MogTalk: Episode 115 - Season Five (Feast)

Guests Biggs & King Stefan discuss season five and how it's going.

August Adrenaline Rush TV

by Marshal Renew on

The Japanese version of "Culling Time" is called "Adrenaline Rush TV" and it is taking place early next week on the Anima server!

Where?
Data Center: Mana
Server: Anima

When?
Wednesday, August 23, 2017 around 21:00JP
Tuesday, August 22, 2017 5:00 PST / 14:00 CET

Links

Tags: News

The Feast 4v4 Beginners Guide (Patch 4.06)

by King Stefan on

Hello Everyone!

Yesterday, Korihu Yanhu of the Aether data center put together a great guide for those of you who are new to, or looking to get into, the Feast 4v4 ranked solo queue. This is a great guide that will skim through the basics of the game, with a few beginner tips baked in that are sure to help increase the quality of your play.

~ All credit for this guide goes to Korihu Yanhu of the Gilgamesh server.

Tags: Feast News

gamescom 2017 Feast Tournament

by Marshal Renew on

There will be an eight team Feast Tournament at the gamescom 2017 trade fair for video games in Cologne, Germany.

Where and When

  • gamescom 2017 in Cologne, Germany
  • Friday, August 25 & Saturday, August 26

Signing up

Between Tuesday, August 22 at 9:00 (CEST) and Friday, August 25 at 12:00 (CEST)

You can register for the tournament during the whole duration of gamescom at the Battle Challenge booth located in Hall 9.

Registration requirements:

  • Team name
  • Team member’s name
  • Character names
  • World names
  • Feast season 5 rank and tier
  • Each team must comprise of 1 Tank, 1 Healer, 1 Melee DPS and 1 Ranged DPS
  • All members of a team will need to be present when registering in order to be placed in the same team for the tournament.

You can show early interest by sending the required details to the following email address, however you will still need to register on site:

Tourament Schedule

All matches will take place on stage at the Battle Arena booth in hall 9.

Quarter finals
Friday, August 25 from 13:30 to 15:30 (CEST)

Semi finals
Saturday, August 26 from 13:00 (CEST)

Finals Saturday, August 26 from 16:00 (CEST)


Tags: News

Season 5 Begins!

by Marshal Renew on

Hopefully everyone has had ample training with the new PvP system because Season 5 is finally here!

If you are unsure about getting into PvP, now is a great time to begin. The PvP system has been totally revamped and provides a dynamic experience every match.

Resources

If you are a player who tries to better themselves, there are great people willing to offer advice in the Team Tryhard Discord (#meta channel for help).

Other resources:

  • Job Guide (Click on your desired job and then select the PvP Actions tab)
  • Check our streamer section so you can watch other players and hopefully learn a few things.
  • We will be updating and adding content here at PvPaissa as the season goes on.

Why Feast?

Glamour! Tickets (new currency, only available in PvP)! The higher you climb, the more tickets you will earn... The more tickets you earn, the closer you get to earning a fancy weapon glamour as the seasons progress. Hell, if you make top 10, you'll earn your weapon glamour the first season!

If you make top 100 on your data center, you will earn an exclusive armor set.


Good luck to everyone this season!

Tags: News

The Feast: Season 5

by Marshal Renew on

Coming soon in the 4.06 patch will be the fifth season of The Feast and the first regular season after the Stormblood PvP redesign.

For those who are in the top 100, you will earn a new armor set.

The blog post makes it sound like finishing in the top 100 is the only way to earn the armor. You will not be able to buy the armor set with tickets...

Ticket Rewards

They are also adding other rewards this season, such as weapons.

The Feast rewards, such as the weapons, will be purchasable with tickets and the amount of tickets you earn will depend on the tier you reach (Silver, Gold, etc). The higher the tier, the more tickets you earn.

As a bonus for those who finish in the top 10, they will earn enough tickets to purchase a weapon outright during season 1's competion.


