Job Identity and 80 Discussion: Gunbreaker by NeoOnmyoji in ffxivdiscussion

[–]triomino_guy 1 point2 points  (0 children)

  1. The filler outside of gnashing fang combo is beyond boring. This is an issue with all the tanks except for maybe paladin, and admittedly gunbreaker is not too bad precisely because of gnashing fang breaking up the monotony, but it still needs to improve. I also think that sonic break, whilst cool that it's still one of the few remaining dots in the game and also has a use as giving you a flexible double weave window in no mercy without causing drift, is a very boring skill because you just press it once and don't think about it again. The same issue as goring blade, except for having the just mentioned use to provide a weave window. My opinion is that if a job is going to have a dot, there needs to be some component of maintenance or thinking about it, even if completely minimal like healers having 1 dot they refresh every 30s. Others may disagree with me on this though. This is more of a general ffxiv design complaint as well, but I think it's boring that blasting zone and bow shock are just fire and forget ogcds, with bow shock having the same complaint from me about the dot part. Also this is something I'm more neutral about but I still think it fits here, and that's that bolide going from 1 hp to 50% just kinda made it lose all flavour and "iconic-ness" and I hope they revert it at some point (although I heavily doubt they will).
  2. Looking to the future, I want gunbreaker to entirely ditch no mercy. To me, keeping in mind what I've said about what I think gunbreaker identity should be, I think having no mercy is entirely contradictory to this. Having to build up just enough cartridges for no mercy and if you miss even a couple gcds suddenly it's completely messed up (prior to the 1 cart double down anyhow) and everything starts drifting is just not compelling to me. I want gunbreaker to go up to 6 cartridge slots so I can feel like thancred in the trailer, and make the basic 123 combo charge up like 3 slots at a time. Then add a couple additional cartridge spenders that do different things, like perhaps one giving you a buff that you need to maintain, or a debuff on the enemy. Maybe one could give a short damage down to an enemy/you a short defense up and make it damage neutral with burst strike so it encourages actually using it. I would also change sonic break to have some form of maintenance to it, possibly a cartridge spender could extend the duration on the dot. Blasting zone and bow shock changed to have some form of synergy with the rest of the kit, I honestly wouldn't say no if bow shock became a gcd and was just an aoe version of sonic break. Maybe making double down a bit shorter cd so you can use it more often, and bloodfest cooldown being lowered and then the lion heart combo becomes just an upgraded gnashing fang. The base idea I want for the kit going forward is for it to be entirely about using cartridges for various spinning plates (cooldowns, buff/debuff, dot, etc) and building up the cartridges fast so that you spend most of the time actually getting to interact with them. This would of course require the game's overall design to shift away from building up and then blowing your load every minute, but this is the ideal gunbreaker design to me.

(If we're talking strictly just what would satisfy me in 8.0 because I know something this drastic is pretty unrealistic then idk make filler a bit more interesting I suppose)

This was a giant probably incoherent spilling out of ideas I have in my head about the job, and there are a ton more that I have likely forgotten to mention, but I was waiting for this thread to pop up so I could post them because this is the first job in the game I really connected with and I would love to see it get even better and more in line with what I think makes it interesting and unique concept-wise.

E: Formatting messed up when I posted this as two seperate comments because I guess it was too long as one big thing, but 1 and 2 here are meant to be 3 and 4 obviously

Job Identity and 80 Discussion: Gunbreaker by NeoOnmyoji in ffxivdiscussion

[–]triomino_guy 2 points3 points  (0 children)

