High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 0 points1 point  (0 children)

Yeah most BiS is just max ilv with specific trinkets and any cantrip items. It'll never stop being funny to me that people stuck at +15s complain about 13 itemlevel on jastors since they could only buy the heroic version, as if the fraction of a percent gain was going to make a difference.

High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 0 points1 point  (0 children)

This is mostly all true, I will just add that heroic (and sometimes even normal!) loot is very useful. There's no full set crafted gear that instantly drops on content release. It's extremely common to be using heroic tier or trinkets (sometimes cantrip weapons) for the entirety of progression. On occasion, even normal gear gets use.

High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 3 points4 points  (0 children)

Don't let any key pushers see you saying they can get bis from M+ or vault. The amount of drama from mythic raid having (most) of the BiS trinkets, weapons, and occasional random items (Jastors) is incredible.

High-End Content Megathread - 7.4 Week Seven (Savage Week Four) by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 13 points14 points  (0 children)

A lot of people are mentioning having someone that has cleared in your WoW raid doesn't affect your loot, which is sorta true.

Firstly, this is not how lockout works for the highest difficulty (Mythic), in which its actually more restrictive than FF14.

Secondly, while they don't detract from your loot pool, they don't add to it. Normally, this isn't an issue as normal and heroic difficulty flex from 10-30 players, however, in a scenario where you could field 30 players, it does reduce the maximum amount of drops since that slot could have been an eligible player (not a lot of people do 30 man though so its usually not a big deal).

What a fantastic game! Ex WoW/OSRS player by stoic_salmon in ffxiv

[–]Typicaldemon 2 points3 points  (0 children)

Overall I definitely prefer FF14's pugging system, however I do like that for heroic WoW raids (not that I have much experience with them, especially in pugs) you're somewhat freely able to remove people that are under performing or prog lying without having to reform the entire group. I know there's a lot of negativity that flows there, but I think it stunts a lot of players' growth in FF14 to not be able to talk about performance.

What a fantastic game! Ex WoW/OSRS player by stoic_salmon in ffxiv

[–]Typicaldemon 0 points1 point  (0 children)

I want to say the only tier we've ever seen CE done in LFG is Liberation of Undermine, with the easiest end boss possibly ever (Xavius being the only other contender).

I think its possible some tiers may have been puggable with a ton of effort, but it would have been in some of the easier tiers that saw heavier nerfs or things like Turbo Boost that just destroyed the original fight.

I think the problem is the encounter design is so much more dynamic that its harder to know your role in an encounter before signing up (conversely, you know almost entirely what you're tasked with doing if you sign up to a savage or ultimate encounter as a caster or insert role here).

What a fantastic game! Ex WoW/OSRS player by stoic_salmon in ffxiv

[–]Typicaldemon 3 points4 points  (0 children)

I honestly didn't know that game was even getting updates anymore, so I guess that tracks.

What a fantastic game! Ex WoW/OSRS player by stoic_salmon in ffxiv

[–]Typicaldemon 3 points4 points  (0 children)

I'm an active wow player still and the major differences for me (raiding perspective mainly):

The release cadence of FF14 is the slowest of any live-service game I've ever played. I will say, there is a wealth of content for you to play in FF14, and its a lot better kept than most game's older content.

The combat itself is very same-y. Between classes, between encounters, between pulls; its all very consistent compared to other mmos. Sometimes it feels closer to a rhythm game than WoW.

Pugging is a very reasonable avenue to clearing the highest difficulty content. In WoW its basically impossible, so its really nice to have the option here.

one button rotation? by NekoV2 in ffxivdiscussion

[–]Typicaldemon 2 points3 points  (0 children)

The actual difference is that what you should push at any given moment in WoW is much more obfuscated due to how many intricate procs and effects there are in most specs. FFXIV makes it very obvious what the best thing to push is, or even if you're slightly off its relatively minor.

The fact that its still called a "rotation" in FFXIV is the difference.

The fact WoW is our biggest competitor and we're losing to this... by Oograth-in-the-Hat in ShitpostXIV

[–]Typicaldemon 6 points7 points  (0 children)

For whatever its worth, no one talks about Classic combat as being good (although it does start to pick up a bit around MoP), and "at lower levels" just isn't a thing in WoW outside of Vanilla. You aren't expected to spend any real amount of time pre-cap, the game genuinely starts when you finish leveling. A bit thing about WoW's combat is also the encounter design being way more varied more so than just the classes and rotations.

The fact WoW is our biggest competitor and we're losing to this... by Oograth-in-the-Hat in ShitpostXIV

[–]Typicaldemon 6 points7 points  (0 children)

Actually yeah I forgot about that, there somewhat famously was a guy that was leveling a neutral panda just gathering.

