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By Chiela
FFXIV PLL #75 Recap - 6.3 Live Letter Part 2
Hello everyone! Welcome to the recap of Patch 6.3 live letter part 2.
Video recap can be viewed here:
Live translations of every PLL can be viewed on HurricaneChiela's twitch channel.
On Friday December 23rd, part two of the 6.3 live letter was held, revealing new information about what’s in store for us.
Yoshi P starts the PLL by mentioning how tight it was for them to deliver patch 6.3 on schedule. Many difficulties for the dev team to overcome in delivering this patch. They talk about quickly selling out tickets for the Eorzean symphony, and while it was difficult to manage in the current climate they were glad to be able to have it.
Patch 6.3’s name is “Gods Revel, Lands Tremble” and will be released on January 10th.
Content to come in 6.3
New Main Scenario Quests Sidequests Tataru’s Grand Endeavor Tales of Newfound Adventure - a side story after finishing the MSQ. This time there will be more for you to do. 6.35 somehow further Hildibrand adventures - some crazy things to come Further Manderville Weapons 6.35 Tribal Quests - The Loporrits 6.35. Will take a look at the life of Loporrits, and how they move forward as creations of Hydaelyn. Some of Yoshida’s favorite content amongst the 6.3 patch! New Dungeon - Lapis Manalis, players joined by fan favorite Zero New Trials - can’t reveal further New Unreal Trial - Sophia New Alliance Raid: Euphrosyne, there is much they can't show yet Ultimate Duty 5 - The Omega Protocol (Ultimate)
Release two weeks after patch 6.3 Players must first complete Abyssos the eighth circle savage It feels pretty fast (since the last ultimate) but they’d had to keep it a secret to prevent players from speculating too much on what mechanics might be included Duty Support for various Heavensward duties Job Adjustments PvP series 3 begins, season 5 of crystalline conflict begins, new arena The Clockwork Castletown Crafting and Gathering Updates Tool Enhancement Quests - Splendorous Tools New Custom Deliveries: Anden - could he be turned back into a human? Collectability value UI improvements New course added to leap of faith in the gold saucer - the first in a while.
Deep Dungeon 3 - Eureka Orthos
Must complete the MSQ “Endwalker” and progress to floor 50 of palace of the dead If you’ve done any palace of the dead you will understand what kind of content this is The bosses coming in Eureka will be much more like regular bosses compared to in Heaven on High - maybe this means more mechanics? Island Sanctuary Updates
New ways to sort through the UI to figure out what's best to queue in the workshop Can view factors like popularity and supply while setting agenda
Treasure hunt update
New dungeon only appears in Elpis. Housing update
additional 6 regular wards and 6 subdivisions per world - available for purchase via the lottery system. In newer servers with houses still available currently, the wards will not be added just yet. Look for the lodestone post to come to see which will be available to private buyers and free companies UI improvements
Icons for damage type in battle log and flying text. Up until patch 6.3 there is a lot of content, and they want to make sure to get all of this info up to date with this information - please let them know if they miss anything or make an error! Display remaining time for buffs / debuffs in the party list Miscellaneous Updates
Alternative UI theme Clear Blue
Portraits will now display when using the duty finder - alliance raids will show your 8 person party only. Don’t forget to set it so that you’re not the only one with the default portrait! Expansion of activities available while using fashion accessories. Some parts of it will be customized - certain parts may be able to be turned on or off. More emotes will be able to be used and potentially usable while mounted. Ability to automatically open an umbrella when rain is detected. They wanted to represent the feeling similar to real life - if it’s raining you pull out your umbrella Ability to collectively entrust duplicates of stackable items to your retainer Export from portraits editor to adventurer plate and vice versa
Job Adjustments
General adjustments
There will be adjustments to usability for certain actions - this will be explained when the patch releases Paladin
Significant adjustments extending to action rotations. For everyone who mains Paladin, the rotation has changed a lot - they apologize. Adjustment Objectives: Improve ability to deal burst damage, because of PLD's reliance on DoT damage, they don’t have as much burst - they will try to damage over time into burst damage. Paladin's defensive abilities compared to other tanks are quite difficult to use, so they are trying to alleviate some of that difficulty. Main adjustments (not all of them just the biggest ones):
Rotation has been shortened to accommodate high powered actions. Damage over time effects for Goring Blade and Blade of Valor was removed and their potency was adjusted. Divine Might is now applied after weaponskill combos, allowing an enhanced holy spirit to be executed once without casting. Holy Shelltron’s effect has been changed to reduce damage taken, enhancing defensive capabilities against DoT. Previously removed bulwark ability has been revamped and reintroduced, offering increased defensive capability. This is just a general overview as they are continuing to work on Paladin and will be until the patch releases.
