Final Fantasy XIV - Kiwi Free Company

Update: All ARR crafter quests complete. Only need to finish speedrunning the Heavensward and Stormblood Culinarian quests
The endgame everkeep crafting set looks like it was copy pasted from that kojima game with that nolan guy from walking dead.
I forget the name. The one with the pod embryo.
 
AMC's Norman Reedus and the Funky Fetus, featuring Guillermo del Toro and Mads Mikkelsen?
Death Stranding?
Yeah, that. The literal suit the guy wears...minus the pod fetus. Instead you a floating visor.
The gathering gear looks pretty fucking sick. Makes me sad it's DoL only because I would absolutely wear it normally.
 
Update: All ARR crafter quests complete. Only need to finish speedrunning the Heavensward and Stormblood Culinarian quests
Some advice I just remembered doing my dailies earlier: Do the crafting beast tribes too for a little extra XP and to get those beast tribes done.

It's not the most efficient way to get crafter XP, but it's a little extra and it means you can slowly get through the beast tribe grind.
 
Some advice I just remembered doing my dailies earlier: Do the crafting beast tribes too for a little extra XP and to get those beast tribes done.

It's not the most efficient way to get crafter XP, but it's a little extra and it means you can slowly get through the beast tribe grind.
I'm already almost at 70 Culinarian(68), so doing the Namazu will literally just be 4fun. I got hard carried by levequests and GC turn-ins
 
Some gameplay footage from the mobile version. Kinda pathetic that some of the moves and effects are better than what we have in the game currently, like multi-hit moves showing damage for each individual hit.
 
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Seven hundred and seventy-seven namazu

And maybe a grand total of ten braincells they have to share

The namazu quests are fun. I love the one with the bungee-jumper who never fucking gets it right.
Finest form of beast tribe in the game. I adore that your assistance is the only thing that keeps that pack of ingrates from being destroyed by so many things.
 
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I don't have any faith that the job team will make any meaningful changes in 7.2 as suggested, but just for fun how would you Kiwis even start fixing the current state of job design?

In theory Pictomancer being better at optimising downtime than other DPS isn't a problem to me, as long as all jobs are somewhat viable having different jobs that excel in different situations would be a fine way of doing things especially considering it's relatively easy to change and gear jobs within the same role. But Pictomancer being so overtuned and simple that there's no reason to take a different caster for any content is the opposite of that.
 
I don't have any faith that the job team will make any meaningful changes in 7.2 as suggested, but just for fun how would you Kiwis even start fixing the current state of job design?

In theory Pictomancer being better at optimising downtime than other DPS isn't a problem to me, as long as all jobs are somewhat viable having different jobs that excel in different situations would be a fine way of doing things especially considering it's relatively easy to change and gear jobs within the same role. But Pictomancer being so overtuned and simple that there's no reason to take a different caster for any content is the opposite of that.
Just add some of the picto's downtime buffs to the rest of the classes or something silimar, since its LVL 100 anyways, it should not be a picto thing, but a class thing.
DPS, Healers & Tanks having their own maybe? Since I remember the philosophy for this expansion WAS to buff everyone to the same lvl and not just nerf other classes.
 
but just for fun how would you Kiwis even start fixing the current state of job design?
Rip out the two-minute-meta, make party-wide buffs effectively random. Parsetrannies kill themselves or mass exodus, and jobs no longer need to be designed around "busy 15 seconds, then do nothing for 45-1:45."

Raids boil down to synchronized swimming events, where everything is scripted and follows a set schedule, so you just need everyone to do what they're told and push their mitigation buttons when they need to. We've already seen a lot of complaints that DPS checks are lax - but they have to be lax, because if they aren't lax, how can you get people who can't 1-2-3 into savage???

You can't have a job that brings a chance of increased MP regen because no-one gives a shit about MP regen. Since Cataclysm WoW has given healers the choice between "fast+expensive/slow+cheap/slow+expensive" healing variants that they can use to respond to individual moments and circumstances, but you don't have that here. They use OGCDs, and with how formulaic damage is, they can have them all plotted out in advance (and in scholar's case, know when they're free to dump aetherflow into extra damage). There's never any real choice or any real reacting, and healers are already the most reactive role - because players being retarded is the only thing random in most of these encounters.

