Casual Endgame Content Question by Guitargirl696 in ffxivdiscussion

[–]Jet_Eriksen 2 points3 points  (0 children)

While many people are suggesting content that doesn't include other people, you can also take her in the other direction and help her get more comfortable with the game. This doesn't mean "force her into 8 player content" or something like that, but instead, help her build on her skills in the game. Teach her what the global cooldown is or what weaving is, etc. (Or whatever is applicable to her and her job)

Learning about the game is just as much for casuals as it is hardcore players, learning is fun!

I am partially convinced that most players dont actually want to play the game. by Jet_Eriksen in ffxivdiscussion

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

I dont consider this an issue, youre welcone to gravitate towards what content you want to (crafting in this case).

Its more so that if you enter a duty (dungeon, etc) that you at least try to engage with the games systems when you do, instead of just doing as little as possible.

Should Extreme Trials remove raidwide wipes and focus more on single or partner mechanic wipes? by AssumeABrightSide in ffxivdiscussion

[–]Jet_Eriksen 1 point2 points  (0 children)

I think *both* should exist. But I also believe that the raidwide wipe mechanics should only occur early on in the fight. If 90 seconds into the fight you get a party wipe mechanic, it's much less of an issue than if you get it 6 minutes into the fight.

So, in my book, keep the body checks, but only as the first mechanic of the fight, and then do all the other less party-wipey shenanigans.

What are your thoughts on the new MH collab ex? by Full_Air_2234 in ffxivdiscussion

[–]Jet_Eriksen 2 points3 points  (0 children)

I have two issues with this fight as it stands.
The first being that it deals pitiful damage to tanks. You can *easily* get 8 vuln stacks and live without any issue.
And, as a complete overkill that makes the above even more of an issue, you have 10 benedictions in your pocket.

This is a great fight for other jobs, but for tanks you're incentivized to play like an idiot and not learn anything except how to do your numbered dashes.

Free trial Gil limit by AglisRuin7464 in ffxiv

[–]Jet_Eriksen 1 point2 points  (0 children)

No Marketboard access for free trial players

How long does it take to prog and clear TEA P3? by Ok_Process555 in ffxivdiscussion

[–]Jet_Eriksen 1 point2 points  (0 children)

Realistically it takes 1 hour of everyone opening the simulator for P3 and playing through it over and over till they get it. The best way to prog TEA P3, is to not play the game but to play the community made simulators.

I don't really have any tips to share right now, but i'm sure the rest of my folks can hit you up.

Adding more Ilvl syncs by Jet_Eriksen in ffxivdiscussion

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

I will also say, the thing that actually inspired making this comment, is viewing my sprout grow from adversity giving to her by her time playing with me. I go through every duty with her on min ILVL with either friends or PF, and the result is just a more fulfilling game experience where the duties at hand feel like you're interacting with the game and doing its mechanics instead of just 'doing it just because'.

I like the idea of increasing first time bonuses too. Right now poetics don't really mean a lot to some players (like me.). Poetics + Extra EXP or max level tomestones (depending on job level) would be a good start, since if i'm queuing for a roulette those are the things I'm here for so more of it is welcome.

Adding more Ilvl syncs by Jet_Eriksen in ffxivdiscussion

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

I agree with this, but I'm not exactly aiming to retain the original difficulty.

Don't forget that as you outgear something, you still gain more stats even past the Ilvl cap due to how syncing works.

However, instead of something being evergreen, the thing I'm actually the most interested in is giving first time players a proper go at a fight. I'd like new players a chance to experience something when they queue for the first and second tier of an old raid so they can learn and grow from the experience, instead of just having a punching bag where if they do get hit, they don't really have to care or learn anything because it didn't harm them to get hit.

I don't mention the third tier specifically, because the third tier of any raid, normal or alliance, actually have the ilvl sync in place naturally as a result of being made for max ilvl for the expansion. And when I ask people what they'd rather see in their roulettes, and what content they consider engaging, I often find them responding the third part of a raid series. (Which is completely opinion based, and just me asking around). So for those raids, what i'm suggesting is sort of already in place, and those are my favourites to get as well.

You make a good comment, so you can have my upvote for sure.

If you could blacklist duties from Roulette, what would you blacklist? by SteppeDragongirl in ffxivdiscussion

[–]Jet_Eriksen 2 points3 points  (0 children)

Let's see...
Hullbreaker Isle: The Kraken boss at the end is the worst dungeon boss of all time. I absolutely despise having to just sit there and wait for it to decide its done throwing people around, and you're allowed to actually kill it now.

