Elements to be Implemented in the March 27th Version Update
Greetings everyone!
Please take a moment to read over the following post by Producer Akihiko Matsui regarding adjustments that will be taking place in the upcoming version update.
---
Hello,
Matsui here.
I've been quite busy preparing for the release of Seekers of Adoulin and I'm sorry that my posting frequency has gone down a bit.
I'd like to make a separate post in regards to content related to Seekers of Adoulin, but I've been writing and erasing text, so for now I'd like to inform you all about the adjustments mentioned previously that will be implemented in the March 27th Version Update.
- Enmity Adjustments
In regards to enmity, we will be performing the first stage of the content that was discussed previously. To start out, we will be making adjustments so that if the target is level 51 or above, the enmity generated in proportion to the damage dealt, and the enmity incurred in relation to the amount of HP cured, will be reduced. In the case that the target is above level 99, the amount of enmity generated will be reduced to 30% compared to before adjustment (the current level). We are also making adjustments at the same time so that the enmity gains from Cure V are reduced.
While this isn't limited to enmity adjustments, we understand this is an element that we need to continuously follow and address, and I wanted to remind you that this would be the first step.
- Attack/Defense Ratio Adjustments
This is in regards to the post I made previously about future battle system adjustments.
We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.
Example:
For the below values:
Monster attack damage value = 100
Monster attack power = 1000
Your defense = 250
The damage received will be as follows:
Pre-adjustment amount of damage received = 200
Post-adjustment amount of damage received = 400
*This is just a simple calculation to make it easy to illustrate the change.
To go along with the above, the below two adjustments will also be made:- The maximum value for damage dealt from the attack defense ratio will be adjusted so they are identical for both single-handed weapons and two-handed weapons.
- The defense reduction penalty for "Counterstance" will be reduced.
- Embrava and Perfect Defense Adjustments
This is regarding Embrava and Perfect Defense adjustments that were described previously.
There have been no changes made to the aspects outlined previously, but I'd like to go over the adjustments once again. Along with these changes we will be making adjustments to various battle content, so I will be going over each of the adjustments planned breaking it down by content.
- Embrava
<table width="600" border="0" cellpadding="4" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="15%" align="center" class="th01" bgcolor="#a8d0d7"></td><td width="35%" align="center" class="th01" bgcolor="#a8d0d7">Before</td><td width="10%" align="center" class="th01" bgcolor="#a8d0d7"></td><td width="40%" align="center" class="th01" bgcolor="#a8d0d7">After</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Effect Duration</td><td bgcolor="#eaf2f3">5 min</td><td bgcolor="#eaf2f3">→</td><td bgcolor="#eaf2f3">90 sec</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Haste</td><td bgcolor="#f5fafb">+1% per 15 enhancing magic skill</td><td bgcolor="#f5fafb">→</td><td bgcolor="#f5fafb">+1% per 20 enhancing magic skill</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Regain</td><td bgcolor="#eaf2f3">Regain</td><td bgcolor="#eaf2f3">→</td><td bgcolor="#eaf2f3">Refresh</td></tr></table>
- Perfect Defense
<table width="600" border="0" cellpadding="4" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="15%" align="center" class="th01" bgcolor="#a8d0d7"></td><td width="25%" align="center" class="th01" bgcolor="#a8d0d7">Before</td><td width="10%" align="center" class="th01" bgcolor="#a8d0d7"></td><td width="30%" align="center" class="th01" bgcolor="#a8d0d7">After</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Effect Duration</td><td bgcolor="#eaf2f3">90 sec</td><td bgcolor="#eaf2f3">→</td><td bgcolor="#eaf2f3">30 sec (+1 sec per 20 summoning magic skill)</td></tr></table>
For adjustments related to various battle content, we will be performing the adjustments outlined in my previous post and the follow-up made by Camate.
- Adjustments to Nyzul Isle Uncharted Area Survey
Adjustments will be made to the levels of monsters.
<table width="400" border="0" cellpadding="4" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Floor</td><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Level</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Floors 1-19</td><td bgcolor="#eaf2f3">Reduced by 10 levels</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Floors 20-39</td><td bgcolor="#f5fafb">Reduced by 7 levels</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Floors 40-59</td><td bgcolor="#eaf2f3">Reduced by 4 levels</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">Floors 60-79</td><td bgcolor="#f5fafb">Reduced by 2 levels</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">Floors 80-100</td><td bgcolor="#eaf2f3">No change</td></tr></table>
*These changes will also be applied to notorious monsters.
