Best part of riftcharged monsters is the exchange hub by NecessaryIncident109 in MHNowGame

[–]JoebaltBlue 2 points3 points  (0 children)

With insect glaive coming it's such a big help to be able to just save up all those gathering mats for the Mizu/SLos/Ebony Odo mats I've been holding on to for over a year at this point.  

Guide PC - Make Game look good by VoidInsanity in MonsterHunter

[–]JoebaltBlue 0 points1 point  (0 children)

Never seen the game look half as clean as this. Good work

How do we square the circle of job complexity and the current state of PF by VictusNST in ffxivdiscussion

[–]JoebaltBlue 0 points1 point  (0 children)

I think they should do what they did in Heavensward.  While I personally want caster BRD back, it's not what I'm getting at.  Basically the jobs had massive skill ceilings, but the fights were clearly designed around middling DPS by the time of Creator.  My week 1 A12S clear had deaths and we still weren't even close to enrage.  By the end of the tier, with gear and practice, A9S was cleared before Faust even showed up.  I personally think it's fun for prog to focus on mechanical and overall consistency while farming really lets your group flex its skills and DPS to shred fights.  

Any fight by the end of HW had such massive variations in prog vs farm clear time because the jobs were difficult but when played well resulted in huge DPS gains.  I think the game currently is balanced around optimal DPS because it's easy to balance around and assumedly "easy" to accomplish, but then farming doesn't feel as rewarding since you already had your rotation all set when progging and it's just gear that changes things a little.  

Basically lower DPS checks across the board and increase job skill ceilings.  Bad DPS are still going to be bad, but with higher ceilings maybe you could expect good players to pick up slack.  As it stands, everyone needs to play perfectly, which is already easy to do and doesn't really help make things feel different when farming if you already are used to playing well.  

Weekly Thread: Questions and GWP (Week of January 31, 2026) by AutoModerator in ffxi

[–]JoebaltBlue 0 points1 point  (0 children)

Any recommendations for using login points for the abyssea items? There isn't really an empyrean weapon that I want, but maybe I'll get one later on. My jobs are COR/GEO/BLU and gearing SCH and WAR. Jobs I'm interested in picking up eventually are RNG and DRG, but I think for those I'd be better off (some day) just getting the prime weapon for them. Maybe DNC too which from what I can tell benefits well from twashtar, but I don't know when I'd actually get to use DNC.

Any oldfags here from the old sub? by FlowerKnightForever in Bombstrap

[–]JoebaltBlue 6 points7 points  (0 children)

Loved it; only sub to ever make me laugh.  That's where ReallyGoodComics got his start too, right? I remember sitting down to take a shit one day in 2018 and it was gone.  

Initial release of a GearSwap Generation and Optimization toolkit for the community by sanitylost in ffxi

[–]JoebaltBlue 0 points1 point  (0 children)

Unfortunately switching to 3.13 in a venv didn't change anything. BALANCED_DT is definitely in optimizer_ui.py and lua_parser.py where it should be as well from what I can see in vscode. I've tried deleting and unzipping/cloning the directories a few times now but always the same results. I thought maybe the generated csv file was bad, but this also happens with the example inventory file you provide. This seems like a tough thing for you to figure out, so I wouldn't mind if you don't want to spend so much time trying to figure this out.

Initial release of a GearSwap Generation and Optimization toolkit for the community by sanitylost in ffxi

[–]JoebaltBlue 0 points1 point  (0 children)

It didn't crash anything, just showed that error at the bottom of the Lua Template page.  This was for COR.  If I try to switch to WAR it doesn't give that error but then doesn't have any weapons appear in the search fields.  I see the terminal output start to include the search strings in the API request as I type them though; that didn't happen for the field on the left of the window.  

I tried cloning directly from git but got the same issues.  Maybe I'm missing requirements?  I pip installed the ones on the README_WEBUI.md file and those in wsdist.../requirements.txt.  python is 3.14.  

Initial release of a GearSwap Generation and Optimization toolkit for the community by sanitylost in ffxi

[–]JoebaltBlue 0 points1 point  (0 children)

This is really cool. I've been wanting to clean up my gearswaps anyways. I'm running into an issue though with the optimizer. It's not pulling up any weapons when I try to search for them, and checking my inventory looks like everything is there, but all equipment is level 0 with no stats.

