Item Search
     
BG-Wiki Search
+ Reply to Thread
Page 18 of 42 FirstFirst ... 8 16 17 18 19 20 28 ... LastLast
Results 341 to 360 of 828
  1. #341
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: Elemental Magic TP Feed

    [[Quoted post asking about the TP feed from elemental magic, mostly talking about how it's very high and seems out of line with physical damage, suggesting reducing TP feed with higher item level, etc.]]

    On one hand, I understand the concerns that the TP given to the enemy when casting elemental magic is high, making the spells difficult and often undesirable to use. On the other hand, part of the idea is that there is a trade-off between, for example, Stone I giving more TP to an enemy vs. higher tier elemental magic, and we would like to avoid a situation where Stone I is the optimal elemental spell to cast in every scenario.

    Additionally, reducing the TP given by elemental magic in general would make these spells more powerful, so any adjustments we perform to elemental magic would need to be balanced with physical damage dealt by front line jobs. The development team will consider these details.

    For future elemental magic adjustments, we are not looking into simply enhancing the power, but moreso making the spells more attractive to use in general. For example, we are considering reducing the enmity, MP consumption, and casting and recast time of higher tier elemental magic. We're only in the initial stages of looking into this, but these are the types of changes we're looking at.


    Matsui: RME Adjustments

    Hello, it's Matsui.

    I wanted to add on to my initial post regarding upgrading Relic / Mythic / Empyrean weapons (RME).

    First off, as the item level of equipment increases, we will continue to upgrade RME in the future at the same time that we add other alternatives at that item level.

    Additionally, regarding relaxing the degree of difficulty of creating RME, I believe that some adjustments are necessary. I've listed a few of the proposed adjustments we are considering below.

    For Mythic weapons, we believe that it is necessary to reduce the restrictions on the number of players required to enter Salvage, Assault, and Einherjar. However, considering that reducing the requirements for Assault and Salvage will impact the load on the instances, which could create congestion on other instanced events such as Skirmish, we are carefully considering these adjustments.

    For Empyrean weapons, we realize that we need to refocus the mechanism with smaller groups of people in mind, and we are thinking of new ways to get people to more frequently participate in Voidwatch.

    We will also continue to add content with a high degree of difficulty regularly to take advantage of the fully upgraded RME weapons.

  2. #342
    BG Content
    Join Date
    Jul 2007
    Posts
    21,135
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    Okipuit translated Matsui's JP comments (no real differences from Slycer's version) and gave some more information today!

    Quote Originally Posted by Okipuit View Post
    We understand that some of you are also curious about combat skill + for RMEs:

    -- Quote here to that effect --

    The amount of combat skill + to be added to RMEs will be the same amount we add to weapons that are also item level 119. For example, an item level 119 hand-to-hand weapon will have the same combat skill+ value as that of a hand-to-hand RME.

    However, special properties on RMEs such as the critical hit enhancements on Ragnarok will not be increase further.

  3. #343
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: New SP Abilities

    Hello, it's Matsui.

    Today, I wanted to inform you about the new SP abilities which we plan to implement in the November version update.

    In addition to the abilities which we have tested on the test server we will be adding new SP abilities for the two new jobs Rune Fencer and Geomancer so that a new SP ability for all 22 jobs is added.

    The new abilities for each job are as follows:


