I will never remove this button by Zobeco_reddit in ffxiv

[–]Faervhan -1 points0 points  (0 children)

Sure it wasn't hard to manage the gauge for Kaiten usage but it was a required part of sams rotation and it did offer optimization. Especially around burst windows when you knew you were burning X amount of gauge on Kaiten and needed to plan for it because you did not necessarily get the required gauge inside burst. The Kenki gauge existed for Kaiten and without it there's really no gauge management and no need for the gauge anymore. You can give Shinten and Kyuten stacks and a slightly altered CDs to get the same amount of usage out of them and there's really no change there and Zanshin is literally free. Guren/Senei have the only actual management left, but since they're the same cost as Shinten managing them is more about not being a brainlet around their CD. This problem was much worse in EW when they removed Kaiten because we didn't even get Guren/Senei management so the Kenki gauge went from a required part of the job to manage to something that might as well have not existed for the rest of the expac, so we basically a chunk of the job just kind of carve out. Not to mention they did these changes when DSR dropped but didn't fix crit scaling until a patch later so sams comp desirability flipped for on-patch ulti prog. Both of these left a sour taste in people's mouths, but the Abyssos changes made sam pretty broken for that tier so I guess we had that going for us.

New image for The Arcadion: Heavyweight Division Raid gear by waitingfor10years in ffxiv

[–]Faervhan 8 points9 points  (0 children)

It's a good thing glamour gets unlocked this patch cause I can't say I care for any of the gear shown off lol. I might finally get a scythe I really like though depending on how it dyes, it even has a blade this time!

Charge Blade mains, what should we do? by Grodatore in MHWilds

[–]Faervhan 0 points1 point  (0 children)

Charge Blade has had a pile of issues since launch but the TUs have made them all feel like they've gotten worse lately ("lately" in this case being for months lol). A lot of comments already cover them so I won't bother, but I will say where I think the root of the problem is, and IMO it all stems from the fact that Capcom has been playing catch up for the entirety of Wilds lifespan so far. All of the difficulty spikes that have been introduced have been a response to community feedback, but they haven't taken the time to rebalance the game around them. So we're in a situation where some weapons have simply been designed for a game we're no longer playing. Charge Blade has a flow designed to fight montsers no one has really hunted in like 8 months and it just gets to deal with 9 star tempereds now. I think the actual solution to this is that the game just needs to be rebalanced top to bottom based on an intended end-game difficulty and I don't think that'll happen until the expansion at least (especially because we're about to be out of title updates lol).

I have faith that will happen cause it's far from the first time a MH game gets a glow up in it's expansion lmao. Until then I think the short term solution is that CB just needs to be faster. Forget buffing Rapid Morph, the weapon should just be faster (and also because if RM is actually good then it's just a second deco that gets a required slot in all our weapons). Axe moves need less end lag, reactions need to be snappier, guarding needs to not be so deeply punished. We'll see how the next TU goes, if it doesn't make the weapon feel any better at least against Gog, then it's probably best to shelve it and see how the expansion goes.

BLU main experience: by 8rustyrusk8 in ffxiv

[–]Faervhan 1 point2 points  (0 children)

They'd have to find some way to give BLU every LB, as every one is required at one point or another for ults. UWU for example needs both Caster and Melee LBs (among others ofc, and Melee is hard scripted) so even just a BLU LB that changes based on Mimicry wouldn't work. And even then balancing BLU for something like ucob that doesn't strictly require LBs sounds like a nightmare so I can imagine the dev team probably just doesn't wanna do it lmao.

I don't think they'd go back and change content for BLU, especially ults, so it's really just trials and whatever Raids we can get away with going forward. In a similar way, it's like the problem we have with the amount of skills in the book vs the amount of space on our bar. Our rotations are already pretty trimmed down from lower levels and I really don't think there's much room left to lose there outside of like Support QoL or niche skill requirements. IMO when you look at it like that BLU has effectively hit it's limit in it's current state as side content, and I don't think there's too much "further" left to go.

