We are pleased to present the full digest of the Letter from the Producer LIVE Part LI!
If you missed the live stream, or if you just want to watch it again (and again), check it out below!
* Don't forget to select 720p option to watch the video in HD!
■Shadowbringers (Patch 5.0) Details
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(00:06:29)
The first half of the broadcast covers many of the upcoming gameplay and battle system changes, and the latter half goes over role balancing and job adjustments.
Gameplay Changes and Adjustments
■FATE System Adjustments
(0:08:55)
With the recent increase in content aimed at leveling up, we’ve added another purpose to FATEs in the 5.0 areas. Completing FATEs in specific regions will now reward you with unique tokens, which can be exchanged at specialty shops for various rewards. Additionally, certain rewards will be unlocked at the specialty shops as you progress through each region.
This new style of FATEs will provide insight into the world and lore of each region within the First. This will all be separate from Main Scenario progression, so you’ll be able to try it out at your own leisure.
■Side Quest System Adjustments
(0:11:40)
All side quests in the 5.0 areas will be scaled to player level starting at level 70, so even if you finish leveling up your main job, you’ll be able to use side quests to level up your other jobs.
■Role Quests
(0:13:27)
Similar to our Warriors of Light, there were heroes on the First as well. Follow their stories in these role quests, which feature special battles and is deeply connected with the main scenario.
The development team put a quite a lot of effort into them, so we encourage you to play through each role and see what’s in store!
■Disciple of the Hand and Land Quests
(0:17:26)
These new quests centered on the Crystarium will act as the new class quests for Disciples of the Hand and Land. As there are a large number of crafting and gathering classes, we categorized the quests into five different sets, which allowed us to focus on developing the quality of each individual quest.
This new quest system is based on Custom Deliveries. For instance, quest progression has been streamlined by making the required items and materials exclusive to these quests.
■New UI Features
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(0:19:50)
We introduced the new “light” theme, the first alternate color scheme for the in-game UI.
We’d like to gradually add more themes with future updates.
The information displayed in the Party List has been updated, making it easier to see whether a party member is at full health, among other changes.
There are many other quality-of-life changes that we didn’t cover in the broadcast, which will be available in the patch notes.
Battle System Adjustments
■Charged Action System
(0:27:39)
Up until now, if you didn’t use an ability immediately after it became available again, it seemed like a waste of potential damage.
This new system will allow for more freedom in deciding when to use certain abilities.
Each charged action will have its own recast time, and will accumulate uses even outside of battle.
We used dancer in the live gameplay footage to demonstrate how charged actions work.
■Casting Interruption System
(0:33:56)
With the current interruption system, players may have difficulty figuring out which enemy actions can be interrupted. The new system makes this more clear by making it easier to tell which actions can be interrupted, as well as when an action has been successfully interrupted.
The PvE status effect “Silence” has also been incorporated into this new system. Tanks and ranged DPS will receive actions for interrupting enemies, and it’ll be a part of their role to interrupt enemy actions.
■Removal of Role Action Customization
(0:36:46)
Role actions will be revised into set abilities for each job, and the number of available actions will be reduced for each role.
■MP and TP System Adjustments
(0:37:58)
Up until now, the upper limit of MP varied for each job. In Patch 5.0, the upper limit of MP will be set at 10,000 MP, regardless of your job or level.
The MP cost of many actions change according to your level.
We believe setting the upper limit at 10,000 MP will make it easier to determine how many more times you can use an action.
With this change, the piety attribute will be changed to affect the rate at which you regenerate MP over time instead.
On the other hand, TP will be completely removed, so you’ll be able to use those actions without worrying about resources.
■Main Attributes/Materia System Adjustments
(0:40:27)
One point of this adjustment is to lower the difficulty of upgrading tank equipment.
The attributes of all accessories added before Patch 5.0 will be revised. Tank accessories will now include both VIT and STR, and the other roles will receive VIT on their accessories in addition to their existing attributes.
Materia that increase main attributes will no longer be meldable. In return, the attributes on the accessories themselves will be increased, so they will not be losing the effects that were previously available when melding main attribute increasing materia.
Weekly token gear, as well as savage accessories/belts, will now feature two materia slots.
This is in order to make them more powerful compared to crafted gear melded with materia.
■Pet System Adjustments
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(0:45:13)
Pet actions have been reworked into player actions, and will play a larger role in their respective jobs.
■Additional Battle System Adjustments
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(0:47:57)
As with previous expansions, we’ll be making adjustments to battle system calculations in Patch 5.0. When various media announcements and interviews reveal some of the new values, please keep in mind that they are balanced around the 5.0 battle system.
(Although the values may seem to indicate drastic differences from 4.x, we believe the actual gameplay will still feel about the same.)
Chain bonuses in dungeons have been removed to standardize EXP gain, as players were receiving more EXP when entering dungeons at minimum item level. The additional EXP that was previously obtainable through chain bonuses will be added to the amount gained when defeating enemies, so the removal of chain bonuses won’t reduce the overall EXP gained from dungeons.
The damage limit will be increased in Patch 5.0. However, we’re also aware that damage numbers are inflating very quickly, and intend to cull the rate of inflation in the future, perhaps around Patch 6.0.
Party bonuses will be adjusted, and main attributes gained through the bonus will be affected by the number of players filling a given role.
The rate at which the limit gauge fills when utilizing specific actions at critical timings will be reduced in 5.0 and later areas. The first reason for is change was that unintentional efforts would cause large variations in limit gauge gain, and made it difficult to practice around having consistent limit gauge amounts during a given point in battle. The other reason is to prevent speed runs from utilizing certain methods of gaining LB, which allowed players to circumvent the intended method of completing a battle.
* In the image above, the “▼” icon visible under the black mage indicates that their HP is not full.