Thanks for the comments concerning prime avatar battle rewards!
We have decided to make adjustments so these avatar battle rewards can be reobtained.
We’re currently looking to see if doing this would cause any problems to come up but if everything is clear, we’ll be able to move forward with the implementation.
That's probably just going in and unchecking a flag. It's a low effort win for them as it was requested by some players. I wouldn't get all bent too out of shape here. Returning/newb players who want this will get something I guess.
Half the stuff end game players want are battle content (takes time) and extensive job adjustments to suit our current meta (don't think SE cares & takes time to balance)
With the exception of two jobs, the game's job balance is pretty decent. There's plenty of evidence suggesting they care about job balance- the issue more so lies in how competent they are in executing it.
With the exception of two jobs, the game's job balance is pretty decent. There's plenty of evidence suggesting they care about job balance- the issue more so lies in how competent they are in executing it.
I think they care in the sense they want all jobs to have uses. But it may not mean all jobs should do equal dps.
That shouldn't be their goal in the first place; even when strictly considering DPS, the characteristics of the target monster(s) and the overall party composition are going to dictate performance differences.
With the exception of two jobs, the game's job balance is pretty decent. There's plenty of evidence suggesting they care about job balance- the issue more so lies in how competent they are in executing it.
BLU is OP, SMN is OP and MNK is gimp. 3 jobs not balanced.
PUP is OP, WAR is OP, WHM is super OP, RDM is gimp, THF is gimp, BST is OP, DRG is loldrg, BLM is OP, PLD is OP, RUN is OP, NIN is gimp, DRG is still loldrg, DRK is wiffing, GEO is meh unless you have a shiny stick, BRD is OP, COR is OP, DNC is gimp, SCH is OP, and DRG is forever loldrg. RNG isn't there because they like to snipe all the time (gd campers).
If you want to break it out something like that, there will always be winners/losers.
With the exception of two jobs, the game's job balance is pretty decent. There's plenty of evidence suggesting they care about job balance- the issue more so lies in how competent they are in executing it.
BLU is OP, SMN is OP and MNK is gimp. 3 jobs not balanced.
Huh where you get BLU being OP? Many other jobs have higher damage ceilings. BLUs claim to fame is versatility and survivability.
With the exception of two jobs, the game's job balance is pretty decent. There's plenty of evidence suggesting they care about job balance- the issue more so lies in how competent they are in executing it.
BLU is OP, SMN is OP and MNK is gimp. 3 jobs not balanced.
Huh where you get BLU being OP? Many other jobs have higher damage ceilings. BLUs claim to fame is versatility and survivability.
Some /many would call that op. Same song and dance with rdm back in the day when they were soloing and duoing nms in sea.
With the exception of two jobs, the game's job balance is pretty decent. There's plenty of evidence suggesting they care about job balance- the issue more so lies in how competent they are in executing it.
BLU is OP, SMN is OP and MNK is gimp. 3 jobs not balanced.
Huh where you get BLU being OP? Many other jobs have higher damage ceilings. BLUs claim to fame is versatility and survivability.
Some /many would call that op. Same song and dance with rdm back in the day when they were soloing and duoing nms in sea.
Especially when you can be a BLU on Tuesday and a WAR on Wednesday. DPS throughput doesn't need to be equal in all situations the way it does in WoW.
If any given job is the solution to many problems, it is a problem for the playerbase. We would all be better off if other jobs could stand up to BLU's "versatility and survivability," but since most jobs cannot, we can only call BLU OP.
I mean, what is the point of 22 jobs if one of those jobs is the king of "versatility and survivability." No one job should be so versatile as to make the whole job selection process moot. It can self-haste, and with two of them, they can keep themselves hasted full-time. They can heal and AOE heal. They even have a set to make their cures more potent. They get dual-wield in higher quantities than specialist jobs wherein dual-wield is inherent. There is a difference between "jack of all trades, master of none" and "master of all trades."
All of these facts have been stated as many times as there are bandwagon BLUs. They are no less true today than they were before, as BLU has not received any adjustments. They simply have been let off more recent gear, but, when a job is so powerful in its foundation, new gear won't have much impact.
Case in point, on the other side of the spectrum is MNK. I don't want to talk about MNK.
Any given job should be best at one thing, good at other things and useless for a few things. The only way to fairly evaluate any given job, is to fully understand and be honest regarding its peer jobs. Such an evaluation should not be subjective. If the Pros and Cons of a job are so wishy-washy as no one can honestly and conclusively agree on its strengths and weaknesses compared to its peer jobs, there is a problem.