Adjustments will be made to the stats of a portion of notorious monsters that only spawn in Nyzul Isle Uncharted Area Survey. We will be making adjustments so that damage dealt will be higher than the current values when utilizing a mode of attack that exploits a monster's weakness, such as blunt attacks, piercing attacks, magic attacks, etc.
- Adjustments to Legion
Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.
- Adjustments to Einherjar
Stats such as HP, attack power, and defense for Odin will be reduced for Odin's Chamber II.
- Adjustments to Voidwatch
The range of use for Void clusters will be expanded to Provenance.
- Adjustments to Walk of Echoes
Monster levels will be reduced, the "EX" status will be removed from each type of coin and sack, and sacks will be added that dispense multiple Devious Die and Liminal Residue.
- Adjustments to Salvage
The drop rates for level 35 equipment will be revamped, and changes will be made so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment.
- Adjustments to Twilight Scythe
As was mentioned in a previous post, we will be changing the weapon so that the regular attacks are slashing damage and by using an enchantment they can become non-elemental.
The enchantment can be used 10 seconds after equipping the weapon and will be set as below:
Effect duration: 60 seconds
Recast time: 10 minutes
Charges: Unlimited
Finally, here are some other adjustments that will be made.- Expansion of the /yell Feature
As outlined by Camate, we will be expanding the range of /yell in the below manner; however, the addition of this feature to the Chocobo Circuit will not take place at this time until other features have been added to that area:
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno
↓
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno / Aht Urhgan Whitegate / East Adoulin / West Adoulin
- Changes to Mog Tablet Rewards
As was mentioned by Camate, we will be keeping the Nomad Moogle statute and Talaria as prizes, but will be switching out other rewards. To keep it a surprise, we won't reveal which rewards have been switched, but keep in mind it's still a bonus type of item.
- Auto-translate
Since it would not be possible to add new terms related to Seekers of Adoulin without deleting words that are not used frequently, we will be eliminating words to add new ones. Moving forward we plan to switch out words in the dictionary as well.
As I mentioned at the beginning of this post, I will be doing my best to make a post next week about the addition of Seekers of Adoulin content.
Also, we've been working extremely hard on other adjustments besides the ones described above, and once we are at the stage where we can share information I will be sure to make a post on the forums.
Thank you all very much.
---
At least leave SOME challenge in the game!
Quote:
Originally Posted by
Camate
- Adjustments to Voidwatch
The range of use for Void clusters will be expanded to Provenance.
First off: /vote no. Voidwatch is already farrrr too easy thanks to the overwhelming amount of skill-killing temporary items. Provenance is the one place in Voidwatch that you CAN'T take an alliance of freshly-leveled abyssea noobs wearing perle and aurore gear and beat it simply by using 5 Void clusters all at one time, please do NOT take this away.
Quote:
- Adjustments to Legion
Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.
NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, NO, and again HELL NO. Just hearing the words "special monster weaknesses" calls to mind visions of abyssea and voidwatch where setup is determined by proc jobs, and mobs are frozen for open, mindless zerg-fest. Legion is FUN because it is one of the only events that is actually CHALLENGING in this game, do NOT take this away from us.
This requires a much more detailed explanation as to how this is WON'T be a repeat of the proc-based disasters of prior events. Without such an explanation, this sounds like a terrible, terrible idea. PROC SYSTEMS ARE TERRIBLE!!! Now if it's more akin to disabling a certain TP move or ability...that's one thing, but the history with exploiting weaknesses is one of terrorizing the mob for mindless face-raping. I'm sure I'm far from alone in wishing for Legion NOT to suffer such a cruel fate.
Other than that, I have nothing but cheer (or tolerance) for the rest of what Matsui said. I'm in favor of Perfect Defense and Embrava getting nerfed globally, and for the enmity adjustments, and Dark Knights getting face-raped twice as hard.
Updating the auto-translate dictionary is fine...just do a study on what people actually USE in auto-translate...I.e: Don't get rid of such things as [Are you alone?] or [I don't know how answer that question.]
That's my two gil on the matter...cheer at most of it, but utter revolt at the proposed adjustments to Legion and Provenance. I realize these are both heavily Embrava-reliant events at this time, but I would rather see them made unbeatable for a time by the masses than made too easy in fear that the Embrava nerf will prove too severe for those situations.