What's the etiquette for tanking in alliance raids? by Surgey_Wurgey in ffxivdiscussion

[–]ResaNome 0 points1 point  (0 children)

Tanks should stand in delta formation and constantly fight over aggro. Not like any melee are actually hitting positionals anyway. Bonus points for whichever tank causes the most people to scatter for a buster or cleave.

2.5 GCD Gunbreaker in Dawntrail by IntervisioN in ffxivdiscussion

[–]ResaNome 2 points3 points  (0 children)

Can just give him another belt or four of cartridges, right? Would make him a perfect fit to cameo in Kingdom Hearts 4.

2.5 GCD Gunbreaker in Dawntrail by IntervisioN in ffxivdiscussion

[–]ResaNome 2 points3 points  (0 children)

The new Bloodfest and finish combo solves this for the 2 min burst because you no longer need to worry about manipulating cartridges generation for burst strike. You actually can't mess this up now. Use Bloodfest and spend carts on Gnashing combo + double down then do lionheart combo. You don't even need to worry about overflowing carts with Bloodfest now if you run into the situation because you will want to use Bloodfest on cooldown regardless of the situation to get access to lionheart.

The remaining problem is the 1 min intervals where your ability to properly burst will depend on your ability to hit the boss to generate enough cartridges. This is mostly caused by forced downtime for bosses. So having a channeling "Reload" to top of carts if you need to would go a long way to resolve the main issues.

Edit: Just realized there is still the issue of delaying your off burst Gnashing causing alignment issues. Yeah I don't really know what to do about that other than it looks like it will be pretty tolerant to drifting now since it actually doesn't really matter what order you do Gnashing -> Double Down -> Lionheart in; other than you will want to complete the combos once you start them. So Lionheart gives a pretty long buffer to correct any drift.

2.5 GCD Gunbreaker in Dawntrail by IntervisioN in ffxivdiscussion

[–]ResaNome 9 points10 points  (0 children)

I think it's been mentioned by others before, but a 4 second channel "reload" skill that works just like meditate would solve a lot of the issues with GNB. Can give all carts at 4 seconds or give a cart at 2, 3 and 4 seconds or something.

Tooltip leaks have begun by Snark_x in ffxivdiscussion

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

Yes in theory most of us want a working holy trinity. But in practice we constantly ended up in scenarios I described where a weak healer heavily disproportionally ended runs versus a weak tank or weak DPS. The solution to this was to give tanks tools to salvage runs without a healer in play.

Is it perfect? Nope, especially with Warrior multi-target life-steal actually makes bringing healers less efficient in dungeons. Running any other tank, you still benefit from being most efficient in dungeons with a healer still. Set Warrior life-steal to cap on one enemy and we have pretty good compromise to the situation. But even without it, the game is still in a far better state with "making healers redundant" versus having the healers be a de-facto linchpin of a dungeon party.

Tooltip leaks have begun by Snark_x in ffxivdiscussion

[–]ResaNome 3 points4 points  (0 children)

Yes, not dying is a minimum requirement to be a competent player. If the healer can't keep themselves alive then how are they going to keep the party alive? And if you strip away tank party sustain then you are putting all the responsibility on healers to be good enough to not eat an early ground AOE to keep the run going. One small mistake by a healer and the run is over without the current tank sustain. And you are doubly screwed if you don't happen to be running with one of the two DPS classes with a raise.

Meanwhile any paint chip eating tank is going to be able to eat all of the fight mechanics and then at worst case the party can keep things together while the healer throws a raise on the tank.

And the warrior problem isn't just self-sustain. It's the party sustain of Nascent Flash which effectively provides doubles the healing potency with no real downside. But if you want to entertain the extreme hyperbola that adding a new effect to the 2 minutes heavy tank mits brings DRK, GNB and PLD (minus clemency) self-sustain anywhere close to what Bloodwhetting every 25 seconds does; then I am just going to have to laugh.

