We're pleased to present the full digest of the Letter from the Producer LIVE Part XXXVII!
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!
Q&A (After Playing Patch 4.0)
Q: Currently some tanks stack STR on their accessories to increase their DPS, are changes planned for tank accessories themselves?
As a result, we have decided to add a minimum amount of strength to accessories in 4.05. I think there are people who are wondering why we haven't addressed this until now despite the fact that requests have been made before. The reason is that if you add strength to a vitality accessary, only the tank will have increased strength stats when level syncing. We wanted to keep stats as simple as possible, but in 3.X, tanks were dealing quite a bit of damage, and we've decided to accept them doing that much damage.
The item level will increase in coming updates, but strength will not scale the same as vitality, so we would like you to keep that in mind. There are some people who suggested that we make it so that item level 270 accessories can only be equipped by certain roles, but even if we did that, there's a chance that characters that already have these item equipped will just leave them equipped. We did not place equipment restriction on them in order to avoid any differences that might arise due to this.
Q: The tenacity attribute for tanks affects the attack and healing potency, and is very powerful; however, it feels like the effectiveness is somewhat held back. Could you please explain why it is set up this way?
I believe players will be able to feel the effects of tenacity in Omega: Deltascape (Savage).
Q: Currently paladin feels like it excels both in offensive and defensive capabilities, are there any plans for adjustments to warrior/dark knight?
Making the cast time for paladin's Holy Spirit so short made it too powerful, so we will be making adjustments around that point. We'll also be removing the reduction in the Oath Gauge when switching oaths.
For warriors, we will remove the halving of the Beast Gauge when changing stances. Up until now, the consensus was that you'll waste your Beast Gauge if you didn't use it up first because of the halving. Therefore, this change is to address this.
Warrior's Shake It Off will be adjusted, so that effect will be something different. We already have ideas for the adjustment, but the implementation will be sometime after Patch 4.05.
Dark knight will see potency increases in combo damage and the effects of Quietus will be adjusted. We made as many adjustments as possible by Patch 4.05, so we would like for your to please try out Omega: Deltascape (Savage), and continue to give us your feedback.
Q: With role actions, each of the jobs are now able to take various actions; however, for healers, there are important role actions such as Protect and Esuna, so I am having trouble deciding on what to set. Do you have plans to increase the amount of role actions that can be set?
For Protect, it's becoming increasingly rare that it's not used. We debated until the very last adjustments were made discussing if it makes any difference if we kept or removed this spell. For this, we would like to make considerations based on player's feedback.
Q: From Patch 4.0, cards you draw and your Aetherflow stacks aren't displayed on the party list anymore. Because of this, if the party has two astrologians or scholars, we cannot check each other's status and this is very inconvenient. Do you have plans to revert this so, the status can be checked through the party list?
The difficulty is set so you do not have to be particular about the status of other players; however, we did receive requests to have this reverted back from those who play these jobs as their main. We won't make the same adjustment to all jobs, but we're checking each job individually. We are currently working to display scholar's Aetherflow, and astrologian's card status on the party list. However, since this change is quite big, we're planning to address this around Patch 4.1. In addition to this, we received feedback that when there are two white mages in the party, it is difficult to tell which confession stack is which, so we would like to look into this as well.
Q: Scholar went through many changes, having lost a DoT, the damage lost from AoE due to the Bane rework, and nerfs to the faerie healing. In comparison to the other healers, it feels that they have lost quite a bit. Are there any plans for adjustments?
However, by limiting what they could do, we received feedback on how the available options for AoE was reduced, and that their job feels boring now. For this reason, we'll make various adjustments in Patch 4.05.
We will also make adjustments to white mage and astrologian.
*Please see the 4.05 patch notes for adjustment details.
Q: It was explained that in Patch 4.0 the focus was to reduce the large DPS disparity, but certain jobs feel more reliant on player skill than others. Are certain jobs intended to maintain that difference?
Until now, we increased the damage output on jobs based on the difficulty. However, moving forward, we're thinking to balance the difficulty to control for those that are much more difficult than what we assumed.
Q: When comparing dragoon to other DPS jobs, for the amount of difficulty there is to play them, their DPS seems low. I understand that dragoon has strong support actions such as Battle Litany, but do you have plans to make adjustments so that dragoon can deal strong damage on their own, similar to how it was in 3.x?
