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FFXIV PLL #75 Recap - 6.3 Live Letter Part 2

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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.

3.png

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)

2 Ulti tease.png

  • 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.

4 loporrits.png

5 loporrits.png

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

6 Island UI.png

7 Island UI.png

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

15 clear blue UI.png

  • 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.
8 CC map.png

9 CC map.png

10 CC map.png

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.

11 CC map.png

12 CC map.png

New outfits to be released in 6.3, including the PvP series reward armor set.

13 outfit.png

14 PVP armor.png

 

Alliance Raid - Euphrosyne
After entering, Yoshi P shows off fields of yellow under blue skies and clouds.

16 AR.png

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.

17 AR.png

18 AR.png

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

19 AR Tank.png

Maiming

20 AR Maiming.png

Striking

21 AR Striking.png

Ranged

22 AR Ranged.png

Scouting

23 AR Ninja.png

Healing

24 AR Healer.png

Casting

25 AR Caster.png

 

The Omega Protocol (Ultimate)

26 Ulti.png
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.

27 Ulti.png

30 Ulti.png

 

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.

31 Treasure map.png

32 Treasure.png

33 Treasure.png

New treasure map glamour

34 Treasure.png

 

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.

36 Leap.png37 Leap.png

 

Deep Dungeon 3 - Eureka Orthos

38 DD3.png
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

39 DD3.png

Yoshi P briefly fights the floor 10 boss, an allagan-looking Korrigan, with various mechanics related to parts of the floor.

41 DD3 boss.png

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). 

42 DD3 Dreadnaught.png

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.

43 DD3 Demiclone.png

 

New items available in 6.3

New short hair style will be available, most likely from EO.

58 hair.png

New mounts. A new gold saucer mount and what seemed to be expensive gilded mounts, perhaps purchasable for a large sum of gil.

45 mounts.png44 mounts.png50 mounts.png48 mounts.png47 mounts.png46 mountss.png

 

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. 

51 retainer UI.png

 

Housing Exterior and Items

55 housing.png54 housing.png53 housing.png52 housing.png

 

New collectable minions

56 minions.png

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image.png

image.png

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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.

57 fan fest.png

  • 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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On 12/25/2022 at 10:53 AM, Arrancar said:

For a split second, I thought we would be collecting lalafells ._.

i mean

 

 