PvP
Demonstrates the new CC arena, showing teleporting doors. There are environmental effects reminiscent of Eden’s promise 1 tiles.
A festival begins and effects are activated such as AoE's, gold coins are scattered around the arena granting LB gauge when collected. This will happen once per match.
New outfits to be released in 6.3, including the PvP series reward armor set.
Alliance Raid - Euphrosyne
After entering, Yoshi P shows off fields of yellow under blue skies and clouds.
We follow G’raha Tia through the fields. They marvel at the environment changing, and question what G’raha is doing with his strange instrument.
They feel that the development team has been doing a great job recently. The work that has been done is particularly impressive. Many of the environments and designs are going to be unique to what we’ve seen so far in xiv. People seemed to have a lot of fun with the first alliance raid, they look forward to expanding on the lore and there are many new mechanics to show off in the new fights! Yoshi P mentions the third fight in particular is his favorite.
Alliance raid armor sets:
Tank
Maiming
Striking
Ranged
Scouting
Healing
Casting
The Omega Protocol (Ultimate)
The entire fight is Omega, from start to finish. Similar difficulty level to DSR, but not more difficult. Will release 2 weeks after 6.3 and they will finish their final adjustments by then.
New Treasure Dungeon - The Shifting Gymnasium Agonon
Yoshi P shows off some gameplay in the new treasure map dungeon, working in a similar way to the shifting altars from previous expansions. Yoshi P runs through the typical emotions as the roulette kicks him out of the dungeon.
New treasure map glamour
New Leap of Faith course
A pretty jumping course in the treetops. Be careful or you will fall! Collect the medals in the same way as in previous iterations. Yoshi P struggles through the course and marvels at how well some players do at these courses.
Deep Dungeon 3 - Eureka Orthos
Deep dungeon Overview - What is deep dungeon?
Must be level 81 or above to enter Entry for 1-4 players no role restrictions, difficulty unaffected by party size To unlock, accept quest from “Koh Rabntah” in Mor Dhona to unlock, with the addition of this quest previous quests associated with Koh Rabntah will be removed. Going in looks the same as with previous Deep dungeons, with the familiar two save files. Yoshida talks through some of the basics and fights a few monsters, explaining features like aetherpool, pomanders, traps. Because of the randomization, it's a different challenge every time you enter
Yoshi P briefly fights the floor 10 boss, an allagan-looking Korrigan, with various mechanics related to parts of the floor.
Yoshi P showcases a new pomander, dreadnought, a transformation pomander with 2 abilities, one similar to the "rage" pomander in PotD (one shots enemies and knocks them back) and the other similar to the "lust" pomander (applies a stacking debuff on enemies).
He also used EO's replacement for magicite: a Demiclone that follows and helps the player fight enemies on the current floor. It disappears after the player moves to the next floor.
New items available in 6.3
New short hair style will be available, most likely from EO.
New mounts. A new gold saucer mount and what seemed to be expensive gilded mounts, perhaps purchasable for a large sum of gil.
New way to transfer items between retainer and inventory
Yoshi P shows the new UI interactions with retainers, including selecting all types of items you want to mass transfer onto the retainer - for stackable items only at the moment. He further explained the loading bar was required while communication between the client and database occurred.