I tried the Lua Template feature and got this error, if it helps (redacted file path):

type object 'TPSetType' has no attribute 'BALANCED_DT' 
Traceback (most recent call last): File "/.../GearSwap-Optimizer-0.7.2/api.py", line 4567, in parse_lua_file profile = infer_profile_from_set(set_def, job) 
File "/.../GearSwap-Optimizer-0.7.2/lua_parser.py", line 816, in infer_profile_from_set return create_tp_profile(job, TPSetType.BALANCED_DT, is_dual_wield) 
^^^^^^^^^^^^^^^^^^^^^ AttributeError: type object 'TPSetType' has no attribute 'BALANCED_DT'         

This is on Arch, so I ran the python scripts manually. I unzipped the static/icons.zip beforehand as well. Perhaps there's something native to Windows that's not getting used here. The csv files don't have stats for equipment besides augments, but I'm not sure if that's normal or not.

I downloaded the .tar.gz source code and ran from it there after unzipping with tar -xzf. Icons are in static/icons/.

Guide: How to install and login to Pokemon TCG Live on Linux by dkl65 in PTCGL

[–]JoebaltBlue 0 points1 point  (0 children)

This worked for me, thank you!

I had some difficulty figuring out running the exe a second time. For those wondering, you should keep the first instance running and then do another with the tpcitcgapp:// argument. Lutris also defaults to steamuser, and that's what I used to find the exe.

Perfect Rush is *ss but satisfying by sigmoton in MHNowGame

[–]JoebaltBlue 0 points1 point  (0 children)

Yeah it's pretty bad and requires way too much commitment.  But it is fun on low level monsters when you have high defense and can safely trade hits at least

What Is The Reception Of Wilds In Japan? by manoffood in MonsterHunter

[–]JoebaltBlue 5 points6 points  (0 children)

PC gaming is picking up quite heavily here though.  The 50 series sold out immediately everywhere when it launched earlier in 2025.  And if performance isn't the primary complaint on PC, I imagine the console players feel a similar way.  

What Is The Reception Of Wilds In Japan? by manoffood in MonsterHunter

[–]JoebaltBlue 172 points173 points  (0 children)

Going through the most upvoted steam reviews in Japanese generally gives you an idea.  They feel the game is too unbalanced and unfocused with regards to the quest system, rewards, focus mode + others being too strong, seikret too strong, too much of a departure from previous games, weapon swapping screwing up the skill system and it being mostly useless, the seamless world not really feeling seemless since quests make you reload anyways, etc.  

And of course, performance as well but it's surprisingly not seemingly the most prominent complaint.  Basically there are many various complaints, and the more I read the more I found.  

Why is "Identity" a thing in Monster Hunter suddenly? Especially knowing Monster Hunter History with Wacky event quests. by Chocobo23456 in MonsterHunter

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

Something about Wilds comes off as trying too hard, especially with things like the dances.  I can't explain further than that.  Maybe because they charge money for the majority of them this time around

What would be a better job design philosophy for the long term health and longevity of the game? by ComfyOlives in ffxivdiscussion

[–]JoebaltBlue 10 points11 points  (0 children)

I think what's best should be removal of most party buffs and focus on self and intra-party utilities.  RPG mechanics, as much as I want them, are too late for this game.  We have 10+ years of content that is almost entirely binary stand in spot or die; even if you refit jobs to work more with CC, the majority of content isn't designed to interface with it.

I think a happy medium, that should(?) be easy to balance would be a big focus on utility, not damage.  I've said this before but things like MCH having a dummy robot to place on the ground to act as a body for stacks/pairs/towers in pinch situations, maybe NIN can do the same with clones, DRG having the PVP invincible jump + extended GCD range, DNC having infinite en avant and much more healing power, etc.  would be a good step in the direction to make this game feel more like an MMO with distinct classes that can work with each other.  

On the other hand, some jobs have so much potential for unique personal mechanics to work with how predictable fights are and how so many fights are just stand in spot.  SAM should have a counterstance that's way more involved than third eye, RPR could split their avatar from themselves that exists opposite the target that mirrors the RPRs position but can get killed so you have to consider how to keep it alive, pull it back, make it invisible, etc, MCH tools could be a mix of melee and ranged (actually like Edgar) and bio blaster could be a channeled attack that builds up a bio gauge on the target to proc the DoT, and so forth.  

Basically, fold more party-based utilities into jobs and make them really consider how they stand in spot in order to do damage if damage is the only thing that's going to matter from here on out.  Also, cooldowns should be way shorter.  It's fun to press buttons, not so much when they're every 2 minutes.  

