To reiterate Yoshida's comments from the PAX East panel, the main goal for these threads is so that the dev. team can use your feedback to prioritize which items should have restrictions removed from, and less about listing every piece of currently locked gear. As there is another thread that is more closely in line with regard to prioritizing specific pieces of gear that users would like to see gender restrictions removed from, I will be closing this thread and asking you to make your suggestions there. I recommend listing specific pieces of gear in individual posts that other users can "Like!" to help prioritize!
Thank you for your cooperation!
Thanks for creating this thread based on the comments made by Yoshida at PAX East! Allow me to clarify the intent for those who may not have watched the panel or read Yoshida's comments posted elsewhere.
During the panel, Yoshida was asked about unlocking some of the currently existing gender-locked pieces of gear. Yoshida commented that to take every existing piece of gear and change it would take quite a lot of time and resources to accomplish on the design end. However, that doesn't mean that there can't be changes made. He said that the team is open to doing specific pieces at a time based on your feedback.
With that said, I'd like to suggest that instead of listing every piece of gear that currently exists, that you each list out specific pieces of gear that you would like prioritized.
If you agree with the item posted by another user, simply giving it a "Like!" on that post will help us see the demand and can help the team to prioritize.
Thank you all for your cooperation!
Since you seemed interested in the lore and story of the Vath and Gnath, I wanted to share this recent tidbit that the lore team offered up in response to a Japanese player's question regarding their names!
I'd like to share a message from producer/director Naoki Yoshida in regards to the recent Kumamoto earthquakes in Japan.
Currently, in order to remove materia from melded gear you must have completed the "Waking the Spirits" quest which requires having a level 19 or higher crafting class. In Patch 3.3, we'll be changing the requirement for this quest so that it can be accepted and completed by any class/job higher than level 19. Once you have completed this quest, you will be able to remove materia by speaking to Mutamix Bubblypots.
I'm pleased to say that ability to search the market board using partial names is currently planned for Patch 3.3!
We're pleased to present the full digest from the Letter from the Producer LIVE Part XXVIII! If you missed the live stream, or if you just want to watch it again (and again), check it out below!
*Don’t forget to select the 720p option to watch the video in HD!
Classes and Jobs
Q: Healers seem to miss their attacks quite frequently in dungeons released in Patch 3.2. Do you have plans to adjust healer accuracy?
Q: There are a lot of great gun designs in the game, but machinists often use Gauss Barrel and you can't really enjoy the original design. Can you implement a feature to hide the Gauss Barrel?
Q: Full parties with a scholar and an astrologian don't have a Mind party bonus, which makes it quite difficult for healing. Do you have plans to change the party bonus for scholar or astrologian?
Q: Since the introduction of Alexander: Gordias (Savage) the number of parties for it in Party Finder seems to vary greatly depending on the World. Do you have plans to make it possible to recruit members from other Worlds?
For example, you would be able to select whether you wanted to go for practice or to clear it by checking a box. If you were going into a raid to practice, you would be able to select the beginning, middle, or end phase of the fight. While it has not been finalized, we're also considering a check for achievements to determine whether or not a player has already cleared the fight. We’re currently working on this system and we hope to have it ready by Patch 3.3. We've also been receiving a lot of requests asking if we can create a Party Finder that spans across all Worlds, but I’d like to save that topic for another day.
Q: Did players clear Alexander: Midas (Savage) faster or slower than the development team had anticipated? I feel like the difficulty jumped up quite a bit in the second area.
When we observed the race for world’s first clear for Burden of the Son (Savage), we noticed that players who were struggling with the intensive damage from the boss began to use grade V vitality materia melds. I suspected they would clear it the next day, and sure enough, the world’s first group emerged victorious.
In regards to the Cuff of the Son (Savage), we're aware that players have been having difficulties, and I think one of the contributing factors to this is that the Arm of the Son (Savage) appears less difficult. The Cuff of the Son (Savage) is an area where you need to defeat four bosses in a row, although we consider this a single boss with four different forms and each is separated into phases. However, because each boss has unique mechanics and heavy damage output, there are a lot of instances where players need to redo the entire fight due to a single mistake.
While there are exceptions, what the development team had in mind was that players would complete the Fist of the Son (Savage) and the Cuff of the Son (Savage), obtain the items for those areas, and then challenge the Arm of the Son (Savage) after. That being said, I’ve been in discussion with the development team about adjusting the damage output in the Cuff of the Son (Savage). The major concern here is that the difficulty of the Cuff of the Son (Savage) and the Arm of the Son (Savage) would be reversed. These adjustments to the Cuff of the Son (Savage) have not been finalized just yet, so please stay tuned for follow-up information.
