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All Posts by acidblood

All Posts by acidblood

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194 posts found


Taking down ruby weapon with mimed Knights of the Round because the character than had the actual materia got killed at the start.

Well that pretty much kills EQN:L for me... and EQN if it goes the same path.

Nothing kills the enjoyment of a game faster than being kicked back to real life to get out my credit card.

Sorry but the combat in XCOM : Enemy Unknown is just rubbish. Yes it's 'flashy', but tactically it feels like fighting with a broken arm; your options are just too limited compared to what you should be able to do (see Silent Storm, JA2 or even Fallout 2 for how to do turn based combat properly).

I haven't brought into WL2 ($60 is a bit much for a 1/3 finished game) so I'm not sure what the combat is like, but I'll take action points (AC or whatever you want to call them) over XCOMs system any day.

Originally posted by AceMaster
Originally posted by acidblood
Hmm, may have to get back into it... is the vertical progression still really steep though? Because in a game with so much potential for horizontal progression and experimentation I really hated that it was still 99% about vertical progression.

Don't think progression changed from how it used to be yet, but i don't understand what vertical progression are you talking about? In a week you can have enough skills to be competitive with others who have full wheel. If you want more options or everything, that is another thing.

Augments will add more to vertical progression tough that is why i said nothing has changed YET :)

I meant more itemisation wise.. can't remember the exact figures, but basically I remember content going from impossible to passable to cake walk with each new quality level of gear (weapon especially), so yeah there is a lot of horizontal progression etc. but you're still very (and overly IMO) dependent on gear.

Hmm, may have to get back into it... is the vertical progression still really steep though? Because in a game with so much potential for horizontal progression and experimentation I really hated that it was still 99% about vertical progression.

He's not entirely wrong... playing on a couch with a mouse and keyboard isn't the most comfortable (though it can certainly be done). What he fails to mention is that while some games are better (or just as good) in front of a 50" TV with a controller, there are still a lot of games that are just so much easier / better to play on a 24" Monitor with a mouse and keyboard.

So yeah, you can keep your stupid PC controllers, I'll stick to my PC (with mouse and keyboard) for PC games and consoles for console games.

So basically you rush through the game, grinding out levels as quickly as possible and ignoring a lot of the content (I'm semi-employed and still don't quite have a 50, but then I stopped and smelled the roses on the way), and then you complain that there is nothing left to grind..??

I know it's all up to play style preference (not everyone likes questing, crafting, dungeons, being social), but there is seriously a hell of a lot more to do in FFXIV:ARR than FATE grind > DL gear + relic > Coil.

Right, so the first thing I'll be crafting is a compass..?

Joined at release, still playing, and plan to be for at least the next month.

My highest class is still only 44, 2 @ 43, 1 @ 37 and most others in mid the 20's. My main activities are questing, dungeon runs and crafting.

As far as population goes, it still seems pretty high as there are always people in cities and the popular FATE areas, I even had to wait in a log-in queue the other day.

Check out FFXIV:ARR... it's sub based but only cost $30 for the box (first month) and is the first MMO in a long time that I actually feel is worth sinking time into. 

It's very much a PvE game (arena PvP is coming in next patch), mostly soloable, but with fates (think group based events that spawn around the map) and dungeons there is also a fair bit of group content to be had. The community is fairly good in my experience, with most people willing to help out... find yourself a decent free company (guild) and join a few link shells (social circles).

Edit: The crafting is also really well done. It is still recipe based (you get them as you level your crafting class), but uses skills to increase the chance of getting a high quality version, with high quality components, gear, luck and cross class skills all being a factor. I'd recommend lining up a TV series or 3 if you plan on doing gathering though.

Maybe I just don't like F2P as a concept (it ruins the design) but looking back each and every MMO that I have ever put significant time into is sub based. I say is because while some of them have since moved to F2P I am yet to, and probably never will, go back.

So what's the future of subscriptions? Quality. Plain and simple, make a quality game and I will pay for it, make a poor game and I don't care how 'free' you claim it is.

Edit: PS, currently playing (and happily paying a sub for) FFXIV.


Originally posted by Stonemason Some player like to use macros that target the Tanks target. I would advise against this, instead focus the mob as tagged by the tank. I suggest this because some times it is necessary to change targets as a tank in order to maintain aggro but have the dps remain on the correct target.


I'd go so far as to kick anyone who insists on using < tt > macros (haven't seen it yet).

As I've said before, good tanks don't get target fixation and should be constantly swapping targets and building / monitoring enmity levels across all mobs in a group (use the bars over the class icons on the party UI).

It can be tricky to start with but once you get it down by the time the first mob is dead the DPS can go as nuts as they like (preferably in mark order, or with DoTs / AoE) and there is no way they will pull aggro.

Edit: Damn you HTML

1.  When you see numbers on top of mobs that the tank has marked  , and the tank is hitting those numbers in order you also hit those numbers in order.
Actually you hit those numbers in order regardless of what the tank is doing; good tanks don't get target fixation. 

2. When tank runs towards mobs that doesn't mean open fire as fast as possible on any random creature , give tank time to hit the mob at leave once .
You mean 'at *least* once', but yeah, DO NOT get the first hit in, and DO NOT front load your damage (looking at Archers especially), open with DoTs / debuffs / CC, and use the enmity meters (over class icons on the party UI). Pulling aggro at the start just makes tank waste time running around that could be spent building enmity, and ultimately the encounter takes longer.

