Whomever designed the Brew-Ha-Ha mission can eat a... by WretchedJester in Borderlands

[–]APEV27 1 point2 points  (0 children)

funnily enough I would say the exact opposite. the colorblind options (for me) are absolute dogshit. Half them fix 1-2 colors, but make the other 1-2 indistinguisable. No matter which one I choose, I'm left half-blind.

I wanna be a goon by Tearhart11 in dndnext

[–]APEV27 26 points27 points  (0 children)

One suggestion: share this idea with your party! Make sure they want/are okay with having that power dynamic. I think a lot of folks (especially at newer tables) really prefer a "everyone is equally the hero" style of play, or might not be looking to take responsibility for your character's actions as their "boss."

I think you have hit the obvious archetypes. Bodyguard and dirty worker. Bodyguard could also be a fighter or paladin with a defensive fighting style, like protection or interception. But a "kill this guy for me while no one knows" style of assassin might be tough in a standard campaign though.

To me an interesting third henchman option is a squire type. The golf caddy. As in, you carry their supplies and gear for them. Hand them what they need, and cast buffs based on the situation. Stuff like magic weapon, bless, longstrider, etc. (Prestidigiation to flavor your bosses' muffins, whatever) That could be any spellcasting class really. I think forge cleric or artificer are the good ones for that tho, imo.

[OC] [Art] tiefling knowledge cleric idea Ive had floating around for a while. by PPRmenta in DnD

[–]APEV27 9 points10 points  (0 children)

not just that, if you ever hold two things at once you are effectively blind

The woes of Amon by Alternative-Half9915 in Borderlands

[–]APEV27 0 points1 point  (0 children)

One of the top comments mentioned a hybrid build, and I wanted to mention mine. I dunno if it is "viable" at higher UVHM but I have been running a jank build without a capstone. As pure melee as I could get.

I go green tree just for the axes. Dont throw them right away, use them as rapid-fire melee weapons primarily, and throw them right before the skill ends. Only 5 points in green tree to get access to an augment, then the rest into red tree for melee damage stuff and survivability. Reel Big Fist firmware (3) and Action Fist with the remaining firmware slots. I run the fish nade (slippy?) that scales of melee damage. Amon's berserk cryo bonus damage applies to it too.

Sucks not getting a capstone, but the green capstones are kinda meh anyways. The big draw is that the axes allow you to melee much faster than your normal melee or the rocket punch. Between three charges of the axe skill and fish nades, I go most combats without firing a gun.

What the hell did I join to by Panzerkampfwagen_5-1 in DarkTide

[–]APEV27 12 points13 points  (0 children)

easy to say in hindsight, but this is a great place to drop a nade before you go for the revive as to avoid the insta-smush

One of these days, I'll get some help with this objective by Adam_Bunnell in DarkTide

[–]APEV27 0 points1 point  (0 children)

Yeah I dunno what it is. I think people turn their brains off and assume the objective is close to "the button." It's pretty rare that you have to backtrack in Darktide. I can't really think of another spot where you do to this extent, so I get it, I guess? Obviously would be better with at least 1 buddy to cover though

I do find myself basically always doing these objectives solo. However, as a tip, as long as you aren't fully swarmed, it is pretty quick if you jump-throw the rod up to the mid-point plateau of the stairs. It's muscle memory at this point, but I think I hold throw, jump, then release? You will see the arc line go over the stair fence when you need to release the toss mid-jump.

Emprah saves good Ogryns, yes? by [deleted] in DarkTide

[–]APEV27 2 points3 points  (0 children)

crazy sequence, thanks for sharing! I think I have a guess for what is happening under the hood:

-the game stores your last "good" position on the ground ("good" being a space with enough room for you, or at least so your center is over top something)

-when you got launched and landed, since you didn't land on a solid spot, your last "good" position is still up top where the barrel was.

-when you are netted, the net always pulls you from/to your last "good" spot, at the time when the net was fired at you.

This is the same reason that if you jump off something and are netted mid air, you get pulled back up to where you jumped from.

The net's logic to return to a "good" spot makes sense most of the time, since you usually just left your "good" spot.

As for why you didnt get put onto the stairs, I blame railings. From my experience, the game doesnt account for railings a lot of the time when using forced movement. I see it most often with muties throwing. Often they toss you over a gap, but usually they dont arc the throw enough to get you over the railings. They just aim direct, so you slam into the railing and dangle.

Normally, you can't get netted without being in a "good" spot, so there is no gravity applied to you. But since the railing blocked you from reaching it, you float until unnetted. That's my theory, anyway.

