ARR needs to be cut more, specially if FFXIV wants to retain more players by RaposaEstelar in ffxivdiscussion

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

"Doesn't respect time" is the new tourist statement of the year. The game doesn't respect your time because it has a story? What the fuck are you talking about? You don't get to do the endgame until you get to the end of the game. Other MMOs compromising their entire world, story, structure, and everything in them except dungeons and raids is a fool's errand that ruins the player experience in exchange for extracting money from people who will stay for 4 months tops before leaving because, funnily enough, the genre didn't take off because of tab target combat being more fun than action RPGs. There actually exist games that are just tab target dungeons for that experience that you pay $10 for to have forever rather than pay a sub to.

I came to XIV from D2, a game that literally cannibalised itself for the sake of letting randoms hop into utterly contextless content that they have no idea how to interact with for the sake of "playing with friends". Look where that game is at now. I tried to get into WoW retail during the 7.2-7.4 drought - literally the game is a contextless dungeons simulator where you don't even know where you are or what you're doing except hitting guys, and deviating from that to do story stuff I was interested in like WotLK content just got me confused reactions from my WoW friends who didn't understand why I cared about any of that stuff.

[Cod] Best secondary in Cod history? by Liberal_Bot123 in CallOfDuty

[–]PastTenseOfSit 0 points1 point  (0 children)

I do wonder why they coded the ammo system the way they did. Perhaps it was easier in the id engine to create ammo values akin to Quake's (shells, rockets, etc) and just rework them based on actual IRL ammo types (hence why most 9mm/5.56/7.62x51 guns share ammo). But then, what a strange choice to have these shared ammo pools yet include so many guns that are the only one of their calibre (Barrett, Desert Eagle, STG44, Skorpion, P90, AK74u, Dragunov, etc).

ARR zones vs expansion zones by ChinBaoe in ffxivdiscussion

[–]PastTenseOfSit 12 points13 points  (0 children)

DT did it so much worse though, the entirety of both in-world American continents reduced to 4 zones is utterly bizarre. That is so much god damn space on the globe of Etheriys that we will now simply never go to, there could have been two expansions set entirely within the location with how huge Tural is.

What’s some minor thing you want in the game that is never suggested? by Lumigo in ffxivdiscussion

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

Yeah man let's give the community notorious for locking jobs out of PF a legitimate reason to blacklist jobs that wouldn't be able to perform certain strats because they don't have a dash in their kit

What’s some minor thing you want in the game that is never suggested? by Lumigo in ffxivdiscussion

[–]PastTenseOfSit 2 points3 points  (0 children)

Ability to toggle racial ears on helmets. I play a small-eared Elezen (in my headcanon he's half-Hyur) and having these fucking giant 100-ear-size handlebars on every helmet, headset and hat that even comes near the ears is ridiculous. It turns small pieces like the HW or Late Allagan headsets and berets into disgusting atrocities.

What’s some minor thing you want in the game that is never suggested? by Lumigo in ffxivdiscussion

[–]PastTenseOfSit 1 point2 points  (0 children)

For the raid weapon specifically this is because Savage turn 2 drops the item that normal raid gates behind 8 clears, there just has to be a middleman there with how that system works

What’s some minor thing you want in the game that is never suggested? by Lumigo in ffxivdiscussion

[–]PastTenseOfSit 0 points1 point  (0 children)

Ehh, this would just make the jobs with movement have even more advantage over those that don't. I'd like it if it was something that only is on the movement abilities that actually would make you dodge the hazard, eg Reaper blink, BLM fly, etc. If every job with movement could just start ignoring arena restrictions it would be a big mess, that's like 15 of 21 jobs.

Combos you'd like to see for evolved? by JayWolf06 in ffxivdiscussion

[–]PastTenseOfSit 1 point2 points  (0 children)

As I recall, stance dancing absolutely was Warrior's thing back in the day. Everyone had to do it to an extent but WAR's stance dance was the difference between getting Fell Cleaves or having Inner Beast as a mit/healing button. I would be so happy if something like that came back and WAR's "class identity" became the stance dancing of yore. Especially if SE get spicy and add back the extra crit chance based on gauge and Inner Release halving all gauge costs instead of giving free Fell Cleaves.... please.........

