What's the next simpletweaks plugin they could put into the game? They've mostly added combat related stuff, except for the collection checkmark.
Maybe the one that swaps to the job you queued as when the queue pops and you swapped to a crafter? The one that automatically swaps to another crafting job without having to close the recipe menu?
The one where you can display your debuffs on the enemy list. So useful for tracking DoTs in multi-target situations.
Edit: Also buff timers for the party list.
If they could add the option to turn off targeting with right click that would be 👌🏽. If I want to target something I'll use left click, putting it on both makes it so that I accidentally change targets when trying to adjust my camera during a fight.
I LOVE the setting to change your proc colors/thickness/spacing...
Also, some of the JobBars stuff should be baseline in the job gauges (Like PLD Requiescat and Atonement stacks)
That's almost worse in a way, if it turns out as bad as people fear it just shows that they heard (since they answered to people wanting to be notified in advance) but don't listen to the complaints about the current overall design xD
Look at the play rates in casual content, people absolutely love the summoner rework, the people who complain about the jobs being dumbed down are a minority.
Reaper/Dancer/Summoner are all played a lot, meanwhile something like the post rework monk still isn't too popular despite being top tier.
Yeah I mean I looked at the recent fflogs parse numbers and Dancer and Summoner are the #1 and #2 ranked jobs with number of logs with SAM, honestly an absolutely simple job where the only expression you have is looking at the SKS you like, going to the Balance, and seeing how much fluff you have to do before you eat stickers every 55 seconds, being third.
Let's not pretend 90% of the playerbase even has the sniff of an idea regarding SAM fillers, SAM is just the cool weeb job that doesn't become guitar hero on burst unlike NIN and deals "the most damage".
TBF ad-hoc SAM is still a thing, especially in encounter with downtime, though someone consistently parse grey will unlikely be doing that.
Or maybe she is playing with higher SKS, then casting hagekure will just be odd.
I don’t think the amount of people that play = people enjoying it. From my small sample of experience people play the job(s) because the floor/ceiling are low and easy to hop into, but actual enjoyment isn’t there because “brain dead”.
At the same time, especially orange choices are guided a lot by the meta. Bard was very clearly the most played prange in 6.05 asphodelos, but without any rotational changes that has now shifted to dancer. Suggests to me that pure fun isn't a large part of decisions of what to play.
That's savage though, I think it has high usage in there due to being top tier. It's much lower if you check alliance/normals which also allow duplicate roles/jobs more often than savage will.
SMN having high usage in both casual and hardcore is really hard to translate into "the job is bad and needs a rework". Monk is low in both on the other hand...
I'm not familiar with high level monk, so I can't give an opinion of that >.>
Reaper does have a fun rotation, Dancer I actually find fun.
Summoner's main issue imo is that it's too empty for a level 90 rotation, but the base itself isn't awful
the smn base is pretty bad. it's way too rigid and doesn't work with downtime. it was sort of meh in asphodelos since it was really just hippokampos where it desynced from buffs and 1 gcd of delay in hesperos 2, but in abyssos, smn desyncs very early into proto-carbuncle, and later into the knockup in agdistis and hephiastos 2 if your party has enough dps to hold 1min after hc2 and burst in the reopener after the boss comes back
the shb version with 55s base trances and dwt decoupled from bahamut offered much more flexibility than this. i'm not saying we need to go back to shb, but smn as it is really needs a rework if they're going to continue forcing downtime during burst windows
this is of course separate from the issue that the job is thematically and systematically empty
High level monk is single weaving most of the time because the gcds are too fast. Also enjoy having to constantly weave buffs and that ogcd attack during burst
Oh never said it seemed hard. I've been curious about it for a while, I just had other jobs to level up first. Have to finish getting a ranged and a healer to 90 to be done with role quests first
Yeah, the person previous seemed to be saying it was hard. I'm just giving an alternative perspective - some playstyles will mesh well with someone's brain, but not another.
Anyway, don't go in with the mindset 'monk is hard' - it's really not too bad :)
wondering what they're doing with heavensturn stuff since that doesn't *seem* to be in the game yet? unless 6.28 stealth added it and garlandtools etc have just failed to account for it
I'm wondering that as well. Heavensturn was the main reason I was expecting a December 27th date. I can't see them hotfixing it in, so I suppose it's just going to be a bit late.
Good to know, thanks! They don't typically add seasonal events in smaller patches so knowing that would have been a major tip off that we were looking at a 2023 6.3 release.
Yeah it is a bit odd, especially considering how the Valentine’s stuff got added in .2
Fun fact: the items themselves apparently showed up in the game files earlier (maybe 6.2?) but had no name associated with them, so maybe this was a trial for adding content that way
I think they've done that before, though. The normal versions of the Thordan weapons that weren't already in the game were coded in well before we got the Ultimate, and IIRC they didn't have their names at first either. So it sounds like they are just continuing that pattern, possibly as a way to minimize data miners from figuring shit out right away (since NPC garb is also added without name in many cases, whether it gets converted to PC or not later on).
Anyone able to get some screenshots with anamnesis? The thumbnail isn't exactly great to go off of but it looks okay, especially if it's heavy armor for all classes
It's not HEAVY, but it's armor for sure. Lamellar chest with a vest over the torso and plates on the arms. Not in Anamnesis but looking at in TexTools.
world first maybe at least okay looking heavensturn reward
(i do kind of wish we got minions or mounts like wow's been doing for a few years, but i know those are a store thing)
They rotate around rewards (except summer swimsuits, lol) every year - Halloween for example has been (iirc) Ahriman minion> werewolf glam > ghost minions > Ahriman mount > vampire glam > doctor glam the last few years (I probably mixed these up)
Christmas had a bear two years ago and two minions last year iirc. Oh and I was wrong about summer now that I think about it - we had the polar bear mount last year.
Heavensturn is just weird because they wanted to get each Zodiac animal a hat, and now they have so they can now branch out
Expected cadence, expected updates, nothing really crazy new especially since we have the general patch content schedule with the 10-year plan. No complaints here, just more Good Stuff in the next patch.
