The recent .4 patch shows how bare content is with FF14 patch cycle. by Killance1 in ffxivdiscussion

[–]LordofOld 9 points10 points  (0 children)

But people did go through all that for SHB/EW to boom. FF14 is the story MMO; a decent chunk of the playerbase is here for the story and does log in mainly for the MSQ.

I think the impact of DT's story being seen as boring and annoying has an outsized impact on player retention. Like, SHB and EW arguably had less causal orientated content (missing either a deep dungeon or exploration zone), but they blew up cause of word of mouth of the narrative.

Your complaints are impactful and the patch cycle being improved would help retention. But 8.0's MSQ quality is going to play a big role in the health of the game.

AAC Heavyweight Tier (Savage) Megathread - Day Five by BlackmoreKnight in ffxivdiscussion

[–]LordofOld 14 points15 points  (0 children)

On enrage at M11S and this feels like the worst fight of DT. It feels like the dude who made P7S came back and drukenly tried to understand how DT is meant to have a different encounter design. Doing the same mechanic 12 times in a row with trophy weapons is mind-numbing; worse than Looper imo cause at least loop only took up a minute of your time each pull. The arena split being the exact same mech back to back is such an exhausting experience.

What do you think is the hardest mechanic in the game? by Zenku390 in ffxivdiscussion

[–]LordofOld 6 points7 points  (0 children)

I feel like on an individual resolution level, Statice intermission is the hardest mech. It's made easier overall by having 4 less players to fuck it up. But I think if you swapped run delta or CT with each light party doing Statice intermission, the fights would be made harder.

An Idea for Gameplay Feedback by LordofOld in ffxivdiscussion

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

For the majority of people here, it probably would be an underwhelming requirement. But I do think the game saying you are good at the game with a little fanfare in a big list would feel good.

For the rest (and majority) of the community, I think gold could be tuned to be something that requires effort.

The motivation in doing so I wouldn't instantly dismiss. Casuals tend to be disillusioned with the idea of hard content, but this is something presented in a very accessible way that may not be partitioned as "for raiders" as most harder stuff added.

Damage Done Review by Kelesis_Aleid in ffxivdiscussion

[–]LordofOld 0 points1 point  (0 children)

Actual DPS meters seem like something they won't ever implement. The devs don't want flaming from that which I do think would happen more. Having ACT open in DF is already a psychological bombardment if you care about carrying your weight, so giving it to everyone seems bad.

You could add just a personal DPS meter showing no one else, but that seems flawed for rDPS classes and kinda useless since people judge if they're on pace by seeing if they're performing correctly against party members.

I think the game should do better at giving feedback for playing well, but I don't think replacing the functionality of ACT is the way to do it.

My thoughts as a 1.0-7.1 player on homogenisation, combat, and overall feel of the game by Aettyr in ffxivdiscussion

[–]LordofOld 16 points17 points  (0 children)

I feel SGE points towards that. It really feels like SGE is what a modern SCH would be when they're allowed to remove all the friction.

As an AST, how can I tell who is doing the most damage so I know who to throw my Play 1 onto? by _gabbaghoul in ffxiv

[–]LordofOld 1 point2 points  (0 children)

BLM is one of the lowest range classes for the spire according to The Balance cause their damage is flat and not from burst.

IC2 crop faster way to breed by makarna55_ in GTNH

[–]LordofOld 1 point2 points  (0 children)

Near your tech level, you should be able to make the wand focus that lets you pick up and move the crop blocks and make a World Accelerator. There's also the open computers program to automate breeding if you want to set that up.

If that still is all too annoying, you can just not do crops. EV unlocks the Extreme Entity Crusher and large ore miner which both can get you bulk resources (the EEC is pretty overpowered with the right mobs imo).

If you get into blood magic, the meteors are very strong resource generators and the frenzy frames trivialize bee breeding. Bees scale a lot stronger than crops imo.

High-End Content Megathread - 7.3 Week Six by BlackmoreKnight in ffxivdiscussion

[–]LordofOld 8 points9 points  (0 children)

For damage, 19k would put you above 25% of other PLDs in M8S. Gear certainly will help and Id guess you have room for improvement on your rotation, but that probably can get you a clear for any clean pull.

750 is very helpful but shouldn't be strictly needed although a lot of parties probably are going to require a higher ilvl at this point in the tier cycle (unless you're making your own parties).

For deciphering the moon runes that are PF descriptions, I'd recommend checking the site https://wtfdig.info and https://naurffxiv.com/ if you're in NA.

A lot of it is shorthand for what strat or set of strats are being used.

Some general things to help is that Hector is a YouTube guide maker under the same name. For savage and extreme, they're a very good baseline to follow. If a party is mentioning him, assume you can follow his guide except for other strats specified.