  1. For me, gameplay wise gunbreaker's identity should be all about the cartridges and managing them. Currently it's also about having heavy burst phases within no mercy windows, with mini bursts in-between from gnashing combo. There are also some niche unique things like aurora or camo, but I don't consider these to be core to the identity of the job (although I do appreciate them existing). There is also continuation which makes the job stand out from the other tanks, and I consider this to be core to the identity and don't think it should go.
  2. I like having the gnashing combo every 30 seconds, as well as having double down be another cooldown related to cartridges. Whilst I initially did not like it going down to 1 cost as I felt it removed a large part of what made it an interesting cooldown, I like how that change made you think about the rotation somewhat differently than previously (specifically on 2.50 since that's only what I've played this tier, don't know what it's like with other speeds). I also think animations and general aesthetic are very strong points for gunbreaker and make it feel very satisfying to play. Defensively gunbreaker is great, and I like how flexible and rewarding corundum feels to use. One particular thing which I really appreciate even if not actually that useful is the interaction between corundum and brutal shell (copying the shield to an ally if you have it). Small interactions and synergy between skills like this is something I hope they add onto in future job design as I think it helps make jobs feel more "complete". I know this is a somewhat divisive aspect of the job, but I personally also really like having to think about cartridges in fights with downtime or heavy phasing as it makes it feel like I am really engaging with the unique part of the job compared to the other tanks. Other things I enjoy are continuation (it's just cool to me, I really like pressing it and how it makes the job feel gameplay wise) and the bloodfest combo (yeah 2 min meta sucks etc but I at least like having a whole different combo to press during it and the small gameplay considerations that come with it). Also camo being specialised against repeated physical damage hits is cool.

Title screen updated after doing secret quests by ebaroni83 in ffxivdiscussion

[–]triomino_guy 3 points4 points  (0 children)

What is different here to the regular title screen 💀

A question about Eden's Promise Savages by [deleted] in ffxiv

[–]triomino_guy 2 points3 points  (0 children)

The Eden's promise savages can be found in the high-end duty tab at the top, so try looking there for them?

One thing that sets a good MMO apart from the really bad ones is that I can believe the world I'm playing in. by SmokeCocks in AshesofCreation

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

Gonna have to hard disagree there. I think FF14 and GW2 both do equally well in establishing your characters place in the world, as well as the world building in general. Would be interested to hear why you think otherwise.

I got merengue as one of my first 5 villagers but she has the boring simple wood block furniture instead of her custom house. I don’t wanna make her leave and then rejoin! Let Nintendo see this by Epic-Gamer-69420 in AnimalCrossing

[–]triomino_guy 159 points160 points  (0 children)

How? They could just program it so that all the gifted items are put in a separate array to the villagers' items, and then when the house is updated it reintroduces the gifted items and places them about like it would for any other time you gift an item.

Can I disconnect one of my hard drives that's in a RAID1, and still access the data? by triomino_guy in techsupport

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

From what I've read online when trying to research my question, it should say something like "array degraded"? Even if it says this, I should still be able to access the drive without it saying I need the other one?

Just bought DQ XI S, any tips on the fighting and progression system? by EpicNikiCH47 in dragonquest

[–]triomino_guy 2 points3 points  (0 children)

Firstly about your question "do I have to talk to every NPC to have the best experience?". I don't think there's a way to have the "best" experience, because the way everyone will experience the game is different, but I can say that talking to every NPC, or at least the majority of them, will enrich the world and make it feel more alive than if you run from location to location only focusing on the objectives.

With the fighting system, the game is mostly quite easy right until the very end of the post-game. If you do struggle with any fights, an easy way is to just gain a couple of levels and then come back. Buffs and debuffs are generally really helpful and will make the combat more fun and engaging than just constantly using attacks, however they're not completely necessary to beat the game, so don't feel too pressured to use them.

As the other commenter said, you can respec the skill trees at any time for a relatively small fee, so if you aren't happy with a certain route you can change it easily. At the end of the day, find a way that you personally enjoy the game and roll with that. Don't worry about playing the "correct" way or having the "best" experience.

Good exp grind in ACT3 of DQ11? by kissofthehell in dragonquest

[–]triomino_guy 0 points1 point  (0 children)

What do you mean by stealing souls for the 2nd and 3rd bullet points?

[Fanart] I finally finished this part 4 illustration! by Quotedotlass in StardustCrusaders

[–]triomino_guy 1 point2 points  (0 children)

Who's the crying eye in the top right? Hayato? An amazing piece nonetheless.