    • Warrior
      Blazing Rush
      Increases double attack rate for the duration of the effect.
    • Monk
      Inner Strength
      Increases Maximum HP for the duration of the effect.
    • White Mage
      Asylum
      Party members receive a powerful resistance to enfeebling magic and dispel effects for the duration of the effect.
    • Black Mage
      Subtle Sorcery
      Decreases enmity generation from magic and increases magic accuracy for the duration of the effect.
    • Red Mage
      Stymie
      Greatly increases accuracy of the next enfeebling magic spell.
    • Thief
      Larceny
      Steals one positive status effect from the enemy.
    • Paladin
      Intervene
      Hits the enemy with your shield to significantly reduce the accuracy and attack power of the target enemy.
    • Dark Knight
      Soul Enslavement
      Grants a TP absorption effect to melee attacks for the duration of the effect.
    • Beastmaster
      Unleash
      Increases the probability of a successful Charm and reduces the recast time of Sic and Ready.
    • Bard
      Clarion Call
      Increases the number of song effects which can be applied to party members by one for the duration of the effect.
    • Ranger
      Overkill
      Reduces ranged attack delay and increases the probability of double and triple shots for the duration of the effect.
    • Samurai
      Yaegasumi
      Increases evasion to enemy techniques. Grants bonus damage based on TP as more techniques are evaded.
    • Ninja
      Mikage
      Grants a bonus to the number of attacks per round on the main weapon based on the remaining number of Utsusemi shadow images for the duration of the effect.
    • Dragoon
      Fly High
      Reduces the recast time of Jump for the duration of the effect.
    • Summoner
      Astral Conduit
      Reduces the recast time of Blood Pacts for the duration of the effect.
    • Blue Mage
      N. Wisdom
      Grants access to additional blue magic spells for the duration of the effect.
    • Corsair
      Cut Cards
      Reduces the remaining recast time of SP abilities for party members.
    • Puppetmaster
      Heady Artifice
      Orders Automaton to use its SP ability. The SP ability used will differ based on the head.
    • Dancer
      Grand Pas
      Flourish effects can be activated without consuming Finishing Moves for the duration of the effect.
    • Scholar
      Caper Emissarius
      Gathers enmity of all party members and reassigns to the target party member specified.
    • Geomancer
      Widen Compass
      Expands the effect range of Geomancy spells.
    • Rune Fencer
      ??? [[No idea what this is - katakana is ODIRIKKUSEBUTA if anyone wants to guess what that is.]]
      Significantly reduces the target enemy's magic accuracy.


    Thank you for all of the feedback you have provided about the new SP abilities. I will comment for some individual abilities on the feedback we received since there was so much of it.

    Red Mage

    We received a lot of opinions that the effect of this ability was too small, but after reviewing with the development team, we considered it to have enough potential to be implemented with the current specification.

    For monsters added after Seekers of Adoulin's release, with the exception of cumulative resistance and certain specific effects like Petrification and Terror, we have designed monsters (even boss monsters) so that they are not immune to enfeebling effects. That being said, the monsters may have a high resistance and so there is often a high probability that the effects will be resisted. By using this ability as well as Elemental Seal, you should be able to effectively apply enfeebling magic effects to these monsters, and it could greatly expand the range of tactics depending on how the abilities are used.

    We understand that for some normal monsters such as Matamata and Harpeia, normal attacks are handled as special techniques. Because Slow does not have an effect on these monsters, we plan to make some corrections on the system side and update the specifications so that Slow will have an effect.


    Ninja

    We received a lot of concern that this ability would greatly increase the amount of TP given to an enemy and cause more harm than good. After reviewing this feedback, in order to suppress the increase in TP given to monsters, we have added a strong Subtle Blow effect. Since the upper limit of the Subtle Blow effect will also be greatly raised for the duration of the ability, it should be possible to greatly reduce the amount of TP given in combination with job traits and other equipment.


    Puppetmaster

    In order to increase the amount of enmity granted when the Automaton uses Invincible, we made changes so that it is easier for the Automaton to attract the attention of enemies. We will continue to make adjustments to the SP abilities of each head if we see situations like this in the future.

    Also, we received some requests to grant a unique ability rather than granting SP abilities from other jobs. We have looked into this, and while we do plan to carry out a general strengthening in the future, since we wanted to move in a different direction from Overdrive and had to balance originality with practicality, we decided to move forward with the current version of the ability.

    [[Really unclear on this part of the translation since I really know nothing about PUP or Overdrive.]] In addition, we will be adjusting Overdrive in the December version update. For the duration of the effect, the maximum stock of one attribute will remain at three, and while it will not be possible to overlap three or more, you will be able to increase up to three attributes at the same time.

    Although we initially planned to adjust Overdrive along with the introduction of the new SP abilities, we have decided to delay it a month from the new SP abilities because of schedule concerns. I apologize to those Puppetmasters who were waiting for an adjustment, but please give us a bit more time.


    While we know that some people desire further adjustments, at this point we have determined the direction for the performance of each ability and they will be implemented on the servers in the November version update. If you have not participated in the test server in the past, please do so in the future and give us your feedback. We will continue to make balance adjustments as necessary, but please first give the new SP abilities a try in various scenarios.