you can

  • Haha 1

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      It wasn't surprising. Inevitable, really. Survive the Telophoroi and Final Days they had, but Garlemald was still in a sorry state. The Emperor was gone, the senate disbanded, and nations were hesitant to commit to any policy concerning the erstwhile empire.
      There had been some hesitant steps toward forming an interim government, but neither Garlemald nor its neighbors had the means to establish one immediately. The provincial leaders were waiting to see which way the winds would blow, welcoming their countrymen home while making no moves to resurrect the Empire themselves. Rumors that this or that province was poised to formally declare independence, or had as good as seceded already, ran rampant.
      It was only natural to give Garlemald up as a lost cause. Even as some returned to rebuild, others who had been tempered and taken to other nations for treatment petitioned to remain there, and these nations─Sharlayan among them─welcomed the refugees with open arms. Though Publius might be the first among present company, he would not be the last to make a new home far from the old.
      Publius stared into his cup as the moment dragged on. In this nation of the fallen, what was left to say?
      "...You should speak with Alphinaud or Alisaie on the morrow. They'll put you in contact with someone you can trust," Jullus ventured. The ever-helpful pair was staying at Camp Broken Glass, and like as not had plenty to be doing already, but he would be remiss not to mention it.
      "I'll do that."
      With that small gesture, the atmosphere changed. Publius exhaled in relief, and the others were soon offering their own words of encouragement and vows to meet again. Though their drinks had long gone cold, their cheers gave them warmth enough.
      "To our brothers and our homeland!"
      The brisk winds carried away sleep's warm haze as Jullus climbed the slope that led out of the station. Beyond the shaft's angular portal, the weak morning light revealed the stark outline of his reality.
      The remaining spire of the once-shining Palatium Novum stood alone in the city center, amongst homes reduced to steel skeletons and grey rubble. Beyond these unnatural hills loomed the Tower of Babil, grasping for the heavens.
      Tertium's surrounds had been spared out-and-out obliteration, but were dead all the same. None remained to hurry to work or school, or stagger home after a night on the town. None remained to clear snow from a neighbor's path, or rove helplessly in their dog's wake. The people who had given this place life a few short months ago were gone. How many even had the chance to say good-bye?
      Jullus breathed deep of the frozen air, but though its icy pinpricks grounded him in the present, it was powerless to dispel the long nightmare. The vision endured, implacable, without regard for the dreamers. To the shrewdest of minds and the purest of hearts, fate offered no justice nor justification.
      "Yet you would ask me why."
      That injury should have healed. Yet it itched at him now─a scab that bled and bled, threatening to hollow him out from within. Even as he picked at it, his feet carried him forward─better to survey the surrounds for threats─and into the silent city.
        Unforgiving grey. Destruction and loss. All silent as the grave, as if even beasts preferred not to pick through these bones of an empire so early in the morn.
      A flash of movement caught his eye─a scrap of old newsprint trapped in the tumbledown debris of a roadside ruin. The last will and testament of someone's breakfast table. He drew closer, mindful of the potential for further collapse.
      "I remember this..."
      A special edition, distributed on Unity Day several years past. The celebration commemorating Garlemald's founding and the heroes who had labored for the Empire was always a tremendous affair for residents of the capital, most of whom spent the day reveling. The eldest told stories of meager harvests and desperate clashes as choirs sang old marching songs. Hawkers along the avenues sold food, drinks, traditional adornments from the campi, and the latest magitek baubles.
      Naught was more highly anticipated than the military parade─a show of strength and patriotism that never failed to inspire both awe and pride. Countless soldiers and magitek units moved in time through the city, beating a steady rhythm towards the imperial palace, where the Emperor's family stood assembled to receive them.
      They led us to greatness. We who formed the vanguard of history's grand march forward. His city was the heart of the world, through which flowed blood stronger than steel─a bond between countrymen that would remain unbroken even should their every enemy join together to oppose them. Glory be to Garlemald.
      The Unity Day described in this print had taken place while Jullus was in the academy, and marked the last year that the ailing Solus had been in attendance. Though the lead article detailing the events and speeches of the day was in tatters, the accompanying portrait of the imperial family remained.
      At its center, naturally, was the stern visage of Solus zos Galvus. Though still dignified in his old age, the gaze which he fixed upon the reader was more melancholic than proud. Never saw the man smile once. To the Emperor's right stood Titus, second of Solus's sons, along with his wife Arrecina and son Nerva. Both Titus and his son had a strained look about them, not dissimilar to the younger Solus found in the history books.
