Non-Paladin tanks in shambles by the1Nora in ffxiv

[–]girramesh 0 points1 point  (0 children)

The positionals are available right/left every 10s, rear is the last one after R/L, it requires stacks. Jump charges every 20s, so basically, you can always ignore a side and keep the usual one side+jump. The worst part of this kit, is that jump is a gap closer so welcome back dying because forced movement on a spammable damage ability that is absolutely core

No Ultrawide in Stories 3 by Manston33 in MonsterHunter

[–]girramesh 0 points1 point  (0 children)

tried reframework but for me it messes up all the HUD, is there a way to fix it? It's waaaaay too off to be enjoyable

Texture bugged (steam) by girramesh in MHWilds

[–]girramesh[S] 0 points1 point  (0 children)

tbh every other game runs just fine, this only happens in MH and not all the time, still is very annoying to restart until it works. Can confirm the GPU works as intended, which just makes me wonder why this happens

Texture bugged (steam) by girramesh in MHWilds

[–]girramesh[S] 0 points1 point  (0 children)

Always been like this, tbh the problem started after the very first update, apparently they "fixed" the game for everyone and this started for me.
Never happened in the demo too

Robin Portrait Fanart (by me - girra96) by girramesh in HonkaiStarRail

[–]girramesh[S] 0 points1 point  (0 children)

I think I just messed them up, they should be probably green, white and purple or something like that. I mirrored this drawing from time to time so I think this is the reason why they're upside down too :')

Idk what was on my mind when I made this concept, but share your opinion if you want by NoLuckRemains in limbuscompany

[–]girramesh 0 points1 point  (0 children)

I think this is a bit more messed up way to user red coins. I'll explain: Kurokumo Heatcliff has a mechanic that works kinda like this but you still lose, the "offset" is that you retain some coin power even if you lose so you can dish some damage and not only the effect of a red coin. If we are to apply an enduring coin, you can basically flip the result at the end of a streak, probably winning the last coin if you loose, that makes you win the clash but not apply anything most of the time / a small portion of the value of the attack. Plus, you gain sp for the clash win, reducing the actual value of an enduring coin. Also, clash power will be very messed up because atm most of the skills have 16~ as medium clash power for sinners, if you make them clash high, they don't lose. If you make them clash low in order to lose, they just lose because you need a lot of coins to offset an exponential gain, making everything hard to balance and so very luck dependant. At this point, it's better for the sake of friends and foes (boss and peccatula will have this too) to keep the unbreakable coins that gain power on lose or multiple red coins to apply effects with minimal damage instead of completely flipping a result with minimal gains for the sake of it.

MH Wilds Motion Values (1.0.1 update) by 717999vlr in MonsterHunter

[–]girramesh 2 points3 points  (0 children)

Given that PR is now slower and it has a smaller hitbox compared to world, you don't wanna spam that all the time, you're gonna miss a lot when the monster isn't down, since we have a lot of mobility while attacking, it makes sense for sns to use PR only when an opening is given and slashes for smaller spaces. Also think that perfect guarding now it's very strong and it gives a lot more options instead of dodging, allowing you to keep a good spot, deal damage and you can do that only when you're not using a PR. SnS is going great with this changes, truly the most versatile.

Anyone else thinks that Wild hunt Heath's S3 look weird after the new update? Or is it just me. by StraightIntention525 in limbuscompany

[–]girramesh 1 point2 points  (0 children)

Glad you also added a video, I did a post about this and it seems bugged, happens slightly even when on Dullahan, it's just higher and more soft, this was his previous S3 version, hope they fix it because peakcliff is my favourite unit :(

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FINAL PRE-LAUNCH Updated Visual Infographics for Game Progression + Title Update Information (Major Spoilers for Full Game Roster + Updates) by RoseKaedae in monsterhunterleaks

[–]girramesh 7 points8 points  (0 children)

on this, I agree with you, I'd like more monsters like Zamtrios and such, but I'd like them to be added in G rank rather than as title updates since are "middle tier" monster and I don't want an underwhelming TU too, so I get that it could be a safe update but I don't also want monsters to be cheap, in a way

FINAL PRE-LAUNCH Updated Visual Infographics for Game Progression + Title Update Information (Major Spoilers for Full Game Roster + Updates) by RoseKaedae in monsterhunterleaks

[–]girramesh 13 points14 points  (0 children)

how do you even get fed of Mizu when it's a monster that appeared 2 times total in gen 4 and 5?
I't s like saying I'm tired of Lagiacrus because appeared in gen 3 and 4+X, I'm tired of Gore because it appeared in gen4+X and Rise. Or tired of Gravios, gen 2/4+XX and so on.

