Full Title: Yoshi-P on the first Arcadion savage tier difficulty, dps check and the next 7.2 savage tier
I thought I should share this thread from r/ffxivdiscussion with the official forums because it has some good info and insight into why the current savage tier's difficulty is the way it is.
--------------------------------------------------------------------
Original Post:
The original interview is in German (the link has a few lore questions for anyone interested)
Machine translated using DeepL/GT with minor adjustments.
Question:
The Arcadion - Light Heavyweight is the first part of Dawntrail's new raid series. In previous presentations, you said that the new end content would be more in line with the difficulty level of Heavensward and Stormblood. Now, more players than ever have completed the new raid in week 1 and the difficulty level has apparently dropped further. Was that just because this was the beginning of the raid series or did you expect less from the players?
Yoshi-P:
When you look at the difficulty of the fights, there are two variables. First, there are the mechanics that players have to play while staying alive, and second, there is the DPS, which is based on the individual attack values of the classes.
Looking at the first part, the mechanics, I think we had some unique attack patterns this time that weren't too easy to complete. But since it was the first raid tier in Dawntrail, we didn't want to make it too difficult. It should be accessible and doable for as many players as possible, so that they have the motivation to want to play the future raid tiers.
Now let's take a look at the second variable, DPS. When developing the raid, we used the attack values of the classes with 7.0 and their balance as a pattern for the incoming damage.
With the release of 7.0, however, we noticed that the DPS of the new job Pictomancer clearly stood out from the other classes. We could have nerfed Pictomancer before the raid, but since many people liked playing it so much, we decided to bring the DPS of the other classes into line with that of Pictomancer.
So with 7.05 we raised the attack values of the other classes. At the same time, we also released the Savage raid with the necessary DPS calculations based on the damage of the classes at 7.0. However, since all classes now did more damage than originally calculated, the raid naturally became easier.
Unfortunately, adjusting the DPS of the classes took so much time that we were no longer able to make adjustments to the raid. We didn't want to hastily raise the required values to complete the raid, as it could have made the raid impossible to complete. So we decided to leave it as it was and accepted that even if 2-3 players die in the mechanics, the raid can still be completed if everyone does their best. Of course, this results in people saying that the raid is too easy.
To summarize, we didn't intentionally make the raid so easy nor did we underestimate players' skills.
We wanted the job adjustments to be received positively and not to hinder the players' fun with nerfs. This meant that many players were able to experience the sense of achievement of completing the raid. Word got around, of course, and many more players than usual have now entered this raid tier, which we see as a positive development.
But of course there are also many players who would have liked a more exciting race for the first kill or a difficult raid. I've heard that they are disappointed, and at the moment we're developing the savage raid for 7.2, which will have more unique and difficult elements for these players. There is also the Ultimate Raid, which will be released with 7.1. This will be difficult again, so prepare yourself well!
T/N: Yoshi-P probably meant 7.11 for the ultimate release, not 7.1. This is likely just an error on the editor's side.
--------------------------------------------------------------------
Notable Comments:
"so they decided to make more work for themselves by buffing half the roster instead of just kneecapping the actual problem by nerfing 1 (one) job, then did not have the time to retune the raid because of all the needless extra work they created for themselves? and that's all just because they were afraid of a few players crying about a clearly overpowered job getting slapped on the wrist a little?"
"I appreciate the communication but this logic is disheartening to me. Did they somehow not expect that jobs would need lots of adjusting in the wake of an expansion release? Savage raids are a rare enough occurrence that there is no excuse to not properly balance them. "Don't worry guys there's another tier coming in 8 months" is a pretty tone-deaf justification to those that consider raiding the main reason to play the game."
"Job strength is relative. In other words, when someone says "Don't nerf Picto, just buff all the other classes to match it. Oh you forgot to buff the content so now that's too easy", they don't realize that nerfing Picto would have had the same result but with a fraction of the work.
Devs have the unenviable task of trying to balance the game while simultaneously navigating the players that would get upset if S-E ever decided to employ a nerf, even if it's very obvious to anyone with half a brain that it is the most logical solution to their dilemma.
I personally don't mind that the raid tier is piss easy, I appreciate that they wanted the first tier of the expansion to be extra accessible. That's fine by me.
But it's a joke when devs can't employ nerfs at appropriate times, due to the anticipated reaction of the community's players."
--------------------------------------------------------------------
Source: https://www.reddit.com/r/ffxivdiscus...n_savage_tier/
Feel free to post your own thoughts and comments below. Cheers.