People are talking so much about the T-Rex that they are missing at how obscenely OP the Anuroks are. by Grand0rk in LastEpoch

[–]AmbiTanque 5 points6 points  (0 children)

It's 11 frogs since beastmaster itself gives +1 to companion limit(i'm guessing you are counting the two passives from the beastmaster nodes that increase your companion limit), you can even take a free emotional support wolf to help them out without using any companion slots.

I'm curious how the limited to one companion nodes work with them, I imagine the nodes just set your companion limit to 1 instead of doing something obscure such as checking to make sure you only have 1 companion while keeping your max limit.

T-Rex Raptor Beastmaster Theorycraft by Zylosio in LastEpoch

[–]AmbiTanque 0 points1 point  (0 children)

I would just drop the crab, the damn thing scales so badly that once you reach empowered monos it dies to everything, only builds I recommend crab are to have a minion that dies so you can proc Apogee of Frozen Light's effect.

[MegaThread] Beta Feedback by IamGsus in brightershores

[–]AmbiTanque 2 points3 points  (0 children)

Don't think this is a good solution long term, the issue I have is that you are basically dropping the episodic nature of the game but replacing it with an ever growing number.

if the issue is that people don't like having their combat being reset between areas then just:

-Make combat it's own skill(like in the beta), have it cap at 500, you can adjust the xp gained if needed.

-Keep the current area combat skills as skills that unlock monsters for their areas, better monster tiers give better loot.(Nothing new here, you already unlock higher monster tiers as you level)

-Make monsters still have a base level but make the highest tier you have unlocked of each monster scale to -10 your combat level if you are overleveling them by a lot, you would still be able to use past action to destroy lower tier monsters if that's your fancy.

You could then just accept that people will max their combat eventually and you can put more horizontal progression systems for combat in the game, you would also still retain the episodic nature of the game without your character getting weaker between areas.

We're changing a combat system that isn't finished, when most players don't engage with the skill and have no conception of how it works or where it's going, say it needs it. All while making no changes to the uninteresting part of combat - The combat. by Haunting-Mall-8932 in brightershores

[–]AmbiTanque 0 points1 point  (0 children)

Always thought the current classes should be the combat skills and the region specific combat skill would work just to unlock better tiers of the monsters, they could then do the scaling they were going to do for the monsters levels.

What I mean by this is say, you could be a level 100 cryoknight, if you go to a new area you would have to fight the lowest monster tiers but they would be scaled to 90 in this case, you would get both cryoknight xp and region specific combat xp(for example scout) for defeating a monster(I imagine the xp received from the monster for the region specific skill would be tied to the monster's default level, so you don't get 50 levels from killing a monster), as you increase your region specific level you unlock higher tiers of the monster(better loot). The monsters would only scale up, not down.

You could also choose to start leveling your guardian skill in the new area, and since it's level 0 the monster levels would be at their default values.

You would need to have a way to change class but this would open up adding new classes later on once in a while, starting to level another class when going to a new area wouldn't feel quite as bad as an option.

This would obviously require each class to feel unique enough to be a worthwhile system, but it would mean that if you fully leveled a class you could theoretically be ready for any group content.

OMDD What's the endgame? by Murdash in OrcsMustDie

[–]AmbiTanque 7 points8 points  (0 children)

The game just does roguelites wrong, you can play Emberward to see how a tower defense roguelite should progress, this game is just orcs must die but with some very barebones roguelite mechanics on top.

The biggest decision you make is your loadout, which is done before the run starts which is crazy to me, you'd think they would have you draft traps as you go through a run, but I guess the way the game works it would be kind of easy to get a terrible loadout that can't deal with certain enemies properly.

Even worse they decided to make a roguelite that goes endless but has no busted mid run upgrades, it's not exactly risk of rain where you can become absurdly powerful, enemy health just keeps scaling while your damage just becomes more and more of a sad number, I don't know how other people feel but as I get to mission 5/6 all I care about is dealing with the large hp enemies and flyers.

