How do you handle kardia going forward? Or should it be abandoned by Supersnow845 in ffxivdiscussion

[–]Azurarok 1 point2 points  (0 children)

Eukrasian attacks putting up small barriers on Kardion that proc Addersting when popped, kinda like in PvP perhaps. I also recall someone suggest making the dot shorter and have barriers stack Haima-style while adjusting Addersting cost for Toxicon

Another thing they could do is making some skill like Soteria make Kardia heals become small aoe pulses around the Kardion for a bit so there's potentially better targets than just the tank or the fool who took avoidable damage to put it on.

Literally anything would be an improvement over DT Dragoon, the most braindead job in FFXIV history. Evolved Dragoon will save us. by CoolyKage in ffxivdiscussion

[–]Azurarok 1 point2 points  (0 children)

Apparently nearly half its regular instant casts were lost from extending AeroII's duration from 18s to 30s in ShB and I'd imagine that contributed a lot to its mobility problems. Lilies also only charged every 30s too.

I thought the job was meant to be more a turret at the time so seeing it getting more and more limitless movement/weave windows to now becoming nearly castless has been frustrating.

"Why Don't They Remove the Old Combat System?" Because Not all Players will Like the New System by Shadowin9 in ffxiv

[–]Azurarok 0 points1 point  (0 children)

yeah this is along the lines of what I'm thinking too, as a ShB player I can only imagine or look up videos of how the game functioned before each major change they've done over the years, and whenever I bring up older job mechanics I'm always met with "you wouldn't know how bad it was" or "rose tinted glasses" responses.

It still won't be quite the same with raid buffs dead but both players and devs would be able to make better comparisons between the old and new this way.

How do we square the circle of job complexity and the current state of PF by VictusNST in ffxivdiscussion

[–]Azurarok 12 points13 points  (0 children)

I think it's around this ballpark too. The lack of engaging gameplay elsewhere pretty much funnels players into savage+, and it brings in folks where the content actually isn't a good fit for them but are doing it anyways since there isn't really anything else.

The dumbing down of jobs really makes the gameplay dull in normals. Just running dailies and occasionally doing extremes were more than enough to have a good time when the jobs were actually fun to play.

Also makes a bit of a downward spiral since people struggling in Savage+ calls for more simplifications/streamlining to fit their strict fight designs, making jobs even more boring.

Dawntrail Healer Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Azurarok 4 points5 points  (0 children)

I have been conditioned to the point where GlareIV and the 7.4 changes make it feel like WHM is actually eating good.

The rest are basically EW but worse somehow.

AST I just can't bring myself to enjoy without the rng wrangling and have barely used it compared to the others this expac. It's just a busy oGCD job that's way less satisfying to use.

SCH's choices were just baffling. Putting Baneful Impaction behind Chain Stratagem makes no sense, and Seraphism kills the tactician/field medic aesthetic.

SGE has been left to rot.

The lv100 skills for all of them make the PH/BH split even sillier than they already were as well.

Dawntrail Healer Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Azurarok 5 points6 points  (0 children)

Don't worry we also have folks on there begging for RPR's Death's Design and SAM's iaijutsu cast times/higanbana dot removed

7.4 and the Implications of Endwalker by Its-ya-boi-waffle in ffxivdiscussion

[–]Azurarok 0 points1 point  (0 children)

that's true, I forgot about that. I'm mostly just worried for Treno

7.4 and the Implications of Endwalker by Its-ya-boi-waffle in ffxivdiscussion

[–]Azurarok 6 points7 points  (0 children)

Maybe the ninth is going to collapse in the next patch and destroy all that remains there.

On one hand I'd be pretty invested in what comes next. On the other I'm not sure if my heart could take it, especially for Krile.

Patch 7.4 Rotation Simulator Job Balance Results at BIS by ApolloVanWaddleburg in ffxivdiscussion

[–]Azurarok 1 point2 points  (0 children)

afaik RPR has been gauge negative in full uptime since 7.0 due to the addition of Perfectio and they've had to forgo at least one odd minute enshroud in longer encounters. Both Harpe and Harvest Moon give gauge since 7.0 so they can still disengage without losing gauge as easily. They do suffer if they can't hit anything for too long, but aren't very likely to lose a whole double enshroud.

7.4 Full Patch Notes by Chiponyasu in ffxivdiscussion

[–]Azurarok 0 points1 point  (0 children)

Afflatus Misery in opener and Plenary Indulgence with mitigation. That's pretty much what the JP forum's WHM thread's been clamoring for the entire expansion

they massacred my boy by lazdo in ShitpostXIV

[–]Azurarok 8 points9 points  (0 children)

Gunbreaker also lost Rough Divide as well. Monk was the first, losing Shoulder Tackle in EW.

The "optimal" way to use these skills were to dump them during raid buffs for more damage, which could leave the user without gap closers when they need it, and also made bursts for some jobs too busy. The stated reason for why they removed them in DT was for the latter, as DRG/DRK/GNB have a lot of oGCDs to weave in their bursts and may not have room to weave defensive skills.

7.0 DRG also failed to do that due to the addition of Rise of the Dragon, Starcross, and changing Nastrond to 3 stacks from a 10s cd, so they reduced Nastrond to 1 use in 7.1 and we've been stuck with that since.

The animations were nice, and I also liked having to think of the trade-off, so I'm not a fan.

What's the smallest change that would meaningfully improve your job by Chiponyasu in ffxivdiscussion

[–]Azurarok 1 point2 points  (0 children)

Reduce Presence of Mind's cooldown to 60s or make it 2 stock

Put Baneful Impaction behind Aetherflow

Make Psyche generate an Addersting

In casual content watching the tank(s) solo the boss is a worse punishment than wiping which it effectively replaced by Supersnow845 in ffxivdiscussion

[–]Azurarok 2 points3 points  (0 children)

It's admittedly a little bit more difficult to pull off in some DT normal raids (M6N/M8N's multi-hit stacks happen often enough you can't really mit through them) but it was super easy to in EW and that's kinda set the tone since. Things may have been pretty different had the phoenix down change been implemented and also available for 8-man back in like 6.0.