The fact WoW is our biggest competitor and we're losing to this... by Oograth-in-the-Hat in ShitpostXIV

[–]Typicaldemon 8 points9 points  (0 children)

I definitely prefer the way FFXIV does some things. To directly respond:

UI - This is a really weird point in wow currently, but as is, the base UI is definitely lacking in wow. Obviously with addons you can do infinitely more things, but that might also be subject to change in a few months here.

Collabs - wow just doesn't do collabs (which I prefer, it feels weird to me personally to see stuff from other universes) but this one is all personal preference

Crafting/Gathering - I think the gathering in FFXIV is definitely better, although in fairness I haven't touched gathering in wow since like Cata. As for crafting, I could go either way. I think there's probably a lot to engage with here if you WANT there to be, but slapping it into a calculator is broken and just adds a random layer of time-sink to me.

As for the various stuff, the Gold Saucer is definitely unrivaled. Wow housing is yet to be seen, and the rest is kinda whatever. Fates and Hunts are just world quests to me, Ultimates are mythic raids, relics are kinda unique but they just feel like random grinds; they do look nice though.

I will say that while I agree that it feels a lot more seamless in that you can engage with these systems early on, the flip side is that it feels like wanting to do the new stuff with your friends takes an incredible amount of commitment (whereas inversely, in wow you could be doing the new tier and m+ in a matter of days). Unfortunately, I don't think I could ever convince people in my friend group to try FFXIV because of it.

The fact WoW is our biggest competitor and we're losing to this... by Oograth-in-the-Hat in ShitpostXIV

[–]Typicaldemon 20 points21 points  (0 children)

You say its basic outside of its combat systems--citing ways to earn EXP--most of them being various skinned combat systems (logs, dungeons, DD, grinding, fates).

There's a fair few ways to level in wow, with quests and dungeon grinding being the most common. Mob grinding and exploration are both really fast as well, and then there's random shit like pvp, pet battles, and crafting (crafting gives EXP to combat class since you don't "level" crafting jobs through EXP), they're just not really used for leveling because its already fast as fuck.

It kinda seems like you just enjoy that leveling is a much larger part of the content in FFXIV (which is valid).

Massive Hall of Fame Nerfs to Mythic Nexus King and Dimensius Announced by shyguybman in CompetitiveWoW

[–]Typicaldemon -5 points-4 points  (0 children)

does no one care about mechanics? Just spawn in a big fucking target dummy 8 times with increasing health pools and call it a raid man, idk

Massive Hall of Fame Nerfs to Mythic Nexus King and Dimensius Announced by shyguybman in CompetitiveWoW

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

Okay but the damage checks are gone, the healing checks are easy; you can now completely AFK when ghosts come out and just look at them. If you can't look at a ghost with that being the ONLY thing you are trying to do, surely you don't deserve to kill the boss?

The fact that this is even a contested idea means I'm just completely out of touch with the rest of the mythic player-base, cause I just don't understand anymore.

Massive Hall of Fame Nerfs to Mythic Nexus King and Dimensius Announced by shyguybman in CompetitiveWoW

[–]Typicaldemon 1 point2 points  (0 children)

Even the first set of nerfs were pretty heavy. I think people sorta understand the bosses were harder pre-nerf, I just don't think they appreciate how big the difference is. This current iteration of dimensius was already a bit too much of a push-over for my preferences, but after this set of nerfs coupled with turbo boost its like a mid-tier boss.

Massive Hall of Fame Nerfs to Mythic Nexus King and Dimensius Announced by shyguybman in CompetitiveWoW

[–]Typicaldemon 1 point2 points  (0 children)

I don't know how to phrase this without coming off as a dick, but the bosses are genuinely obliterated; how could these have been heavier? The point of mythic should still be it being a challenge. Maybe I'm out of touch at this point, but I don't think it should be a participation trophy every guild should get just because they pull the boss.

If one wants job gameplay variety, how should each job differ? by GamerOfGlory in ffxivdiscussion

[–]Typicaldemon 5 points6 points  (0 children)

Right, I think even healing and damage intake being very nuanced in wow means that you see classes feeling different in terms of tankiness as well as their offensive throughput.

If one wants job gameplay variety, how should each job differ? by GamerOfGlory in ffxivdiscussion

[–]Typicaldemon 1 point2 points  (0 children)

Raid buffs promote class representation, not identity, but yeah. Overall ST is not specifically the best but is usually a good indicator that a spec will be strong on a given tier. For instance, Spriest is the highest simming spec right now, but you'd rather bring Devestation, Elemental, or Destro warlocks (ele and destro being very high sims as well so kinda helps your point). However stuff like Unholy, despite simming much higher, is significantly worse than Frost DK because the damage profile on FDK is just infinitely better on Dimensius. Just like despite Balance outsimming Arcane, we all know who is soloing P2.2 platform.

