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 upkeep, Final Fantasy 14 unveiled the update details for Patch 7.18, encompassing adjustments to PvP Job equilibrium and eliminating constraints from the Arcadion Light-Heavyweight Savage raid level. Players of Final Fantasy 14 will additionally receive a complimentary “Photograph” emote, a creation resulting from partnership with Instax.
The upcoming update for Final Fantasy 14, version 7.18, is set to roll out around three weeks after the 85th episode of Letter From the Producer Live, which detailed Patch 7.2, Seekers of Eternity. Further information about Patch 7.2 will be shared during the 86th Live Letter broadcast at a later date. When significant content updates aren’t on the horizon for Final Fantasy 14, Square Enix typically releases smaller patches to correct bugs and make adjustments to job mechanics in Player vs. Player modes like Crystalline Conflict and Frontline. Currently, the game is undergoing eight hours of server maintenance to deploy Patch 7.18 and perform some infrastructure updates on the servers.
At around 5:00 AM Eastern on February 25, servers will come back online, requiring users to download a minor update that includes the data for Patch 7.18. Upon starting the game, players of Final Fantasy 14 will receive a new emote, “Photograph,” without needing any extra steps to unlock it. This emote is a product of the collaboration between Final Fantasy 14 and Instax, which ties in with an upcoming social media photo campaign running from February 26 to March 23. The 7.18 update also brings some adjustments to PvP Job Actions, as part of a larger overhaul planned for Patch 7.2. The penalties for Guard’s duration and movement speed have been reduced across all Jobs. Some specific tweaks have been made to jobs such as Viper, Paladin, and Ninja in the realm of PvP.
As a gamer diving into Final Fantasy 14’s world, I’m excited about the changes in Patch 7.18! Now, when it comes to the Arcadion Light-Heavyweight Savage raids, there’s more freedom for us raid teams. We can pick and choose any of the four Savage encounters without having to tackle them sequentially as before. Plus, a significant upgrade for us is that we can collect more than one token per week from these raids, which was not possible in previous patches.
And here’s another cool thing: players who managed to get their hands on Ordelle Coins from the Jeuno: The First Walk alliance raid can now trade them for a Surgelight Solvent! This valuable item allows us to upgrade our Quetzali weapons from item level 720 all the way up to 730. These tweaks definitely make the gaming experience more enjoyable and rewarding!
On the day that Patch 7.18 becomes active, the Moogle Treasure Trove is set to reappear, offering some exceptional cosmetic prizes for players to acquire. To put it simply, fans of Final Fantasy 14 will find themselves with numerous tasks as the Seekers of Eternity update approaches.
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
In these arenas, we’ll be modifying the length of the Swift Sprint status for each team from their initial positions.
- 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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2025-02-25 07:35