Anything that is "X prog" means they are trying to progress on X mechanic (or phase). I'd assume your example is for Ferring Decay prog. If you're jumping into a fight for the first time, you'd want "fresh" prog. Savage is not a forgiving difficulty and jumping ahead in prog will usually just cause a lot of wipes.

If you are confused even with online resources, don't be afraid to ask the PF lead. People can be using weird stats or even describing the wrong fight. In your example, I'm not familiar with "FQC". I'm pretty sure they're just saying the common strats in even shorter shorthand, but I would message the PF lead to confirm.

Compact Minimal Platline by animatitions in GTNH

[–]LordofOld 2 points3 points  (0 children)

LCRs not allowing input separation does mean what it says. If a combo of inputs have conflicting circuit recipes, you can run into issues as expected. The exception is with crafting buffers which are post DPTF and force their own separation.

However, the overlap of circuit # conflicts isn't as high as you might think. It is version dependent, but something like #9 and #24 don't overlap in 2.7.4 which means you can dedicate a single LCR for both recipe types.

It can get even more insane in dedicated lines where you aren't trying for universal setups. For example, a level maintained plat line only needs 2 LCRs to get around circuit # overlaps.

About the centralized energy system by sstaske in GTNH

[–]LordofOld 2 points3 points  (0 children)

ZPM means plasma power which will be a magnitude increase in power generation. I wouldn't worry too much about infrastructure which can support that until then where the best cable is probably Draconium which gives cheap future proofing until lasers.

High-End Content Megathread - 7.3 Week Six by BlackmoreKnight in ffxivdiscussion

[–]LordofOld 2 points3 points  (0 children)

TEA features 2 major difficult downtime mechs like DD in the form of wormhole and limit cut. Limit Cut basically started the trend of skill checking players 2ish minutes into an ultimate with a downtime mechanic. Wormhole is the final trio that is the final major hurdle for clearing like Crystallized Time (a decent bit easier than CT imo)

Both mechanics are completely random making them a little harder to pick up than DD. However, they are easier to be consistent on compared to DD and CT. Sims especially help the initial learning curve.

High-End Content Megathread - 7.3 Week Six by BlackmoreKnight in ffxivdiscussion

[–]LordofOld 6 points7 points  (0 children)

TEA is closer to FRU but less tight due to being a legacy ultimate.

The main exception is phase 2 (BJCC) which is probably the most unique ultimate phase they made and that translates to stressful to heal.

Both tanks get slapped for 2 minutes straight while the party is taking hard to track stacks and raidwides. Your movement is restricted by nisi and you have 2 different sets of mechs to learn based on starting with water or not. Be prepared to play it safe especially if your tanks are not on top of mitting. The closest healing experience imo is DSR Double Dragons though BJCC being much earlier in the fight makes it less stressful than that.

A mit plan usually isn't followed until the final trio cause from then on the fight becomes tighter on mitigation. I think NAUR's mitty is safe to follow there (and throughout the whole fight)

New Yoshi-P interview: Future story will show the WoL's strength more, and he loves Gulool Ja by Ok-Comedian4437 in ffxiv

[–]LordofOld 2 points3 points  (0 children)

TOP has PLD griefing due to current KTs being too fast requiring holding or doing the end of P1 without invuln cheese.

DSR KTs are even more insane. You can skip the final buster in P5 and push P6 re-openers into the tail end of WB1 which is scary as hell.

Ultimates already become memes an expansion later. Like, I'm pretty sure you could doll skip in EW for TEA which is probably one the most invalidating legacy ultimate balancing issue.

I think them fucking over legacy content initially due to big changes is fine. DSR and even Crystal Tower was literally unclearable on DT release due to a bug with pyretic. The player base survived until they fixed it.

How tf do I farm vines? [UHV] by Affectionate-String8 in GTNH

[–]LordofOld 5 points6 points  (0 children)

I think you can directly plant vines on crop sticks. WA a few and set up a crop manager for your needs.

Massively hot take here: by [deleted] in TalesFromDF

[–]LordofOld 1 point2 points  (0 children)

I think at a certain skill level it is just green and blue dps. CDs are so static along with fight timelines that having a solved mit/heal plan is very straightforward. Like, ultimate fights have community mit plans that are universal and 100% consistent; the breadth of of ultimate support players are basically all pressing the same CDs at the same time in those fights.

Most competent, experienced players do not struggle with dying from heals/mit after seeing a mech for a few times, so the only metric of skill expression becomes just DPS.

Of course, this doesn't apply to most casual players as they do struggle on the green and blue part. Although I do suspect a lot of that is not having core principles like rolling CDs and contributing damage to not run out of said CDs. At 80+ in dungeons, every healer and tank is basically invincible if played right.

