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    Dengeki Translation - Yoshida Interview on Heavensward (EU Media Event 5/19)

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    EU Media Event Translations

    Note: All translations are done by me (Slycer) - if anything sounds inaccurate or misleading, please send me a PM or reply on one of the threads and I can look into it. My focus with the translations is on readability (staying true to the content) vs. 100% robotic word-for-word accuracy which often reads as an incoherent mess.

    If you're copying portions of the translation or copying it in full please link back to this original translation as I tend to edit them heavily as I re-read them several times and update them for accuracy based on other information sources.

    Game Watch: Yoshida Interview
    Dengeki: Yoshida Interview <- You are here
    Famitsu: Yoshida Interview

    Game Watch: Field/Dungeon Area Trial Notes
    Dengeki: Job Updates/Additions
    Game Watch: Job Updates/Additions
    Famitsu: Job Updates/Additions, Compiled Info

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    Source: http://dengekionline.com/elem/000/001/056/1056499/

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    Interview with Producer/Director Naoki Yoshida on Final Fantasy XIV: Heavensward and moving forward from patch 3.0

    On May 18 through 20, the European portion of the media tour for Final Fantasy XIV: Heavensward was held at Chateau de Challain on the outskirts of Nantes, France. In addition to viewing a presentation and actually trying out the game, we got a chance to speak with producer and director Naoki Yoshida.

    There have already been various previews of the new jobs and new actions from the letter from the producer live which was held on May 22 (JST) - here we focus on more general details and field content in advance of the June 19 early access and June 23 start of service, please continue checking for more details.



    A feeling of enthuiasm from the launch of A Realm Reborn all over again

    The amount of content in the Heavensward expansion pack is way more than what's typical. Does this feel as difficult as the launch of A Realm Reborn was?

    Yoshida: Yeah. Actually, I think in terms of total play time we have more here than we had in A Realm Reborn. Honestly, I do regret that we underestimated the amount of work we had left. With patch 2.5, 2.51, and 2.55 ending the 2.X series, we still had a lot of elements including fine tuning the main scenario that we had to focus on. This wound up eating up some of the time we had intended to use for patch 3.0. As a result, we still had a ton of work to finish in a very short span of time. Of course, we had been developing elements for some time, but the full game hadn't come together yet, so it was challenging.

    That said, with this being FFXIV's first expansion pack, I really did want to push the development team hard. We've already worked out how we want to do major updates in the future, including a full review of our workflow. However, we'll also make decisions based on what players enjoy the most (laughs).


    Of course (laughs). Perhaps the content from release of Heavensward alone will last a while.

    Yoshida: Just in terms of leveling up, there's the ten existing jobs, three new jobs, and all of the crafter and gatherer classes. So, please try out the main story first and enjoy leveling up with that.


    In this play test, we were able to experience exploration and try out some FATEs in two areas (Coerthas Western Highlands, Abalathia Sea of Clouds), and the areas felt much larger when compared with those from A Realm Reborn.

    Yoshida: We also have the flying mounts this time around, so movement speed is faster than it was before. If the field areas were the same as they were before, you'd quickly be able to traverse them from end to end. Since some of the adventuring feeling would be lost in that situation, we had a larger scale in mind with the level design.


    Also, in A Realm Reborn, it seemed like the level design was compressed because you had a limited amount of time to complete the game and re-release it as a totally new game, so some of the bases and locations seemed close together and there really wasn't a lot of unused space.

    Yoshida: Yeah, and that created a problem when we tried to add field elements later such as new FATEs or quest NPCs; it was tough. This time, we've had that in mind with development and made the field areas larger in advance so that we can continue to update them throughout the 3.X series unlike with current areas where we had almost no open areas to update.


    On the topic of flying mounts, since the condition of being able to fly in an area is tied to first finding a certain point [[something like "wind vein fount"]], not just stepping into the area, it seems like exploration will be an important element.

