Before final summary, I would like to address some of the dev responses/Yoshi P's comments that I found:
Here is me trying to analyse SE's (mainly Yoshi-P's responses) from Live Letter 70 and 6.1 patch reading stream. I do not speak Japanese. I blindly rely on unofficial translations from Discord, since that's all I can do.
I do not like this over-analyzation of someone's words, which are even translated on top of it all, if I was Yoshi-P, I would hate that someone analyzes my every word, but this is only response I could find. So take this part with a grain of salt.
Anyways, some comments from LL 70:
Straight up nothing of consistence here. Just a slide with afformentioned "action bloat" excuse.
But there was one heartwarming thing Yoshi said which was unrelated to Kaiten.
I think that's good, we're all creating this game together in a way after all.
That's all from LL 70 as far as Kaiten goes.
Then there is next stream, the 6.1 patch notes reading, which has even smaller translation coverage. But as you will see, it actually contains much more relevant info, unlike LL. I had no clue about this, I just thought that patch notes reading streams aren't something relevant and I didn't bother with them since it's all in Japanese, but as it turns out, it seems that Yoshi talks a lot about actual problems here, shame I needed to dig very deep into Kaiten issues to find that out. Official english coverage, or at least official subtitles 1-2 days after streams would be great. Anyways here we go:
Translator's notes:
- Do note that he will keep reviewing the Official Forums and he welcome your feedback and voice on the matter. Once again, I'll say this, Do it politely and do NOT bitch, whine, gaslight or guilt trip. Just state out your disappointment and your reason politely. Push for a change and they'll look into it.
- YoshiP will not read everything for job changes, but he does state that the most focus they poured onto was NIN and SAM.
- Some comments wanted the person who worked on NIN to address their rationale, YoshiP replied that it doesn't matter if they did or not because the changes are done based on the discussion between YoshiP AND the one who worked on job balances, and they discussed it before taking the risk to apply the changes.
- The same applies on SAM as well. Since this is dragging out really long. A separate post will be made later here.
- YoshiP is also aware of the result of changing skill to deal guaranteed Crit and its effect on synergy, the specification is something YoshiP is always worried about whenever adjustments are applied. But for now he wants the players to test it out first and then post feedback on Offical Forums for them to gauge on.
- [B]YoshiP for now wants players to play the changes to the job first and then post their feedback in OF so that YoshiP can review on them and made changes (or revert them, depending on the response). Do note that your comment matters, because what you post WILL influence how the job direction will do in the future.[B]
- They put new traits for NIN and SAM so that the level 90 combo potency don't look too weak while at the same time not making it too strong before reaching level 90.
Here's the "test it out first and then post feedback on Official Forums". There was even phrase "revert them" when talking about the changes. Then there was this:
Do note that your comment matters, because what you post WILL influence how the job direction will do in the future.
I'm sorry but it doesn't feel like our comments and feedback matter at all, just check Celesti Cer's
post with all the compiled SAM feedback which did absolutely nothing. It's not like there were people praising these changes either, here on EN OF, I would say there was like 10:1 ratio of people who hated changes vs who liked them or was neutral. If you don't count trolls, it would be even less.
On NIN though, the biggest will be...Trick Attack. We made it....conforming to 120 second cycle. Just...we split it and put it on Mug...well we did indeed have a huge discussion on that, and....for what we could we changed the position....and due to that we extend the effect timing so when it comes to PTDPS the effect duration lasts far longer than before.
Well what next would be Doton during the opener, we thought that it's more trouble than its worth so we adjusted to eliminate the trouble so we thought this is wha...well, you could say Mug is also a part of defense*...
(The following would be YoshiP looking at stream chat that got flared up voicing their dissatisfaction on NIN changes and YoshiP eyed it very hard throughout replying to them)
Hmmm....this really troubles me every time...to do it, or to just leave it like that....
Well, if we put it this way, Samurai too...ummmmmmmmm...yeah, people who say that it wasn't a trouble at all must be really used to the job by now, I think...oh dear, this is really troubling...hmm...I do think it's easier to not change it at all...now what do I...oh well this is troubling...I know I won't get away by avoiding this so I do look at various comments here and, hmmmmm....whether it's okay to change...well to the person who like that kind of troublesome at hand is easy to read I suppose. I mean, they've been really fond of the job for quite a while now...
Obviously Kaiten is not problem for people who are used to it and can play the job properly. There is this thing called skill curve. If you had problems with using Kaiten, you were worse than those who didn't. What's wrong with that? Should good players deal same damage as bad players?
