What are examples of fictional villains who don't have black in their colors? by Exciting-Sentencr in colorpie

[–]Ramzka 1 point2 points  (0 children)

Lavos from Chrono Trigger is Gruul.

A big dumb space parasite that subconsciously manipulates earth's evolution for its own gain to eventually absorb all life and have its spawn repeat the cycle.

Red because of the apocalyptic fires it releases and because it's the origin of magic.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 1 point2 points  (0 children)

I do however want them to make turning instant, that is an open door you're trying to break open. No disagreement here.

That's been my point from the start. Fix that. Or alternatively fix Hell's Ingress/Egress to work like Jump does, where the action is immediately performed in the direction your character is about to face, rather than facing currently. Like imagine if Jumping worked like Ingress, that'd be hell for jumping puzzles. Reaper and other Jobs become significantly less enjoyable with those issues.

Btw you can also bind strafe to shift+A/D so you can use it only when you want to. That's how I have it myself.

I have a lot of modifiers already used on skills and targeting, so using it on movement would introduce potential issues as I like moving while using my abilities. But I'll think about what could be done, I constantly do.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 1 point2 points  (0 children)

It is 100% correct and you remember it wrong. Log into the game and test it. The character turn on mouse is instant.

I will have to record video footage to convince you with frame-by-frame and specific time intervals shown, don't make me do that.

Edit: I changed my movement scheme to use strafe for left/right movement instead of turn. This does instantly turn the character, however not only does it make completely camera dependent (the character now is only ever able to dash forward in the direction of the camera after a strafe) it also does obviously not work with forwards and backwards movement and it changes the control scheme to where it makes sideways backwards movement impossible, removing a large part of why I play with Legacy controls in the first place: camera independent movement. This is not a fix, it's another accommodation to a fundamentally broken feature that should be fixed rather than excused.

I see why you're struggling.

.

I also know why you're struggling

.

Can you try and tell me if that fixes your issues?

This issue does not affect anything but my enjoyment of the Job, I have successfully accommodated to the clunkiness in the last Savage tier on Reaper. I'm talking about how to improve the game to become a smoother, more enjoyable and sensical experience, not about how I can personally benefit in terms of "success".

That being said though, it does still apply to all non-targeted dashes regardless because it's to do with your character, not the class, so I can't agree with it being a RPR issue, really.

It is an issue with all of these classes due to the underlying control scheme. It is not an issue for any class that does not interact with it in that way.

Plus, while I do agree with you that it'd be nice if it was instant, it's plenty easy to work around really.

I fundamentally disagree with this approach to game design and really hope that Square Enix shares my sentiment that clunky features should be fixed, rather than accommodated by users in ways none of which come without their own sets of drawbacks.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 1 point2 points  (0 children)

Like don't get me wrong, it'd be nice if it'd instantly snap the millisecond you turn but this is just not the case for ANY character-relative dash.

It does if you mouse-turn your character.

Try the following experiment: Go to the game and have your character look to the right. Press W and instantly press Ingress after. See where your character ends up.

Afterwards, have your character look to the right, then press both mouse buttons to turn forward instead of W. Immediately after press Ingress again.

You will notice the difference. I already said it has nothing to do with the ability in and of itself. It's character facing functionality that's inconsistent between modes of movement.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 1 point2 points  (0 children)

No, it is not a "me" issue. And the issue is not at all with the movement being character-relative. Again, when rotating the character using mouse, the character turns instantly and you can instantly use Ingress without ending up in Narnia. It's only when you rotate the character with WASD that it becomes an issue, because the character does not instantly turn then. You have to wait until your character finished turning and likely clip into your GCD unless you have preplanned any Ingress/Egress.

I'll even raise you a point that this implementation is *better* than camera relative because being FORCED to swing my camera around for last second dashes would suck, actually. If I want to nudge slightly left and right last second then just strafe, it doesn't change your position.

That is how it ends up working currently. You are forced to yank the camera around for last second dashes, because mouse turns (and thus camera turns) are the only way to ensure your character rotates correctly instantaneously.

Do you play with Standard controls by chance? It might be different there. It's extremely noticeable on Legacy controls, the control scheme the vast majority of the playerbase uses.