    Yoshida: With exploration in 2.X, we got a lot of feedback saying that there really wasn't much of a sense of danger in Eorzea, This time, while you're exploring all corners of the areas, you'll find yourself in some quite dangerous places. There may be some people who don't much care for this, but we tried to take as much of the feedback as possible into account.


    By the way, for someone who's just level 50, is there still a feeling of being able to explore around all of the connected areas right away?


    Yoshida: You can if you want, but there won't be anything going on so you might as well go in order (laughs). Also, the monsters that appear in the field areas of Ishgard are quite a bit stronger than enemies of the same level range before. In other words, even if you're the same level as the enemy you're fighting, if you got attacked by two at once, you probably wouldn't win unless you went all out with all of your buffs at the same time. So there will be situations where you'll have to choose whether to fight or flee.


    When we were playing the test version, even at level 60 and item level 170, it seemed like it would be unreasonable to fight three or more monsters at once.

    Yoshida: We've also made adjustments to the sensing range of enemies, using the beast tribe strongholds as a point of reference. For players until now, I think there was a point of view that you could just run through enemies on your mount even if you get attacked, but then it would be a disaster in beast tribe areas (laughs). So it's recommended that you cooperate with players around and move through the enemies one by one.


    It seems like the strength of both players and monsters will change significantly in Ishgard compared to before. In terms of players getting stronger, healers had around 10,000 HP.

    Yoshida: Even so, while you're leveling, especially before 60, it might be better to think about it as you were when you started A Realm Reborn. Don't forget, you've lost the blessing of light (laughs). If you take it on as a new challenge with enthusiasm, like starting A Realm Reborn once again, I think you'll enjoy it.


    After playing, it felt like you've not only improved the exploration aspect, but you've also done a lot of fine tuning to the system. I got the impression that Heavensward would make a lot of changes to existing elements rather than just adding new ones.

    Yoshida:We've gotten a lot of feedback about things taking too long to fix or major updates getting delayed, so we've taken this opportunity to work out some of the kinks.

    When the game launches, it will be like the start of the second season of a drama, so we'll still want new players to check out the first season. We want to keep the "first season" there, but allow players to quickly move through it so that they can enjoy the "second season," so based on that, we're increasing the ease of approaching the old content.

    We'll be doing an overall review of the amount of experience given by main quest rewards in A Realm Reborn as well as the equipment handed out by quests and make it such that you can simply go from A Realm Reborn to patch 2.55 and have your item level be high enough that you can equip the gear and move right on to Ishgard.



    Going through A Realm Reborn's main quest will be enough to go to Ishgard

    If you're a player who's been gone since you defeated Ultima Weapon or a new player who's just starting FFXIV, will the road to Ishgard be fairly smooth?

    Yoshida: Yes. Since you'll get good equipment just from doing the main quests, it will be OK to skip other content. After you go to Ishgard, you might slowly get into things like extreme primals.


    Will you be making it easier for players to gather people for dungeons and trials that are part of the main quest?

    Yoshida: We'll be adjusting the rewards to further boost the clear bonus, such as gil or Allagan Tomestones, when helping players with a first time clear. We'll also be introducing a new mechanism to matching in Duty Finder where players who have not cleared content will be given top priority, so they should quickly be able to get into content. Not only that, but players will be leveling up the new jobs, and we've added all of the primal weapons for the new jobs, so that should help as well. As we move forward, we always want to create things with the mindset of helping out new players.


    With the way the hard and expert dungeons from A Realm Reborn will be kept separate [[from Heavensward content]], will it be possible to level up there?

    Yoshida: It was a tough decision, but we decided to leave it so that you will not obtain experience there at the start of Heavensward. As a development team, we believe that moving on past level 50 should happen on the Ishgard side. Because the new dungeons have a different pacing than the ones from A Realm Reborn, we were also afraid that people would gravitate towards the older instanced dungeons for more efficient experience.

    After the situation settles down from the release of Heavensward, we might change things around by assigning some experience value, but that remains to be seen.


    In addition to the level 50 sync, will there also still be an item level sync applied?

