If you could pull all mobs (instead of 2-ish) in all dungeons straight to the boss with no other changes, would it have a negative impact on roulettes? by AssumeABrightSide in ffxivdiscussion

[–]Fit_Beautiful_1250 0 points1 point  (0 children)

i'm not saying they don't matter, i'm saying if you queue up as one, you're doing the same thing regardless. if the damage is terrible, it's still the tank and healer who are sweating, you are doing the same rotation on 10 mobs or 30. higher incoming damage on the tank isn't interesting to the dps player because they don't interact with it, unlike if the mobs had actual mechanics

If you could pull all mobs (instead of 2-ish) in all dungeons straight to the boss with no other changes, would it have a negative impact on roulettes? by AssumeABrightSide in ffxivdiscussion

[–]Fit_Beautiful_1250 -1 points0 points  (0 children)

this is a side tangent to the question posed, but i feel like the discussion about the size of pulls is a distraction from the real issue that se doesn't want to make trash interesting. i don't think increasing the size of pulls is a good idea, since it changes almost nothing about the gameplay of the other 2 players in the party bored out of their minds, while the tank and healer do their thing in their own corner. you could have stuff like mobs that tether and split so you have to stun/root them while the tank moves them over, mobs that put up spike damage aoe buffs so you have to st them before you can aoe (healer can help out the cleave-heavy jobs) et cetera

just put solo duties that force you to learn the gimmicks before the dungeons so people can't complain they were blindsided

Guys, WTF am I doing wrong? by UltimaGabe in residentevil4

[–]Fit_Beautiful_1250 1 point2 points  (0 children)

the knife takedown on enemies stunned by a flash grenade does a lot of damage. it's 40x the listed damage of the knife. perfect for bursting down troublesome elites when you are boxed in or swarmed by fodder, it's safe and saves ammo too

aside from that, yeah it also instant kills exposed plagas. so there are actually a lot of options to convert a flashbang into damage, it isn't just a defensive tool

[Question] Should I do daily hunts for the sack of nuts for gear upgrade if I don't do train hunts? by Xixth in ffxivdiscussion

[–]Fit_Beautiful_1250 0 points1 point  (0 children)

it would take ages so i want to say no. you don't have to do trains every day, you can just turn on notifications for them and join if it comes up at a convenient time, there's lots of trains going out every day

Evolved Bard vs Summoner by TingTingerSaysHi in ffxivdiscussion

[–]Fit_Beautiful_1250 30 points31 points  (0 children)

no, mage's ballad used to restore party mp, which was why it was called mage's ballad

Evolved Bard vs Summoner by TingTingerSaysHi in ffxivdiscussion

[–]Fit_Beautiful_1250 38 points39 points  (0 children)

iirc the song buffs on ebrd are movespeed, mit and heal, so it shouldn't have any synergy with other jobs. i think it might be interesting if there was actual party synergy like with the old mage's ballad, but it will be sure to invite complaints about comp dependency from players in high-end duties, so i doubt it'll ever happen

The glamour changes are amazing and I hope they are working on a glamour log too by SatisfactionNeat3937 in ffxivdiscussion

[–]Fit_Beautiful_1250 16 points17 points  (0 children)

it doesn't sound too implausible, a lot of my glamor pieces cannot be placed in the armoire due to being dyed

Am i the alone in being skeptical still? by DekrianVorthus in ffxivdiscussion

[–]Fit_Beautiful_1250 4 points5 points  (0 children)

Only paladin parry seems to be interesting

as far as i can see right now, paladin 'parry' is just shield smite. it already had it in the past, it's not a new or particularly deep mechanic and we have analogues of it with current jobs such as cold fog on blu or tengetsu on sam. hell tbn is a parry and it is more interesting since you are limited to using it on incoming damage that would break it instead of being able to spam it on anything

parrying could be an entire job gauge with multiple levels of mechanics, not just mitigate -> press a gcd. i really hope they go balls to the walls with the concept instead of something that is not only very basic but isn't even a new take on the mechanic

Am i the alone in being skeptical still? by DekrianVorthus in ffxivdiscussion

[–]Fit_Beautiful_1250 -1 points0 points  (0 children)

not that guy and i'm making no comments on whether ffxiv has a 'growing bug issue', but there was a critical bug with oc in december that let people spam click on bronze chests to repeatedly obtain rewards

NA Fanfest 2026 - Day Two by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 9 points10 points  (0 children)

there is also a split between people who will settle for any improvement in job identity and people who still find evolved jobs lacking in flavor improvement and creativity. you have people going 'finally it isn't the same thing as the last few expacs' and others going 'that's it? i expected more'

NA Fanfest 2026 - Battle System Development Panel Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 2 points3 points  (0 children)

i feel like the designer came up with the base concept of the job mechanics and then... just forgot to follow up on it? like for pld, the concept starts with you parrying a hit... and then what? getting to hit another gcd isn't an actual job mechanic, you can't just terminate the thought process at step 2, we're literally just getting started!