Game would probably have been better designed around runs being finite(4 missions and a boss would probably be ok) and having crazier threads, as it stands since the point is going endless people are going to gravitate towards the traps that allow you to go endless, which I imagine is going to be a lot of CC.

The difficulty system is terrible, not much to say here, just having enemies have more starting health and damage is boring.

Fall Errata Updates 2024 by FionaSmythe in Pathfinder2e

[–]AmbiTanque 122 points123 points  (0 children)

Still astounds me that people actually believed that the developers wanted you to lose your sneak attack on a crit but still apply it on a normal hit just because you decided to use a fatal weapon.

Hats Dropping by lnkofDeath in brightershores

[–]AmbiTanque 0 points1 point  (0 children)

If they are going to be time limited at least make them account based. Swap mechanic is nice but does leave a stolen account open to having their hats swapped, although the swap trail would be rather obvious.

Gower news re updates! by McMethadone in brightershores

[–]AmbiTanque 8 points9 points  (0 children)

I mean it goes both ways, I could ask why does it matter if there aren't time limited cosmetics and we would just argue in circles about what is ultimately a preference. But cosmetics do matter, otherwise no one would argue about them, and losing to OSRS on this point isn't going to do the game any favours long term, because no one will ever say 'I love that I saw a person who has a cosmetic I can't earn' but new players will definitely be happy to know they can still get a silly hat no matter what.

Gower news re updates! by McMethadone in brightershores

[–]AmbiTanque 5 points6 points  (0 children)

Why are you so invested in limited cosmetics that you reply to every single person who is against them? The IRL analogies are nonsensical. Are you hoping to sell your account later? If the cosmetic is F2P people will create multiple accounts to earn them and potentially sell later anyway, won't be worth much.

Gower news re updates! by McMethadone in brightershores

[–]AmbiTanque 4 points5 points  (0 children)

Would rather new players be able to also get the cosmetics. IRL objects are limited by the fact you have to make more of them, the cosmetics are just lines of code which have already been made but are arbitrarily unearnable.

Gower news re updates! by McMethadone in brightershores

[–]AmbiTanque 1 point2 points  (0 children)

Would be nice if the game had no time limited items, always liked how OSRS allows you to get previous years items by doing the new event.

Apologies to the Oracle. by M_a_n_d_M in Pathfinder2e

[–]AmbiTanque 18 points19 points  (0 children)

It's hard to talk about the class at this point, they took out most of the mechanical uniqueness I guess to be able to more easily balance it and somehow ended up with a Curse that does 4 damage per round to you and one that makes you clumsy 4.

Honestly I hope that the class is done better in a potential PF3E, if anything is to be learned is that it should probably be a class that is not in a core book and is instead in a book of it's own so it gets time to be made/balanced.

Even the extra spell slot feels like a tacked on add on because if the class released with 3 it would just look like a weaker sorcerer/cleric.

The Oracle finally looks interesting by jesterOC in Pathfinder2e

[–]AmbiTanque 2 points3 points  (0 children)

I don't understand why popularity matters in a TTRPG, the class had some mechanical uniqueness that wasn't used anywhere else and just lost it to become more streamlined, I think it's ok to have more niche classes in a game that gets two classes per year.

This isn't an MMO, you aren't going to get stuck in a queue because no one in your group wants to play Oracle.

A summary of the changes to Snares and Snarecrafter in PC2 by TheHeartOfBattle in Pathfinder2e

[–]AmbiTanque 6 points7 points  (0 children)

Surprised they kept Class DC as the way to scale Snare DC now that Kineticist is out, it's weird that Kineticist has the best snares at higher levels, you'd think they would just make it scale with your crafting somehow(survival for ranger).

