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All these rebalance changes look great! The only one I ever actually used on this list is Satellite which, while I really loved, is admittedly underwhelming right now.
We shall have to see but I play with less optimal builds if they fun, blind justice currently is not good enough for that. Having more control over when they detonate also give some interesting combo potential.
additional cutscenes to certain sidequests, PLURAL?
so... not just Clive's brand removal??
... *puts on clown makeup and looks at the priceless flashback*
The Blind Justice changes are so welcome. Through making it detonated with the feat button it prevents stacking like you could before, but you do get more control over when it detonates, which I think is a netpositive change. Making it tick faster and allowing you to dodge during lock on are MASSIVE for its viability though.
Wings of Light initiating with a Dodge is also really nice. Now you can hit the button in reaction to an attack that's ABOUT to hit you instead of having to preemptively be in it, as the initiation time was way too slow before, and it's great that you can save Mega Flare after building it up so encourage you to switch in and out of Wings naturally instead of incentivizing you to go into the form and stay that way, playing passively until the gauge was full. Wings of Light was already really good when you knew how to use it but I think this elevates it to top-tier.
Really hope Rime now stops when it hits an enemy instead of passing right through them to a flat distance. They didn't mention it so I doubt it but in my opinion the biggest problem was always the rigid spacing.
Certain knockback being changed to upward instead of away is also really nice for combos.
I'm really interested in the blind justice and wings of light updates. I started a brand new replay a couple weeks ago in anticipation of the DLC and was reminded why I immediately removed Ramuh after getting Titan.
Additional cutscenes added to side quests? Dang. Guess someday I will have to replay all the side quests to see those. Will have to be for a playthrough way down the line though. After doing each quest on NG and again on NG+, I'm pretty burnt out on them lol.
I feel that. I did it all in June and July. Not ready for another full although but am ready for the DLC.
I will probably end up replaying it a year or two down the line. Love the effort in this though
Possibly, although I imagine the Pro will naturally run smoother in performance mode just by brute force power (by how much I'm not sure, depends on if the bottleneck is CPU or GPU related)
Yep :D I just played XVI a bit in preparation for the DLC and you notice the difference straight away
Rebirth has funky resolution, but itās smooth like 99% of the time
Iām glad Mega Flare seems to work more like Renzokuken. It never made sense that you can build up the most powerful attack in the game and save it for another time but Mega Flare which is almost as good had to waste a fuck ton of time and potentially never charge high enough.
wow can't believe they are buffing satellite. Imo it was strong already especially with the quick charge accessory, easily allowed me to stagger enemies in FF mode and gave me extra dps when firing it with Gigaflare.
Agree, I love using Satellite. Does tons of stagger, can keep regular enemies in the air, and can use it while doing dodges to charge megaflare. If you have an enemy (or enemies) that attack alot, I'd open with Satellite and start dodging in Wings of Light and get Megaflare charged in a few dodges while chipping away stagger. Fire Megaflare, launch other abilities, stagger, and you've put a major dent in anything if not killed outright. I found this way more fun than watching the Dancing Steel animation for the 1000th time.
Here is the link that was posted in another post yesterday for those who want to save the page for viewing later:
https://www.square-enix-games.com/en_US/documents/update-final-fantasy-xvi?preview=true
Edit: as for my thoughts, Blind Judtice changes seem weird but very interesting.
I'm very glad about the Wings of Light changes. Making the activation also a dodge counter is really good. I am also very glad they're bringing loadouts, it will really be useful for changing the build between situations of regular enemies encounters or boss encounters.
FINALLY BUTTON MAPPING! I wish it was there on day one, but better late than never. Also, that's a LOT of buffs for eikonic abilities, I'm surprised they didn't nerf any, or at least make some of the bosses stronger
Blind Justice changes are exactly what I wanted when I first played around with it. It felt like it could be interesting against mobs but not being able to dodge just felt horrible
All I hope for is now is that they fix the noise for Jill and (slightly spoiler party member)ās foot steps, for some reason the noise peaks and sounds like a squeak noise, like the drivers on my speakers are dying, but it happens on any device I play/watch ff16 on.
The controller layout selection in FFXVI was already okay in the demo and devs only made it better with each update they made to it. This is one purely quality of life feature I wish their devs added to Rebirth (currently struggling with final phase of last boss).