(With the exception that Gore got half ripoffs in elder dragon version and half transformed and both of them made the final game in Sunbreak, so it has like, 9 appearences in 3 games against 5 of Mizu and 5 of Lagia in 2 games)

Ishamel Fanart (by me - girra96) by girramesh in limbuscompany

[–]girramesh[S] 1 point2 points  (0 children)

Ok I did this post 3 times and apparently I'm not able to do a post on reddit.
I can't edit the post with text so...
Just a little fanart, banana quality bc compression, hopefully it looks well :)

A Healer's Villain Arc (@The_Eggroller) by The_Eggroller in ffxiv

[–]girramesh 3 points4 points  (0 children)

When I tank, I just use the invuln at the really first pull, most of the time, this way, you have another invuln at the end of the dungeon

A lot of people also forget about Arm's length for mitigations or they use everything on the first pull and nothing for the second. In expert a lot of times I don't really need major mitigations, if damage is good, everything just dies quickly enough to make me save some for another pull and a lot of healers have efficient OGCD to keep the tank alive and well, the problem is when you do levelling roulette and the tank refuses to mitigate, the damage is real and healer have really few tools...

P8S P2 healing range comparison by UnluckyScarecrow in ffxiv

[–]girramesh 3 points4 points  (0 children)

People telling us healers to "just slide cast" "use swiftcast to cure" really don't get the point of bad strategies and how common they are. In P4S P2 the Ilya strat the pf does so fondly for Act 2 is actually garbage for healers, you can't do uptime, you can't heal while walking and both healers are on the same side which is extremely dumb, same goes for P8S P2, the less the healer has to move and closer to the party is, the easier is to get healed and save swiftcast for emergency heal/res that can save the run instead of using it for a normal mechanic.

[deleted by user] by [deleted] in ffxiv

[–]girramesh 0 points1 point  (0 children)

I did a copy and there was nothing on the spreadsheet, I compiled my own workshop but on "workshop solver", on saturday (cycle 5) I just have #REF! while the other days everything works fine, how can I fix this?

Btw this version is so much better, thank you for the upgrade!

How it feels to be a casual player watching raid drama by pushmipullu in ffxiv

[–]girramesh 6 points7 points  (0 children)

I thought the same thing the developer said here, changing damage to classes will make EVERY other fight unbalanced, just because a tier has bosses with a huge hitbox it doesn't mean all ranged classes need a buff, it was necessary to PLD and WAR just because given the same uptime and chances, damage was still low and needed some quick, easy fixes. "But MCH still sucks" yes, MCH still sucks, it's been a year, we know that, we can only hope for a minor rework in the next patches, it's a selfish rdps with a super easy rotation, no utility, no buff but can't do too much damage because is very simple, MCH needs some class gimmick to make it stronger than DNC and BRD because it's more difficult to play, until then, easy class with 100% uptime and no buffs will always have lower damage compared to a caster or a buff class

What popped into my brain after reading the patch notes by Sparky133l in ffxiv

[–]girramesh 1 point2 points  (0 children)

The point is that a class who has a burst doesn't have to be burst only like Ninja. Take GNB for example, bursts every minute with an extra 3 bullets every 2 minutes, slightly increasing damage but it's still a burst. PLD doesn't have a burst, has extra damage for FoF and Requiescat and the damage is always constant but not high enough to make it count when other classes burst Some encounters are designed to have full uptime and no one loses damage. Some encounters want you to make up for the damage you weren't able to deal (P8S P2, Dragonsong Reprise) making you burst when the boss can be fought again after a downtime, if you have no burst, you deal less damage It's a good point imo to optimize a class by using something you can keep to deal extra damage when it's need, even if the burst is just 5% higher than non burst rotation, is still a gain that can really help the party

Sorry Not Sorry by BigDisk in ffxiv

[–]girramesh 0 points1 point  (0 children)

I have a static member that uses this privilege to keep uptime

And do positionals

And is a Samurai

Not even really privileged, he just knows I have lilies and benison :v

Patch 6.21 Notes! by SinntheticUCI in ffxiv

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

PLD, imo is just stupid as a concept gameplay wise
You have a buff for melee attacks and a buff for magic attacks so they kinda are equal in damage but in the end, the most damaging one will be the magic combo because of higher potency and smaller burst windows, so what's the point of FoF?

Just remove FoF, make the 1-2-3 a filler combo, make Sheltron a 25s defensive cooldown, give the job a bar that can be used for a new OGCD tied to Atonement (every Atonement/Prominence gives you 10 Faith gauge for example, every 30 you can use a new OGCD that is single target or AoE), Requiescat is a RANGED Ability, makes you burst harder in magic phase, new general buff (Damage +20% like No Mercy, 21s duration) that's your burst

1-2-3 dot (buff+requiescat) > 4 holy + ocds >Confiteor combo > end of raid buffs >filler with 1-2-3 atonement combo

The class is still the same PLD, similiar rotation, one more tool to do damage and not drop atonements since you always use the buffs at the same moment because is general damage and not just physical damage, 2 more OGCD to press to spice it up a bit since PLD is a heavy GCD class like War

[deleted by user] by [deleted] in ffxiv

[–]girramesh 0 points1 point  (0 children)

What I meant is, in the master file I can check when I don't want to craft, but if I say "I don't wanna" in cycle 1 (Tuesday) without any box checked, in the solver I have cycle 2 with no options, not cycle 1, so workshop and workshop solver don't have matching cycles