*Please see the 4.05 patch notes for adjustment details.
There are some requests to make it easier to perform combos from the flank/rear, but if we decreased the amount of positionals any more than it currently is, it will end up where you're only attacking from the rear. In Patch 4.06 we made adjustments to dragoon and ninja so that their loss of damage from missing positionals is decreased by lowering the bonus given from positionals. They have been buffed to some degree, so we would like you to try it out and leave any additional feedback you may have.
Q: The new monk skill Riddle of Fire is a very powerful buff, but because the effect increases the GCD, it is very stressful to play. Monk had a feeling of speedy combat, so if adjustments are possible, please implement them.
Q: I'm a machinist main, but I am concerned because despite the difficulty of the rotation and managing the Heat Gauge, my DPS is not very high. Machinist itself is enjoyable, but in comparison to Bard, it feels lacking in support abilities as well as DPS. Please let us know if there are any adjustments planned.
Machinists are better suited for certain content compared to others, and due to the current difficulty of Heat management and how it is affected by fights, as well as the visible difference between Machinist and Bard in content, we have made it easier to manage the Heat Gauge. In addition, we will be raising their overall base damage.
*Please see the 4.05 patch notes for adjustment details.
Q: Demi-Bahamut is quite large. Do you have any plans to make adjustment to his size or transparency?
Q: Red mage's Vercure is affected by the intelligence attribute, but would it be possible to change summoner's Physick so that the cure potency changes with intelligence?
Q: Because Sprint no longer consumes TP, it is easier to use in combat. However outside of combat, the increased cooldown is inconvenient. Would it be possible to make adjustments, such as lowering the cooldown in cities?
Q: For PvP, would it be possible to change the system so that you can earn experience points for the job you entered with, rather than the job you finish the match with? I think this would help those who participate in the content for leveling purpose, so they can still change their jobs inside to meet the needs of the party.
Q: Due to the large amount of job action changes in 4.0, some jobs may feel very different when level synced in dungeons level 50 and below. Concerning tanks, in 4.01 it became easier to maintain aggro. Will other jobs see similar changes?
The policy we will be following for this adjustment is to make all dungeons up to level 49 easier and make all dungeons after that up until 3.X require a little more time to complete. There are no plans to make changes to 4.0 dungeons.
Q: It's hard to get a group for alliance raid content, such as the Crystal Tower. Do you have any plans to address this?
Q: I would like the rewards for Seal Rock achievements, but queues take a very long time to pop. Would it be possible to make it so these achievements can be earned from the Fields of Glory (Shatter) as well?
Q: As an FFV fan, I was really excited to see how Omega: Deltascape was recreated. I'm really curious to find out if there's any backstory for this. Could you please tell us anything?
Also, there's a rumor that there will be a V5.0, but there is no V5.0. We did mention that we'll prepare a difficulty for those who complete Savage mode of V4.0; however, this isn't V5.0. While we cannot go over the details just yet, I believe it'll be something people can enjoy.
Q: The blow dart quests were very fun! Are there plans for the mechanic to return in future content?
Q: We liked the showdown scene in Azim Steppes. Will we ever be able to replay event battle instances, just like dungeons?
Q: I really liked the performance from the last boss in the main scenario quest. Was this done to bring back the experience from the Super NES days where you lose your precious play time from not saving?
The manager from the design team, Takai, also lost his precious play time to this trap, and the debug team said we should make some adjustments to tone it down (referring to the Tidal Wave mechanic in the first phase of the battle) but Takai told them I fell into this trap before as well and left it alone.
For the overall battle itself, we were worried about the difficulty level, but since it's the last boss, we made it strong. We also talked about how we won't make anything stronger than that.
Q: I really liked the area where we had our showdown with Zenos, and I would like to visit it again freely after the main scenario quests!
Later on in the storyline, players will revisit this area once again. We set collisions in place, so that players can walk around; however, the time is locked to evening. There are other areas such as the Archbishop's room that are only visited in events, which are heavily requested to be visitable outside of quests, so we'll consider these as well.
Q: Please let us know if you've finalized the number of slots that will be added in the second Inventory and Armoury Chest expansion.