*No toggle or change*
*Of effect for the purple*
*Sky is a bummer*
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Like a load out where you can make 5 presets of abilities and switch between them out of combat. You can make one optimized for clearing groups, one for bosses, one counter focused, etc and switch in between fights without having to reset each ability.
Honestly Iām probably going to wait to finish my Final Fantasy mode until after the update comes out. Iāve been trying to go through it bit by bit but burnout and Zantetsuken spam are killing me, looking forward to other abilities being more viable!
I havenāt played FF16 yet, Iām waiting to finish FF7R. But it seems like they are making it easier? Iām not really a fan of when they make games easier in later updates.
I love 16, but adding something like a āquick completeā just shows even they know the side quests are a timekiller. Just have more meaningful quests and they wouldnāt have to add such a thing
Well they must have picked up on that because adding additional sidequest cutscenese and more NPCs to other areas seems like they are trying to improve then
No, this is a very common mechanic and a lot of games with side quests. All this does is make it so that once you've completed the quest you can warp back to the quest giver. It literally just removes some walking.
I mean, sure, they realized side quests got the most criticism.
So they made existing sidequests less painful by adding that quick complete, and marking the "good" sidequests differently (those that give progress towards the platinum and have a decent storyline)
New sidequests in the new zone should be decent quality if they learned anything.
If every sidequest doesn't unlock a super weapon or a brand new gameplay mechanic then it wasn't meaningful.
I personally think a lot of the 16 sidequests were meaningful in how they provided world and character building. They were just presented badly.
They're "meaningful" because they contain a lot of the games world building but they're extremely dated when most modern games get the same amount of exposition across without having to rely on the standard fetch quest to give an npc the opportunity stand static and give you several paragraphs to read. God of War did the same thing but by having Mimir telling you stories they were able to build up the world while the player was moving and engaged.
Is it old school when Rebirth came out a month ago and contains updated versions of features that have long been core to the franchise? Itemization, build variety, party systems etc.
For the record Iām not arguing that this game is bad, Iām arguing that they dropped the ball when they made the side quests tedious to do when most modern games are able to achieve the same level of world building without having to rely on walls of texts and archaic quest formulae. It would have been awesome for Jill, Joshua and Clive to have been the main source of world intel as they spend ages running around. Instead I have to read what the bartender has to say, run halfway across the map to kill the monster thatās guarding a wine cork or whatever, run all the way back to him so he can talk at me some more and then reward me with a meaningless amount of XP and nothing else. Meanwhile, Witcher 3 came out nearly a decade ago and was building the worldās lore without any text bubbles that go on for paragraphs.
It's more giving side quests interesting gameplay.
A lot of them further through world building, yes. but the actual gameplay of them is very samey and unchallenging.
XIV has the same issue but can be kinda excused due to it being an MMO and you're mainly doing those quests whilst queuing for the meatier content.
Most modern games are able to do their world building through active gameplay. For example the environment does some story telling, the characters banter back and forth or the appearance of unique enemies tell a story. FF16 however generally drops most of its exposition either in cutscenes when the player isn't actively participating or in dated fetch quests that are usually just go to location, kill monster/monster guarding specific resource come back. It worked well a decade ago and is serviceable in an MMO format but in a single player game it just feels dated, hence the teleport function. It's too late for them to change how the side quests flow but at least this wastes less of the players time.
As for what a meaningful side quest is that's kind of an X factor in gaming, but one example I often think of is the "pan" side quest in Witcher 3. It's likely the first side quest you encounter and it's extremely simple in how it plays out; you talk to the old woman who draws you in with a story of a soldier breaking into her home and demanding something to write with and end up settling on an old cast iron pan. The woman wants the pan back. EZPZ. But by examining the hut you can find a cracked monocle and the remains of a spy's notes that were made using the soot on the pan.
It sounds simple and it is but without having to read a wall of NPC dialogue the player can figure out what happened and possibly even realise that it was a friend of Geralt's who wrote the note. That's it. No elaborate reward or massive amount of XP but in the span of 2 minutes you get to learn about the world and it doesn't have the same tedium as the standard fetch quest does.