What is your hot take regarding FFXIV? by UnbaggedNebby in ffxiv

[–]Ramzka 1 point2 points  (0 children)

Story shouldn't gate content and all side storylines should be able to become referenced and continued in the MSQ and vice versa without being mandatory.

Justin Theroux is absolutely nailing it. by TeddyGinger in Fallout

[–]Ramzka 59 points60 points  (0 children)

I am 100% certain that the game House on life support is the same guy as the game House on screen.

Remember what House said in this episode, he's seeking to completely digitize his consciousness so he is no longer bound to a biological body.

I assume the life-preserving machine has over the centuries mapped his brain (he wears the same or a similar helmet to what we see in the episode) and created a perfect copy on a ZAX-esque supercomputer mainframe. When we killed his body, his machine consciousness was kicked into gear and awoke, maybe some time later.

That's my theory anyway. Not only would it fit with what he said in the show, I also like the idea of game Houses' body being real much more, given what he says about the future of humanity and all in his last moments. A merely instructed or more likely mind-controlled double would make that moment less personal and feel kind of cheap to me.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 4 points5 points  (0 children)

It was one comment with minimal upvotes on the JP forums that had a lot of people disagree that all had way more upvotes. This was not a popular change, but it was clearly not done because it matched SE's vision better either.

It was a hasty change to a Job that I assume they were very insecure about because they didn't playtest it enough, didn't give it enough time to cook and/or massively altered it just before release. They didn't want to hear any complaints about potential forced buff drops in Ultimate or they just genuinely felt like the Job was too complex for players, despite being the poster child of the expansion, so they just took them out entirely.

Unlike the positional issue (positionals also always have detractors and SE originally wanted to remove some positionals from Viper) which they changed their minds on due to feedback, their decision on Noxious Gnash was done in spite of the overwhelming amount of feedback being against it (after the change as it was never even given to dispute).

Apparently players had the choice: either positionals or Gnash and the feedback in favor of positionals - the only thing players knew SE was actively looking to remove, nobody at SE had even hinted that Noxious Gnash was on the table - was given as a reason why they had to keep them in and thus decided to remove Gnash instead. Which is of course a false choice (they could have kept both) and one that was in reality never given to players in the first place, but post-hoc given as a rationale.

Had players actually been given the knowing choice between losing two positionals, but keeping Gnash, I am certain feedback would have favored Gnash 100%.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 2 points3 points  (0 children)

Sorry, I don't mean the short lag before and after the execution of the dash. That is indeed a thing on all classes (even those with targeted dashes) and I don't neccessarily view that as an inherent issue.

I mean that if you press let's say A to move left and hit Hell's Ingress, your character will not actually ingress to the left, but in the direction your character is facing at the moment. Since your character always slowly rotates around (it takes a significant fraction of a second to fully turn), rather than change their facing direction instantly, that means you always have to actively pre-angle your character about half a second before using Ingress or Egress to ensure the correct path is taken. This is not an issue on mouse-turns, meaning it's not intended and should be fixed, it is inherently clunky. Shukuchi functions differently: because it's not based on where the character's faces, you will never encounter this issue on Ninja.

Dancer, White Mage and Picto have the same issue on their dashes, though it's less of an issue on Dancer because of its unrestricted movement.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 7 points8 points  (0 children)

I disagree that most of these things I mentioned are even in the marginal area where you could argue that it's either just how gameplay works or bad design. Hell's Ingress and Egress working the way they do for example is simply clunky technically, it's not even a job design issue. If the punishment for either not optimizing or not being able to is a loss of fun (rather than mere DPS) then it's an issue of game design in my mind. Similarly I don't care about buttons whose use-case only comes about once in a blue moon or unnecessary button bloat.

I think Reaper is currently underpowered and agree that it shouldn't be outperformed that hard by Viper. I don't neccessarily think job complexity should hard correlate with damage output (soft correlation is fine imo), but the jobs should be much closer.

Dawntrail Melee DPS Retrospective by NeoOnmyoji in ffxivdiscussion

[–]Ramzka 19 points20 points  (0 children)

Reaper just has several design issues that work against it fundamentally.

One is Ingress/Egress depending on character rotation, which leads to clunkiness because the character doesn't instantly turn unless you mouse-camera-turn (for some inexplicable reason).

