Final Fantasy XIV - Kiwi Free Company

Oh my god...
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The Greased Lightning help abilities don't really help you in dungeons even barring wall to wall pull being the norm.
Didn't. Greased Lightning is a passive now. They removed a level of skill in keeping it up, but my point is that even in simplifying that, the class still has a clear skill ceiling and some muscle memory to build up. I don't hate all simplification, I just need -something- to work towards. Even fucking dancer has shit you can optimize and improve at.
Healer optimization is effectively a coordinated team effort across the tanks, the healers, and any dps who can reduce damage on a mechanic.
But then that's also just tanks and dps coordinating and optimizing themselves for the encounter. They participate in the proper execution and optimization as much as the healers.
so this might be a Gunbreaker situation where Sage gets all a very well smoothed out modern gameplay loop (As Gunbreaker almost plays like a melee dps compared to the other 3 tanks, especially Warrior/Dark Knight)
While it'd be nice to have a healer get a more modern and engaging gameplay loop, the other 3 tanks at least do offer some amount of polish/optimization/options that still outstrips anything the other 3 healers have to manage at current.

Warrior wants to get the buffs all lined up and manage its bunga for the big berserk, paladin can choose to delay its magic phase if it knows something is coming up where it won't be able to stay in melee range / will have to move around, DRK has a bunch of resource management and the ability to do things like, say, throwing TBN on a BLM standing in a mechanic that you know will pop it.
like half their kit instead of like 70-80% of it
I need at least three more deployment tactics
I'd probably remove Energy Drain because resources that choose between offense and defense just devolve into choosing offense and encourage too much greed
This would only be acceptable if they reworked dissipation, honestly. You really only need exco and sacred soil for those stacks, and then depending on the encounter and your co-healer you might want another for one of the ogcds. The potency increase of doing ruin ii + weave energy drain is a whopping 10 over a broil, so it's mostly useful for when you're just moving around.
I'll just agree to disagree regarding old AST vs new AST when it comes to the cards, because I think further discussion will just become circular at this point.
So the new cards are a better system overall in terms of AST performance, and the old system was just solitaire. But what I don't like is that it reduced complexity (even if it was just cumbersome) without offering up anything to compensate.

Once you get using focus targets and that the function keys by default select party members (and you can further rebind them to ignore all of the tanks and healers leaving you 1-4 dps on F1-4), throwing cards between casts isn't so hard. It's more complex than SCH or WHM, yes, but there's so much little left for you to improve at once you get that down.
Frankly, they can't make it much worse.
"We removed DoTs because it's very stressful to manage those, also here's three more deployment tactics"
 
I have yet to start on the post-patch MSQ for ARR because I've been fixated on leveling crafting and gathering jobs. I'll stop either when I get all of them to 50, or when I run out of leves; until then, I will be the eternal sprout.
Brotha, keep playing till you get to HW and you can speed level all Gatherer/Crafters in the Firmament
 
You also make a lot of money with the prizes you get from donating crafted stuff to the Firmament. I made a million gil from selling a coffer that was new at the time.
 
Tl;dr: Blue Mage might unironically be the most fun healer to play in Shadowbringers, this is how far we have fallen.
Blue mage has way better healing kit compared to others, especially using Aetherial Mimicry: Heal
Exuviation = Esuna with 300 cure potency
White Wind = Cure 3 based on current HP, eg. HP = 50000, then White Wind will cure 50000
Pom Cure = Cure potency 100, with Heal mimicry Cure potency become 500
Stotram = damage potency 140 with bonus heal own hp and nearby party member.
Angel snack = Cure 3 with cure potency 400 and do regen
Angel Whisper = res party member

the limitation is some skills are shared so no skill spam
 
With the FF15 crossover event returning I've been stuck inside the gold saucer farming MGP from GATES and Chocobo racing.
I fucking miss combat. It was fun from what I remember. But that was so long ago I can barely remember my rotation.
Whats the most efficient way to farm these points? Is it worth learning how to play mahjong for?
 
Última edición:
I have yet to start on the post-patch MSQ for ARR because I've been fixated on leveling crafting and gathering jobs. I'll stop either when I get all of them to 50, or when I run out of leves; until then, I will be the eternal sprout.
If you get to Post-MSQ, you can do the Ixal beast tribe quests which focuses on crafting. It's bullshit that they make you wear specific gloves which hamper your crafting ability but they stop doing that in future versions. But everyone else is right that the Firmanent gives out better rewards.
With the FF15 crossover event returning I've been stuck inside the gold saucer farming MGP from GATES and Chocobo racing.
I fucking miss combat. It was fun from what I remember. But that was so long ago I can barely remember my rotation.
Whats the most efficient way to farm these points? Is it worth learning how to play mahjong for?
Complete as much of the challenge logs as possible and make sure you do both cactpots. The car is 200k so it could take you at least 3 weeks.

