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The battle content was quite hard, though… When he has his armor on, you can see we’ve paid homage to the Titan from Final Fantasy XIII, and once he removes it, he looks like a Titan from Greek mythology. Yusuke Mogi: “From a design perspective, I would say Titan. Of the six Primals of the Elements, which was your favorite to redesign its new appearance and design for its encounter? What is the process the development team goes through when designing a new fight that already has a structure in-game, such as the new Eden Primals and the Ultimate encounters? As a Raid Series, Eden has shown us quite the interesting redesigns to the Primals we have faced against on the Source. Another one would be, perhaps Doman Mahjong. Warriors of Light from around the world are enjoying this, so while this content was born from a very simple thought, I feel it came out really well. Most recently, though, I would say maybe Ocean Fishing.
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Yoshida: “I don’t believe there’s much value in being the most ‘something.’ It’s such a momentary notion-we gain experience and grow, so I feel my answer would constantly change. Looking back on what you have done so far, what is it that you are most proud of in the game? What fight, character, story, idea, or item first comes to mind? Please stay tuned for any movements leading up to the next expansion.” If we make them even more equal, then it would truly make no difference which job you used-it is unlikely that we would make any changes during the 5.x series. Yoshida: “Currently, the tank role is becoming progressively more equalized, but at the same time, we want each job to have its own established identity. Is there any chance we could possibly see an addition to their self-mitigation repertoire or even a change to Divine Veil, so that even the Paladin can gain the shield absorption effect? Paladin has, in my opinion, been a job that lacks a lot in the self-mitigation department for cooldowns compared to its Tank brethren. I primarily play the Tank role, specifically Gunbreaker and Paladin. The designs are already solidified, and the development team is now moving forward with modelling.” Yoshida: “They have not made an appearance yet, so please stay tuned for what comes next. Have we seen the monster(s) he’s designed yet? Additionally, it was stated during an early Live Letter from the Producer that along with Tetsuya Nomura creating his own original character for the Eden Raid series, that he would also design monsters as well. His design work for the content is still ongoing, so please look forward to future developments!” Nomura took that into account when creating his designs. When we put in the request, we made sure to provide reference materials for the overall raid series, so I’m sure Mr. Yoshida: “We have only asked for character designs this time around.
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#FINAL FANTASY XIV DESIGNER SERIES#
How much of an involvement did Tetsuya Nomura have in the story for the Eden Raid series outside of creating Gaia? During the recent addition to the raid series Eden’s Verse, there have been noticeable callbacks to Final Fantasy VIII (Gaia’s inner thought monologue appearing very similar to Squall’s inner thought monologues, Gaia referring to the voice in her head as a “faerie”-a term used by Laguna when Ellone sends Squall and company to the past, and Idol Of Darkness sharing similar design to Ultimecia’s face markings).
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Naoki Yoshida: “We have no plans for that, at least not during the 5.x series patches.”