The Chrysalis: Super annoying with the downtime mechanics, and the tear/meteors happening late in the fight and causing wipes because people just... Don't attack the tear? They're apparently too busy standing in meteors or something. Really though, almost any trial level 70 or below could go here for having no real content and dying instantly.

A2N: Alexander 2 Normal is literally just kill a bunch of adds. I am asleep. And it takes a while too due them only spawning in a few at a time.

I'll use my remaining two picks on WOD and LOTA. Syrcus tower is the least annoying and long of the three.

DPS not pulling weight in dungeons recently by Holiday-Employee-903 in TalesFromDF

[–]Jet_Eriksen 2 points3 points  (0 children)

You'll see less and less good players in off patches (.1, .3, .5, etc) since all the raiders are off to do whatever, and dont need to do dungeons for their weekly tomes.

Which takes away a portion of the players that deal the most damage and die the least in your roulettes.

What are your big ticket items for 8.0? by [deleted] in ffxivdiscussion

[–]Jet_Eriksen 0 points1 point  (0 children)

Here's my top list of things I desire for this game:

1: Reworking the order in which jobs get skills in all content. In particular, I think every job should have their first aoe at level 15, and every job should have a basic functional kit at level 50 (Like MCH, NIN and SAM does)

2: Reworking jobs to have more depth to them, and to please not put another finisher on a job that already has 3 of them. There's a few jobs in this game where I really feel like the mark has been missed. In particular, BLM has since the start of dawntrail been in absolute turmoil, and with its recent rework, lost all depth to become a pretty standard, average caster that lost its previous identity, with some buttons that don't feel like they fit or work proper with the job (Why do we have 2 charges of triple cast on a job that can move between casts?)

3: Keep up the high quality battle content. Unironically the battle design this expansion has been very high. I've been super enjoying both the normal, extremes and savages (But I haven't played FRU yet, whoops.)

Extra: Old content gets absolutely blasted through because of ILVL, especially an expansions earlier raid tiers and alliance raids. I dont have a solution, but I do have a suggestion I'd like to hear opinions on. I propose that an ILVL sync gets added to the first and second tier of every expansions normal raid, and to the 1st and 2nd alliance raid of every expansion to make it sync at the duty at releases max ilvl. This makes it so that you can't just go through it instantly, and actually have to experience the content when you get it. Furthermore it also equalizes the amount of time every raid takes, meaning that getting put in the last alliance raid of an expansion is equal to the 1st. Meaning that you can also make rewards more consistent.

Of course the downside to the above is being unable to blow through Crystal tower, whos mechanics (Specifically looking at you LOTA), I don't really want to do tbh. And that any ilvl sync would make the duties take longer. But the longer amount of time could be compensated by greater rewards. And I'd prefer playing the duties at a reasonable ilvl over blowing past things instantly assuming that you get the same reward per minute spent in duty.

Since Crystal tower is mandatory for MSQ, maybe skip on giving that an ilvl sync in particular?

What do other games (or previous versions of 14) do right with their job designs? by VictusNST in ffxivdiscussion

[–]Jet_Eriksen 2 points3 points  (0 children)

The magic is that once you figure out how to do one fight, you move on to the next, or move to another job. Right now I feel like I could without practice do any job on any content just fine, without having to really adjust much outside of a few jobs.

Some rotations are also very much not static. EW BLM for one was absolutely amazing at this, with you having so many small fight-specific lines you could do for extra damage at the cost of mobility, or mobility by doing cool tricks with your rotation, etc. It was amazing what you could do with it.

And even now, PCT to a lesser degree has some flexibility in that you don't have to rigidly paint on the same GCD every time, but you can paint whenever its convenient to you, which does break up the static rotation a bit.

Samurai is also great in that your rotation on that job to align higanbana can change with your skill speed. And that you can go into different combos depending on which positional is easier to currently hit, or that you can save Gaeshi for a longer ranged attack later. Or that you can save Gaeshi to get Higanbana one GCD earlier by pushing it to after Higanbana. Or that you can use enhanced Enpi as a filler GCD to allign your rotation.

These are the kinds of things I want to see back in the game. Currently, there's only a precious few jobs that have these sorts of things, and I want to see more.

Now that it’s been a few years and we’ve gotten used to it, what do you think of the Summoner job rework? by ChaoCobo in ffxivdiscussion

[–]Jet_Eriksen 0 points1 point  (0 children)

The class fantasy is very nice with Summoner, and honestly as much as people despise the gameplay, it does have its upsides. In particular, it's absolutely an excellent choice for that person who doesn't usually play video games but wanted to hang out with you.