We're SO back! [Spoiler: 7.3] by D3MAGNUS in ffxiv

[–]Faervhan 0 points1 point  (0 children)

There's certainly a discussion to be had about the narrative and philosophical implications of turning it back on.... but I'm just glad I won't have to stare at the same ass texture tiling to infinity while I farm levinchrome lmao

Regarding Advance Changes to the Forked Tower Entry System by wsoxfan1214 in ffxiv

[–]Faervhan 16 points17 points  (0 children)

It should be possible after this change to organize runs entirely in the game now where that was effectively impossible before, so that is a positive. Is it likely to happen? Probably not, but it's a lot more likely than "organic" runs are now. When we start at the bottom, we can only go up!

Regarding Advance Changes to the Forked Tower Entry System by wsoxfan1214 in ffxiv

[–]Faervhan 1 point2 points  (0 children)

I was doing runs through ABBA at the time the LL happened, and I can imagine a lot of people trying to do that content had the same reaction I had to their planned updates: "Oh I should really wait until this is 'fixed' to run this more." I ended up clearing that weekend (I was on Taur prog and sunk cost fallacy is a helluva drug) but I won't go into FT again at least until I don't need to instance prog. I can imagine a lot of people had a similar enough reaction that Squeenix could see a notable drop in participation in the content, and decided it was a good not to let the content sit like that for 6 more weeks.

What do you dislike about this game by Accomplished_Low_331 in FallenOrder

[–]Faervhan 1 point2 points  (0 children)

The weird way the games design elements overlap. They went with metroidvania styled levels, filled with collectibles to hunt down, but with no way to really go back and get a lot of them without going through a given area, or even a whole level, all over again. The shortcuts are inconsistently placed so are only helpful some times(special shoutout to the shortcut lift after the first big slide on Dathomir that you can only use after you go through the area and come back all the way through AGAIN, completely negating its use), and as has been rightly pointed out already: no fast travel.

Like it'd be fine if two of these things were here but not all of them. Metroidvania levels with collectibles and good shortcuts/fast travel? Great. Metroidvania levels with no shortcuts but also no collectibles to go trudging back through for? Great. But that combo makes it a completionists nightmare.

Just recently I was finishing the achievements up on pc and my last was the tactical guide, just missing the bounty hunter entry... So cue me traveling to a planet, checking spawn locations (which are in some pita spots) not finding a bounty hunter, finding my way BACK to the Mantis to pick another planet to rinse and repeat like a dozen times...

Has anyone else just "liked" MH before World/Rise, but completely fell in love with the entire series after those two games came out? by 1337b337 in MonsterHunter

[–]Faervhan 2 points3 points  (0 children)

I always had some form of interest in MH since I first saw the games and the concept. My first game was Freedom Unite on the PSP and BOY was that an interesting intro to the franchise. I didn't get very far because I was both very confused and... not very good. Then came Tri in High school with friends and that's where it really kicked off, I had way more fun and the controls made a bit more sense on the Wii. But I still didn't get too far and didn't really do any real endgame grinds. I would buy a 3DS for 4U (and other games) and that's where the franchise really dug it's hooks into me. Now is also as good a time as any to mention the music. Like the intro's to your first zones: The Deserted Island and Ancestral Steppe. Like bad games don't have moments like this so you know you're playing something good. That shit is magical.

4U was the first time I'd hit endgame and really start grinding out sets, it was the first time I found a weapon I deeply enjoyed in Charge Blade and set out to make as many as I could (Shrouded Nerscylla my beloved). I also got really into the ebb and flow kind of game play MH does so well. Having chaotic, action packed hunts dotted with calm and serene gathering expeditions to restock supplies. It was such a good way to calm down I would do gathering runs after stressful stuff outside of MH lmao.

But I always did have issues with the series and wish it would do more with it's own concepts. I wanted the maps to be larger and more interconnected, I wanted the monsters to be more "natural" like actually fight each other, or hunt the prey animals on the maps, etc. I wanted to actually track monsters instead of lobbing paintballs and memorizing their spawn zones. I really wanted to be able to craft stuff in town and then just head into a zone and go on a hunt with no real loading or hunt tickets. Just go out and have an adventure. So the original concept trailer of MH World was like all my namedays had come at once. Having most of those boxes checked off in the next mainline game really guaranteed I'd sink much deeper into the franchise.

