Message From AkhMorning
As part of our vision for future content on AkhMorning we are looking to expand our horizons with coverage of various overseas media to bridge together the information between regions and to help enhance the global understanding and appreciation of FFXIV.
This article is our sixth translation article of overseas interviews. It is unofficial and all rights to the source images, assets and written content belong to Famitsu and SQUARE ENIX CO., LTD. respectively.
For ease of legibility with the article’s length, the source media has been omitted but can be found in the official article link below.
If you have any feedback, please contact us at email@example.com.
It is with great pleasure we bring to you our translation of:
This is How High Difficulty Raids for Final Fantasy XIV Are Made! The Developer’s Journey of Eden’s Gate. (Part 2)
Famitsu Article Staff
AkhMorning Translation: Famitsu: How Eden’s Gate Was Made! (Part 1)
A Battle With Prime Right Off the Bat!?
Throughout Alexander Savage, the difficulty for Gordias, which is the first tier of the raid, and Midas, the second tier was really high and many players had difficulty going through it. Then followed by Creator and its appearance, while still tough, allowed the players to feel as if they’re gradually progressing and that balance was superb.
Animation of Eternal Breath, the ultimate move of the Guardian Force Eden who appeared in FFVIII.
Since the damage is a percentage of HP, any mitigation will not work. So you’ll want to make sure your HP is back up or put up a barrier.
The Cycle Mechanic That Is Linked To Its Concept Was Meant To Be Extremely Difficult At First.
In the second half of the battle, the biggest obstacle is the cycle sequence. If the party has enouguh DPS, it is possible to defeat the boss before sequential cycles are unleashed.
The Secret Behind Stormy Horizon
Leviathan as seen in the Source. Leviathan as seen on the First is based on the memories of Warrior of Light.
The Leviathan on the First sports two heads as its design feature.
Throughout the battle, there is a scene where a major portion of the field collapses and forces the party to split. When this happens, The mechanic will end up unable to resolve properly in case everyone is gathered at one place on either side.
Pantokrator, the mechanic first seen at the 3rd floor of The Bend of Time: Omega - Alphascape. Each player had to gather at one place and circle around the boss while avoiding a series of AoE (Area of Effect) attacks triggered by the boss.
This is the Stormy Horizon mechanic seen on the 3rd floor of Eden’s Gate. Come to think of it, you could feel that it’s similar to Pantokrator?
4th floor And The Forbidden “Difference Of High And Low”
Titan who appeared in the Source, a being that brought the biggest impact to the players among all of the Final Fantasy titles released thus far.
Titan who transformed into a vehicle.
The giant mechanic seen only in Savage.
There is also a mechanic which utilises the difference of elevation on the field, and once you go down, you cannot go back to the upper side.
Difficulty. Was It Normal First? Or Savage?
Closing Words From AkhMorning
We hope you really enjoyed the translated final part of “How Eden’s Gate Was Made!”.
As always a big thank you to Iluna for working so diligently alongside me in bringing more of the Battle Content Developer interviews from the East to the West.
We’re keen to cover “How Eden’s Promise Was Made!” if it happens in the future as the final installment of this interview series for Shadowbringers, but also what will come by with Endwalker.
Until next time!