But if we continue this then we won't be able to change anything and if we pick up and rebuild again it'll cause more complicated experience than it's worth...
I saw comments asking for the person responsible to come out and explain themselves, but even if they come out I doubt that they will say anything different than what I did. By the way, the adjustments you see here are the result of me debating with the person who worked on it, along with discussing the risks it come with, and in the end, decided and then signed on it after knowing and acknowledging that performing such changes are for the sake of the playerbase. So this is definitely my responsibility...so probably no matter how much I say here it will just be some speech where people either be convinced or not so...
Of course there are times where I thought of just flip the table and not change anything...but still...yeah on SAM's guaranteed critical, having that will make SAM's performance jump really high but there are also parts where SAM doesn't see drastic jump as they should...and
on Kaiten getting removed we did that because we want to do away having to be restricted by that move, and as for its sub stats, the influence of those stats as the patch moves on will become bigger and bigger and it'll jump the job's performance really high, more so than expected and in reverse the numbers on lesser patch will see the job not jumping as high as the job should....hmmmm...Indeed, it is true that the job's strength and weakness will depend on whether the job's amount of critical dealt and I agree the job relied on that aspect too much, and as for the strength and weakness...yeah that's what it is. I of course do understand that this is part of the fun for the job....and, as for this time, we saw specific actions determined the the composition of DPS and perhaps it leaned way too much so we let some of the weapon skill value loose and we know that if we just increase the potency of weapon skill it'll result in those skills at lower level being too strong, so we adjusted on those values as well by... please refer to the new traits added to SAM located below. So...yeah, this is the adjustments for the job we made for this patch.
Typical crit variance talk. Instead of solving crit variance in the whole game by removing direct hit and bringing back ShB cooldowns, they decided to just gut SAM. He touched upon the Kaiten being removed because they felt restricted... Restricted to what? Fun gameplay? Jobs with some depth? Players are now restricted to spam Shiten every 3th/4th weave window. It's really hard to tell what Yoshi meant by that. Since Midare and Ogi got guaranteed crit anyways, then Kaiten wouldn't really affect anything when it comes to crit variance, since it's all completely static and predictable damage. There would be no extra variance caused by Kaiten, maybe by Hingabana and Tenka, but non-Dot hit of Hingabana is just 300 potency, and Tenka is AoE, which is close to irrelevant for balancing matters and has higher chance to balance itself out since it's AoE.
And then, I am also well aware of how the critical synergy works well with jobs...and I'm definitely aware, but this is also the overall problem of FFXIV itself, and there are discussions where we should have change that itself to begin with. But we can't be doing everything simultaneously at once so please understand that we want to tackle on that gradually. We do experience cases where it's hard to adjust when a skill with and without critical can cause such a huge disparity...and so we performed this adjustment precisely we care about that so I apologize but I'd like you to please give it a try first.
Yes, 2 min meta is terrible for the game. But 3 patches later, and there were no gradual changes, situation is still problematic. They haven't "tackled that gradually", they merely put more and more skills on guaranteed crits and even reworked PLD just to oblige the meta. They made compensation for guaranteed hits in 6.2, but that is not fix, but merely a band aid. Just like PLD and SAM reworks. Please, start providing actual solutions.
(long pause)
But still...on adjustment in the future............ it's really hard to decide what should and shouldn't change....
(long pause)
It's obviously not an easy thing to make these decisions. But when it comes to Kaiten, community clearly agreed that it should be brought back just a few weeks after 6.1 went live. I don't think
this specific issue is hard to solve when people are vehemently against the change and balance wouldn't be such a problem since everything relevant is on guaranteed crit anyways.
I do receive comments saying "Well you don't have to go your way to get troubled with this issue, since this is just a Patch Notes Reading stream", and...yeah it's there but I do have to explain on the adjustments we made halfway and we touched upon making sure the definite number is adjusted to what we wanted, I mean if we didn't we definitely can't release them, since there's also part where we have to touch upon everything to make sure....but still this time it's just...hmmmmm...well, just give it a try and if there are large voices saying not to change this or that part to that extent then that's the direction we're taking for future adjustments so is it fine for you to submit your feedback to us? ....I'm sorry.
I appreciate that there are at least some comments regarding the issues (even though it's only in JP). And again, asking for feedback. Which is still ignored 'til this day.
Closing Note That Touched Upon Job Balance
I am sure that there are people who think I shouldn't be touching on job balances anymore but I would like to apologize because I do hesitate a lot halfway during that segment, and the lack of proper adjustments were...well, there are many cases where it's due to my hesitation in judgement...but basically while there might be people who this isn't the case, I would like all players to know that we perform adjustments and improvements with the premise that every player can enjoy them not only on the short term but also on the long term.