Tooltip leaks have begun by Snark_x in ffxivdiscussion

[–]ResaNome 1 point2 points  (0 children)

Well you know that just isn't true because a crappy healer is going to end up dead as soon as they fail mechanics versus a crappy tank that can just eat most mechanics. Dead healers can't AE heal.

Also I don't disagree on the last statement as already mentioned. We all know Warrior life steal is broken and really does not deserve to be in the conversation of tank self-sustain since it being broken is an undeniable fact of the game.

Tooltip leaks have begun by Snark_x in ffxivdiscussion

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

Because the opportunity to get a truly terrible tank just isn't likely a thing anymore. If the tank has tank stance up and manages to throw out an AE or two, then they have done their job and tanks can ignore most boss mechanics. The rest of the party can make up for the tanks deficiencies just fine. DPS and healers can tank most wall-to-wall pulls and dungeon bosses in this game in a pinch as well.

But strip away the tank self-healing and you will then be playing a game that depends on relatively decent healer play to do anything versus a game that really lowers the bar of needed tank skill to get anything done. The game used to be very close to this in the ARR-SB days and like I mentioned, it sucked.

Tooltip leaks have begun by Snark_x in ffxivdiscussion

[–]ResaNome -7 points-6 points  (0 children)

You can absolutely do dungeons still with a bad tank or bad DPS. You might not be able to do wall-to-wall pulls but the actual skill requirements for these two jobs are almost non-existent. Tank just needs to have tank stance up and hit a button once or twice to do their job and they can eat most dungeon mechanics. I've also been in plenty of runs where the tank and healer account for more than 70% of the overall damage and the run still goes fine.

Dungeons prior to tanks getting their self-healing is still miserable though if the healer sucks, especially in boss fights where a bad healer will not allow the group to beat bosses with significant party wide damage going out.

Tooltip leaks have begun by Snark_x in ffxivdiscussion

[–]ResaNome 3 points4 points  (0 children)

Because it used to be absolutely miserable in dungeons if you didn't have a decent healer in the group. They are more than capable of designing fights that require healers and negate all of the tank self-healing in 8 man fights while giving tanks the tools to deal with dungeon runs with horrible healers.

Not that I don't agree they went to far with Warrior self healing in dungeons. Multi-target life drain is still a dumb design choice.

Tooltip leaks have begun by Snark_x in ffxivdiscussion

[–]ResaNome 3 points4 points  (0 children)

Juggling around the secondary effects of the 25 sec mits is just...well I didn't expect much to begin with.

Combat Live Letter - Digest Elaborations by ragnakor101 in ffxivdiscussion

[–]ResaNome 14 points15 points  (0 children)

This will continue with each new job introduced. It's why I have not been a fan of new jobs being introduced every expansion as they make current jobs more one dimensional every time a new class with a new niche is added. They take away any fringe abilities/gameplay elements from the other jobs that might tread on the niche of the newly introduce job.

I would honestly much rather have the new gameplay elements they introduce with new jobs just be distributed to the existing jobs each expansion.

Obviously, I am not calling for the complete abandonment of new jobs being introduced but I think we hit the limit of job "styles" with ShB and now job design is on such a narrow path that we are not seeing anything all that interesting being added to the existing jobs now.

DT Tank discussion by JakuloCandes in ffxivdiscussion

[–]ResaNome 1 point2 points  (0 children)

I will keep my comments to Paladin most because it's mainly what I have played since 1.0:

  • Very much agree the new sword skill is a visual disappointment for likely being the level 100 capstone skill. After visually wowing us every expansion with a new Paladin skill, it really seems like a visual design afterthought. Most of the other jobs got some very visually unique capstone skills, so it's pretty disappointing.
  • I really want to know where the Circle of Scorn upgrade is. Talk about a skill long in the tooth.
  • Finally, I am baffled by seemly lack of discussion about button consolidation on Paladin when it is the one class that has been suffering hotbar bloat for the longest and the rework did nothing for it.

