FFXIV: ARR Beta Phase 2 – Battle Content Feedback

Battle Content

Feedback Status Comment
In regards to battlecraft leve balance, regardless of how low the difficulty is, when the final enemy runs away and spawns 3 more monsters, it always results in death. Addressed in Beta Phase 3 In Beta phase 3, we have made adjustments to the fleeing monsters and the completion rewards. Please stay tuned!
I’d like a system that allows you learn about party battles. Addressed in Beta Phase 3 Starting from Beta phase 3, you will be able to practice party battles through new content called “Guildhests.” Try it out and let us know what you think!
I would like to see more interesting mechanics added to the Haukke Manor. Addressed in Beta Phase 3 We intentionally designed the leveling dungeons in this manner. We believe it’ll be easier for the newer players to join through duty finder and prevent the experienced players from taking control. However, we will be making adjustments (mainly to the boss fights) so that it will require a little bit more forethought to complete.
If Tam-Tara Deepcroft is supposed to be the first battle content that requires true party play, then there should be a thorough explanation inside about party roles and hate. Addressed in Beta Phase 3 Starting from Beta phase 3, you will be able to practice party battles through new content called “Guildhests.” Try it out and let us know what you think!
I wish the dungeon bosses took more tactics to beat. Addressed in Beta Phase 3 The dungeon bosses that appear in Beta phase 3 will require some interesting tactics to beat. Please stay tuned!
The current drop rate of the dungeon rewards are too high. Addressed in Beta Phase 3 We have made changes to the number of treasures chests and their content in Beta phase 3.
The Haukke Manor seems lacking compared to the other dungeons. Addressed in Beta Phase 3 We made minor adjustments to the content in Beta phase 3. Test it out and let us know what you think!
I wish the guide-type levequests were more like the escort quest in 1.0 such as the quest where you had to escort Sisipu in Limsa Lominsa. Addressed in Beta Phase 3 We have added escort-type FATEs in Beta phase 3. Test it out and let us know what you think!
The hunt objectives for rank 3 of the Hunting Log are for level 20 characters and are monsters inside of Tam-tara Deepcroft, but it’s difficult to make parties for this. Addressed in Beta Phase 3 In Beta phase 1, we intentionally changed the level requirement for these monsters in order to prevent spoilers. However, we discussed this internally and have decided that the impact of the spoiler factor is minimal and therefore made the necessary adjustments so that the level of the dungeon and the Hunting Log match accordingly. Monsters from the Tam-tara Deepcroft will now appear under rank 2.
When you’re currently doing a guide-type levequest, you have to take a certain route or you cannot complete it. Addressed in Beta Phase 3 We made adjustments so that you can still complete the mission even if you take a different route.
I would like the dungeon timers to be removed completely. Addressed in Beta Phase 3 To accompany the adjustments to the leveling dungeons so that they can be completed in 30~45 minutes, we have extended the timer to 90 minutes. While we implemented the timer to decrease the load on the servers, you should have more than enough time to complete the dungeons.
It’s difficult to understand the point of defeating the wanted targets in levequests and having an explanation in-game about this would be nice. Addressed in Beta Phase 3 Starting from Beta phase 3, you’ll see an active help window for the wanted targets. Check it out and let us know what you think!
It’s difficult to tell when you obtain items from treasure chests that spawn during levequests because the items go directly into your inventory. A small window like those FATE rewards would be nice. Addressed in Beta Phase 3 Starting from Beta phase 3, you’ll see an active help window for the chests that appear during a levequest. Check it out and let us know what you think!
When I’m in a dungeon, it seems easy to lose hate and the monster goes back to their original spawn location after moving a short distance. Addressed in Beta Phase 3 We have made adjustments in Beta phase 3. Try it out and let us know what you think!
Please make it so that in Haukke Manor you can no longer just run away from enemies and head for the boss. Addressed in Beta Phase 3 We have made adjustments in Beta phase 3. Try it out and let us know what you think!
I’d like there to be an environment where it’s easy to make parties for the players who are new to party play. Addressed in Beta Phase 3 We will be introducing the “Duty Finder” feature during the Beta phase 3. With this feature, you’ll be able to automatically create parties with ease. Try it out and let us know what you think!
I find the guide-type levequests very annoying to do because the NPCs have to be within visual range, be within a certain distance, and because I also have to use emotes to guide the NPC. Addressed in Beta Phase 3 We have made adjustments to the distance, height, and visual limitations. Try it out and let us know what you think!
In regards to the difficulty for the raid dungeon “Tam-tara Deepcroft,” 60 minutes is too long for the first raid dungeon and it would be better to reduce this to 30 minutes, and then have players take on 60 minute content once they get used to it. Addressed in Beta Phase 3 We have made adjustments to the leveling dungeons so that they can be completed in 30~45 minutes. Please note that not only did we implement new dungeons in Beta phase 3, we also made adjustments to the dungeons that were available from Beta phase 1.
Please add a quest that introduces and encourages the exploration of instanced dungeons. Addressed in Beta Phase 3
Continuing to Address
Starting from Beta phase 3, the main quests and sidequests will require you to visit the dungeons. All of the dungeons that you can level up in are tied to a quest so please stay tuned!
In regards to instanced raid rewards, would it be possible to make adjustments to the drop rates? Continously Adjusting as Needed We plan to implement items in the format of “Aetherial Items” and “Tokens” by the official release. The current drop rate is not finalized, so please continue to provide feedback!
Enemies pop too bunched up during levequests. Continously Adjusting as Needed We have been making adjustments as needed. You’ll notice the changes starting from Beta phase 3.