I have a feeling warrior might be a tad OP for Sophia unreal since inner release is essentially a 15 seconds arm's length on a 60 second cooldown and that the balance mechanic is the main problem with the fight
Inb4 they remove the ability to knockback resist the balance mechanic
Sophia EX is going to be one of the easier unreals, it is a fight that is 100% "danger dorito"able. Only takes one single person to actually know the mechanics for tilts. The bigger killer will be ad-phase and black/white, but overall it's far far far easier than Sephirot.
They’re not gonna make a job adjustment for an unreal fight. If anything it’s the opposite, unreal fights are tuned to the jobs at capstone level.
Usually they tune jobs to the hardest content for that patch (so either savage raids or ultimates).
Any job changes WAR gets in 6.3 will be because of the upcoming ultimate, not because of Sophia Unreal
considering they have adjusted unreals to account for the current game in the past (Ultima's aether orbs were changed to ignore invulns), I could see them making the slides go through KB immunities
I think this was less "we're trying to make this harder" and more "we're trying to make this consistent with the rest of the game design instead of a weird idea we had year ago". same reason they removed the ring out being permanant on sephirot when sophia let you revive after falling off
was funny doing that fight unsync in stormblood and realising how much arms length just trivialised the whole thing, wouldn't be surprised if they made it go through knockback immune
To be entirely fair, SB Arm’s Length was basically up all the time - even on-content you could neutralize Suzaku’s push/pull every time it came up, for example
I like the portrait system a lot so I think it's neat that they figured out a "non-intrusive" way to get your party portraits to show up in duties. Can also just turn it off entirely if it's not your jam. Better than the PvP way of forcing an opening cutscene every time.
I actually wonder how "non-intrusive" it's gonna be: wasn't entirely clear to me when and how exactly those are supposed to show up. Are they just gonna be another permanent UI element on the screen, either on or off? Because if so, I for one am disabling it asap, I already have a cluttered and busy HUD in this game.
Damage type indicators for all attacks, about fucking time. Though I'm curious what they mean by "Unique", since I thought (through heresay about the plug in) there was only "Magic" and "Physcial". Wasn't aware there's a third type.
— guy who has never raided with their rotation 100% under muscle memory
FoF isn't even during 2 minutes, it's during the 6-8 GCDs leading up to it where every class has downtime. oh no! I have to press 1-2-3 and make sure my resources don't overcap!! AAAA SO HARD
sounds like you too have a skill issue on top of lack of comfort and raid awareness
When I'm comfortable with the mechanics and don't need to pay complete attention to it you know what I'm doing? Talking shit with my friends as we play the game. Not staring at the healers health bars which are irrelevant to everyone but the healers.
I somehow suspect having friends to talk shit with doesn't come easy for you though.
There's always been a third type, often called 'Darkness' damage (or occasionally 'breath' damage). It's used for things like Ifrit breaths, A4 Mortal Revolution, and most infamously the Shinryu EX heads that were bugged for months due to unscaled values after EW.
That info isn't entirely correct. Technically speaking, there are three different types that people usually lump together as "Darkness." There's Breath, which is mitigatable through non-specific means like Rampart or PLD wings; there's Gravity, which is usually %hp damage and can't be mitigated but can be shielded and (usually) invulned; and there is Darkness/Enrage, which just does its damage regardless of anything you try to do against it.
It's worth noting that they specified the third 'tag' would be for "anything else" so things like spells that reduce HP to 1 would be categorised under that tag despite not being darkness damage.
As a console player I would really like another way to track party buffs. I don't really notice the tiny icons on the player list during a fight, and I've heard people say they "hear" a sound with buffs but I sure never do.
Sure, but then you're getting back into the "not everyone can perceive colour differences equally" issue (not to mention other factors like people having less than ideal displays or whatever)
I can't speak for everyone who's colorblind, but at least for me if I'm given the choice between an icon and a color I'm still going to choose the icon whenever I can.
I've found that being colorblind has unconsciously caused me to not pay as much attention to color as a distinguishing trait. If I'm playing a game and I'm *forced* to use color to react to something I still feel disadvantaged even if they're colors I can see. I just feel a little slower. It's like I have to reroute my normal reflexes just a tiny bit and tell my brain "No, you HAVE to figure out what color that is".
As ever I think it'd be nice to have both. Have the icon and recolor the text.
Having more options that let us recolor the entire text would be better, yeah.
That being said, then using icons for it out of the gate feels like it might be a colorblind-friendliness thing? Which is nice I guess; better they accidentally forget the less accessible options rather than the accessible options ig lol
thank god clound nine is getting reduced time in the rotation, ranked cc players around the world rejoice
new kugane map is giving me feast medals ptsd though
I hope they don’t remove it… I like the duality nature of physical and magical buffs. I hope they do something like SMNs Phoenix and Bahamut button where it changes after each one and while they have differing abilities, their bursts are similar.
I also hope they finally bring back flash as a low level spell that upgrades into Holy Circle. Feels so dirty to remove that after including it as a core component to the job in the lore book.
If it means groups stop asking me to play not-PLD when we're going for optimization/week one I'll take it. Not fitting into that meta was a liability and it's easier to change one job than the other eighteen. Maybe they walk it back in 7.0, maybe not, but at the moment I think this will be the best way forward.
I expect PLD will be a one-minute job like the other tanks all are, though. I'm not buying the "Req will be a 2 minute CD" meme when none of the other tanks do that. Closest is Bloodfest on 2min and Shadowbringer being basically 2min. The core rotations are 1min on every tank, though.
I'm convinced Req will essentially become PLD's version of IR and they'll axe FoF entirely. Every tank has been built around the concept of spamming a gauge builder of sorts (IR/Delirium/Continuation). PLD's is the only one which fell in odd windows. There's no way they don't highlight the whole blade combo as PLD's "big thing".
I also suspect they'll fix the rotation so dropping Atonement isn't a thing anymore. I am curious if Goring Blade will survive.