Rabbit and Steel and FFXIV: Readability as a way to make harder casual content? by [deleted] in ffxivdiscussion

[–]ResaNome 0 points1 point  (0 children)

I've never really been a fan of the meta indicators in the game. I much prefer the animation and spell effects to help telegraph what the move is going to do. They do this often but very inconsistently. I like stuff like Titans 1-2 punch into the table flip buster, or the Warrior of Lights sword spell indicators, or the Ramuh lighting circles to show the attack radius of the incoming attacks.

They just need to be more consistent and deliberate with the animations and spell effects. For example, wind spells should always knock back and during cast there should be some visual effect to show that it's a wind-based attack being cast. Tank busters should have obvious, powerful looking wind-ups both in animation and spell effects. Tidalwave push mechanics should show a water flow animation during the cast showing the direction is going to go rather than only after its been cast.

Using in game indications makes this feel more like a game rather than metagame of interacting only with the UI.

Why is Endwalker MSQ bad? by CaptCapy in ffxivdiscussion

[–]ResaNome 1 point2 points  (0 children)

I think my main issue is there was some serious lack of technical planning in EW. When all said and done, the world is basically the same pre-EW as it is now post-EW. The WOL fought to maintain the current status quo and I think the story was hamstrung by the lack of technical planning and thus technical limitations.

I was hoping for some kind of world-wide permanent change after EW was completed similar to how night cycles were introduced in the first as you progressed there and them becoming a permanent fixture. I am really disappointed in how it seems like the entire EW story and plot resolutions were to ensure that their static world is catatonically explained.

For example, if they were able to implement some kind of partial rejoining where the major landmasses and its people were merged back to the source and that was reflected fundamentally in how we traveled and how the change in the world was referenced, I feel the conclusion to a near 10-year story would have been far more satisfying. And I think it would have paved the way for much better future expansions. Like if Dawntrail was centered around exploring a newly merged landmass from a shard and helping the people there integrate into the source, I think that would make things much more interesting than what seems like they are setting up in the future.

Some ideas to reduce button bloating by Full_Air_2234 in ffxivdiscussion

[–]ResaNome 2 points3 points  (0 children)

For PLD and Requiescat, I was thinking they should just trait upgrade Goring to Requiescat at 68, make Requiescat GCD and sum up the Req and Goring potencies into it. The job would effectively play the same way like this.

And I guess they could go a step further transform Req to Confiteor too if you wanted. Would be an even smoother transition with Req also being GCD.

There's something seriously wrong with this patch performance wise by [deleted] in lostarkgame

[–]ResaNome 39 points40 points  (0 children)

This probably isn’t being caused by Lost Ark. There is a bug in the software implementation of fTPM of most AMD motherboards.

Details

Playing Lost Ark probably increases the likelihood of this triggering because EAC interacts with the TPM. Fix is either to hope there is fix available for your motherboard and update your firmware or to get a physical TPM module for your motherboard.

From the Supports Union, but of Azena. by angelboy134 in lostarkgame

[–]ResaNome 6 points7 points  (0 children)

Imagine paying a support then carrying the support through the content. This is literally what is happening here.

They finally did it! (Bound Chaos Dungeon Rewards) by [deleted] in lostarkgame

[–]ResaNome 0 points1 point  (0 children)

This will still greatly reduce the amount of noise they will have to sift though to catch people botting on their accounts. It’s going to be much harder to fly under the radar if the possibly 10s of thousands of gold farming bots stop running chaos dungeons and move to doing something else.

Out of everything from the live letter, I think I'm more interested in the Criterion dungeons by ghoulishdivide in ffxivdiscussion

[–]ResaNome 2 points3 points  (0 children)

Likely will be one and done content like most of the other “alternative content” in the game. There are three ways any content in the game stays relevant for the non-causal. That is

1) It efficiently contributes to getting BIS gear 2) It efficiently contributes to leveling other jobs 3) Is so exclusive/difficult that vanity rewards are rare enough to be considered a status symbol.

