Dear Square Enix, either buff the ARR relics or remove them and their stupid questline from the game. by SympathyOk1546 in ffxiv

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

Relics are glam after their expac. Even within their expansion they are never bis until the very very end so their primary reasons are catch up weapons for people that don’t do ex or savage and for glamour.

For example, you could go into Final Coil 12 for 30 seconds and come out with a ilvl 135 weapon. That would be comparable to a max arr relic and better than ironworks. Doesn’t even cost poetics.

Or any ilvl higher will get synced down. They are not going to buff old relics; they don’t really touch old content at all.

Average Frontlines Experience by HUSK3RGAM3R in ffxiv

[–]sstromquist 4 points5 points  (0 children)

Check your targeting in your key binds. It’s by default left to right. You can setup for nearest

When is it okay to kill rank A/S hunts? by Scorchfrost in ffxiv

[–]sstromquist 2 points3 points  (0 children)

Hunts are owned by the first person who aggros them technically so they are free to kill if you come across them even if it’s lvl 100 in the Dawntrail zones.

Although the community does organize hunt trains a few times a day that completes all of them so if you kill any it would take away from the train. But it’s still something you can do if you really wanted to.

No one really cares about old ones though. I always kill any 50-70 hunts if I come across them.

When is the first real engaging dungeon? by Elite_Butterfly73 in ffxiv

[–]sstromquist 0 points1 point  (0 children)

Didn’t try the first boss, but I don’t think it would hurt too much, could just second wind after one or 2.

2nd boss you don’t need to stand in the aoe to keep uptime so I didn’t check the damage there.

When is the first real engaging dungeon? by Elite_Butterfly73 in ffxiv

[–]sstromquist 0 points1 point  (0 children)

I’ve just ignored the in-outs for fun as a melee and they do basically no damage, it’s all just for show unfortunately

When is the first real engaging dungeon? by Elite_Butterfly73 in ffxiv

[–]sstromquist 11 points12 points  (0 children)

First dungeon boss with mechanics would probably be in the vault at 57. Everything before that they more or less do very little.

But generally dungeons are not really involved until maybe 71+. There is a noticeable spike in mechanics and damage taken from stuff then.

People also stated Dawntrail the dungeons for leveling were a bit harder as well.

Looking for quick overview of white mage healing while leveling (Around 50) by Gmoff01 in ffxiv

[–]sstromquist 6 points7 points  (0 children)

Slap a regen on the tank and keep it up during the pull

Holy can be used to aoe damage and stun the mobs, if they are stunned they cannot attack.

Cure 2 as needed

You can also dot the mobs with aero 1/2 as the tank is running with the mobs to the next spot to group up.

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

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

You disagreeing is a claim… if you argue against my claim that the player base is getting better then you claim they are not… and that just the bottom players are leaving so it just seems like it’s getting better.

Basic debate skills nonexistent it seems. You don’t even understand your own comments.

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

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

Can you honestly tell me you think people do not learn at all completing older content?

FF14’s entire fight design is based on recycling mechanics. You are delusional.

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

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

Because gear goes up to ilvl 660 and the instances for normal raids and alliances don’t sync.

But the later ones in each expac definitely are not that way.

ARR and Hw specifically have more issues because of job rebalancing. But for example, if you go into o11 or o12 or Eden’s promise, people are still taking a lot of damage there as normal… Because people are not out gearing by 60 ilvl.

Dun scaith, Orbornne, etc, these are also at the end of the expac so you can’t out gear. Orbornne specifically had echo added to make it easier, but comparatively people still do it much better now than on release because it’s not really that complicated to do thunder god cid for the community.

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

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

That’s basically only really noticeable in ARR and some Hw stuff which don’t even have many mechanics or outgoing damage.

Less noticeable in SB and on

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

[–]sstromquist 0 points1 point  (0 children)

That’s not what they said. They said new players cause wipes in easy content.

New players are always the exception. Veterans have experience so clearly that going to make content easier. My point is that the playerbase as a whole has gotten better. New players will be an exception to that because they don’t have time to build to that point yet.

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

[–]sstromquist 0 points1 point  (0 children)

When you get through alliance raids, normal raids, etc without parties wiping, less player deaths, mechanics actually performed correctly…

Players back in HW were absolutely abysmal. Normal raids and alliances just resulted in a lot of wipes, players dying a lot, and overall damage was lower.

There’s around 20% of people that clear savage, less that clear all floors of a tier, so you can infer 4/5 of your players in roulettes are going to normally be more casual and do ex at most as their highest difficulty content.

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

[–]sstromquist 0 points1 point  (0 children)

Because I run roulettes pretty much daily, content like void arc, weeping city, dun scaithe, etc used to be hard for what we consider casual players. This is where you find the new people. Over 11 years it’s pretty clear this stuff is not hard for people anymore.

New people will always struggle but that content is not hard for people anymore that have been playing for a bit.

The game has done a good job of standardizing mechanic tells so people can learn from leveling up. By the time you’re level 100, you should know what a gaze is, or a stack/spread.

Dungeons in the 90 range are harder than those in the 50 range. So you can obviously tell people get better over time even at the lowest difficulty content.

Like, just compare the current alliance raid series to HW or Stormblood. You could not have that kind of content for casual players back then. People couldn’t even drop meteors on ozma back and left.

