bearvert222

u/bearvert222


r/ffxivdiscussion•

I know this will never happen, but i felt like discussing it. After trying to do ex again, and having fun with mechanics that will one shot if a hair out of place, why not just make all of them do it? I'm being a little tongue in cheek, but I don't really see the point in HP any more if something will kill you anyways, or often kill multiple players from one player's mistake. Like pilgrim's traverse 71+ does it anyways, and for casual content and trusts, phoenix downs or even a reraise spell for healers would work.

I guess the issue is you'd need to balance aoe attacks like stacks or spreads at casual levels, which means they'd fire off slower with more visual telegraphs, but I kind of won

064

r/ffxivdiscussion•

Reasons:

  1. It is stupid to make solo ranking in team based games. You can't control the four other people on your team, and you win or lose a large amount of matches beyond your control due to this. A team based game needs a team.

  2. You can't put a single "ringer" to wreck a team if you have to make a five person team just to get in there. You also can't blame people on your team if you all agreed to queue together. Needing to make a team removes a lot of the problems with relying on randoms.

  3. You can add chat back in, because who is going to report you if you all agreed to be a team? Chat being gone is due to randoms together.

  4. You could probably experiment more with role-based pl

054

r/ffxivdiscussion•

They are really bad.

Purify takes 2500 MP, so actually using it once is a net nerf. Resilience is only two seconds so that's a nerf too. Having additional purifies is worthless because you wont be able to heal the damage after; at best you run to safety but in CC the arenas are too small to even run.

its a huge nerf to survivability for many classes and that's not getting into mp draining. have fun with bard spam.

oh and cc casual lets 2-mans in, so even more pubstomping.

wonder what on earth were they thinking?

9494

r/ffxivdiscussion•

This is kind of a "CE sucks" post but on mostly a meta level. I won't rehash the issues already said much, but playing it makes me think SE designed it expecting a lot more people to chase the 500k achievements on all classes and to participate in general.

like a simple example is that the mech fate breaks down if no one mech pilots. It's impossible to complete in the time limit on a low pop instance with a handful of ground support. if no players mech up, you get a flavor mech npc, but it contributes zero to the fate's progress. you get 4/4 credits and the buff when it fails.

and instances are low pop. Exodus is 50-75 across 5 instances now. Some servers you see "completion fate is up" or

0106

r/ffxiv•

Just curious on how people are viewing them, and if you play them less because of the difficulty,

for me i liked the first normals but the second i bounced of. i like the latest expert but not the ones before. its not i can't do them but they seem less appealing than say Jeuno. Generally i don't need them for tomes or gear, so skipping is a non-issue.

kind of wondering how other casuals receive them. Also if they increased the difficulty more, would it tip the scales if you do them now?

0156

r/ffxivdiscussion•

Been playing 7.2 enough to try and rank the new role actions . Ranking them as a whole would be two out of four stars, as many aren't good at all. There will be some sass in the review.

Tanks

Full Swing: 2 out of 4 stars.* Less impactful than it looks. The games netcode wont let you use it to prevent anything, and the knockback and guard strip is not really useful except for yeeting in secure.

Rampart: 4 out of 4 stars Makes you tough as hell, actually makes tanks tanks without overpowering them. Useful for being a shield

Rampage: 2 out of 4 stars Not really as useful unless you are a premade discord bunny and then idk if you aren't coordinating limits anyways. if you

2676

r/aiwars•

I bought a book called Pathfinder 3.0, about career changes, and surprisingly it had a section about how generative AI affects future career plans. Its pretty sobering and long, but i'll try to list its points:

Career paths likely to diminish

  • manufacturing and warehousing
  • semi-skilled jobs, jobs that dont need a lot of training, knowledge or creativity
  • transportation, delivery, and logistics
  • office workers
  • retail, telemarketing, and customer service
  • illustrators and some artists

Careers needing heavy retraining

  • health care
  • white collar office workers
  • teaching and education
  • marketing and sales
  • finance and law

kind of pretty much 75% of jobs lol.

the opport

26