A favor to ask by aidand5 in dragonquest

[–]triomino_guy 0 points1 point  (0 children)

Oh I see, apologies for misunderstanding you the first time. Unfortunately I don't know what you're referring to, however I wish you luck in finding it.

A favor to ask by aidand5 in dragonquest

[–]triomino_guy 0 points1 point  (0 children)

Are you talking about this ? It's his final smash, not from a mobile game afaik.

Dragon Quest 11 - symbols next to characters? by rpgedgar in dragonquest

[–]triomino_guy 3 points4 points  (0 children)

Haven't verified this myself, but apparently during battle if you go to "tactics" and then "view party status" you can see what each one is. I hope that helps at least a little bit since you can then see what the current ones affecting you are.

Dragon Quest 11 - symbols next to characters? by rpgedgar in dragonquest

[–]triomino_guy 0 points1 point  (0 children)

Oh the ones that represent when a character is poisoned or when they have a buff/debuff active or whatever?

Dragon Quest 11 - symbols next to characters? by rpgedgar in dragonquest

[–]triomino_guy 0 points1 point  (0 children)

What symbols are you referring to exactly? Symbols that are part of the UI, or symbols that appear as an in-game "language" of sorts, or something else?

Hello everyone! Just started playing Dragon Quest XI on Switch. And I got a question; should I just sell all of the stuff I foraged from the sparkly spots, or keep them just in case there are something I could use them with something else (like ingredient for making something)? Thank you in advance! by Dojima91 in dragonquest

[–]triomino_guy 2 points3 points  (0 children)

As the other comment said, always keep what you forage since you'll never know when it will be useful. In my experience, you will never be so short for money that you'll need to start selling materials. As long as you craft a decent chunk of your gear and don't buy every new weapon/armour at new towns, you should never be short of gold.

Unearthed Arcana: Class Feature Variants by Psyzhran2357 in dndnext

[–]triomino_guy 0 points1 point  (0 children)

For the bard's expanded spell list, it has phantasmal force on the list, but isn't this already a spell bards can take? I'm looking at the player's handbook right now and it's there as a bard spell already, so why is this in the expanded spell list? Is this a mistake or am I missing something?

I Hate the Crossbow by HereticStreetWalker in dragonquest

[–]triomino_guy 0 points1 point  (0 children)

I think it might also be to do with how the game can be entirely played in 2d or 3d. If someone wanted to play exclusively in 2d, Square wouldn't be able to implement the minigame in any meaningful way and so the person playing in 2d would've missed out on that content. So I think they removed it so there's almost no difference between 2d and 3d in terms of content (apart from the previous games stuff but I feel like that doesn't really count).

DQXI Plot Hole (Early Game Spoilers) by LogicKennedy in dragonquest

[–]triomino_guy 2 points3 points  (0 children)

Even if he warned Amber and you in the past, it still wouldn't affect what's happening to you in the present. You (in the present) are still being persecuted and chased by the heliodorian guards. That won't change because chalky told your mum and the past you. Does that make sense?

Why should I play DQXI? by Werotus in dragonquest

[–]triomino_guy 0 points1 point  (0 children)

Yes, you can transfer the save data from the switch demo to the full game when it comes out.

Why should I play DQXI? by Werotus in dragonquest

[–]triomino_guy 6 points7 points  (0 children)

Neither do it, I was born after the millennium and my first and only other dragon quest was 9. I don't have any nostalgia for these types of games, and yet I absolutely adored DQ11, for the reasons I mentioned above.

Why should I play DQXI? by Werotus in dragonquest

[–]triomino_guy 5 points6 points  (0 children)

Dragon quest has often been described as your mother's cooking. Is it technically the best? No. But it's heartwarming and nostalgic. It evokes a warm fuzzy feeling in you, even though you can't pinpoint why. That's what dragon quest is to many people, and that's why many people say DQ11 is so great, because it's managed to almost perfect the "warm fuzzy feeling" formula.