r/ffxivdiscussion • • 11h ago

High-End Content Megathread - 7.5 Week Twenty-Six

7 Upvotes

Last week before the BST rankings actually start for real this time.


r/ffxivdiscussion • • 11h ago

Modding and Third-Party Tools Megathread - 7.5 Week Twenty-Six

1 Upvotes

r/ffxivdiscussion • • 8m ago

General Discussion Weird bug? Or am I tripping...

• Upvotes

I was powering collectables. Had on all blue 80 gear and was on my 3 crafter going 80-85 for a 90 grind... On my 28th craft, I failed due to not having enough cp left.... I though ok, something broke. Went into my char menu to find I was missing a 80 blue ring.... So I thought hhhmmmmmm how'd that happen. I search my inventory, I only have one... All my others are also now just wearing a crafted lvl 70 ring from my previous grind. Its as if it disappeared and I experienced a glitch in the matrix. I was right by splender vendor so it was easily fixed, nothing else seems to be missing, but I checked my rotation and my inv's and my missing ring is Houdini. I definitely had 2 level 80 blue rings, and was power crafting my item. Anyone else ever had something like this happen? Feels like I'm loosing my mind the more I think about it.


r/ffxivdiscussion • • 1d ago

Would applying small "risk of failure" moments in quests help with FFXIV overall?

51 Upvotes

I think it was Yoshida-san (correct me if I'm wrong) who said something akin to "if there's no risk of failure, then a game becomes boring" and something like "imagine Super Mario, but if you fall in a hole, it's not game over".

Most assume this is pointing towards dungeons/raids, but I'm more curious if this mindset could apply to quests?

ARR quests (and most FFXIV quests in general) are notorious for just being a walking & talking simulator, with sparse combat in between that can be finished in like 3 GCDs.

Now, imagine if early MSQ solo duties or even open-world quest fights had mechanics that actually required you to engage, instead of mindlessly spamming your early 1-2 combo until the mobs died.

Instead of teaching various mechanics in the newbie hall, why not put them in MSQ battles? Wouldn't that solve the issue of familiarizing new players with mechanics while adding more engaging content for quests?

For example, introduce a Gaze mechanic where, if the player fails, they could be brought quite low or possibly even die (but add a quick retry feature without the whole duty failed loading screen process/allow them to revive nearby for open-world fights).

Would this help with retention for newer players getting into FFXIV? Would FFXIV questing be more enjoyable overall with this type of design?


r/ffxivdiscussion • • 1d ago

Question Best ways to meet new players and friends.

33 Upvotes

Pretty much just the title. I'm someone who is in my early 30s and was brought into FFXIV in my like mid 20s by a group of friends that have all gone separate ways. I still very much love the game but not having anyone to do content with has made it very hard to bring myself to be online or even do dailies anymore. I just wonder how do people find people to play with and chat or hang out with? I sometimes will have a chat or two in idle places but for me a lot of my enjoyment has always been fighting things with friends and ever since my best friend met their partner and they only want to queue together and alone I'm not sure what to do to reclaim my favorite game. Thanks in advance for any advice.


r/ffxivdiscussion • • 1d ago

Question about player numbers clearing?

8 Upvotes

I know not everyone logs their stuff so its skewed but do we have rough numbers on the amount of players that clear extremes, savages and ultimates?


r/ffxivdiscussion • • 1d ago

General Discussion What expansions could we have had if v1 survived?

0 Upvotes

After looking at old v1 content again I've been thinking about what could have been planned before the decision to shut the game down. It doesn't matter *why* v1 still exists or how good the content would be, I'm just interested in hearing what could have been.


r/ffxivdiscussion • • 1d ago

Modding/Third Party Tools XIVLauncher not launching game in focus

0 Upvotes

When I try to launch the game via XIVLauncher with the auto- login, the game does not start focused and I have to click into it to get it properly. Has anyone else encountered this and/or have a fix? It's annoying when I'm trying to stream the game to another device. I am launching ACT with it, but even if I turn off that auto-launch XIV is still in the background.


r/ffxivdiscussion • • 2d ago

Question Question on story (No spoilers)

10 Upvotes

I just started playing FF14 about a month ago, and while I am enjoying the game overall something has been starting to irk me so I have a question.