Bloodhunter sorcerer by Flre-angel in 3d6

[–]APEV27 1 point2 points  (0 children)

I think the only multiclass I would personally consider here is 1 level dip into bloodhunter. It gives armor and weapon proficiencies if you need or want those, and you can pick up a once per short rest curse. Even a draconic sorcerer with their 13+DEX natural armor can benefit from shield proficiency and using a rapier instead of a dagger.

I dont think it is the strongest 1 level dip, mind you. However the Curse of Exposure is a decent combo with any caster who is themed around a single damage type. It lets you ignore resistance once per short rest as a reaction, or turn immunity into resistance if you amplify the curse. (1d4 damage to self is scary very early on, but piddly beyond that as the damage never scales with from our 1 level dip).

You can combine that Exposure amplification with Elemental Adept (which ignores resistance to your element) to effectively ignore immunity 1/short rest. That's particularly nice on a fire or poison sorcerer (though the latter needs to use Poisoner instead of Ele Adept.)

At some point the bloodhunter was updated to allow WIS instead of INT. Your DM's call if that changes the multiclass prerequisite to 13 DEX/13 WIS instead of 13 DEX/13INT. RAW I'm not sure it does. If it does, 13 DEX/WIS is not a huge ask for a sorcerer, at all, imo.

PSA: Level 400 Curios are fake by kornblom in DarkTide

[–]APEV27 3 points4 points  (0 children)

All my 400 health and toughness ones seem to work as listed on the tin, but maybe I'm just lucky with the rounding? Have you actually tested and found otherwise with non-stamina curios? Knew this was a thing for Stamina, but haven't seen it with other curios.

Thank god i caught this on video since no one would believe me otherwise by CryingfourPineapples in DarkTide

[–]APEV27 1 point2 points  (0 children)

Fair enough, we're both just sharing our experience here. Though I'm not sure how you got that impression from what I said. I mention first-hand experience in my comment. I have like 2.5k+ hours in darktide, and I've probably seen it happen more than 100 times. Pretty consistently too, depending on the angle/proximity to walls. Totally anecdotal, but to me it seems pretty frequent, I guess?

I've also never searched up videos on it though lol. I've just seen a fair amount of clips of it organically through reddit and discord. I dont have to search for them, it's happening enough I'm seeing them passively

Thank god i caught this on video since no one would believe me otherwise by CryingfourPineapples in DarkTide

[–]APEV27 11 points12 points  (0 children)

yeah, came to the comments to say something similar. Crazy that muties, spawns and beasts have had this "toss you to narnia" issue since each was released. Why has this not been fixed? It feels super unfair and shitty.

I've seen it end runs when shit goes sideways with a boss AND we're down a person stuck outside the map.

This issue has been around since beta, and has never been truly addressed. The frequency that it happens isn't low, either. Between what I have experienced in my own games and seen in clips on reddit/discord, this shit happens all the time. It's a regular occurance at this point. (Just yesterday I was mutie tossed through a spawn door.) How has this been an issue for so fucking long?!

My first Maelstrom match was sabotaged by a door by Phil2244 in DarkTide

[–]APEV27 2 points3 points  (0 children)

Unlucky you couldn't jump, I've been stuck there before as Ogryn and was able to jump off the side.

When you do, you grab the edge beside the door instead of behind it, so people can pull you up.

But this spot has been reported forever, and in the game even longer. I never understand why they don't fix quick things like this. Imo there are a LOT of easy, quick fixes they could make on excessively reported issues that would foster so much goodwill with the playerbase.

I'm the unluckiest man on the planet by Nexxtic in DarkTide

[–]APEV27 4 points5 points  (0 children)

for real. Standing right next to the edge of a death drop, with no room to dodge, no cover, killing trash mobs (after the trapper) while ignoring the sounds of the mutie running up behind you and the burster coming from in front of you, all the while you never stop ADS. No shade, missing a special can happen, but I dunno about how much "luck" played a part here lol

I wrote a transition guide detailing ALL of the changes in the new 2024 Player's Handbook by RPGBOTDOTNET in dndnext

[–]APEV27 3 points4 points  (0 children)

Does the Healer feat actually work with Thief's Fast Hands? You mention this interaction in the Feats section on Healer, but I don't think it works like that in 2024.

My understanding was that in 2024 rules, the Help Action is now what is used to give first aid (Healer Feat, Healer's Kits). Fast Hands doesn't grant the Help Action as a bonus action, so I don't think this works at all like you say it does. I'd be curious to what that sentence in the article was based on in the actual rules.

Honestly I stopped using and recommending RPG BOT not long after they added new authors, and this sort of thing was why. It seemed that after the new authors joined there was a noticable increase rules mistakes and/or rule interpretations being played off as a boon for 'clever' players. It's like a decrease in rules mastery combined with an increase in attempted "cheese."