    Yoshida: In the case of matching through Duty Finder, there will be level sync. But if you form a smaller party in advance to challenge an instanced dungeon, or even in a four person party, that won't be the case. For example, you can go into Sastasha and have a party with a level 60 player and a level 15 player with the level 60 player mowing down the enemies. There will be certain content where this feature can't be used to avoid breaking the balance of the overall experience, so we've carefully considered that.


    I thought the mechanism to do activities with smaller groups of people only applied for trials.

    Yoshida: Well, you can use it for a trial basis to do something like clear an instanced dungeon solo. There's also a type of trial which allows you to challenge content at the item level minimum. It might be fun to bring back some of the bitterness of Turn 1 of Binding Coil at item level 75 (laughs).


    Sounds like something that would make a good FC challenge event.

    Yoshida: I think you can use it for things like a time attack.


    With the new jobs and new actions, the job balance within roles has been fine-tuned

    I'd like to ask a bit about each of the new and existing jobs. First, regarding dark knight, although we already knew that MP management would be important, it seems like if you go in and just use actions without really thinking about it, you'll run out of MP completely.

    Yoshida: Because dark knight has a number of actions you can use to recover MP, once you get used to it, you'll need to come up with a good rotation that doesn't drain your MP. If you run out of MP by going all out, it will definitely be less than optimal in the end. Figuring out that balance is one of the fun elements of dark knight.


    So it's not a job where you can just do your hate combo.

    Yoshida: When you're in the Darkness state, you'll be continuously using a small amount of MP. Also, in this state, you won't be affected by any MP recovery, like from a bard.


    Huh?! You won't receive any?

    Yoshida: No, because it has more of a solitary presence (laughs).


    If it was able to receive support, I suppose you'd have to reduce its performance?

    Yoshida: Well, considering random matching in Duty Finder, if the job was strongest when it was paired with a way to get additional MP back, such as with a bard, it would lack balance on its own. To avoid creating a handicap like that to one of the tanks, we decided that during Darkness, dark knights need to control their own MP, and we designed the job elements with that in mind.


    In terms of its ability to reduce incoming damage and deal high damage to opponents, it seems somewhere in between paladin and warrior.

    Yoshida: That's right. When we add new jobs for FFXIV, we have to have some features that are specific to that job, so its position is a bit different from both warriors and paladins.


    The animations have a coolness factor that kind of conveys that also. For example, when you jump towards the enemy with your sword it's pretty exciting.

    Yoshida: Please check them all out, not just the animations but the effects too.


    Speaking of animations, I'm particularly fond of the machinist ones.

    Yoshida: We were excited to make a job that used guns, especially with the eagnerness of players to see this for many years. The animation team was definitely going for style.


    Regarding their combat capability, instead of having a bunch of separate debuffs, it looked like the action recasts were shared in a lot of cases.

    Yoshida: Figuring out which ones to use based on the situation will be one of the important parts to being a skilled machinist. In particular, when you use attachments, since all weaponskills will have a casting time associated, you won't be able to attack while moving but your DPS will be significantly increased. It's basically meant for attacking from a stationary position.


    I think you've added something that works similarly for bard as well?


    Yoshida: One of the strengths of bard and machinist as ranged physical DPS is that they can attack while moving, but there are also times where they can attack without moving. The idea was to increase DPS for those times where they know they can be stationary, and they can switch that off when they feel that movement will be necessary. Also, since auto-attacks are eliminated with the fixed position, if you aren't using actions every time their recast is available, your damage efficiency will actually decrease.


    I tried out installing turrets, it didn't seem like something that would be too complicated.

    Yoshida: Determining where to place them will be important. Since they attack continuously, placing a turrets at the ideal position will be one of the fun parts about machinist.


    Will you need to take advantage of the special ammunition from "Reload" as much as possible to increase your DPS?