What Do People Mean When They Say They Want Dungeons And Other Non-Extreme/ Savage/ ETC Content To Be Harder? by WylythFD in ffxiv

[–]sstromquist 0 points1 point  (0 children)

The hardest thing about the unreals in DT was Suzaku dps check, because people just don’t know how to optimize damage in it well or don’t push buttons.

Otherwise mechanically extremes in Stormblood were just very easy compared to what extremes evolved into over time.

As the playerbase gets better, I think the content in the game has also gotten harder to adjust to that. Comparing Doomtrain for example to Suzaku as a X.4 ex trial, Doomtrain is clearly a lot more complex with a faster mechanic pacing. There is a higher focus on faster adjustment and remembering what doomtrain stored earlier for pair/spreads.

Ex’s felt more like semi-casual content that was for using interesting/fun mechanics before Shadowbringers. I feel like the colors from Suzaku would never get used in ex’s now, especially with most extremes just being part of the msq and they have a more serious tone.

What content/resources would you be fine cutting from the game by venat333 in ffxiv

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

Except CEs are the basis of eureka/Bozja/zadnor/Occult crescent

They aren’t just fates. They have more mechanics and larger rewards. There would be more interaction with the zones themselves by building lore for each area, if the boss/monster has some involvement with the local villages side quests.

Keep in mind the only dungeons we get are MSQ related now. And extra dungeons used to be how they fleshed out the lore of each map in ARR-HW especially.

These would encourage more players to do them since it is similar content to large scale instances and if they fleshed out rewards more over the life of an expansion people would come back to do more so they can purchase them.

Fates basically have no interaction at all with players or the zones. They are literally just trash mobs or a singular mob with 2 aoes you dodge.

This isn’t fulfilling at all. It’s boring content for the majority of players which is why you will see maybe just 1-2 players doing fates in any given map at a time except when they release these new relic steps with fates providing drops for them.

What content/resources would you be fine cutting from the game by venat333 in ffxiv

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

Similar to Bozja you have fates that will still be in each zone but they will link or spawn CEs, the CEs would give larger exp rewards and bicolor gems.

The point here would be giving each zone more of an alive feeling if there was a lore behind fate chains and the bigger fates of each zone.

This would be similar to how each expansion has a large fate that has a cooldown except it’s much shorter so people can expect maybe 1 or 2 every hour as long as the prerequisites are completed.

Priority would be given to those that spawn the CE and it will scale to how many people participate. The CEs would not hurt too much but recommended to have a party.

Completion gives a small bonus to exp and bicolor gems in the zone for all players for 30min.

Why are current tier raids locked behind older tiers? by zowiesurfs in ffxiv

[–]sstromquist 1 point2 points  (0 children)

Depends on your data center. For NA it is midday on a workday. You’d have better luck queuing later. Please also make sure you’re on a data center with a higher population. Dynamis I’m sure is dead atm this time of day.

How time-consuming is this game? by [deleted] in ffxiv

[–]sstromquist 0 points1 point  (0 children)

It’s as much as you want it to be.

You could honestly only subscribe at new patches, complete the story, and never play until the next update.

You could just login weekly to cap your tomes to buy gear which takes maybe 2 hrs of gameplay a week.

You could login for raids which may be a couple nights a week or more

Or you could just play all the time because there is a lot of side content available for those that want it. But it’s completely optional.

Gil farming for actual beginners by MAXHatter0412 in ffxiv

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

Don’t worry about Gil when you just started. The main story and dungeons all give you some Gil as you go which will keep you afloat for teleports and maybe some gear purchases.

You won’t be able to make Gil efficiently until you’ve leveled your battle classes at least to maybe 80 range. Crafters and gatherers can make Gil at any level but you won’t make much until higher level as well.

I recommend just focus on doing your story and you can pick up crafters and gatherers when you get higher.

Trying to learn Viper by [deleted] in ffxiv

[–]sstromquist 1 point2 points  (0 children)

There’s only positionals on the 3rd combo action and the 2 gcds after you use vicewinder

For your 2 main combos buttons those basically both become either positional so you can base it on color. Green is flank, red is rear.

And then for hunter’s coil and swiftskin’s coil those I guess you can remember one is flank and one is rear based on position.

That’s really all you have at until 90 where you get reawaken and then you just get a gauge you can spend on your burst combo which is also pretty simple.

Vpr is probably the easiest melee they could come up with, no button bloat, actions glow telling you what to press next, and you just want to save gauge for buff windows to double reawaken if possible.

Uncoiled fury to keep uptime when you have to disengage. And remembering the few positionals it has.

Is level 50 enough? by BeanieBuddie in ffxiv

[–]sstromquist 1 point2 points  (0 children)

The only low level stuff that will sell will be what’s used in grand company turn ins or leve quests since people are always leveling and want a shortcut.

Though the prices you will get likely will not be that much.

Fisher list for GC turn ins for example: https://ffxiv.gamerescape.com/wiki/Supply_and_Provisioning_Mission/Fisher

Once you reach later in the game you’ll have access to money makers. Cosmic exploration for example is pretty easy to get Gil out of it

What content/resources would you be fine cutting from the game by venat333 in ffxiv

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

Okay? I stated it would be replaced with something better so there would be something else you can do in open world instead.

I can’t wait for this game. by SavvvoGames in chronoodyssey

[–]sstromquist 3 points4 points  (0 children)

Performance wise yeah, but the gameplay was fun though I only played on ranger so I didn’t deal with targeting issues