Housing Exterior and Items
New collectable minions
Misc. Announcements
Nier reincarnation collaboration event starts from December 25 New years mahjong broadcast on january 9 2023, where various ffxiv related people will be playing mahjong. 2023 will mark 10 years since A Realm Reborn. Because it is the 10 year anniversary, there is a lot of plans and things for the community to look forward to in 2023. Limited time pop-up collaboration skincare shop opening in LUCUA 1100 Osaka, from January 18 to 24. Crystalline Conflict Community Cup Japan. Sign up between 23rd December and 15th January. Taking place at the end of January and early February they will be streamed live on twitch. Eorzean Symphony orchestral album vol. 3. will be released in April 2023. Eorzean Symphony North America and Europe announced, in North America on July 30th the day after fan festival. In Europe October 23 also following fan festival. Japan fanfest announced for January 7-8 2024 in Tokyo. Thanks to all of the ffxiv community support that made this possible, with this fan fest to cap off the 10th anniversary year.
Recommencement of housing auto demolition. Now Hiring Marketing Manager for MMO products in North America. Heavensturn event starting January 1 2023. 6.3 Patch note reading January 10 at 3pm JST. Patch maintenance time will not be 24 hours. Final Fantasy 16 pre-orders are now available - releasing Thursday June 22. We hope this info was helpful to you, and we will continue recapping the live letter in the future. Happy holidays everyone!
Check out the next PLL translation live on HurricaneChiela's twitch channel.
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By Chiela
FFXIV PLL #74 Recap - 6.3 Live Letter Part 1
Hello everyone! Welcome to the recap of Patch 6.3 live letter part 1.
This is our first time trying out a recap, so feel free to give us some feedback on ways we can improve, etc.
Video recap can be viewed here:
Live translations of the next PLL can be viewed on HurricaneChiela's twitch channel.
On Friday November 12th, part one of the 6.3 live letter was held, revealing new information about what’s in store for us.
This is the 74th live letter, and also the 10 year anniversary of the 1.0 servers shutting down. For part 1, they mentioned they will introduce a lot of content and then go into greater detail in part 2. From the following, Yoshi P will be involved in approving and finalizing a lot of content for 6.3, so much more is in store for us in part 2.
Patch 6.3’s name is “Gods Revel, Lands Tremble” and will be released in early January 2023.
Content to come in 6.3
New Main Scenario Quests
From the screenshots, Zero will be heavily involved in the next patch. Alphinaud and Alisaie will come back after a long break.
Tataru’s Grand Endeavor
It’s been awhile since we’ve seen Hancock and Tataru together, Yoshi P was wondering aloud where the story will take us.
Tales of Newfound Adventure
Yoshi P mentioned there are probably some players who haven’t done this, and if you haven’t tried it yet you should check it out because the story is very good.
Somehow further Hildibrand
Continues in 6.35 with a new cute friend. The dev team spent a long time making sure to get the balance right between the head and eyes.
Manderville Weapons
Also continuing in 6.35. They teased this screenshot and again were wondering aloud what this has to do with the relic quest.
New Tribal Quests 6.35 - The Loporrits for Crafters
Yoshi P tried to get viewers to guess what might be the next tribal quest, and many successfully guessed Loporrits. There’s going to be a lot of fun stuff that happens with them, so definitely go and check it out.
New Dungeon - Lapis Manalis as part of the MSQ
Yoshi P mentioned that there’s a lot of depth to this place from a lore standpoint, but they don’t want to say too much about it. The Japanese name includes “snow mountain” in it, which fits with the screenshots being shown.
There’s a lot that’s going to happen with the 13th, and they’re teasing that the story will continue forward there. “I don’t want to spoil it, so I’m not going to say anything!”
New trials - Normal and Extreme
It was mentioned in previous patches, but one thing they love is the sense of surprise they can give Warriors of Light when seeing new content for the first time, and so they want to preserve that surprise even if the MSQ hints at the direction it might take. As such, they are keeping the next trial’s content a secret for now.
New Unreal Trial - Containment Bay P1T6 (Unreal), Sophia
There are quite a few mechanics in Sophia, and they wanted to clean it up for this and make sure it fits the modern day of gameplay while preserving the original experience of the fight.
