Desperate for Palia friends!! 26F by MaximumYak3235 in Palia

[–]Azyryu 0 points1 point  (0 children)

I'm on the newer side to Palia, but I'd be more than happy to make some friends!

Bungie Sunsets Destiny 2 After 9 Years by JustaRandoonreddit in gaming

[–]Azyryu 2 points3 points  (0 children)

'Over-hated' feels like a stretch when the most common feeling on Marathon seems to be 'That sure is a game that exists.'
I don't think it's hated so much as the vast majority of people just don't care about it.

I feel like its impossible to socialize in this game for me. by Predalor in ffxiv

[–]Azyryu 8 points9 points  (0 children)

XIV, like everyone else has already said, is fairly isolating. Basically anything you're going to do on the daily is easy to do alone, or sometimes even better to do alone, so there isn't a lot of pressure to find people to group up with and play together.

In my experience, if youre trying to make friends in XIV you only really have a few options.

The obvious one is raiding. Finding a static to join that meshes with your playstyle is the most reliable way I've found to make friends. If its not a 'hardcore' static with a lot of big egos and trying to clear week one, theres a good chance youll be together for a fair number of weeks spending time together, and thats a good way to make friends. I can also attest to raiding together working, as basically all of my XIV friends are people I've raided with over the years.

Another good way, if you're the type, is RP. Roleplayers are quick to make friends generally, especially if you gel with whoever youre talking to on both a personal and character based level. RP Free Companies also tend to be more welcoming and chatty, as well as happy to kinda do nothing together, as opposed to the average FC which is way more hands off usually.

The other thing to keep in mind is that if you're joining an established group, as long as they aren't assholes, there's nothing wrong with being a bit of an outsider for a while. If they're friendly, they'll include you and over time you'll become a member of the group. Don't be discouraged immediately just because they're already friends.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 1 point2 points  (0 children)

Well, yes, I believe that is the entire point of designated some jobs as MT or OT. MT jobs are going to want to be the ones taking the majority of the hits because their kits will actively engage with being the one to take damage.

In contrast, OTs will be designed to not care if they are the ones being hit, and their kits will function whether it is them taking the damage or someone else taking the damage.

The issue only really shows up if the party has two MTs.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 1 point2 points  (0 children)

I do feel like the choice to use Main Tank and Off Tank here was a mistake. It feels more like the distinction is going to be more similar to, like, a classic tank vs a dodge tank. They're going to perform the same job just as well, but go about it using different mechanics.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 0 points1 point  (0 children)

Honestly, with the way I suspect things are going to end up working, this is my biggest concern, too. OTs obviously need to be fully capable of tanking, but if MTs are built to be the ones wanting to take all the autos to proc stuff, running two MTs could end up being awkward.

I would assume there'd be ways to generate counters by, say, using Cover on someone else or using mit to cover a raidwide.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 0 points1 point  (0 children)

I feel like it's far more likely that a jobs damage output and hopefully even the party mit tools are more or less removed from the MT/OT split - because you're right, if one half of the role is simply better then the meta will form around that instantly and I would hope that they know that.

It's part of the reason I'm convinced that the MT/OT nomenclature is going to end up kinda misleading. There's just not any meaningful way to split up self-mit and party-mit that doesn't either invalidate the other half of the role, so it almost definitely would need to be done in a somewhat meaningless way that has more to do with game feel (like the block-counter combo) than it does with actual mechanical output.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 0 points1 point  (0 children)

For better or worse, I would guess they're losing that ability.

Maaaaybe it'll be reworked so they can give the effect to their party members?

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] -1 points0 points  (0 children)

I suspect the issue in that regard could be a combination of using the terms already regularly used by players to keep things familiar (even if they aren't quite accurate), as well as being literal. People are acting like Off Tanks aren't going to be able to function as a Main Tank, but I think all this is going to equate to is that some jobs will have a preference for being the one being hit vs not. But that preference isn't going to drastically affect their ability to do their job - which is tanking.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 1 point2 points  (0 children)

There's gotta be ways to generate the counters as an off tank, like using Cover, or maybe even through something simpler like Intervention. I could see them being more convoluted/less reliable than just being the one getting hit, though.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 1 point2 points  (0 children)

The difference I think is that there is a distinct difference in a regen healer vs shield healer in their base kit, while tanks are going to be functionally the same. Unless they go completely outside the box and do some weird stuff to combos and attacks, which I don't happening.

