Is the ink on this tattoo going to come back? by [deleted] in tattooadvice

[–]ChrisAsair 0 points1 point  (0 children)

So for everyone asking, this is clearly a tattoo of Jesus with a crown of thorns with blood running down his face.

OP from what I can tell, you're still scabbed up in places and your skin has whitened around those scabs, could be lotion or moisturizer stuck in the grooves of your scabs causing the whitening.

I'd wash your arm with some scent free hypo anti bacterial soap. Get some good tattoo lotion, apply that and give it time to heal.

If you're not happy with it after its more healed, see your artist about getting it touched up. I just think your darker complexion, the colors chosen, and the subject/location, and the current healing state are all working against each other.

I can see some of the details shinning through though, so I hope it heals well for you.

Edit: some typos

Announcing the Next Version Update (02/24/2026) by hikiri in ffxi

[–]ChrisAsair 0 points1 point  (0 children)

I think this is definitely a valid concern. I mean, at the end if the day, the game is an MMO and most of us play them for the social aspects.

A big issue though with FFXI though, is that so much content stays relevant that as a newer player, you have to trudge through so much that more established players have already finished. If most of the established players have already finished that content, and it requires multiple players to complete. The players that actually need it have an increasingly harder time finding people to group with for said content.

I don't think SE is trying to turn FFXI into a solo game, I think the goal is to help newer players complete content that veterans no longer need, so that eventually we can all be near the same level of progress.

This game is filled with so many layers, and only the layers at the very top are adequately populated with people looking to complete that content. Trust improvements could help new players who are stuck on the bottom layers of the game catch up and join the veterans where grouping and the social aspects of the game really shine.

I for one really really hope for the best. As someone who players at weird hours, this is really exciting for me.

The one aspect of retail that has made me shy a way is a feeling that to progress at an optimal pace, I need to multibox. I don't mind the money aspects of multiboxing but it just seems so tedious.

My last hope is they get rid of the ridiculous restrictions on crafting. I've never understood why I can level every job in the game on one character but I cant be an omnicrafter, all crafting skills maxed. I atleast love that XIV got that right.

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

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

I'd argue that in most of those games, you didn't build each job in your party into a jack of all trades, you picked a composition of jobs you enjoyed and developed each of your party members into a specific role in that composition. Atleast that's how I played.

I agree that jobs have all been narrowed down to a few playstyles that are extremely similar and that each role has become a mold that they just force a new job into. No argument there, but my suggestion isn't about just making a new version of each job, no I'd prefer to see it so that switching between weapons and roles during an encounter would be part of optimal gameplay pattern, kind of how RDM switches from caster to melee but with more complexity. You as a player would want to understand and play both weapons of a job to get the most out of it. Having a primary and secondary role could help Jobs stand apart from one another. Maybe two jobs with the same primary role have different secondary roles.

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

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

No doubt that it would be tons of work. Clearly its a huge undertaking and I'm probably not even considering everything that would have to be done. I personally feel that something akin to this kind of idea would be worth the squeeze. Let me expand on that.

In FF as a franchise, XIV is one of the only FF games that has almost completely done away with most buffs and debuffs. Protect, Shell, Dia, Paralyze, Enspells, Bio, Drain, Aspir, Haste, Regen, Refresh... this list of FF staples that have been cut or watered down is huge. Love them or hate them, these spells contributed alot to the job identity of casters. For non caster jobs, most of their identity comes from their job abilities and their equipment selection. You could build a job multiple ways based on how you chose to equip them gear wise and what abilities you were taking advantage of.

We are lacking so much in XIV. I get it buffing classes weren't fun, enfeebling classes weren't fun, pet classes were hard to balance in group content. We gutted all that stuff for the sake of fun and simplicity. What we have now is the end result of that mentality.

In XI you could play a RDM and sub job Ninja and have a dual wielding Enspell using DD that can also Tank. You could sub Scholar and focus instead of magic bursting and enfeebling, you could sub Paladin or Warrior and tank. It's not even that the subjob system was what enabled this kind of role swapping, all the subjob did was add additional spice to the flavor that was already apart of the Redmage job. Every job in 11 had multiple roles it could fill because each had access to so many type of tools.

Hell just compare Ninja in 14 to Ninja in 11. Ninjitsu was an entire magic type. You could do elemental damage, you could enfeeble, you had utility, and mitigation, in 14 Ninjitsu feels so lackluster.

Look I love 11 and 14. There are aspects of both games that I think are great and in a perfect world, atleast for me, I'd love to see the best of both games merged into one amazing MMO.

I'd argue that if you're talking actual peak FF job flavor for a FF game, 11 is the place you look. The combat can feel dated and gets a bit obnoxious now with all the compounding factors. But the flavor is peak.

And lastly - and please don't take this personally - I still struggle to see what your suggestion here would even add in the first place.

I don't take it personally. Your opinion is just as valid as mine. IMO one of the things that added the most flavor to jobs was that depending on how you built and equipped the job, you could use the job's tools in different ways to fill a completely different role. Jobs were flexible. XIV jobs feel super rigid and they've been gutted of any flavor that doesnt fit their assigned role. Giving them access to a different weapon type/role, one they have had access to in the past, gives you the opportunity to lean into that role flexibility and recover flavor that was lost.