New Alliance Raid - Myths of the Realm 2 - “Euphrosyne”
Yoshi P mentioned that it’s also hard for him to pronounce the name of the new alliance raid. And again they’re trying to tease us about which gods will come around this time, they don’t want to reveal it yet.
They showed a couple of screenshots, one with Graha and a strange device on his back. Some chat members joked that it looks like a slot machine.
Yoshi P mentioned that they will start working on adjustments for the alliance raid from next week.
For the second screenshot, many jokes were made that it looks like the Windows XP default background.
Ultimate Duty #5
Releasing 2 weeks after 6.3 - end of January
Currently they’re keeping all details a secret, with more to come in part 2, and if it’s okay for him to zone into the fight he will.
Players were trying to figure out when the next ultimate would happen, and Yoshi P mentioned that there were rumors about it releasing in 6.5, but they’re on schedule for it to release 6.3. It’s a tight schedule of course and they felt it would be tough for them but they made their deadline.
New Deep Dungeon 3. Eureka Orthos - Coming in 6.35
The dev team released Palace of the Dead in Heavensward and Heaven on High in Stormblood, and then decided to skip over making a new one for Shadowbringers. However, they didn’t realize just how much the community loved deep dungeon as much as they do, so they decided to add a new one.
They also mentioned that they’re aware of just how many players are challenging deep dungeon solo, and that there’s many who have soloed both deep dungeons on all jobs! Lovely shoutout to the deep dungeon community.
EO is unlocked by completing MSQ “Endwalker” and floor 50 of Palace of the Dead Players with a job at level 81 or higher can enter. Start from level 81 in the dungeon. Rules and functionality are generally identical to prior DD’s but some new features will be included. Duty support for level 60 Heavensward MSQ dungeons
This includes a redesign for The Aetherochemical Research Facility. Adding in more and more duty support, with plans to add it for all dungeons in HW. Job Adjustments (PvE/PvP)
Paladin rotation will be completely changed in 6.3, but otherwise not much in the way of large PvE changes. They asked for a bit more time before revealing what exactly those changes will look like as they’re still adjusting them. Expect more updates in the part 2 live letter.
PvP Adjustments
There will be some job adjustments in PvP, and changes for content like Rival Wings, so look forward to more information in the part 2 live letter.
Series 3 will begin Season 5 begins New CC arena
There was a lot of feedback from players that the Cloud map was the least popular and highly disliked by players. As such, they’ve decided to put it in the map rotation less frequently, but the exact rotation hasn’t been decided yet.
Crafting and Gathering Updates
Tool Enhancement Quests
Coming in 6.35. There’s going to be an interesting story involved with this one, so definitely don’t miss it.
New Custom Deliveries
Not much information on this one but they’re sure no one can guess who will involved in this questline.
Misc. crafting and gathering updates
Collectability values will be displayed when gathering collectables Additions to the fish guide New spearfishing area will be added to Upper La Noscea, the first to allow diving from the ARR regions
Island Sanctuary Updates
New sanctuary ranks and visions New item rewards New materials crops animals and handicrafts New structures Improvements to the workshop interface Option to collect yields/leavings at once Animals under care will be eligible for release when a new animal is captured Save orchestrion settings Visitors will now hear the islekeep’s orchestrion Notifications when visitors arrive at your island
They’re also planning to add further updates in 6.4, such as placing outdoor furniture. Yoshi P asked for a bit more time for them to work on that before implementing it.
New Treasure Hunt Dungeon
The Shifting Gymnasion Agonon
Accessible via a new Elpis-centric treasure map, which can only be accessed in the Elpis zone.
Gold Saucer Update
New course added for leap of faith. Yoshi P expressed a bit of uncertainty how this will work with the game’s updated collision system, so they may need to make some changes before implementing it.
