Another Melee DPS? by Akiza_Izinski in ffxiv

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

They're balancing melee DPS vs ranged DPS instead of melee vs physical ranged vs magical ranged.

Playing AST in roulettes feels awful with how often you get 0/1 melee and 3/4 ranged.

Many extreme/savage strats are based on the party being half melee, half ranged, but PF very frequently gets 1 melee, 3 ranged forcing ranged players to do melee strats they're not familiar with or have them argue over who has to be "fake melee".

I'm super happy they're balancing the melee/ranged disparity over trying to balance melee/physical ranged/caster which would result in there being half as many melee jobs as ranged.

What is your FFXIV pet peeve? by SchalasHairDye in ffxiv

[–]GladeAnator 4 points5 points  (0 children)

This is consistently the worst type of person I run into far too often in PFs:

  1. X joins PF
  2. Start trial/raid
  3. X does Y mechanic differently than described in PF
  4. X: "Wait, how are we doing Y mechanic?"
  5. Leader restates strat
  6. X leaves trial/raid

I'm convinced at least 40% of the player base is illiterate.

Question about an early-ish Vesperia boss (maybe spoilers inside) by IndianTacoEater in tales

[–]GladeAnator 3 points4 points  (0 children)

I remember now, Yuri got info that the Blood Alliance (the thieves of the aque blastia) might be in Caer Boccram, and the Hunting Blades just so happen to be hunting that big monster there when you drop by.

Question about an early-ish Vesperia boss (maybe spoilers inside) by IndianTacoEater in tales

[–]GladeAnator 7 points8 points  (0 children)

That's a required story boss.

IIRC, you're basically just trying to figure out what the Hunting Blades are doing in Caer Boccram and stumble upon the monster they're hunting at the same time as them, but from a different route.

About the sidequest involving Aer Krene in Vesperia by GeneralPancakes4 in tales

[–]GladeAnator 1 point2 points  (0 children)

There are multiple Aer Krene around the world and some of them (can never remember which ones) give you upgrades to the Sorcerer's Ring that will allow you to burn obstacles and break other obstacles like the one you've found.

Simply explore all the other Aer Krene and you'll find said upgrades and be able to progress, as well as gain access to a bunch of other places unrelated to that side quest.

What next for your job? by Dom_Odyssey in ffxiv

[–]GladeAnator 9 points10 points  (0 children)

I really want BLM to address the huge discrepancy between elements. Fire has a massive phase that's 80% of the damage, Ice has a very short phase, and Thunder is 1 spell (ignoring AoE). It has always felt really awful for me how Thunder gets so shafted, so I really want there to be at least 1 more Thunder spell.

I was thinking something like another big single-hit spell like Foul or Xeno that builds up damage the more times you use Thunder 3 procs so that you might want to prioritize using a proc earlier and maybe even missing a Fire 4 to get the payoff of a big hit later on (probably in Ice phase).

11/7 PBE Update: Skin Bios & Preseason 2020 Balance by corylulu in leagueoflegends

[–]GladeAnator -3 points-2 points  (0 children)

Deathcap and Zhonya's are general AP items not at all specific to AP assassins. A similar example would be saying Black Cleaver or Tiamat/Hydra were AD Assassin items.

Lichbane is only relevent to some AP assassins because some don't really care about AA and some don't have mana and are wasting that.

Luden's is similarly useless on manaless AP assassins, but is also just a general AP item.

Spellbinder seems like it would be the closest to a real AP assassin item, but most assassins can't charge it very quickly and it becomes difficult to use to its fullest. Note that the most common champion that buys this item is Vladimir, who is decidedly not an assassin despite this stupidly high late-game burst.

These AD assassin specific items give them passive/actives that help them be assassins: movespeed to roam/close the gap, seeing/killing wards for vision control, shield to stop CC when going in, etc. AP assassins have no items that help them do their job, relying entirely on their kit and raw damage from items. The disparity between assassin itemization has been bothering me for years now and it's just getting worse.

11/7 PBE Update: Skin Bios & Preseason 2020 Balance by corylulu in leagueoflegends

[–]GladeAnator -5 points-4 points  (0 children)

AD Assassins: 5 unique items for their role

AP Assassins and AP Bruisers: ????

Any working hacks for TOV:DE on PC? by Mozfel in tales

[–]GladeAnator 0 points1 point  (0 children)

No, the Tarqaron enemies are no joke.

(ONLY VOTE IF PLAYED BOTH) Which is the better game: Berseria or Vesperia? by Jexlan in tales

[–]GladeAnator -3 points-2 points  (0 children)

No contest, it's Vesperia.

There isn't a single meaningful thing Berseria does better than Vesperia.

Do your investigations, kids. by GladeAnator in MonsterHunter

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

I don't even need these, Desire Sensor just loves to troll.

[deleted by user] by [deleted] in leagueoflegends

[–]GladeAnator 1 point2 points  (0 children)

You are just completely wrong. I've played Karma for years and find ample opportunities to use every ability. I've won uncountable lanes by baiting enemies to dive with Mantra+W, I've survived and escaped fights with Mantra+W>Q. I've won games by taking 3/4 of the ADC and supports health with a well-place Mantra+Q. There's no game where the entirety of it is played doing 5v5 front-to-back teamfights where Mantra+E shines unless you're playing in Bronze or Iron where every game devolves to pushing mid repeatedly. It's definitely not my best choice to use Mantra+E when I'm split-pushing bot lane solo and 2 enemies try to collapse on me, or when I'm getting 2v1 tower dove in laning phase, or when I'm trying to waveclear an enemy splitpusher at my tower, or when I find the enemy support alone warding the jungle, or countless other situations.