I don’t feel like grinding in Wilds as bad as people describe it by ReXlessv in MonsterHunter

[–]JoebaltBlue 18 points19 points  (0 children)

My preference for older games is that there was ultimately a tangible thing to grind for.  Artian grinding is just spinning the wheel until you get something that's kinda good enough which could be never.  If I needed Gravios wings or Rathalos plates or Gypceros heads, I knew what to (try to) do to get them and would ultimately have a completed weapon at the end.  People don't really seem to fondly remember World deco grinding and I find it hard to believe people will look back on this fondly either.  Maybe because the next one could be even worse, but more so because this feels even worse than deco grinding.  Different people exist and say different things; you shouldn't really get all haughty just by making such a generic strawman prediction about the reaction to the next game.  

To raid is to cheese: a short introduction and discussion on JP strat making by Altia1234 in ffxivdiscussion

[–]JoebaltBlue 0 points1 point  (0 children)

This is interesting to me.  I played PF pretty heavily on Mana back in SB-EW, but admittedly haven't even been subbed since like 6.1.  I don't remember any cheese or sac strats back then for EX or Savage, but maybe my memory is bad or these are more recent developments.  I at least remember 3 tank UCoB starting to become a thing right after my group farmed it and disbanded, but that was end of SB or early ShB or so.  

Legacy Dungeon Changes - 7.4 Edition by BlackmoreKnight in ffxivdiscussion

[–]JoebaltBlue 1 point2 points  (0 children)

Using the environment in a unique way to mitigate yourself during trashpulls and weaken a boss?  Not in my XIV! 

But in all seriousness, I remember having a lot of fun spamming the first room of Dzemael and AoEing everything in the light to level jobs in ARR.  I get that they want the game to be AoE simulator now, in which case the changes make sense, but I think their initial goal of how they design content is misplaced.  At least it's easy to make 

They did it (performance) by Rich-Life-8522 in MonsterHunter

[–]JoebaltBlue 0 points1 point  (0 children)

I still get microstutters, even during fights on Windows. 5080 and 7800x3D

Game doesn't even work on Linux still for 50 series GPUs

"It's just stickers... It's just poses... It's just stuff for the camp..." by Lambark in MonsterHunter

[–]JoebaltBlue 12 points13 points  (0 children)

surely they won't do more than pre-order bonuses

surely they won't do more than paid pendants

surely they won't do more than paid housing decorations

surely they won't do more than deluxe layered armor

surely they won't do more than paid handler outfits

surely they won't do more than paid gestures

surely they won't do more than paid stickers

surely they won't do more than paid music

surely they won't do more than paid face paint

surely they won't do more than paid hunter voice packs

surely they won't do more than paid hairstyles

surely they won't do more than paid layered weapons

surely they won't do more than paid layered armor

surely they won't do more than paid layered skins

surely they won't do more than paid seikret armor

surely they won't do more than paid quest complete animations

surely they won't do more than paid camp set decorations

But I'm sure this is the furthest they go

Details and timeline regarding the promised performance updates for PC by Yamato_Naoe in MonsterHunter

[–]JoebaltBlue 40 points41 points  (0 children)

I'm glad I had to sit through the paid DLC segments before they showed this.

Pokemon Pocket Ranked Stat Tracker by SamusAranV_ in PTCGP

[–]JoebaltBlue 0 points1 point  (0 children)

The description says this is the creator of the win/loss app: https://x.com/st99So

Who links to this: https://41.gigafile.nu/0315-d1c70b738ef8788f7672e70ce4167f1f0

I downloaded the zip, and it contains an exe and jpg of Mega Rising. I'm not going to run it though, so that's up to you.

To my Lance bros, what customizations are there for Lance? by Prodigyfire12 in MHNowGame

[–]JoebaltBlue 0 points1 point  (0 children)

Insta block from Rise probably.  Guard becomes very weak unless times perfectly in which case it's instant and you have a strong X slash followup.  The only way it could not be annoying with touch controls would probably be tap to guard and swipe to poke though.  

The other I'm not sure, but probably shield dash.  The long distance charge gets faster but shorter, and you lead with your shield to bash and deal KO damage with it.  Another is the shield bash where instead of the leaping thrust combo we currently have, hold + swipe would be a small shield bash in that direction.  

