Final Fantasy 14 Reveals Patch 7.18 Notes

Final Fantasy 14 Reveals Patch 7.18 Notes
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Summary

  • Patch 7.18 update for Final Fantasy 14 includes PvP Job changes and Arcadion raid tier tweaks.
  • Players get a free “Photograph” emote in collaboration with Instax following server maintenance.
  • Raid teams can choose any Savage encounter without progression restrictions.

During server maintenance, Final Fantasy 14 revealed the update notes for Patch 7.18, which included PvP Job balance changes and removed restrictions from the Arcadion Light-Heavyweight Savage raid tier. Final Fantasy 14 players will also be granted a free “Photograph” emote that was made in collaboration with Instax.

Final Fantasy 14‘s 7.18 update arrives nearly three weeks after the 85th episode of Letter From the Producer Live, which went over Patch 7.2, Seekers of Eternity. Patch 7.2 is scheduled to launch in late March, with more information coming in the 86th Live Letter broadcast at a later date. In between major Final Fantasy 14 content updates, Square Enix releases smaller updates to fix bugs and make some job changes in PVP modes, such as Crystalline Conflict and Frontline. At the time of writing, Final Fantasy 14 is undergoing eight hours of server maintenance to implement Patch 7.18 and to conduct some server infrastructure updates.

Related


Final Fantasy 14 Announces One Last Event Before Patch 7.2

Final Fantasy 14 players will have one more event to participate in before the release of the Seekers of Eternity update in late March.

Once servers return online at approximately 5:00 AM Eastern on February 25, users must download a small update containing the Patch 7.18 data. After launching the game, Final Fantasy 14 players will have a new emote granted without any additional steps needed to unlock it. The “Photograph” emote was created as part of a collaboration between Final Fantasy 14 and Instax, which will coincide with a social media photo campaign that will take place from February 26 to March 23. Along with the new emote, Final Fantasy 14‘s 7.18 update sees some PVP Job Action adjustments ahead of a major overhaul planned for Patch 7.2. The duration and movement speed penalty of Guard has been reduced for all Jobs. Jobs like Viper, Paladin, and Ninja received some PvP-specific tuning.

Patch 7.18 also removed certain restrictions from the Arcadion Light-Heavyweight Savage raid tier. Raid teams can freely select any of the four Savage encounters without needing to progress through them in order, and Final Fantasy 14 players can loot more than one token per week compared to previous patches. Additionally, players who obtained Ordelle Coins from the alliance raid Jeuno: The First Walk can now exchange them for a Surgelight Solvent, which can be used to upgrade Quetzali weapons from item level 720 to 730.

One day after Patch 7.18 goes live, the Moogle Treasure Trove will return with some rare cosmetic rewards for players to earn. All in all, Final Fantasy 14 fans will have plenty to do as the Seekers of Eternity update draws closer.

Final Fantasy 14 Patch 7.18 Notes (February 25, 2025)

Playable Content

  • A new emote has been added (/photograph).

Battle System

  • The weekly restriction on receiving Light-heavy Holoblades from AAC Light-heavyweight M4 has been removed. 
  • The following adjustments have been made to AAC Light-heavyweight Tier (Savage):
    • Treasure coffers will now always appear, with no reduction of rewards, regardless of whether any party members have previously cleared the area.
    • The weekly restriction on rewards obtained from treasure coffers has been removed.
    • The weekly entrance restriction has been removed.
    • Players may now proceed directly to any area.
  • The item required to enhance weapons purchased with Allagan tomestones of heliometry, Surgelight Solvent, can be purchased from Uah’shepya in Solution Nine in exchange for one Ordelle Coin.
  • After acquiring the Surgelight Solvent, speak with Theone in Solution Nine and exchange it for an augmented weapon of your choice.

PVP Job Adjustments

All Jobs

  • Considering rankings in higher tiers and custom matches, we have made adjustments with an emphasis on jobs that have a greater influence on team dynamics.
  • At higher levels, matches tend to run longer due to efficient play during overtime and the effective use of defensive actions.
  • In an effort to improve the tempo of matches, we have reduced the effect duration of Guard for all jobs.
  • Consequently, we have also alleviated its movement speed reduction, allowing players to more easily use obstructions to take cover.

