Final Fantasy XIV - Kiwi Free Company

I tank as WAR specifically so I can ignore every last drooling retard that still plays the "press 1 on repeat" role. Which I find is most of them, because players that actually enjoy playing the game like to be challenged or having literally anything to do, something that CBU3 consistently agrees healers should never be expected to do. Or tanks. Or increasingly DPS.
I'm still mad that PCT is deadbrain easy and has way better mobility than BLM and has better damage, should be 1/3-2/3 not 3/3.
What's boggling is that it's not only out of step with BLM - a direct comparison that offers literally no advantage over it - but it's out of step with basically every other job in the game. And they refuse to do anything to address this.

Because their job-design team has been taking a vacation for the last four years, only occasionally stopping in to turn somewhat-engaging rotations into retarded messes then band-aiding them later. There's a funny cope going around the "oh, 8.0, 8.0 we're gonna eat good," and it's like. No, this is the same jobs team that did the summoner, paladin, monk, monk, and dragoon reworks. They have no fucking idea what they're doing. The ones that shit out VPR and then removed one of its defining traits - which, sure, maybe that made it play better. But they got rid of a core mechanic of a job like a month out from release -- did they just not playtest it... at all?
just don't need to weave it into rotations anymore.
Thank god! Any time a tank has to do more than 1-2-3 1-2-3 1-2-3 - spender, it's so heccin strenuous. Thank you so much CBU3, for ensuring that a good 75% of a time, every single tank is in a filler phase and has nothing to manage or care about.

It's hilarious to me that they recognized the issue that DRK was too busy in its burst window, but rather than addressing the broader issue of burst windows being a crutch for shit job design OR just giving the class more to do outside of it, they ripped out the busy burst and replaced it with... nothing. If I'm not mistaken, they still haven't addressed the issue of less MP generation from the blood weapon change. Sure, the class got some potency pumps but it's like... what is its identity? What does it do? What does it manage? Who cares! Thank god it's more accessible, so the same people who fuck up playing WAR can fuck up playing another job.
 
btw if you see anyone teleport hacking in the 7.1 dungeon, yes that is actually happening and you should laugh at them while reporting them
teleport sneed.png

If it was anyone who was at least decent playing WAR it would of probably been fine unless it was a REALLY low lvl queue that you ended up lvl sync'ing to. I'd argue that a healer is not necessary for most dungeons unless it requires team mechanics, and you'd prefer them to instead try to focus in DPS.
slowing down for the healer/tank is only acceptable in ARR dungeons because of how hilariously undergeared you can be and still be allowed into the duty, or Mount Gulg because trying to W2W that when one or both of them don't have level 80 gear yet is a terrible idea

f I'm not mistaken, they still haven't addressed the issue of less MP generation from the blood weapon change.
But Living Shadow doesn't cost gauge anymore, aren't you happy now?
yeah they need to change the MP gained to 1000 per attack to make it equal to what it used to be
 
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But Living Shadow doesn't cost gauge anymore, aren't you happy now?
Thank god! Now I can press it at the same time I always pressed it, and even get an extra bloodspiller for my trouble.

Meanwhile, the people for whom this change was intended - retarded casuals - will still somehow manage to fuck it up, probably by not pressing it in the same way that they already don't press it. Utter genius, CBU3! That's why you all make the big bucks. Please, keep sanding down all responsibility and interaction with the jobs. Once we're all at about SMN level of complexity, I think that'll be a real golden age.
 
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Or you can use Unleash to instantly grab enmity with a single hit, solving this issue within the span of one GCD at no cost to yourself. If the healer is actually so terrible that they can't heal you while doing a normal pull due to being a newby, I'm sure mr. DRG will acquiesce to make the dungeon smoother once he realizes it. Maybe he was testing the waters?
I'm not chasing a shitter who decides to pull ahead and kite a trash pack instead of bringing them to me during my AoE spam.

Pretty sure Plunge got replaced with Shadowstride and Trajectory is the new GNB skill replacing the old gapcloser. Not that it makes much of a difference, you still get enmity from it, just don't need to weave it into rotations anymore.
Neither has any damage potency unlike the previous versions of the gap closers, so it's arguably worse that you don't need to weave them into rotations anymore.
 