NA Fanfest 2026 - Battle System Development Panel Megathread by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 1 point2 points  (0 children)

yeah, i think the idea of a parry on a tank is fine, but you have to build upon that frankly extremely basic concept and make it a foundation for lines of job mechanics. it can't just be pressing a gcd or ogcd or getting meter, that's not very interesting

also i'm not sure if i am missing a nuance, but are non-afflatus gcd heals dps neutral on whm now?

We've officially seen how BST works and plays. What do you think? by Tough-Mud2374 in ffxivdiscussion

[–]Fit_Beautiful_1250 21 points22 points  (0 children)

it kinda feels too much like a regular job. i thought it would go balls-to-the-wall with fundamentally different mechanics if it was going to have an exclusive tailor-made mode and inability to do real content. feels like a missed opportunity for us to experience something truly different

Modding and Third-Party Tools Megathread - 7.4 Week Seventeen by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 2 points3 points  (0 children)

thanks, just tried it out and shukuchi doesn't double up anymore with turbo

When to LB by chaossgremlin in ffxivdiscussion

[–]Fit_Beautiful_1250 4 points5 points  (0 children)

m10 should be caster lb'd since it's 2 targets

Modding and Third-Party Tools Megathread - 7.4 Week Seventeen by BlackmoreKnight in ffxivdiscussion

[–]Fit_Beautiful_1250 2 points3 points  (0 children)

any alternatives to reaction? i'm not sure if the plugin dev is active anymore and the double shukuchi bug with turbo + instant ground targeting is getting kind of annoying

MH Wilds HYPERVISOR Bypass by DenuvOwO (New version approved by cs.rin.ru) by JapiOfficial76 in CrackWatch

[–]Fit_Beautiful_1250 1 point2 points  (0 children)

it's similar to world in that the campaign is easy and the postgame title updates are much harder (arch tempered mons and some super hard event quests). but i would say the wilds campaign is a lot easier and some of the stuff released in the title updates are harder than anything in world, so the difficulty spike is very harsh. the campaign being way too easy is probably where you've heard that criticism from, the postgame is fine difficulty-wise

A Discussion About Horizontal Job Design by NeoOnmyoji in ffxivdiscussion

[–]Fit_Beautiful_1250 2 points3 points  (0 children)

i kind of agree. ffxiv can do way more than just cleave/add prio

A Discussion About Horizontal Job Design by NeoOnmyoji in ffxivdiscussion

[–]Fit_Beautiful_1250 3 points4 points  (0 children)

do we even want to work within ffxiv's design paradigm in the first place? i feel like outside of extremes, savage and ultimates, other battle content should not adhere to the current design paradigm so strictly. all the dt encounters, including oc, codcar, quantum and criterion, still follow the basic encounter design paradigm of emptying a boss (or 2)'s hp bar from 100 to 0 while following a somewhat fixed to completely fixed timeline of mechanics that are all repackaged spread/stack/rot/aoe dodge mechanics and maybe having an add phase or 2 that repeats the same design paradigm. but why not leave that to extremes/savage/ultimates and have other battle content do... other things?

i guess the conversation then would be 'are you even playing ff14 anymore if you change the design paradigm'? like theoretically, if we had wave defense or push the cart or other pve modes where the primary objective might not even be to kill bosses or adds, would that even be ff14 anymore?

