Archives September 2022

PvP Patch – The Next Update in Tactics PvP

Today, we are beginning community testing of our upcoming Tactics League PvP Patch, a way to improve certain aspects of Final Fantasy Tactics without changing fundamental or core features, unless it wholesomely benefits the competitive environment. This patch co-exists with the official save data in mind, allowing us to tweak stuff like abilities, gear, and other things to further strengthen their viability in PvP while weighing in on how these changes affect the current formats. For now, the current 2.3.1 save version will be the save to test on, but once the patch is official we will release a save data update to compensate or adjust where necessary.

To view the current status of proposals and implementations visit Tactics League: PvP Patch Updates | Trello

Proposals

Proposals are the “ideas” for improving the patch. Community members in the Tactics League Discord can provide a concept of what to change, such as adjusting clock ticks of cast-time abilities or improving certain weapons for better overall choices. Once a proposal is posted and there is some discussion around it, the proposal will then go through the following phases:

  • Proposal – The idea or concept a person would like to see implemented into the patch.
  • Testing – The proposal is set into the patch for testing purposes. Feedback is key to moving forward.
  • Implemented/Not Implemented – After testing and upvoting or downvoting it, depending on any further iterations needed the proposal may be fully implemented into the PvP patch for official use once it is fully released. If a proposal does not work out in the end, it will be moved to Not Implemented and shelved for the meantime (but this does not mean it cannot be iterated on and put back into Testing).

Cycles

Of course, we cannot put every proposal into a patch each time it is brought up otherwise we could never get proper testing done! Cycles are a way to set a timeframe to thoroughly test everything in the Testing phase so we can get some real-time responses on how they feel and play in PvP. For now, each Cycle will be set for 2 weeks, subject to change depending on the activity with playtesting.

These are the following start and end dates for each cycle as of this post:

  • Cycle 1 – 9/20 – 10/3
  • Cycle 2 – 10/3 – 10/17
  • Cycle 3 – 10/17 – 11/1
  • Cycle 4 – 11/1 – 11/14
  • Cycle 5 – 11/14 – 11/29
  • Cycle 6 – 11/29 – 12/12

Be a part of the community and help us shape the future of Tactics League competitive PvP! If you have not joined the Tactics League Discord, join us today, get set up for multiplayer, and experience our PvP offerings!

Save Data v2.3.1 Update

Today, an incremental update was published to address an issue with Onion Knights reverting their mastered status after a PvP/PvE battle and an adjustment to Beowulf in Generics Premade. Read the changelog below for more information.

To download official version 2.3.1 save data, go here: Download Official Save Data

Competitive Starter 2.1

Note: This is not an update to Starter, but rather fixes to correct an issue.

Characters

  • Re-learned/Added Speechcraft ability, Entice, on all characters to resolve the issue of Onion Knight’s mastered status being reverted after any battle. Based on testing, the game checks the status only after a battle has ended. This was addressed in the event a player saves after a PvP/PvE battle (which is highly not recommended for the Starter format).
    To note, Entice is still banned from the Starter format.

Generics Premade 2.2

Beowulf

  • Swapped: Vengeance for Confuse.
  • Increased PA from 11 to 13.
  • Comment: Vengeance could be abused by dealing team damage to Beowulf early game lowering his HP and being able to deal instant, 8-range damage (upwards of 400+) from safety early on if utilized. As a [Support] he shouldn’t ultimately be able to deal massive amounts of damage from range with little risk. Beowulf’s PA was increased to up his basic attacks from 154 to 182 un-mitigated to compensate for some of his damage loss.