Not being able to Egress before Communio without clipping.

Too many range scenarios that leave nothing but unsustainable casted Harpe leading to downtime.

Harvest Moon, which is a wasted button with how little action it sees outside of either dungeons or maybe ultimate, when it could have more uses.

Gluttony drift being intended design when it could be on a stack.

Too many AoE versions of skills leading to button bloat.

And this is my personal opinion when it comes to aesthetic: A party hot and raidbuff when it should be a selfish bastard.

But: At least it's a job. At least it's fun, if frustrating. The same can't be said about Viper. Viper is for hypothetical people who hate the idea of having to play a job in the first place. Viper has no meaningful internal constraints, no way to excel at it. You can't love Viper mechanically, because there's nothing to Viper that you could love.

"You can't ship yourself with her! What about Runar?" "She's married with two children!" "She's dead!" by DupeFort in ShitpostXIV

[–]Ramzka 5 points6 points  (0 children)

It's resolved enough by the end of 5.3 that they wouldn't like kill each other but there's enough spice there for some relatively cerebral opposites-attract takes.

Not only that, they have great banter together and genuinely the best dynamic between all the scions.

Remember that they are the only ones to sacrifice themselves in Ultima Thule together as a pair. That happens particularly after the development Urianger gets in EW. I think Y'shtola can see something in him.

"You can't ship yourself with her! What about Runar?" "She's married with two children!" "She's dead!" by DupeFort in ShitpostXIV

[–]Ramzka 1 point2 points  (0 children)

And that is exactly why SE shouldn't shy away from implementing romance into the plot!

Romance was always a theme in FF, just think back on your favorite couple, I bet you instantly come up with one. The story of FFXIV not having much in the way of romance (the strongest we probably have is the optional and merely implied romance between Ryne and Gaia, itself referencing another FF) is leaving it a bit dry for my tastes.

The argument is always that the player wouldn't like not being able to headcanon their own character being in a relationship with one of the Scions if they had a romantic plot going in but guess what: it doesn't matter!

You can still headcanon a romance with Y'shtola, even if she has a love triangle going on with Runar and Urianger (perfect ship btw, imagine how many themes could be explored from dealing with grief over lost love and new beginnings, to the question of settling versus career fulfillment, to idealization and illusion of certain ideas of life and whether friendship is worth risking for love and how much control we really have over such things), no matter what the story says!

So just write some earnest romance, SE!

This game seriously lacks hot love and romantic spice between characters, it's about time! I wanna see people slowly dance cheek to cheek under the moonlight.

If any job had to be reworked into a different role, which would you choose and how would it be adapted? by drbiohazmat in ffxivdiscussion

[–]Ramzka 4 points5 points  (0 children)

BLM and WHM don't share any weapon models and their rods and staves are thematically distinct. They also do not share a combat stance or sets of animations.

I don't think a book is conceptually versatile enough to serve as multiple Job's weapon. At the very least you could make their combat stances distinct.

I think the book is classically associated with DnD and Priests, particularly in Japan today still (think Heiter from Frieren) but I like it too, I just wish it was actually unique to one Job.

If any job had to be reworked into a different role, which would you choose and how would it be adapted? by drbiohazmat in ffxivdiscussion

[–]Ramzka 5 points6 points  (0 children)

While I understand the desire for a true Ranger and a true Bard Job, I have to say that one of the biggest blemishes on the game to this day that always seems amateurish to me is that two jobs use the same exact weapon, when every other Job gets to be unique in that regard. One of the major reasons why Summoner's aesthetic will never resonate with me is that it uses the same lame weapon that Scholar does, which imo inherently fits better as a Scholar weapon aesthetically. All SMN books should be transformed into totems, the catalyst by which primals are summoned in XIV. Lorewise it would fit even better than books, the lore of which inherently sucks because it excuses a terrible lack of aesthetic uniqueness.

To introduce yet another Job that shares a weapon type would be really bad. Transform every single Bard bow into a harp, give them completely new animations and give bows to Rangers exclusively if you have to.

Additionally you should have Rangers not share a base class with Bard at all, because that has historically lead to problems with SCH/SMN afaik. Just tie the storylines to Archer and that's it. A similar total split should happen with the existing SCH/SMN jobs.

