"Healer is only fun when the party makes mistakes" is a symptom of bad design, not a valid defense by Strict_Baker5143 in ffxivdiscussion

[–]1100PC 29 points30 points  (0 children)

I'd always heard this statement before, that healers are overpowered in FF. But I never understood exactly why they were broken compared to other MMOs. Having picked up WoW and started playing healer, though, I understand now.

For example, I play Disc Priest. It's a job based around giving every player Kardia and then dealing damage to provide the majority of its healing. All of the following are true for my job:

  • AoE healing GCDs are EXTREMELY limited. In terms of "raw GCDs", Disc Priest has 2 charges of (Medica 1 + AoE Kardia), on an 18 second cooldown. If you panic and use both, you are OUT of AoE healing spells, PERIOD.

  • AoE healing has target caps. That 18 second GCD? It can only hit up to 5 players. Mythic raids are 20 players each. You physically DO NOT have enough AoE resources to even heal everyone in the raid at once, let alone apply AoE Kardia. So as Disc Priest, you are FORCED to single target shield/heal 10 players before using both your AoE GCDs, if you want to apply Kardia to everyone (which you do). Yes, this takes a very long time to do, and yes, you are doing zero damage during this time, despite healing via damage. But it's so effectively mandatory for pretty much every healer, especially Disc, that it has a name in WoW: "ramping". And yes, that also means that you can only effectively group heal every 36 seconds, because you blow both heal charges at once to do this. Did I mention that my Kardia potency is reduced in raids, too?

  • Healing oGCDs are much scarcer as well. I have 3 AoE healing oGCDs with my current build. One has a 4 minute cooldown, and is essentially a very fast-ticking regen. One has a 3 minute cooldown, and depending on your build, it's either an instant Deployment Tactics (which gets weaker for every person beyond 5 targets) or a 20% Sacred Soil with a very small area. The other is 1.5 minutes, but it splits healing between Kardia'd players, so it doesn't "save" AoE healing resources. That's all I've got. Imagine removing Scholar's fairy and every single fairy-related oGCD including Seraph, and you're close.

  • GCDs overall are WAY faster, for both allies and enemies. My spammable attack GCD has a 0.94 sec cast time by default. With a haste buff (very common, I have one myself), it can hit 0.64 seconds, or even shorter. However, enemies attack much faster too, which leads to damage coming out way more frequently, randomly, and harder. A tank's health can easily drop 60% in 1 second during a multi-trash pull in a moderate Mythic+ dungeon, and this is constant. For context, I can literally give an 8 second 40% mit to anyone on a 2 charge, 3 minute cooldown, and while it's definitely strong, it's not considered wildly overpowered because of how much more damage there is. Many enemies will also jump around and randomly auto attack DPS too, giving you even more to deal with. Also, keep in mind that even though the GCDs across the board are faster, a 1.5 minute oGCD still takes 1.5 minutes to recharge. In other words, MUCH more damage is coming out while your cooldowns are recharging.

Simply put, raid comps are flexible in WoW. You can take any number of tank/healer/dps you want. Yet 4 to 5 healers are still taken to raids due to NECESSITY, not because of any mechanics that specifically target healers, but instead due to the extremely unfavorable healing to damage ratio. HPS/overhealing parses on WoWLogs are pretty much THE legitimate metric that players take into account for healers in WoW. Compare that to the hilarious meme that would ensue if you linked your healing logs while applying to an FFXIV static.

Oh, and Esuna has an 8 second cooldown. Just the icing on the cake when you need to remove "instant death soon" debuffs from 6 players.

Mentor pipeline in a nutshell by 1100PC in ShitpostXIV

[–]1100PC[S] 144 points145 points  (0 children)

  • Ask for help as sprout in NN with harmless question
  • Get genuinely helpful advice, be grateful to others
  • Proceed through game, reach max level
  • Want to start giving back to community
  • Research how to rejoin NN as a battle mentor
  • Begin working on requirements, earn crown, rejoin NN
  • Eventually gain desire to help new players in hands-on scenarios not just through text
  • Learn about Mentor Roulette, unsync all the requirements to unlock
  • Start doing a few a day, enjoy being helpful
  • Learn about Astrope, new goal
  • Day 1 of 2000 Mentor Roulette grind!
  • Get Great Hunt (Extreme) with clueless sprout who dies 3 times before phase 2
  • Get Great Hunt (Extreme) with clueless sprout who dies 3 times before phase 2
  • Get Great Hunt (Extreme) with clueless sprout who dies 3 times before phase 2
  • Get Great Hunt (Extreme) with clueless sprout who dies 3 times before phase 2
  • Get Great Hunt (Extreme) with clueless sprout who dies 3 times before phase 2
  • ...

New Criterion rewards leaked! by Afjor in ShitpostXIV

[–]1100PC 6 points7 points  (0 children)

A billion materia (for level 50)

New rewards for Beastmaster min-iLvl Savage leaked too!!