Im currently in Shadowbringers. Im starting to see a pattern of scripted losses of certain 'important' npcs. Its really starting to annoy me when its just fight for a while and then lose because they do whatever one shot move they have is. It pulls me out of the story when they keep leaving us alive after these. Kill me or quit forcing me to lose. It feels really jarring and frustrating.

Do these sort of interactions continue through the rest of the expansions and story? Like is this all how 'important npcs' are treated that we face off against?

Thanks!


r/ffxivdiscussion • • 2d ago

Phoenix Down should be allowed in all normal content if the gameplay is designed to be challenging and engaging again as a result.

0 Upvotes

At this point I genuinely believe that Phoenix Downs are the solution ffxiv needs and they should be allowed in all normal content going forward because, if executed properly, it can benefit the entire player base even if you don't understand why yet, which I will try my best to explain in this post.

To start off I believe dying and wiping should be normalized in normal content again, by making the mechanics harder and more engaging like they used to be before Endwalker. I think it should be normal for 5+ players to die on a boss in a normal raid or alliance raid even when its off-content. However, the only way they would ever implement this with their current design, where healers have to stay alive or it's a wipe, is by allowing rezzes for other roles in normal content so it doesn't become a game of "oh our healers died so lets wall" unless you have a SMN or RDM. Obviously there has to be a meaningful limit on the ability of other roles to rez, just like in every other MMO, that's common sense.

Overall the goal is that it would allow for the developers to actually make normal content far more engaging by reducing the needless group punishment for individual mistakes, which should mostly be exclusive to midcore and hardcore content, and replacing that with more individual challenge and responsibility on the players for all three roles like we used to have in old content like Hard Dungeons, Mhach and Ivalice raids, and Variant Advanced. The reason why Variant Advanced felt so engaging was because they properly balanced interesting fast-paced gameplay, that I would argue was actually more fun and challenging than most high-end content in Dawntrail as a hardcore player myself, with a proper rez and healing system for all roles via the variant action system which opened up trade-offs and it benefitted the gameplay a lot as your healer or rez dps dying didn't mean the entire party had to wipe and repull.

No I am not trying to make the healer role useless, that is not the goal of this idea as I actually want healers to be more important and impactful going forward, but I do think the healer identity needs to be heavily reworked going forward as it's not healthy design. In general I'd like responsibility of healers to shift from staying alive to having engaging mechanics and game changing utility like heal checks, cleanses, buffing/debuffing, status effects, damage rotations, etc. Of course don't remove it entirely, as staying alive is still a large part of the healer identity, but that shouldn't be the main responsibility of the role in my opinion.

I am probably more "elitist" than most players in this sub when it comes to gameplay expectations for ffxiv, but it does not take a genius to understand when systems are implemented poorly and as a result affecting the structure of the game overall and need to be revised in a way that benefits all of the player base. We hardcore players shouldn't care about feeling far superior than casuals in normal content if all it does is make the instance time twice as long and further wastes the finite time we have in our everyday lives. We should prioritize always having engaging gameplay foremost so we the players can actually enjoy content even if it's normal content. High-end content is the competitive PvE content where feeling and performing better than other players actually matters and you're sometimes rewarded for that, which high-end content being too easy in Dawntrail is another discussion topic for another thread as that's an actual elitist take I have.