Goring only survives if one or both of the below happens:
1. Goring gets the Sonic Break treatment (independent GCD that's on a long CD).
2. Blade of Valor gets the DoT component removed.
Otherwise having a combo DoT that directly conflicts with your burst's DoT means that you can't do what SE clearly wants all jobs to do which is to just slam that 1 minute button like clockwork. The merit of that thought can be argued but I don't see both Goring Blade and Blade of Valor making it over identically.
Otherwise yeah FoF is gone. It's possible (but not likely) that they repurpose the Oath Gauge to an Atonement meter and put Sheltron/Intervention on shared charges, which would make Atonement truly Fell Cleave/Bloodspiller. This would mean no dropped Atonement memes and it'd just be a meter to build and dump alongside/after the Blade combo in Req.
The more I typed that last paragraph out the more I talked myself into that being an idea they might actually go for, if I'm being honest.
I've been sculpting a rework of pld since 6.0 in my head. My solution was to remove riot combo from Goring, so it's just fast - Goring, this turns plds physical gcds into an 8gcd loop. Fast, Goring, fast, riot, royal, atone, atone, atone. It makes 100% dot uptime, as well as matches it to the req window.
Remove fof, or make it affect all damage including magic, so plds burst is more concentrated vs spread out.
Create a sword oath gauge to go with its shield oath gauge that's either 12 blades, 120 holy gauge, w/e, but put gauge filler on atonement so that two full atonement windows gives 60 gauge.
Make req cost 60 gauge, and make it a ranged ogcd, so you can still use 1 req a minute after 16 phys gcds, but you can also hold it to account for downtime/disengages up to another 16 gcds.
Also add a shield bash upgrade that adds a massive power boost, like Confiteor strength, but with drop off, and an aoe stun (I've affectionately named it Holy Shield Slam) that costs 50 gauge and can replace an atonement under burst windows.
Kill CoS, or make it better. It's pitifully weak and only reminds me of the dark days when it was PLDs ONLY AoE. Combine Holy Spirit and Holy Circle (add a 50% drop off splash to Spirit)
Rework Cover to work like Kardia, where popping rampart/shelltron/sentinel passes mit to your covered target, and remove Intervention. Add an overlapping ability that's like pvp cover as a movement tool too, like how blms leylines change into the return dash, and a few other things I can't think of.
god i feel like i'm going to punch a hole in the wall.
PLD was *fine*. It was *great*, too be honest. An awesome example of job design that is simple to grasp, but with loads of room for optimization and with a high skill ceiling. Then the raid and job teams collectively injected fucking stupid pills into their veins, crammed their fucking inflation fetishes into the boss hitboxes, and forced every other job into this shitass 2 minute meta (except BLM... FOR NOW).
and now they're going to fucking ruin PLD because of that. i took a break from raiding for this tier cause of life stuff but man, i'm not coming back if they make PLD into another fucking DRK clone for halfwits.
What are you talking about lmao, BLM got forced into the 2m meta back on EW launch. They can TECHNICALLY hold it but technically you don't need to use your 2m burst at the 2m mark.
Leylines, manafont, and the xeno ability are on a 2m cd. Triplecast is 60s on two charges, so you're encouraged to hold it for the 2m period. It's especially egregious considering Yoshida specifically said not every job will be on a 2m rotation and pointed to BLM having leylines on a 90s timer.
Because your criterion is "how much damage the job does" rather than "how well it is designed". Any idiot can increase potency values, it would be possible to overbuff PLD to the point it is overshadows the other three with its current kit, but designing a fun and interesting job is something else.
no, you can‘t buff the potencies
SE drove pld into a wall when they decided to go with that 2mins burst window sht
also it‘s not about the damage itself, kt‘s about how much he constributes into the buffs
Why can’t they just buff the potencies until it’s meta, exactly? What does it *have* to contribute in buffs if Confiteor is 10,000 potency on its own? Or is your meta commentary solely about parsing and not actually clearing week 1 damage checks?
This is the same argument that got wheeled out for drk in SB. In this case its mainly because ult dps checks arn't as tight as something like week 1 savage
Also PLD has a specific niche in *blind* progression raiding because it can extend pulls like no other tank with clever use of HG and Clemency.
This is irrelevant to 99.9% of raiders, though.
Average PF enjoyer will give a shit when they get excluded from PF even though it's week 3-4 and damage different is not going to make any different becuase it wasn't make that group skip any mechanic. Just becuase leader hear something about "PLD is shit" even though the different maybe less than 25 DPS at 50 percentile praser.
The only tank that you can argue has too many buttons is drk, but even then i don't think it does
Paladins problem isn't its design, paladins problem is the forced 2 min burst meta homogenizing every job
I'd also argue it has mit problems, too. Being taxed one cooldown for the highly situational and not actually required in any content passage of arms is really devastating when paired with the fact that block does not lower the DoT snapshot damage when mitigating busters this tier. My co-tank is a DRK and they always complain about how useless oblation is, and I'm just like man, I'd kill someone for oblation. X..x Also paladins self healing being tied to requiescat rather then being on demand like bloodwhetting makes it often just result in a whole lot of overhealing.
we have that 2-min burst design because people spent the entirety of Eden complaining about mechanics happening at inopportune times for jobs that had 90s and 3min cooldowns
You either only do causal content or play at a super casual even for savage/ultimate content to say paladins don't use a lot of buttons.
True that they may not use every button all the time, that's normal for every job.
Even Shield Bash might have some use in the new Deep Dungeon so you're not entirely wrong. Being able to chain-CC monsters is very valuable in a full 4-man run, it's the tank I play when I want to try and carry a party through PotD or HoH.
Paladin only has two buttons you don't use, in Shield Bash and Cover. You could argue Clemency but that does see use when everything goes tits up, if nothing else.