We call this balance.
With the exception of two jobs, the game's job balance is pretty decent. There's plenty of evidence suggesting they care about job balance- the issue more so lies in how competent they are in executing it.
BLU is OP, SMN is OP and MNK is gimp. 3 jobs not balanced.
Huh where you get BLU being OP? Many other jobs have higher damage ceilings. BLUs claim to fame is versatility and survivability.
Some /many would call that op. Same song and dance with rdm back in the day when they were soloing and duoing nms in sea.
Also bst. Same deal. Decent but lower ceiling dmg... didn't really have versatility but did (and sort of still does) have pretty high survivability. And well we saw what happened there
If any given job is the solution to many problems, it is a problem for the playerbase. We would all be better off if other jobs could stand up to BLU's "versatility and survivability," but since most jobs cannot, we can only call BLU OP.
I mean, what is the point of 22 jobs if one of those jobs is the king of "versatility and survivability." No one job should be so versatile as to make the whole job selection process moot. It can self-haste, and with two of them, they can keep themselves hasted full-time. They can heal and AOE heal. They even have a set to make their cures more potent. They get dual-wield in higher quantities than specialist jobs wherein dual-wield is inherent. There is a difference between "jack of all trades, master of none" and "master of all trades."
All of these facts have been stated as many times as there are bandwagon BLUs. They are no less true today than they were before, as BLU has not received any adjustments. They simply have been let off more recent gear, but, when a job is so powerful in its foundation, new gear won't have much impact.
Case in point, on the other side of the spectrum is MNK. I don't want to talk about MNK.
Any given job should be best at one thing, good at other things and useless for a few things. The only way to fairly evaluate any given job, is to fully understand and be honest regarding its peer jobs. Such an evaluation should not be subjective. If the Pros and Cons of a job are so wishy-washy as no one can honestly and conclusively agree on its strengths and weaknesses compared to its peer jobs, there is a problem.
We call this balance.
There are several jobs that have equal or more survivability and versatility than BLU, people just don't talk about or understand them much. Probably because they don't want the same thing that happened to BLU and SMN (a lynch mob appearing) happening to the job they like. I have BLU but unless I feel like playing BLU I usually come on something better.
Dev tracker is a kind of feed in Official Forum that highlight (in the left side bar) posts from development team to players demands, questions and sugestion. Given that those answers are given by someone who effectively works with the deveopment of this game, they can be considered as official and true.
The japanese side of OF has its own dev tracker, that normally is way more active and detailed than english side. If someone feel like translating it to bring the info, feel welcomed too.
BG site has one specific topic just to publish and discuss those official answers, and i think ffxiah lacks something similar as not everyone here check BG or OF, so lots of details/dev opinion are missed. So, thats the point of this topic, anyone who see new info in dev tracker feeds, quote it here, and start a discussion if you feel like.
Starting now, a couple of new dev posts were released after march update annoucement. Here they are:
Trust changes
Quote:
[dev1261] Alter Ego Adjustments
It will be possible to summon alter egos in the following content.
Walk of Echoes
Wanted battles
It will be possible to summon alter egos in the following mission battlefields.
Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk
It will be possible to summon alter egos for the following quest battlefields.
Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion
-----
Dev answer to a sugestion to add new ways to obtain dusk type of alluvion skirmish stone.
Quote:
Since dusk-type stones were just implemented, we'd like players to do alluvion skirmishes to obtain them, so there are no plans to add the ability to trade other items for these stones at the moment.
However, we'll look into increasing the amount in circulation and the means of obtaining them in some way in a future version update.
Monster rearing news:
Quote:
[dev1262] Mog Garden Adjustments
Monster Rearing will undergo the following adjustments.
A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.
The collective moods of all creatures will generate auras of light or darkness that affects them all.
Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.
The following information will be displayed when entering your Mog Garden.
The number of days left on assistants’ contracts.
The current affinity of the Mog Garden.
Mog garden gathering points will undergo the following adjustments.
It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.
Sugestion about blu traits having aditional tier info.
Quote:
This is something that is difficult for us to address at the moment as we would have to send data each time you open the menu to see which tier you currently have. We're concerned about this largely affecting UI response time.
Similarly the same holds true for saving the data client-side as well. Since all of the trait data for this would have to be saved, it would consume large amounts of memory, which also makes this feature difficult to implement.