    Yoshida: We actually struggled quite a bit to adjust this. Originally we had it set up where you had to reload quite often, but this was just too boring. Because of that, we changed "Reload" to add five shots like it does now, with the "Quick Reload" separately adding just one shot. We made a lot of changes between then and now with gameplay in mind.


    As with machinist, it's also going to be important for astrologian to use their actions based on the situation, won't it?

    Yoshida: Yeah. It will be important to use the abilities like "Draw" and "Spread" in combination while always thinking about your next card. This isn't just limited to astrologian, but we have all of the jobs designed in such a way that they aren't so easily mastered, so we hope to see a lot of discussion and research.


    Among the three new jobs, it seems like there's already been a lot of research into astrologian in particular.

    Yoshida: With Diurnal Sect and Nocturnal Sect it's possible to switch between a pure healer and a barrier stance. After you become proficient at one of them, you'll still need to practice the other.


    Since there are no disadvantageous cards, you can get a reliably good effect from using them, so will determining when to amplify the effect or spread it as an AoE be important?

    Yoshida: Yeah. You can use a card when you draw it or keep it to be used later, so your judgment will be important. You'll have to think about it based on the battle situation at the time.


    We tried it out already to get some impressions, and we got the feeling that it would have a lower DPS capability.


    Yoshida: It's not very high, but it's not terribly low either. Of course, a part of that is up to how people play the job. We want to avoid situations where the job is completely useless in a certain scenario, so, of course, we'll continue to make adjustments over time if there's a big difference in utility.

    Also, in terms of overall healer adjustments, until now Protect didn't receive the additional magic defense boost effect that it did on white mage when set as an additional action, so we've changed that so it has the same effect as on white mage when used as an additional action.


    So you've scaled back some of the differences between jobs.

    Yoshida: Not really just that, we're fine tuning the balance between the jobs within each role. For example, more often than not tanks have to attack from the front, but because of the accuracy requirement, they had a tough time, so we've added a 15% bonus to accuracy during Shield Oath and Defiance. We've done things like this to fine tune existing actions for the current jobs.



    Enhancing the capabilities of existing jobs!

    On that note, let's talk about the existing jobs. I'd like to first ask about paladin and warrior. It seems like with Heavensward, the tanks are getting adjustments that are more focused on dealing damage than controlling enmity.

    Yoshida: That's right. Specifically, for warrior, we've added the Deliverance attacker stance. We've also added a buff called Abandon, as a counterpart for Wrath in Defiance, which exchanges stacks when you change stance.

    You can do things like save up your stacks in Deliverance then switch stances and immediately use Inner Beast, so it's pretty rewarding. Of course, the reverse is also true.


    Paladin also has a new high damage combo from Savage Blade and a DoT combo from Riot Blade, so it seems like the capabilities for both of the tanks increased.

    Yoshida: We had the basic idea behind these adjustments to fit situations where you weren't main tanking.


    With the new Sheltron ability on Paladin, you can reliably block once to recover MP, so is this something that you use to match with a specific enemy attack? Specifically, it sounds like Inner Beast on Warrior.

    Yoshida: Since it's a guaranteed block, the idea is that you're considering the enemy's next skill.


    Monk next. I actually tried out monk in a new dungeon, it felt quite interesting to play.

    Yoshida: Previously, there were some boss elements where the timing wouldn't let you maintain Greased Lightning because the boss became invulnerable to damage, so we've added Chakra to allow you to get a jump on damage when you can fight again.

    You'll have to think about how to efficiently stack the Chakra. Furthermore, we've added an action which allows you to change forms. This is something you might be able to take advantage of to allow you to maintain Greased Lightning when you can't fight.


    It was sometimes difficult to maintain Greased Lightning depending on when you had to move. It's also convenient that it grants Opo-opo Form when no form is active.

    Yoshida: Yeah, there were situations before where you would return to battle and Greased Lightning would wear off, so hopefully you can take advantage of these new actions.


    It will definitely be busier (laughs). For dragoon, it seems like the focus was on four-stage combos.