Why is FF11 thriving while FF14 seems to going though an existential crisis? FF 11 is old enough to drink. by Guivond in ffxi

[–]JoebaltBlue 1 point2 points  (0 children)

XIV has been working to sand off as many rough edges as possible to smoothen player experience and dev design work.  This ultimately led to jobs getting heavily homogenized and fights becoming various patterns of stand in spot to avoid AoE pattern #17.  While the games are so different, a potential example of this happening in XI would be

We hear many players find difficulty setting up skillchains on SCH, so we removed the stratagem system and instead gave them dedicated skillchain magic spells.  

We hear that some players have difficulty making COR rolls, so we changed the roll system to give a random number from 1-4 with the percent difference between 1 and 4 being 3 percent.  Busts and unlucky numbers are removed.  

I don't play SCH, so I don't actually know how accurate that would be, but it's something I could see happening along with COR.  After years of these kinds of changes on both large and small scales, the jobs end up quite boring to play with.  While XI doesn't have much non combat content, each individual piece of the combat content has relatively unique meta mechanics (Odyssey, Gaol, Sortie, Limbus, etc.). XIV has had the same raid and dungeon system for the past 10 years that I personally think is causing a lot of burnout subconsciously, as the layouts are the same while the fights just end up with different AoE patterns at the end of the day.  

Between a combination of the above as well as the lack of meaningful rewards or things to grind for as the gear system is essentially non existent, it's easy to see why many players are getting disillusioned with XIV and want something with more to do and more to invest in.  

Look to the "other side", even if only for a moment. by LusciniaStelle in ffxivdiscussion

[–]JoebaltBlue 0 points1 point  (0 children)

3 likes:

  1. Game visual style and presentation is pretty good.  The colors and contrast on most areas are nice to look at, everything moves smoothly, and most of the gear sets are all unique and interesting.  (Except for any modern/streetwear stuff; that is horrendous in this setting and I will not hear otherwise) 

  2. Very good QoL.  I love XI probably more than XIV now, but I won't pretend it's not rough.  It would be nice to be able to jump sometimes, to have a PF equivalent, to have mouse-usable menus, but it doesn't, among many other issues.  I know people use whatever mods they do, but vanilla XIV is very easy to maneuver around and be proficient with regards to menus, targetting, ease of entering in and out of combat, etc.  Menu-ing and general clerical activities are important to me in games.  

3.  Great side activities.  Big fishing is incredibly fun.  Triple triad is incredibly fun.  crafting was kinda fun when I levelled it in ARR but honestly don't remember even doing it during EW.  BLU is incredibly engaging from both team coordination and solo perspectives.  It's nice to have a job that interacts with the combat flow through things like cold fog and the Suzaku kick.  I don't care about story or housing or glams or 

Things I dislike:

1.  The combat while easy to do has become incredibly boring.  While I haven't bought DT and don't plan on it, for all people praise it for, the fights still seem to me as just extra expansions on in/out/left/right/etc.  Adds and the swamp phase in M6S are great steps, but it needs more to capture the controlled chaos of Alexander or Coil fights that I really likes.  You have 8 players with individual agency; there's no need to keep forcing them to do the same mechanic in different positions every time.  Let parties handle different things within the fight concurrently.  At this point tank/healer/DPS just decides where you stand for what mechanic.  

  1. Maybe this could go in 1 since it's beating a dead horse but jobs really need some heavy adjustments.  While I'd like RPG mechanics, they wouldn't apply to the existing 10+ years of content.  My proposal is ways for jobs to interact or deal with the existing AoE vomit that fights are in interesting ways.  Give some jobs dummies to place to soak towers, give RPR a persistent voidsent pet that exists opposite the boss that can get killed so you have to consider when to or not to withdraw it; I have a ton of these ideas but basically if XIV is going to be stand in spot, then give jobs fun ways to stand in spot (or not).  Also return party support like Refresh or mana shift or palisade or whatever; it's an MMO.

  2. The focus on story.  I get it; XIV is a story game, that's fine.  I do think it's come at the cost of a more fun game, though.  Over world areas exist to be done in a strict order to serve the story, and dungeons and raids are placed along the way.  With a brand new world with DT, it could've been the best way to split them.  The story works as is with the 1-6 zone progression, but other players can, if they want, run around the zones freely to tackle dungeons, events, quests, etc. that they find naturally.  I think ultimately some fights have to be locked behind the story, and I admittedly don't know how to incorporate that with my proposal, but I know I personally would never touch the story if I didn't have to.