Housing
Additional wards for all residential areas 6 new wards and subdivisions 1800 new plots per world Planned for sale by lottery UI Updates
Icons for damage type in the battle log and flying text Buff/Debuff timers in party list
Misc Updates
A new UI theme which they can’t show today but will preview later. Portraits will now display when using DF 24 person content will only show your party member portraits Expansion of actions available while using fashion accessories Cast glamours and dye retainer equipment while using fashion accessories Ability to cast glamours on your own equipment directly from retainers inventory Ability to filter newly added items at sundry splendors vendors
We hope this info was helpful to you, and we will continue recapping the live letter in the future!
Check out the next PLL translation live on HurricaneChiela's twitch channel.
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By Angelusdemonus
Final Fantasy XIV will be appearing on Awesome Games Done Quick 2023 (AGDQ2023)! The run will air on the GDQ Twitch channel (https://www.twitch.tv/gamesdonequick) on: Friday, January 13th at 7:26PM ET.
For the full schedule, please visit here: https://gamesdonequick.com/schedule
Awesome Games Done Quick is a charity video game marathon event that highlights speedrunners and high level gameplay. For this event, the charity will benefit the Prevent Cancer Foundation.
The specific run that will be appearing on AGDQ2023 will be: Deep Dungeon - Palace of the Dead, Solo, Floors 171-180 on Machinist (MCH) run by Angelus Demonus.
Although not an actual speedrun, this would be considered as a skill/challenge run. The run will showcase one of the hardest floors of the whole F1-200 Necromancer Title Solo challenge on MCH which includes a showdown with the F180 Boss: Dendainsonne/Behemoth.
For more information on the charity event, please visit this website: https://gamesdonequick.com/
If you wish to check out the runner appearing in AGDQ2023, you can visit their Twitch Channel: https://www.twitch.tv/angelusdemonus
===============================
ファイナルファンタジーXIVはAGDQ 2023で見られます!1月14日09:26 JST GDQ Twitchチャンネル(https://www.twitch.tv/gamesdonequick)に配信されます。
全スケジュール:https://gamesdonequick.com/schedule
AGDQとは、「Awesome Games Done Quick」の頭文字を取ったもので、年始に毎年行っているチャリティーのためのオンラインのゲーミングマラソンのイベントです。スピードランをする人とShowcaseと言う形で様々なスーパープレイが見れます。
チャリティー配信となっているだけあり、プレイヤーたちがゲームをやりながら寄付金も募っています。寄付金はガンを防止するために活動している非営利団体である「Prevent Cancer Foundation」に寄付されます。
具体的に、配信するコンテンツのはディープダンジョンです!到達する予定は機工士で死者宮殿ソロ171-180階です。
AGDQの普通のスピードランじゃなくて、寧ろにチャレンジランということです。ネクロマンサーというアチーブメントを取る挑戦の中で、一番難しい階を紹介します。Dendainsonne/Behemothという180階ボスと闘うことも含めています。
チャリティー配信の詳しい情報はこのウェブサイトに書いてあります:
https://gamesdonequick.com/
AGDQ2023に参加するプレイヤーのTwitchチャンネル:
https://www.twitch.tv/angelusdemonus
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By ara
This year, Final Fantasy XIV will be attending PAX in Melbourne from Friday, October 7th to Sunday, October 9th. Events include a Fan Gathering and various Battle Challenges!
PAX is a convention celebrating gaming culture, giving fans an opportunity to interact with their favorite game developers, publishers, and more! Read below for more exciting news on what the Final Fantasy XIV panel will have in store for the community.
FFXIV Returns to PAX AUS (Source)
We're delighted to announce that FINAL FANTASY XIV Online will be returning to PAX in Melbourne to reunite with all the Warriors of Light down under!
Experienced adventurers should get ready to battle against Zodiark in order to get your hands on an "I BEAT ZODIARK" T-shirt, while newcomers can visit the Sprout Corner to explore Eorzea, try out the Duty Support system, and get a copy of the Starter Edition for free!
A Fan Gathering will also be hosted in Melbourne on the evening of Thursday, October 6, where both FFXIV veterans and new adventurers are welcome to join in!
PAX AUS 2022
Show Dates
Friday, October 7, 2022 through Sunday, October 9, 2022
Location
Melbourne Convention Centre
1 Convention Centre PL, South Wharf 3006
Melbourne, Australia
Battle Challenge
Warriors of Light, Zodiark will challenge you at PAX AUS!