The initial blog post is in French, but with Google translate give it a read.

Update Aug. 2, 2017 8:30pm:

Tags: News

Culling Time Event: Primal

by Marshal Renew on

Have a level 30 character on the Behemoth server? If not, get to leveling so you can participate in the SE community event Culling Time!

When

Friday, August 4, 2017 at 5:30 p.m. (PDT) / 8:30 p.m. (EDT) / Saturday, August 5, 2017 at 00:30 (GMT)

Where

Primal Data Center, Behemoth Server

Follow the official Final Fantasy XIV Twitch channel so you're notified.

Prizes?

One final thing, they will be doing giveaways during the stream... So tune in as you will have a chance to win a Grand Company themed pocket watch during the stream.


Let memes be memes... However, if you want change to take place and you want to be heard, be concise and well spoken in Twitch chat. Being rude will only push the SE community team further from us in a time where we could use a little more love.

Tags: News

4.05 Patch Notes

by Marshal Renew on

4.05 brings us our first set of PvP action changes in Stormblood. Warrior and healer buffs, DRK and SCH 'adjustments' and more. Read on for PvP action adjustments:

Tanks

DRK being the new flavor of the month in PvP got brought back in line. Paladins seem like they are in a great spot with only a minor tweak. After becoming the worst tank in both PvE and PvP, it looks like SE wanted to start taking baby steps in bringing the Warrior job up a bit closer to the Paladin and Dark Knight...

Dark Knight

Unmend

  • Recast time increased from 10 to 30 seconds.
  • Speed of draw-in effect increased.

Paladin

Hallowed Ground

  • The additional effects of actions will now be inflicted on players using Hallowed Ground even when they do not receive damage.

Warrior

Inner Release

  • Recast time reduced from 120 to 90 seconds.

Onslaught

  • Knockback distance increased from 3 to 6 yalms.
  • The speed with which enemies are knocked back has been increased.

Melee

Minor nerfs to a few of the jobs and both Monks and Dragoons gain 500 HP.

Monk

HP

  • Increased from 12,500 to 13,000.

Riddle of Fire

  • Increased damage effect reduced from 30% to 20%.
  • Increase to weaponskill recast time reduced from 30% to 20%.

Dragoon

HP

  • Increased from 12,500 to 13,000.

Ninja

Assassinate

  • Recast time will now be reset upon earning a kill or an assist.

Katon

  • Heavy effect increased from 25% to 50%.
  • Heavy duration reduced from 4 to 3 seconds.

Hyoton

  • Bind duration reduced from 5 to 4 seconds.

Samurai

Midare Setsugekka

  • Potency reduced from 3,500 to 3,000.

Hissatsu: Chiten

  • Counter potency reduced from 1,000 to 750.

Physical Ranged

Bards were untouched and Machinist's damage was slightly lowered.

Machinist

Gauss Barrel

  • Increased damage effect reduced from 10% to 5%.

Leg Graze

  • Heavy effect increased from 25% to 50%.
  • Heavy duration reduced from 4 to 3 seconds.

Magic Ranged DPS

Summoners nerfed a bit, while the Red and Black Mages gain quality of life changes.

Black Mage

Thunder

  • Damage required to gain the Thunder III Ready status reduced from 6,000 to 5,000.

Thunder III

  • Damage required to gain the Thunder III Ready status reduced from 6,000 to 5,000.

Flare

  • Heavy duration increased from 2 to 3 seconds.

Summoner

Dreadwyrm Trance

  • Increased damage effect reduced from 10% to 5%.

Wyrmwave

  • Potency reduced from 750 to 500.

Tri-bind

  • Bind duration reduced from 4 to 3 seconds.

Red Mage

Monomachy

  • Recast time reduced from 15 to 10 seconds.

Flunge

  • Heavy duration increased from 2 to 3 seconds.

Jolt II

  • MP cost reduced from 2,000 to 1,500.

Impact

  • MP cost reduced from 2,000 to 1,500.

