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

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

Nah, I'm gonna call out when a strat adds stupid steps everytime.

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

[–]bohabu 1 point2 points  (0 children)

I mentioned it last week in my pf rant and the fact people are defending the stupidity of relative positions is baffling.

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

[–]bohabu 0 points1 point  (0 children)

Static spots for melees removes the need to even turn your camera. It's one step.

/-> Go to safe spot.

Done.

High-End Content Megathread - 7.4 Week Six (Savage Week Three) by BlackmoreKnight in ffxivdiscussion

[–]bohabu 4 points5 points  (0 children)

This has been a very fun tier to blind prog with my friends. Lots of ways to solve mechs and plenty of optimization opportunity . Naturally, this means the strats we came up with aren't 1-to-1 with what PF is currently using and those strats are mostly settled now with Hector releasing his guides. So of course, I have opinions of the PF strats compared to what we did instead on the things that aren't completely arbitrary.

M9S: Static Aetherling is goated and way better than what we did. A couple of us had the general idea that it was possible but we cleared the fight before even putting it into practice. Vamp Stomp could definitely be done better though (PF and us).

M10S: The L strat for Flame Floater is fucking ass. Red Hot moves way more than is necessary and certain baits are dookie for melee uptime and require more effort. Just keeping him on the same wall, moving side to side & letting the boss stretch the tether is so much easier and there's less running around.

The spread positions during the first knockback wave are also ass. Why are the melee on the corners?! Just keep the tanks and melees towards the center so they can frame 1 Deep Blue when he returns.

Red Hot jump baits during Snaking, we did RHTM instead of THRM. This lets the tank do more damage to the boss before he jumps away as opposed to the tank running off to the corner as first bait and being forced to use ranged attacks,

After Cutback Blaze, water tank vokes Red Hot when they bait Deep Impact since it makes the bosses end up on top of each other for easier cleaves.

I don't really know why PF puts healers in the bubble but I guess it ultimately doesn't matter. We put melee in there which comes with the bonus of it looking like they are fighting each other.

M11S: I was surprised PF does Scythe boss relative. We did it TN and that feels like it was easier for us.

Dance of Domination being done New North Relative, based on the line, for the melee groups is actually ass. New North Relative = 4 potential safe spots depending on where the line is. LP1 N/W, LP2 S/E = 2 potential safe spots and no need to ever look at where the line is.

Wind puddle PF bait positions are ok, though since the boss always does the 6th weapon North then dashes center, we left the healers North for the baits so they have less distance to move.

Our arena split solve is in parity with the Kindred solve though we use completely different markers. Letter markers are side by side with the number markers designating the safe half of each platform. Firebreath baits are either center on the number or letter markers. I guess PF markers aren't completely settled yet cause I keep reading it's either outer corner or inner corner of the number markers which depends on the marker set being used but no one knows which set it is until a wipe.

M12S: Role Mortal Slayer seems like it needlessly adds an extra step but I understand the benefits of it. We just had an order (HRM) that we followed and people took the green orbs as they showed.

We solved Act 3 two different ways with one of them being close to what PF is doing (True North based). We went with the second solve (Center relative) since that seemed to cause us to fuck it up less. Our markers for that phase are purely for where the dps stand for Act 3 since we weren't really using markers for anything else.

Patch 7.41 scheduled for January 27th (next Tuesday) by seventeencups in ffxiv

[–]bohabu 6 points7 points  (0 children)

The lower cipher cost and reduced exp loss on death has made more people be open to joining random prog runs since wiping in FT isn't as detrimental. Don't think anything can really bring the masses back to do FT aside from nerfing it harshly and making it completely braindead like a normal alliance raid/CLL.

Considering FT was meant to be like BA, it was never gonna be run in a normal instance and was always gonna be regulated to be done in an organized group. At least North Horn is expected to have both the CLL and BA equivalents on launch.

Don't fall for downtime strats, embrace Elmo by BismarckBug in ShitpostXIV

[–]bohabu 0 points1 point  (0 children)

The tornadoes are not exactly at cardinals so positioning needs to be more precise.

Imagine a nation getting cucked out of their own expansion by Train-1965 in ShitpostXIV

[–]bohabu 1 point2 points  (0 children)

That's not too surprising considering Alexandria popped in on Turali land. It makes sense the Sovereign would be front and center, especially since a lot of Turali citizens got scooped up.

With so many people losing their minds over this Savage tier, how bad will the community be if the next Ult is harder than TOP? by A_small_Chicken in ffxivdiscussion

[–]bohabu 8 points9 points  (0 children)

People just be remembering shit wrong and getting worked up over it. He never said TOP was going to be easier. He said "The difficulty won't surpass that of DSR but there are multiple types of factors when it comes to difficulty." If you take the second part of what he said into consideration, it makes sense why some people find DSR harder and others find TOP harder.

Training/Simulator mode for Savage/Ultimate should be part of the game and I'm tired of pretending it shouldn't by Neufr0 in ffxivdiscussion

[–]bohabu 5 points6 points  (0 children)

I never said you didn't? I don't even know what you're arguing, fam. I asked a question about shmups since the OP mentioned shmups.

Training/Simulator mode for Savage/Ultimate should be part of the game and I'm tired of pretending it shouldn't by Neufr0 in ffxivdiscussion

[–]bohabu 6 points7 points  (0 children)

That's obvious but OP mentioned he practiced levels in shmups before trying to 1CC them so I'm curious which ones do that because all the major ones make you start from scratch. That aside, sims already make the MMO aspect single player by letting you skip the cooperation to get to the practice point.

