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FFXIV Job Adjustments in 4.01 - 4.05

Helen Keller July 14th, 2017 Final Fantasy XIV    FFXIV Gil    FFXIV Power Leveling    FFXIV Gil Help   

FFXIV Expansion 4.0 has been online for near a month, which brings folks a totally new experience, really awesome. In order to make ffxiv players better enjoy the game, the official makes some job changes in 4.01 - 4.05. Here Mmogah will list what the FFXIV Producer and Director Naoki Yoshida said.


“Hello, everyone. This is FFXIV Producer and Director, Naoki Yoshida.


Following the release of Stormblood, there has been much community discussion about jobs, and I’d like to thank you for all your feedback. The team has divided your concerns into a number of categories, and as we speak, we’re in the process of reviewing each job and implementing adjustments. As the adjustments are quite far-reaching, the details won’t be available until they’re implemented, but today I’d like to share with you our current plan.


Patches 4.01 and 4.05

First of all, to clarify the timeframe. Patch 4.01, featuring the raid Omega: Deltascape, will be released on July 4. Job adjustments will begin in earnest from patch 4.05, and we are currently in the process of reviewing player feedback while applying adjustments and conducting tests.


4.01 Adjustments

Ahead of 4.05, we will be making enmity-related adjustments for the three tank jobs. In light of the large amount of feedback we have received, we will boost the effect of enmity-generating combos and AOEs in order to make enmity management more predictable during the lower levels and while leveling. We would appreciate your continued feedback with regards to enmity following 4.01.


Furthermore, immediately after 4.0’s release, we’ve made adjustments to certain actions that were deemed necessary.


4.05 Adjustments

Patch 4.05 will see the release of Omega: Deltascape (Savage), and at the same time we will be implementing the first round of job adjustments.


A lot of the adjustments are intended to improve job usability, and we will be fine-tuning various actions and tweaking systems. As the changes are wide-ranging and we’re in the middle of working out the precise values, the details won’t be available until release, and I ask for your patience and understanding in the meantime. I plan to provide you with an outline of our plans in my 37th LIVE Letter, scheduled for July 15.


Of course, the adjustments will not be limited to those mentioned here. We’ll keep on reviewing jobs as we move forward, and we welcome your continued discussion and feedback.


Balancing DPS Roles

I already touched upon this in my previous LIVE letter, but I’d like to take the opportunity to clarify balance among DPS roles.


Recently, samurai damage has been the subject of much debate, prompting many comparisons between jobs. In bringing samurai in line with other jobs, however, we not only look at solo damage values, but take all of the following into account:

Damage dealt when solo.

Susceptibility to mechanics (jobs affected more by mechanics deal slightly more solo damage, and vice versa).

Ability to raise a full party’s total damage.


For instance, dragoon can greatly increase party members’ damage, but deals less solo damage than samurai. In contrast, samurai boasts high solo damage, but cannot do much to increase party damage. Things such as the aforementioned susceptibility and the ability to perform ranged attacks are also considered.


We can’t say with absolute certainty that the values will be perfect from the start, and it will be difficult to get a feel for the adjustments before they are released alongside Omega: Deltascape (Savage). For now, we will work towards applying those changes deemed necessary to 4.05, and we look forward to your feedback after you have played the raid.


Damage Calculations for Tank Roles

Lastly, players have expressed concern that enmity is difficult to sustain. Some have taken to using ilv 270 STR accessories to address the issue, and numerous measures have been put forth. We’ve received requests for damage calculations to be made VIT-based again, like they were during the 3.X patch series. As VIT also influences HP, however, adjusting it is liable to lead to HP inflation, and so we have no plan to adopt this method at present. (VIT-based damage was deemed workable during 3.X and was employed in the interim.)


However, as ilv 270 STR accessories don’t increase HP, this places an increased burden upon healers, and we are working to address the issue by 4.05. While we must ask for your patience, please rest assured that we are working on this as a matter of priority.


In closing, we will continue our work on the adjustments while keeping you informed via the forums as well as LIVE letters. Again, allow me to say how grateful we are for your discussion and feedback. Thank you for your continued interest and support!”


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