Please make it so gladiators and marauders cannot cast “Need” lots on Disciples of War gear. Continuing to Adjust We will continue to make improvements to the lotting system and make sure it’s ready by the official release.
I’ve noticed that I have to go out of my way to locate some of the Hunting Log targets. Are there any plans to address this? Continuing to Adjust We wanted the players to enjoy the hunting process so there are some monsters that you will not encounter while completing quests. However, we will continue to make adjustments so that the target monsters are in line with the level range of the players.
I would like to see an NPC that could give me some background on the dungeons (i.e. Why the microchus are trapped within the fleshpods in The Thousand Maws of Toto-Rak, etc.). Continuing to Adjust We are currently looking into ways to explain the background of the dungeon (not just through NPCs).
Currently, all the target monsters in the Hunting Log are the same for all classes. Would it be possible to have a little bit more variation? Addressed in Beta Phase 4 We are currently in the process of accessing the cost of the adjusments (including flag management) for Beta phase 4. Please stay tuned!
The Hunting Log ranks should be unlocked when a character meets a certain level requirement or if the player completes a certain % of their current rank. Addressed in Beta Phase 4 Unfortunately, these changes will require a lot of work because it involves massive system flag management. We will use the time until Beta phase 4 and do our best to reflect the feedback by then!
I’d like to see Akihiko Yoshida art in the Hunting Log when you click on a monster’s icon after you complete certain ranks. To be Addressed in an Update After Launch We’ll do our best to meet your needs through one of the post-release updates! However, please note that it’s going to be impossible to have all the artwork prepared by Akihiko Yoshida, so it will most likely be a mixture of him and the monster artwork team.
In regards to dungeon difficulty, would it be possible to have a normal and hard mode? To be Addressed in an Update After Launch We already have plans to implement multiple difficulties of the dungeons. It should be ready not too far off from the official release. Not only will you see changes in the monster’s placement, we plan to make adjustments to the level design as well!
I would like to be able to enter a dungeon as a solo player or at least with less than a 4-man party. To be Addressed in an Update After Launch We plan to remove the restriction once the initial congestion after the official release has calmed down.
The field areas feel safe and without danger. Any plans to add huge roaming monsters? Continuing to Discuss We have plans to add aggressive monsters that are prowling around once you stray off the main path.
I would like to be able to obtain more experience points via the dungeons. Continuing to Discuss While we have made adjustments in Beta phase 3, we will continue to monitor the situation and make adjustments accordingly. Please check out the adjustments we have made and let us know what you think!!
When I complete a levequest, a message pops up and asks you if you’d like to return. When this message pops up, it prevents you from doing anything. Are there any plans to address this? Continuing to Discuss While it’d be convenient to be able to move, it can impact the game balance a great deal because players can use it as a free teleport. We will carefully monitor the situation and do our best to make the necessary adjustments.
Just like version 1.0, I would like the leve monsters to be visible only to the player that’s on the levequest and also have other players be able to attack it. Working as Intended We have designed it so that other players cannot attack the leve monsters and the leve monsters cannot attack the non-participating players. As for the display of the leve monsters, the monsters can only be seen in battle so that it doesn’t look like the players are fighting an invisible monster.
I would like the spawn locations of the treasure chests within the instanced dungeons to be random. Working as Intended We intentionally focused on removing the random factor from the leveling dungeons with the duty finder in mind. We believe it’ll be easier for newer players to join through duty finder and prevent the experienced players from taking control. However, we do have plans to add random factors for the high-end/end-game content.
Regarding the Hunting Log, I would like a section for monsters that you encounter on the field and monsters that you can encounter in the dungeons. Working as Intended You can earn credit for the Hunting Log as long as the monsters have the same name. However, some stronger monsters that may look similar to the target monster will have different names. Unfortunately, you will not get credit for defeating these.
I would like to know what the recommended number of party members is for every levequest. No Plans to Address Like the quests, levequests were specifically created as solo content.
I would like to receive the rewards for completing a levequest on the spot instead of receiving it when talking to an NPC. No Plans to Address We wanted the levequests to feel like quests where you obtain the reward from an NPC once you complete the objectives.
Regarding the Hunting Log, I would like the game to tell me where the target monster spawns on the map. No Plans to Address We designed it this way specifically because we wanted to prevent the players from making it feel like they’re being tied down by another task. While in ARR, we’re doing our best to provide tips to prevent the players from being stressed, but we don’t want to overdo it and remove the challenge factor completely.

We wanted the Hunting Log to be light content that the players can easily do during a side quest or something they can do when they only remain logged in for a short period. Enjoy the new maps in ARR and also try to locate the target monsters while you’re at it!

Please note that we do have plans to add more target monsters after the official release. In addition, we may end up displaying the location of the target monsters in future updates once we feel like the content has completed its initial goal.

The dungeons are too linear. No Plans to Address We intentionally designed the leveling dungeons in this manner to prevent the players from being lost. We believe it’ll be easier for the newer players to join through duty finder and prevent the experienced players from taking control.

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