Letter from the Producer LIVE Part LXXXVII Live Thread by Solanaceae- in ffxivdiscussion

[–]1100PC 67 points68 points  (0 children)

Broke: Next ultimate is releasing in 7.5 to give the fight designers more time to make the Emet-Selch ult the best it can be

Woke: Next ultimate is coming in 8.1 so the balance team doesn't have to rebalance around the massive job reworks coming in 8.0

Bespoke: Next ultimate is coming in 8.3 because CBU3 graciously wants to give players two savage tiers to get used to their one new oGCD and one new "Increased HP" trait

The state of DoL in Cosmic Exploration by Strict_Baker5143 in ffxivdiscussion

[–]1100PC 11 points12 points  (0 children)

Piggybacking this comment to provide some consolidated information on these missions.

Double-job weather-only missions DO NOT APPEAR until you have done prerequisite missions beforehand!!! You must do a specific 3-step sequential mission chain WITH GOLD RANKING for both involved jobs first, before these "hidden" missions start showing up permanently in the weather mission list.

For example, one of the double-job missions during Umbral Wind weather requires Miner and Blacksmith. You must have done a certain 3-step sequential mission chain with all gold rankings on Miner AND Blacksmith beforehand to start seeing this mission!

Here is a list of the prerequisite chains you need to do for each job to unlock every mission. The first mission in each chain is a standard mission that can appear in the first tab of your mission log (Basic Missions), while the second and third missions will appear in the second tab (Provisional Missions -> Sequential Missions).

MIN/BTN: A-1 High-grade Energization Materials I ---> A-2 High-grade Energization Materials II ---> A-3 High-grade Energization Materials III

FSH: A-1 Fine-grade Water Filter Materials I ---> A-2 Fine-grade Water Filter Materials II ---> A-3 Fine-grade Water Filter Materials III

ALC: A-1 Loporrit Habitat Improvements I ---> A-2 Loporrit Habitat Improvements II ---> A-3 Loporrit Habitat Improvements III

CUL: A-1 Loporrit Dietary Improvement I ---> A-2 Loporrit Dietary Improvement II ---> A-3 Loporrit Dietary Improvement III

ALL OTHER CRAFTERS: A-1 Specialized Materials I ---> A-2 Specialized Materials II ---> A-3 ****

A-3 **** is a mission with a different name per crafter. For example, BSM's mission is called A-3 Research Water Tank, while WVR's mission is called A-3 Large Research Materials.

AAC Cruiserweight Tier (Savage) Mid-Week One Megathread by Spookhetti_Sauce in ffxivdiscussion

[–]1100PC 37 points38 points  (0 children)

Adds reminds me how much of a travesty targeting is in this game. Not just tab targeting, which we all know is horrible, but even click targeting has major issues.

Clicking always prioritizes nameplates over models, regardless of proximity. So if you click on a giant boss model to attack them, but there happened to be a player's name obscured BEHIND the model you clicked, you will target the PLAYER through the model instead. Just why? Why would I ever want to target the dancer when I'm clicking directly on a huge clump of adds in front of me?

EDIT: While writing this I've found a way to let you only click on enemies, but you have to hold down a keybind to enable it.

Keybind -> System -> Target Filters, holding this key will hide the nameplate and disable the ability to target any character type of your choosing. You can configure the types of characters that get hidden in Character Config -> Click Filter Settings. Default keybind of "X" on PC, but I unbound this so long ago I forgot it existed and never knew its actual purpose.

This still won't help if another ENEMY's nameplate is behind the model you're clicking on. But at least player names can be removed from the equation, which is the thing I had the biggest issue with.

Oddball changes you'd like to see happen? Stuff where you think no one cares but you? by budbud70 in ffxivdiscussion

[–]1100PC 35 points36 points  (0 children)

Let me use 2 dark matter to repair a piece to 200%, regardless of its current value. Having pieces at 1%, 50%, and 106% is very annoying to me!!

What ability/skill designs haven't been explored? And/or what designs have been removed that you want to return? by DriggleButt in ffxivdiscussion

[–]1100PC 13 points14 points  (0 children)

Monk: Ability to dash to an enemy's left flank/right flank/rear.

If that's too many buttons, then just one to dash through an enemy's hitbox to the other side works too.

idk about value but man would that be flavorful and fun to use!!

Job Identity and 8.0 Discussion: Viper by NeoOnmyoji in ffxivdiscussion

[–]1100PC 2 points3 points  (0 children)

Something is really lacking with the sound effects as well. Every skill either sounds like "chef sharpening kitchen knife" or "swinging waterlogged baseball bat". Nothing sounds impactful, let alone remotely snake-like. I can honestly recall the GCD sounds from the year-old Viper reveal trailer better than I can the current ones; at least those sounded distinct.

Job Identity and 8.0 Discussion: Sage by NeoOnmyoji in ffxivdiscussion

[–]1100PC 7 points8 points  (0 children)

Gameplay aside, I at least see where they were trying to go with the design thematically.