3. If you take agro because you didn't follow tip number 1 or 2 above, don't start doing MORE dps and think "YEAH BABY IM TANKING WOOHOO!"  , instead you should cease DPS on that mob until the tank regains agro .
You forget DO NOT RUN AWAY FROM THE TANK (ideally stop attacking and run at them), seriously, I WILL let you die. The one caveat to this is if a mob is almost dead (like 2-3 hits), then just finish it off.

4. If healer sleeps a mob that the tank isn't fighting that doesn't mean "WOOHOO TIME TO ANNOY THE HEALER" and hit that target.  It means you follow tip 1 and 2 .
Yep, you wake it you tank it, and again, I WILL let you die.

I know what you mean about the armour... I can't bring myself to level Archer for just that reason and I'm seriously thinking of taking Glad on as my main class (26 Glad, 31 Thaum, 28 Conj, 24 Arcan, ~16 all others).

The quests are a bit slow, and they don't really get any better, but the game does, especially as you unlock more abilities (combat starts to feel a lot more tactical and the 2.5s GCD starts to make sense).

At level 15/16/17 your get access to the first three dungeons (via main story quest line) and unlock the other two main areas of the world (can pick up other classes / crafts). The dungeons are pretty fun, and tanking is by far my favorite role.

At level 20 you join a grand company (again, via main story quest line) and get a mount. At this point you have a lot of options: Level other classes, story quest, fates, 4th dungeon (and fav so far), grand company leves, hunting logs (inc. grand company one), crafting... 

But at the end of the day if you don't like the feel of the game in general (though I would give it till level 20 to make a firm judgement) then maybe it's not the game for you... but I'm addicted.


Yeah the main story line is a little padded... I still find myself reading all the quest text though, as IMO it is (mostly) well written and gives you an insight into various areas and characters.

Earrings thing... yeah would be nice to be able to turn them off, but can't say I notice them 99% of the time.

As for tanking.. I'm only level 26 GLA, but also have level 27 THM and 25 CNJ so I've seen all sides. A few tips I've found helpful:

1. There are aggro bars over the class icons on the party UI (once you engage a mob). They show relative enmity for that target. Also there are little green / yellow / red icons on the mob UI, they indicate relative enmity as well. DPS should also use this and hold back a little in necessary.

2. Mark your targets (top row, far right on the UI in the bottom right corner of the screen), as yeah, holding aggro on multiple targets against DPS is quite tricky, and usually goes to hell. As DPS it really helps to know what the tank wants to the focus on first, even if the order isn't optimal.

3. Switch to the next target early (i.e. current target is < 20% HP and you have good enmity), this lets you start you're combo before the DPS jump on it.

4. With regards to abilities:

- Flash builds good AOE enmity, but MP cost is high. It is a good opener for close knit packs and should soak up the first 4-5 heals. You'll want to recast it a few times throughout a fight to keep up with healer aggro, i.e. flash, combo, flash ... Also a good healer should hold back until after the first AOE enmity (that hits all the mobs in the pack), so make sure you do that ASAP.

- Provoke only levels you're enmity with the current highest enmity holder, so don't use it to build enmity initially. Also you need to use an enmity builder right after the provoke if you're going to hold the mob.

- Shield Lob is OK, but costly. It's main advantage is range, so it's a good opener (then flash once the rest of the pack is in range), or to get a mob back, but only if you're relative enmity is quite high (again use the bars on the party UI).

- Edit: Almost forgot, make sure you use your mitigation abilities preemptively, even firing one up as you run in, as this helps reduce healer enmity right at the beginning of the fight, which in my experience is the most critical point.

The rest of the parties behavior also plays a large part. Like I said mark your targets, and if DPS is constantly jumping in early tell them not to, or to use DOTs as an opener instead of their instant nukes... if they persist then let them tank it (it's a lot easier for you to get another party than for them :). 

Hope that helps.

Originally posted by BillMurphy
I'm surprised there's so little talk about the 2014 release date delay... :)

Actually kinda happy about that... partly because I wouldn't be able to play it this year anyway.

As to the revenue model, I'm very happy with it, mainly the 'no cash shop' bit, but I guess only time will tell if it's actually worth $15 a month.

Won't say too much because of NDA, and while it's unlikely they will move away from the limited action (LAS) set in general, changes have already been made in beta, and more are coming... basically the devs really are listening, and responding.
Originally posted by theDukey
if its a sub based MMO yes I will.  If they reveal any sort of stupid cash shop, Im afraid ill have to skip it :(

Basically this ^

As much as I'm really looking forward to WildStar there are still a few details I want to know before I throw down the $$, and business model is the biggest.

I wouldn't want PvP removed completely (you get jumped by bandits in the SP games so..) but I do want:

1. Completely open world, even if I'm not welcome in some places due to race / faction, it should be up to me, not some invisible wall.

2. Freedom of faction choice, including being a free agent, becoming a bandit, etc. I don't mind starting off aligned to a certain faction, but I want to shape my character my way, not be locked into a faction by preordination.

3. A much larger focus on crafting. I know it hasn't always been a stong point of ES games, but the heart has always been there, now is the chance to do it well.

I did play KoA on hard, it was the only difficulty mode I did play on, and it was still way too easy. I don't mind that games have an easy mode, or that most people play on that mode, but when you include a hard mode, make it hard! Oh, and unless hard mode is a new game+, don't lock it behind behind normal mode. I do not want to have to drudge through your game (in some cases multiple times) before it becomes worth playing.

On the subject of MMOs being too easy; when you can do content faster solo than you can in a group it's too easy. That's not to say that there should be no solo content, but it should be challenging enough that if I see someone else doing that same content I should want to group up with them... in most MMOs recently grouping is basically a burden.

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