I recently moved off of Balmung and kinda want to move back. When do you believe the paid server transfer will be available so I can move back after my three month restriction.
I recently moved off of Balmung and kinda want to move back. When do you believe the paid server transfer will be available so I can move back after my three month restriction.
Please tell us about the balance process. Do you aim to balance all jobs within a role at the same time, or do you try to make some jobs more attractive to players in order to encourage them to switch over to the job? As an example, PLD has gone from being relatively lackluster to having an clear advantage over the other tanks in personal mitigation, raid mitigation, self-healing, and dps. Are there plans to re-balance this to a more equitable setup once the usage rates are more even? With the number of jobs rapidly increasing each expansion, do you think that a fair balance within roles is a reasonable expectation? Or do you expect that some jobs will inevitably fall by the wayside at any given moment?
Tell us about the design process behind the job action removal decisions this expansion. It seems that some jobs have lost more actions than others. Was this also part of the balancing process, or were you aiming to make certain jobs more user-friendly to newer players? Do you predict that more job actions will be removed in the next expansion as well in order to prevent hotbar bloat, or are you looking at alternatives (i.e. talent trees, optional abilities, etc.)?
Please tell us about the present rationale behind tank primary stats and their accessories. At the moment, every other role in the game has a single primary stat which influences the potency of their actions. In the case of healers, for example, Mind improves both the potency of damage and healing. What are the challenges involved with having tank accessories boost the potency of tank actions, like they do on other roles? Will HP continue to be considered a "primary stat" for tanks when MP is no longer considered a primary stat for healers? Do you feel that tanks are doing too much dps at the moment? What considerations are you looking at with regards to maintaining raid dps balance while allowing tanks the satisfaction of seeing their attacks and signature moves hit hard?
Lastly, is there any chance that you could take a look at Living Dead? Living Dead carries the most severe penalty out of any tank invulnerability move without providing either the short recast of Holmgang or the effectiveness of Hallowed, and cannot be used in solo content like PoTD because you need to have a healer present to survive the debuff. Is there any way to allow DRK to be more self-sufficient during this effect?
Many thanks for your hard work!
Will there be any plans to allow activating leve quests whilst mounted?
Are there any plans to address Summoner for players who liked the DoT aspect of the job and do not care for bahamut?
When can we expect the first update to the custom delivery npcs such as Zhloe?
Any plans to add the ability for BUYERS to buy a set amount of a product on the market instead of the entire stock from the seller?
EXAMPLE: I want 5 Copper Ore but there are only stacks of 99 Copper Ore being sold on the market I either have to buy 99 and resell the 94 extra or don't buy it at all.
Why is there such a huge reliance on RNG with some job mechanics, like WHM lilies and Monk Brotherhood?
It feels like these could have been great mechanics, but it's reliance on RNG makes it feel underwhelming.
Is instanced housing even a possibility? You don't seem too keen on adding more wards due to server space which is fine I guess. However, why not just offer instanced housing to those who want it? I would like to own my own mansion, but all the ones of my server are occupied and anyone offering to sell one is asking for way more than the original price. I could attempt to get one in Shirogane when those open up, but I have other responsibilities and I'm afraid if I'm not around at a certain time, I won't ever be able to get one.
That said, I would like to propose a different question. Why is housing the only thing in this game that limits the number of players who can engage with it? Gathering mats don't disappear if there are too many people in the area. Monsters will just keep on re-spawning no matter how often they're killed. Instances don't drop a certain amount of loot per day then stop after too many players have run them.
So, I ask you, why just housing? It's jarring that in a game that allows every player access to everything as long as they put in the work that you would limit this one aspect to only a certain number of players and lock everyone else out. Literally nothing else in this game is limited in the way housing is and many players, including myself, find it extremely frustrating.
Will there ever be an attempt to alleviate this or will housing be limited forever?
Last edited by Galaktica; 07-09-2017 at 05:53 AM.
Do you plan on keeping final bosses of future expansions as challenging as the one in 4.0?
Even being able to add job (especially in light of all the new 70 gear) / mog station items to the armoiur would be a great helpThe topic of a "Glamour Log" is a matter of frequent discussion, having come up during numerous Live Letters and events. Every time it is shot down as impractical for FFXIV's infrastructure. So I would instead ask if the dev team has any ideas or plans for some form of glamour-storing subsystem to alleviate inventory and item bloat which does work for FFXIV's systems?
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