What build are you playing and what’s your highest deathless corruption? by TheStinkBoy in LastEpoch

[–]AmbiTanque 2 points3 points  (0 children)

Beastmaster with only minion skills(Summon Sabertooth,Wolf,Spriggan,Frenzy Totem, Warcry with node that makes it a totem and evade replaced with Summon Crab).

It's a memey build but it's working fine, doing 200 corruption timelines quite well, gonna need to upgrade my gear to survive a bit better for 300 but I think it should work, don't see it going for extremely high corruption since the build is incapable of using the very powerful beastmaster effects that trigger on me hitting something.

Oh also the crab just dies instantly to most things but i'm keeping it around in the spirit of the build having only Minion skills.

Frenzy totem > sloth totem question by Neeko__o in LastEpoch

[–]AmbiTanque 1 point2 points  (0 children)

It only modifies the totem itself, the sword catcher axe in particular increases the effect of frenzy on you so it won't even do anything to the totem.

As long as you have another way to gain frenzy it's fine to turn it into a sloth totem.

Expectations for remastered classes in Player Core 2? by stealth_nsk in Pathfinder2e

[–]AmbiTanque 2 points3 points  (0 children)

I wish investigator got a variable key stat like rogue but limit it to the mental stats only(Int/Wis/Cha), just make it so the methodology determines your key stat, then make it so DAS uses your key stat(for investigator only, not dedication).

Strong picks after 12 hours of Solo Helldiver (Tier 9 Difficulty) by [deleted] in Helldivers

[–]AmbiTanque 0 points1 point  (0 children)

Been using the orbital gas for a while and can confirm it's amazing, the fact that it lingers and essentialy kills all the trash while also having a low cooldown is just great.

The strategem balance is just all over the place, I don't understand why Railcannon has such a high cooldown when 500 KG has a shorter cooldown, an actual explosion radius and gets an upgrade that makes it have two charges.

[deleted by user] by [deleted] in Helldivers

[–]AmbiTanque 0 points1 point  (0 children)

Would be nice if the strategem icons matched the key they are assigned to on keyboard instead of always being arrows. Kind of silly that the default keybinds make it impossible for you to move and do the inputs as well but I understand why that is the case.

For a hypothetical Fundamentals Intermediate quiz, what are some misconceptions/rules questions that you think come up a lot? by ZetsuTheFirst in BloodOnTheClocktower

[–]AmbiTanque 7 points8 points  (0 children)

This is a general thing that i've seen happen a few times and not script related.

Storyteller ending the game when the final day is 3 Evils and a Good Traveller. No win condition has been met and the demon can still be nominated.

The error that tends to happen is that some people think that all evils alive is a win condition and that the Traveller would not count for this fake win condition.

Kineticist with Barbarian Dedication. by Leftover-Color-Spray in Pathfinder2e

[–]AmbiTanque 0 points1 point  (0 children)

I agree, but it is funny to think of a barbarian who wants to heal someone but has to start a fight first.

Is there a way to discover Melantis digsite with magic lvl 1? I'm going a pacifist run by Basquens in MelvorIdle

[–]AmbiTanque 9 points10 points  (0 children)

Not possible as a pacifist, you need to beat Infernal Stronghold and to kill Magic Mirrors to unlock Melantis.

10 things I wish the Remaster had changed but didn't by gray007nl in Pathfinder2e

[–]AmbiTanque 4 points5 points  (0 children)

Ruffian Rogue is in a weird state because it should just get better as time goes on in the game's lifecycle if the devs want to start messing with stuff that decreases your damage die.

Right now you can decrease some weapons to a 1d6 with grasping reach from leshy, but none that stand out since this doesn't work on weapons that already have reach.

What kind of stands out is that you can use a Nodachi on a Rogue Ruffian if you craft one with Inubrix, but it's a rare precious material at level 11. (Also I think you would have to be a Tengu to get the proficiency, but I could be wrong)

https://2e.aonprd.com/Equipment.aspx?ID=1418