    Yoshida: With Blood of the Dragon, you have a buff that unlocks the power of the Azure Dragoon from within you. There are actions that can only be used while this effect is active, and it's also possible to extend the buff under certain conditions. However, since there are some actions which are triggered by consuming remaining duration from the buff, assembly of the rotation at level 60 will be completely different.


    The main focus before was just to maintain damage and DoT, so it seems like this will shake things up a bit.

    Yoshida: The existing rotation already does a considerable amount of damage, so we focused on further improving that. Additionally, we've also further shortened the animation lock after Jumps to make them easier to use.


    Although you've added the two songs Wanderer's Minuet and Keeper's Paeon, it feels like the focus was more on the other actions. In particular, with Wanderer's Minuet, you'll have to stop to use weaponskills the same as with Machinist?

    Yoshida: That's right. You can also use Iron Jaw to update Venombite and Windbite at the same time, so and we've created more of an advantage to not allowing the DoT effects wear off.


    For ninja, you've added enmity-controlling actions.

    Yoshida: Because Ninja can move in and immediately use high powered actions, there were often situations where they would pull enmity and so they would start fights by holding back instead. We've added abilities to suppress enmity so that the ninja and his allies can go all out.


    I'm sure Ninjas will also be glad that you've added an action to extend the Gust Slash combo. For black mage, it feels like how you handle the new high-powered Fire IV and Blizzard IV will be quite important.

    Yoshida: Black mage is interesting (laughs). However, since those two spells don't update Astral Fire or Umbral Ice, you can't just use them over and over.

    While watching the timer of the key action Enochian, you can do something like cast Fire IV twice, then cast Fire to extend Astral Fire duration, cast another two Fire IV, then cast Blizzard III before the effect wears off to switch to Umbral Ice, use Blizzard IV to update Enochian, and then back to Fire III.


    Seems like a lot to pay attention to.

    Yoshida: Additionally, the maximum effect duration of Enochian is reduced by five seconds each time, so you'll have to take this into consideration as you decide when to update the timer. If you do a perfect rotation, you should be able to reuse the Enochian action just as the previous effect expires. We've yet to confirm the final damage amount in diferent content, so we're working on last minute adjustments to things like the duration. In any case, it will be exciting to be a black mage.


    You can also use Sharpcast to control procs, so that should be something that's good to take advantage of.

    Yoshida: As an example, if you made a mistake and allowed Astral Fire III to wear off, you could use Sharpcast in your rotation to allow you to cast Fire III instantly and get right back to Astral Fire III so you can save Swiftcast for some other utilization. For example, if your remaining duration of Enochian is down below about three seconds so you can't get Blizzard IV off, you could then have Swiftcast available for that use.


    It should be quite rewarding.

    Yoshida: It's definitely rewarding, but I'm still having a tough time with the rotation myself.


    Summoners have received some actions related to Bahamut.

    Yoshida: The intent behind these was to give something more to do once Aetherflow stacks were gone, since they've had a pretty set utilization up until now. The idea is that in that gap, you can use "Bahamut Aether." There's also a technique that consumes Bahamut Aether III, so coming up with a new optimal rotation will be fun.


    Finally, white mages and scholars. To compare these two, white mage seems to be getting an increased amount of instant heal and attack actions, while Scholars are getting new ways to use Adloquium and the ability to convert the fairy to add to their power was impressive.

    Yoshida: Since some of their abilities are tied to Aetherflow, we had the impression that scholars had some difficulty responding in emergency situations. In order to improve that, one of the ways we came up with was to convert the fairy to additional power. Although it's in the final stages of development, the effect is still a little too strong, so we have a bit more adjustment to work on.


    White mages have also received a continuous healing area which is something they can use a bit more defensively.

    Yoshida: With both of the healer jobs, I don't think you'll notice much of a difference until you get to endgame content. Once you're there at endgame, you'll find that you have more room for trial and error.