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I'm doing mental roulettes and I see a lot of trial players with jobs capped at 70 in ex's, I'm not going to help out some cheap fuck get his/her mount or whatever the fuck they want. Buy the fucking game, level up your job to 100 and do it unsync'd or use the party finder.
i love how much this thread flip-flops between "lol mentors eat shit" and "fuck entitled sprouts, buy the game and use PF"
 
i love how much this thread flip-flops between "lol mentors eat shit" and "fuck entitled sprouts, buy the game and use PF"
The two stances aren't necessarily mutually exclusive, but yes. Randoms suck, PF sucks, mentors suck, sprouts suck, but use the PF anyway and lol just filter your experience.
 
Gun to my head, I would rather have a group of Sprouts just to see what new ways to fuck up a run they can create
Do what I did and groom your local granny to play with you. Playing with people who have never played video games before will make you look at everything in a new light, it's insane how much stuff you just take for granted due to years of being a hard R capital G GameR. You also get the satisfaction of getting to see the old lady with 0 understanding of what's happening out-perform second life trannies in dungeons.
I never even considered that a dungeon's brightness or color could affect how well you can do mechanics. She will legit do a flawless Dead Ends Ra-La fight while managing a level 90 BRD rotation and then be completely unable to dodge anything from the level 41 Ice dragon boss because the blue is too similar in color to the snow you fight on (???), or be unable to dodge stuff in Haukke Manor because "it's too dark, I can't see the circles".
 
Gun to my head, I would rather have a group of Sprouts just to see what new ways to fuck up a run they can create
Theres something magical about a group pf sprouts that have no idea how to play, attempt to play. Always a good time to see some funny shit, especially in raids. J never get tired of seeing sprouts die to the meteor attack from the behemoth.
 
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I never even considered that a dungeon's brightness or color could affect how well you can do mechanics.
Stone Vigil is certainly an example, but there are several actual cases of people being walled in Asphodelos due to the aoes being orange on an orange floor. Colour-blind people constantly complain about genuine accessibility issues in pre-DT content, and the colourblind filter in the game isn't equalized properly.
 
Colour-blind people constantly complain about genuine accessibility issues in pre-DT content, and the colourblind filter in the game isn't equalized properly.
My husband has some issues with colorblindness and we had a couple mess ups in HW's MSQ dungeons/trials (I think it was the Shiva fight?) simply because he couldn't see the AOE to save his life.

Seems like it'd be a simple fix to correct the accessibility filter. Surely just correcting the filter itself would fix the problem for all content, they wouldn't have to go in and do it for each individual dungeon/trial right?
 
I'd be fine with losing Plunge/Rough Divide for Shadowstep/Trajectory if that one less button to weave during rotations was replaced by something interesting to help differentiate them from WAR and PLD. But as others have said, I have no faith whatsoever the job team will do that.

VPR just felt like a soup of previous dps mechanics without much identity of its own. I feel like its only purpose was to test the auto-combo heavy rotation as opposed to a 1-2-3, which again, is fine if the gap is being backfilled by new ideas, but that just doesn't seem in the cards anymore.
I enjoyed PCT a little because at least the idea of prepping spells before a fight as a core mechanic is something fresh but just like SGE's Kardion, the interesting new mechanic is suffocated by being forced into a stitched together replica of existing jobs.
Kind of disheartening to realize that the Shadowbringers-era job design has been the standard for half the game's lifespan and CBU3 is still removing complexity without adding anything new.
 
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Kind of disheartening to realize that the Shadowbringers-era job design has been the standard for half the game's lifespan and CBU3 is still removing complexity without adding anything new.
Honest to God, moreso than Stormblood being bad, learning ahead of time how they'd be changing the combat and job design FOR Shadowbringers was the biggest thing that made me drop the game back in those days and had me convinced I was completely done with XIV at that point (until people showed me Shadowbringers ending kino).

I still flipflop between "Welp, this is how things are gonna continue to be I guess" and being mad at some of the balance changes when I see them pop up. But that's particularly because they went incomprehensibly fucking retarded with reworking Paladin for Endwalker and have not stopped being retarded since then for the most part.

I also refused to go back to playing Warrior for the longest time specifically because they made it so braindead easy to play until I eventually just gave in and decided "Fuck it, I no longer care. I'll take max reward for minimal effort because this game isn't worth tryharding about anymore."
 
Havent played Warrior but are they really that braindead easy? Like im aware they have enough self sustain that they dont need a healer(unless you play super bad)
 
Havent played Warrior but are they really that braindead easy? Like im aware they have enough self sustain that they dont need a healer(unless you play super bad)
They really are.
Just do your 1-2-3. Make sure you hit your mitigation buttons and you self-heal automatically. Spend rage stacks when you hit 100. Ez.

Managing enmity? Juggling oGCDs? lol, that's for chumps.
 
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