Q: To accompany changes in Patch 3.2, FATE spawn times have been reduced for FATEs related to the beast tribe daily quests. However, the spawn timing for "What a Boar" and "Quenching the Flame" seem to be longer than others. Please reduce the spawn time for these FATEs!
Q: I'm having a hard time obtaining the orchestrion rolls from the Crystal Tower raids. We have to roll between 8 people, and because these items are used as crafting material, there's demand even for those who have already obtained them before. Please adjust the number of obtainable rolls from the chest!
This Letter LIVE is focused primarily on questions about Patch 3.2, so we aren't covering much new about future updates. But since we're on the topic of 24-person raids, I brought a picture of the next part of the Void Ark that will be implemented in Patch 3.3. The Patch 3.3 Special will take place during Niconico Chokaigi, so please look forward to it!
* The video introduces some pictures of the next phase of the Void Ark content.
Q: I'm excited for Season One of the Feast to start, but I'm worried that certain jobs will become stronger or weaker with the adjustments that take place in Patch 3.25. Will Season One begin as planned from Patch 3.25?
- Make adjustments to reduce stalemates in 8 on 8 matches.
- Remove walls from the arena's center in 4 on 4 and 8 on 8 matches.
- Reduce the amount of HP the adrenaline box has.
- Adjust the spawn rate and location of the offense and defense kits.
- Balance adjustments for each job.
That being said, we hope to take your feedback into account as much as we can to preserve balance before commencing with the season.
While unrelated to the Feast, we decided that Patch 3.25 wouldn’t be pushed back because we'll be implementing the next phase of the Anima weapon quest. We're also planning to add more storyline to the Anima weapon series in Patch 3.3, and it'll be possible to change your weapon's secondary stats at that time.
We'll be proceeding with a system similar to that of the alexandrite that was needed to create Zodiac weapons, but it will not involve materia. Just like the initial stage of the anima weapon quest, we'll be preparing several avenues for obtaining the necessary items, so you can choose a method that suits your preferences. The weapon enhancements coming in Patch 3.3 will make them comparable to weapons affixed with grade V materia.
Here are some examples of the anima weapons in Patch 3.3.
* The video shows off illustrations of anima weapons.
Q: A collaboration event with Phantasy Star Online 2 has been announced in Japan. Will anything from that game be featured in FFXIV?
Gathering & Crafting-related
Q: During the 20th Letter from the Producer LIVE, you explained that a specialist system will be put in the game in order to provide balance for different players looking have options to play in various ways. However, there are now specialist recipes which require advanced melding, and the skill rotation for specialist actions has become much more complicated. It feels like the threshold for becoming a specialist has made it more difficult than before for players to approach crafting. Do you have plans to make adjustments, so more players can enjoy crafting?
Also, in patch 3.3, we plan to raise the item level cap for Disciples of the Hand. I realize there may be mixed opinions about this, but we will be introducing a new set of equipment that can be shared between classes. Think of this as preparation for the new crafted gear sets coming in Patch 3.4. Naturally, in order to make the shared Disciples of the Hand equipment in Patch 3.3, the gear you're using now will come in handy, so it won't go to waste. We'll also be updating red scrips.
* The video introduce images of the new Disciples of the Hand equipment that will be implemented in Patch 3.3.
Q: Do you have any plans to add materia that can be used by the Disciples of the Hand as rewards for beast tribe quests?
Q: I haven't leveled any Disciples of the Hand classes yet and I always ask my friends to meld materia, but they feel bad failing advanced materia melds over and over again. Do you plan on adding an NPC that we can use for advanced materia melding requests?
Q: I'm really happy that you implemented a system for switching HQ items into NQ items, but I'd be even happier if we could do this for multiple items at the same time.
Q: In Patch 3.2, legendary nodes were introduced and grade 5 carbonized matter can now be obtained from unspoiled nodes. However, GP doesn’t recover fast enough if we're gathering red scrip items at the same time. I would like to use more cordials to gather, so can you please consider reducing their recast time?
Q: I have a lot of love for the weapons that I enhanced myself, namely the Zodiac and Anima weapons. I think it would be fun to be able to enhance armor in the same way, so do you have any plans to introduce something like Anima armor?
Q: The number of members in my free company have increased, so I've been thinking about buying a new L-size house, but I'm wondering if I should wait for the moving system. Could you tell us about this feature and when we will see it in game?
Q: Could you add an option to listen to music from the orchestrion as regular background music instead of with 3D sound? Also, do you have any plans to add a shuffle feature and add more songs from previous FINAL FANTASY games?