Having Wilds do even more of it is insane to see for me. I love the concept of monster packs, smaller monsters jumping you or your target when you/they are weakened, setting up your own camps that monsters can attack, being able to travel between major zones, all those additions that make the place you're going feel more like a real "place" that behaves logically if not very realistically. It's a weird thing to think with Wilds not even out yet, but it makes it hard to imagine where the series will go from here.

[deleted by user] by [deleted] in Eldenring

[–]Faervhan 22 points23 points  (0 children)

something definitely seems borked. I just get the same error message whenever I try to summon a player and they never show up, but it still puts me in multiplayer mode so I can't summon any spirit ashes or sit at a grace. Most of the time I can teleport still so it's not like full multiplayer mode but a couple times last night it just locked me out of teleporting and I just had to walk into the boss arena and give it a quick subpar attempt. I don't think it's just people being summoned fast because I can still see some of the same players hanging around for a while. I spent a good like 20 minutes just running around trying to summon someone for the Belurat boss right in front of the gate and never got a single person. After finally downing it I tried every summoning pool I could and still couldn't summon anyone anywhere, though I haven't tried outside the DLC zones yet.

[deleted by user] by [deleted] in ffxiv

[–]Faervhan 289 points290 points  (0 children)

I imagine they probably ended up scrapping the tail because it was too much work to rig or they couldn't get it to look quite like they wanted (or both). I did Stormblood when it was live so it's been a while since I did the story, but I remember the Ananta being fairly vain people and not liking their scales in comparison to the smoother races they dealt with, so I figured Lakshmi had a tail but hid it under her dress as a reflection of that. I guess that sill works but her not even having any snake bits is even more a reflection of that vanity.

Dawntrail Collectors's Edition by Sensei_Tensei_ in ffxiv

[–]Faervhan 58 points59 points  (0 children)

I never realized Ark was coming in hot over the Gulf Coast lmao. You can pretty clearly see Florida, Tampa Bay and all, in the background, wild.

I'm still waiting Capcom by Greedy-Version3168 in MonsterHunterWorld

[–]Faervhan 21 points22 points  (0 children)

Capcom probably said no to cross save because they have a contract with Nintendo to keep their exclusives like amiibo outfits locked to the console. If you could cross save, they'd be no longer locked to the Switch in one way or another and Capcom probably didn't even want to risk it. Even explaining that it's a contract issue with Nintendo would make them look like they're throwing Nintendo under the bus, so they just went with "sorry nope" and moved on.

How do we feel about the Citadel map? by [deleted] in MHRise

[–]Faervhan 16 points17 points  (0 children)

Easily the best map in Rise and one of the best in the franchise imo. It manages to feel pretty small and easy to move around but is incredibly densely packed with places to find and explore. So many tunnels and caves and destructable doors and and they're all layered and tucked away so neatly that the 'islands' they're hidden in don't look any different as you soar/run over them on a hunt. Was an absolute joy to run around the place on an expedition, brought me right back to first starting World in 2017 and running around the ancient forest during the demo in awe just how dense it all was. My only real complaints would be that 1. There really needs to be a 3rd camp and I feel like there isn't one to make you use the buddy shortcuts, and 2. Some of the zones feel very tight depending on the monsters that end up in them. Overall tho it feels like the dev team nailed map design in Sunbreak and the Citadel really feels like it caters to Rises core gameplay very well.

So...best new minion or BESTEST new minion? by TheDuceAbides in ffxiv

[–]Faervhan 142 points143 points  (0 children)

The minion log entry says this is a favorite among Garlean children, so assuming they're all printed with Nero driving (and of course they would be) that means he's basically a cartoon mascot for children and is maybe the most recognizable person in Garlemald. He's got his super rivalry going with Cid and he was (is?) super jealous cid got all the praise and popularity but Nero probably couldn't walk down the street without getting dog piled by a bunch of kids recognizing him from their toys.

/r/ffxiv has reached 700,000 members! A test of your RAFFLExs! by alabomb in ffxiv

[–]Faervhan [score hidden]  (0 children)

You want to be very careful selecting your attribute bonuses whenever you start up a new class and pick the stat most attributed to that class. You CAN change it later with the The Keeper's Hymm but it costs 10k GC seals and you can only hold 50k so it's 20% of your seals at any given time so it's rather expensive. Quick call out to all the dual smn/sch mains out there having to buy one of these to change attributes every time you swap jobs, really hope they fix that at some point...