Q: The inventory and Armoury Chest expansion has helped a lot, but would it be possible to increase retainer's inventory as well?
Q: As a turtle lover I was concerned and it feels strange to me that the Adamantoise spins rapidly and emits fire underwater. Also, it would be nice if the Sahagin's Elbst mount could swim.
Q: Is there any particular reason why Zenos' scabbard spins so rapidly? Is it spinning by force of will or some kind of switch?[/B]
Also, as katanas quickly degrade as they cut, Zenos keeps many of them on hand so that he can always use a new one.
Q: The jumping challenge in Kugane was really fun. Could you please tell us how this was created?
Regarding Rewards from Omega: Deltascape (Savage)
There were be more opportunities to obtain weapons in V4.0 (Savage).
The Lost Canals of Uznair
More updates are planned for patch 4.1.
We're thinking of adding something like a hidden room.
Special Guest Section
Guest: Art Director Hiroshi Minagawa
Q: Your title has changed to Art Director, but are you now able to work on a wider range of things? Please tell us about your current job!
Yoshida: Since 3.0 he made overall graphic adjustments fitting my design orders, such as making lighter areas lighter, darker areas darker, so we matched his title to this.
Q: With the job gauge, we can better manage the buffs; however, we still need to check the buff and debuff section for any specific changes. For some jobs like bards, I feel that we need to pay attention to more sections now. Would it be possible to check the Procs from the job gauges?
In addition to this, we received comments where players have trouble deciding where to place the current buff/debuff status information because it is displayed in a single row. Along with the job gauge improvements, we are looking into the separating the buffs and debuffs, and those that are not directly related to battle, such as company actions.
Q: Please tell us implementation plans regarding the simplified version of the job gauges that Yoshida mentioned in previous Letter from the Producer LIVE.
Yoshida: As a priority, we are looking into which information to include in the job gauges, and then we will apply that to the simplified version, which is currently being developed.
Q: In regards to the Focus Target, would it be possible to add a setting where the buff/debuff you used are prioritized? Also, are there any plans to add a setting where you can display the buff/debuff into separate HUD elements?
Q: I would like filters in Party Finder that would allow me to narrow down results to groups that I can join and meet my requirements, would this be possible to implement?
Q: I would like to know if there were any major difficulties during the development of 4.0!
Q: As you were part of the original staff of FINAL FANTASY XII, how much were you involved in the FINAL FANTASY XII: The Zodiac Age? It's not an FFXIV related question, but I love FFXII, so I would like to know.
Yoshida: The quality of the original FINAL FANTASY XII was very high, and since it is very detailed, I believed it could stay strong years after. I was honestly surprised we were able to make a HD version out of what was already high quality.
Minagawa: In cutscenes you can see fine details, such as character's eye movement, but this was already in the data on the original version. At that time, most of us were still using CRT TVs so we were not able to notice the minor details, but I was able to notice them this time. That person behind these cutscenes is currently in the FFXIV team.
Yoshida: In Patch 4.1. we are introducing the Return to Ivalice, so be sure to try it out.
Q: Alongside Return to Ivalice, I would like to see Matsuno and Minagawa conversing! Do you two go out to drinks often?
Q: I would like to set unlearned actions on my hotbar. I would like to get used to my final hotbar layout by level 70, so it would be very helpful to be able to set them earlier!
Q: Do you have plans to implement a feature where we can change the order of our linkshells?
Q: In a previous Letter from the Producer LIVE, during the test broadcast, you mentioned about a feature that will display the chat log only when it has been updated. Has there been any update to this feature?
Q: Will it be possible to adjust the size of player and NPC names? It can get difficult to see depending on the resolution of the monitor, so it would be appreciated.
Q: Do you have plans to implement a UI where we can see the inventory from all retainers at once?
Yoshida: However, we are planning to make big adjustment/changes to glamour, and considering features such as recalling the appearance from equipment you previously owned.
Q: When calling out a retainer, you are forced to face towards the retainer, but would it be possible to add an on/off setting so we can change this?
Q: I would like to be able to preview equipment in a larger window. Will this be expandable in the future?
Q: The map in 4.0 is very large, but please let us know what improvements or difficulties you had when creating the 2D map.
Letter from the Producer LIVE Part XXXVII Digest (8/10/2017)