    Dungeon gameplay will be similar with Heavensward

    On the topic of dungeons, we got to try out both the Forbidden Library of Gubra and Sorm Ar. Although some of the boss battles had impressive mechanics, it wasn't too difficult to understand the nature of the fights and how to beat them after a few tries.

    Yoshida: In development, the assumptions that we make are that four people gathered together with little to no experience should be able to clear it in about 30 minutes. Four people who are accustomed to the dungeon and of a higher item level should be able to shorten the clear time down to 16 minutes.

    Combat time, moving distance, and boss fights are all taken into consideration. Since many players only have a limited amount of time they can play each day, if we added too many paths or made the dungeons too hard, they would take too long. On the other hand, we understand that some people want to spend more time exploring dungeons, but we have to come up with an optimal solution for players for the instanced dungeons in FFXIV.

    For example, we don't want the kind of dialogue where one person tries to go one way and then the rest of the party tells them "no, that's wrong, it's this way." We are planning separate kinds of exploration content where elements like that will come into play. As we continue to offer new instanced dungeons throughout the 3.X series, the sense of gameplay style in the dungeons won't change much in Heavensward.


    I see.

    Yoshida: Expanding on that a bit, there have been a lot of people who haven't been experiencing the Bahamut's Coil raids, so we've been looking at what's causing this problem, and we've found that the overall time commitment is one part of this. That's why with Heavensward, we've added the normal version of Alexander to include as many of the people who haven't raided before as possible. We've also sprinkled some toned down versions of the mechanics from the Coil raids around in the new dungeons so that players gradually learn these mechanics in Heavensward as another part of solving the problem.


    Now that I think of it, one of the bosses was a rafflesia.

    Yoshida: That was kind of a half-joke (laughs).


    In other words, you'll add exploration elements around the field, while dungeons are something that will be a more abbreviated and repeatable experience.

    Yoshida: Yeah, that's about right.


    In the video, a number of dungeons were shown. How many of those will you be visiting during the story?

    Yoshida: You'll be visiting about half of the dungeons there for experience during the main quest. However, since some of the dungeons are attached to side quests, if you're really looking to level up efficiently, you should open up those as well.


    The equipment you'll obtain from dungeons will start around item level 120?


    Yoshida: Getting the dungeon drops is highly recommended.


    For leveling up, will the dungeons past level 50 yield a high amount of experience?

    Yoshida: Yeah, I think they'll be easy to use for leveling up.


    With respect to primals, since you'll have both normal and hard versions, are these like an extension of past content?

    Yoshida: It's a bit different. In the past I've said that Ravana won't have a fall mechanic, but it'll be along the lines of the Ifrit or Titan battles. On the other hand, Bismarck will be completely different from anything before.


    It's hard to imagine how we'll fight something so large.


    Yoshida: The method of fighting him is quite different from earlier primals. There will be unique characteristics for that situation. I hope you try them out because the primals will have a lot of new elements, which is important for a MMO.


    For the normal primal trials, if you raise your level through the story, will you be able to try them fairly early on?

    Yoshida: Even though we're in the midst of the Dragonsong War, the primals will be firmly a part of the main scenario, and you'll find out why as you move through it. You'll fight them one by one as it was in the beginning of A Realm Reborn, but that doesn't mean it will always be that way...



    The density of content is such that they "don't want to create expansion packs on this scale anymore."

    In the trailer you published for the new song Dragonsong by Mr. Uematsu, several scenes from the story were also shown. Will you be moving forward through the main quest with Alphinaud and Tataru?

    Yoshida: The player and those two characters are the three people at the heart of the story. In the video, you got a glance of two other characters, Estinien and Ysayle [[Iceheart]], who will be important. The pattern in A Realm Reborn was basically the player, as a warrior of light, being tasked with performing a bunch of separate actions by the Scions of the Seventh Dawn. This story is more of a progressing journey, and will have a road movie type of feeling.


    One of the unexpected parts was the appearance of the new emperor of the Garlemald empire.