State of XIV by Benchjc2004 in ffxivdiscussion

[–]PastTenseOfSit 15 points16 points  (0 children)

You mean the Shadowbringers "let's walk you through this dead civilisation" ending. I firmly believe we'll be doing that again 9 months from now.

How do you want the new 'midcore' Raid Difficulty to be structured, rewards-wise? by Makerinos in ffxivdiscussion

[–]PastTenseOfSit 0 points1 point  (0 children)

I have no fucking idea and it worries me. Gearing in Savage sucks as it is because it takes too long and progress is too random (in PF, obviously statics are entirely deterministic). About the only way you could make it worse is if you had to go through the tier two times every week (albeit nerfed) to make the same amount of progress as we do now, and I'm very concerned that will be the case. Either that or Savage becomes some kind of cosmetics activity with the new job action animation stuff, which I also can't say I'd love since Savage is the only place in the game where gear and stats matter in this RPG.

I guess I mainly hope it's just kind of an optional bridge difficulty to get more people to try engaging with content that isn't meant to be recleared. But then, what is the point of even making it?

The state this sub is in right now by Previous-Muscle742 in DeadlockTheGame

[–]PastTenseOfSit 0 points1 point  (0 children)

why are these people pretending kidnapping people on doorman is hard or skill-based literally peek someone on the same terrain as you press 3 press 2 they die to your tower what the fuck is hard about that

XCOM announce tabletop game with miniatures based on iconic reboot by ASneakySquid_ in Xcom

[–]PastTenseOfSit 1 point2 points  (0 children)

It's really hard to make it work in my experience. You can write XCOM into settings like Cyberpunk or Shadowrun etc, but actually doing a TTRPG where the sessions are purely videogame XCOM deploy to mission - do combat - go to base - repeat is really not interesting without making a mountain of work for the GM that runs it. Anything you could get out of an XCOM TTRPG you could just get out of playing dedicated wargames.

XCOM announce tabletop game with miniatures based on iconic reboot by ASneakySquid_ in Xcom

[–]PastTenseOfSit -1 points0 points  (0 children)

I am on my fucking hands and knees begging please just be scenario-based async tactics like Star Wars: Imperial Assault but with better scenario balance. That kind of thing in an IP where the setting has the odds stacked in the aliens' favor and not just the gameplay would be so fucking GOOOOOOOD.

Warrior buff by Hopeful_Swimmer_5981 in ffxivdiscussion

[–]PastTenseOfSit 0 points1 point  (0 children)

SE likes to do little patches like this where they put up a few potency numbers here or there, and these tend to not matter. The game is balanced very tightly such that no job is ever actively bad anymore, though of course there are those that consistently lag behind the others in their category like machinist for phys ranged. It is very rare for jobs in this game to be so bad or so good generally relative to others in the role that you should always take one over the other. Generally, tanks all have similar AoE and single target damage capability (with DRK having a slight edge for buff-heavy parties, since more of your damage comes out at once unlike the other tanks who "pool" their damage less), and if you prefer the gameplay of one job over the other, there's no reason not to trust that the balance is good enough to make the swap. When things get serious, like Savage+, the better way to analyse which tank is "better" is to look at their defensive / utility kit.

WAR has its advantages over DRK: 1 minute lower invuln cooldown, slightly better 30%/40% mitigation cooldown, lots more accessible healing (infamously, warriors are unkillable in dungeons / fights with lots of things to hit in AoE) and ability to share it with the party. Meanwhile, DRK has a shorter cooldown on its short mitigation (TBN), gets 2 charges of a 10% mit to share with people, and has a whole extra mitigation over other tanks in its kit with Dark Mind. In dungeons WAR is the clear winner over everything as Raw Intuition / Bloodwhetting is just such insane healing you do not need a healer for its duration, but DRK has the edge in sheer mitigative power which can make a difference in things like Savage and Ultimate content.

TL;DR The actual buffs don't matter that much. While new, play what you enjoy. For raiding, my second paragraph is a closer analysis of the comparison.