EDIT: I forgot to mention, you can rack up 20k just by doing a Lord of Verminion tournament match (you'll have to wait until the tournament ends). I only did one round, badly, and still got a payout.
 
There's also the Moogle, Namazu, and Dwarf beast tribe quests that help with crafters (although Namazu are the only ones that also let you do them as a gatherer).
 
Does that work with low level mats? I ask because every time I check MB for the 1-60 mats to get a feel for the price I don't see any. Which I suppose could mean they sell extremely well but I still don't know how much to sell them for.
Check the sales history to get an idea for pricing if you don't see any other available listings.
 
With the FF15 crossover event returning I've been stuck inside the gold saucer farming MGP from GATES and Chocobo racing.
I fucking miss combat. It was fun from what I remember. But that was so long ago I can barely remember my rotation.
Whats the most efficient way to farm these points? Is it worth learning how to play mahjong for?
The fashion report is really easy points. If you wait a day or two after reset some autist will post the requirements for the best score.
 
The fashion report is really easy points. If you wait a day or two after reset some autist will post the requirements for the best score.
Adding onto this, Kaiyokostar's guides are pretty helpful cause there's an easy 100 points section for if you want to get the fashion leader title and then the easy 80 points for every other run cause you get the maximum MGP reward with 80 points.
 
For some reason quoting your post doesn't work so I'll just use quotation marks @Harry Tipper

"Didn't. Greased Lightning is a passive now. They removed a level of skill in keeping it up, but my point is that even in simplifying that, the class still has a clear skill ceiling and some muscle memory to build up. I don't hate all simplification, I just need -something- to work towards. Even fucking dancer has shit you can optimize and improve at."

The point of bringing up Monk was that Monk is the most obvious example of a job's development being stunted because casuals suck at it. Compare ARR Monk to ARR Dragoon or even ARR Ninja ignoring the mudra changes that made them GCDs. Now look at them today. You notice that Monk's general rotation and flow is so similar from 50 all the way to 80 because SE keeps adding things to fix it for people who aren't good at it. Even Tornado Kick was effectively a GL maintenance button at the time before the SB Tornado kick rotation existed and SE killed it off in ShB. If anything Monk has lost abilities considering it used to have more dots to do beyond its 6 main gcd buttons.

Dragoon's entire combo string has changed in 6 years, Ninja's mudra combinations have been adjusted due to Kassatsu forcing you to use Hyoton after 5 years of it being useless and other various adjustments (some of which were removed like enmity utility), Monk has effectively gotten off gcds + six sided star as their only rotational upgrades and nothing else of note that really shakes up the job. That is why I brought up Monk because it feels like its been stunted for people who are actually able to play the job well, hopefully removing GL gives them room to actually reinvent Monk into something that feels somewhat different after 8 years, which is kind of where Healers are now. Though to a much worse and more boring degree for healer, as Monk being a melee dps inherently gives them depth and optimization in this game.

"But then that's also just tanks and dps coordinating and optimizing themselves for the encounter. They participate in the proper execution and optimization as much as the healers."

Tanks generally cater to melee/caster dps and the healers at the same time as that is what defines a great tank alongside good damage, but they achieve this in different ways which is why I believe they are different focuses and look at them differently. It's like spinning two plates instead of one. Tanks with their healers generally try to find the exact point they can survive the tank buster and slam their CDs prior to that which is effectively flowcharting the encounter to achieve the optimum result of mitigation even if for 99% of people you can just smash CDs when you see the cast bar and you're good. While tanks with dps try to achieve optimal boss positioning to ensure you keep it as much of a target dummy as you possibly can. You can really feel the difference between what you can do with a party that coordinates mitigation well and parties that don't. The issue is that greeding as healer is unsatisfying beyond your parse numbers, while greeding as melee or a caster feels great for both play and your parse.