You can't have a buff that improves the proc-chance of given jobs' proc-based abilities, because those proc-chances are either baked in or made irrelevant. You can't have a job that randomly heals someone else in the party when executing a certain move, because in the current design there's so little damage going around once a group is geared that solo-healing becomes common barring fights that mandate two healers. You can't have a job that randomly makes everyone's next weaponskill/spell do a bunch more damage, because that might mess up parses for burst windows!!!! You can't have a class that randomly causes the boss to deal less damage on its next attack, because what if that next attack is a raidwide that normally has to be mitigated?

Everything about the current setup is rigid and leaves an incredibly small amount of wiggle-room. Everything either deals damage, makes you deal more damage, or is a mitigation that you don't press reactively so much as you press at the right point in your dance. There's almost no customization for most of the classes, be it in terms of materia or in terms of rotation. Skill Expression is usually just your ability to go to your designated don't-be-stupid spot while also hitting your buttons in the same exact motion as the fight plays out in the exact same way over and over and over again, to the point where you can just autopilot it. Sure, there are some that offer you a selection of different possible mechanics that it'll cycle through, but so soon as you recognize which mechanic it's doing, you know everything about how to react.

This all works great for a while... until it doesn't. I'm still baffled at this weird cope that Dawntrail's battle combat is "the best it's ever been!" Endwalker was phoned in and this stuff is more active, sure, but after maybe a few weeks you realize that the encounters... yes, indeed, play out in the exact same way every single time.
Reflecting back on my older days in WoW, I remember paladins chain-critting and never running out of mana and pulling off clutch saves. I remember the last boss of Karazhan boxing everyone in and dropping a meteor on a group of people who had suddenly been dropped to 1HP. I remember so many stupid procs and random-chance things that allowed me to just barely squeak past this-or-that, and I remember tinkering around with a ton of different ways to build a singular class and feeling like there were things I could bring to a dungeon beyond just... the same thing as everyone else: a three-button AoE rotation. The closest that we come to that is RDM's raises, but is it really "interesting" to be a class that gets brought for prog and then benched afterwards for PCT or a melee? With the current design of combat, I just don't see how you ever fall into any other scenario.

But I know! If we just give every job another 'finisher' at the end of their rotation, this will fix everything.
 
Hey @Rich Evans Ayypologist , I had been meaning to ask if you had gone through the latest patch content and if any of the audio sounded off to you.

Specifically, the Ark Angels fight in the 24 man raid. It sounded off compared to other audio in that raid series, but I've only done it once.
 
Viper needs *something* to do during downtime. Ideally if you want to keep it's DPS where it's at, add something like Anatman to refresh and hold its buffs if it's active for 3-5 seconds so you can't abuse it. Maybe something to give yourself a free Rattling Coil besides Serpent's ire so you don't have to be super specific about when you use them for uptime like in M4S.
 
Hey @Rich Evans Ayypologist , I had been meaning to ask if you had gone through the latest patch content and if any of the audio sounded off to you.

Specifically, the Ark Angels fight in the 24 man raid. It sounded off compared to other audio in that raid series, but I've only done it once.
Sub just ran out yesterday, since otherwise I could get a clearer listen. There were audio issues in the MSQ that I detailed at the time, so if more was off-kilter it wouldn't surprise me.

However, I think everything in that raid other than BJJ is the london studio. I think the Lalafell (or whatever they were called in 11, idk) mage in the fight is louder than everyone else, like his gain boost is higher or something. But I'm going off of memory. That fight's a clusterfuck for BLM, particularly since it requires me to remember our AoE rotation is still retardedly scuffed.
Viper needs *something* to do during downtime.
Without resources, though, how do you have anything to do or have any decisions to make? I understand why they moved away from TP a long long time ago, since the system was horrendously flawed - but melee classes could just as well make use of MP like PLD did, pre-rework.

When the whole of your system relies on cooldowns and aligning them, it just sortof follows that you create these massive dead zones with nothing to do. And you wind up with a lot of... really exciting buttons that you just press on CD. Really adds a lot to the class, definitely. As much as I hate that plunge and GNB's gap-closers don't do damage while others do, it is really stupid that they're just moves you hit on-CD unless you need to hold them for burst. It just adds nothing.
 
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