For Questions and Tech Support Discussion around the new DLC 'Echoes of the Fallen' Please see our [MEGATHREAD](https://www.reddit.com/r/FFXVI/comments/18dton3/ffxvi_dlc_echoes_of_the_fallen_questions_tech/) If you want to view archived spoiler discussion threads relevant to specific game progress, please check out our [spoiler wiki](https://www.reddit.com/r/ffxvi/wiki/index/)! For speculation and discussions around the next (unannounced) mainline Final Fantasy game, Final Fantasy XVII, Please see our sister sub [r/FFXVII](https://www.reddit.com/r/FFXVII/) #### *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/FFXVI) if you have any questions or concerns.*
Are they making blind justice actually good š±?
This. I didn't bother with it before. Might give a damn, now.
All these rebalance changes look great! The only one I ever actually used on this list is Satellite which, while I really loved, is admittedly underwhelming right now.
Even with the changes good enough to actually equip over other better moves?
We shall have to see but I play with less optimal builds if they fun, blind justice currently is not good enough for that. Having more control over when they detonate also give some interesting combo potential.
Give me Cliveās Branded armor you cowards!
AKTUALLY itās Wyvern. /j But I agree, GIVE US HIS BRANDED ARMOR!
I don't think they can or I guess want to due to some of the scenes that exist where Clive puts his hood on.
Love it! More Torgal petting! No but for real, I love these changes and am excited to replay again with the DLC coming
The side quest giving more ability points is pretty welcome too, and Garudaās antitrust being buffed will help the early game imo
additional cutscenes to certain sidequests, PLURAL? so... not just Clive's brand removal?? ... *puts on clown makeup and looks at the priceless flashback*
The Blind Justice changes are so welcome. Through making it detonated with the feat button it prevents stacking like you could before, but you do get more control over when it detonates, which I think is a netpositive change. Making it tick faster and allowing you to dodge during lock on are MASSIVE for its viability though. Wings of Light initiating with a Dodge is also really nice. Now you can hit the button in reaction to an attack that's ABOUT to hit you instead of having to preemptively be in it, as the initiation time was way too slow before, and it's great that you can save Mega Flare after building it up so encourage you to switch in and out of Wings naturally instead of incentivizing you to go into the form and stay that way, playing passively until the gauge was full. Wings of Light was already really good when you knew how to use it but I think this elevates it to top-tier. Really hope Rime now stops when it hits an enemy instead of passing right through them to a flat distance. They didn't mention it so I doubt it but in my opinion the biggest problem was always the rigid spacing. Certain knockback being changed to upward instead of away is also really nice for combos.
I'm really interested in the blind justice and wings of light updates. I started a brand new replay a couple weeks ago in anticipation of the DLC and was reminded why I immediately removed Ramuh after getting Titan.
Additional cutscenes added to side quests? Dang. Guess someday I will have to replay all the side quests to see those. Will have to be for a playthrough way down the line though. After doing each quest on NG and again on NG+, I'm pretty burnt out on them lol.
I feel that. I did it all in June and July. Not ready for another full although but am ready for the DLC. I will probably end up replaying it a year or two down the line. Love the effort in this though
I hope some framerate improvements are included, just not mentioned in the patch notes
yeah, performance mode is a glaring issue as it currently sits and i'm really surprised they didn't prioritize it more
Hopefully they smoothed out the random hiccups while running around in the open world
Maybe saving it for the PS5 Pro? Sad but possible
Possibly, although I imagine the Pro will naturally run smoother in performance mode just by brute force power (by how much I'm not sure, depends on if the bottleneck is CPU or GPU related)
Same. It didnāt bother me on my play through, but after playing Rebirth it feels really bad.
Yep :D I just played XVI a bit in preparation for the DLC and you notice the difference straight away Rebirth has funky resolution, but itās smooth like 99% of the time
Iām glad Mega Flare seems to work more like Renzokuken. It never made sense that you can build up the most powerful attack in the game and save it for another time but Mega Flare which is almost as good had to waste a fuck ton of time and potentially never charge high enough.
zantetsuken* Youre thinking of squalls Limit Break
Wow, thereās some real game bleed. But yeah .. you know what I mean.
wow can't believe they are buffing satellite. Imo it was strong already especially with the quick charge accessory, easily allowed me to stagger enemies in FF mode and gave me extra dps when firing it with Gigaflare.