  4. #344
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,258
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    http://forum.square-enix.com/ffxi/th...l=1#post476817

    Rough Tran:

    Nature's Mediation: Offensive ability up (Doesn't say Attack, so this may mean BLU spells too)
    Tempest Upheaval: Wind DMG AoE
    Rending Deluge: AoE Water DMG and Dispel
    Embalming Earth: AoE Earth DMG and Srow
    Paralyzing Triad: Three hit attack with added effect: Paralyze; DMG varies with TP
    Foul Waters: AoE Water DMG and Dron
    Glutinous Dart: DMG varies with TP
    Retina Glare: AoE Light DMG and Flash

    NM Mobs
    Droning Wind: AoE Wind DMG and Dispel
    Carcharian Verve: Physical and Magic DMG UP, Spell Interruption reduction
    Blistering Roar: AoE Terror

  5. #345
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Mocchi: New Blue Magic

    Hello!

    I wanted to provide some information about the blue magic that we will be adding in the November version update. Right now, the list below is the blue magic that we plan to implement:

    • Normally Available
      • Nature's Meditation
        Increases attack power.
      • Tempest Upheaval
        Wind elemental damage to enemies within area of effect.
      • Rending Deluge
        Water elemental damage to enemies within area of effect. Additional effect: Dispel.
      • Embalming Earth
        Earth elemental damage to enemies within area of effect. Additional effect: Slow.
      • Paralyzing Triad
        Threefold attack. Additional effect: Paralysis. Damage affected by TP.
      • Foul Waters
        Water elemental damage to enemies within area of effect. Additional effect: Drown
      • Glutinous Dart
        Damage affected by TP
      • Retinal Glare
        Light elemental damage to enemies within area of effect. Additional effect: Flash
    • Unbridled Learning Spells
      • Droning Whirlwind
        Wind elemental damage to enemies within area of effect. Additional effect: Dispel.
      • Carcharian Verve
        Increases physical and magical attack power, reduces spell interruption rate.
      • Blistering Roar
        Terrorizes enemies within range.


    In the November version update, it will only be possible to learn the Unbridled Learning spells above while fighting the notorious monsters within Delve. Since the difficulty of this will be high, we will consider making these spells learnable in Wildskeeper Reives in the future. Based on the current specifications, it is not possible to learn blue magic in Wildskeeper Reives, so we will need to develop a new mechanic to make this possible, so we will let you know as soon as we make progress to this end.

  6. #346
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: Addressing Stymie Feedback

    Hello, it's Matsui.

    We received a lot of questions around the RDM SP ability Stymie, so I wanted to address them separately.

    • Instead of one spell, please allow the ability to affect all enfeebling magic cast for a duration.
      Since the ability also affects Silence and Sleep which can completely stop the enemy from performing certain actions, if we were to give the ability a duration, it would be possible to continuously neutralize an enemy for a duration. If we had to consider such tactics when creating new monsters, we no longer be able to avoid placing immunities on certain monsters, which would then serve to narrow the available tactics to players in general. Because of this, the ability only affects the first spell.
    • I cannot imagine many uses for this ability.
      For the current content, the highest level is Delve and one of the spells that would benefit here would be Paralyze. In future content, like the battlefields introduced in November and December, when players are battling several monsters at the same time, we believe that some other enfeebling magic choices might become useful as well.
    • Please extend the effect duration of enfeebling magic.
      For enfeebling magic, by strengthening your MND using equipment, you can boost spells to be fully effective. For extension of the duration, since you can selectively use Saboteur in combination with this ability, there are no plans to change the current status.


    Unlike normal abilities for which you're already aware of the usefulness, until you come across an opportunity to actually use this ability, it may be hard to fully understand the potential of its performance.

    For the new SPs, there are ones that are for pure damage, such as Brazen Rush, which can be used actively in combat. There are others, such as Clarion Call, which are designed to support players. Lastly, there are those, such as Stymie, which are designed to be used defensively, to counter against the current battle situation.

    Because the defensive abilities are only useful in certain situations, on the development team side, we plan to adjust monsters and content specifications so that players can take better advantage of these abilities and use them strategically. Because of this, based on the current situation, we understand the disagreement on implementation of these abilities.