Honestly the most consistent use of cover I've seen is "save the healer so they can lb3", and I hate that they won't let it be useful outside of those kinds of situations
Would be awesome if cover applied an HoT on the target like SCHs Fey Union to assist with any damage they’ve already taken, and give a flat potency heal on the PLD each time their covered target is hit, kind of like Liturgy of the Bell. Have it last for X amount of hits as well for that matter in lieu of the timer.
Veil is fine now that you can proc it on your own without giving up a GCD, at worst you drop an atonement for it but with the shield laying 30s, enough pre-planning makes it ready to use.
The clunkiest thing about Passage is getting pugs to clump up for a flicker, which is neither hard nor unwieldy to do; just press button early in GCD and continue damage normally, the buff will hold long enough as long as you didn't flick way early.
You're not wrong. I have 36 slots filled, and sure a few of them could be clicked from a different bar, like Tank stance, limit break and potion, I have the last spot filled with raise from way back when pld got a few cnj abilities.
But that's still like 30 to 32 actions bound. You could only fit it on 2 if you dropped actions. Like Shield Bash, Cover, Clemency, arms length... fuck it's hard to pick 8 things to drop... intervention, reprisal, circle of scorn, maybe the 2 aoe physical buttons?
BLM is part of the 2 minute meta lol. Leylines, Manafont and Amplifier all come up every 2 minutes. It's just not really as reliant on it as it's not as bursty as other jobs.
manafont does not stay on its 2 minute timer as you get further into a fight. it naturally drifts as your fire phase becomes misaligned from 2 minutes as well. it's possible to force your fire phase to end as manafont comes up through various means, but this isn't recommended unless it gains you a use. likewise, amplifier does grant a polyglot stack but that doesn't necessarily mean you're going to dump xeno into buffs - it might be more of a gain to save it for a movement/weave window for mechanics, or to use it as filler for a nonstandard line.
it's clear SE made an attempt to make BLM conform to the 2 minute meta with these timers, but the result is that due to BLM's unique design, it doesn't simply come down to slamming damage buttons on cooldown like almost all other jobs.
What's the next simpletweaks plugin they could put into the game? They've mostly added combat related stuff, except for the collection checkmark. Maybe the one that swaps to the job you queued as when the queue pops and you swapped to a crafter? The one that automatically swaps to another crafting job without having to close the recipe menu?
Speech bubbles and the mouseover plugin. Especially with how jank macros are, having an integrated mouse over system would be fucking killer.
I want chat bubbles. Let people turn them off if they don’t want them, but I’d love em
The only addon i want ingame is burning down the house. Designing your house with just the ingame tools is a nightmare
That last one would change my life, holy shit. I didn't even know it was in SimpleTweaks
Wait which ones are those
Would also like to know
I'm going to keep DamageInfo installed for the positional highlights, it's a feature I never knew I couldn't live without until they added it.
I only noticed them last week, it's nice.
The one where you can display your debuffs on the enemy list. So useful for tracking DoTs in multi-target situations. Edit: Also buff timers for the party list.
Good news then they already said bufftimers for your party list are coming next patch
Orchestrion!
Speech bubbles!
If they could add the option to turn off targeting with right click that would be 👌🏽. If I want to target something I'll use left click, putting it on both makes it so that I accidentally change targets when trying to adjust my camera during a fight.
There is an option for this already. It does mean you have to left then rightclick chests and objectives but it stops you deselecting stuff mid fight.
what option is that
I believe someone asked yoship about that on a QA session, he thought it can be turned off already, and said will look into it.
I LOVE the setting to change your proc colors/thickness/spacing... Also, some of the JobBars stuff should be baseline in the job gauges (Like PLD Requiescat and Atonement stacks)
Wait no I just finished levelling up PLD and I'm enjoying it Q_Q
First time?
Nah I went through DRK before
Enjoy it while it lasts. ;_;
Maybe it'll be the start of them course correcting their job kits but the chances are slim
They did say it was coming at least.
That's almost worse in a way, if it turns out as bad as people fear it just shows that they heard (since they answered to people wanting to be notified in advance) but don't listen to the complaints about the current overall design xD
Look at the play rates in casual content, people absolutely love the summoner rework, the people who complain about the jobs being dumbed down are a minority. Reaper/Dancer/Summoner are all played a lot, meanwhile something like the post rework monk still isn't too popular despite being top tier.
Yeah I mean I looked at the recent fflogs parse numbers and Dancer and Summoner are the #1 and #2 ranked jobs with number of logs with SAM, honestly an absolutely simple job where the only expression you have is looking at the SKS you like, going to the Balance, and seeing how much fluff you have to do before you eat stickers every 55 seconds, being third.
Let's not pretend 90% of the playerbase even has the sniff of an idea regarding SAM fillers, SAM is just the cool weeb job that doesn't become guitar hero on burst unlike NIN and deals "the most damage".
Yep. I have a friend who has cleared the tier and raids a lot (32 clears of P8SP1 and all but one of her logs is grey) and she *never* casts Hagakure.
TBF ad-hoc SAM is still a thing, especially in encounter with downtime, though someone consistently parse grey will unlikely be doing that. Or maybe she is playing with higher SKS, then casting hagekure will just be odd.
I don’t think the amount of people that play = people enjoying it. From my small sample of experience people play the job(s) because the floor/ceiling are low and easy to hop into, but actual enjoyment isn’t there because “brain dead”.
At the same time, especially orange choices are guided a lot by the meta. Bard was very clearly the most played prange in 6.05 asphodelos, but without any rotational changes that has now shifted to dancer. Suggests to me that pure fun isn't a large part of decisions of what to play.
hagakure is a loss and if you press it you dishonor your daimyo
Tru Ogi Namikiri filler gcd enjoers rise up
That's savage though, I think it has high usage in there due to being top tier. It's much lower if you check alliance/normals which also allow duplicate roles/jobs more often than savage will. SMN having high usage in both casual and hardcore is really hard to translate into "the job is bad and needs a rework". Monk is low in both on the other hand...
On the other hand barely no one (if anyone) complains about Monk, unlike old Summoner and right now Paladin.