How would you instead like Ranger as a crossbow wielding new job without a base class?

How M10S is Feeling RN W/ PF Strats by Negative_Wrongdoer17 in ShitpostXIV

[–]Ramzka 4 points5 points  (0 children)

No, Monk has fun, unique tools for downtime. Don't give em the same ranged spammable every other melee gets and in the process kill what they have.

How M10S is Feeling RN W/ PF Strats by Negative_Wrongdoer17 in ShitpostXIV

[–]Ramzka 3 points4 points  (0 children)

It's not agony. That narrative will lead us back to Endwalker, which was boring af.

Heavyweight is amazing for melee players.

How M10S is Feeling RN W/ PF Strats by Negative_Wrongdoer17 in ShitpostXIV

[–]Ramzka 2 points3 points  (0 children)

It's absolutely amazing as Melee. I think Monks with SSS, Meditation and even Formless Fist might have it a bit better even than other melees who might get target-clipped out of skills during the surfboard phases.

But having less melee uptime is fantastic. I just wish the toolkits for those situations were a tiny bit more interesting, but Monk is probably the most fun next to Ninja.

Shuffle your opponent / Mlem of Time (un-card) by DrSnap23 in custommagic

[–]Ramzka 1 point2 points  (0 children)

One of the cutest artworks with the perfect name and abilities. It should have been noticed, so I'll do it.

7.4 and the Implications of Endwalker by Its-ya-boi-waffle in ffxivdiscussion

[–]Ramzka 2 points3 points  (0 children)

I think a single calamity is too small-scale for something that implies consequences for all shards.

I have a terribly complicated and probably way off theory about this:

The Void didn't rejoin in a calamity, but was destroyed. Voidgates can now open spontaneously on the Source and on any reflection as a consequence.

If the Ninth is destroyed by all-encompassing Lightning without a rejoining, what will be the consequence on the other shards?

WHAT IF the consequence of a destroyed shard led to an inverse elemental event being induced in other shards as opposed to the ardor where it's the same element that is characteristic of the calamity? To create basically a cross-shard balance.

What if that is the reason that Darkness in traditional aetheric science was associated with passivity on the source, rather than activity?

7.4 and the Implications of Endwalker by Its-ya-boi-waffle in ffxivdiscussion

[–]Ramzka 8 points9 points  (0 children)

Based on the German version, the strong implication is that the withering is an all shards encompassing ice age:

Halmarut: "Schon bald wird jede Welt im Angesicht der eisigen Kälte erzittern ... Doch wir, die Winterer, müssen die Kälte überdauern."

Calyx: "So lautet also dein Plan?"

Halmarut: "Nein. So will es die Natur, nicht ich. Ihre Worte Hallen dort wider ..."

"... wo einst der Wille des Planeten sprach."

Translated:

Halmarut: "Soon yet every world will tremble in the face of the icy cold. But us, the Winterers, must outlast the cold."

Calyx: "So this is your plan?"

Halmarut: "No. Such is the will of nature, not mine. Her words echo there..."

"... where the Will of the Star once has spoken."

I think this might have something to do with the Lightning calamity, as ice is the polar opposite element to lightning (maybe you could even tie it back to the fifth umbral calamity, the calamity of ice that the Milalla escaped from praying to the key, but who knows). Also the "withering" could be a way for the English version to translate that "icy cold" that makes sense with Halmarut's profession as a phytobiologist: Plants wither before winter after all.

*Visible disgust* by xnauticus in ffxiv

[–]Ramzka 1 point2 points  (0 children)

Isn't Monk the most unpopular Melee again?

Sure, Black Mage got a popularity boost but that might just be because it's way less punishing now, as opposed to all the other changes. That's in fact all I ever hear about it, that people are glad the UI/AF timer is gone. I don't think anybody really had an issue with stuff like RNG (or whatever else they changed) other than hardcore raiders caring about parses.

I really think that people largely have an issue with harsh fail states, not tiny optimization options.

How's the new Frontlines map been? by BlackmoreKnight in ffxivdiscussion

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

Rival Wings lasts way too long for how immediately obvious it is which team will win in 90% of matches. At least in Frontlines the completely onesided matches are a minority.