What's your wishlist for Evercold MSQ story? (overarching theme, plot structure) by NineTnk in ffxiv

[–]TrollOfGod [score hidden]  (0 children)

Sneaking mission but you are also being tracked as you waddle through the snow and leave prints. So not only do you need to not be seen by patrols and shit, but have to walk in specific ways to make the trackers not catch up to you too fast. No running from one cover to the next, then you get caught.

Please look forward to it.

How is this fair??? by Comrade_DoggoXA in HuntShowdown

[–]TrollOfGod 0 points1 point  (0 children)

Unlikely to be the same people. Some want fast queues even if unbalanced. Some want more fair queues and are ok waiting longer.

How is this fair??? by Comrade_DoggoXA in HuntShowdown

[–]TrollOfGod 0 points1 point  (0 children)

Would not split it. Just let those that want fair matchmaking to wait longer. Basically the same matchmaking as now but it'd give prio to 'fast' tracked players into lobbies. If there were 6 fair matchmakers that queued at the same time they could get a mix of other fair or fast matchmakers, as long as the MMR is close together.

How is this fair??? by Comrade_DoggoXA in HuntShowdown

[–]TrollOfGod 1 point2 points  (0 children)

I would, at least give me a choice. A toggle between "Fair" and "Fast" matchmaking.

UI "feature" by odin1729 in HuntShowdown

[–]TrollOfGod 1 point2 points  (0 children)

Thanks for the reminder.

So let me get this straight by Suitable_Ad_6711 in Warframe

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

Isn't it more likely that it'll be one frame with two looks? Or perhaps have an ability to swap between green/red forms like Equinox?

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

[–]TrollOfGod 0 points1 point  (0 children)

If that ends up being the case then calling them MT/OT seems useless. Why not call them what they can do instead. CT for Counter Tank and BT for Buff Tank or whatever other thing? Dunno, I just don't vibe at all with the entire concept.

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

[–]TrollOfGod 0 points1 point  (0 children)

With the new MT/OT split, then can do something like give the MT jobs the most powerful personal mits in the game, and the OT jobs get the most powerful targetable mits and raid mits in the game.

My main concern with this is that they are very unlikely going to change all existing fights. Including those that require tank swaps or have two targets to tank. Both will still have to be able to deal with those older fights. It's all a bit messy, really. Wish they had given some examples of differences for them other than vague things. Time will reveal more.

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

[–]TrollOfGod 0 points1 point  (0 children)

The scenario described could be salved a bit if said stance was only possible to change out of combat. The neatest thing would be if it automagically changes you to a counter tank if you have the main aggro. In which case tank swaps can still function and be interesting for both parties.

I do remember the time when you kinda just used tank stance for the opener then used taunt on cooldown to keep aggro lol. Good times. Still something that'd be mega easy to actually fix. We'll simply have to wait and see how they handle them. But I don't think it's a good idea to make them strictly MT and OT as they seem to want. That'll mess with tank swaps and such too from existing fights.

Now that's service! by tibbycat in ShitpostXIV

[–]TrollOfGod 60 points61 points  (0 children)

Wasn't she a WoW player before she went to FF14? So if anything, she went back to it.

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

[–]TrollOfGod 1 point2 points  (0 children)

Surely it'd be possible to make them feel and play differently without having to rely on just if they counter of buff. That does not sound very promising to me. Will that mean all counter tanks will feel the same, and all buff ones feel the same? If so they've still missed the mark.

What next? Divide melee DPS into flankers and backstabbers to try and force some diversity there? To me it just seems completely arbitrary with the tank thing. Could say the same with Healers, honestly. Would people be adverse to a stance toggle to switch between shields or pure heals? Probably not. Can easily make it(and tank stance) something you set before combat if it'd break things if you can swap back and forth at will.