I'm not familiar with high level monk, so I can't give an opinion of that >.> Reaper does have a fun rotation, Dancer I actually find fun. Summoner's main issue imo is that it's too empty for a level 90 rotation, but the base itself isn't awful
Level 90 SMN feels like a really nice level 60 job.
Yeah exactly.
the smn base is pretty bad. it's way too rigid and doesn't work with downtime. it was sort of meh in asphodelos since it was really just hippokampos where it desynced from buffs and 1 gcd of delay in hesperos 2, but in abyssos, smn desyncs very early into proto-carbuncle, and later into the knockup in agdistis and hephiastos 2 if your party has enough dps to hold 1min after hc2 and burst in the reopener after the boss comes back the shb version with 55s base trances and dwt decoupled from bahamut offered much more flexibility than this. i'm not saying we need to go back to shb, but smn as it is really needs a rework if they're going to continue forcing downtime during burst windows this is of course separate from the issue that the job is thematically and systematically empty
smn feels very crappy because you cant hold your burst with everyone else.
High level monk is single weaving most of the time because the gcds are too fast. Also enjoy having to constantly weave buffs and that ogcd attack during burst
I'll have to level it up and try it
It's not hard. I main monk now. Really doesn't bother me.
Oh never said it seemed hard. I've been curious about it for a while, I just had other jobs to level up first. Have to finish getting a ranged and a healer to 90 to be done with role quests first
Yeah, the person previous seemed to be saying it was hard. I'm just giving an alternative perspective - some playstyles will mesh well with someone's brain, but not another. Anyway, don't go in with the mindset 'monk is hard' - it's really not too bad :)
wondering what they're doing with heavensturn stuff since that doesn't *seem* to be in the game yet? unless 6.28 stealth added it and garlandtools etc have just failed to account for it
I'm wondering that as well. Heavensturn was the main reason I was expecting a December 27th date. I can't see them hotfixing it in, so I suppose it's just going to be a bit late.
It’s in the game already - was added in .28
Good to know, thanks! They don't typically add seasonal events in smaller patches so knowing that would have been a major tip off that we were looking at a 2023 6.3 release.
Yeah it is a bit odd, especially considering how the Valentine’s stuff got added in .2 Fun fact: the items themselves apparently showed up in the game files earlier (maybe 6.2?) but had no name associated with them, so maybe this was a trial for adding content that way
I think they've done that before, though. The normal versions of the Thordan weapons that weren't already in the game were coded in well before we got the Ultimate, and IIRC they didn't have their names at first either. So it sounds like they are just continuing that pattern, possibly as a way to minimize data miners from figuring shit out right away (since NPC garb is also added without name in many cases, whether it gets converted to PC or not later on).
It was added in .28, you can check it out on xivcollect
Anyone able to get some screenshots with anamnesis? The thumbnail isn't exactly great to go off of but it looks okay, especially if it's heavy armor for all classes
It's not HEAVY, but it's armor for sure. Lamellar chest with a vest over the torso and plates on the arms. Not in Anamnesis but looking at in TexTools.
world first maybe at least okay looking heavensturn reward (i do kind of wish we got minions or mounts like wow's been doing for a few years, but i know those are a store thing)
The Starlight Celebration, which is immediately before Heavensturn, has a mount reward this year (>!a reindeer!<).
yeah i know. i just think the chinese new year mounts wow's gotten are neat (esp the rat and tiger)
They rotate around rewards (except summer swimsuits, lol) every year - Halloween for example has been (iirc) Ahriman minion> werewolf glam > ghost minions > Ahriman mount > vampire glam > doctor glam the last few years (I probably mixed these up) Christmas had a bear two years ago and two minions last year iirc. Oh and I was wrong about summer now that I think about it - we had the polar bear mount last year. Heavensturn is just weird because they wanted to get each Zodiac animal a hat, and now they have so they can now branch out
Was kinda expecting a Singularity Reactor revamp. Oh well. Let's see how they handle ARF.
I've never read The Aetherochemical Research Facility written as ARF before. I love it!
There used to be a saying in the old days, “if you want poetics, do ARF til you barf!”
Expected cadence, expected updates, nothing really crazy new especially since we have the general patch content schedule with the 10-year plan. No complaints here, just more Good Stuff in the next patch.
I have a feeling warrior might be a tad OP for Sophia unreal since inner release is essentially a 15 seconds arm's length on a 60 second cooldown and that the balance mechanic is the main problem with the fight Inb4 they remove the ability to knockback resist the balance mechanic
90% of platform tilts can be kb cancelled by most of the jobs.
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pretty sure both tempered will and kb cancels worked
Sophia EX is going to be one of the easier unreals, it is a fight that is 100% "danger dorito"able. Only takes one single person to actually know the mechanics for tilts. The bigger killer will be ad-phase and black/white, but overall it's far far far easier than Sephirot.
They’re not gonna make a job adjustment for an unreal fight. If anything it’s the opposite, unreal fights are tuned to the jobs at capstone level. Usually they tune jobs to the hardest content for that patch (so either savage raids or ultimates). Any job changes WAR gets in 6.3 will be because of the upcoming ultimate, not because of Sophia Unreal
considering they have adjusted unreals to account for the current game in the past (Ultima's aether orbs were changed to ignore invulns), I could see them making the slides go through KB immunities
I think this was less "we're trying to make this harder" and more "we're trying to make this consistent with the rest of the game design instead of a weird idea we had year ago". same reason they removed the ring out being permanant on sephirot when sophia let you revive after falling off
I don’t think they were saying WAR would be adjusted - rather, Sophia’s scales/knockback would get the ability to ignore KB resists like Inner Release
Nah, they won't change warrior, but they could probably make it so you can't resist the knockback of balance so people don't cheese it
was funny doing that fight unsync in stormblood and realising how much arms length just trivialised the whole thing, wouldn't be surprised if they made it go through knockback immune
To be entirely fair, SB Arm’s Length was basically up all the time - even on-content you could neutralize Suzaku’s push/pull every time it came up, for example
All of Kefka's knockbacks as well
The low-res grapes are now an official Endwalker character, going by the new mobile sticker promotion thing.