    Yoshida: That in particular is intended to be the middle part of an ongoing two or three part story. As far as why he's there at this time, we're being quite careful to avoid any spoilers. That's also why we've hidden all of the quests for the media tour, to prevent any little things from leaking.


    Finally, any last words to not only active players but also who players who were thinking about coming back or players looking to get started with Heavensward on June 23?

    Yoshida: If you're considering coming back, there have been a ton of changes throughout the 2.X series to allow you to easily get equipped, so you should be able to quickly power up through the story and get into the "second season" with Heavensward.

    For those who are playing FFXIV for the first time, if you go straight through the story you'll find that your level quickly rises and you should be able to catch up with your equipment to go to Ishgard in a surprisingly fast amount of time. There's also the free trial period, so please come check out Eorzea. In addition, it's fun to help out friends, so for existing veterans out there, please invite your friends to come try it out.

    Although the development team and I have decided that we don't want to create any expansion packs on this scale anymore, we really enjoyed the experience and it was quite rewarding, so I hope everyone has a great time.

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    tl;dr new info, or at least info I hadn't seen confirmed

    Players who haven't cleared content get priority in DF.
    Current level 50 dungeons will not yield experience from the start, maybe later.
    New dungeons designed to take 30 mins on first playthrough, 16 mins when gear and strats optimized.
    Tataru and Alphinaud will be important throughout the main scenario, will be like a band of three traveling companions (you being the third).
    Storyline in general will be more of an overall journey and less of a task by task thing like it was with you and the Scions.
    Field exploration (at least on the ground) is intentionally far more dangerous than it was before.
    Garlemald involvement is intended to be a more overarching story.
    Primals are involved in main scenario even with the Dragonsong War going on.
    Bismarck will be totally unique compared to previous primals, Ravana not so much.
    They won't be making future expansions on this scale.
    Sheltron recovers MP on the guaranteed block, there's no separate ability to recover MP while blocking.

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    They won't be making future expansions on this scale.
    Wonder what this means :/

    Edit: Well, I guess I should have checked the full text instead of tldr only, lol.

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    Yoshida: Even so, while you're leveling, especially before 60, it might be better to think about it as you were when you started A Realm Reborn. Don't forget, you've lost the blessing of light (laughs). If you take it on as a new challenge with enthusiasm, like starting A Realm Reborn once again, I think you'll enjoy it.
    Funnily enough, I stated this on official forums and got chewed out for saying that could be a possible 'excuse' for things being the way they are now in terms of difficulty boost since they do love to use lore for decisions.

  5. #5

    Sweaty Dick Punching Enthusiast

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    I'm extremely suspicious of their judge of how difficult open world enemies will be (2+ at the same time) given this quote:

    For players until now, I think there was a point of view that you could just run through enemies on your mount even if you get attacked, but then it would be a disaster in beast tribe areas (laughs).
    Since when have beast tribes ever been a threat even if you do what he says?

  6. #6
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    I dunno, if you're blazing through a beast tribe area below level 50 and you get hit with Heavy, you're probably screwed since you would have already aggroed multiple things that are still in range and chasing. Probably the case even at 50 if you have low IL. With item level inflation, the effective difference between levels 50 and 60 will probably be similar to the difference between.. say.. level 20 or so and level 50.

  7. #7

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Slycer View Post
    I dunno, if you're blazing through a beast tribe area below level 50 and you get hit with Heavy, you're probably screwed since you would have already aggroed multiple things that are still in range and chasing.
    I guess I was thinking about it as a level 50. Meaning I was hoping open world shit could still pose a threat at 60 (in the right zones). Over leveled enemies have always been able to wreck you.

  8. #8
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    Also I'm not sure if there'd been any talk of Enochian duration earlier, but according to this the duration and recast will be such that the goal is really to keep up Enochian 100% of the time, refreshing the duration the minimum amount of times so that it's just about to wear off as the ability recast comes back.

  9. #9
    Running Hell
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    Pretty sure in the live letter where they showed it off it had a default duration of 30s and a recast of 2min? So if you had perfect Enochain rotations you could have a maximum uptime of 1:45 with 15 seconds until you could reuse the ability. Of course, subject to change/currently in development and all that jazz so it's possible it's been changed.