There actually was already a situation like this regarding high-end content, where many raiders felt that hard body check mechanics that punished other players for one persons mistake were too common and was making raids too challenging and unbearable to play. Personally I disagreed with this complaint and the implemented solution, as removing group punishment without replacing it with tighter dps checks that rewards individual gameplay is a large reason why DT's high-end content has felt easy and stale for high-end players who strived in the old design, but the point is that if we can have these opinions of "unnecessary difficulty" even in high end content, where actual teamwork and responsibility is the biggest priority, we shouldn't be elitist about normal content and stubborn about something like Phoenix Downs.

This is also the norm for most other MMOs like WoW and GW2. WoW's version of doing it is creating a charge system. You start bosses with 1 charge, then get another charge every few minutes (depending on raid size). You don't incur res sickness this way, but it's also split between combat res and non-combat res. With there only being a few of the former while every healer has the latter. And each combat res has a 10m cooldown on top of that. So functionally speaking, you can get like 2-3 combat res in a fight, but then there's a considerable cooldown that follows in both the charge system and the actual cooldown itself. So rather than it being a domino effect system (which is largely what XIV employs which mostly just makes players feel bad outside of fights with DPS checks where this actually matters), it's a mistake counter with a relatively hard limit

They should also consider revising weakness (25%), or at least brink of death (50%), in normal content to make it more interesting and less punishing overall like shortening the duration to 60s. I'd really rather not be forced to play with players who die 5+ times in a normal trail and get punished with a permanent 50% damage down because it lasts100s, without the two-minute meta, when there isn't even a dps check for the encounter so it's meaningless and just wastes precious time. We shouldn't be advocating for needless friction in normal content that indirectly punishes every player when one player is playing very bad by making the run take far longer. I want individual and team friction back in normal content like faster-paced mechanics and group mechanics with actual fail-states so parties start to wipe as a group and a boss doesn't take 10 minutes if 5/8 of my party are really poor players. This is a multiplayer game after all, I don't want either side of that issue feeling completely miserable and helpless it's not fun for anyone.

Phoenix Down changes:

- change phoenix down to be a instant cast with a 5 minute cooldown.

- fully remove the shared cooldown with potions and other miscellaneous items as it serves no place in the game.

- implement a party-wide limit of 3 uses for Phoenix Down in normal content.

Bonus throwaway changes I would make:

- remove summoner rez unless properly reworked into the identity like a Phoenix or Hydaelyn summon.

- nerf the red mage chain rez by either increasing the MP cost or adding a short cooldown to it.

- give paladin a rez with no dps tax to help give tanks actual identity again.

- add unique effects to each rez like tank invulns have.

Feel free to argue my stance, or further add to the idea of the post. I'd like to hear all PoVs on this topic as I want to get a check on where the community is at right now.


r/ffxivdiscussion • • 2d ago

General Discussion Crossing the language barriers after the Mana JP DC rejoining

0 Upvotes

Tried cross-posting, but it was hit with a:
"Your submission was automatically removed because ffxivdiscussion is not an approved site."

So resposting instead.

-------------------------

Since Party Finder started accounting for the entire regional DC, I've been seeing some misinformed talks regarding "language barriers."

By language barriers, I mean "JP ONLY."

So I want to take this time to explain what it means and why it is used.

"Language barrier."

The PF description "JP ONLY" is not racist in intent. It does not mean "non-Japanese are not allowed." It doesn't mean "Japanese people only." It certainly does not mean "I hate foreigners."

「なんか毎回そこでワイプするんだけど」
「軽減が足りてないかな」
「そこ余ってる軽減ない?」
「機さんウェポンブレかタクティーどちかいれますか?」
"wut?"

If you have no idea what the above is talking about, then that's what "JP ONLY" means.

This is a hypothetical situation based on personal raiding experience. The party keeps wiping at a certain point. We assume we're lacking mitigations. So the healer asks MCH if they can use "Weapon Break" or Tactician. But wait, you may ask, "wtf's Weapon Break?"

That's the JP name for "Dismantle." There are many skill names or other terms that are completely different from JP to EN (or any other language for that matter).