Optimization for dps is generally about positioning which is more reaction based around what the mechanics do and figuring out how to jank the hitboxes and server lag to achieve max greed. One is based around the specific reaction of the fights mechanics that you can make through understanding of how they work, and one is more about timing and keeping CDs rolling beyond the usual "align with the 60/90/120/180 burst window" stuff most dps CDs do as with mitigation you're solely reacting to what the boss does with mitigation tools. I think healer optimization can be fun to actually set up and analyze, it just sucks in practice we're at the point that it'd almost be more fun not to optimize and just play with monkies because then you'd be pressing more unique buttons. While dps/tank optimization gets to be fun both planning wise and execution wise.

"While it'd be nice to have a healer get a more modern and engaging gameplay loop, the other 3 tanks at least do offer some amount of polish/optimization/options that still outstrips anything the other 3 healers have to manage at current.

Warrior wants to get the buffs all lined up and manage its bunga for the big berserk, paladin can choose to delay its magic phase if it knows something is coming up where it won't be able to stay in melee range / will have to move around, DRK has a bunch of resource management and the ability to do things like, say, throwing TBN on a BLM standing in a mechanic that you know will pop it."

Generally I agree with your first point, but Gunbreaker effectively is like a slightly stripped down version of Machinist but melee which arguably can make it more engaging depending on the situation. It also has very simple and easy to utilize defensive tools, almost too simple and basic imo. Gunbreaker is like crystalized "this is what a tank needs, now here is an actually good rotation to use while you tank". The other tanks have a good amount of baggage from either soft reworks to make them easier to use after HW, or other awkward design choices that I feel Gunbreaker doesn't have due to being more modern.

Paladin feels like a HW dps to me, it has a lot of little timers and buffs that all build into a sort of beautiful jank that doesn't super perfectly align but aligns just well enough to function. Paladin's biggest problem to me is more so how janky some of its defensive tools are, even if they do sort of build an identity beyond the execution. Divine Veil is probably the biggest example as it is more or less Shake it Off except it requires a GCD heal to do anything and it doesn't shield yourself for some reason. Their is just no reason for this imo if Shake it off exists, Cover is super niche and expensive for what it does outside of a few specific situations, I think the SB version was just right for this ability when it could be used as like a secondary rampart at the cost of you taking your co-tank's damage. I also think the Oath Gauge is kind of a nothing mechanic and you could just make Sheltron and Intervention share a CD and make Cover its own thing, finally Spirits Within shouldn't cuck your damage just because you take damage as a fucking tank.

Warrior/Dark Knight almost feel the same from a dps perspective, which makes Dark Knight stand out more as Warrior had its gameplay loop first in SB before Drk stole it in ShB when SE tried to remake it. Warrior is sort of simple as a dps almost to the point where Warrior's damage almost plays itself because you just auto get what you need when you press Inner Release, the rest is just not fucking up prior to that. Warrior I think almost justifies it by having a decent degree of depth as a defensive kit relative to the other tanks due to how you can align Nascent with your burst window, Warrior having a free CD over the other tanks gives them slightly more defensive options, or if you want to get really fancy aligning your tank buster CDs with your Shake it off. Warrior is a job that has enough impact across multiple buttons that it is fun to organize which options you want to use even if the burst phase by itself is brainless meme cleave spam.

Dark Knight by comparison is almost the opposite, it has too few unique things to do that feel impactful and a lot of its power feels so centralized into TBN as a tank, and you don't get even two combo finishers. Unless you get into super speedrun autism with how hard you can manage its mana for optimal raid alignment with 2 minute raid buffs using weird TBN uses it just feels like you don't have enough things that matter. I like TBN as an ability, I just wish Drk was something else besides a TBN carrier and a copycat Warrior. I find Abyssal Drain and Salted Earth holdovers from HW that don't add anything worthwhile to Drk's kit, they're effectively just off gcds you just press because they exist, you don't even have a damage buff to align with their CDs because of how Darkside works. At least Upheaval serves to help shave off spamming your Fell Cleave button as much. Living Shadow is also boring in execution for something that should be iconic for the job due to what it represents within its narrative.

tl;dr: Monk since HW and especially SB has had its growth hampered by people who hate the job because they're bad at it while Dragoon and Ninja have seen notably more growth over the years for people who are bad and good at the respective jobs. This is similar to how healers got hampered in ShB which is why I used Monk as an example.

Optimizing mitigation, which leads to more healer dps somewhere, is different from dps optimization as one focuses on how you react to the mechanics through various positioning mid fight while one is more like a perfect flowchart that determines how little gcd heals to must use which inevitably leads to more healer dps. Which is why I consider these two things different with different focuses. The issue is, that level of optimization arguably makes healer more boring to play unlike optimization dps uptime which is counter intuitive and why healers suck ass to actually play.