Sounds like Yoshi wants to say that they wanted to make SAM more accessible. But why though? It was one of the most popular jobs, it didn't need more. It's not hard job either. Also, please, for the love of Hydaelyn, stop listening to the players who don't even main the job. I mainly play SAM, my opinion on let's say BLM should weight a fraction of opinion of someone who does main BLM and vice versa.
Stop listening to players who don't even play that job. That's how homogenization and dumbing down starts.
However, as for opinions,
Of course we do and indeed read those properly, including those that think it's not right to over standardise jobs or comments like "you overdid yourself when it comes to our only trait or the optimization elements we have". We do indeed want to push it for as much as we could, and we are very well aware of people who understand this, as well as people who are already used to what they have now and people who told us not to do anything unnecessary. We really get that but in order for the expansion to continue and for each jobs to continue
getting new actions, and whenever we think of trying to maintain the individual characteristics of each job, we found out that this "optimization" is quite tied and connected to the irregular element that was created in the past, and if we don't work to address this we can no longer build upon the existing elements and improve things further, and it'll land us in a situation where we can no longer steer ourselves forward.
Can we get
some acknowledgment that you do? All the feedback seems to fall on deaf ear. Even to get to this response in english, I had to go find it in some random DC channel.
Then there is this infamous "future proofing".
Kaiten was removed but you did not add anything back. There was no compensation. There is no need to make space for new skills if you don't add any. If you really needed more space, you should remove something when you actually have something else as a replacement. Why was Kaiten removed in 6.1, we've been playing as hollow shell for over a year now, and it's still more than a year for next expansion where we might get something that could take Kaiten's place.
Still, I of course do acknowledge that there are parts where people did not ask for, like Ninja or Samurai..and regarding Samurai's guaranteed Critical, we indeed struggled a lot on the balance adjustments due to the strong ratio fluctuation here, and we really attempted to close the variance gap for as much as we could, and we know this is done for the sake of job balance so I really appreciate if you can understand what we're trying to achieve here. You can send us feedback from there and if the voices of how a job's identity has been taken away too much then these comments will act as a reference to the direction of job balance and improvements we'll be performing in the future. So please, if you do think it matters to you, do send us a feedback regarding the matter.
Again, asking for feedback. Yes SAM's identity suffered, Midare now deals lower damage than even some tank skills. We spam Shinten all day now. Why Shinten though? Isn't stabbing last thing you would want to do with katana? It's primarily cutting weapon and while stabbing is possible, it should not be used too much, if we want to go into "lore" details. Can we, at the very least, get some better, more fitting animation for it?
Well, of course I am very well aware and understand that players will feel lonely and their displeasure will get really big when certain elements of the job they played and got used to for quite a long while now gets changed or removed, so it's not like we're purposely looking away these comments with disapproval or something, but it'll definitely be much appreciated if you can tell us which part you want us to retain or tell us more on which aspects are more favorable to you after touching on the adjustments so that we can take your comment as reference, and from there we'll know where to draw the line. I'll repeat myself that we really did all these adjustments for the sake of player's enjoyment here so I'll be thankful if you all can understand this. (The rest omitted)
Then give us some response. Simple "we're working on it" goes a long way. Granted, you really need to actually work on it (as in it's gonna be finished in 6.X, not in the next expansion).
As for what I would personally go for - Using Iki changes into Ogi, add guaranteed crit effect to Kaiten and compensate potencies for it. When 7.0 comes out, remove that and finally remove direct hit too, fix 2 min meta and bring back old Kaiten with potencies similar to 6.08. Midare should be one of the most potent ability across all jobs, not a laughing stock.
These changes were talked about since 6.1 released, yet it's 6.4 already and we still get nothing.
As for things that shouldn't ever change - don't ever implement any insta casts. Iaijutsu should always be hard casted. Do not put any "QoL" skill that will instacast next Iaijutsu. Don't "upgrade" Meikyo by giving it one stack of instacast buff. Don't bring back Kaiten just to make it have instacast. No "1 charge of instacast every minute". None of that.
As for drawing the line - I think they learned where we draw the line now, which is at removing skills for "future proofing" while that future is 2 years away. Which is presumably why they post-poned AST and DRG changes. Surely it was because there was a lot of stuff to do, and not because they wanted to wait for players to cool down after the SAM/NIN backlash, right?