    Even after the abilities are implemented, the development team will continue to make adjustments based on your feedback. However, please first try the new abilities out in various situations where you can see their full potential.

  7. #347
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    [b]Matsui: New SP Feedback]]

    Hello, it's Matsui. I passed some of your questions along to the battle team and got some feedback.


    Beastmaster

    [[Quoted posts - first says Charm duration sucks on high level monsters, even with IL119 stuff. Second one is checking whether pets have infinite TP/charges during Unleash.]]

    When you use "Unleash," the charges and TP will rise to the maximum value and neither will be consumed for the effect duration, so they can be used indefinitely for the duration. Regarding Charm duration being short, we hope to make some adjustments soon. We are currently looking into the situation, so please hold on a bit longer.


    Monk

    [[Quoted posts - First is asking exactly how much the MNK SP boosts HP. Second is asking if it does anything else besides boost HP since, for example, Mantra would be less effective on a percentage basis.]]

    When the ability is used, the player's maximum HP will be doubled and the player will be healed for the same amount as the increase in maximum HP. Regarding using the new SP abilities in Monstrosity, we are not currently supporting it in this version update, but we do plan to release them in the future.


    Ranger

    [[Quoted post - While you considered Subtle Blow for the new Ninja SP, why was it not considered for Rangers? It doesn't really make sense since you're increasing the number of attacks and enmity is even more dangerous to accrue on Ranger than on Ninja.]]

    Overkill is an ability aimed in the opposite direction of Eagle Eye Shot. Eagle Eye Shot is an ability which allows a player to do spike damage without gaining significant enmity. Instead of yielding spike damage, Overkill increases damage for a duration, while incurring additional enmity for that period. Because of the design, we have no plans to give an effect of reduced enmity.


    Thief

    [[When the THF SP was initially proposed, it was intended to assist with damage, but now it's basically just another Aura Steal... I hope you can steal good status effects from enemies with high success.]]

    In addition to the effects that Aura Steal can steal, SP abilities can be stolen from monsters as well and used against the monsters. If the monster has multiple status effects present, SP ability effects will be stolen with priority. When a player steals the ability from the monster, it will be disabled from the monster and granted to the player. Additionally, the duration of the ability will be reset even if some time has elapsed since the enemy utilized it. As such, it will be as if the player used the SP ability.

    There are a couple of exceptions to this. First, Astral Flow cannot be stolen. This is because Astral Flow as utilized by monsters has a different specification than Astral Flow utilized by players, and it is not an ability with a status effect or duration, the effect occurs immediately upon utilization.

    Another ability that will be treated specially is Meikyo Shisui. While it will be possible to steal Meikyo Shisui from monsters, it will not prevent the utilization of weapon skills by the monster. This is because the continuous weapon skill utilization is a separate behavior on the monster side.


    Corsair

    [[Quoted post asking how Wild Card will work as far as restoring the new SP abilities.]]

    When a Corsair utilizes Wild Card, upon rolling a 5, only old SP abilities will be restored. Upon rolling a 6, both old and new SP abilities will be restored.

    Due to a bug in the programming, new SP abilities will not be recovered when using Wild Card after the November version update. We apologize for the inconvenience, and are working on a correction.

  8. #348
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Last post for today-

    Matsui: New SP Feedback (Continued)

    Warrior

    [[Quoted post - For Brazen Rush, the probability of Double Attack reduced over time, is this still the case?]]

    Although the effect does diminish over time, Double Attack still occurs with a fairly significant frequency even just before the effect wears off.


    White Mage

    [[Quoted posts - The description of Asylum specifically mentions "enfeebling magic," does this include enfeebling effects such as those from weapon skills? Goes on to ask about duration.]]

    The ability is not just for enfeebling magic, but also for enfeebling effects and dispelling effects from various abilities that monsters use. However, it has no effect on abilities which generate a continuous enfeebling effect within a fixed range.

    Regarding the effect duration, we carefully considered this in testing, and we are implementing the duration based on these results. We will continue to study this in the future as well.


    Dark Knight

    [[Quoted post - On the test server, this ability was probably the most powerful of the attacker jobs. Has the TP absorption been changed at all?]]

