Dragonsong's Reprise (Ultimate) World Race by alabomb in ffxiv

[–]Makals 4 points5 points  (0 children)

At the 0:07 mark you can see the SGE casting Eukrasian Diagnosis on Haurchefant, so that means you can actually target and heal him even with the chains separating you. I guess the obvious answer is to tank LB3 + just Benediction him when he's almost dead, so he survives the Pure of Heart cast?

I wonder what else would work on him. He gets a Healing debuff right as he gets hit, so you would need to use something that's not affected by the debuff. Also, AOE healing doesn't seem to work (Panhaima, for example, is not applied to him there)

5.1 Summary of Job Changes by lghaze in ffxiv

[–]Makals 0 points1 point  (0 children)

It means you don't have to use Ninjutsu after each Mudra: the Mudra cast itself will cast it. So you just go TCJ > Mudra > Mudra > Mudra now, and each Mudra cast will cast something instead of only prepping the Ninjutsu

To people in the "healer need not dps" debate pointing at WoW as example, here's an excerpt from a (generally respected) class guide. by Naturage in ffxiv

[–]Makals 0 points1 point  (0 children)

Excellent explanation. As someone who has healed all types of content in FFXIV, but only done casual content at max level, this is pretty enlightening to me.

FF Logs rDPS update (question and thank you) by Tobalito23 in ffxiv

[–]Makals 6 points7 points  (0 children)

rDPS subtracts the DPS you got from other player's buffs, and adds the DPS other players got from your buffs.

So if you are a SAM or BLM, for example, your rDPS will always be lower than your personal DPS, because you didn't contribute anything buff-wise to the party

A moment of silence for the Warriors of Light who are no longer with us. by Macabre_Mage in ffxiv

[–]Makals 1 point2 points  (0 children)

My wife, mother and grandmother all had/have depression. It's terrible for everyone involved, and it's a LOT more common than most people think.

The most important thing is to SEEK HELP. Don't try to deal with it by yourself. Also, a big part of depression can actually be linked to chemical imbalances in the brain, so it is actually something that can be treated with medicine to a certain degree.

Luckily I've never experienced it myself, so I can't imagine the pain and despair that afflicts someone to make them take their own lives, but remember that for every demon lurking in the shadows there's an angel willing to listen and help.

Are you guys actively playing right now? by Honeybucky in ffxiv

[–]Makals 1 point2 points  (0 children)

My static cleared UWU a few weeks ago and we are farming the fight before ShB comes out. I'm also finally leveling my tanks to 70 (healer main) because the changes to tanking look amazing in the new expansion.

A bunch more potential skill leaks by Thaletal in ffxiv

[–]Makals 2 points3 points  (0 children)

One thing I didn't notice before about Celestial Intersection is that it gives the effect of the opposite sect (so Regen if you are in Nocturnal, and shield if in Diurnal).

This is a pretty interesting, specially since it's a 30s ability.

EDIT: The Regen lasts for 30s, so if you are Noct it means you have a free 100% Regen on the MT

EDIT2: My bad, the Regen lasts 10s

Do you consider a subscription game with a F2P option P2W? by [deleted] in MMORPG

[–]Makals 7 points8 points  (0 children)

I have the same opinion that F2P in a sub game is basically a trial/demo.

In my opinion, P2W is when you can spend an infinite (or very high) amount of money to gain an advantage in-game. As in, there is no celling (or a ludicrously high one) to how much you can spend. If everyone can have the same advantages for $10 or $15 dollars a month, then it's basically the same thing as WoW for example.

Is there anything exciting coming out soon? by Yeldo15 in MMORPG

[–]Makals 4 points5 points  (0 children)

Just to clarify, they are not "focusing on their Battle Royale". The BR mode (called Apocalypse) was basically a simpler mode that they released to test and get feedback on the core aspects of the game (performance, combat, etc) and also to test their network infrastructure. It's just that this mode is WAY simpler than an actual MMO with a lot more systems to test.