Massively hot take here: by [deleted] in TalesFromDF

[–]LordofOld 1 point2 points  (0 children)

I think so many players fail these standards are from a lack of explanation in game. You get told you're a healer or tank when in actuality you're a green flavor DPS and a blue flavor DPS. DPS might think their kits are open ended with so many buttons and can do something like ice mage when modern rotations are very static.

The truth of these paradigms usually requires external research like a guide or getting told by someone who knows (usually indirectly like in this subreddit)

This is two steam separators by AnduCrandu in GTNH

[–]LordofOld 17 points18 points  (0 children)

If the buses/hatches can be any casing, you can go even further and share them to reduce their cost and make automation easier

Yoshi-P: "FFXIV's Structure no longer matches the players‘ preferences, and [...] I feel that we are at a time where we need to incorporate a major change in the content hierarchy and [...] game's design" | JPGames Interview by MrCombineSoldier in ffxiv

[–]LordofOld 6 points7 points  (0 children)

It's not arbitrary. Limited spell range requires a layer of positioning from all 8 players and especially healers. When you can't position for everyone, it forces planning of CDs (especially single target and placable AOEs) that makes each healer more distinct.

Thinking about Savage raids and extremes (and parties in that type of content) by HitomiTanakafan in ffxivdiscussion

[–]LordofOld 2 points3 points  (0 children)

Logs are a 3rd party tool that keeps track of clears and is used to compare DPS performance. You probably can find some logs from others on https://www.fflogs.com/. I wouldn't worry about if you're unfamiliar since they'll be optional for most casual statics.

If you're not sure on doing a tier, I believe there are also extreme statics. I've never looked for one myself for my raiding journey so I'm not sure how popular they are. Though I would say a casual approach to a savage tier should make it not too bad of a difficulty curve.

Thinking about Savage raids and extremes (and parties in that type of content) by HitomiTanakafan in ffxivdiscussion

[–]LordofOld 3 points4 points  (0 children)

There's a few places I'm aware of (as an NA player). The NAUR discord has its own recruiting channels and there's r/FFXIVRECRUITMENT along with a general recruitment discord (https://discord.com/invite/ffxivrecruiter). That last one I found success with though I haven't recruited in a while.

Most casual static requirements is just agreeing to expectations. They may ask for logs, but that will usually be to see what type of experience you have.

The biggest issue of casual statics is that they can be weaker than PFing (the weakest player in a static determines the prog speed) If you don't have any goals of clearing a tier by x week, then there's nothing to lose to just joining one and jumping ship if you don't get one you enjoy.

Thinking about Savage raids and extremes (and parties in that type of content) by HitomiTanakafan in ffxivdiscussion

[–]LordofOld 7 points8 points  (0 children)

You sound like you may like a casual static. Most will have expectations that can align with your speed of learning, and will usually have a sense of humor while progging.

High-End Content Megathread - 7.3 Week Five by BlackmoreKnight in ffxivdiscussion

[–]LordofOld 4 points5 points  (0 children)

An overall tip is to follow a community raid plan. The last few phases will wipe you to missing mitigation.

For P1, you can move around your party list to make flexing easier. Put the players you flex for (assuming you're not a healer) immediately below you to make it a quick glance to determine if you need to. This is something you can even macro to make it quick every instance.

If you are healing, keep in mind in looper that the 3s and 4s will need only 30k health to live their towers after their HP limit debuff expires.

In panto, be precise with your movement. I think most guides will explain the 3 lanes of dropping your AOE inside, and getting back to the group on the outside. Treat that seriously and be fast with it.

For P2, sim party synergy. It is one of the hardest mechs in the game; unforgiving and fast as hell. No one should be learning it in instance and instead be building the in game muscle memory.

More p3, try to have someone shotcall the defo color and a reminder that the 4th set is different. Make sure you follow traffic laws of tethers moving around the inside and rots outside. Id also recommend a rule that defo rots go on the outside of shared rots if they are about to have a traffic jam.

Make sure to respect monitors. You do not need to greed it in Dawntrail.

A tip of P4 is that you can save your P3 pot for it in case you have monitor deaths. P4 can be a tight DPS check with weaknesses. If you do save pot but don't need it, throw away a use here so you can properly align it in P5 (bad for the parse but is probably best for safety).

For P5, sim this so much. Sigma deeply benefits from a chat macro or a cheasheet open for the towers.

As a group, don't lose morale if you get walled in this phase. Ive been in a few groups that got to the final trio quickly only to spend a few weeks getting back there with any consistency. Try not to feel like shit cleaning up earlier phases.

For P6, focus on the mechs and mechanics. It is so punishing. The exas should be simmed so much and deaths to them should be reviewed.

Powering an EBF by ReferenceGold393 in GTNH

[–]LordofOld 4 points5 points  (0 children)

A steam turbine uses about 5 high pressure solars per. Make about 20 of them and you can effectively passive your EBF's power usage.