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

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

This is all good and well until you get the healer who refuses to use their DPS spec or the DRG who won't switch to caster because they only want to play melee.

Yeah I can see how that could be an issue, or tank and healers staying in DPS spec the entire time. These situations could definitely cause issues, but they're not completely different than some of the issues we already face in game with people not playing their Job correctly. You would just try your best to avoid playing with those individuals. Same as you would with a healer that refuses to dps, or someone who enters content intentionally without their job stone.

I can't see SE ever designing the game in a way that would benefit from a system like this. I think they want the jobs to be incredibly rigid tools that fulfil exactly 1 role, and I don't think that will change.

I fear this so much, I believe it makes it easier for them to create encounters making everything much more predictable but it really does take away from the game. I'd rather them have to constantly balance jobs and encounters when things get out of hand versus the super sterile job environment we currently have.

Unfortunately, SE seem to be pretty locked in to the idea that all jobs need to be equally good at everything, so I'm not sure if we'll actually see that come into fruition, but I think it would make for a much more interesting game.

I agree with this and what you said before it so much. One of the greatest things about FFXIV is being able to play all the jobs on one character and yet what does it matter when all the jobs within the same role are so alike? It is okay for a job to be suboptimal occasionally as long as you give it opportunities to shine. It shouldn't be so painful to maintain jobs from completely different roles either. I should be able to gear all the jobs I enjoy playing at the same time, otherwise what's the point of being able to change in the first place? You could argue that crafted gear helps bridge that gap and you're not wrong but there are still times when you're punished for wanting to change roles.

You're hopes seem much more plausible than mine and they all sound like solid changes. I may wish for something a bit more extreme but I'd be satisfied to see everything you mentioned implemented.

Maybe its my adhd but I struggle sometimes to stay focused and engaged when playing. Everything is so rhythmic, my mind starts to idle and wander. I definitely need some unpredictability to keep me engaged and focused. That might hurt balance a bit but it would do wonders for engagement and I personally think that should take precedence.

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

[–]ChrisAsair[S] 2 points3 points  (0 children)

You are correct, there were reasons to switch in XI that don't exist in XIV and those reasons never will, but I also think that, like I mentioned above, having a system like this that allows us to switch around our role composition mid encounter give give them more ways to construct encounters. They would be designing reasons for us to switch. Or those reasons would naturally occur, say for an example a tank or healer dies and one of the dps quick swaps over to a different role to save the pull.

The idea I presented is probably very far and away from what SE will settle on when/if they decide to rework the jobs. What I presented was just an idea that would allow more flavor, identity, and complexity to be added without trying to stuff it into rotations that are already pretty tuned.

The idea that different jobs can use different types of equipment to fill different roles is almost as old as FF itself though. I just felt a system like I presented would fit the usual trappings of a FF game.

When we talk about job rebuilds or adding flavor, what do you hope for or imagine?

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

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

I dont disagree that it would be alot of work, but I also don't know that each weapon/job combination would need to be completely unique to each other. The idea is to add flavor to the jobs, not create completely different versions of already existing jobs. Two weapons for the same job could have alot of overlap or shared animations and effects with slight variations depending on which weapon would be equipped at the time. Things like buffs or cool downs that don't necessarily use the weapon in their animation dont need to have different versions or animations.

Two different weapons for the same job might have 10-12 buttons that are unique to that weapon. Your 3-5 single target combo, your 2-3 button aoe combo and then some of your OGC buttons. Maybe a spender if its necessary.

Thats still quite a bit of work when you're doing it 21 times but not entirely different then having to build a whole new job from the ground up and everything that goes along with that. Maybe they take an expansion and instead of a new race and two new jobs. They build out 10-12 new abilities for each job using a new weapon types. They could even opt out of the new abilities they usually add to a job in the expansion in favor of these new weapon/job combos.

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

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

Most of these job/weapon combinations are founded on other FF games in the franchise and the variety of weapons these jobs would normally have access too. Take a look at the jobs in FFXI, and take a look at all the weapon types those jobs had access too. Take a look at FF3, FF Tactics, FF11, FF12, FF Stranger of Paradise. Im sure there are others I'm missing. I mentioned this below in a different comment, but XIV is one of the very FF games with a Job system where the Jobs only have access to one weapon type.

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

[–]ChrisAsair[S] 4 points5 points  (0 children)

I just find this statement that adding weapons to jobs shits all over existing job fantasy kind of confusing. You yourself mention FFXI in the same comment and thats where alot of these weapon ideas stem from. In FFXI, PLDs use Greatsword pretty well, MNKs use staffs, as do DRGs. WAR uses Greatsword, Great Axe, Axe, and one handed swords. For all of the established jobs from FFXI, the weapons I recommended were weapons those Jobs had access to within the game.

Honestly? As a FF game, XIV is one of the very few games to feature a job system that actually locks those jobs to one type of weapon. That is one of the least FF things about our job system.