Read Soken's comment.
Questions received in real-time
Q: Do you have plans to sell the Chinese-themed clothing which is sold exclusively for Chinese servers globally?
Q: Could you please make it so the actual orchestrion roll items will stack? I would like to distribute them to my free company members, but they fill up the company chest.
I was planning to show an image during the gatherer-related questions, and forgot to show this one.
* The video introduces a picture of what is being referred to as a "treasure hunter dungeon."
We're planning to introduce a dungeon, which is currently being referred to internally as the “treasure hunter dungeon.” Maps in Patch 3.3 may reveal an entrance to a dungeon instead of a chest. If players are lucky enough to reach the deepest part of the dungeon, they will be able to reach an area filled with treasure chests. It will be a new feature, but it won’t involve any difficult battles. While deciphering timeworn dragonskin maps, if you happen to unveil an entrance to the dungeon, you can shout and gather friends to enter it. We should be able to give more in-depth details next time, so please look forward to this!
Q: The Hildibrand quests in Patch 3.2 were really interesting. I'm also really interested in hearing when we can play the continuation of the other side quests such as the St. Endalim Scholasticate and the Delivery Moogle series.
Q: Sephirot does not directly influence the main scenario quests, unlike previous primals. Does this mean the Warring Triad’s story is going to be expanded upon separately from the main scenario?
Q: The number of attractive rewards available in the Gold Saucer has increased, but there’s not enough MGP divvied out to buy them all. Do you plan on increasing the amount of MGP rewarded?
Q: Previously, I read an interview where Yoshida mentioned that Fenrir is listed as one of the mounts that will fly. Are there any other existing mounts that will also become able to fly?
* The video introduces a picture of the new flying mount.
Q: In a previous Letter LIVE, you mentioned a new feature that would let us make our own platoons. Can you please tell us how it's coming along?
* Yoshida mentions second lieutenant rank in the video, however the rank that will unlock at the same time as platoons will be the first lieutenant rank.
* The video introduces a picture of the new Grand Company equipment.
Special Guest Section
Guest: Lead UI Artist Hiroshi Minagawa
Minagawa has worked on the following games:
Magical Chase, Ogre Battle, Tactics Ogre: The March of the Black Queen, FINAL FANTASY Tactics, Vagrant Story, FINAL FANTASY XII, Tactics Ogre: Let Us Cling Together, FINAL FANTASY XIV.
Yoshida: I knew I wanted to work together with Minagawa and this is what fueled my motivation at Square-Enix. But when I took charge of FFXIV as producer and director, I wasn’t able to work alongside him. I remember during the process of transitioning from FFXIV 1.0 to A Realm Reborn, the dev team members were deciding on their seating arrangements, and Minagawa brought his own desk near mine, saying he wanted to be assigned next to me.
Q: There are many MMORPGs out there, but is there anything you had trouble developing to make FFXIV stand out?
* The video introduces a video illustrating the “Recommended Gear” command.
We've added a "Recommended Gear" button next to the Gear Set List button in the Character window. Pressing this button will list the best gear available in your Armoury Chest which you can then equip.
Yoshida: There are two reasons for why we wanted to implement this feature. The first is that when compared to other new games, there are a lot of different gear slots in FFXIV, and we wanted to make it so you could update your gear sets easily with a single button since there are often cases where players progress through the game without updating their equipment. The second is the variety of gear in FFXIV. With so many different types, it may be difficult to tell which specific piece should be worn. Even so, I think the definition of “optimal” may vary greatly among our hardcore players. For instance, some players will consider secondary stats over item level when equipping accessories. This is something we would like you all to keep in mind for this feature.
Q: Picked up a question from Yasumi Matsuno (game designer) on Twitter.
Yoshida, what happened to that text command I asked for when we went out drinking last year? Add a new text command (ex: <targethp>) to display a target's HP in chat. You mentioned you would ask Minagawa, but can I have an update?
Q: Would you like to do research with UI/UXs designed for VR games? Or are you already working on this?
Q: In a previous Letter from the Produce LIVE Yoshida talked a little about a double cross hotbar, but I would like to know what this is.
* The video shows the double cross hotbar.
The "double" in double cross hotbar refers to double-clicking. By quickly pressing the R and L triggers on the game pad twice, another hotbar will appear. The way this is used won't be much different to those of you familiar with hotbar cycling, but the double cross hotbar is one step faster in returning to the original. However, after having a lot of testers internally test this feature out, there was a 50-50 split between those who would use it and those who wouldn't, so we're making further adjustments to make it more convenient. We're aiming to implement this feature in Patch 3.4.
