Howdy!
I’d like to share some responses to feedback gained through the Legion event held on the Japan side as well as other feedback received.
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This may be because I have gotten used to the 2nd battle, but I can defeat the first 3 HNMs in about 15 minutes. However, I feel like the 2nd stage opponents are way too strong. They are too hard and I cannot chip away at them. I would prefer battles with more exhilaration.
I would hope that players get a better feel for each stage of battle as they attempt this content. Players should be able to advance further with each attempt as they get a better feel for the battles. I feel that the battles will become more exhilarating as players are able to complete them at a faster pace.
In addition, we will continue to make adjustments to the difficulty of the battles.
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I feel that every opponent is “an NM with powerful AoE attacks and lots of HP,” which makes the content monotonous and a bit lacking in variety…
Wouldn’t it be better to make this content more exciting by adding NMs with more individuality(such as NMs with low HP, but very powerful AoE or NMs who hardly use AoE attacks, but have very high HP)?
The individuality of each monster is displayed in their actions and behavior. Understanding the characteristics of the monsters is the key to defeating them. We will continually adjust AoE attacks, so if there are any attacks that are deemed too powerful, they will definitely be adjusted.
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My Valoredge automaton receives 300-400 damage from normal attacks, so this content is extremely difficult for me.
Thank you for providing us detailed statistics. We will use this as reference when evaluating potential adjustments. By the way, what was your enemy?
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Considering that I was only able to defeat 3 monsters my last try and that the difficulty was set so that about 6 monsters can be defeated by a good player, I feel like there is basically no room for error.
We have set the difficulty of the monsters so that players can defeat 6 monsters even if they do not play perfectly, as long as they thoroughly understand the monsters’ characteristics and behavior patterns.
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I don’t want the battles to come down to the point where everyone needs to just wipe and have one person hold the monsters until they can recover.
This is something we would certainly like to avoid, so we will continue to make adjustments to prevent this from happening.
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As I expected, if you participate in this content with 36 players, it is impossible to know what is going on between the two alliances. If you move close enough to read the opponents’ battle logs, you will probably die from AoE attacks. It is very difficult to coordinate with 36 players and some adjustments are necessary.
I apologize for certain AoE skills that reach too far. We were able to allow communication among 36 players through linkshells in the Legion test server event, but we believe that communicating as best possible within alliances is the key to this content.
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I would like the following spec to be changed: The temporary item obtained when you defeat an elemental can only be obtained by the player who defeated the elemental.
In exchange for the temporary item only being obtainable by the player who defeated the elemental, the temporary item has AoE effects. We have set up the battles so that they are not impossible to complete without the temporary item, so we would appreciate it if you view the temporary items as a bonus.
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I believe I read somewhere that if you are defeated, you can return to the lobby to recuperate, but I feel like this was never implemented. Does this refer to the fact that reraise is granted in the lotting room after you are kicked?
Yes, that is what we’re referring to. (Actually raise is granted, not reraise)
Even if every party member is defeated, players are not forcefully kicked from the area. Players can recuperate in the lobby, distribute loot and then leave the area.
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I feel like it is very difficult to lot on items during the battle, since we are very busy during battle and some players may be dead.
We are looking into allowing players to cast raise on defeated players as soon as every monster that has appeared is defeated.
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I believe it is good that we are allowed a window of time to decide whether or not to enter or leave a room. However, it bothered me that the announced time remaining until entrance changes every time you enter a room. Is the time still counted even after every player has left the room?
The announced remaining time is the remaining time available for the legion passes.
The sooner you enter the room after receiving your legion pass, the more time you have to prepare, so we hope players are able to allocate their time easily.
※In the test server update on 2/3(Fri), we changed the time displayed in the help text for legion passes to match the countdown format of the announced remaining time.
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The available time for legion passes is 5 minutes, so I have run out of time several times. Isn’t the available time for legion passes unnecessary?
This relates to the fundamental system of instanced areas, but if we do not implement a time limit for legion passes, it would be possible for a party to constantly claim an area, making the area inaccessible for other parties. We believe that 5 minutes is enough time to prepare for entering the room after receiving the legion pass, but do you feel like more time is necessary? If there are many requests to increase this time, we will look into it.
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I have not gotten involved much with the legion passes personally, so I may not be in a position to comment, but I am very grateful that entire alliances can warp to the area. However, if possible, I think it would be better if all 36 participants can warp to the area.
That would be very convenient, indeed, but we are currently unable to connect multiple alliances…
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I am not sure if this is a permanent spec, but I only received 1 dropped item (Dragon Chronicles) from an NM. Unless the drops are increased, people will stop participating in this content. I feel like 3-5 drops per NM defeated would be more fitting.
Incidentally, it seems like many players received only 1 drop per monster defeated in the Legion event, but it is certainly possible to receive multiple drops. Also, the expected drops are increased from the 2nd set of monsters on, so the more monsters you defeat, the more drops you will receive.
Regarding the quality of loot, this is determined by chance, so players will not always receive good items, but we will be sure to make adjustments so that players are not disappointed often.
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Regarding dropped loot, would it be possible to implement a system similar to Union boxes from Campaign Battles, in which a certain number of loot items, based on the number of opponents defeated, are placed in the loot pool at the end?
First of all, there is a system limitation of ten items as the maximum number of items that fit in a loot box. If any more items are placed on the loot box, they will be lost, so we have thought about possibly splitting up loot into multiple boxes. However, if players have to split up loot from multiple boxes, players may not have enough time to distribute loot. Players may also mistakenly open the boxes before the loot is placed in the box.
Also, if loot is distributed at the end, players who can only participate partway through the content cannot receive their rewards. If we allow players to distribute loot after defeating each set of monsters, the pace of battle will be ruined and players will be even further pressed for time. Placing dropped items to the loot box and distributing these items through the lot system has been tried and tested in Dynamis content, and many players asked that this system be implemented in Walk of Echoes.
With that said, we decided that this system would be best suited for Legion content, which involves many loot items. (We also used the same though process for determining how legion points are obtained.)
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We will also be implementing adjustments based on player feedback in this week’s test server update and we would like to get even more feedback from the North American led Legion event.