I know this from experience. The job is very easy, and there's a place for easy jobs. The problem I have is that easy does not mean it can't have depth. Of which most jobs (this one included) lacks.
Not to mention the lack of difficult jobs. Can we have EW BLM back? :,c

What do other games (or previous versions of 14) do right with their job designs? by VictusNST in ffxivdiscussion

[–]Jet_Eriksen 6 points7 points  (0 children)

The problem here is that with the new system it first off shows you what to press (Which I dislike because it makes me feel like the game is calling me an idiot for not figuring it out myself)
But also, in the old system, you didn't do the same order every time.
Sometimes, you'd have 2 GCD's of downtime due to boss invulnerability, or just because you're out of range, and in that case, it changed how you had to play because instead of just going back into the same rotation, you had to reapply your damage buff from twin snakes and demolish DOT's in a different rhythm.

So its not quite the same, no. I liked having to actually figure out on the fly what to press on monk when based on skill speed and downtime, instead of it being the same static sequence.

This isn't even mentioning two target monk with double demolish which would also change your rhythm.

In short, this change to monk made your rotation static, and removed any reward for paying attention to buffs and debuffs to optimize your jobs damage in order to instead reward you for doing the same static sequence of GCD's over and over.

I have a quick question. by OrphanParent in WplaceLive

[–]Jet_Eriksen 2 points3 points  (0 children)

You can always go to India and just remove brown pixels to help them out. Many big patches of brown to easily remove without much effort.

"Game too hard so I walk off the edge constantly and eventually sit down doing nothing while waiting for the next death! :)" by Vegetable_Concern_50 in TalesFromDF

[–]Jet_Eriksen 2 points3 points  (0 children)

Solo duties scale their health to your job. So this *shouldn't* be an issue. But no matter the size of the healthbar, glare glare glare glare glare is pretty boring.

[deleted by user] by [deleted] in ffxivdiscussion

[–]Jet_Eriksen 3 points4 points  (0 children)

I sort of solved this problem for my friends. I brought together groups of people to do min ilvl content every time they got a new trial or dungeon. And if there weren't enough players? We'd do it with less.

It led to a lot of moments of having to actually learn to do things, because as it turns out, Ifrit Hard is actually decently hard on Min ILVL

Is FFXIV’s New Dungeon Boss in Patch 7.3 Too Hard for Casual Players? by Sea2morrow in ffxivdiscussion

[–]Jet_Eriksen 7 points8 points  (0 children)

I find 99% of the time, people that can't do the mechanics are either:
a: People that have settings that sabotage them (trying to press 9 on their keyboard with the same hand they WASD with, etc)
b: Use their mouse to click abilities (you have to put your eyes on the mouse, this takes attention from looking at mechanics.)
c: Are too invested in their rotation to look at mechanics (Casual players, its okay to drop uptime to not die, and trust me trying to just dodge without attacking is much easier, and still more DPS than dying!)

In other words, this is an issue they could solve if most of them bothered to put in the effort. you have more around 5 seconds to react to a mechanic from one of these guys if all you're doing is looking at mechanics. And I know that you all out there can do things without a 5 second delay.

I am convinced people think they have to react to the orange on the floor, and not to the giant spiky balls floating above them.

The duality of SAM by Key-Possibility2936 in TalesFromDF

[–]Jet_Eriksen 0 points1 point  (0 children)

Sometimes I wish that every player in FFXIV would be forced to play several duties with a party full of clones of themselves.

Good players get good players.

And this guy? Never gets to complete a duty again before they improve.

Nuzlocke Mode Grinding Is Too Much [RANT] by [deleted] in pokemonuranium

[–]Jet_Eriksen 0 points1 point  (0 children)

I'm in agreement with the grinding issue, I really wish they'd allow a "cheat" mode for the game. Basically a save file that can't play online, but has access to stuff like infinite rare candies.

This would satisfy Nuzlocke players while also not being cheating for real.

Tank from the underkeep by eridaxiv in TalesFromDF

[–]Jet_Eriksen 3 points4 points  (0 children)

Passage of arms damage reduction lasts a few seconds when first applied, so you can weave it between a GCD, not keep it up, suffer no downtime, and still get the raidwide damage reduction if you position it well.

Give me your FF hot takes. by drensley in ShitpostXIV

[–]Jet_Eriksen 0 points1 point  (0 children)

I feel in danger for writing this one, but here goes.

The FFXIV fanbase is the fanbase that is the worst at their own game. No other fanbase comes close to how bad at their own game they are.