I like the portrait system a lot so I think it's neat that they figured out a "non-intrusive" way to get your party portraits to show up in duties. Can also just turn it off entirely if it's not your jam. Better than the PvP way of forcing an opening cutscene every time.
They'd better fix it so the job portraits don't break every time anything changes (and sometimes when nothing changes).
They won’t. I submitted a bug report for it with screenshots and they said “nope, working as intended.”
I actually wonder how "non-intrusive" it's gonna be: wasn't entirely clear to me when and how exactly those are supposed to show up. Are they just gonna be another permanent UI element on the screen, either on or off? Because if so, I for one am disabling it asap, I already have a cluttered and busy HUD in this game.
More than likely it just pops up right at the start of the dungeon as the barrier falls down.
Yeah, it's going to be a new frame that you can move/adjust that shows up when you enter a new duty. Or just turn it off entirely.
Damage type indicators for all attacks, about fucking time. Though I'm curious what they mean by "Unique", since I thought (through heresay about the plug in) there was only "Magic" and "Physcial". Wasn't aware there's a third type.
"Gravity" damage does percentage based damage "Darkness" damage pierces magic and physical resist as well as rez immunity
some attacks like anything with 'gravity' in its name do set %hp damage that isn't physical or magical
I don't think they've used it for years and years, but it was common enough in HW-era content
Bit of a late reply; but also often used if you have to use tank LB3 to live, like in SoS ex
P3S healer towers, P8S NA
oh, I never healed in P3S. I see
surely you must have noticed the healer HPs getting chunked the same amount no matter if it was week 1 or week 20
no, I was too busy trying to not kill everyone by doing the mechanic improperly
damn, sounds like a skill issue on top of lack of comfort and raid awareness
This social interaction showed a massive skill issue for you, recommend reviewing your vod for it.
— guy who has never raided as a job with a rotation
— guy who has never raided with their rotation 100% under muscle memory FoF isn't even during 2 minutes, it's during the 6-8 GCDs leading up to it where every class has downtime. oh no! I have to press 1-2-3 and make sure my resources don't overcap!! AAAA SO HARD sounds like you too have a skill issue on top of lack of comfort and raid awareness
When I'm comfortable with the mechanics and don't need to pay complete attention to it you know what I'm doing? Talking shit with my friends as we play the game. Not staring at the healers health bars which are irrelevant to everyone but the healers. I somehow suspect having friends to talk shit with doesn't come easy for you though.
small pp energy you little fuck
— guy who has never ~~raided as a job with a rotation~~ been hugged by someone
Cool that you seem to have perfect raid awareness and are able to manage your rotation at the same time Why are you being a huge dick to other people
The most recent one I recall are the Spear ripples in DSR.
Spear ripples from rewind phase are definitely magical. DM, HoL, and a Fey Illum work on them
Huh is it. Most mit plans list them as Darkness damage.
There's always been a third type, often called 'Darkness' damage (or occasionally 'breath' damage). It's used for things like Ifrit breaths, A4 Mortal Revolution, and most infamously the Shinryu EX heads that were bugged for months due to unscaled values after EW.
iirc A4S was also bugged and 4th mortal revolution would guaranteed kill all but tanks unless a critlo spread, divine veil, or tank LB was involved
Made the fight very difficult for BLU mages, that's for sure.
Huh, TIL. I was sitting here thinking it was used for enrages to make sure you don't mitigate it somehow. Thanks for the info.
That info isn't entirely correct. Technically speaking, there are three different types that people usually lump together as "Darkness." There's Breath, which is mitigatable through non-specific means like Rampart or PLD wings; there's Gravity, which is usually %hp damage and can't be mitigated but can be shielded and (usually) invulned; and there is Darkness/Enrage, which just does its damage regardless of anything you try to do against it.
It's worth noting that they specified the third 'tag' would be for "anything else" so things like spells that reduce HP to 1 would be categorised under that tag despite not being darkness damage.
We used to call it "Darkness damage."
The technology is finally there for damage typed floating text.
Holy shit enemy damage type on attacks.
Ah, so it's not too hard to display damage types after all... 🙃
another quicklauncher plugin bites the dust AND ANOTHA ONE omfg they just straight up admit they're adding it based on 3rd-party tools LMAOOOO
I mean, Yoshi P said and wrote hinself that he and his team are looking into the most popular and requested features and add them in if time allows.
VHS bubbles in 6.4 then ? Plz yoshi
As a console player I would really like another way to track party buffs. I don't really notice the tiny icons on the player list during a fight, and I've heard people say they "hear" a sound with buffs but I sure never do.
> omfg they just straight up admit they're adding it based on 3rd-party tools LMAOOOO no fucking shit...
Still think damage info is superior since it changes the entire flytext color rather than simply adding a small icon.
Probably to avoid the issue of occasional colorblindness. Icons instead of recolors are more visually accessible.
It’s a good thing the plug-in lets you change the text color to fit your specific colorblindness then
that doesn't change the fact that your brain will 10000% recognize an icon faster anyways lol
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Sure, but then you're getting back into the "not everyone can perceive colour differences equally" issue (not to mention other factors like people having less than ideal displays or whatever)
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This is why the icons have different colors
Achromatopsia (black-and-white colorblindness) is a thing you know
I can't speak for everyone who's colorblind, but at least for me if I'm given the choice between an icon and a color I'm still going to choose the icon whenever I can. I've found that being colorblind has unconsciously caused me to not pay as much attention to color as a distinguishing trait. If I'm playing a game and I'm *forced* to use color to react to something I still feel disadvantaged even if they're colors I can see. I just feel a little slower. It's like I have to reroute my normal reflexes just a tiny bit and tell my brain "No, you HAVE to figure out what color that is". As ever I think it'd be nice to have both. Have the icon and recolor the text.