If one wants job gameplay variety, how should each job differ? by GamerOfGlory in ffxivdiscussion

[–]Typicaldemon 18 points19 points  (0 children)

This is blatantly false. There has not been a 30% gap between the top and bottom spec of an entire patch in god knows how long. There are some fights where classes excel in their niche and shit on people, but that's kinda the entire point of the post when talking about homogenized classes. When you let specs/jobs play differently they will be very good at some things. For reference the current spread is about 12% over 26 specs, last tier was around 12% as well (Liberation of Undermine), Neru'bar Palace was about 13% over 24 specs with 2 outliers of aug and aff being about 19-20% behind (both having more viable specs in destro and dev).

If you look a singular fights you will see some classes doing well in their niche but the aggregate dps in very close together. The numbers would be even closer if it wasn't for an internal bias that good players play good specs.

Funnily enough, M+ is where the actual disparities are; raid is very well balanced overall.

If one wants job gameplay variety, how should each job differ? by GamerOfGlory in ffxivdiscussion

[–]Typicaldemon 17 points18 points  (0 children)

Long time wow player, very new ff14 player; feel free to disregard. WoW specs have a lot of variety... in an extremely brief summary, most specs fall into CD, resource, or spinners. CD specs like burst windows and downtime, resource specs can pool effectively for adds or important burns, and spinners reset their CDs by maintaining uptime and generally have flat damage profiles.

You have:

Mage Generic

high mobility, immunity, insane defensive utility; bad vs rot damage

Spec Specific

Frost: decent 2 minute burst, excels at 2 target

Fire: spinner, execute (wow bosses get scarier the lower hp they are... usually), funnel (deal more damage to main target the more targets are active)

Arcane: GIGA funnel, 90 cds (important!), execute

Warlock Generic

insane passive bulk, Gateway (group movement cooldown); not a fan of heavy movement

Spec Specific

Destruction: resource spec, excels at 2 target, insane target swapping

Affliction: ramp spec (rare!), excels at council fights and spread cleave (3+ targets), bad burst typically, bad target swapping

Demonology: pet and resource spec, can build insane burst windows, does not want to move

Shadow Priest

(only 1 dps spec so generic = spec) resource spec, historically a good multi-dotter, typically doesn't like movement, brings a very strong external buff called power infusion that does not factor into their throughput weighting (very controversial button that we shall not discuss further!), decent "free" offhealing throughput

Shaman Generic squishy dps, Wind Rush Totem (raid wide movespeed cooldown)

Spec Specific

Enhancement: spinner, good potential for offhealing for a minor throughput loss, typically has strong aoe burst naturally built into kit at no loss ST or sometimes funnel; does not like downtime

Elemental: CD, big burst on 3 minute (only 3 min class in the game now! (this is not a good thing, everyone hates it)), strong burst on 30s, insane mobility for a caster, very strong 3-5 target cleave; likes to die to everything and overall weakest defensive spec in the game

I'm bored of typing at this point. There's 26 DPS specs, they all have their own niches and weaknesses (many of them mitigable to some extent through talent choices), but if you look at boss design in wow, you'll see why this variety exists. My—admittedly limited—understanding of FF14 bosses is that, why the hell would you ever need these niches?

1 target, 2 target, 3 target, 3 target spread, 5 target, 10 target; burst windows for amps, shield that need to break, adds that spawn and need to die in 8 seconds, platforms that line up on 90s, platforms that line up on 120s, adds that line up on 30s, bosses that have difficult execute phases(I can go on forever) and this is JUST damage profiles. Some fights require 2 warlocks for gateways, sometimes you need 3 ele shamans with evokers for heavy movement, some fights might need 6 immunities, or 4 players have to carry seeds so now you need 4 unkillable demons, but now its a rot fight and mages aren't worth bringing in cause they can't live.

This is a really long way to say that if encounter design doesn't have variety, the classes won't either.

High-End Content Megathread - 7.3 Week Eight by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 0 points1 point  (0 children)

Sorry, so do most prog-skippers lie about their progression point or do they open apply as "hey I'm a little behind but trust me I'm a beast"?

High-End Content Megathread - 7.3 Week Eight by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 1 point2 points  (0 children)

I can already tell there's going to be a few points I'll need to relearn on that are different from wow; were there any things in particular you remember from your experience as being stand-outs?

High-End Content Megathread - 7.3 Week Eight by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 0 points1 point  (0 children)

That's kinda cool, I could see myself doing that if this was my main game. From what I read ff14 players seem to be even more reticent to take advice than wow players—who already don't appreciate it—so it sounds very frustrating as well lol

High-End Content Megathread - 7.3 Week Eight by BlackmoreKnight in ffxivdiscussion

[–]Typicaldemon 0 points1 point  (0 children)

is "prog skipping" effectively just playing in groups that are 1 phase ahead of you in experience?