    There has been no change in TP absorption from that on the test server. The TP absorption will vary depending on the delay of the main weapon equipped.


    Blue Mage

    [[Quoted post - Is the recast time of individual spells reduced to zero?]]

    The recast time of affected spells will be removed and you will be able to recast them immediately after the effect completes.


    Geomancer

    [[With the expanded effect range, will the visual effect also be expanded?]]

    Yes, the visual effect will expand along with the area of effect.

  9. #349
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Hello, it's Matsui.

    For everyone who did not get to see the broadcast yesterday, I put together some information to review the content.


    Relic / Mythic / Empyrean (RME) Upgrades

    • About the Number of Items Required
      We realize that there has been a lot of feedback that the number required for the upgrade is a little high. While we understand that it may be a bit too high, we would like this to have a somewhat high degree of difficulty to complete. That said, we would also like to have cases where players can collect them on their own starting from scratch. We will be leaving the requirement at 300 for now, but we will continue to observe progress.
    • About the Performance of Upgraded Empyrean Weapons
      We also realize there has been a lot of feedback for us to raise the performance of Empyrean weapons even more after the upgrade. However, we would like you to please first try them out in a variety of situations and against different level enemies. Any future adjustments will be based on the results of the feedback we receive.



    Artifact Armor Upgrades

    The item level is currently set to 109, but it will be raised to 119 in the December version update.

    Additionally, we would like to add content to upgrade Relic and Empyrean armor separately from the Artifact armor.

    We will be attaching [[kanji for "modified/improved"]] to the Samurai and Ninja armor, while the others will be "+1" versions.


    Unlocking Coin/Empyrean Weapon Skills

    In order to further reduce the difficulty, we will be adjusting the content involved in upgrading the Coin weapons. Please note that we are not planning to reduce the difficulty of creating RME weapons.


    High Level Battlefields

    In this update, we added a mechanic involving difficulty selection for the first time. If this proves popular, we would like to use it in a variety of content in the future.


    New Missions

    Certain characters in the background have not yet appeared in the storyline or are just appearing now for the first time. You might be surprised by what you learn about Arciela.

    Additionally, we hope you enjoy some of the work the animation team has done for this update.


    Monstrosity Adjustments

    At this time, we have implemented the basics of the Monipulator vs. Adventurer battle system. However, we have received a lot of feedback about the balance of the system, and we will continue to make adjustments in the future.


    New SP Abilities
    • New Red Mage SP Ability
      Since the new SP ability can be used for spells like Silence or Sleep to completely restrict the enemy from performing certain actions for a period of time, we think it has a very high potential. While something like Sleep can only be cast once with the current effect, if we gave it a duration, this would not be the case, so as we have discussed numerous times in the past, we do not plan to make any adjustments to this.

      For red mage, this can be used as a strategic option in certain scenarios to swing the odds in your favor - it should not be considered mandatory.
    • New Puppetmaster SP Ability
      We have given individual SP abilities to each automaton frame, and we would like them all to be about equally strong. While the ability effects and names are the same of each of the individual jobs, the data is customized for the automaton, so it is possible to make separate adjustments in the future.


    Please note that this does not mean that we have no plans to make any adjustments to the new SP abilities. Please try them out in a variety of locations and give us your feedback on their implementation.


    Other Adjustments
    • Viewing Content Level Information
      We got a lot of feedback from players that they did not know what the content level of certain content was, so we made it possible to view the content levels. Please note that this should not be considered an absolute restriction to participate in certain content.
    • Treasure Casket and NM Pop/Drop Rate Updates
      We wanted to adjust the item drop rates because we heard a lot of player feedback that it was difficult to obtain low level equipment, while still keeping it exciting to collect the original equipment. Regarding NM locations, we will be looking into making adjustments so that the items are useful for the areas where they drop.
    • Obtaining Magical Maps
      In the past, by the time you obtained a map, it was often unnecessary since you had already memorized the layout of the area. Since that wasn't helpful to adventuring, we decided to sell the maps from NPCs.

    We will continue to make small adjustments like these in the future as well.

    Future Final Fantasy XI Policies

    • Shorter Play Experiences
      For Final Fantasy XI in the future, we would like to continue moving in the direction of having meaningful play experiences even if you only have a short time to play. Right now, there are elements, like forming up parties, that can take a long time, and we would like to keep content experiences to two hours maximum.