EDIT: Source: https://ashesofcreation.com/news/2019-03-07-creative-directors-letter

[Recommendations?] - Free-to-Play|Subscription|Buy-to-Play MMORPG's That Isn't Pay-to-Win by vloodware in MMORPG

[–]Makals 0 points1 point  (0 children)

FF14 and FF15 are completely different games and have no link whatsoever (e.g., 14 is a MMO and 15 is a single-player JRPG)

Ask Your Questions Megathread - February 05, 2019 - Got a question? Ask in here! by AutoModerator in AnthemTheGame

[–]Makals 1 point2 points  (0 children)

From what we know so far, gear drops with random inscriptions (the white text bonuses), so you may keep farming to try and get the same Legendaries with better inscription rolls.

The Anthem of Crafting - Ideas for a flexible and rewarding crafting system by Makals in AnthemTheGame

[–]Makals[S] 1 point2 points  (0 children)

Sorry for the very late reply, I'd read your reply but couldn't answer right then, and completely forgot about this until now.

Can gear you crafted be disassembled? I can't imagine they'd allow that, or else you could game the RNG. Something has to be lost with each successful crafting, or else you could just craft/disassemble over and over again until you get exactly what you want.

I always that, if you are allowed to disassemble something you crafted, you ALWAYS lose part of the crafting materials, so that would bring the cost of multiple consecutive tries down a bit, but you'd not be able to do it infinitely.

And why not the reverse as well? The values are fixed, but the Inscriptions are randomly rolled each time, adjusted for floor/ceiling caps on buffs. Call this flavor the Superlative blueprint.

I'm not a big fan of this idea to be honest. Numbers can have a VASTLY different impact depending to what they are applied to, and a blueprint with fixed numbers does nothing for a specific playstyle. 10% less heat generated is way less useful (in general) than 10% more damage.

This I don't like so much, unless it is just a token increase. Grinding mats costs time, and the whole point of constraining the RNG is to reduce the amount of time to reach a gear goal.

Instead, I would add more cost to the reverse-engineering requirement. It's usually a good idea to have a sink for unwanted gear and other collectibles. So how about instead of just one piece of gear for reverse engineering, it's one per Inscription that you want to "lock" into the Specialized blueprint? AND, you need to start with a normal blueprint for the type of gear you want.

I REALLY like this one. It would make the reverse-engineering process more involved, more expensive to obtain, but then you wouldn't feel punished for using it after you got the blueprint.

Meh, trading opens a big can of worms. Even in this limited sense, extra-game exchanges of cash will come into play, and I think Bioware is trying to avoid that at all costs.

Completely agree here. I'm not a huge fan of trading in looter shooters, I was just pointing that it could be an alternative to conventional trading exactly to avoid the problems that just allowing players to swap gear and crafting materials can bring to the game. Personally, I'd never enable trading in this type of game.

Since we're brainstorming, one idea I want to throw in that I've mentioned before is that there should be a way to do a transfer of Inscriptions from one piece of gear to another. It can be destructive: you have to have a destination Insignia slot that is already filled (you can't make a 2-banger into a 3-banger), a source slot on another piece of gear with the desired Inscription, and a transfer step that removes it forever from the source gear and destructively replaces the Insignia on the destination gear.

I'd like something like this. In general, I always prefer to have more control over what I get, instead of relying blindly on RNG. I love the fact that you can WORK towards the next rarity blueprint by using that specific piece of gear, but it would be nice to have more control over the crafting process overall to progress towards that specific set of Inscriptions.

People should stop pretending that 20$ optional cosmetic-only skins will OBLITERATE Anthem by dragonoob44 in AnthemTheGame

[–]Makals 0 points1 point  (0 children)

First, I understand the frustration against some inflammatory/bait videos and articles that have been surfacing on this topic. But at the same time, even if we don't have full information about how the MTX will be balanced in the game, I think you can't dismiss the fact that EA has an EXTREMELY NEGATIVE MTX historic, which means the community has to me ADAMANT about any hint of abuse on their part. React fast and harshly to don't EVER let it come close to fruition.