Yoshida: I think the double cross hotbar will be useful for actions with long recast times, but makes it possible to keep those actions you absolutely need.
Yoshida: It’s being postponed because the major concern is what to do about DPS meters. If we were to implement the add-on system in its current form, I fear that there would be arguments about having or not having a DPS meter. Due to this, the addition of a DPS meter is still pending. We're currently discussing add-ons that would allow you to make design changes such as adjustments to the UI or changing skins.
Minagawa: We were considering implementing add-ons roughly a half-year after the launch of A Realm Reborn. At that time, we had been thinking of implementing add-ons for the PC and then adding the same features to PS3/PS4 as part of the core system. However, we determined that it would be difficult to add the system itself to PS3/PS4 due to a lack of space.
Our biggest concern is adding this for the PC version only would result in functionality differences between platforms. So we've been delaying the feature. This is not to say that the plan for add-ons has been abandoned, but we'd like to prioritize adding official systems to the game instead of add-ons for the time being.
Q: I've been playing more PvP lately, and it's a lot of work to switch between PvE and PvP hotbars every time. Can you please consider registering hotbars for PvP and PvE individually?
Q: With the number of actions and jobs increasing, I've filled up all my macro slots. Do you plan on adding more macro space? Also, there are a lot of macros I want to make that exceed 15 lines. Will you be increasing this limit in the future?
Q: Would it be possible to implement a feature to store several patterns for HUD layouts as favorites? I want to be able to change the layout according to job.
Q: I play on a gamepad, but with the new actions added at level 60, I'm having a tough time finding space to place them. I'm assuming we'll eventually reach level 70 and 80, so I think it's going to be even more difficult when there are more skills. Can you look into addressing this in some way?
Yoshida: If we were to add more actions, it’ll become near impossible to use all of them. Although it hasn’t been decided, we're thinking of various approaches to this issue such as changing the system to where you select the actions, including existing ones.
Q: There's a display limit in 24-man raids such as Crystal Tower, and Void Ark, so there are times where I can’t see the DoTs I put on the target. Can you make it so my own debuffs display on the focus target?
Q: I want to glamour equipment I use on multiple jobs on a job-by-job basis. Do you plan on implementing a feature to do this?
Yoshida: This is not to say we won't do it at all. However, doing so with the current system would require rewriting data for several thousand items, which may lead to bug-related issues. Therefore, even if we were to do it, we would need to come up with another method.
Q: In quests (in the Japanese version), only the player character’s name comes up in alphabet letters, and it looks out of place. You previously mentioned that you would like to consider registering a name which can be used only for quests, but during that time, you had many tasks at hand and weren't sure when this could be implemented. Has there been any progress on this?
Q: Previously, the Valerian equipment from Tactics Ogre was put into the game, but do you have any plans to add equipment from Vagrant Story?
* The video introduce characters from Vagrant Story.
The image you see here is the main character and his rival. As you can see, the rival is bare from the waist up, and you can see the main character's behind from the back. When this game was released, we used PlayStation’s polygons to somewhat hide it, but if we were to reproduce this equipment with the quality of PlayStation 4, we’re a bit worried that this type of visual may lead to various problems.
Yoshida: We can adopt certain pieces of these outfits, so we’ll consider it if it passes the ethics check.
Sound director Masayoshi Soken will be showcasing the finalists and selecting the winners during Nico Nico Chokaigi 2016 on April 29. Please look forward to it!
I would like to share a comment from sound director Soken regarding the orchestrion.
Sound Director Masayoshi Soken here.
I would like to thank you all for the valuable feedback you have sent to us in regard to the orchestrion.
Allow me to dive right in and explain details about the orchestrion. Unlike the typical background music you hear in-game, the orchestrion utilizes a totally different system to play audio. In order to raise the quality of the music that the orchestrion plays to be at the same level of quality as you would normally hear, we will need to make some drastic improvements to the current sound driver and the data itself. I apologize that this is taking some time to accomplish; however, we're currently working towards making further improvements so please hang in there a bit longer!
Additionally, we received comments stating the the directional audio effect was too pronounced. We should be able to make adjustments on individual songs to fix this, so we're currently working on these in order. But! There is a large amount of data, so we may or may not make it by the next patch... No! We'll make it in time!! We'll do our best to get it done!!!
For those interested in the background story that explains the more technical aspects of how the current iteration of the orchestrion was created, I've prepared a detailed explanation that you can read below.