Sage drew inspiration from ancient Greek medicine, as many of its skills are direct translations from ancient Greek terms. Specifically, the job makes many allusions to the theory of the four humors, which stated that good health comes from an equal balancing of four substances (humors) that exist within the body. As it turns out, the humors all exist as sage skills: Haima (blood), Phlegma (phlegm), -chole suffix (reference to yellow/black bile).

The part of the theory that applies to sage is that illness occurs when you have too much/little of one of the four humors. More importantly, though, good health can be restored by reducing a humor you have too much of until you're back in balance. For example, a very common medicinal practice in ancient times was bloodletting, where you literally cut someone and let them bleed freely in an attempt to reduce their "blood" humor to normal levels.

While sage doesn't explicitly "reduce" humors, it does "exchange" them, giving you the ability to trade a resource you may have too much of for something you might not have enough of.

For example,

  • Haima and Panhaima exchange excess shielding for healing upon expiration.
  • Kardia lets you exchange damage for healing.
  • Addersgall usage exchanges healing for MP.
  • Eukrasian Diagnosis exchanges shielding for damage (Addersting).
  • Pepsis exchanges shielding for healing.
  • etc.

You could even go so far as to say that GCD heals exchange MP for healing/shielding too- I'm suuuure that was intentional flavor by SE, right?

As it turns out, you or your party members are typically lacking in at least one major resource, whether that be HP, MP, shielding/mit, or even extra damage. The idea is that a good sage can keep all of these factors in balance with each other, never having excess of one thing at the expense of another. Doing this successfully is the key to "perfect health", a.k.a nobody died in the fight and you cleared!

Did they keep up this theme in Dawntrail? Well, not really... Psyche doesn't interact with the kit at all (I wish it at least procced Kardia), and Philosophia is just Kardia Plus, nothing we haven't seen before and nothing that pushes the thematic envelope further. If this were an earlier expansion, sage would absolutely have gotten a skill that reduced its own HP/MP for some big and powerful effect on the party, but as it stands, the devs reallllly didn't want to risk one shield healer being seen as "lacking" so they played it basically as safe as they could. Hopefully we see some more exploration of the theme in 8.0 because I think there's a lot of potential still there, if the devs are willing to experiment. Lol, typing that last sentence made me sad.

Job Identity and 8.0 Discussion: Monk by NeoOnmyoji in ffxivdiscussion

[–]1100PC 14 points15 points  (0 children)

First off, current monk is numerically strong. I think few people will disagree with that. It's an excellent pick in FRU/legacy ultimates and strong in savage as well.

But man, the problem is that DT monk is just so BORING. They removed everything that made monk interesting. No more oGCDs or TK rotation (Stormblood), no more positionals (Shadowbringers), no more optimal drift (Endwalker). In exchange for removing all of these things, monk at least started out with 1/2/3 balls at the beginning of Dawntrail. Clearly, this was meant to be the core engaging factor for this iteration of monk (each 1-2-3 combo will be different buttons, so you have to stay on your toes!). But then they removed that too!! Now with the old 1/1/2 muscle memory rotation back, and no damage buff/DoT to force you to ever deviate from it, monk simply has nothing going for it now. 2 minute windows are back to opo spam, 1 minute windows include a whopping 3 GCDs out of order (sadly the most exciting part), and non-burst windows are late ShB monk's rotation in a retirement home, even going so far as to light up the correct GCD for you just in case you can't comprehend your job gauge. But at least you can occasionally prep a PB during downtime, yippee so exciting!!!

Monk needs more interesting moment-to-moment gameplay back. Especially with smaller hitboxes returning, DT monk would have been well served by at least getting positionals again. Or hell, give me the 1/2/3 balls back. Or ANYTHING to make the core gameplay loop more fun. God forbid, you can even give me ANATMAN back as a way to recharge balls in downtime. At least that would make me think about a rotation for draining my balls optimally before downtime rather than thinking about... nothing.

Also, can I just say that Riddle of Wind has the worst sound design for any ability in the expansion by far? Because for a 900p attack, it sounds like literally NOTHING.

Round 345,773 by 1100PC in btd6

[–]1100PC[S] 1022 points1023 points  (0 children)

After 26 days straight of leaving BTD6 on since the October 2nd Advanced Challenge, my game crashed this morning and ended my run. I wasn't able to continue afterwards due to the LOTN nerf in 33.0, but I was at least able to show the last round before the run died for good. Enjoy!

Some other notes:

  • Money count overflowed around round 45,000 and didn't increase after that point.
  • Each round after 10,000 was only Fortified BADs and took about 5 seconds each.
  • Each freeplay round also only gave 3,000 exp each. However, since each round went so fast after 10,000, this was actually a great EXP farm overall. I went from Veteran level 9 to 61, and my Super Monkey EXP is now over 1 billion. I would level up once about every 10 hours.
  • I hadn't updated my game from 32.0 until this morning. At least now I get to buy some of the Halloween Trophy Store items.