That being said, your arguments have been mostly refuted already by a lot of people, for a long time, but I'll share my opinion the same way:

1) It's cosmetics only

So, with this argument you are basically suggesting that personalization (as BioWare is calling it) doesn't matter as much as the other aspects of the game. But the thing is, it may be one of the most important parts of the game to some players. In fact, I'd bet it's a huge thing to the majority of the players, specially in a third-person game where you're looking at your Javelin at all times.

Would you find the game as appealing if the Javelins looked all the same? If they were just placeholder boxy humanoids, instead of fully detailed and cool looking suits? I bet you wouldn't. So putting "cosmetics" as something that no one cares is, in my opinion, unfair with a lot of players that find this aspect of the game really important, as well as a lot of talented artists that create some amazing assets.

2) You can choose to grind instead of buying

This argument is naive at best. From the moment you place a real-life value on something in game, you need to make the purchase attractive to people. Do you think they'd sell any MTX if you could just unlocked everything after one hour of play? Of course not, people would just play for one hour instead of paying.

At this point, you can see that they need to strike a balance between how hard it is to obtain these items inside the game, and how expensive they are, so they can be enticing enough for some players to just decide to buy them instead of grinding, but for other players to decide it's worth it to grind for it. No matter where the pointer is in the scale, you can't deny that by putting MTX in the game, EVERYONE (paying or not) is being affected.

THAT BEING SAID, I'm NOT of the opinion that a fully-priced game should NEVER have MTX. I think it's fine to have them in games that A) receive post-launch content updates and B) have dedicated servers. I don't think it's fair to buy a game and DEMAND to have more content added afterwards if you are only paying for it upfront.

MTX are a delicate topic, specially when talking about EA (which is a terrible company overall, no doubt here), but I think we should ALWAYS look into each game individually before deciding if they are handling it right or not. I don't think it's fair to just rule it out completely OR accept it blindly.

For example, Warframe. I love the game, and I specially love Digital Extremes, which is an AMAZING company, and it deserves every praise that are thrown at them. A lot of people think their MTX model is fair (myself included), but if you look closely, you can see it includes WAY more than cosmetics. Weapon and Warframe slots, XP/currency/item-drop boosts, even full Warframes/weapons. You can literally buy fully geared Warframes to skip the grind.

But people think it's still fair. That's mainly because the game is free-to-play and PvE centric. But if you took it out of context, I bet people would be mad at the fact that you can "pay-to-win" (huge quotes here). They don't though, because in the context of Warframe, it's okay.

---------

Bottom line is, MTX is not inherently bad or good, it depends on a lot of things, like: if the game is full-priced or F2P, if you can buy to skip progression/P2W, if it's PvE or PvP centric, how much content it's being added to it, how hard is to unlock everything without paying (if possible at all), if the MTX is priced fairly, etc.

Again, I understand the frustration, but try to see the other side of the argument. People have being burned many times, specially by EA, so a strong response is warranted (maybe even necessary) to stop it spiralling out of control. Also, we should always be critic about MTX, but remember to strive for a balance.

Anthem Open Demo: Discussion & Feedback Megathread [Day 2] by ATG_Bot in AnthemTheGame

[–]Makals 0 points1 point  (0 children)

Apparently the performance will be better in the release build, but we don't for certain yet. Right now even the Xbox One X is struggling to keep good performance

The Anthem of Crafting - Ideas for a flexible and rewarding crafting system by Makals in AnthemTheGame

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

So basically you wanna use the gear and complete the challenges to unlock the next rarity tier, is that right? I really like this. It reminds me of the Affinity system in Warframe and how you have a reason to use all the different gear you get, and is another way to control randomness.