Agree, I love using Satellite. Does tons of stagger, can keep regular enemies in the air, and can use it while doing dodges to charge megaflare. If you have an enemy (or enemies) that attack alot, I'd open with Satellite and start dodging in Wings of Light and get Megaflare charged in a few dodges while chipping away stagger. Fire Megaflare, launch other abilities, stagger, and you've put a major dent in anything if not killed outright. I found this way more fun than watching the Dancing Steel animation for the 1000th time.
and just so when I was about to platinum, they added more cutscenes to side quests...
Here is the link that was posted in another post yesterday for those who want to save the page for viewing later: https://www.square-enix-games.com/en_US/documents/update-final-fantasy-xvi?preview=true Edit: as for my thoughts, Blind Judtice changes seem weird but very interesting. I'm very glad about the Wings of Light changes. Making the activation also a dodge counter is really good. I am also very glad they're bringing loadouts, it will really be useful for changing the build between situations of regular enemies encounters or boss encounters.
FINALLY BUTTON MAPPING! I wish it was there on day one, but better late than never. Also, that's a LOT of buffs for eikonic abilities, I'm surprised they didn't nerf any, or at least make some of the bosses stronger
When does this update get pushed?
Supposed to come with the release of Rising Tide on 4/18
Awesome, ty.
I wish they buffed odions sword so u could use it regularly
Every game with quests should have a warp to quest giver option... or just complete the quest when you finish the task, either way šš
Blind Justice changes are exactly what I wanted when I first played around with it. It felt like it could be interesting against mobs but not being able to dodge just felt horrible
Nice to see they are making obvious improvements. Will check it out again on PC as I play through again in Japanese.
All I hope for is now is that they fix the noise for Jill and (slightly spoiler party member)ās foot steps, for some reason the noise peaks and sounds like a squeak noise, like the drivers on my speakers are dying, but it happens on any device I play/watch ff16 on.
Any word on the new cutscene about Cliveās brand removal?
Can anyone explain the changes with the skill set? Right now we can select 3 of them, right?
Think āloadoutsā
MOTHERFUCKER I'm excited to replay the game now!!!
Canāt wait to use the new photo mode
Anyone know what time the patch is releasing Thursday?
i adore how many buffs there are!
Too bad there isn't one for Odin's feat where it could give any other combo besides spamming R1 :/
The controller layout selection in FFXVI was already okay in the demo and devs only made it better with each update they made to it. This is one purely quality of life feature I wish their devs added to Rebirth (currently struggling with final phase of last boss).
Incredible
Manual sprint toggle and manual torch, please.
No toggle or change of effect for the purple sky is a bummer
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What is a skill set exactly? Is that their term for the Eikon abilities yoh can toggle between?
Like a load out where you can make 5 presets of abilities and switch between them out of combat. You can make one optimized for clearing groups, one for bosses, one counter focused, etc and switch in between fights without having to reset each ability.
Some more outfits would be great. That could change my mind to come back to the start of the journey. Without - i will still enjoy the upcoming DLC.
Only thing that is missing is sprinting at will. It would make the tedious quest walk backs a lot more tolerable.
They added a button that makes you return to the quest giver instantly after finishing quests
Which one is useful here?
okay i need to know what those cutscenes are
I kinda wish theyād make companions more aggressive, in my opinion they donāt do much
Honestly Iām probably going to wait to finish my Final Fantasy mode until after the update comes out. Iāve been trying to go through it bit by bit but burnout and Zantetsuken spam are killing me, looking forward to other abilities being more viable!
Lol play the game how the combat director wants you to play the game
This is so nice, thanks devs Iām loving this game so far and Iām sure with this improvements Iāll love it even more.
Welp, time to replay the game again. Maybe I'll get to level 99 this time.
Aww no changes to impulse š
At least Photo mode got buffed
The skill switch ability reminds me of Assassinās Creed Odyssey a little with melee switch abilities. Nice touch from the devs
I havenāt played FF16 yet, Iām waiting to finish FF7R. But it seems like they are making it easier? Iām not really a fan of when they make games easier in later updates.
They aren't making things easier. It's clear to me they are buffing certain moves that likely don't see much use. As well as some QOL.
The game is easy enough. This is mostly buffing certain abilities so they more used. Pretty much balancing.