      On His Radiance's left was his grandson Varis, the only legacy of the deceased crown prince Lucius. A proud one, too─Varis was tall and broad of shoulder, and his comportment marked him a prime candidate for high legatus even then. His wife and right-hand, Carosa, had passed away in her prime, and so he was flanked instead by his mother, Hypatia. Though she departed to join Carosa a mere year after this portrait was taken, she supported Varis's claim to the throne until the very end. And then there was the young man with a faraway look in his eyes and an air of detachment...
      "Would you be 'happier' had I a 'good reason'?"
      Zenos yae Galvus. Though his anger had cooled since their encounter on the Eblan Rime, Jullus nevertheless found himself wrenched back to the present with no little displeasure.
      His homeland was gone. That much was plain, even as he clung to the ragged scrap of remembrance. He hadn't known then whence the fervor of that day would lead, but knew well now that it would never be reborn. Even should Garlemald rise from the ashes, its age had ended.
      And what of us? A new day had dawned, and Jullus would not suffer his people to remain in the dark. Yet what star were they to follow?
      Jullus shook out the paper, folded it neatly, and tucked it in his pocket before leaving the ruin behind.
        The streets were still and silent, his crunching footsteps the only sound. Playing his role of watchman, he investigated the semi-intact structures he came across, but found little of note. No food or supplies remained, only the detritus of peaceful lives─naught worth saving then or now. A fine layer of ash covered splintered furniture and forgotten trinkets, forming cairns in the gloom.
      After a time, he arrived at a house he had never explored in his prior wanderings. With the roof torn off and the walls half-crumbled, it seemed unlikely to hold anything of value, but he nevertheless picked his way through the frosted rubble that would have once formed the lintel. Once inside, he dusted himself off and took in his surroundings─and drew a startled breath.
      Jullus had seen enough death by now to recognize it at a glance. He approached the soldier and knelt to examine his corpse. Though the cold had prevented significant decay, it was clear he had died some time ago. Had it been during the war, the body would have been removed, so he could only be one of the tempered or their victims. The bite and scratch marks suggested the latter. Like the scars my family gave me.
      He removed the helmet carefully─not a face he recognized, so probably not a member of the Ist Legion. Just another poor soul who had escaped the tempering, exhausted the last of his strength, and died anyway.
      Jullus would offer no gods-bound prayers as an Eorzean might, but nevertheless set the helmet aside to pay his respects. Though the sentiment rang hollow, he silently encouraged the deceased to find peace with his ancestors and watch over his kin.
      Alphinaud and Alisaie claimed that the Scions had visited the aetherial sea, where all souls returned. There, they were healed of their traumas and washed clean of memories─even should not a single prayer be offered on their behalf. Their deeds in life had no bearing on their place within the relentless machinery of death and rebirth─made no more difference than Garlemald's vaunted unity had to its ultimate fate.
      If the twins spoke true, then what meaning was there in any of it? What was life, if not another pointless parade?
        It occurred to him that this was probably not the most respectful place to ruminate on life's worth. My new friend here would certainly have an opinion. He had no tools for a proper burial, but if he could at least make note of the man's name...
      Alas, there was no identification to be found. Understandably not a priority for you at the time. His armaments were standard-issue, and provided no hint either. Although...
      "What have we here?"
      Gently prising open the corpse's fist revealed the empty case for a magitek armor identification key. Had it been stolen after his death? That didn't make sense─a thief wouldn't have repositioned the dead man's hand, which had been clutching the thing so desperately. As if in prayer. But if he had reason to hope that a comrade might escape, or that rescue was on the way, then maybe...
      "You gave it away," Jullus muttered, as another memory surfaced in his mind.
      It was summer─of the same year as the newsprint he'd found earlier. A friend had insisted he read some poetry collection, and in the spirit of camaraderie Jullus obliged. He had little interest in elegies, often finding them difficult to parse, but one inscrutable passage had stayed with him:
      "Let this be my final gift to you. In death, my love."
        In death we have the power to bequeath the life we might have had─the possibilities and potential─to others. To grant them what they need to go on...or so the poet said.
      Was your key one such gift?
      Would my mother, my brother, my sister─would they tell me to accept theirs?
      Lord Quintus, with his suicide? My comrades, whom I failed? My countrymen, gone without a word?
      Did you leave your lives, and your love, to me?
        The dead do not answer, yet the wound within ceases its bleeding for a time.
      If that is our truth...
      "Then let it be our meaning. Let it be the chain which binds us through generations. Live on in me, as I would have in you."
      And perhaps...
      "Perhaps we may yet live on in others."
      The dead do not answer, but light shines through the broken ceiling, and Jullus follows it to behold a brightened sky. His comrades at Tertium will be waking soon. In apology and gratitude, he offers one last silent prayer to his kinsman ere departing.
      Be at peace─and know that you are with me.
      Jullus stands, and forges ahead into the dawn.
       
    • 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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