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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.
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.
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.
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
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.
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。
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。
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
Friday, October 7, 2022 through Sunday, October 9, 2022
Melbourne Convention Centre
1 Convention Centre PL, South Wharf 3006
Warriors of Light, Zodiark will challenge you at PAX AUS!
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.
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:
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.
Thursday, October 6, 2022
The Emerald Peacock
233 Lonsdale Street, Level 1
Visit the venue's website here!
Visit the PAX Aus website.
The final entry in the collection "Tales From the Dawn" has been published. This time, it follows Jullus, a Garlean prominent in Endwalker's Garlemald arc, as he struggles to rebuild his nation in the aftermath of the Final Days.
With the conclusion of Endwalker, we are thrown into another narrative in Sharlayan, without any news of how our enemy-turned-friend from Garlemald is faring alongside our favorite Leveilleur twins. Jullus began as a close-minded Garlean soldier tempered by their extremely discriminating view of outsiders such as the Warrior of Light's alliance, but shows a significant amount of character development over the span of the Garlemald arc. Personally, he's become one of my favorite NPCs after the Scions; that's saying something in a game with a massive cast spanning four whole expansions!
We are brought along with him on his difficult journey to recover his homeland — his heartbreak, his sorrow, his history are laid bare in bittersweet detail. We explore the echoes of Garlemald's erstwhile glory, beneath the layers of their antagonistic front. I may have choked up a bit reading some of the passages, as the descriptions of Jullus' loss are so vivid it felt like I was physically there myself. What do you think of the Endwalker side stories, and which one is your favorite?
A Question of Death (Source)
Jullus awoke to near darkness.
He was but one of many soldiers, young and old, lying in Tertium. Every ilm of the carriage floor was covered in bedrolls, leaving no room for careless movement.
Taking care not to disturb the others, he sat up, straining to make out the hands of the old clock salvaged by who-knows-who that was hidden somewhere in the gloom. The near edge of dawn... Further down, beyond his sleeping fellows, was the wavering blue glow of the ceruleum stove.
It was not the cold that had roused him from his slumber. We're old friends now. Before accepting the Ilsabard contingent's proffered aid, his people had little materiel─and certainly no magic─to warm frozen fingers and toes. The exhaustion that often carried him to sleep still failed to prevent him from regularly stirring in the night.
Thinking he might pass the time with fresh air at least, he reached down to drag his boots and bag towards him. Conscious of every noise, he dressed stealthily, holding his breath when Publius rolled over next to him. Fortunately, there came no word of complaint, and Jullus was free to slip out and mull over the events of the previous night in peace.
They'd been huddled around a lamp in an out-of-the-way corner, the familiar scent of honey and spices wafting from their cradled mugs─one small comfort afforded by a surplus in rations. The conversation had again settled into a lull when Publius broke the silence.
"I may just leave for Sharlayan."
The grimacing youth─of an age with Jullus, though low in rank─had barely spoken a word all evening. Now that he had, none knew how to respond.
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."
"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.
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.
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.
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.
FINAL FANTASY XIV Producer & Director