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  1. #1
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by Astrahime View Post
    Thordan was ALWAYS a joke. A group that did him at MINE recently for fun didn't have any issues despite seeing almost all of the mechanics.
    His phase change is set at 10%, and after the adds phase, he LOSES ALL OF HIS MECHANICS, GAINS THE DAMAGE DOWN STATUS, AND IS ONLY ABLE TO AUTOATTACK.
    MINE and vanilla are not comparable. Like at all. And the end is due to story reason. Not sure why you capitalised that.
    (2)

  2. #2
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,635
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Payadopa View Post
    MINE and vanilla are not comparable. Like at all. And the end is due to story reason. Not sure why you capitalised that.
    Nobody should be thinking that MINE is exactly the same as it used to be.

    We have had potency increases, ability changes, food increases that don't sync well, accuracy (that at best just made you do your normal damage instead of nothing) replaced with direct hit (a damage buffing stat), parry replaced with tenacity (a defense stat replaced with a partially damage stat), determination buffs, a stat squish, removal of stat allocation points, rearrangement of gear stats on right side so tanks have strength on it combined with a tank nerf trait, removal of tank damage stances, all jobs having knockback immunity, all tanks having reprisal and shorter cooldown times for mit, elemental resistances and damage resistance downs removed and that goes on.

    Then when you sync, it caps the substats such as crit on gear, instead of it being materia-based which can rig the crit rate.

    There have also been nerfs (to raids up through Heavensward and also P8S), and tank buster indicators retroactively added to a lot of old content.

    Many mechanics that were brand new back when raids released and were therefore more challenging, are now introduced in dungeons so we are used to them, so if you see them in old raids they are not as challenging as they once were because you know exactly how they work and are used to them.

    But MINE is still really fun. It makes old casual content more fun to do instead of just standing there, ignoring or skipping mechanics. It makes old raids challenging again and not whatever unsynced is. And in many cases it can at least create a similar experience even if it is not the same.
    (3)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  3. #3
    Player Astrahime's Avatar
    Join Date
    Feb 2023
    Location
    Ishgard
    Posts
    174
    Character
    Eirika Zenbi-ryoshi
    World
    Phantom
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Jeeqbit View Post
    Nobody should be thinking that MINE is exactly the same as it used to be.

    We have had potency increases
    But not by much. This is only really relevant in ARR content, or ShB/EW jobs in HW content.

    Quote Originally Posted by Jeeqbit View Post
    ability changes
    Mostly irrelevant unless you're talking about Summoner.

    Quote Originally Posted by Jeeqbit View Post
    food increases that don't sync well
    If you're using Current Tier food in a MINE run, you're griefing.

    Quote Originally Posted by Jeeqbit View Post
    a stat squish, removal of stat allocation points
    The few situations in which the squish has caused jank, it was BOSS damage being overtuned, not player damage. Also, literally everyone allocated their stats the same way so this was just an annoyance for people that liked playing SMN *and* SCH.

    Quote Originally Posted by Jeeqbit View Post
    removal of tank damage stances
    Tanks still deal less damage than any DPS can unless it's a Gunbreaker in low level content, or Bozja.

    Quote Originally Posted by Jeeqbit View Post
    elemental resistances and damage resistance downs removed
    Show me one person that actually dislikes the change.

    Quote Originally Posted by Jeeqbit View Post
    Then when you sync, it caps the substats such as crit on gear, instead of it being materia-based which can rig the crit rate.
    Literally your only valid point. That said, what are your thoughts on bringing relics into Ultimates?

    Quote Originally Posted by Jeeqbit View Post
    There have also been nerfs (to raids up through Heavensward and also P8S), and tank buster indicators retroactively added to a lot of old content.
    Yeah, that's because the raids were overtuned. As for busters, tell me why the HEY YOU'RE GOING TO DIE IF YOU DON'T MITIGATE THIS, TANK attack shouldn't be telegraphed beyond just its name?

    Quote Originally Posted by Jeeqbit View Post
    Many mechanics that were brand new back when raids released and were therefore more challenging, are now introduced in dungeons so we are used to them, so if you see them in old raids they are not as challenging as they once were because you know exactly how they work and are used to them.
    This isn't even remotely valid. Oh no, this mechanic that's used a lot isn't going to catch Blind MINE Masochist Prog Party offguard!
    The actual mechanics like this tier's flavor of Limit Cut, or god forbid, something like E12S' Relativities, is still going to be a blind party's wall for a few lockouts.
    (0)

  4. #4
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,635
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Astrahime View Post
    But not by much. This is only really relevant in ARR content, or ShB/EW jobs in HW content.
    I mean the potencies increased almost every patch for years.

    Mostly irrelevant unless you're talking about Summoner.
    No, I mean even if only 2 abilities got merged, it makes the class easier at those lower levels and so on.

    Tanks still deal less damage than any DPS can unless it's a Gunbreaker in low level content, or Bozja.
    However, tanks were actually dealing more damage than SE wanted in the past, due to overuse of DPS stances and using strength accessories.

    Literally your only valid point.
    You're missing the point. It's not that there is any single change that is a "major" factor. It's that collectively there is a difference.

    When I would run Titan Extreme MINE I was able to clear it far earlier in Titan's rotation than the unreal version. Why? Because of all the changes and differences I mentioned. We do more damage now, overall, than what it was originally tuned for. That's my point, and that's why they are all valid points.
    (4)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown: