TanksĪs a general update, all tank jobs will get “greater benefits” from using their defensive buffs at “optimal times”. Aside from the current system being a happy middle ground between complexity and simplicity that most people seem to like, this is also because the earlier iterations were both harder to balance and made creating balanced content more of a challenge. The team is apparently pretty happy with the way combat and jobs currently work, so we’re not going back to the chaotic days of the 3.x series. It’s not so much to homogenize the jobs, but to make sure they have a similar tempo.Īll of this said, most of the changes being made to jobs are in line with Shadowbringers. That isn’t true for everything (Leylines will still be 90 seconds), but it’s an attempt to streamline and smooth things out a little, and require a bit less of a mental gear shift when you switch from one job to another. One more change, quickly: the recast times of primary abilities are mostly being brought in line to be either 60 seconds or 120 seconds. So don’t panic that your attacks have a lower Potency: they’re still as effective as they were before it’s just that the actual calculations involving them have changed. However! That would mean that physical damage would do more damage, so physical attack Potency (the number you actually see on the tooltip for any given attack) will be reduced. These formulas are now being adjusted and brought in line. Effectively, the formulas meant that magical damage had a higher “base” value. From what I can gather, the way damage is currently calculated is a holdover from Final Fantasy XIV 1.0 - you know, the one we don’t talk about. This is technical and involves numbers, so I’m not going to try too hard here because I am very stupid. So while numbers may appear smaller, the rough “effect” is basically the same.Īnother change being made is that the physical damage formulas and magical damage formulas are being equalised. As has previously been stated, numbers are being flattened across the board to prevent bloat. We also need to talk about some of the general changes that are being made. It’s all presented without context, so it’s mostly for two things: so that you can look at the jobs you play and go “Oh, hey, that’s new”, and so that you can look at all of the jobs and go “Ooh, pretty lights.” The 20 minutes(!) of footage below show off a variety of combos and abilities from every single combat job in the game. Endwalker job actions trailer and housekeepingįirst things first, we should probably look at the trailer.
It’s pretty much a series of examples and short descriptions of some changes being made.
And third, this is all subject to change, and it isn’t a load of full patch notes or anything. Don’t take all of this as absolute gospel, basically. Second, the Live Letter was in Japanese with a live translation, and live translation is obviously a bit finicky so there may be some inaccuracies or unclear aspects.
Bear with me, and feel free to guess which jobs I can’t remember. As such, there are plenty of jobs where I can’t go into too much detail or give too many thoughts, or I might muck up and make some mistakes. First, I have yet to hit maximum level in every single job in Final Fantasy XIV, and even then I haven’t played some of my 80 jobs in a while. We also got a bit more of an overview on exactly how the new Reaper and Sage jobs will function, and I’m afraid those are deep in this barely-intelligible mess wall of text, too.Ī few quick caveats, though. The main focus of the Live Letter was on job actions - or, to put it another way, on how the existing jobs/classes are changing when they move into Endwalker.
I’ve done my best to condense those six hours into this ridiculous mega-post. The latest Final Fantasy XIV Live Letter from the Producer has just hit, and it contained a full six hours of Endwalker-related livestream-y goodness.