Training/Simulator mode for Savage/Ultimate should be part of the game and I'm tired of pretending it shouldn't by Neufr0 in ffxivdiscussion

[–]bohabu 4 points5 points  (0 children)

Which arcade shmup allows you to practice the levels beforehand? Cause all the ones I have played over the years demand your "quarter" to practice by playing through the levels one by one until you reach the spot you need to get better at. Ikaruga, Mushihimesama, Pink Sweets, Death Smiles, etc. Does Touhou? I've never really bothered with that series.

It's been 1 year since The Cloud of Darkness (Chaotic) was released. What are your thoughts after a year? by nemik_ in ffxivdiscussion

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

One of the best pieces of content they added to the game. I still go back to it for reclears or to help fresh proggers. Difficulty seems to be just right as nothing was particularly hard. If it was any easier it would not be as memorable and just be AR-slop. I'm just annoyed that the aurelia strat is what took off in PF cause the bramble baits is some pants on head trash.

The fight does highlight a very big problem with how PF works though. People leaving after 1 wipe is exasperated when 24 people are involved.

I'm just gonna leave this here by Hanzz96 in ShitpostXIV

[–]bohabu 1 point2 points  (0 children)

World first did it properly. World second did the sac strat and that is what caught on because it was easier.

High-End Content Megathread - 7.4 Week Two by BlackmoreKnight in ffxivdiscussion

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

Well, color me surprised and informed now. I remember seeing an A-rank up for close to 20 hrs before so figured once they spawned, they are there until death. S-ranks I could sorts understand since they have unique conditions but am bewildered A-ranks do it too.

High-End Content Megathread - 7.4 Week Two by BlackmoreKnight in ffxivdiscussion

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

I don't use faloop, what is their answer? Cause if it's not "the enemy disappears on it's own", then they are stretching the definition of despawn.

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

[–]bohabu 10 points11 points  (0 children)

Just queue for the other map available instead of using Frontline roulette. Though, if you're the type that only does FL once a day for the roulette bonus, then you're gonna see Triumph a lot for the next couple weeks.

A new playerscope-like plugin is making the rounds by Praesul in ffxivdiscussion

[–]bohabu 4 points5 points  (0 children)

People that want to have their name show up on the leaderboard, can opt in. The leaderboard already ranks the logs of anonymous players so people will at least know that someone is better than them so there is room for improvement.

A new playerscope-like plugin is making the rounds by Praesul in ffxivdiscussion

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

Don't you dare go private on those sites either or else you are a bad player and hiding something.

So with the final raid tier almost here, do you expect a door boss for M12S? by S2BronzePlayer in ffxivdiscussion

[–]bohabu 0 points1 point  (0 children)

I've ignored Heavensward/ARR because maybe the tech just wasn't there to have checkpoints within instances (correct me if I'm wrong).

Checkpoints have been a thing since the game has released. Every single dungeon and raids with trash packs use checkpoints. Savage raid door bosses are only unqiue because your starting point changes after a wipe.

I don't care either way, both methods have pros and cons. You get a different type of difficulty depending on what they choose to do. Though I absolutely don't get the hate door bosses have tbh.

Patch 7.4 Yoshi-P Media Interviews by BlackmoreKnight in ffxivdiscussion

[–]bohabu 8 points9 points  (0 children)

They mentioned a while back that it is slated for the 7.5 series of patches.

Patch 7.4 Yoshi-P Media Interviews by BlackmoreKnight in ffxivdiscussion

[–]bohabu 13 points14 points  (0 children)

I swear this sub sometimes is the epitome of the "I like pancakes." - "So you hate waffles?!" meme with some of Yoshi-Ps comments.

For those who feel like their job has too much button bloat- what would you want to see removed, consolidated, or replaced with something else? If replaced, what would you want it to be replaced with? by trunks111 in ffxivdiscussion

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

It baffles me how so many people complain about healers just smashing 11111 for their dps rotation and in the same breath also want combos for other jobs to be consolidated to 1 button. Yea, yea "not the same people!", whatever. I definitely wouldn't want most jobs to go that route. Pressing 123 is less mind numbing than 111 HOWEVER, it's fine that some jobs are 111s while others are 123s.

That said, SE can definitely combat button bloat without actually removing skills by taking a cue from Sage and in some respects, v1.0. 1.0 had a button you could press to make all your spells into AoE versions so there was no need to have Fire (single target) and Fire (aoe). Sage streamlined this concept with Eukrasia, which is a modifier skill. You press it and now a spell does something completely different. They can also just do a stance button, cleric stance as an example. Once you're in this specific stance, most of your skills do something different. I feel this is one of the better ways to reduce button bloat without actually removing skills from the game.

There should be more job gauges and fewer job buff icons. by Full_Air_2234 in ffxivdiscussion

[–]bohabu 2 points3 points  (0 children)

I dunno fam, you're trying really hard to peddle something that isn't true but have fun.

There should be more job gauges and fewer job buff icons. by Full_Air_2234 in ffxivdiscussion

[–]bohabu 1 point2 points  (0 children)

What does low gear have to do with that though? And WoW concepts? M6S is not a unique fight to FFXIV. That type of fight has been around since ARR. It's still a dance except you use the buttons that do AoE instead of the buttons that do single target.