FFXIV's sound is played on top of a very complicated sound system. In order to implement the orchestrion, we could not play the audio in the same manner as the normal background music due to size restrictions within the system. This meant that we had to decide between not implementing the orchestrion at all or take out various aspects of the system in order to get it into the game. This time we chose the latter option. The reason that the sounds is played using 3D direction audio isn't because we wanted to implement it that way, but because of that fact that it was the best solution available when considering methods to improve the audio quality within the system restrictions.
In other words, one of the things we had to drop in order to implement the orchestrion was the feature which everyone has suggested - the ability to listen to the music in the same quality throughout the house instead of the 3D directional audio.
Let me explain a bit more about why we had to make this call.
There are many different songs in the game, and in order to have the music change instantly, and to be listened by many players at once, we were required to lower the amount of data for each song in the orchestrion. To be more specific, we needed to make the data smaller, approximately 1/50th of a CD quality song in order to implement this. To better explain this as musical data by converting this to measures, say we wanted to play a 5 minute song, but we only have room for 6 seconds but we still needed to make it work.
There are three major ways to lower the sound data:
- Use a high compression codec
- Reduce the sampling rate or bit rate
- Remove the channels
And this is why the system utilizes a feature where the audio is played through a furnishing. We decided that if it's setup in a way that the audio is coming out of a furnishing, even if the quality of the audio is the lowest, and also being played in mono, we can somehow bring it the the level where we can play the songs, and this is how we were able to prepare 47 tracks for release. This is what went on behind the scenes for implementing the orchestrion.
Details on the drastic improvements for the sound driver and data which I mentioned at the start is much more complicated, so I would like to write this up at another time!
I'll see you on the battlefield!
Sound director Soken will be showcasing the finalists and selecting the winners during Nico Nico Chokaigi 2016 on April 29 & 30!
We've been checking various aspects on the Feast, such as matchmaking and the number of players participating, and based on this data the team has held a discussion on rewards. Since there have been many requests, especially from North America and Europe, we have decided to prepare ranked rewards for Season 1 of the Feast (4 on 4 - Light Party).
As the end of Season 1 approaches, we will follow-up with details on how many top tier players will be receiving rewards and what kind of rewards will be available. We hope that with these new rewards will serve as competitive motivation to participate in the Feast as a light party as well as solo!
I bring with me some housing-related updates!
Additionally, we have received requests to be able to have individual food items instead of the sets of food. For example, drinks, soups, and cakes as separate food furnishing items, so you can enjoy combining them as you like to decorate your homes.
While some of you may already know this, consuming all the food available from the current food furnishing items will leave you with an empty plate, which has generated a good amount of requests for plates as furnishings. We'll see if something like this can be added in the future.
Thanks again for posting your suggestions, and don't forget to keep posting any others ideas, or furnishings you find throughout Eorzea which you would like to add to your house!
Once more, I want to thank you all for the comments we received following the release of patch 3.25.
In preparation for the beginning of Season One of the Feast’s rated matches, I'd like to talk about some of your feedback, as well as the changes we have planned for patch 3.26.
Casting InterruptionsJob-specific ChangesFollowing the release of patch 3.22, we received a tremendous amount of feedback regarding the changes to spell casting functionality. The most commonly expressed opinion was:PvP Ratings and Matchmaking
“You should reduce the damage threshold for interruption from 15% to 10% of max HP.”
It also became clear to us that, because we were using a simple calculation based on max HP, healers and casters were gravitating towards a strategy of using vitality accessories to reduce the risk of being interrupted, even if it resulted in decreased attack and healing magic potency.
However, we are concerned that merely reducing the interruption threshold to 10% of max HP, without changing the underlying design, may once more make it too easy for casting to be interrupted, as well as have little effect on the usage of vitality accessories. Therefore, after careful consideration of your feedback, we have decided to change spell casting functionality as follows:
The damage required to interrupt casting will be determined by the caster’s item level.
It is our intention that a player’s max HP will not affect this set amount of damage, which will be calculated for PvP content that is item level synced to either IL 80 or IL 150. In other words, the threshold to interrupt casting will be automatically calculated based on item and class/job level, and will be unaffected by HP boosting buffs and vitality accessories.
I understand that this may be harder to grasp than a simple calculation based on max HP. However, if we were to retain the original functionality, we believe it would have little effect on the usage of vitality accessories and other strategies to increase max HP.
While the precise calculations in use will not be made public, you may think of it as though a caster can be interrupted if you deal roughly 15% of their max HP before any increases from vitality accessories and other methods are taken into account.