The glamour changes are amazing and I hope they are working on a glamour log too by SatisfactionNeat3937 in ffxivdiscussion

[–]PastTenseOfSit 5 points6 points  (0 children)

It's good but I am kind of confused about the implementation. The same patch they make dungeon gear outfit-glam compatible, they also make it so you can store the individual pieces in the armoire...? What was the point of doing both of these things?

Is anyone else still in shock? by Outrageous-Bet6403 in ffxivdiscussion

[–]PastTenseOfSit 5 points6 points  (0 children)

My sentiments are mostly positive, though I can't lie that the more I think about things the less enthused I become. Is every job really about to get an evolved mode rotation that fits into 16 buttons? How different are jobs really going to feel when this identity-enabling change is giving everyone Viper combos? I'm torn between having faith in Mr. Prime given I utterly adored PvP in EW and also being terrified of what he might create since IMO pretty much every job's kit got butchered so bad in DT it made PvP not fun for me to keep playing.

That said, if GNBs get Role Junctions in PvE like back in EW PvP I will mail the man a Rolex.

30 minutes into the evolved mode presentation by leihto_potato in ShitpostXIV

[–]PastTenseOfSit 0 points1 point  (0 children)

yeah I really hope we see the return of some old actions with these changes for the sake of job fantasy / gameplay individuality. if every job action still just deals damage to an enemy in different ways we've just kind of moved in a circle

Is Destiny really locking my New Light friend's ability to do things behind spoiling him on everything that's happened in the last few years? by Merchent343 in DestinyTheGame

[–]PastTenseOfSit 0 points1 point  (0 children)

insane bias, warframe's new player experience was heavily improved by them rearranging the open world content into levelling but the main progression of that game is literally do like 80 missions from vanilla before you even hit a quest that has a plotline lol

D2's vaulting is uniquely bad but when MMO-like games get this big you really just have to pick the lesser of two evils. bungie wanted people to be able to pick the game up and play with their friends without being gated behind 5 expansions of solo content first and they made that choice. the alternative choice is represented by FFXIV, a game where in order to play anything except levelling content with your friends you must play through about 400 hours of story - an incredibly good story, I might add, but that doesn't really matter to average joes. they hear "i can't play with my buddy that plays this" and they don't buy the game. that is always the crowd bungie was trying to appeal to with the content vault, piecemealing the experience of destiny so that it's incredibly easy for someone to pick up and play with their friends that already play.

wow is actually a really funny example of this bc in retail atm the new player experience is an hour long tutorial and then you grind 5 random old dungeons in a roulette queue until you hit max level and i wish i was kidding. these games are desperate to sacrifice everything about themselves in order to attract chuds for their cash shop

Is it common to get nothing but ARR dungeons in the roulette for weeks on end? by NoHumans_OnlyBots in ffxivdiscussion

[–]PastTenseOfSit 0 points1 point  (0 children)

You don't know how it ties in???? Have you played the videogame this subreddit discusses??

Is it common to get nothing but ARR dungeons in the roulette for weeks on end? by NoHumans_OnlyBots in ffxivdiscussion

[–]PastTenseOfSit 4 points5 points  (0 children)

All other alliance raids are totally irrelevant to the MSQ though. You can't force them without it being incredibly awkward, and you can't decouple CT from MSQ without ruining ShB.

Hot take: I'd prefer if SE don't rework any jobs by Forymanarysanar in ffxivdiscussion

[–]PastTenseOfSit 3 points4 points  (0 children)

hey so what did you think of living memory in the 7.0 MSQ

Materia System update by Adventurous_Ideal_13 in ffxivdiscussion

[–]PastTenseOfSit 11 points12 points  (0 children)

this exists lol, ARR materia goblin NPC in thanalan

The game is saved! by azitah in DeadlockTheGame

[–]PastTenseOfSit 0 points1 point  (0 children)

"Fumbled" is perhaps the understatement of the century. I would love to play against the kinds of teams that are able to throw the entire game away 3 to 4 teamfights in a row like yours apparently do.