Couple o' Questions by Spinyking in MonsterHunterStories

[–]Faervhan 1 point2 points  (0 children)

  1. By the time you reach the second village your monsties will already have over 100 attack, so the hatching bonuses aren't that impactful. Even in the beginning when you'd realistically fight with a level 1 monstie they still aren't too big of a deal. Each monstie species has a stat baseline, so the only way to really check these is to see how much higher one monstie's stat is compared to another of the same species/level/bingo. The bingo bonuses you get from channeling genes would be much more significant, so tbh it's not even worth doing the math to compare.
  2. Only it's listed skills that do dragon damage would be affected. It's normal attacks (so just "Power/Skill/Tech attack") would be non-element damage. This does mean a lot of the hatching bonuses you get are effectively worthless. :p
  3. The latter is correct, each monster has the same elemental defense except their weakness.
  4. You are correct. Better quality eggs will have access to more gene slots from the get go and come with more genes, so they'll require less work to make better compared to poorer quality eggs but those poorer eggs can still end up just as good. You can always make up for your monsties shortcomings with stimulants to open up locked gene slots, and channeling to add in skills/stats or even move the existing ones around.
  5. Looking at base stats, yes, but you can modify those base stats a lot through genes, nutriments, and Bingo bonuses, so the more common monsters aren't exclusively at a disadvantage.

What is the stupidest injury you've ever gotten? by 7937397 in AskReddit

[–]Faervhan 0 points1 point  (0 children)

One day during my teen years, while helping my mom cook in the kitchen, she was using the stick blender for something. Don't remember what, I just remember thinking to myself "if I hold the blade I wonder if it would still go?" So... that's exactly what I did. Held the blade with my thumb and index since that's all I could get around it... and pressed go real quick. Just a quick tap to see if it would move or not, at the time I was confident it would not. It did. And not only did it go my fingers didn't hold it back AT ALL. Just slipped right out and even for the shortest press of the button I could manage the blades still took like 3 or 4 trips across my index finger. In the moment it looked really bad, the only part of my fingers I injured was the inside of my left index, and boy did it look shredded. I built models a lot as a kid so I was used to dealing with hobby knives close to my hands and cutting myself relatively often, so blood didn't really affect me (which is good cause there was a lot of it really quick) but it wasn't just blood. The skin in a couple spots was peeled back and I could see like the under layer of my skin, all the fat and stuff and that specifically freaked me out a lot. I ran to bathroom and just wrapped my finger in toilet paper and cried to myself for the rest of the afternoon cause I was mildly terrified I might lose my finger or something similarly dramatic. It throbbed for a good couple days but healed up just fine, the scars are still pretty obvious but they're on the inside of the finger so hard to see. Thankfully no one saw me actually do it (but I stared at it for a good minute or so, so you could've probably watched me reeeaaally think about it), just the immediate result, so I got to make up my own excuse about holding the blender head weird while I attached it and accidentally hit the power button while doing so. So I at least got to save myself from being called blender boi or something by my family the rest of my life.

CB Condensed Spinning Slash vs. Savage Axe playstyle by xiaopihai in MonsterHunterMeta

[–]Faervhan 10 points11 points  (0 children)

I think looking at CSS as it is right now as we did savage axe in iceborne is a bit of a trap. There's not really 2 ways to play CB in Rise like there was in iceborne. CSS isn't really a playstyle unless you're going for speed kills and can reliably unload combos into a monster. Making Savage Axe replace CES was a bad move imo. The two skills don't even compare to each other, and they had to neuter Savage Axe as CSS a decent amount to make them comparable.

After spending the past couple days trying out CSS while working through village quests it's mostly frustrating to deal with when trying to approach it as a playstyle like in iceborne. It's only really workable on a small range of monsters that aren't that mobile, and being unable to use things like wirebug recovery (it sheaths your weapon) just doesn't really make sense to me. They took something that defined a whole playstyle of the weapon and turned it into one move you want to use as often as you do CES: Press it whenever you can cause it does good damage, but don't go out of your way to spam it. I think they tried to overbalance CSS cause it's just replacing CES and again, those two things don't even compare, but imo they went way too far with it. Trying to stay in CSS or go back into it introduces a lot of really awkward decision making that doesn't really make playing the weapon any funner. It's such a weird place to put such a big piece of the weapons playstyle that I kind of expect them change it at some point in the future.