Healers

Healers were buffed! However, Scholar's did lose their mana drain on Broil.

White Mage

HP

  • Increased from 12,500 to 13,500.

Stone III

  • Cast time reduced from 1.8 to 1.3 seconds.

Fluid Aura

  • Recast time reduced from 30 to 20 seconds.
  • The additional effect "Reduces Fluid Aura recast time by a percentage corresponding to the number of healing Lilies stacked at time of action execution (at which time the Lilies are removed)" has been removed.

Regen

  • Healing potency increased from 1,000 to 1,500.

Divine Benison

  • Healing lily requirement has been removed.

Scholar

HP

  • Increased from 12,500 to 13,500.

Broil

  • Cast time reduced from 1.8 to 1.3 seconds.
  • The aditional effect "Reduces target's MP by 1,000 and TP by 100" has been changed to "Aetherflow."

Chain Strategem

  • Increased damage taken by target reduced from 10% to 5%.

Embrace

  • Healing potency reduced from 1,500 to 1,000.

Aura Blast

  • Heavy effect increased from 25% to 50%.
  • Heavy duration reduced from 4 to 3 seconds.

Astrologian

HP

  • Increased from 12,500 to 13,500.

Malefic III

  • Cast time reduced from 1.8 to 1.3 seconds.
  • "The additional effect ""Slow +20%"" has been changed to ""Bind.""
  • Effect duration reduced from 6 to 3 seconds."

Draw

  • The additional effect "Restores 1,000 MP" has been added.

Essential Dignity

  • Healing potency increased from 1,500 (up to a maximum of 4,500) to 2,000 (up to a maximum of 6,000).

The Balance, The Bole, The Ewer, and The Spire

  • Duration increased from 15 to 30 seconds.

Synastry

  • Recast time reduced from 15 to 10 seconds.

Deorbit

  • Recast time reduced from 60 to 45 seconds.

Reward Changes

  • Restricted Allagan tomestones of poetics rewards to characters with a level 50 jobs.
  • Added/restricted Allagan tomestones of creation and Allagan tomestones of verity for characters with a level 70 jobs.

Bug Fixes

  • An issue when playing the free trial wherein players could register to participate in the Feast (4 on 4 - Ranked)

Known Issues

  • An issue wherein help text for the summoner PvP action Dreadwyrm Trance incorrectly states only magic damage is increased.

Were these changes too small? Just right? Sound off in the comments section!

For the full list of patch notes, click here.

Tags: News

4.05 Live Letter: PvP Questions

by Marshal Renew on

Tonight was the Letter from the Producer LIVE Part XXXVII. As this week should bring us a new update in the form of patch 4.05, YoshiP revealed some details on what is to come in the patch and a bit into the future.

Here are the PvP related questions asked during the event:

Q15. For PvP, would it be possible to change the system so that you can earn experience points for the job you entered with, rather than the job you finish the match with? I think this would help those who participate in the content for leveling purpose, so they can still change their jobs inside to meet the need of the party.

A15. This idea was on the table when we were making PvP-related adjustments in Patch 4.01. We discussed how it’ll create a situation where the players are earning experience points for a job they didn’t play, which goes against the entire point of earning the experience points. We want to some more time to continue discussions regarding this.

Q18. I would like the rewards for Seal Rock achievements, but queues take a very long time to pop. Would it be possible to make it so these achievements would be progressable even in Shatter?

A18. We’re currently discussing Frontline overall.

Currently there are different game modes, and often times it is difficult to be matched into the desired mode. We are considering changing the featured game mode every week. However, this means introducing a new rule to the servers, so more time is needed to make a decision.


To read a summary of all questions and topics, MrHappy's Document has you covered.

You can also read the official thread here: Letter from the Producer LIVE Part XXXVII Q&A Update Thread

Tags: News

Introducing the Aether League

by Marshal Renew on

When cross server custom matches become available, Scyn and Mateo plan on running a Feast League here on the Aether datacenter. Slated for 4.1, we want to give everyone a heads up so they can form teams and practice.