Without this "mutual" understanding, an EN MCH would have trouble understanding. Because not only is the skill name different, it's shortened from ウェポンブレイク>ウェポンブレ. Rarely, some people even use ポンブレ.

"JP ONLY" solves this communication issue by effectively saying, "please be able to communicate in Japanese."

And I say this as my display language is E. I'm Japanese, but I lived overseas till I was in my 20s. Regardless, people see E when they see my account. And it's all on me, because I was too lazy to switch to JP as I was too lazy to relearn all the names/terms. This actually hurts me still today. As when I watch raid videos, I have to figure out what the boss's JP skill names are in EN.

Getting back to the point. Even though I'm an E, I still join parties that say JP ONLY. Only once was I ever kicked. And that's because I was AFK and didn't answer for like 6 minutes on whether I could understand Japanese. Other than that, no one really bats an eye as long as you can communicate in Japanese.

And it doesn't even have to be fluent Japanese. You don't have to be a Japanese language master. I've seen plenty of people making the effort to either use translation tools, or at the very least try communicate even with broken Japanese.

I know it sucks. There are many non-JP players on Mana DC, and before, you guys mainly had your own little island play in. Now that the island has literally joined the continent, it's harder to find groups. Much less feel disparaged seeing "JP ONLY" like some "KEEP AWAY" sign.

Of course, I'm sure there are some who are genuinely racists, but they are dime in a dozen.

TLDR: The intent of "JP ONLY" is to ensure that everyone in the party is able to communicate in Japanese.

I'm sure there'll be no lack of negative Nancies claiming it's all racism... But who exactly is being racist, I wonder?


r/ffxivdiscussion • • 2d ago

General Discussion thoughts on the idea of subscription tiers

0 Upvotes

this is something i was thinking about a little bit recently. the idea of subscription tiers. I mostly want to see if this is even something people really care about, or if i'm alone in this.

what i mean by that is cheaper, lower tiers that allow you to play the game for a limited time each month.

i'm an adult with a fair number of responsibilities. I enjoy ffxiv, but it's hard to justify paying ~$20 (canadian) a month for something i can only really play on weekends (or work vacation time). otherwise i just feel like it's a sunk cost whenever i don't have time to play it. it would be very nice if there was a way to play the game without paying so much.

considering there are so many cash shop items, it would be nice to see something in the opposite direction. a way to pay less for a reduced version of the monthly sub.


r/ffxivdiscussion • • 4d ago

Question BST final ~10 captures

0 Upvotes

I'm only up to MB1 in the crucible, but I've got +3 AF Gear and Tomestone accessories.

I'm wondering if the community has a consensus on these final captures? Obviously not the Coil one, but for stuff out of the level 50 Hard Duties... Are these solo-able? At all? The ice golem wipes me and is still over 50% HP. The decaying Goobbue one shots me with its consume and seems to have no counter play.

As a "solo class" the fact that it can't solo its final tier of beasts feels weird? Am I just terrible or what? 🫤

Edit: to be clear, I'm aware I can buy them with tokens. I just figured I'd try to capture them anyway to save the currency and speed up the process of buying other stuff.

It sounds like these level 50 duty boss captures are just impossible solo?


r/ffxivdiscussion • • 6d ago

General Discussion Japan DC's experience with the same-region matching launch seems to be positive so far

226 Upvotes

Far as I've been able to find on the JP blogs and socials since yesterday, the early impressions seem to be:

- DC transfers are very fast, even during peak times (Golden Time). It seems to be around as fast as just normal world transfer.

- some content that previously took a while to match, like early morning roulettes, is now quick or instant to fill, Eureka more populated

- JP's tank shortage has got even worse.

- The one report of technical issues I could find, other than the already confirmed CC matching bug, was PF listing errors early on after listings surged into the 100s.

- the main complaints I've found aren't technical issues but friction between different customs on each DC and PF spam early on.