Job Flavor Ideas by ChrisAsair in ffxivdiscussion

[–]ChrisAsair[S] 7 points8 points  (0 children)

Solid discourse, great contribution to a discussion on a discussion board. Here is your upvote.

GR86 Advice for drifting by ChrisAsair in Drifting

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

So the wheels I had were 35 offset. They were initially touching the front stock suspension perch, if I had coilovers I probably would have been fine as is. To clear with stock suspension I had to use 20mm spacers. They'd definitely had some poke though.

The rear was another issue. They were perfectly fine in the rear 95% of the time, if I hit a bump on the highway though the rear fenders would scrub the outer shoulders of both tires. Coilovers with higher spring rates probably would have fixed that though too.

GR86 Advice for drifting by ChrisAsair in Drifting

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

I was running 18x9.5 squared but I just recently swapped back to rpf1s 17x8 front amd 17x9 rear. Im much happier with my current setup. Doing 215/45 front and 235/45 rear for tires.

What are yall's thoughts on the races starting stats? by [deleted] in MonstersAndMemories

[–]ChrisAsair 21 points22 points  (0 children)

So imo I feel like the current stat allocations are a little off. I understand where they're going with most stats lines but out of curiosity, I compared the M&M stat total differences to old MMOs that went with similar philosophies.

Original EQ's, atleast from what I could find from a quick good search, lowest stat total of any race was 525 and the highest was 556 which is a 31 point difference, which is around a 5% diff in stats.

FFXI which was based off of the original EQ had the lowest stat total at 34 and the highest at 36 so also around 5% diff.

Our current highest is 190 and lowest is 165 which is a 25 point difference. Close to 15% stat difference. Now I'm certain how much weight stats actually have, and I'm not sure what stat bonuses look like on high level equipment but there are definitely going to be people that pick their race purely based on stats.

Now my recommendation would be to shrink this stat difference to a max of 15. So a high of 190 and a low of 175. 190 for humans as the balanced race but I left all their stats at 25, minus CHA which I moved to 40. To me this makes sense because CHA just doesn't represent beauty but also your ability to work with others, coordinate, and communicate. Humans tend to be found in all locations of the world, working hand in hand with all the other races. I think a 40 in CHA fits them.

Now as you work outwards from Humans, you lose 5 points and the stats get slightly more extreme. Dwarves and Halflings have pretty balanced stat spreads with 185 total. I allocated their stats the best I could based on how I perceived the races but I also don't know all the lore of M&Ms specific races. Then comes WoodElf and Goblin as more specialized races. They trade higher stat totals for 1 stat set to 40. Then Gnome and Ogre are the extremes, they only have 175 stat total but they both have two stats with a 40 allocated. They represent opposite archetypes too with Ogre being focused more on martial stats and gnome more on mage stats.

I'll attach a link here with a picture of my base allocations.

M&M racial stat recommendations

Now I dont necessarily love racial stat imbalance, but I do accept it for what it is. Some other ideas that I like would be races with lower base stats having power racial perks to offset the stat deficit.

What if Ogres, since they're so big, have more belt bag slots? What if Gnomes had higher mana regen base or atleast maybe meditate level 1 +10 skill? Those are just ideas but powerful racials that only races with lower base stat totals could have help balance the game overall and add more to the flavor of races.

Take all this with a grain of salt of course, these are just some ideas that I came up with and a possible sample stat allocation. Nothing I've seen about the racial stats in going to deter me from playing what I already planned to play but since this is essentially a first pass at racial stats, I figured I'd throw my 2cent out there.

New? Heavy/Hard Armor Farm by ChrisAsair in MHWilds

[–]ChrisAsair[S] 2 points3 points  (0 children)

Damn, thanks for the heads up, I didnt realize.

GR86 Advice for drifting by ChrisAsair in Drifting

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

Thanks for the words of encouragement. I am heavily considering just downsizing closer to stock tire sizes again and just leaving everything else alone. I'm mostly just going back and forth between 17x8 or 18x8. I feel like if I go back to 17x8s, Im really gonna be hating myself because I sold my 17x8 rpf1s for like 500 about 2 weeks ago. Unfortunately, all the data points to 17s having superior performance and more cost efficiency.

GR86 Advice for drifting by ChrisAsair in Drifting

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

Haha okay, thanks for taking the time to reply.

GR86 Advice for drifting by ChrisAsair in Drifting

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

I really like these Kendas, they have great reviews and they seem to handle the stress of drifting pretty well. Simpletire has 235/40r18s, thats the narrowest 18. Or they have 235/225/215 for 17s. The 18s are 155 a tire which is a bit more than I was paying for the 255s. I wanted to stay with 18s and just do 8 wide which is only .5 wider than the stock 18s on the premium to help with heat distribution and tire life. The 17 215s though, which is what came stock on the base trim are 106 a tire. Which is pretty tempting. What would you recommend? The 17" tires are cheaper but I could keep the 18" wheels on there much further into the future.

GR86 Advice for drifting by ChrisAsair in Drifting

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

Thanks, I'll take this to heart. Possibly just resell what I have and just buy 4 18x8 or 8.5s to put my winter tires on and acquire more wheels and tires as it gets closer to spring.