As always, we welcome your feedback, and look forward to hearing what you have to say after the changes go live.We also received a lot of feedback regarding the rating and matchmaking systems. In particular, many of you were worried about being matched with opponents of a significantly higher or lower rank. I touched on this issue briefly during the Letter from the Producer LIVE Part XXVIII, when I explained how we had intentionally expanded the matchmaking range for the preseason so that players could take part in more matches.Heavy Medal
Patch 3.26 will see the start of Season One, and at that time we will be changing the matchmaking algorithm to ensure that you are more likely to be matched with player in the same or an adjacent tier, and only within a range of three tiers (For example, a match might include players from the bronze, silver, and gold tiers only).
However, as this will increase matchmaking times, we are currently debating whether or not we should expand the range of eligible players if a given period of time passes without finding enough participants. At the moment, we do not wish to utilize this solution, as ideally we would like all matches to be held within the same tier. We are considering our options for Season Two, and would like to hear your thoughts on the matter.
We are also planning to make several adjustments to the rating system so that, when in a lower tier, a player’s PvP rating will increase by a larger amount when they win a match, and decrease by a smaller amount when they lose a match. This will make it easier for players to advance to higher tiers, and make it harder for them to be demoted.With the release of patch 3.22, a stack of Heavy Medal went from increasing damage received by 10% to 15%─a change which many of you believed might have gone too far. Some on the dev team also thought it might be too high as well, as the flow of battle usually results in players filling their adrenaline gauges in the latter half of the match, which could place teams that gather medals early or midway through at a disadvantage, making it easy for their opponents to mount a last minute comeback.Adrenaline Rush
To address this concern, with patch 3.26, a stack of Heavy Medal will increase damage received by 12% (currently 15%). We will also be adjusting the medal counts at which players incur another stack of Heavy Medal.
Our hope is that this rebalancing will encourage players to collect medals, while still ensuring that those who carry large quantities are still impacted.
- 1st stack: 150 → 150 15% → 12%
- 2nd stack: 170 → 170 30% → 24%
- 3rd stack: 190 → 190 45% → 36%
- 4th stack: 200 → 200 60% → 48%
- 5th stack: 210 → 210 75% → 60%
- 6th stack: 220 → 220 90% → 72%
- 7th stack: 230 → 225 105% → 84%
- 8th stack: 240 → 230 120% → 96%
- 9th stack: 250 → 240 135% → 108%
- 10th stack: ─ → 250 ─ → 120%For patch 3.25 we made adjustments to the HP and placement of adrenaline, and many of you commented that this gave you more opportunities to use adrenaline rush. However, we also received feedback from players who wanted to use adrenaline rush more without relying on adrenaline kits. Therefore, we will be increasing the rate at which the adrenaline gauge fills.
For 4 on 4 matches, the accumulation rate will be increased by approximately 30%, and for 8 on 8 matches, it will be roughly double the current rate.
Moreover, until now, the adrenaline gauge only filled when the player was engaged in combat. As a result, when players were KO’d, they could no longer accrue adrenaline, placing their team at a disadvantage.
To address this issue, we will be making it so that the adrenaline gauge fills even when the player is not engaged in combat. Because teams will have the option to utilize adrenaline rush at roughly the same time, they will have to carefully consider the timing of their actions, which should lead to more interesting tactics.
In addition, many of you provided feedback that the duration of the animation lock following the use of Empyrean Rain was too long, and so we have decided to shorten it.
Of course, the greatest amount of feedback we received related to various jobs and their abilities. We would like to thank you all for your many detailed suggestions.
With patch 3.26 we will be making the following adjustments:
Duration: 15s → 12s (PvP only)
- Night Wing
Duration: 10s → 8s (Enhanced Night Wing II: 15s → 12s)Sleep is highly effective at turning the tide of battle, and players found it stressful to be repeatedly afflicted with sleep and unable to act. For players with Sleep Resistance, the duration will be halved (6s for Sleep and Enhanced Night Wing II, 4s for Night Wing).White Mage
Duration: 15s → 8s
Duration halved with successive uses (8s → 4s → 2s)Fluid Aura followed by repeated Repose was judged to be overpowered, and so we decided to adjust Repose while leaving Fluid Aura as-is.Machinist
- Between the Eyes
Potency: 150 → 120 (Enhanced Between the Eyes II: 180 → 150)As touched upon in the Letter from the Producer LIVE Part XXVIII, we determined that Machinist burst damage was a bit high.Dark KnightWe received a great deal of feedback from players who felt that dark knight was lacking in both offensive and defensive capabilities when compared to paladin and warrior, and to address these concerns we will be making the following changes.