As a note, if a team from another datacenter wishes to sign up they can, but they will need a character on an Aether server. Level 30 should be quick to hit on your main job(s).

Like all shiny new things, feedback is much appreciated. Post feedback here or hop onto our Discord server.

Development on the League system is almost complete... So start making your teams and training!

Tags: News

Interview: "Pan-Pan"

by Marshal Renew on

The Best of Series wouldn't be complete without a member of the Japanese community. Due to the cultural differences in the west and east, this is a translated document by a third party for the conversation between Yunmi and a person who wishes to be anonymous. They want to be known as Pan-Pan during this interview.

Also, note that Pan-Pan is a top player on all three of the JP datacenters. The interview gives some good insight from the other side of the globe. We hope you enjoy it!

Q: With Heavensward we had four feast seasons. Which season was the most fun / challenging, why?
Pan-Pan: S1 was most fun, S2 most challenging.

I find getting used to the new Feast system in S1 with old PvP players also just starting out was best point of time. There weren't many new PvPers who played as often as now so it gave me the ability to practice against familiar Fold players. A new mode, a new style of play, the same faces from before... it is what made it special to me. It is also the time I met most of the newer PvP community for my DC whose friendships I have managed to maintain to this current season.

S2 was most challenging because of matchmaking and new players joining the game because of seeing the reward from S1 on players who qualified for Top 100 had interested them. They were not getting a completely identical item to S1 but it was similar enough to motivate them to play the mode. It was very trying having to give your utmost best in all matches, and twice more if you want to make up for a lost opportunity for a KO due to experience gap of the players in the team.

Yun-min: Is experience gap the true challenge of S2? It is understandable if yes, but I can't help but feel new players are seen as weight stones by many players for the duration of this season.

Pan-Pan: I do not mean that I am blaming them for lost games or that I dislike new players! Through S2 I have made new friends and we formed our own linkshells as well as Frontline parties.

It was both challenging and a way to expand our social circle... but I will not pretend as though inexperience is not the cause of game losses. At the same time, I will not fault them solely for being new and paired with me. It is not as though we have a mode for 4v4 Feast that I can find fault in beginners for not attempting to practice there beforehand.

Q: Thoughts on the rewards? (Mounts, minions, glamour, housing items) / Q: What other rewards would you like to see?
Pan-Pan: For S1 and S2, gear reward made me want to play often and work hard because glamour can last for long time. I am not a minion user and housing items were easily forgotten because it is clutter in a corner. Mounts are easily replaced as well which is why I chose not to be too serious in S3/S4 and simply played for the feeling and thrill factor.

To expand on it, my opinion is that minions, housing items and mounts only appeal to certain groups of people whereas Glamour appeals to a larger majority simply because of what it is.

Yun-min: I have the same feeling about the rewards not being very interesting to me. Then the best reward to you is gear, can you tell me more?

Pan-Pan: I would say gear is the reward I would like to see because even if you will not use the full set, we can mix the items with any future released items to create something unique. Yunmi-san changes glamour every few weeks, I am sure you understand!

Yun-min: Glamour is timeless... {╥ω╥}

Pan-Pan: I would also say that mounts change many times and Stormblood will introduce new favorites for us. It will look like the only reward that will last is a set of gear for glamouring.

Yun-min: The same can be said for gear...

Pan-Pan: We will leave it at personal preference then!

Q: Thoughts on the addition of the Wolf’s Heart?
Pan-Pan: Can I not answer this seriously? wwww

Yun-min: Answer!

Pan-Pan: It is a mistake to have put the buff into the game because of how powerful it makes a player. If the person who takes it is a WHM or SCH, it gives a considerable advantage and lasts for too long in a mode where timing, and time itself, is everything that matters.