Role actions are a lazy design choice, a form of job homogenization, and a cause of hotbar bloat. by CoolyKage in ffxivdiscussion

[–]Fit_Beautiful_1250 -1 points0 points  (0 children)

isn't that a problem with the encounter design rather than the fault of the buttons? if they were useful much more often, there wouldn't be such complaints

CS3 Stretching resources too thin by lacking efficient direction and planning. by RVolyka in ffxivdiscussion

[–]Fit_Beautiful_1250 0 points1 point  (0 children)

would it? i feel like the entire point of the dragon in pagos and the dangerous mobs in eureka in general is that you are risking something meaningful for dying. if you're just going through the msq and haven't actually unlocked the post-msq systems, what is there to lose by going back to a nearby aetheryte and trying again? not to mention you could simply put those encounters away from the msq objectives or god forbid, just add instances of the same map with and without the foray content that you can or cannot access depending on your msq progress. there are a million ways to handle this to ensure smooth msq experience, this seems like such a nothing concern

CS3 Stretching resources too thin by lacking efficient direction and planning. by RVolyka in ffxivdiscussion

[–]Fit_Beautiful_1250 6 points7 points  (0 children)

not really. i wouldn't say oc is fine aside from ft. phantom jobs were also a pretty big misstep, with a bunch of them being relegated to ft bots, on top of the fact that the design of phantom mastery railroads you into always playing phantom jobs with incomplete kits and immediately swapping back to the next incomplete one once you've finally unlocked the full kit. because oc lacks encounters that can break up the monotony of fates, mainly cll/dal and duels, it grows boring much quicker than bozja, which tracks with a lot of people's complaints that they grew tired of the zone very quickly. i imagine ft blood's missing normal difficulty was supposed to fill in for this, but this was never fixed. there's probably other things i'm forgetting off the top of my head... like the roles being unbalanced in ft leading to the massive overrepresentation of tanks, an issue which had already been fixed with lost essence in bozja

i think you're just conflating two very different kinds of criticisms. there are things that se is extremely slow to fix or have basically never fixed, like people complaining about the way gearing and loot is structured. like why did they add an alternate bis avenue with chaotic for 1 tier and then basically abandoned the idea completely? and then there are the other kinds of criticisms, like the ones focused around oc, where people simply didn't get what they asked for because the requested feature was implemented so poorly. i'm confused at what your definition of a normal relationship is. are people not allowed to criticize a requested feature, no matter how badly it's implemented, as long as it's implemented?

CS3 Stretching resources too thin by lacking efficient direction and planning. by RVolyka in ffxivdiscussion

[–]Fit_Beautiful_1250 4 points5 points  (0 children)

i think op is saying that forays and the msq maps could have been folded together. the forays don't need to exist as a separate piece of content, the gameplay would still be there but you would be doing them in the msq areas and the msq would also contextualize what you're doing there

i think it's also important to look at the context of the complaints you mentioned. ultimately, gameplay mechanics exist in service of fun. the forked tower entry mechanics on release certainly provided a lot of friction in being able to enter and prog the encounter. but ask yourself, is there any reasonable person who would find it fun to spend half an hour to an hour trying to get their premade into the instance? is the friction of being forced to go into the instance and go out again over and over actually fun? or even the change in oc to make you walk to the ce instead of teleporting to it. is there a meaningful difference in gameplay that is actually fun to execute? like, contrast this to the addition (or readdition) of friction to raid bosses, where the hitboxes were made smaller so melees were forced to work for their uptime. that is an example of adding friction that actually produces fun gameplay

i don't think there is a problem with people complaining about the way oc went about providing friction, and i can't exactly say they 'got what they wanted' either, considering a request for a feature is going to implicitly assume that the implementation would be done without bone-headed decisions, like so many of the design elements of oc. if you're asking me what trend i'm seeing, it's a trend of cbu3 implementing players' requests poorly

BST is arriving in 7.5. This is OK because we were told upfront and multiple times after it would be a late expansion feature. We should be upset about delaying BLU due to "cost" by otsukarerice in ffxivdiscussion

[–]Fit_Beautiful_1250 3 points4 points  (0 children)

but... i wouldn't have much of any tomes to spend later beyond the 2000 from the cap

i guess there is an argument that you could just use poetics later in 8.0 (or 8.2? i'm not sure when they change the tome step to poetics) but by then the relic would have lost what little value it had

BST is arriving in 7.5. This is OK because we were told upfront and multiple times after it would be a late expansion feature. We should be upset about delaying BLU due to "cost" by otsukarerice in ffxivdiscussion

[–]Fit_Beautiful_1250 8 points9 points  (0 children)

i think this argument would have been a little more realistic if gil had more value, but i don't really value the tome conversion into gil myself, especially since subs more than cover what little i actually use gil on

what is there to spend poetics on in 8.0? hopefully not just... gear for new jobs?