If anyone here is on the JP DCs, what are your impressions so far?


r/ffxivdiscussion • • 5d ago

Looking for advice (returning player)

0 Upvotes

Just got back into playing ffxiv. When it first came out I mained lancer/dragoon and stopped for a while. With ever cold coming out I made it a goal to play again and get all my job/ classes to 100.

So far I have all my tank classes to 60 with paladin being 64. Whm to 60 and scholar to 58. All dps to 50. Land and hand classes I am waiting to until I finish Ishgard to speed level.

So my question is which should I prioritize for the new expansion? I haven’t run a raid before and I would like to make it part of weekly rotations. Any advice or criticisms would be appreciated. Just trying to be universal for when I get a group together to run a couple of raids before the expansion.

Thanks!


r/ffxivdiscussion • • 7d ago

General Discussion While we're burning the plugin alive at the stake can we also get SE to fix their game?

141 Upvotes

Everything that boss spinning plugin does can be achieved by merely dragging the boss in certain fights. As demonstrated here in dsr p2 and here in dsr p5. This can be done without any plugins at all and is consistently reproducible. It literally does everything the plugin does except you walk the boss instead of spinning it.


r/ffxivdiscussion • • 7d ago

High-End Content Megathread - 7.5 Week Twenty-Five

26 Upvotes

To anyone playing on the JP datacenter, enjoy the Rejoining of PF and DF.


r/ffxivdiscussion • • 7d ago

Modding and Third-Party Tools Megathread - 7.5 Week Twenty-Five

13 Upvotes

r/ffxivdiscussion • • 6d ago

Speculation Here's my prediction for Materia for Evercold

0 Upvotes

You're welcome to downvote me as much as you like. You can naysay the truth, but the lucky bancho results speak insane volumes, or lack thereof.

Materia characters--come Evercold, during the expansion--will be able to travel to other DC's, or at the very least. We pay $430 for an Australian passport (valid 10 years), and so we waited 3 years for this to finally arrive.

We are a small player pool. Most of them are statics. There are people, including myself, who can't give up the ping to play the game, so some of us have stayed, or have other commitments. Most of the early champions have transferred away, which - fair - so I believe this will be an in-house Materia restriction.

Don't ask me specifics on how this works, but there's already a one-way flow, just like a prison-state. It would not be difficult to implement the opposite at this point.

Please look forward to it.


r/ffxivdiscussion • • 8d ago

General Discussion In terms of the 5 boards and the three degrees how do you consider the overall progression of the difficulty of BST content?

20 Upvotes

So this is inclusive of how the board feels when you first fight it

-board 1~ level 0 beasts and no gear
-board 2~ level 3-5 beasts and no gear
-board 3~ level 10-12 beasts and all +1 gear
-master 1~ level 16-20 beasts and mostly +2/3 gear
-master 2~ level 20+ beasts and maxed gear

(If this is unlike your experience feel free to chime in)

But also how the board feels to go back and whack it with maxed stats (like the first board with +4 gear) and how the three degrees feel on every board.

Where would you say is the sweet spot for difficulty for you, where do you think the difficulty jumped too fast and what (if any) is the point you think the content jumps into “pointlessly difficulty for near no return” territory


r/ffxivdiscussion • • 10d ago

Modding/Third Party Tools The "spin2win" plugin is SO much darker...

536 Upvotes

As discussed in https://www.reddit.com/r/ffxivdiscussion/comments/1x1uumm/light_pf_does_ultimate_discord_reporting_new/ there is a plugin that allows bosses to be spun endlessly to cheat. The by now well known video posted there as well ( https://www.youtube.com/watch?v=W9Jbcn6LnDk ) shows this. The plugin in question is called "Daily Routines".

I took some time to reverse engineer and decompile the plugin with the help of Claude Code. I feel like this deserves an own thread because this plugin is WAY more than just doing the spin2win thing. What I found was pretty disturbing, not just for the cheating. And that the "spin2win" is the mildest thing the plugin has and was actually a "bug".

