FFXIV Expansion 4.0 has been online for near a month, which brings folks a totally new experience, really awesome. In order to make ffxiv players better enjoy the game, the official makes some job changes in 4.01 - 4.05. Here Mmogah will list what the FFXIV Producer and Director Naoki Yoshida said.
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FFXIV Job Adjustments in 4.01 - 4.05
1. FFXIV Job Adjustments in 4.01 - 4.05
FFXIVExpansion 4.0has been online for near a month, whichbrings folks a totally new experience,
really awesome. In order to make ffxiv players better enjoy the game, the official makes some job
changes in 4.01 - 4.05. Here Mmogah will list what the FFXIVProducer and Director NaokiYoshida
said.
“Hello, everyone. This is FFXIVProducer and Director, Naoki Yoshida.
Following the release of Stormblood, there has been much community discussion about jobs, and
I’d like to thank you for all your feedback. The team has divided your concerns into a number of
categories, and as we speak, we’re in the process of reviewing each job and implementing
adjustments. As the adjustments are quite far-reaching, the details won’t be available until they’re
implemented, but today I’d like to share with you our current plan.
Patches 4.01 and 4.05
First of all, to clarify the timeframe. Patch 4.01, featuring the raid Omega: Deltascape, will be
released on July 4. Job adjustments will begin in earnest from patch 4.05, and we are currently in
the process of reviewing player feedback while applying adjustments and conducting tests.
4.01Adjustments
Ahead of 4.05, we will be making enmity-related adjustments for the three tank jobs. In light of the
large amount of feedback we have received, we will boost the effect of enmity-generating combos
and AOEs in order to make enmity management more predictable during the lower levels and while
leveling. We would appreciate your continued feedback with regards to enmity following 4.01.
Furthermore, immediately after 4.0’s release, we’ve made adjustments to certain actions that were
deemed necessary.
4.05Adjustments
Patch 4.05 will see the release of Omega: Deltascape (Savage), and at the same time we will be
implementing the first round of job adjustments.
A lot of the adjustments are intended to improve job usability, and we will be fine-tuning various
actions and tweaking systems. As the changes are wide-ranging and we’re in the middle of working
out the precise values, the details won’t be available until release, and I ask for your patience and
understanding in the meantime. I plan to provide you with an outline of our plans in my 37th LIVE
Letter, scheduled for July 15.
2. Of course, the adjustments will not be limited to those mentioned here. We’ll keep on reviewing
jobs as we move forward, and we welcome your continued discussion and feedback.
Balancing DPS Roles
I already touched upon this in my previous LIVE letter, but I’d like to take the opportunity to clarify
balance among DPS roles.
Recently, samurai damage has been the subject of much debate, prompting many comparisons
between jobs. In bringing samurai in line with other jobs, however, we not only look at solo damage
values, but take all of the following into account:
Damage dealt when solo.
Susceptibility to mechanics (jobs affected more by mechanics deal slightly more solo damage, and
vice versa).
Ability to raise a full party’s total damage.
For instance, dragoon can greatly increase party members’ damage, but deals less solo damage than
samurai. Incontrast, samuraiboasts high solo damage, but cannot domuchto increase partydamage.
Things such as the aforementioned susceptibility and the ability to perform ranged attacks are also
considered.
We can’t say with absolute certainty that the values will be perfect from the start, and it will be
difficult to get a feel for the adjustments before they are released alongside Omega: Deltascape
(Savage). For now, we will work towards applying those changes deemed necessary to 4.05, and we
look forward to your feedback after you have played the raid.
Damage Calculations for Tank Roles
Lastly, players have expressed concern that enmity is difficult to sustain. Some have taken to using
ilv 270 STR accessories to address the issue, and numerous measures have been put forth. We’ve
received requests for damage calculations to be made VIT-based again, like they were during the
3.X patch series. As VIT also influences HP, however, adjusting it is liable to lead to HP inflation,
and so we have no plan to adopt this method at present. (VIT-based damage was deemed workable
during 3.X and was employed in the interim.)
However, as ilv 270 STRaccessories don’t increaseHP, this places an increased burden uponhealers,
and we are working to address the issue by 4.05. While we must ask for your patience, please rest
assured that we are working on this as a matter of priority.
Inclosing, we will continue our work on the adjustments while keeping youinformed via the forums
as well as LIVE letters. Again, allow me tosay how gratefulweare for your discussion andfeedback.
Thank you for your continued interest and support!”
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