- Dark Arts
Recast Time: 5s → 3s (PvP and PvE)
- Tar Pit
Potency: 200 → 250 (Enhanced Tar Pit II: 240 → 300)
Recast Time: 150s → 120s (Enhanced Tar Pit: 120s → 90s)
HP Absorption: 20% → 150% (Enhanced Tar Pit III: 40% → 200%)
- Carnal Chill
Recast Time: 120s → 90s (Enhanced Carnal Chill: 90s → 60s)
Damage Penalty: 10% → 40% (Enhanced Carnal Chill III: 20% → 60%)
Duration: 20s → 6sTar Pit should now function as a self-preservation technique, and Carnal Chill as a way to quickly lower the damage dealing capabilities of opponents. Also, while Carnal Chill’s duration has been shortened, recast times for these abilities have been reduced, which should enable players to employ them more effectively. These changes are intended to make dark knight function as a tank that can protect himself and his allies through debuffs and health absorption.Warrior
- Storm's Eye
HP recovery decrease not available in PvP areasWarriors can be highly competitive in prolonged engagements due to their preeminent burst damage among tanks, and their ability to reduce slashing resistance with Storm’s Eye. However, these offensive capabilities, when combined with their HP recovery debuff, led us to determine that they overpowered, and so we have decided to remove this component of their attack in PvP.Ninja
- Dancing Edge
HP recovery decrease not available in PvP areas
- Fetter Ward
Can now be used by Rogue / NinjaNinjas, like warriors, possess a strong advantage in prolonged engagements due to their HP recovery debuff, and so we have decided to remove this component of their attack in PvP as well. However, compared to other melee DPS, it is more dangerous for them to utilize adrenaline rush, which is why we have decided to make Fetter Ward available to them.Dragoon
Duration: 10s → 6s (Enhanced Feint: 20s → 10s)
Duration: 10s → 6s (Enhanced Skewer II: 15s → 10s)Feint is often utilized as an additional action in PvP, and many players found it frustrating to deal with due to its effectiveness. Skewer’s INT reducing ability was adjusted as part of overall balancing.Summoner / Scholar
Effect can no longer be removed by enemy attacks (*Edited to clarify at 10:42 a.m.)We received a tremendous amount of feedback from players regarding this very issue. After careful consideration, we decided that it was unacceptable that players could prevent the usage of an ability required for so many job actions.
Although Season One of the Feast begins with patch 3.26, if we determine that there are significant balance issues or differences in job capabilities, we are prepared to make adjustments immediately, even if it falls within the season.
We’re looking forward to receiving more feedback from you all throughout the course of the upcoming season. Until then, please look forward to opening day!
* French and German versions of this post will be released when they are finalized. We thank you for your understanding.
We're currently compiling a list of adjustments we're planning to make, so hang tight just a bit longer!
I'm not sure I understand your question! What do you mean by "can you make this a real thing?" This is completely real! However, you may not have had a chance to try it as it's currently in the beta phase. For those of you not aware of our new chocobo-based ridesharing initiative, then I'd suggest that you read up on the full details on the official ChocoGo website.
And while you wait for the service to exit beta, you can start preparing by planting your Gysahl Greens.
Oh, and before I forget. Hear...Feel...Think...
We are aware that there are users engaging in this kind of behavior and we will be taking action against those found to be taking part in it. If you encounter this type of activity, we ask that you please report it via the in-game Support Desk (System > Support Desk > Report Harassment). Please include as much information as possible in your report.
While we cannot release individual results regarding the investigations we conduct, you can rest assured that we take this seriously and will be carefully looking into each report we receive.
During the Japanese PvP stream "Adrenaline Rush TV," Yoshida explained that morale won't take effect inside of the Feast and that the dev. team is having trouble figuring out how they should move forward with the attribute. They also considered removing it entirely. The dev. team is continuing to look into it with thoughts such as making it so morale doesn't directly make players stronger, but does strengthen them in a different matter.
That said, we would like to hear your comments and suggestions regarding morale so the dev. team can use them as reference.
Also, we would like to gather any feedback you may have after trying out the changes made in Patch 3.25, so please be sure to send them in as well!
Sorry for the confusion caused by our Q&A summary!
The question that Yoshida was asked during the LIVE letter was more specifically "Are you going to sell the Chinese dress in all regions?" and less "Are you going to implement it?" (which is what the current Q reads as). Yoshida commented that they don't want to add too many things for sale, but in instances like where the Lightning Returns gear was made available for sale due to overwhelming demand for it, they want to hear from everyone. This is why he asked for comments to be made on the forum. This doesn't imply that they're not aware of this thread, as we have forwarded it to the team, but more they wanted to get a wider view of feedback from all regions.
Apologies that our fairly dry and "to the point" Q&A summary caused some concern!