What the plugin ACTUALLY does

The plugin is a collection of ~380 modules, many of them open source. A lot of them also not. The modules range from simple quality of life improvements to the most vile cheats. Its core is a closed-source, obfuscated DLL that can't simply be read. However with AI I was able to decompile it and follow what it does other than providing cheats:

Tracking of all players

  • It identifies the user. It uploads a hash of the user's Square Enix account ID, a fingerprint of their PC (BIOS, motherboard and chassis serials, TPM key) and their character's ID, name, worlds and current zone, and links them all together. It also reports which modules the user has enabled, cheats included.
  • It tracks everyone around the user. Every player nearby or in the user's friend list, FC, linkshells and search results gets uploaded with their ID, name and worlds, again every play session. That data is most likely what powers a "look up anyone's previous names" feature and shared player blacklists.
  • It can ban users by hardware. The authors can blacklist a PC fingerprint, so a ban survives reinstalls and new accounts.
  • Most of it is sent unencrypted, over plain HTTP to bare IP addresses. Anyone on the network path can read it.

None of this is in the public source on GitHub, only in the obfuscated core. None of this can be disabled.

Three tiers of cheat features

There are three tiers of features:

  • Free: available to every user.
  • "Online Auth Service" (~100 modules): the plugin shows the user their account/PC IDs, and the authors approve IDs for a limited time through some channel outside the plugin (the plugin's code doesn't say how). On top of that, a bot regularly switches on access for everyone: anyone who starts the plugin or logs in during a specific time window keeps it until their next login. In August/September these windows lasted hours to days; lately it's ~5 minutes once a week.
  • "Premium" ("Tester Qualification"): an extra code people can get, checked online. How people get a code is unclear. On the Global client which most people have, every premium feature listed below except Invulnerable Mode is included in the Online Auth Service.

The cheats

Premium (on Global: Online Auth, except Invulnerable Mode)

  • Invulnerable Mode (/pdr invulnerable)
  • Noclip: no collision, move through anything
  • Flying in no-fly zones
  • No fall damage
  • Infinite Sprint, Return without cast time or cooldown
  • Moving while dead
  • Gap closers without range limit, redirected to the mouse cursor, or without moving the character
  • Immunity to knockbacks, forced walks, no-jump and "thin ice" mechanics, slows, and mechanics that lock the controls
  • Blocking chosen status effects on the client
  • Permanent "Disconnected" online status
  • Teleporting via forged position packets (if other players are nearby, the character is first moved 100 units underground)

Online Auth Service

  • Speed hack and instant full speed
  • Extended action range and target radius
  • Ignoring line of sight, keeping targets that are out of range
  • Removing the animation lock (by blocking the server's packets), custom cast/recast times
  • Teleporting anywhere in the zone, Teleport without cast time, teleporting in combat
  • Flying without aether currents, running on water
  • PvP (Frontline) radar showing enemy players' positions and HP, hiding the user's target from the server in PvP
  • Force-leaving duties, auto-opening every chest
  • Being undetectable in stealth quests, skipping unskippable cutscenes
  • Full bots: FATEs, hunting log, Diadem, Island Sanctuary, levequests

Free, for everyone

  • /tell in duties (on by default)
  • Removed logout restrictions and login cooldown
  • Showing enemy casts the game hides
  • Automatic Quick Time Events (the "Active Time Maneuvers" in e.g. Trials)
  • Camera distance beyond the game's limits
  • Placing housing furniture anywhere
  • Gold Saucer minigame bots

"spin2win" was actually a bug

Here is the funny part. The whole spin2win exploit was actually a bug of this cheating plugin:

The by now well known video ( https://www.youtube.com/watch?v=W9Jbcn6LnDk ) from 9 Oct claims raid bosses get stuck spinning or following the tank around "with only the plugin installed and everything disabled". The code backs this up in a way: even with every module turned off, version 2.2.2.1 of this cheating plugin changed how the user's game sends ALL of its network packets, including inside raids. That comes from the author's own bundled library (OmenTools), which hooks the game's packet sending and was set to "always enabled" in July. The morning after the video, the author quietly added an exception for duties to exactly that code (commit messages: "how did this get missed here" and "I wrote it backwards") and pushed a new release (2.2.3.0) within half an hour.

