Yoshi-P On BALANCE CONCERNS + NERFING SAVAGE [FFXIV 6.21]



THIS IS HUGE! The very fabric of the game is being revealed here. This article is HUGE! Yoshi P went to talk at length about the state of balance, exactly why savage was nerfed and future plans that the development team has around how they may approach this problem if it happens into the future!

Official Article Link: https://na.finalfantasyxiv.com/lodestone/topics/detail/6d95409248d3ab3b5dbc0c8a04340b373870140b

Developer Reason of Job Balance Changes (BOTTOM OF PAGE!):
https://na.finalfantasyxiv.com/jobguide/battle/

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Timestamps:
0:00 Yoshi P Addresses BALANCE CONCERNS AND NERFING THE RAID
0:35 Yoshi P Apologizes
0:49 WHY THE HP NERF TO THE RAID
1:52 WHERE THE MISCALCULATION CAME FROM
3:30 WHY MACHINIST IS STILL BAD
4:37 Yoshi P Conclusion and possible future solutions
5:11 Goodbye Machinist you are doomed
7:23 MY BIGGEST FEAR OF THIS ARTICLE

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20 thoughts on “Yoshi-P On BALANCE CONCERNS + NERFING SAVAGE [FFXIV 6.21]”

  1. No one should be mean towards the developers, that was my biggest fear reading this. Treat them well, they don't deserve the level of hate I fear people will throw at them. Be kind!

    Reply
  2. from what i get from his explaination is. we needed some fix for this soon and unfortunatly due to all these factors Ballancing jobs takes so much more time that idl be a patch or 2 later so adjusting the raid health slightly is a temporary quicker solution.

    I just hope they recognize that this is a temp fix and they need to rethink Job Ballances

    Reply
  3. It’s best to read the statement regarding developer skill compared to high end players as an assumption by the ffxiv team and not a matter of fact. Without a way to compare them directly you can’t know for sure.

    Reply
  4. Never face palmed more from one of these dev posts.

    “When balancing jobs, each job’s base damage numbers at the applicable item level are adjusted with respect to the difficulty of playing that particular job and its rotation, as well as its support actions and their effects.” ????? (YoshiP pls look at phys ranged numbers/utility just once im begging you i will send you a stuffed animal and flowers please just look at them please)

    I think it's universally (mostly) agreed that the issue was not the DPS check, but the job balance, and how difficult it was to clear with certain comps. WHO is complaining that savage is too hard? Where are they gathering their info. I know it's memed (maybe reality) that they mostly only pay attention to JP forums/opinions, is that how they feel?

    Puzzling

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  5. They needed both job buffs and raid nerf. Job buffing can be iffy because if you buff some jobs too much, you make them mandatory to bring. Then you can also have a situation where because, say, P5S was designed around jobs at X balance, jobs now at Y balance completely trivialize it. So if you buff jobs too much, you trivialize content you don't intend to.

    Meanwhile, if you give a small nerf to the actual problem boss, you give that little bit of flexibility in job dmg, alleviates some of the pressure to bring the "right comp", and it doesn't affect the rest of the raid tier. Then they can work on incremental balance changes to bring low dps jobs up to par, without swinging them too far

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  6. The dev job is a hard one, especially with how big (both scope wise and popularity wise) the game has become.
    Balancing everything is hard and there is so much to do I wouldn't be surprised if the devs said they were overwhelmed with how much they have on their hands.

    And if that's the case, i'd advocate for them to delay whatever future expansion is coming a great deal so they can take all the time needed to address the issues with job design, balance and encounter designs.

    I think the standardisation of 2 minute burst rotations, cumulative party damage buffs and overreliance on build/spend gauges might have started as an idea to simplify job design and balancing, but ultimately backfired into a situation where either every single job has the same core concept (bursting every 120s to deal the majority of its damage) or they just don't perform well enough. Healer's would surely have more to say about their design feeling empty and I'll leave that to people who actually know that role but from the tank side, even if I'm nowhere near a hardcore player, I felt the shift between SB and ShB in the job design, how the skill ceiling got lowered abrubptly and skill expression became more and more muted.

    I think the game suffers a great deal from this standardisation of job designs, it makes them more boring and bland. And the "game" side of FF14 becomes worse as a result, to me at least.
    I don't *enjoy* playing Dark Knight like I was in the past, but it's my best bet to try and get into savage now, since my other main (rdm) is so underperforming and unfit for the current fights. And that hurts, so much, to see a game I want to love become frustrating to play.

    Reply
  7. Honestly man, coming from WoW and their patch notes when it comes to balancing… the fact that they are legitimately apologizing rather than telling us that we don't know what we are talking about and that they know better than us is such a big spark of hope it's insane.

    Reply
  8. Honestly comparing this game's balance with other games in my experience, FFXIV still have much better balance than them – sure that most classes deserve buffs and all but their nerfs doesnt really make em unenjoyable, just less oportunities to play em in late content due of their nature, since Machinist as told here and there, giving no support abilities and still have much less DPS than Bard (where as Bard can buff in different ways just like Dancer – altough Bard in comparison can buff everyone as far i know and Dancer their partner) Machinist still manages the lowest DPS which is pretty sad for a job that is more damage centered, hopefully they fix that issue. As for the tanks DPS the potency buff is not enough, the problem is the rotation window gap which doesnt help, Ive got a idea of making a passive where GCDs can become oGCDS if that can help with the dps + alongside fixing the cooldowns of afew stuff, and buff divine veil (unrevelant but the buff not working on paladin and not being strong at all is disappointing) and the fact that Spells being unaffected by skill speed (since theres no absolute reason to meld spell speed on paladin or other tanks – even if you were to be a clemency- spamming paladin, it doesnt help at all given how much MP it uses and how much MP you get, it doesnt help at all) theres alot of issues in balance. I have faith on the devs's balance decisions and hope that they can do mcuh better than other games ive seen in my experience

    Reply
  9. isnt it also against ToS now to strictly make it so certain people cant participate in content? (in this kind of manner, not the built into the game duty complete limitation for farming so you at least know someones cleared the content and should have some idea how the mechanics work, and before someone says "well theres also a way to prohibit people joining with the jobs in game" yes and no, it limits to one job allowed in the party, no duplicates, which if i understand correctly, is how most savage parties are set up anyway because its the fastest way to get the limit bar up, correct me if i am wrong of course)

    lastly, savage content is meant to be the most difficult of its type, especially when its current content, theres a reason there are "first week clears" and stuff like that, it can be done, its not meant to be done by everyone, just like crafting wasnt meant to be done by everyone, there were people that refused to craft because they couldnt or wouldnt take the time to do it, until the firmament came along and it turned into a way for them to make money and quickly level up without much effort

    Reply
  10. Personally I think DPS jobs shouldn't be categorized as just melee/ranged anymore. There should be subdivided into Pure/Buddy/Support or something along those lines, and balance/rework as such. Like MCH should deal more nDPS than DRG but less rDPS. Silly idea I know, but if Ranged and Caster are only there to push that 5% when you need to squeeze out the numbers, it just feel not right.

    Congrats on the marriage in advance though, in case you're tired of the hate. You're doing great btw, don't let the negative get in your head.

    Reply
  11. Do I think the dev's play tested the fights? Yes, but I absolutely think they tuned them to Week 2 gear, and I bet you can guess which jobs they didn't bring when they were doing their testing….

    I love this game and the dev's do a great job with balance all things considered. I think that's why this imbalance was so hard hitting.

    Reply

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