To be fair, maybe they're not looking, or weren't looking at the time, for it to be cleared week one?
Not everything has to, you know.
? Why would you design content in a way that it couldn’t be cleared when released. If that’s the case then that’s even worse balancing than we’ve been addressing right now LMAO.Weird logic.
It is more like a lack of communication between Yoshi and the designers. A 5yo kid can calculate the healer's dps and deduce that from the raid boss's total HP.
FFXIV is actually a balanced game. All DPS jobs are viable everywhere. All tank jobs are viable everywhere. All healers are viable everywhere. And the numbers are relatively the same for each type of class.
Lack of communication…seems to be a constant problem with the 14 team in general. Lack of communication between devs and lack of communication between the playerbase. Interesting…It is more like a lack of communication between Yoshi and the designers. A 5yo kid can calculate the healer's dps and deduce that from the raid boss's total HP.
FFXIV is actually a balanced game. All DPS jobs are viable everywhere. All tank jobs are viable everywhere. All healers are viable everywhere. And the numbers are relatively the same for each type of class.
IIRC there actually IS an interview where they admit to intentionally overtuning the Alexander raids because the raiding community kept saying Savage was too easy. They made them too hard to clear on week 1 because they were trying to find what level of difficulty the community wanted.
Here is a bit of an excerpt about that last part from an interview I do have on hand:
Sauce:Gondai: It really is all about trial and error. Some people were saying that Final Coil of Bahamut was too easy, so while developing Normal difficulty content and upping the overall scale of the project for Heavensward, we tried to make the Savage raids hard enough to satisfy these players and ended up catching a lot of flack for it. For that, you all have our apologies.
Yoshida: I thought “Anyone who can’t beat Faust [enemy fought before the boss in Alexander - The Fist of the Father], should quit now! You said this game is too easy, didn’t you? Then how about this!?” I guess I got kind of carried away, and made a bad call.
Takai: Back then, every time we’d beat a raid, we’d go complain to the dev team, “Why can’t you design stuff that makes us feel good about completing it!?”
Yoshida: And they’d come back with, “If we do that, you and Maehiro will start bragging that it’s too easy!” [laughs]
Takai: Then I’d say, “It’s our job to give the players something to brag about, though! Make the raids more fun!” [laughs]
Gondai: We don’t mind the boasting, but we got the impression you really did think it’s not hard enough. We figured out that if you guys say it’s too easy it means we’ve probably hit that sweet spot in terms of difficulty.
https://na.finalfantasy.com/topics/21
Last edited by ItMe; 09-15-2021 at 06:36 AM.
Another detail they spoke about was their method of testing and tuning savage back in HW. It turned out that they were testing turns not as a whole, but phase by phase and with immunity to boot (Likely because of a lack of stability within the testing team). New phases were being tested with fresh cooldowns which heavily skewed DPS requirements as a whole.
I don't think Gordias was intended to be unkillable on week 1. Rather the sac strat just made the dps check much harder for A4S (but in turn greatly simplified the fight).
Twintania is the key example of SE trying to ensure something couldn't be cleared upon it's release.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
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