Gunbreaker if a bit straight forward, has a varied and engaging gameplay loop that almost mirrors a dps class with little design issues beyond maybe being simple defensively and the problem of smoothly moving the boss with Gnashing Fang + Continuation going on if you consider that a problem. Meanwhile the other 3 tanks have issues with their gameplay loops and design of having either janky mitigation and pointless gauge mechanics (Paladin), a really simple smooth brain burst phase that almost plays itself out (Warrior), and a tank that imo is so centralized to such a few specific buttons while also having a very similar burst phase as another tank that it feels like parts of your kit just don't matter (Dark Knight).

Blue mage has way better healing kit compared to others, especially using Aetherial Mimicry: Heal
Exuviation = Esuna with 300 cure potency
White Wind = Cure 3 based on current HP, eg. HP = 50000, then White Wind will cure 50000
Pom Cure = Cure potency 100, with Heal mimicry Cure potency become 500
Stotram = damage potency 140 with bonus heal own hp and nearby party member.
Angel snack = Cure 3 with cure potency 400 and do regen
Angel Whisper = res party member

the limitation is some skills are shared so no skill spam
The numbers in this case aren't as relevant as more so the overall feel. If you balanced BLU's numbers with everyone else and kept the rest of its kit the same, beyond anything that obviously breaks bosses, it'd be the most fun healer to use in ShB because it by accident realized you don't need like 15 different heal buttons in this game and has an actual rotation beyond being a nuke bot.
 
I finished Titania last night and moved into La Hee Rak'tika Greatwood. With everything I've heard, I expected the normal mode fight to be a lot harder than it was. I read up on the mechanics before going in but reading and doing is two separate things. The stupid guide I read online said that the first Phantom Rune would always be sparkling but that was wrong and I had to be tard wrangled out of the first AoE because I was sitting too far back in the expectation as such. The rest of the fight was buttery smooth though and we had zero wipes with maybe only one death? I could see it filtering out a sprout though that hasn't done any of the previous trials. Boosting really does deprive a player of much needed experience.

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The numbers in this case aren't as relevant as more so the overall feel. If you balanced BLU's numbers with everyone else and kept the rest of its kit the same, beyond anything that obviously breaks bosses, it'd be the most fun healer to use in ShB because it by accident realized you don't need like 15 different heal buttons in this game and has an actual rotation beyond being a nuke bot.

It's a shame the job's abilities aren't brought down to be balanced with other jobs. Blue Mage presents such a unique opportunity to build your own class "Build-A-Bear Workshop" style. I'd like to see an overhaul to do just that.

Also, manual quoting with BBC is annoying.
 
It's a shame the job's abilities aren't brought down to be balanced with other jobs. Blue Mage presents such a unique opportunity to build your own class "Build-A-Bear Workshop" style. I'd like to see an overhaul to do just that.

I'm fine with it because I hate "trap options" in games like this and full customizable classes always lead to that issue because they tend to be full of shitty abilities (BLU has what 100+ spells I believe?) somewhere and it confuses new players, plus its good abilities will eventually completely outperform other classes especially as BLU needs to actually work for its abilities. BLU by itself is an unbalanced mess and balance in MMOs actually matters because bad balance gives adequate excuse for people to shit on each other (see HW where playing Paladin in Alexander Gordias savage was practically griefing because of how bad it was, same with Astro) and it creates wasted time if you can't do endgame content because your class sucks. You can find this in many MMOs where this occurs due to bad balancing, not being able to play your favorite class sucks and knowing your favorite class is bad is even worse. While I have issues with how certain classes are designed, their numerically very well balanced across each other in literally all content where balance really matters.

Plus BLU would probably be "forced" (via the community and PF) to be whichever role it fits best in due to penalties for job stacking, unless you overwrite that for BLU in which case you have to be concerned if BLU becomes so good that 3/8 is BLU as you add abilities. BLU as it currently stands is a unique opportunity to re-experience old content in a new way due to how it is designed without having to be concerned with balance because it is built to be played with only itself and not anything else, and it is useful for fate farming in relic questlines which is a nice QoL. Those two things imo make it worthwhile enough to exist, to learn the spells, and to level it.

tl;dr BLU's design is a balancing nightmare, especially as no other class is designed this way, it is best off as an elaborate side quest that creates a unique experience then forcing that unique experience to play nice with every other class.
 
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