Sprout Corner
If you've got mates eager to take their first steps in FINAL FANTASY XIV, be sure to bring them to the Sprout Corner!
Newcomers can explore Eorzea, experience the Duty Support system, and get a copy of the Starter Edition for free!
Beginner's Battle Challenge
Experience a Battle Challenge designed for new players starting out in the game.
Challenge Ifrit to get your hands on an FFXIV Water Bottle!
Panasonic SoundSlayer Gaming Speaker
We're teaming up with Panasonic at PAX! Come visit us on Sprout Corner, where visitors will be able to experience the SoundSlayer Wearable Immersive Gaming Speaker System first-hand.
Fan Gathering
A Fan Gathering will also be hosted in Melbourne on the evening of Thursday, October 6, where both FFXIV veterans and new adventurers are welcome to join in!
We have 200 seats available for this Fan Gathering. To register for one, please send an email to:
[email protected]
Your email needs to contain the following information:
Your full name Your age If you would like to bring an additional guest
・The full name of your additional guest
・The age of your additional guest Please take the time to read our Privacy Notice.
Please also ensure that you have your guest's permission to share their name and age.
When
Thursday, October 6, 2022
Location
The Emerald Peacock
233 Lonsdale Street, Level 1
Melbourne, Australia
Visit the venue's website here!
Visit the PAX Aus website.
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By ara
Square Enix has released a statement regarding one of the adjustments they made in Patch 6.21 — the reduction of the boss' health values in Abyssos: The Eighth Turn.
They go on to explain why they made that change, and it appears to be more than just a balance issue on their part. It goes to show significant awareness of the player community, as well as the state of the game in general. With this change, they hope that certain jobs will no longer be excluded from party finder and lessen player frustration.
Lastly, they explain their process for balancing raids and the source of their miscalculation, which may prove to be an enlightening read. While some players may think the corrections are essentially a "nerf" (the P8S clear memes on social media are aplenty), it's understandable why they made the choices they did. Read on more below!
Adjustments to Abyssos: The Eighth Circle (Savage) (Source)
Hello, this is Naoki Yoshida, Producer and Director of FINAL FANTASY XIV.
There has been a lot of discussion surrounding our explanation for adjusting the HP of the boss in Abyssos: The Eighth Circle (Savage) in Patch 6.21, as well as the necessity of the adjustment itself.
Firstly, please allow me to apologize for the disruption caused by this balancing issue, and for any offense resulting from the insufficient explanation we initially provided.
In this post, I hope to clear up any misunderstandings as to how and why this adjustment was made.
Reason for the HP Adjustment
As was explained in the Patch 6.21 notes, a miscalculation on our part resulted in the boss's HP being roughly 1% too high in comparison to the difficulty of previous fourth-stage Savage raids.
We do, of course, understand and appreciate that many players nevertheless honed their ability rotations, raised item levels, and repeated the fight over and over in order to claim victory.
Having the HP set to this higher value, however, had other undesirable consequences, including:
Certain jobs being excluded from party recruitment A growing dissatisfaction with the overly punishing degree of difficulty As our miscalculation was the root cause of these issues, we decided that the best course of action was to explain our mistake and correct the inflated HP to the value it should have been in the first place. This type of correction has little precedence in FFXIV's development, and although the decision was made after considerable debate, we once again apologize for the impact it had on player enjoyment.
Source of the Miscalculation
This issue was touched upon in the patch notes, but allow me to explain our balancing process in further detail.
Firstly, the development team bases adjustments on the following premise:
The top percentage of players are overwhelmingly better at the game than we are.
We regret not stating this more clearly in the previous explanation, but said premise is the reason why we do not release content tuned precisely as it was when the battle team’s balance testers cleared it.
We always add a little bit extra to the boss values before rechecking the fight and releasing it live.