This can of course be overcome, it does not mean whoever gets it will definitely win a game, but every player can agree that it does help a tremendous amount in bringing back a win for the team from a loss. Coupling an overall speed increase statistically for healers is a significant step upward for them, and the only other way to handle it is through CC or defeating the healer in a Limit Break to remove the buff.

Yun-min: What does it represent to you, though? A step forward in helping weaker teams? A step back in overall gameplay?

Pan-Pan: It represents a mistake.

Yun-min: At least consider the questions and how it involves the Wolf Buff! (ノД`)

Pan-Pan: I have considered it, I consider it a mistake. ヾ( ̄ω ̄||)

Q: Thoughts on the two current maps?
Pan-Pan: Lichenweed is a nightmare map when you are being pushed back constantly, because there is no way to hide the moment people run past your billboard and up the steps to the spawn platform.

The Feast Grounds map has stairs and boards to protect you, as well as a quick way to jump off and continue running away if it really comes to that. Lichenweed is basically you running into a sandbox where people are free to use the BLM/SMN LB to hit everyone for spread damage and you are basically caged in there to desperately fight them off.

The wooden bridge where boxes spawn is also a good location for ranged to stay at. Overall, it was in good taste since it changed your gameplay completely but it does not mean it was not a nightmare to play in given certain matchups and circumstances.

Yun-min: If you could choose to play on Lichenweed, The Feast Grounds or Both - which will be your choice?

Pan-Pan: I will choose Both. Both maps have their advantages and disadvantages and I prefer the diversity of difficulties respective to both maps!

Q: Any ideas for new additions to the Feast game mode?
Pan-Pan: I would ask for a revamp of the medal system and also a closer look at balancing the classes which are often chosen by certain players. Find out why this is so, and take a look at class performances talked about by the community that has shown interest in PvP. You can work hard for every minute of the game and still lose at the very last seconds, and for such a thing to be possible makes it more stressful than fun at times.

I would appreciate more maps being made and possibly a practice mode for 4v4 which is similar to 8v8. Preseason does its job of allowing us to practice, but sometimes we want to play 4v4 setups without the need to risk our ranking when we do not want it to be.

Yun-min: Some community members are of the opinion that an unranked 4v4 mode will take away from the ranked PvP queue times. They have also mentioned that Preseason queues were slow due to lack of interest and therefore the practice mode should not be introduced. What are your further thoughts on such opinions?

Pan-Pan: That is indeed true, but that does not mean the practice mode should then never exist. It is possible to also say many people do not feel confident to queue for ranked with no prior practice in a 4v4 environment and that this takes away from ranked queues. It is important to give the same reasoning for both sides of the coin.

Have the preseason queues been slow? They did not seem so for me when I was actively practicing different classes during the most recent preseason. The game is ever growing in population, and having more resources available for potential interested PvPers will always be a benefit than a crutch in attracting said players. You will not know if you do not try, and we have yet to try.

Q: Which job or role plays the biggest part on your datacenter?
Pan-Pan: Melee is needed to KO enemy players, Tanks are needed to protect the party or assist for KOs to be made, Healers are needed to keep party alive.

I think all roles and jobs matter if played the way they should be, and all that matters is personal level of experience and team synergy. All roles play the same big parts and in perspective, there should be no order of importance in a setting where everyone is important.

Yun-min: My melee LB is very important during culling time.

Pan-Pan: Until I stun you before it fires off! (^ε ^ )♡

Q: Which roles have the longest queues? Shortest queues?
Pan-Pan: Range longest, Tank would be next, followed by Melee, with Healer shortest in wait time.

I believe this has to do with meeting expectations more than anything. Ranged does not have much pressure on the role to perform as Melee does, healer as the toughest job with the least allowed mistakes. The question is one of confidence that you have playing the role and how familiar you are with it. Some players just feel more comfortable with certain toolkits for one role that they do not want to try any other for their own reasons.

Q: During Heavensward Feast, were all jobs viable at one point?
Pan-Pan: Absolutely, except DRK.