Paladin

  • In higher tiers, paladin enjoys high win rates and proves to be an invaluable team member.
  • In order to achieve a better balance, we have adjusted Intervene and Holy Spirit, which can be used in quick succession, thereby tempering paladin’s burst damage capabilities and durability.

Monk

  • As monk’s win rates were found to be lacking in higher tiers, we have further increased the potency of Pressure Point, adjusted in Patch 7.15, to enhance their KO capabilities.
  • Additionally, we have adjusted Meteodrive’s rush distance to match Thunderclap’s, which should improve playability.

Ninja

  • Much like paladin, ninja is an incredibly powerful ally in higher tier matches, which is why we have adjusted actions that contribute to high burst damage and defense in high level play.
  • Furthermore, to ensure that win rates do not drop unduly in ranked matches, we have reduced the recast time of Fuma Shuriken and enhanced Seiton Tenchu outside its capability of KOing a target.

Samurai

  • We tempered inflated win rates with adjustments made in Patch 7.15, but as a result, samurai’s offense has felt somewhat lacking.
  • To strengthen their KO potential as a melee DPS, we have made adjustments to slightly favor offensive capabilities in the balance between offense and defense.

Viper

  • Given the adjustments we have made thus far, we are satisfied with viper’s current offensive capabilities.
  • That said, we still felt there was room to improve their durability, which is why we have increased their maximum HP.
  • Furthermore, to help ensure viper’s limit break feels powerful, we have increased movement speed while under the effect of Reawakened and increased the damage absorption of Ouroboros.

Bard

  • We have adjusted Harmonic Arrow to more easily accumulate charges, thereby increasing bard’s offensive capabilities.

Machinist

  • Among physical ranged DPS, machinist is relatively well-balanced, but to further improve playability, we have reduced the number of stacks required to become Overheated.

Dancer

  • To shore up dancer’s offense, we have ensured that, regardless of the number of targets hit by Saber Dance and Dance of the Dawn, the damage dealt to the main target remains undiminished.

Black Mage

  • By emphasizing Lethargy’s damage reduction over its Heavy effect, we have adjusted it for more flexible use both offensively and defensively.

Pictomancer

  • Across all tiers, pictomancer is experiencing low win rates, so we have strengthened both its offensive and defensive abilities.
  • Smudge is useful in myriad situations, so we have shortened its recast timer.
  • We also increased the potency of Holy in White, as it was feeling less effective than its counterpart, Comet in Black.
  • Additionally, by adjusting Tempera Grassa’s barrier potency and additional effect, we made its usage in tandem with Tempera Coat clearer.

Crystalline Conflict

The duration of the Swift Sprint status given at each team’s starting point will be adjusted in the following arenas:

  • The Palistra
    • The duration of the Swift Sprint status given at each team’s starting point when the tactical crystal has not cleared either checkpoint will be reduced from 5 to 4 seconds.
    • The duration of the Swift Sprint status given at a team’s starting point when the tactical crystal has cleared the opposing team’s checkpoint will be reduced from 10 to 8 seconds.
  • The Volcanic Heart
    • The duration of the Swift Sprint status given at each team’s starting point when the tactical crystal has not cleared either checkpoint will be reduced from 4 to 3 seconds.
    • The duration of the Swift Sprint status given at a team’s starting point when the tactical crystal has cleared the opposing team’s checkpoint will be reduced from 8 to 6 seconds.

Resolved Issues

The following issues have been addressed:

  • An issue when selecting the “Visit Another Data Center” subcommand via the character selection screen wherein a portion of the text displayed under “Using the Data Center Travel System” was incorrect.
  • An issue in specific areas on island sanctuaries wherein gathering points did not display on the minimap under certain conditions.
  • Other various issues have also been addressed.
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Systems

Released

August 27, 2013

ESRB

T for Teen – Language, Mild Blood, Sexual Themes, Use of Alcohol, Violence

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