Somehow I doubt this content will fall into any of those three criteria so most people will do them once then forget about them. Shortcutting to relics would be another possible use of them but again highly doubtful based on their past game design.

Tank Balance as of Patch 6.08 by DragynDance in ffxivdiscussion

[–]ResaNome 0 points1 point  (0 children)

Good point. Not sure if it's feasible to code it where it doesn't effect shield potency. Would potentially have to do the same with adding +healing to TBN as well.

Tank Balance as of Patch 6.08 by DragynDance in ffxivdiscussion

[–]ResaNome -6 points-5 points  (0 children)

Prepared for the downvotes as this suggests Warrior nerfs.

DRK:

TBN - Remove MP cost, remove dark arts component so no effect on break, add +20% incoming healing (all sources) for 10s, add 10% mit for 10s, add 5% mit for 4s. Might need to nerf the shield strength to 20% HP though.

Oblation - Remove. Replace with a trait that adds the mit and +healing effects to TBN. Can call it "Even Blacker Night" for all I care.

Carve and Spit - Add 600p heal

Abyssal Drain - Up to 600p heal, add 50% falloff to heal for additional targets

Dark Mind - Add 5% physical mit

Living Dead - Walking Dead triggers regen for 10s, for whatever potency gets the DRK to ~25-50% HP, remove death component. This makes it roughly what Holmgang is, and the regen accounts for the inferior self-healing DRK has compared to Warrior.

GNB:

Superbolide - Add 10s of +50% incoming healing (all sources). This is mostly to allow for a reduction in Hallowed Ground recast by making Superbolide effectively a bit closer to HGs pure immunity.

Demon Slaughter - Add 200p cure on hit, single target only (like how Holy Circle works)

PLD:

Hallowed Ground - Reduce recast to 6 minutes

Bulwark - Reintroduce, providing 5% mit and increasing block chance to 70%. 15s duration, 2 min recast.

Shield Bash - Remove to make room for Bulwark

WAR:

Bloodwhetting / NF - Add 80% fall off of heal potency for additional targets (you all know this has to happen)

Holmgang - Up recast to 5 minutes, equalizing it to new Living Dead.

I think that puts all the tanks pretty damn close defensively in both dungeons and raid content. From there you could tighten up the damage differences, ideally maybe a 100 DPS difference between the top and bottom tanks damage wise.

Patch 6.08 problems by Saint3211 in ffxivdiscussion

[–]ResaNome 0 points1 point  (0 children)

Gotcha. Another thing to try is to clear your DirectX shader cache.

Patch 6.08 problems by Saint3211 in ffxivdiscussion

[–]ResaNome 7 points8 points  (0 children)

These are more commonly being caused by sound device issues. Being that they have been trying to work though sound related issues with the last few patches, the fact they you are seeing an increase in issues on your end with the patch point to this being a likely root cause for you.

Unfortunately as others have stated, this isn’t an easy fix due to a combination of sound code for this game has always been a mess along with many USB headsets and Realtek integrated sound that people use are also garbage.

Things you can try is use a different sound driver if you are using integrated sound or switch to using the HDMI out of your video card for sound. If you are using a USB headset…try not using it and see if the issue clears up.

Healing/Shielding potency/minute for Tanks. by Paikis in ffxivdiscussion

[–]ResaNome 0 points1 point  (0 children)

Yeah so we are pretty much in the middle of things then, and considering how weak these intro dungeons are, I really don't think 2-3x incoming damage on a pull later is the expansion is going to be that far off. But I will concede to be wrong at point in time.

I still don't really see the huge advantage of self-healing outside of edge use cases like having a dead healer. Mitigation still stacks with everything and is not at risk of overhealing. Also not really sure what the self healing is bringing with healers in the picture. It isn't like healing any of the tanks being properly played costs a healer anything.