      For this reason, we would like to continue to add elements which players can enjoy solo, and will also continue to look into whether we can make a mechanism in which solo players can challenge content previously designed for six person parties. Additionally, we will cut back on the amount of 18 person content that we add in the future while continuing to implement main content for up to six players maximum. We also would like to set up convenient transportation so that it takes players no longer than five minutes to access the content they are looking to participate in.
    • Next Update
      In the December version update we plan to add high level versions of the mission battlefields. This does not mean that we will be adding all high level missions battlefields at once, we will only be implementing some at this time. We are planning new high performance equipment as the rewards for this.
    • Reducing the Version Update Interval
      Previously we have had version updates about once every three months, but this made it difficult to make quick adjustments based on player feedback. We hope that by reducing the update interval, we will be able to respond to player feedback faster than we are currently able to.

  10. #350
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: Sacred Kindred Crests

    Hello! Thanks for the comments about Sacred Kindred Crests. I wanted to give a few responses.

    [[Quoted post about crappy drop rate]]

    Higher level monsters have a better chance of dropping the Sacred Kindred Crests. Because there are level differences of monsters in each area, this information is provided for reference only, but the general probability of monsters to drop the Sacred Kindred Crests in each area has been set as follows:

    High
    Kamihr Drift
    Woh Gates

    Medium
    Yorcia Weald
    Marjami Ravine
    Doh Gates

    Low
    Yahse Hunting Grounds
    Ceizak Battlegrounds
    Foret de Hennetiel
    Morimar Basalt Fields
    Moh Gates
    Sih Gates
    Cirdas Caverns

    [[Quoted post asking to add the Crests to other content which has other values, i.e., can be used for EXPing]]

    Whether you're defeating the enemy to collect crests or defeating them for some other reason and obtaining the crests as a by-product there really is no difference, it just depends on what you're going after.

    In the past there haven't been many reasons to defeat normal monsters in Adoulin areas, so moving forward, we hope to continue increase the benefits of defeating these normal monsters.

    [[Quoted post asking for them to include the new crests in the 3:1 exchange.]]

    We decided not to implement this along with the implementation of the Sacred Kindred Crests because we expected congestion in the corresponding area. We will address this in a future version update, and we plan for the mechanism and exchange rate to be the same as before.

  11. #351
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    Matsui: RME Upgrades

    Hello, it's Matsui.

    Thanks for all of your feedback about Relic, Mythic, and Empyrean weapon upgrades. I have a two points that I wanted to make regarding the comments.

    • About the Number of Items Required for Upgrade
      We've received a lot of feedback that the 300 items required is too large a number. Rather than reducing the original requirement, however, we want you to continue to collect these items through a variety of content, and we plan to continue to expand the content in which these items are available.
    • About Empyrean Weapons
      We've seen a lot of feedback that upgraded Empyrean weapons are too weak compared to their Mythic and Relic counterparts. Please recognize that the benefits of Aftermath at just 100 TP with these weapons is not inferior to those of the Relic and Mythic weapons.

      That said, we will continue to monitor the status with Relic, Mythic, and Empyrean weapons, and will be sure to carefully make adjustments in future version updates as necessary.

  12. #352

    Bst Charm
    http://forum.square-enix.com/ffxi/th...055#post479055
    Quote Originally Posted by Okipuit
    The development team is planning to make it so the effect duration relies on your main weapon’s item level, and they are aiming to do this in the December version update.

    The reason for only relying on your main weapon is to make it easier to understand without having to procure various other equipment, and the rule is the same as when using “Call Beast.”
    Okipuit's translated Mocchi posts:

    Thanks for all the feedback regarding Stymie.

    While this may end up being a repeat of what was mentioned previously by Producer Akihiko Matsui, the development team feels that when it comes to the newly implemented seal battlefields, this ability is effective and has its uses.

    We encourage you to enter these battlefields and try out strategies using this ability.

    On the other hand, the development team is aware that when it comes to Delve and other alliance based content, red mage is having difficulties performing, and they will be looking into adjustments for the future.
    Greetings,

    We wanted to let you know that we will be removing the “rare” aspect of the materials needed for artifact armor upgrades that can be obtained from Limbus, and we will also be making them stackable up to 12.

