Mr. ShB baby, do you know what "CN" means?
Why don't you go on The Balance and search what Aya Liz had to say about this.
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Casuals didn't even do Gordias or Midas lmao
Statics were actively filtering MNK. If you were a MNK you basically had close to no shot of joining a static. No one cared about Blunt. You either gimp trick or gimp piercing with a MNK choice.
This revisionist history is just sad.
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all i want is my Kaiten back :(
https://na.finalfantasy.com/topics/30
The Controversial Gordias (Savage)
―Alexander: Gordias, particularly the savage version, generated a lot of controversy. What was your intent when designing the raid?
Sudo: We had gotten feedback about the Final Coil of Bahamut being too easy, so we felt that we should respond accordingly. Not in a spiteful way─we truly thought that we needed to make it tough in order to meet people’s expectations. I think the general perception was that we needed to make something that wouldn’t be cleared within a month.
―There were a lot of tricky mechanics, like Digititis and Ferrofluid in sector three, and Judgment Nisi in sector four. How do you come up with those?
Sudo: The Living Liquid in sector three was based on Liquid Flame from FFV, whose magnet mechanic would switch characters between the front and back rows. Ferrofluid is what I figured that would look like if you dropped it into FFXIV [laughs].
All: [laughs]
―Was it hard to make two separate difficulty tiers for normal and savage?
Sudo: Alexander was the first eight-player raid with a savage tier, but we had experience creating separate difficulty levels from our work on A Realm Reborn. I feel like we didn’t struggle too much in balancing normal mode, because the whole team was on the same page in aiming for something with about the same difficulty as a hard-mode primal fight.
―What about the difficulty level for savage?
Yoshida: Gordias (Savage) had a gear check─which is to say that you couldn’t do it unless your gear was above a certain level. While there aren’t four difficulty tiers like in World of Warcraft, we did want there to be a clear difference between the first two and the last two sectors, so we carefully calculated the numbers so that you wouldn’t be able to do sector three without running the first two sectors repeatedly to improve your gear. We balanced it precisely, and that didn’t go over well. Unlike in the Final Coil of Bahamut, players couldn’t progress through all four turns, and with weekly limits, they couldn’t run it over and over. Essentially, we ended up forcing raiders to wait until they upgraded their gear to progress, with nothing to work at in the meantime. Then, on top of all of that, they had to deal with tough mechanics like Judgment Nisi in sector four. I have a lot of regrets, but in retrospect, I do think that our failed experiment in designing based on numbers alone helped us to grow. I would say that we took seriously the feedback on progression in the Final Coil being too quick, and in our attempt to create the “perfect” raid to make up for it, we overcompensated. Then for Midas, we loosened the gear level restrictions and relied more on mechanics─but managed to overdo it again. I think we finally reached a nice balance with Alexander: The Creator.
As a question, whilst I know the Chinese version is behind the rest of the world content wise, how are they with battle changes? ie. are they still on the old HW designs or, are they in the HW expansion, but with modern job changes?
8.0 rework...
5 jobs..
Tank, Healer, RangeDPS, MeleeDPS, MagicDPS.
True Harmonization
I still want Dragoon back.