The team responsible for balancing boss fights does so without debug commands and at the appropriate item level, employing available materia, foods, and medicines while experimenting with mitigating actions and various job compositions. Yet we recognize that player skill far exceeds our own. If we were to ship content with the same values which challenged our battle team, the top raiders would be deprived of that by-the-skin-of-your-teeth victory in the initial week of release.
Based on the team's skill and our experience, that "little bit extra" usually translates to:
Balance test clear values +1-2% HP
The final values account for other mathematical factors too, of course, such as the estimated damage the party could deal from the moment of victory to the end of the time limit, as well as total burst damage potential based on frequency and amount inflicted. The numbers these various calculations are based on are what we were referencing when we said that our team’s performance was higher than anticipated.
This latest installment features a boss closely tied to the dark past of a major character, and so we were focused on making this battle even more of a challenge than usual. As such, the battle team spent an inordinate amount of time together designing and testing the fight mechanics, which in turn led to them improving party coordination and communication beyond what they might usually achieve for a given boss fight. Final adjustments were, however, still based on the team's victory data, and so the "little bit extra" we added for the release proved to be that little bit too much.
Reasons aside, our adjustments were off by that crucial 1% and we again offer our apologies to those whose gaming experience was adversely affected by the correction and insufficient explanation.
A high-difficulty raid is a special kind of battle. We want players to enjoy a satisfying, hard-won victory, and we keep that ideal in mind when making tweaks and balance adjustments. Although we failed to walk that delicate line this time, the experience will help us to design a more perfectly thrilling battle in the future.
Why Adjust the Duty, Rather than Job Balance?
When balancing jobs, each job’s base damage numbers at the applicable item level are adjusted with respect to the difficulty of playing that particular job and its rotation, as well as its support actions and their effects.
Naturally, the above factors are also affected by the mechanics and combination thereof at work in each battle─meaning that every job’s numbers will not necessarily be at ideal values during all available battles. In addition to this inherent variance, there are indeed times when our calculations or adjustments are incorrect, producing damage numbers lower than intended and requiring subsequent strengthening of a job.
In this case, when considering job balance more broadly, the jobs that needed emergency adjustment in this fashion were Paladin and Warrior. However, the aforementioned issue with Abyssos: The Eighth Circle (Savage) also caused certain jobs to be better suited to the raid than others, and made the damage check required to clear extremely strict, resulting in a situation where players felt obligated to choose jobs with higher damage output when attempting the raid.
Attempting to ameliorate this by buffing certain jobs without making changes to the raid itself would have negatively impacted overall balance within each role, and likely resulted in disappointment for those whose jobs were already dealing sufficient damage for the raid and therefore received no adjustments. Unfortunately, adjusting all jobs in such a short period is also not feasible.
Thus:
The root cause of the issue was a mistake in balancing the duty An immediate fix that maintains role balance was required. It is a game design fundamental as well as our policy that, rather than adjust the jobs to suit each battle, we balance the jobs independently, and only then set the battle content difficulty. Changing the job balance for one single duty would end up causing more problems than it solves, and so we decided to address the problem in the manner we did─by ameliorating the root cause.
I appreciate that, regardless of our rationale, this issue has been a source of frustration for many, and I apologize for that. I hope, however, that this has helped clarify our approach.
In Conclusion
The adjustment to Abyssos: The Eighth Circle was never intended to be a “nerf,” but merely the correction of values that were set inappropriately for a fourth-stage Savage raid to begin with.
Nevertheless, I understand that it feels like a nerf for those who worked hard and were on the verge of clearing the fight as it was originally implemented, and I regret having caused such disappointment.
As we strongly wish you to continue enjoying fiercely challenging Savage fights, particularly in the early days after release, we will do our utmost to further improve the tuning of these battles. Furthermore, we will strive to better understand what our players think about such issues and improve our operational protocols─perhaps by waiting a week before implementing fixes, in addition to providing details on our perspective─so that if we again find ourselves in a similar situation, we may arrive at a solution that is more satisfying to everyone.
At the risk of sounding like a broken record, I sincerely apologize for any disruption that our error may have caused to your gameplay experience, and appreciate your patience.
Naoki Yoshida
FINAL FANTASY XIV Producer & Director
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