  13. #353

    Auction House ilvl sort:
    http://forum.square-enix.com/ffxi/th...167#post479167
    Matsui here.

    Thank you for the feedback.

    With the item level system implemented, we feel it’s important to make browsing the auction house even easier by addressing this with an item level sort feature, and we will be looking into this.

    We will need to change the auction house specifications so that it references item levels instead of regular equipment levels, and we also need to give consideration for other related aspects this change will affect, so please give us a bit of time to implement this.

    http://forum.square-enix.com/ffxi/th...166#post479166
    Greetings,

    Similar to some of the other high level content, we will be looking into having the content level displayed for the high-tier seal battlefields as well.

    In case you are curious about the current content level, when selecting “normal” difficulty, microcosmic orbs are content level 107 and macrocosmic orbs are content level 109.

    http://forum.square-enix.com/ffxi/th...168#post479168
    Greetings,

    There have been some comments requesting to make it so all pouches of items that are used to enhance relic, mythic, and empyrean weapons display the number of items when the pouch is opened, mainly so when leaders open them up everyone knows the exact number.

    While this is currently possible with pouches of alexandrite, which uses a specialized process, we will look into a system that will allow this number to be displayed for all of the other items as well.

    Please give us a bit of time before we can implement this.

  14. #354

    http://forum.square-enix.com/ffxi/th...447#post479447

    Quote Originally Posted by Okipuit
    Greetings,

    We have been receiving a lot of feedback regarding the Wildskeeper Reive drop rates and how they feel low. We took a moment to speak with the developers about the reward system and what we can share so you can get a better idea of how the system works:

    • Special rewards such as weapons, armor, accessories, job mantles/job accessories, and magic scrolls/materials are all separated into different drop slots.
    • Depending on your performance, you can earn points and increase your drop percentages for each respective slot. (The way drop percentages increase is different for each slot.)
    • You will still have a chance to receive drops even if you earned a low amount of points for a slot, but the drop percentage will be quite low as well. If you have no points earned in a slot, the drop percentage will be zero.
    • Because Naakual equipment is rare, if you receive the same piece of equipment that you already have, you will not receive a reward for that specific slot. Due to this, the drop rate might feel lower as you earn more equipment.


    We understand that as users receive more equipment from Wildskeeper Reives, there will be less motivation there is to repeat this content. Producer Matsui introduced plans to revamp Naakual equipment and has an update on this:

    Quote Originally Posted by Matsui
    The comment I made was the below:

    [[Matsui's old post about plans to maintain participation]]

    We had originally looked into just revamping the equipment; however, we decided it would be more beneficial to obtain items with a high item level and have changed our plans to introduce new equipment with high item levels that can be obtained directly.

    The reason we decided to do this was because we wanted to avoid the situation where there is no longer any way to obtain certain items.

    The drops for new Naakual equipment and existing Naakual equipment will be separate, so there won’t be cases where new equipment does not drop because old equipment drops.

  15. #355

    http://forum.square-enix.com/ffxi/th...567#post479567
    Quote Originally Posted by Matsui
    Matsui here.

    I remember a dev comment mentioning that they would be making it possible to check the “???” at a wildskeeper reive location to see the pop time and other such information.
    Previously I made the below comment:
    [[Matsui's old post about learning the state of the battle]]

    We had originally planned to implement this in the fall version update; however, I apologize that due to other elements that are planned for future version updates we had to push back the implementation.

    Based on the fact that wildskeeper reives’ conditions are largely varying after the November version update, we will be looking into displaying the necessary information in order to make it easier to grasp the battle conditions and create an environment that is easy to play.

    http://forum.square-enix.com/ffxi/th...566#post479566
    Quote Originally Posted by Fujito
    During the 11th anniversary campaign we changed the appearance of the crab in Mog Gardens. This is only for the original crab and the other crabs you add will not change. Once the campaign is over Crabauble will return to his original form.