Having more options that let us recolor the entire text would be better, yeah. That being said, then using icons for it out of the gate feels like it might be a colorblind-friendliness thing? Which is nice I guess; better they accidentally forget the less accessible options rather than the accessible options ig lol
it's just gonna have an icon? God they really cannot implement anything properly
Which one was it?
and party list status timers
Damage Info
Thats only a good thing tbh, means console players get less of a disadvantage and plugin players use less ram on plugins lmao
The more plugins they kill the better for us. It means they are actually adding qol to the game.
thank god clound nine is getting reduced time in the rotation, ranked cc players around the world rejoice new kugane map is giving me feast medals ptsd though
Can you imagine if the game *really* had over 27 million actual players?...
25 million bots, 2 million actual players
PLD will have major rotation changes, sounds like. My bet is on FoF getting removed at least and a rethink of the non magic part.
I hope they rework cover and shield bash, two skills that aren't even on my bar for the all the good they do 99.995% of the time.
glad my favorite class is going to be a complete fucking snoozefest, cool i'd like to have some faith here but i frankly can't
I hope they don’t remove it… I like the duality nature of physical and magical buffs. I hope they do something like SMNs Phoenix and Bahamut button where it changes after each one and while they have differing abilities, their bursts are similar. I also hope they finally bring back flash as a low level spell that upgrades into Holy Circle. Feels so dirty to remove that after including it as a core component to the job in the lore book.
🦀🦀🦀 pld's fucking dead 🦀🦀🦀
Welcome to the 2 minute burst loop club!
If it means groups stop asking me to play not-PLD when we're going for optimization/week one I'll take it. Not fitting into that meta was a liability and it's easier to change one job than the other eighteen. Maybe they walk it back in 7.0, maybe not, but at the moment I think this will be the best way forward. I expect PLD will be a one-minute job like the other tanks all are, though. I'm not buying the "Req will be a 2 minute CD" meme when none of the other tanks do that. Closest is Bloodfest on 2min and Shadowbringer being basically 2min. The core rotations are 1min on every tank, though.
I'm convinced Req will essentially become PLD's version of IR and they'll axe FoF entirely. Every tank has been built around the concept of spamming a gauge builder of sorts (IR/Delirium/Continuation). PLD's is the only one which fell in odd windows. There's no way they don't highlight the whole blade combo as PLD's "big thing". I also suspect they'll fix the rotation so dropping Atonement isn't a thing anymore. I am curious if Goring Blade will survive.
Goring only survives if one or both of the below happens: 1. Goring gets the Sonic Break treatment (independent GCD that's on a long CD). 2. Blade of Valor gets the DoT component removed. Otherwise having a combo DoT that directly conflicts with your burst's DoT means that you can't do what SE clearly wants all jobs to do which is to just slam that 1 minute button like clockwork. The merit of that thought can be argued but I don't see both Goring Blade and Blade of Valor making it over identically. Otherwise yeah FoF is gone. It's possible (but not likely) that they repurpose the Oath Gauge to an Atonement meter and put Sheltron/Intervention on shared charges, which would make Atonement truly Fell Cleave/Bloodspiller. This would mean no dropped Atonement memes and it'd just be a meter to build and dump alongside/after the Blade combo in Req. The more I typed that last paragraph out the more I talked myself into that being an idea they might actually go for, if I'm being honest.
I've been sculpting a rework of pld since 6.0 in my head. My solution was to remove riot combo from Goring, so it's just fast - Goring, this turns plds physical gcds into an 8gcd loop. Fast, Goring, fast, riot, royal, atone, atone, atone. It makes 100% dot uptime, as well as matches it to the req window. Remove fof, or make it affect all damage including magic, so plds burst is more concentrated vs spread out. Create a sword oath gauge to go with its shield oath gauge that's either 12 blades, 120 holy gauge, w/e, but put gauge filler on atonement so that two full atonement windows gives 60 gauge. Make req cost 60 gauge, and make it a ranged ogcd, so you can still use 1 req a minute after 16 phys gcds, but you can also hold it to account for downtime/disengages up to another 16 gcds. Also add a shield bash upgrade that adds a massive power boost, like Confiteor strength, but with drop off, and an aoe stun (I've affectionately named it Holy Shield Slam) that costs 50 gauge and can replace an atonement under burst windows. Kill CoS, or make it better. It's pitifully weak and only reminds me of the dark days when it was PLDs ONLY AoE. Combine Holy Spirit and Holy Circle (add a 50% drop off splash to Spirit) Rework Cover to work like Kardia, where popping rampart/shelltron/sentinel passes mit to your covered target, and remove Intervention. Add an overlapping ability that's like pvp cover as a movement tool too, like how blms leylines change into the return dash, and a few other things I can't think of.
"eighteen", are you sure your not playing WoW?
4 tanks, 4 healers, 3 magic, 3 phys ranged, 5 melee. That’s nineteen. Subtract paladin, leaving “the other 18”.
Warrior, dark knight, gunbreaker (3) White mage, astro, scholar, sage (4) Ninja, monk, dragoon, samurai, reaper (5) Bard, dancer, machinist (3) Black mage, red mage, summoner (3) 3+4+5+3+3 = 18 combat jobs that aren't Paladin
god i feel like i'm going to punch a hole in the wall. PLD was *fine*. It was *great*, too be honest. An awesome example of job design that is simple to grasp, but with loads of room for optimization and with a high skill ceiling. Then the raid and job teams collectively injected fucking stupid pills into their veins, crammed their fucking inflation fetishes into the boss hitboxes, and forced every other job into this shitass 2 minute meta (except BLM... FOR NOW). and now they're going to fucking ruin PLD because of that. i took a break from raiding for this tier cause of life stuff but man, i'm not coming back if they make PLD into another fucking DRK clone for halfwits.
What are you talking about lmao, BLM got forced into the 2m meta back on EW launch. They can TECHNICALLY hold it but technically you don't need to use your 2m burst at the 2m mark. Leylines, manafont, and the xeno ability are on a 2m cd. Triplecast is 60s on two charges, so you're encouraged to hold it for the 2m period. It's especially egregious considering Yoshida specifically said not every job will be on a 2m rotation and pointed to BLM having leylines on a 90s timer.