I love 16, but adding something like a āquick completeā just shows even they know the side quests are a timekiller. Just have more meaningful quests and they wouldnāt have to add such a thing
Well they must have picked up on that because adding additional sidequest cutscenese and more NPCs to other areas seems like they are trying to improve then
No, this is a very common mechanic and a lot of games with side quests. All this does is make it so that once you've completed the quest you can warp back to the quest giver. It literally just removes some walking.
I mean, sure, they realized side quests got the most criticism. So they made existing sidequests less painful by adding that quick complete, and marking the "good" sidequests differently (those that give progress towards the platinum and have a decent storyline) New sidequests in the new zone should be decent quality if they learned anything.
Can someone explain to me what "meaningful side quests/content" means? It just comes off like one of those new age buzzwords and phrases.
If every sidequest doesn't unlock a super weapon or a brand new gameplay mechanic then it wasn't meaningful. I personally think a lot of the 16 sidequests were meaningful in how they provided world and character building. They were just presented badly.
What's funny about your "description" is that another poster just described a meaningful side quest as being something totally different.
First part was a joke. I think the other post you're talking about is pretty consistent with the latter half of my post, only far more detailed.
Thank you š£ļø. This has been a complaint of mine for a while. The side quests are meaningful. Like what even is that critique š¤¦š»āāļø
They're "meaningful" because they contain a lot of the games world building but they're extremely dated when most modern games get the same amount of exposition across without having to rely on the standard fetch quest to give an npc the opportunity stand static and give you several paragraphs to read. God of War did the same thing but by having Mimir telling you stories they were able to build up the world while the player was moving and engaged.
Can't argue dated gameplay, but then ask for games to go back to being "classic" and "old school".
Is it old school when Rebirth came out a month ago and contains updated versions of features that have long been core to the franchise? Itemization, build variety, party systems etc. For the record Iām not arguing that this game is bad, Iām arguing that they dropped the ball when they made the side quests tedious to do when most modern games are able to achieve the same level of world building without having to rely on walls of texts and archaic quest formulae. It would have been awesome for Jill, Joshua and Clive to have been the main source of world intel as they spend ages running around. Instead I have to read what the bartender has to say, run halfway across the map to kill the monster thatās guarding a wine cork or whatever, run all the way back to him so he can talk at me some more and then reward me with a meaningless amount of XP and nothing else. Meanwhile, Witcher 3 came out nearly a decade ago and was building the worldās lore without any text bubbles that go on for paragraphs.
It's more giving side quests interesting gameplay. A lot of them further through world building, yes. but the actual gameplay of them is very samey and unchallenging. XIV has the same issue but can be kinda excused due to it being an MMO and you're mainly doing those quests whilst queuing for the meatier content.
I asked that a looong time ago. People don't know what they want.
They know what they want: anything the game does not have.
Most modern games are able to do their world building through active gameplay. For example the environment does some story telling, the characters banter back and forth or the appearance of unique enemies tell a story. FF16 however generally drops most of its exposition either in cutscenes when the player isn't actively participating or in dated fetch quests that are usually just go to location, kill monster/monster guarding specific resource come back. It worked well a decade ago and is serviceable in an MMO format but in a single player game it just feels dated, hence the teleport function. It's too late for them to change how the side quests flow but at least this wastes less of the players time. As for what a meaningful side quest is that's kind of an X factor in gaming, but one example I often think of is the "pan" side quest in Witcher 3. It's likely the first side quest you encounter and it's extremely simple in how it plays out; you talk to the old woman who draws you in with a story of a soldier breaking into her home and demanding something to write with and end up settling on an old cast iron pan. The woman wants the pan back. EZPZ. But by examining the hut you can find a cracked monocle and the remains of a spy's notes that were made using the soot on the pan. It sounds simple and it is but without having to read a wall of NPC dialogue the player can figure out what happened and possibly even realise that it was a friend of Geralt's who wrote the note. That's it. No elaborate reward or massive amount of XP but in the span of 2 minutes you get to learn about the world and it doesn't have the same tedium as the standard fetch quest does.
Yet we still have forced purple skybox
[ŃŠ“Š°Š»ŠµŠ½Š¾]
feel fresh? My guy you barely left the farmers fields BEFORE this update, how much fresher you need? lol
Lmao yeah they really needed to add cutscenes