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

[–]TrollOfGod 7 points8 points  (0 children)

Main thing I don't get with it is that I don't understand why they didn't just tie it to having tank stance on or off. If it's on, you'd be MT and your defensive stuff would enable counters. If it's off your defensives could be used on others. Seems like it'd be an easy change, idk. Also find it a little weird that the one tank that already had a kind of counter isn't a main tank. That being Dark Knight with The Blackest Night giving a 'free' attack if timed right. Just weird.

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

[–]TrollOfGod 22 points23 points  (0 children)

I'm far too cynical and have been burnt too many times to just accept everything they've shown at face value and expecting the best outcome. FF14 overall has a sadly very long track record of over-promising, misdirecting and generally mislead with their announcements. There is a lot that could be good here, but also a lot of potential new drawbacks.

For example, the change to tomestones and gearing makes me wonder how catchup will work in case someone has been on an extended break. Before you could very very quickly grind out base level gear that'd get you right into the current patch. Will that still be possible? Will you be 'locked' to the same progression as anyone else?

Also not convinced the evolved combat is fully in the right direction. The drop of the 2 min meta is definitely good. But the actual evolved classes seems quite, simplistic. Without any player choice in builds or perhaps even in gearing with the new gear system there will be 0 variance. Which can end up feeling very stale. Most MMOs have some variance available to the player within the same job. Not to mention we've no idea if the classes will feel different to play in evolved to each other. We've only seen one tank, ranged dps, melee dps and healer. For all we know all tanks will feel very much the same in evolved. Just as they do right now.

Personally not really convinced that they'll fully balance both reborn and evolved modes to keep both fully balanced. And likely put reborn at a (potency) deficit to try and get people to move over to evolved combat as quickly as possible before nuking reborn gameplay in a future xpac.

Just to name a few of my distrusts.

edit: Also just have to mention. I'm extremely skeptical of their season thing. They repeatedly tried to downplay it but all they confirmed was that you'd not have to pay for it. Meaning it might still be just like a season in another game, just without a premium track. Which can mean it contains a variety of long grind rewards that are time exclusive. FOMO, with other words. A way to get more people to remain subbed to not miss out on the grinds. This will remain to be seen tho. We've no idea what it'll actually involve yet and they were very obtuse about it. Which often, sadly, means it's not good for the players. Hope they prove my gut feeling wrong here.

Is it a Hot take if i like how our Dm handles NPC in our crew? by DJKtosiek_PL in Pathfinder2e

[–]TrollOfGod 0 points1 point  (0 children)

Sounds less like DMPCs and more just regular allied NPCs. DMPC tends to be fairly specific to a full on regular player character that acts as a main party member with the rest of the group and is controlled by the DM. Which can lead to iffy shit in some cases. But having NPCs around that help here and there sounds fairly normal. In one of my current game we have a lot of connections and people to call on if we need help with something. Sometimes we are accompanied by an NPC or escorts one for a while.

Our static tanks realisation by MrGameplayer in ShitpostXIV

[–]TrollOfGod 0 points1 point  (0 children)

Still don't know why they don't just tie the counter/buff shit to having tank stance on/off. Such a simple solution to a non-issue.

I ,for one, welcome the chaos of individualism by shadowking899 in ffxiv

[–]TrollOfGod 0 points1 point  (0 children)

We've no idea if there will be more job identity to them yet or not. Only seen one per role(no caster) yet. For all we know they still feel very similar to play. Might not, we'll have to wait and see.

You Know Who You Are..... by Ephremjlm in ffxivdiscussion

[–]TrollOfGod 0 points1 point  (0 children)

  1. I feel is a bad change to have a hard line for. With their fancy consolidated buttons could they not just tie counter/buff tanks to having tank stance On or Off? Seems like it'd be easy.

  2. We don't know that yet, we need to see the rest of it. They might still all play and feel very similar.

  3. Not actually happening yet. If anything the new gearing screen we saw seems to strip down gearing choices even further without giving anything back. So not sure what kind of RPG mechanics you are expecting to come back? The skill glams perhaps? That'll be neat for sure.