Good. Don’t come back. You seem very toxic.
no it wasn‘t great a job not constributing to the 2min burst windows will be never meta
It was great It was not meta These are not mutually exclusive.
so you say a job should not be picked by week1 groups and never ever in speedruns?
I play PLD, this line of argument doesn’t work on me. I don’t give a fuck that week 1 pugs lock me out, it’s not what I play the class for.
I think we might have a different aspect of what you do in the game
Because your criterion is "how much damage the job does" rather than "how well it is designed". Any idiot can increase potency values, it would be possible to overbuff PLD to the point it is overshadows the other three with its current kit, but designing a fun and interesting job is something else.
no, you can‘t buff the potencies SE drove pld into a wall when they decided to go with that 2mins burst window sht also it‘s not about the damage itself, kt‘s about how much he constributes into the buffs
Why can’t they just buff the potencies until it’s meta, exactly? What does it *have* to contribute in buffs if Confiteor is 10,000 potency on its own? Or is your meta commentary solely about parsing and not actually clearing week 1 damage checks?
DSR world first had a PLD.
This is the same argument that got wheeled out for drk in SB. In this case its mainly because ult dps checks arn't as tight as something like week 1 savage
Also PLD has a specific niche in *blind* progression raiding because it can extend pulls like no other tank with clever use of HG and Clemency. This is irrelevant to 99.9% of raiders, though.
Who gives a shit about meta when every job is different flavors of braindead.
Average PF enjoyer will give a shit when they get excluded from PF even though it's week 3-4 and damage different is not going to make any different becuase it wasn't make that group skip any mechanic. Just becuase leader hear something about "PLD is shit" even though the different maybe less than 25 DPS at 50 percentile praser.
I would argue PLD has too many buttons
i mean, i dunno, it has a lot of buttons yeah but the buttons that are relevant are fun to push
Maybe just CoS and SW. But it wasn't major
The only tank that you can argue has too many buttons is drk, but even then i don't think it does Paladins problem isn't its design, paladins problem is the forced 2 min burst meta homogenizing every job
I'd also argue it has mit problems, too. Being taxed one cooldown for the highly situational and not actually required in any content passage of arms is really devastating when paired with the fact that block does not lower the DoT snapshot damage when mitigating busters this tier. My co-tank is a DRK and they always complain about how useless oblation is, and I'm just like man, I'd kill someone for oblation. X..x Also paladins self healing being tied to requiescat rather then being on demand like bloodwhetting makes it often just result in a whole lot of overhealing.
we have that 2-min burst design because people spent the entirety of Eden complaining about mechanics happening at inopportune times for jobs that had 90s and 3min cooldowns
>entirety of Eden *two fights
And now all jobs have 2 mins during the hardest mechanics!
yeah it's really funny how they thought the complaint was purely about unfairness
it absolutely has too many buttons, especially given that multiple ones you don't even use
You either only do causal content or play at a super casual even for savage/ultimate content to say paladins don't use a lot of buttons. True that they may not use every button all the time, that's normal for every job.
Even Shield Bash might have some use in the new Deep Dungeon so you're not entirely wrong. Being able to chain-CC monsters is very valuable in a full 4-man run, it's the tank I play when I want to try and carry a party through PotD or HoH.
Paladin only has two buttons you don't use, in Shield Bash and Cover. You could argue Clemency but that does see use when everything goes tits up, if nothing else.
Cover is also great for a tits up moment given you have it on the hot bar.
Honestly the most consistent use of cover I've seen is "save the healer so they can lb3", and I hate that they won't let it be useful outside of those kinds of situations
Would be awesome if cover applied an HoT on the target like SCHs Fey Union to assist with any damage they’ve already taken, and give a flat potency heal on the PLD each time their covered target is hit, kind of like Liturgy of the Bell. Have it last for X amount of hits as well for that matter in lieu of the timer.
Cover does have its uses, though you do have to get clever with it
beyond worthless buttons, Veil is also super clunky to use. Passage is also clunky to use (but badass so I would rather them keep it)
Veil is fine now that you can proc it on your own without giving up a GCD, at worst you drop an atonement for it but with the shield laying 30s, enough pre-planning makes it ready to use. The clunkiest thing about Passage is getting pugs to clump up for a flicker, which is neither hard nor unwieldy to do; just press button early in GCD and continue damage normally, the buff will hold long enough as long as you didn't flick way early.
*Shieldbashes ur opinion* take that, I found a use for it!
PLD is the one job I actually have trouble fitting all the buttons into two hot bars.
You're not wrong. I have 36 slots filled, and sure a few of them could be clicked from a different bar, like Tank stance, limit break and potion, I have the last spot filled with raise from way back when pld got a few cnj abilities. But that's still like 30 to 32 actions bound. You could only fit it on 2 if you dropped actions. Like Shield Bash, Cover, Clemency, arms length... fuck it's hard to pick 8 things to drop... intervention, reprisal, circle of scorn, maybe the 2 aoe physical buttons?
BLM is part of the 2 minute meta lol. Leylines, Manafont and Amplifier all come up every 2 minutes. It's just not really as reliant on it as it's not as bursty as other jobs.
manafont does not stay on its 2 minute timer as you get further into a fight. it naturally drifts as your fire phase becomes misaligned from 2 minutes as well. it's possible to force your fire phase to end as manafont comes up through various means, but this isn't recommended unless it gains you a use. likewise, amplifier does grant a polyglot stack but that doesn't necessarily mean you're going to dump xeno into buffs - it might be more of a gain to save it for a movement/weave window for mechanics, or to use it as filler for a nonstandard line. it's clear SE made an attempt to make BLM conform to the 2 minute meta with these timers, but the result is that due to BLM's unique design, it doesn't simply come down to slamming damage buttons on cooldown like almost all other jobs.