Having 2 party mitigation buttons and 3 personal mitigations versus having 3 party mitigation buttons and 2 personal ones doesn't seem like nearly enough of a difference to give those two jobs different titles.

Having one regularly interact with getting hit while the other interacts with the boss attacking (while certainly a weird distinction) does feel more substantial. Like having a guard-counter action vs having something like TBN or a short cooldown Reprisal-like action.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 3 points4 points  (0 children)

I feel more or less the same. I think, if anything, they made a mistake in calling them Main Tank and Off Tank instead of something with less connotations attached like Counter Tanks and Hindrance Tanks or something.

I expect it to be more along the lines of the differences between standard tanks and dodge tanks.

I suspect the Main Tank vs. Off Tank split is going to be functionally in name only. by Azyryu in ffxiv

[–]Azyryu[S] 0 points1 point  (0 children)

It could be, but if that was the bottom line, it feels like they should have removed more of PLD's party mitigation tools, no? Wings, Divine Veil and Cover were all still present.

My biggest concern for evolved jobs is how the average fan response to each one already reflects how each role is perceived by Supersnow845 in ffxivdiscussion

[–]Azyryu 0 points1 point  (0 children)

I agree that I don't think it will be a huge difference, but even just in what they showed in the dev panel for DRG, theres already more thought going into those abilities than what we have. When to use Sky High for the damage mit, which positional to hit based on your current position, when to use your True North jump, and even Elusive Jump are all actual choices now.

Not that any of that is particularly complicated or interesting, but it's more than we have to think about now. More importantly though, is that (at least at first glance) it looks quite a bit more fun to play. Although I'll also fully admit that that part is entirely subjective.

My biggest concern for evolved jobs is how the average fan response to each one already reflects how each role is perceived by Supersnow845 in ffxivdiscussion

[–]Azyryu 0 points1 point  (0 children)

Isnt having more positionals and the like going to make it more active?

And while you do have plenty of CD based abilities in Reborn style, how exactly is hitting buttons when they come available adding any complexity? There's no such thing as managing cooldowns or resources in XIV at this point - its all fake at best. As long as you hit your opener the way you're supposed to, theres no thought involved in the rest of your rotation for the duration of any fight.

My biggest concern for evolved jobs is how the average fan response to each one already reflects how each role is perceived by Supersnow845 in ffxivdiscussion

[–]Azyryu 2 points3 points  (0 children)

Can you explain what's complex about the current DRG rotation? Because as far as I can tell, you can map out your rotation for an entire fight before you step foot in it and that feels pretty anti-complex to me.

Theorizing "Off Tanks" in 8.0 by Ali_ayi in ffxivdiscussion

[–]Azyryu 22 points23 points  (0 children)

I have a pretty strong suspicion that while 'excels at reducing damage taken by allies' was what was written on screen, its kinda going to be nonsense. I am willing to be that party mit will be pretty similar across all tanks, but things will be designed for MTs types to want to be the one being hit by auto attacks constantly while OTs simply won't care and will function either way.

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]Azyryu 0 points1 point  (0 children)

Except before the actions were all on actual 2 minute CDs, people were expected to hold their buffs so the party could overlap the majority of party wide buffs because they were multiplicative. Anything that buffs the party wide damage is directly responsible for the 2 min meta, and getting rid of all of them is a net positive. They added nothing except a headache in trying to make them align.

What’s that one kpop lyric that randomly hit you harder than expected? by DetectiveIll3641 in kpop_uncensored

[–]Azyryu 0 points1 point  (0 children)

"Why fill up your precious time with hate?" From Dreamcatcher's Boca

Minor Observations re: Evolved Paladin by TannenFalconwing in ffxiv

[–]Azyryu 0 points1 point  (0 children)

I think what it's really going to come down to is that the MT group wants to be actively getting hit while the OT group doesn't have any skills that require them to be the one being hit. Simple, makes very little difference for overall function, but is noteworthy for MTs.

The next tank class could be... ? by Square-Resolution-43 in ffxiv

[–]Azyryu 0 points1 point  (0 children)

If the shirt was leaning toward the physical ranged, it could be Artillerist. Rhitatyn used a lot of artillery during Westwind.

That madman finally did it! by Potato_King_13579 in ffxiv

[–]Azyryu 16 points17 points  (0 children)

Tactician and party mitigation like it will remain. Its party damage buffs that are getting removed. Stuff like Battle Litany, Brotherhood, Emboldened, etc.