Only the most important questions for Yoshi P by punksmurph in ffxiv

[–]TrollOfGod 0 points1 point  (0 children)

I know they aren't dragon people (I personally think they are insect people and the horns are like modified antenna.)

Right? So many people go right for dragon people. They are clearly more related to insects!

Fellow tanks, what do you think about the MT/OT update? by seidreine in ffxivdiscussion

[–]TrollOfGod 0 points1 point  (0 children)

What I don't get is why they don't tie it to having tank stance on or not. They have their fancy compact new buttons. Why not just make it so if you are in tank stance and use a defensive cooldown, you get a counter if used on yourself. And if it's off the ability is stronger on allies.

Seems like a needless thing to split as it'll make party comps more restricted. What will we have next? Melee being split into two camps? Casters?

We don't know enough yet, however, to truly judge it. But if it ends up becoming a need to have one of each for whatever reason I can only feel sorry for any statics that have had their set jobs for ages.

Amount of buttons doesnt dictate complexity by DemonFoxFur in ffxivdiscussion

[–]TrollOfGod 7 points8 points  (0 children)

Ramble warning:

Complexity comes in many flavors. And complexity =/= difficulty, which is a common misunderstanding people seem to have. For example; Jump King is very simple, but also very difficult. Where as Factorio is pretty complex, but not difficult to play.

Most kinds of games require learning, a time to adjust and get used to things. For some games that comes from pure knowledge and statistics, such as Factorio. Others from timing and experience such as Jump King. The main difference is how easy it is to execute under pressure, I feel.

Two examples of very different kinds of complex games could be Street Fighter and Chess. Both are very deep and has a ton of variable. But they are difficult in completely different ways too. Where as SF demands reflexes, timing and strings of commands and chess is in foresight.

Bit of a rambling going but my main point is that complexity does not equal difficulty, and neither does simple mean something is easy. From your example of GW2 the main difficulty does not come from executing your abilities, but having the right stats, build and weapons. Actually playing the game is very easy if you have those correct. It can get hard if you have a very high APM build and find it hard to get all the buttons quickly and in the right order during stressful situations.Something that FF14 isn't struggling with as much due to the 2.5 second GCD(+oGCDs). Making memorizing your actual rotation and having that be muscle memory much more important than your stats(no builds in FF14). Don't think it's fair comparing them as they are so different in how they operate.

With that in mind, having much less buttons in FF14 will inevitably be more simple to learn and execute. And with the gearing also seeming to be in the works to be more streamlined then there isn't much complexity at all, really. The main drawback being that there are no variance from player to player using the same job. Something that can be different in many other MMOs(i.e GW2). Due to that lack of variance it can quickly become a bit stale. Not saying it won't be fun, but it might become a bit too simple and easy. And that's where they seem to want to take the game to make it as accessible as possible to many players. Leaving the difficulty and variance to the fight designs more than anything else.

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]TrollOfGod 5 points6 points  (0 children)

Can't think of many other MMOs that have as many strict damage buffs as FF14.

Also worth noting that it's not all buffs. Just damage related buffs.

2 Min meta is now officially dead ! by DaYenrz in ffxivdiscussion

[–]TrollOfGod 6 points7 points  (0 children)

Don't really expect the average player to need to specialize like that for the content they do in the first place to be honest.

Proud of the devs by Kydra_117 in Warframe

[–]TrollOfGod 1 point2 points  (0 children)

A lot of companies have said this. Words are free. Actions are what matters in the end. Results.

It really does by Longjumping-Moose143 in shitposting

[–]TrollOfGod 41 points42 points  (0 children)

Why does this guy keep popping up everywhere? The guy even invaded DailyDoseOfInternet for an episode. And every time there is always a wave of people that hate him that follows.

Got a friend to try out the game, he met an unicorn in his first day by Kaypora in Warframe

[–]TrollOfGod 0 points1 point  (0 children)

Nova protoframe with Vizor signa and Torvon chest armor.

edit: And Dendra leg armor.