they progress from 90 to 99 they can implement a mechanic that allows you to take the benefits with you.

But yeah, if all they give people is "you can use the weaponskill anywhere" that's a smack in the face.
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#17 May 02 2013 at 6:50 AM Rating: Decent
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Based on his thread, only 99 R/M/E/C Weapons need apply. So the multipliers at 90/95 aren't really relevant.
#18 May 02 2013 at 8:44 AM Rating: Good
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How about... those R/M/E weapons adding increased base damage / ODD / OAT on top of future weapons if you decide to trade them in?
#19 May 02 2013 at 9:11 AM Rating: Good
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We'd rather see Magian weapons get another tier that brings their damage "up to par" than RME focus, and if they do anything with RME, the most logical thing would be to add more RME trials as well... all this daydreaming of WS learning / Aftermath merging etc is way out in left field... and I'd think by now most of the player-base would know this.

The vast majority of the playerbase has relied on Magian trial weapons of one-form-or-another and most people have invested large chunks of time in several of them, it'd be a shame if all of those went to waste.
#20 May 02 2013 at 10:05 AM Rating: Default
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I would not want to see RME forgotten for the sake of updating the rather miniscule comparative time spent on the lesser magian weapons (remember, RME are also involved in magian trials).

The merging of these weapon skills with other equipment is directly from SE's head of development, Matsui. I wouldn't classify this as daydreaming or way out in left field. If anything is way out in left field it's comparing the large chunks of time to bring an RME up to 90, 95 or 99 vs. the relatively tiny amount of time to build a lesser magian. While both should be kept fresh, especially since 99 level weapons pre-Adoulin are really really recent in SE standards (I mean how long have they kept ground kings relevant???? or pre-school level content like Sky????), if it's either lesser magians or RME, RME is the clear winner.
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#21 May 02 2013 at 2:54 PM Rating: Decent
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So basically you bust your *** to build a weapon just to strip out the shiny WS from it.
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#22 May 02 2013 at 4:44 PM Rating: Good
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I don't think that'll do much good for Mythics.

I already have Stringing Pummel. Why would I want to farm 29,997 more alex* for reduced Overload (something I rarely get these days and can Cooldown it when I do) and automaton OAT and +17 dmg, even if they gave them you without the weapon equipped, and then farm it to 99 for +41 dmg, when I could get those nice new MNK+PUP h2h with +140ish dmg?

*and finish my second run through Assault (13/50 now) and do more Ein and Nyzul (about 50% each on those), even before the insane time sinks to get it to 99. Right now I have THREE alex turned in, and those were free drops from a Salvage run for a clear.
#23 May 02 2013 at 10:16 PM Rating: Default
what i find funny is that same people crying over the REM issue are the ones creating farming parties, reives, and delves - "R/E/M only"

thats a pretty elitist perspective. then you call them out and they cry some more. not really an issue for me but i cant believe people are so one sided.
#24 May 03 2013 at 5:28 AM Rating: Decent
Ken Burton's Reject
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TheBroker wrote:
what i find funny is that same people crying over the REM issue are the ones creating farming parties, reives, and delves - "R/E/M only"

thats a pretty elitist perspective. then you call them out and they cry some more. not really an issue for me but i cant believe people are so one sided.

Um, yea, of course they would be crying over it. They made their weapons already, and while they are willing to farm the new gear because, well SE really isn't giving them an option to be better geared, they have every right to be pissed that al their time was just pissed away in one update.
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#25 May 03 2013 at 5:58 AM Rating: Decent
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Let's try and look at this a bit objectively.

Relics and Mythics (and to a very small degree Emps) has been FFXIs "top notch" weapons since they came to the game. I'm saying Emps to a small degree because it's not even remotely as hard to get them to a functional level (lvl 99 is another matter).

A lot of people spent an immense amount of time to get them, probably many years for some of the first, where it now can be solo farmed in about 3 months if your only income is dynamis solo (mythics would take about 1 year if only soloing dyna, all other requirements out of the picture).

With this said we can all agree getting a relic has become a lot more easy, and even casual players has access to them with 2 hours of dyna-solo here and there.

This goes for all old content, gear as well which used to be the absolute best (see E.Body etc etc) and was incredible expensive and hard to get, is now cheap and easy to get if you have a few friends.

Main difference between the gear and weapons would be it stil cost the same to make a weapon, while the gear is cheaper due to a higher supply of materials and more bosses dropping abj.

However, given the fact these weapons are now easily accessible to the whole playerbase, would it make sence that they stay on top of the mountain? In my opinion no. As we know, Adoulin will continue to grow with more Nakuaals and Delves, and I believe we are far from seeing what will be the new king in terms of gear/weapons. Even though the new weapons outclass R/E/M's, they are stil not easy to obtain for all at this time.

I really do hope though that SE once again release weapons of mass "Demolishing" that are insanely hard to obtain, so we once again can see that one person running around and go "HOLY ****!". It's just not the same when every single player you see run around with a relic, emp or mythic. Just like I'm no longer impressed by someone having HQ E.Body.

And if you farmed for 3 months to get your 1337 Ragnarok and get butthurt, please feel special standing next to the other 90% of the server. It's just not what it used to be.

#26 May 03 2013 at 6:21 AM Rating: Decent
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334 posts
I don't think the issue is about being butthurt, I think the issue is that if this isn't adjusted, SE just made 10 years of content obsolete and effectively crashed the economy by making the upgrade items for R/E/M (which account for 75% of the economy) worthless. So I guess maybe you could say I'm butthurt- I'm butthurt that they may have just destroyed the game...
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