Where the data goes

Server What it gets
auth.n4ko.com / auth.n3ko.fun The user's hashed account/PC/device IDs, character name, worlds and zone
⚠ 192.140.166.30 (ports 3999, 4001) Ban and premium checks, the user's IDs linked to their character, name-history lookups, shared player blacklists
⚠ 103.236.64.225 Every player around the user (ID, name, worlds) and the user's enabled modules
unknown server (hidden in a native DLL) Encrypted hardware data
xivpf.com Party Finder listings the user browses
house.ffxiv.cyou Housing data incl. estate owner names

⚠ = plain HTTP. The binary also contains hardcoded API and private keys, which I'm deliberately not publishing.

Proof

I was asked for receipts of my claims in the comments. Sadly all my comments I tried to post here also got auto-taken down due to account age. XD So I will post my reply here instead:

I keep getting blocked by the AutoMod for account age, but I hope this goes through:

Download the official release zip (2.2.2.1, SHA-256 695455267855dec935434cd6a86650e0ec6fe13e46cb47721c43c5857b987668): https://github.com/Dalamud-DailyRoutines/DailyRoutines/releases/tag/2.2.2.1

Open Assets/Langs/English.json inside it. That's the plugin's own UI text, and it contains for example:

  • InvulnerableModeDescription: "Provide a command /pdr invulnerable to make the character invulnerable to attacks."
  • InstantLogoutDescription: "Remove all the restrictions on logging out a character and exiting the game, and perform the operation forcibly without delay."
  • AutoIgnoreLoginLockDescription: "Automatically remove the 15-second login cooldown after cancelling a login action, and reduce the cooldown of various login requests from about 15 or 30 seconds down to 1 second."
  • AutoBlockStatusDescription: "Automatically block specified status in local after proper configurations."

The login and logout ones are even in their public source code:

(Use these links if Github acts up - it's the same files just without syntax highlighting) * https://raw.githubusercontent.com/Dalamud-DailyRoutines/DailyRoutines.ModulesPublic/main/System/InstantLogout.cs * https://raw.githubusercontent.com/Dalamud-DailyRoutines/DailyRoutines.ModulesPublic/main/System/AutoIgnoreLoginLock.cs

**2. How they work from what I gathered:

  • Invulnerable Mode isn't a god mode. It sends the server a "dive ended" command, which puts the character into a transition state, and then blocks the command that would end that state. It also blocks all of the user's own actions while active. So the character can't be hit, but it can't attack either.
  • Status blocking hooks the game's processing of incoming status-effect packets and drops the chosen statuses on the client. The server still has the status. That's why I wrote "on the client": it affects whatever the client enforces locally (e.g. movement or input locks), not the damage.
  • Logout/login: those cooldowns and confirmation timers are handled by the client, and the modules hook them.

To be clear, my post documents what the plugin ships and how it's implemented. I'm not claiming every feature works flawlessly against the server. I can't test that ^ (I could but I obviously won't)

3. The free-access windows: it's the regular auth, not premium, and it's in public commit history.

Small correction to how you read it: those windows unlock the plugin's normal "Online Auth" modules, not premium. (On Global, most "premium" features only need that normal auth, which is why it matters.)