  10. #10
    Strider/Doom/Cyclops
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    Maybe the duration is reduced by 5 seconds on successive B4s (as opposed to each time you renew it).

    So Enochian (30s), B4 (30s), B4(25s), etc. Given that you can't really have "perfect" renew rotations due to the universal buff tick, if you allow 1s buffer for each cycle, that cycle would have your Enochian CD back up on your second-to-last B4.

  11. #11
    Old Odin
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    It's definitely each renewal based on the live letter demo. First B4 brought the timer to 25.

  12. #12
    Theory Fighter
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    Also an interesting note, they seemed to categorize tanks in terms of damage potential, and it's apparently WAR>DRK>PLD (and the inverse in terms of overall mitigation). I guess that with the new attack stance, even DRK having an attack stance from the beginning won't be a threat to WAR DPS. On the other hand, DRK being able to maintain Darkness in tank stance, might indicate that they can maintain good damage even as a MT.

  13. #13
    Relic Weapons
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    Quote Originally Posted by Taim Meich View Post
    Also an interesting note, they seemed to categorize tanks in terms of damage potential, and it's apparently WAR>DRK>PLD .
    Uh..what? Did we read the same article?

  14. #14
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    Apparently enochain is also a dmg buff flat out. So the combo of eno>ley>raging is gonna be a must for rotations. Now as people have joked, being interrupted from any of this would be a massive hit to potential dps. So I -hope- that they can essentially be top tier when left uninterrupted, otherwise it is going to be a pain in the ass for blm to hang.

  15. #15
    Theory Fighter
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    Quote Originally Posted by Ramset View Post
    Uh..what? Did we read the same article?
    This is what I'm referring to:
    In terms of its ability to reduce incoming damage and deal high damage to opponents, it seems somewhere in between paladin and warrior.

    Yoshida: That's right. When we add new jobs for FFXIV, we have to have some features that are specific to that job, so its position is a bit different from both warriors and paladins.
    I understood this as "warriors deal more damage than dark knights, who deal more damage than paladins" (and the opposite in terms of mitigation).

  16. #16
    The Defense is ready, Your Honor
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    Less fetch-and-bitch quests and more of a 3-man-band feel has me very psyched for the Xpac. I cannot stand "take this parcel to the flower shop > get this flower > bring this flower back > come with me to a hill > go back to the boss" quests from someone who has beaten goddamn Primals in a squad of 4-8.

    I have defeated Ultima Weapon. I have defeated an ancient void-corrupted King and staved off the personification of the void itself. I am not your Goddamn courier. Its not good enough that you have a tongue-in-cheek reference to the absurdity of said quest within the quest text if its part of the goddamn main questline and cannot be skipped to progress the story.

  17. #17
    Strider/Doom/Cyclops
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    Quote Originally Posted by Neon_Sea View Post
    Apparently enochain is also a dmg buff flat out. So the combo of eno>ley>raging is gonna be a must for rotations. Now as people have joked, being interrupted from any of this would be a massive hit to potential dps. So I -hope- that they can essentially be top tier when left uninterrupted, otherwise it is going to be a pain in the ass for blm to hang.
    So we will effectively replace MNKs crying about losing GL with BLMs crying about having to dodge more than a 2' radius. Yay.

  18. #18
    Chram
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    Shouldn't be too bad for the good BLMs. They can already push high DPS (and compete against melees) in Coils if they know the fight and where to stand. Just a matter of adjusting and learning when to use your new CDs for the new fights.

  19. #19

    Quote Originally Posted by Spider-Dan View Post
    So we will effectively replace MNKs crying about losing GL with BLMs crying about having to dodge more than a 2' radius. Yay.
    Hey fuck you I like crying about GL. And I'll get to do it a fuck load more now!

  20. #20

    /ac "tornado kick"
    /wait 2
    /cry

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