  16. #356

    AoE spells and Saboteur:
    http://forum.square-enix.com/ffxi/th...717#post479717
    Greetings,

    Currently the effect of Saboteur is not applied to AoE based spells and when using spells such as Sleepga, the increased effect duration is only applied to the initial target. However, we will be making adjustments so this effect is extended to AoE spells. At the current time unfortunately I cannot make any promises of a specific implementation time period, but once we hear developments on this we will be sure to let you know.
    Voidcluster adjustments:
    http://forum.square-enix.com/ffxi/th...718#post479718
    Greetings,

    We understand that there have been comments about the quest to unlock Empyrean/Walk of Echoes weapon skills being a bit difficult, especially for people who have never really participated in Voidwatch.

    While content difficulty differs from person to person, we’d like to open this content up to players that have done it before, are in the midst of doing it, and those who have not yet tried. We are aiming to reduce the cost of Void Clusters from 100,000 gil to 20,000 gil in the December version update, and will also be removing the limit on how many can be purchased each week.

    However, testing is required right up to the December version update, and currently we cannot guarantee implementation during that update. We apologize about this and appreciate your understanding.

    http://forum.square-enix.com/ffxi/th...720#post479720
    Greetings,

    Bumping this thread to share some information about a storage inquiry and future storage plans.

    [[Make it possible to store job specific mantles with the Porter Moogle!]]

    The items that can be stored with the Porter Moogle are determined by a constant rule, and this is because there are limitations to the Porter Moogle system itself.

    The job specific mantles that were added this past July fall outside of this rule. However, this does not mean that we will never change this in the future, but for now we will be keeping this policy in place.

    On a side note, we are planning to make it possible to store the reforged artifact equipment with Porter Moogle system.

  17. #357
    BG Content
    Join Date
    Jun 2007
    Posts
    3,303
    BG Level
    7
    FFXIV Character
    Slycer Ilerion
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    In addition to those that were officially translated above in Ligray's post, there were a few responses which weren't translated:

    Mocchi: Random Responses

    Fly High

    The nature of Fly High is to greatly increase damage output for a short amount of time. By extending the duration, the performance of this ability would dramatically increase, so we have implemented it with a duration of 30 seconds. For all of the SP abilities, including Fly High, if you have specific feedback regarding their utility, please let us know.


    Charm

    At present, we have no plan to apply the mechanism which references the item level of the main weapon upon using "Charm" when beastmaster is set to the player's support job.


    Pouches/Quivers

    For the newly implemented ammunition, we are currently proceeding with the implementation work for quivers/cases/pouches. At this stage, while we are aiming to implement this in the December version update, we are working on number of other tasks simultaneously which may cause this to get pushed back, so we would appreciate your continued patience.


    Larceny

    [[Player quote that he stole Shell with Larceny even though an enemy had Hundred Fists active.]]

    The "Larceny" ability prioritizes stealing SP abilities above other enhancement effects. The QA team was not able to replicate the phenomenon you discussed. Please provide us with a full bug report regarding the conditions of the situation so that we may try to reproduce it.

  18. #358
    Ridill
    Join Date
    Apr 2011
    Posts
    23,736
    BG Level
    10
    FFXI Server
    Bahamut

  19. #359
    Blue Magic is Best Magic
    Join Date
    Jul 2007
    Posts
    8,213
    BG Level
    8

    Lifting restriction on Assault:
    http://forum.square-enix.com/ffxi/th...l=1#post480494.
    Greetings, everyone!

    I have some good and much awaited news to share with you from Akihiko Matsui in regards to Assault.

    Akihiko Matsui
    Matsui here.
    In the December version update we will be eliminating the participant restriction for Assault.
    In order to avoid instance congestion, we had been looking into this extremely carefully; however, we want everyone to be able to enjoy Assault solo and have decided to remove this limitation.

  20. #360

    Matsui (himself!) posted news about next version update:

    http://forum.square-enix.com/ffxi/th...809#post480809

Similar Threads

  1. Dev Tracker: Discussion (Old)
    By Yugl in forum FFXI: Official News and Information
    Replies: 7339
    Last Post: 2013-10-22, 21:02
  2. Dev Tracker
    By Burningthought in forum FFXI: Official News and Information
    Replies: 7282
    Last Post: 2012-09-25, 10:52
  3. Dev Tracker - Job adjustments 3rd June 2011
    By Eldelphia in forum FFXI: Official News and Information
    Replies: 200
    Last Post: 2011-06-15, 14:27