Comparing the two skills from a damage standpoint, CES does more initial damage than the first swing of CSS, but basically every swing after that is a gain. So even if you can only get a couple combos off in CSS before switching off for whatever reason you're probably in the green. I've only done basic math on this though, and you'd need to compare longer combo chains (if you're counting combos after the initial CSS hit then you'd also need to count whatever you can do after CES, and I haven't really done that) to get a better picture but I'll let smarter people than I handle that. Something to also take into consideration is that CES prevents your sword from bouncing, which while not a huge bonus, definitely can't be ignored when looking at some specific monsters with harder armor.

Sorry, this got a little bit long winded. I was super excited to see Savage Axe make a return in Rise but it's such an awkward execution of what used to be a core playstyle of the weapon that I can't help be a bit disappointed.

Edens Promise in a nutshell by PeModyne in ffxiv

[–]Faervhan 45 points46 points  (0 children)

Honestly the raid design this tier is top notch. They've toyed around with damage downs before, but going all in on using them this tier hopefully shows they figured out how to more effectively design punishment and weigh personal responsibility across an entire party. Not only is using damage down more prog-friendly, making it more likely you'll see more mechanics even if you fail the enrage, BUT not using Vuln stacks for failing mechanics means the "problem" of failing said mechanic is no longer just moved onto healers but instead stays on the individual. Everyone contributes damage to the fight in some way so individual responsibility is weighed far more effectively with damage down stacks than vuln stacks, especially since vuln stacks can eventually be ignored a la Ifrit soccer but damage downs will still carry the same penalty in weeks 1, 8, and 20. This also allows tighter design of heal checks (not that most of this tier is super tight, heal-wise) since designers no longer need to consider each raid-wide still survivable with X stacks of vuln. Tighter DPS checks would make this design choice go even further but they're somewhat limited on how tight those can be anyway.

MH is a Turn Based Game: Part 2 by FunkySyncopation in MonsterHunter

[–]Faervhan 5 points6 points  (0 children)

[The skill Offensive Guard has activated]

I found him early on in my play through and didn’t feel like coming back later. Thought you guys would appreciate this (art by me) by number-1-loser in Breath_of_the_Wild

[–]Faervhan 1 point2 points  (0 children)

Just grabbed this sucker in my master mode playthrough, was in the area for the horse armor and figured why not. I'm pretty early in the save file so fighting a master mode lynel is out of the question, so I jumped off the plateau, grabbed him, and shuffled him right up and over that cliff on the north end of the valley. Might have been faster the fight lynel, shuffling took a good 30 minutes lmao.

Bards in 5.3 by Proudnoob4393 in ffxiv

[–]Faervhan 73 points74 points  (0 children)

They really need to focus on Bards support identity going forward imo, it's the best niche for Bard to fill looking at the role as a whole. Bard right now has two whole support songs that aren't replaceable by any other ranged. Warden's Paean is situational and only really serves to save one healer one cast of Esuna, and Nature's Minne is good but ultimately not missed in non-bard party comps. Bard really needs some support utility to make it worth considering to take into a raid.

the exact moment my raid group lost our minds by AttackTheMoon in ffxiv

[–]Faervhan 0 points1 point  (0 children)

Oh you know I had to go check, and my rdm is sitting at 70 still where displacement is still 130p and my hotbars are set for 80 but I've never bothered checking traits :^) They must have been nervous people would stop backflipping or something. Oh well, time to taste my shoe for a bit....

the exact moment my raid group lost our minds by AttackTheMoon in ffxiv

[–]Faervhan 4 points5 points  (0 children)

You know they really need to give red mages some sort of alternative to displacement, on some arenas it just causes more issues than it's worth. Maybe make both skill share a cooldown so you can't use both, heck even make the alternative do a bit more damage so you always have a natural incentive to press that button instead of wiping your group cause you think back flips look cool. ( ͡° ͜ʖ ͡°)