Xeno Asks Yoshi-P A Few Questions | FFXIV Live Letter Questions for The Dev Team and Yoshi-P



In this video Xeno reads some questions people have asked on the Official Forums for the upcoming Final Fantasy XIV Live Letter with the Producer. Yoshi-P himself will answer some of these questions so Xeno took the opportunity to write a few himself.

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31 thoughts on “Xeno Asks Yoshi-P A Few Questions | FFXIV Live Letter Questions for The Dev Team and Yoshi-P”

  1. The problem with hard or savage dungeons would be: What do they drop? If its a mount or so and people do it once to get it then its waste of time to produce these dungeons. If its gear then it makes other gear useless and currently there is already enough gear which becomes useless after a very short amount of time. Normal raid gear, crafted gear, ex trial gear, all becomes useless very very fast. If you do savage only the very first ex trials of the expansion are useful in any way because the next ones will always give you stuff worse than what you already have. Thats already bullshit now. To implement something like savage dungeons we need useful rewards. If you just want a challenge, you can do ultimates. This is already content made for a very minority of people but it takes up many ressources to produce it. I simply dont see it happen because there is no point if there isnt a good reason to do it again and again and again.

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  2. about healers, Yoshi P already said during an interview that he wants healers to stay accessible for the casual player base. He understand that having more complex dps skills could be fun for the experimented players, but he have to think about the perfect balance to have interesting gameplay for experimented players, and natural gameplay for casuals players.
    In my personnal opinion, healers are not that bad if you stop doing casual content, and play healers on savage / ultimate or extremes, while the " dps rotation " of healers is braindead, you have to work on your healing rotation, know how to keep your ressources up , mapping and so on . But sure, if you stay as healer going for expert roulettes everyday , you'll find healers very boring if you worked to master your healers, this is not the case for a casual player who just want to heal from time to time, or help some friends, for those people, it's comfortable to be free of a complex dps rotation ( and that's not so bad because we already have a hard time having healers trying to dps properly, but with a compex rotation it would fuck up the dps of 50% of the healer playerbase ).

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  3. I’d like everyone to remember that two races added LAST expansion cannot wear most of the current expansion’s artifact poster armour hats. Genuinely think that should be the absolute bare minimum.

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  4. 15:15 They did a good job on the summoner rework? What? 'They made the class oversimplified and boring to play, almost took res out (probably will at 7.0), and made it to where bards do more damage than them. Actually, thinking about it…take out the shiny effects from summoning and you're basically left with a crap bard. How exactly did they do a good job on summoner? You may as well play dancer if you want to play a job with buttons that light up, at least the melee dps will be happy to see you when they get dance partner.

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  5. Honestly the only thing i would ask is: "Warrior Super Nerf When?" Bc its so freaking broken right now that it can carry an entire raid by itself. I imagine potd flr.200 is childs play for warrior rn.

    Right now as it stands healers like myself feel absolutely useless when paired with an (elitist) Warrior, and only really have to heal other tanks when they use Living Dead or Superbolide. Most of our healing duties fall to healing dps that fail mechanics or BLM's hugging their leylines through an AoE.

    Right now Warrior is starting to approach the mountain of Blue Mages, and instead of backing down.. they challenge them like Dio and Jotaro having a face-off.

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  6. finally got around to finishing watching this video, i assume them locking the crafting books behind msq is to either stop bots from getting them as easily but thats just a guess.

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  7. I mean the yellow on yellow comment is true. Making aoes the same color as the floor is incredibly annoying when it doesn't have to be that way.

    Also, consistently making AoE's yellow means you pretty much are required to disable SMN animations because there is 0% chance you are seeing anything on the ground when Titan flashbangs the raid.

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  8. I have some ideas for a DRK rework and of course some of them have been mentioned by others and you xeno(I would be talking about the job at max lvl, we could discuss availability and duration later):

    the base mechanic of the job would be going back in forth between abilities that cost mp and abilities that cost blood gauge where mp ability gives blood gauge and vice versa + heal for BG abilities

    these abilities being:

    flood and edge cost 3000 mp and give 10 gauge

    bloodspiller and quietos cost 50 gauge and give 600 mp AND cure potency, and blood weapon cost 50 you get 5 stacks of weaponskill or spell that give 600 mp and a heal, and lastly living shadow 50 BG as is I guess(remove the stupid lvl 90 trait and have the shadow use higher lvl abilities from the get go)

    combining abyssal drain and salted earth to 1 oGCD, where u shot it and get hp and mp and it leave a puddle with the dot, the puddle gives a debuff to enemies to their damage and sole survivor effect(if you remember it) if an enemy is defeated with the debuff it gives hp for DRK and maybe party members around it :), then it changes to the other ability let's call it "of the abyss" and have the animation spikes go in the opposite direction of abyssal drain (AD from center to all around and the new one from all around to the center)

    carve and spit: just add a cure potency to and it doesn't share a recast with anything

    replace the description of dark mind with oblation and make it 15% and a blood price effect(for every hit target takes you get mp back (I have other plans for oblation)

    dark missionary:
    keep it as is or make it all damage but add an mp regen for everyone who gets it

    delirium:
    3 stacks can be spent between bloodspiller / quietos for 15 seconds and a second buff that lasts for 15 seconds which is damage mitogation + if you get hit you get a discount on the next mp or bg abilities where they'd cost 2000 mp and 30 bg instead
    + 2 charges on shadowbringer

    TBN:
    keep mp cost and recast
    everytime the target get hit you get a stack of flood/edge, you can hold up to 3 stacks but if you use it and get hit again with the shield up you still get another free flood/edge and if the shield breaks you get a damage buff for both user and target for the same duration as the shield

    oblation:

    have it be the upgrade of TBN
    add 10% damage reduction on top of the shield and add another 15% damage reduction for both you and target if the shield breaks or it expires for the duration of the shield(these effects can't be accumulated if used on self)

    Living dead (there are a lot of good suggested idea I've seen for this invuln but here's mine):

    you activate living dead for a duration then you have to die an be at 1 hp, then you receive a big shield(70% of hp or even higher maybe) for a duration, if the shield is broken then gg you're left with whatever hp you have left, if the duration expires half of the remaining shield is converted to your hp

    thoughts???

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