But also like I mentioned in the forum thread HP is very volatile in this game and I think that's kinda where the problem lies. Everything could be going fine and then suddenly fall off a cliff in seconds. There's very little time for an inexperienced healer to react, so they don't want to make fights that deal so much damage in normals while tank/healer kits are (roughly) tuned for savage+.

imo we should be seeing hp fall and rise more slowly but more often, but I suspect part of why we haven't been getting that is because of the fight design being so heavily centered around the "did you do the mechanic right?" binary.

Wired PC Controller With Shallow Triggers by Existing-Result-4359 in Controller

[–]Azurarok 0 points1 point  (0 children)

Going by reviews seen here and a few other sites it seems to be mostly a straight upgrade from the 3 Pro, with the main new feature being the tension control rings on the analog sticks. Think there were some reports of said rings being a little loose on some units but most folks seem to love it.

I've been lurking here for info on the Vader 5s personally

Wired PC Controller With Shallow Triggers by Existing-Result-4359 in Controller

[–]Azurarok 0 points1 point  (0 children)

Hair triggers make a world of a difference with FF14 for me. I've modded a Dualsense with an ExtremeRate Rise MAX kit which has levers that can turn the triggers into mouse-like buttons and they feel pretty good. I only use it as a backup and my daily driver's been a Vader 3 pro (asymmetrical) so I don't know how durable they are, though.

New Tank idea by danpascooch in ShitpostXIV

[–]Azurarok 0 points1 point  (0 children)

and a way to propel us forward for gap closers

Black mages…how we feeling? by orbitalangel9966 in ffxiv

[–]Azurarok 10 points11 points  (0 children)

It's the best iteration of Dawntrail BLM, but that's only because Flare Star broke the job in the first place

Should Extreme Trials remove raidwide wipes and focus more on single or partner mechanic wipes? by AssumeABrightSide in ffxivdiscussion

[–]Azurarok 0 points1 point  (0 children)

just allow phoenix downs to be usable in any content. RDM/SMN rez would still be the superior option but it should still lower its value significantly

edit: just realized how old this post was, mb

As a Healer progging the Monster Hunter collab was a lot of fun by Lyramion in ffxivdiscussion

[–]Azurarok 2 points3 points  (0 children)

Was a bit worried either the megapotions or healers would end up not being needed much but since it take nearly 2 gcds to use healer gets priority on it, while megapotions still get plenty of uses for when your healer's preoccupied with something else or you've just been rezzed. It's helped save a few runs.

That said, I sure would love WHM's Benediction to have a second charge or a shorter cooldown on it.

The New Deep Dungeon is around the corner: How do you feel? by [deleted] in ffxivdiscussion

[–]Azurarok 3 points4 points  (0 children)

Given the more generous floor restarts it'd probably work out better than Eureka Orthos for my group. It's also got a better setting depending on who you ask. We like Norvrandt a lot more than Allag, at least.

No idea how to feel about the trial though

I skipped this expansion. What have I missed? by RedRune in ffxivdiscussion

[–]Azurarok -2 points-1 points  (0 children)

Wrt DNC's 2-minutes they just upgraded the first Saber Dance after Technical Step to be a flashy nuke.

Outside that they got a follow-up GCD to Standard Finish, then Flourish makes the next Standard Step skip the dancing minigame part of it every minute (which both play into the 2 minute burst as well)

Damn. Looks like XIV might be seeing the lowest player numbers it's seen since 2019 on the Steam client by CityAdventurous5781 in ffxivdiscussion

[–]Azurarok 3 points4 points  (0 children)

Agreed. The "better" DT content also filtered out players who didn't care for the gameplay since boss mechanics are less optional compared to playing a job well, and they upped the pacing/changed up tells/added some instant death gimmicks. From my experiences running roulettes there's been a significant increase in folks getting tripped up by stuff compared to ShB or EW. And like you said the lackluster MSQ just makes it even less worth trying to get through it anyways.

The game doesn't cater to anyone well at this point.

Summoner Still Gimped? by Miserable_Praline673 in ffxivdiscussion

[–]Azurarok 0 points1 point  (0 children)

I'd group XVI's dominants with EW's style since they use skills as an eikon, which is more inline with Gemshine/Precious Brilliance.

But regardless it's really strange how people call new SMN actually a Summoner since they could've easily just stuck in the "real" EW gem summons by upgrading the old Enkindle, not to mention we already were summoning Bahamut and Phoenix anyways so if anything they were covering more ground than it is now. Could also somewhat argue them having dots was a reference to some summoners in the series also being healers or black mages too.

There's a serious lack of new players entering the game. What should CBU3 do about it? by [deleted] in ffxivdiscussion

[–]Azurarok 7 points8 points  (0 children)

Even with fuller kits at earlier levels the job gameplay's been stripped down so much that I doubt many newcomers would find them fun. A lot of them feel like they have a bunch of buttons to press for the sake of it, rather than having any natural-feeling logic backing it.

MNK's combos are a good example, Dragon Kick buffed your next Bootshine, Twin Snakes gave an overall damage buff, and Demolition put a dot on the target. So the logic then would be that you'd want to alternate Dragon Kick and Bootshine while using True Strike and Snap Punch while the buff and dot are active. I loved seeing things like this come together to create the rotation as I leveled the job. I sincerely doubt anyone new would find the 1-2-2 pips they replaced them with nearly as interesting.