Yun-min: It was a serious question! Please do not bully DRK (U/ω\)

Pan-Pan: The reason I have chosen DRK is because it required much higher skill to play and not everyone can do it depending on the kind of people you play against. Many of their abilities are circular AoE with not much range and they did not have the raw damage of WAR or protection utility of PLD. They relied on a slow, bind and debuffing which is less of a safety net than two Berserk Fell Cleave critical hits or 3-stun bash, Clemency, Cover and Testudo.

I am not saying DRK is weak or unreliable, but such a class requires something less straightforward from a person who wants to treat it like a main. It is as though the community eventually settled on what classes are PvP classes and brush aside the others. Good players can play any role if they put their mind to it, but even if some classes can be played by them, it does not mean that it will be.

When push comes to shove, a player will want as many advantages and chances as he can get, or provide, for his team. This makes most less wanting to main a class which can be seen as having too many wildcards as its strength. It is better to put faith in something solid if you are serious about ranking.

Q: Was any job in need of rebalancing during Heavensward Feast that did not get changed? (Either buffed or nerfed)
Pan-Pan: Machinist.

I would mention about PLDs stun duration when paired with BLM/WHM combination of two different DRs, but will forgo it because nothing compares to the threat level of a good MCH with awareness of his game.

Machinist is the only class that really stood out based on how dominant it was, and having a good MCH will easily combat a good opposing MNK within a game of reasonably equal players. It was on the rebalance path correctly at first with their BTE potency nerf, but the second nerf it required was one to its silence and utility on overall, not the BTE multiplier of 0.5.

Yun-min: Some argue that MCH is not that much of an issue compared to MNK who was widely overlooked for their short burst windows, superior sustained damage and lack of damage downtime.

Pan-Pan: MNK is not a ranged DPS so I will not compare apples to oranges. MNK should be compared with DRG and NIN, but for this question, I will mention MCH. Even if I were to compare on a big picture of which class makes the most difference on an equal playing field, it will undoubtedly still be MCH.

Yun-min: Why have you chosen MCH, then?
Pan-Pan: Inside of Feast, your strongest team asset is your DPS synergy. In Solo Queue if this is not an option, you will rely on your ability to CC at key points of time for high skill and experience matchmaking games. The fact the MCH has a large pool of CC except sleep, physical damage UP which is not a -Vulnerability- debuff, an AoE stun with instant root unlike BRDs which has a wind-up time/landing delay AND a short CD silence which lasts longer than that of BRD... MCH is one of the few classes that turn calm fights into massacres simply from using his toolkit to the fullest. This is not considering they have their own combination of DPS abilities which can readily KO anyone, including the 4 medal Tank.

Their silence when macro'd to focus the healer at key intervals will turn any weak attempt at bursting into a strong one. Few classes can claim the same flexibility and opportunity chances that a MCH can give.

Q: Are there any PvP resources to train new players in the JP community?
Pan-Pan: Yes. Whether they are widely known in the ENG community is another question with another answer.

People do use them but sometimes there are also players who want to learn though the hard way of experiencing it firsthand and managing themselves with experiences they get the more they play the mode.

I think whichever way was chosen, it worked well for them.

Yun-min: Thank you for answering the questions! As an ending note since this will be posted for people to read, is there anything you want to say?
Pan-Pan: I want to thank all PvPers who have played and are continuing to play PvP. I hope to see everyone in future seasons. It was especially enjoyable to watch the Aether Cup which was hosted by people from the ENG PvP community, as well as everyone who participated in it, thank you very much! Also, thank you for choosing me for this interview.

Yun-min: I actually threw 10 names into a hat and picked yours out of it randomly... but you are welcome!

Pan-Pan: The same way you pick Feast targets ('ᗒᗜᗕ)՛̵̖

Yun-min: I will remember to pick you specifically in future games. Until the next time, then! Good bye!


We really appreciate Yunmi for helping us get an interview with a top JP player. Also, Pan-Pan for agreeing to do it.

Tags: News Interview