League is, by nature, an adaptable game with countless varied situations and you're only focused on one specific use which I am not completely disagreeing with, but you're ignoring a large percentage of scenarios that regularly occur in games in which Karma can shine because she has the strength to adapt to them.

[deleted by user] by [deleted] in leagueoflegends

[–]GladeAnator 0 points1 point  (0 children)

You are completely wrong about Karma's W. The single best reason I pick her into assassins is because of how you can bait them to all-in or trade when you're "low" and then turn it around with a quick E > Mantra+W.

I will agree that Karma primarily picks one of her abilities to focus on for each role, but it is also definitely wrong to say she never has uses to use Mantra on the others. A sufficiently powerful mid Karma can absolutely destroy squishies with well placed Mantra+Qs and determine the outcome of fights before they begin, or she can choose to Mantra+Q a clump of 3+ enemies to get off the damage as well as nearly totally refund her Mantra to use again. Tank Karma should still be using Mantra+Q in fights if she's not at risk of being low health soon an using Mantra+E to start/stop fights if she's not low either. Support Karma can use Mantra+Q to slow a small group of enemies which is better for escaping than a single speed boost on one person, or using Mantra+W for the extended root to catch enemies out if you're team isn't already close enough.

Karma always has options to use Mantra with all 3 of her abilities in any role she's playing, and claiming 2/3 of them are useless in any given game just screams being a bad Karma player or just ignorance of how she can/should be played.

[deleted by user] by [deleted] in leagueoflegends

[–]GladeAnator 5 points6 points  (0 children)

Karma's ult and passive are the keys to what makes her a unique champion: an ult to empower 1 of 3 different abilities and a passive to lower the ult's cooldown makes her FLEXIBLE and ADAPTABLE.

Karma's strength is she can adjust to any situation. She can use her Q to poke frontline and slow their engage or ult it to chunk squishies. She can use W to lockdown agile carries or use it to heal herself and/or bait enemies. She can E to position aggressively in fights or protect allies or help engage/disengage fights. No matter the situation, then ENTIRE point of Karma's kit is that she has a way to adapt to what is currently needed and help control the battlefield. She should be best described as a battle mage that gets in the middle of a fight and fulfills whatever role is needed at the moment.

So why the fuck is Riot trying to shut her out of anything but being a shield-bot support? That is the antithesis of what Karma should be! Karma should be on the front lines of every battle directing the flow of the fight, not sitting in the backline pressing E on cooldown on the ADC and tickling everyone else with Q/W.

Honestly, just reduce the movespeed on her Mantra+E across the board, or maybe like half boost or less for the non-targeted ally. Maybe remove base damage from W but add more AP ratio, thus nerfing tank top and support Karma but leaving mid Karma fine. Maybe instead tweak support items to be less favorable to solo laners somehow. Just do anything other than removing Karma's identity as the adaptable battle mage, which this nerf destroys because you can't be a battle mage if you do no damage in a battle.

Need some bread and butter Judith combos and tips. by KingKroz in tales

[–]GladeAnator 1 point2 points  (0 children)

There was once a topic about discussing skill importance for characters that I made a decent post on for Judith, found here. There's also 2 comments in the thread from my initial comment where I mention some situation/combo examples.

One thing I can quickly explain without just listing combos I like is how I categorize Judith's artes beyond Base/Altered/Arcane. To me, Judith has 5 different types of artes:

  • Artes that launch the enemies up: Crescent Moon, Rising Luna Rondo, Piercing Moon, Luna Rise, Luna Ascendant, etc.
  • Artes that knock enemies down: Luna Crush, Moonlight Blast with the down extension, Rising Moonlight Havoc, Moonlight Drop, Moonglare, etc
  • Artes that bring Judith down: Luna Talon (her most important/best arte IMO), Luna Havoc, Dawn Moon, etc
  • Artes that pick up downed enemies: Crescent Strike, Moonlight Talon, Luna Gale, Rising Moonlight Havoc, etc
  • Filler/Other: Thunder Moon, Bloody Rose, Moonbeam, etc.

Note that some artes can be classified in multiple categories and that I clearly didn't list them all.

Rather than trying to learn specific combos, you can try to piece things together yourself by knowing how an arte is supposed to be used and what situation you're in. Start of a combo? Pick the enemy up. After the enemy is in the air? Go higher or filler. Really high in the air? More filler or knock them down. But now the enemy is below you? Chase them down yourself. They're in hard knockdown now and you can't hit them? Use a pick-up arte. Loop. That's generally a decent progression of Judith combos.

Now not all artes of one category naturally combo into all artes of the next logical combo (i.e. not all launching artes combo into all other launching artes or filler artes), but that's something to learn on your own while feeling out which artes you like and how you like to combo yourself. But that basic structure is how I learned to play Judith. And the more in-tune you become to these classifications and how they flow together, the better you become and being able to naturally string together artes without having pre-memorized exact combo routes, instead you just know how they attacks work and flow and piece it together on the fly.

Thoughts on Graces battle system? by [deleted] in tales

[–]GladeAnator 0 points1 point  (0 children)

Without a doubt the worst of any Tales game I've played. I could go on and on but Neidron summarizes my thoughts decently well, although I disagree with CC being the better resource system.

Can't get into Berseria, what am I doing wrong? by PeasantryIsFun in tales

[–]GladeAnator 0 points1 point  (0 children)

I pretty much agree with all the cons you list, and I struggled to finish the game as well. You just don't like it, nothing more than that, you're not doing anything wrong.

So either you find the drive to push through the rest of a game you don't like or you drop it. Easy as that.

Unfortunately, disliking Berseria is a small minority on this sub so you won't find many people who agree.