During the stream, Yoshida showed off an image (the one you pointed out) of a new dungeon-like content which is currently planned for release in Patch 3.3. It's being referred to internally as the Treasure Hunter dungeon.
Uncovering treasure maps, such as a timeworn dragonskin map, may sometimes reveal an entrance to the dungeon instead of the usual treasure chest. Once revealed, players have the option to challenge it or not, and by entering, players would need to clear out the monsters within this dungeon in order to unlock chests. The difficulty isn't set too high and they can be cleared without any practice. The image shown was just an example of the final room players can reach, which is filled with treasures. Players would need to do something to levers located in the rooms; however, the full details will be shrouded in mystery for now!
I'd like to share a comment from Yoshi-P in response to the mentor system.
Yes, you may have someone accompany your performance in your entry video.
To quote the rules:
GP II, GP II, Gathering I, Gathering I, Perception I
GP IV, Gathering II, Perception II, Perception II, Perception I
GP IV, GP III, GP III, Perception II, Gathering II
GP III, GP III, Gathering II, Perception II,GP II
Gathering II, Gathering II, Gathering II, Perception I, Perception I
I caught this at 1230am mooching Sandfish with Sand Leech bait. Sangoli Desert. Tried at Sangoli Dunes and never once caught a Sandfish, caught HQ Sandfish and mooched Monkfish within 5min at Sangoli Desert. Gathering: 325 Perception: 235.
Can be found in Idyllshire at the Scrip Exchange woman, Pos. x 5.7 / y 7.0
WVR craftable token used for Supra turn in @ Mor Dhona Supra vendor
50 Blue crafting scrips in Idleshire (5x Loaghtan Filet)
Forêt De Sombrelinceul > Forêt de l'est > X=21.5; Y=26.9
Point de récolte intacte - Slot 4 - 1:00 à 4:00
Perso 5 min il as apparut xd
/visor gives it a red glow!
You need the lvl 53 Job-quest http://de.xivdb.com/quest/67623/Fischbest%C3%A4nde+In+Gefahr, you can not fish it before
Unfortunately, This item is locked in for JP Players atm. Last thing I heard it was a Promotion with some Store that buying specific items gets you points to get this set. The Male Version is the same way.
I just received this as a drop from a Gelato in the FATE Sugar,Sugar Coerthas Western Highlands - Riversmeet (26-18). I found this to be odd since gelato usually drop gelato flesh. But, it happened none the less. Cheers!
Guaranteed drop in A4S (Burden of the Father - Savage).
Only one can drop at each clear and you have to win the roll to earn it. You can't roll if you already have it. It can fly, but there aren't any hotbar action yet.
Turn this into Bertana in Idyllshire (5,5 Central Plaza Area) for Illuminati Gobtwine, Illuminati Gobcoat, or Illuminati Gobdip. This can then be traded with Seika, selecting "Repairing Artifact Armour" (Idyllshire 6,7) to upgrade Artifact armour, accessories or weapons from iLevel 200 to iLevel 210.
Basse-Noscea > X=24;Y=26 / X=23;Y=24 / X=23;Y=23
Control II, Control II, CP II, CP I, Craftsmanship I
As of patch 3.2 this is no longer a specialist recipe.
As of patch 3.2 this is no longer a specialist recipe.
As of patch 3.2 this is no longer a specialist recipe.
As of patch 3.2 this is no longer a specialist recipe.
Haute-Noscea > Camp du lac d'Airain > X=13; Y=23
So ... I forgot about a post on the official forums but I can tell you this, while Goatskin Chokers DO desynth into FC I, they are a GARBAGE rate of return. I crafted over 100 of these chokers and was lucky to have gotten 6. I was reminded of this post, http://forum.square-enix.com/ffxiv/threads/181498-Desynthesis-Endgame-Guide, and did the Brass Rings of Crafting and got 5 out of 24 total brass rings.
So yeah. If you want to spend hours fighting RNG, do the chokers. If you want to get your FC Is in an efficient manner, do the brass rings of crafting.
Benötigt 5 http://xivdb.com/item/4604/Megatrank+der+St%C3%A4rke . Kann 3 mal hintereinander abgegeben werden. Ab Level 50 nur noch 3000 Routine.
Minimum 15 http://xivdb.com/item/4552/Supertrank dabei haben, lässt sich drei mal Abschließen
Alchemist Freibrief Level 25 http://xivdb.com/leve/356/Tr%C3%A4nke+Gegen+Soldatenschwund. 3x Wiederholt Abgeben möglich 5 Supertränke.
Ordered by starting date, earliest first.