Quote Originally Posted by Camate View Post
Hey everyone!

Thank you for all of your feedback.

I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.

Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.

Freezing issue in certain zones

A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo [S]. This issue is being addressed with the highest priority.

As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo [S] in a different area.

Battle adjustments



That is exactly what our idea for Voidwatch was at the time of first implementation.

However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.

As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.

※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.

The separation of exploiting weakness and loot

A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
※It would be possible to raise these values even more through ascent items.
As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot.
What about the BIGGEST issue that everyone has and that is the PURE RANDOMNESS of the drop of the ra/ex item? None of these really address that issue.

In fact the issues that you're addressing are for the most part, non-issues. Other than a few NMs in the latest chapter, most NMs are pretty easy to deal with. Proc'ing to cap Red (and Blue - ppl can agrue as to the real value for capping blue is just more logs/ore but that's also not as big as the main issue) isn't hard at all even for PUG. But the insanity of ppl at several hundred runs for the same NMs and not ever seeing the top tier ra/ex while seeing many new comers getting it on their 1st or 2nd or 3rd tries just completely takes any fun and joy in doing VW at all.

Please please please please please for the sanity of us, please make sure that the DEV team understands this pure random drop of these ra/ex item IS the biggest issue and is the most important issue that needs to be addressed. Not the ability to cap lights or clearing the fight or difficulting in clearing fight, etc.