How I know: the plugin downloads a file called PassAuthInfo.txt from their own public repo, and the URL is in its code. Its commit history is public, and a bot account commits plain-text messages like "Set pass verification from 2026-09-04T15:35:00+00:00 for 100 hours", followed by "Enable pass verification for 30 days" / "Disable pass verification" a few minutes later:

https://github.com/Dalamud-DailyRoutines/DailyRoutines.Announcement/commits/main/

**4. Regarding the new account

Yeah. Cause my main account is almost a decade old, has a lot of private stuff on it and I have zero interest to let stalkers into my life over exposing their beloved cheat plugin. ^


r/ffxivdiscussion • • 10d ago

General Discussion Light PF Does Ultimate Discord reporting new exploit circulating in high end content, enabled by third party tool

209 Upvotes

A concerning community update was just shared:

Hey @everyone,

The moderation team would like to inform the community of an exploit that has recently been circulating in Party Finder.

The exploit involves a third-party plugin and its derivatives that prioritise player movement packets over boss AI, allowing players to continuously spin bosses during targeted frontal cleaves and prevent certain mechanics from executing.

This can be abused to skip mechanics or even entire phases in several Ultimate raids, including UCoB, UWU, TEA, DSR and UMAD.

While we do not police how people choose to play in their parties, we want to make everyone aware that using this exploit, or simply being in a party with someone using it, can result in the clear log being invalidated.

It goes without saying that the use of such plugins is a violation of the game's Terms of Service. While we do not intend to restrict players from participating in these parties, choosing to remain in a party after becoming aware that the exploit is being used is entirely at your own risk.

If you have cleared a fight in a party where another player was using this exploit, you may submit your clear log through a support ticket for our review.

We are sharing this information to raise awareness, not to encourage or promote the use of the exploit.


r/ffxivdiscussion • • 10d ago

Question PvP/Frontlines resources?

17 Upvotes

Hello all,

I'm a little sprout who's trying to get better at Frontlines even though I mostly just queue it for roulette leveling. What are good resources to better understand the meta, job balance, etc?

I've made some progress; my last match I was 7th in healing in the lobby, but my damage numbers were abysmal compared to my healing and I'd like to be more competent.

Any advice is appreciated :)


r/ffxivdiscussion • • 10d ago

General Discussion Blunderville is actually a lot of waiting

52 Upvotes

Two things to make clear from the start:
- I'm not advocating for shorter round timers. I don't think a casual event should not get "harder" or anything;
- I've never played Fall Guys. I don't know if these issues come from the gameplay style, or the attempt to emulate that game. I'm just commenting on my general experience.

I'm trying to get a win in blunderville, which after a few runs, means that my "prog point" is the third round. With that said, my general "prog" experience has been just a lot of waiting.

- When you queue, if you don't get the full 24 players, you'll be waiting for a minute;
- Both round 1 and 2 (when crystals) have a 3 minutes timer, and take about a minute to complete. That means 2 minutes of waiting per round;
- If it's typhoon, there technically isn't waiting, but since this one is just waiting for people to fail, you are still just waiting;
- On top of that, there are loading screens before each round that take about 30 seconds each, so that's an extra minute and a half to the equation.

That means that outside of round 3, you're waiting for 6 minutes and a half, while actually playing for 2. This isn't something necessarily terrible, I just happened to notice how much of it was just waiting.


r/ffxivdiscussion • • 10d ago

Question Getting into ultimates. I would like clarification as someone with no experience

0 Upvotes

I haven’t done a full turn of any savage yet (except 1st turn of coils MiNe but that was months ago) but I’ve been doing a few MiNe ex and having fun learning them blind. I regularly spam shinryu unreal/ex MiNe, and want to start spamming thordan ex now too after getting a taste.

I joined a prog pf for ucob as OT and learned twintania in that lockout. They were doing naur strats. Got to nael a few times and have been wanting to keep learning that too.

I guess the question is, what are the responsibility difference between the 3 roles?

So far the mechanics have been simple as a tank but most wipes to twintania have been from dps/healers messing up 50% hp liquid hell, neuro, and twister, or getting bad rng at dealing with both neuro and liquid hell.

Obviously not all the ultimates are the same but I’d like clarification on what roles will have a harder time and the responsibility that comes with each ultimate.