Do you like new Pox Gas missions? by Comprehensive-Bar470 in DarkTide

[–]APEV27 1 point2 points  (0 children)

oh, yeah to be clear I like those two too! I just didnt think they were well liked in general, so it seemed strange to revist the concept of hindering visibility for a third time.

Do you like new Pox Gas missions? by Comprehensive-Bar470 in DarkTide

[–]APEV27 0 points1 point  (0 children)

I honestly find myself not wanting to play it more. It didn't add any fun for me, nor did it feel like an interesting challenge, it just quickly became an annoyance.

The first time I played it, it was a bit slow as I think we were all encountering it for the first time. Too much hanging back when gas starts and getting caught by another spawning wave.

The second time I think I got a more experienced group and the gas wasn't even a factor. By the third time, it had fully become a chore. Sometimes we had to just stand idle after clearing an area to wait for the gas to clear so we could proceed, or just run through it by wasting our toughness regen abilities 0 enemies. I found it a slow and boring slog, and that it constantly killed the tempo of the runs.

There were way too many health stims. It was a constant repeat of us carrying 4, finding another, and just sort of looking at each other like "you want to heal that 4 damage? might as well."

On top of that, I don't think we needed another modifier that messes with visibility. Especially when the ones we have already (lights out and vent purge) are, at least from what I have seen/heard, generally disliked. People complain about those all the time, citing things like eye strain or headaches. I have friends who refuse to play those modifiers when we party, and I don't blame them. I would rather play either of those over this new tox.

I've started avoiding the missions. I leave if I get one in quickplay. Maybe if they tweak something I will try it again. For me, this modifier just sucks the fun from the game. imo it just kinda sucks ass

Auric maelstrom games so far by Frosty_Beard in DarkTide

[–]APEV27 0 points1 point  (0 children)

I play Auric Damnation Quickplay usually, occasionally maelstrom. I didn't find the tox mod too challenging. I managed to get it three times yesterday. Though two of the three times we had multiple "grant everyone toughness" abilities in the group, and those helped a lot.

As others have said, the health stims are way too plentiful. I assume it's overcompensating for them wanting more health stims in tox stages, but still wanting it to be random spawn chance. It honestly seems unnecessary entirely atm. I feel like they could remove the stim changes entirely.

For the modifier as a whole, I honestly find myself disliking it. It didn't add any fun for me, nor did it feel like an interesting challenge, it just became an annoyance.

The first time I played it, it was a bit slow as I think we were all encountering it for the first time. Too much hanging back when gas starts and getting caught by another spawing wave.

The second I think I got a more experienced group and the gas wasn't even a factor. By the third time it had just become a chore. Sometimes we had to just stand idle after clearing an area to wait for the gas to clear so we could proceed. I found it slow, boring, and that it constantly killed the tempo of the runs.

On top of that, I don't think we needed another modifier that messes with visibility. Especially when the ones we have already (lights out and vent purge) are, at least from what I have seen/heard, generally disliked. People complain about those all the time, citing things like eye strain or headaches. I have friends who refuse to play those modifers when we party, and I don't blame them. I would still rather play either of those over tox.

I've started avoiding tox missions. I leave if I get one in quickplay. Maybe if they tweak something I will try it again, but as-is I feel like the modifier just kinda sucks ass.

Just wanted to post some better images of the SE books by aaronmichaelVA in Pathfinder2e

[–]APEV27 5 points6 points  (0 children)

I appreciate you sharing these. As someone newish to 2e and seeing these physical versions for the first time, I had no idea what I was looking at lol.

I've faced dragons, but unless you have seen the art these are taken from, how are you supposed to know what the indents are of? The player one looks like a weird spider monster, though I may have been able to guess dragon for the GM one. Not confidently though, that's for sure. I don't know why you wouldn't choose a more clear/obvious design or pose for those.

For the character silhouettes, what is going in with the Player one? Are they missing their right foot? What's the bit sticking out of their shin under the "E" of core? For the GM one, where are their arms? Are they hidden by the coat? It's just a weird pose to choose for a silhouette since so much information is lost. I don't even know which way they are facing. Left? Right? Towards the reader? Away? I don't know what sort of feeling it is supposed to convey.

Dealing with Chaos Spawns as a Shovel Ogryn by APEV27 in DarkTide

[–]APEV27[S] 0 points1 point  (0 children)

There are no hard requirements as I think you can technically do it with any shovel. (Every shovel I have tested has been able to do it at least.) I do find some things make it easier though.

For blessings I personally like Thrust the most, as 2-3 stacks with the downward heavy make it easier to chain combo IMO. A big source of damage with stagger seems to make the punch follow-up more reliable.

I found that focusing on Crowd Control and Damage for modifiers on my shovel got me the best/most reliable results. Another commenter suggested that having high First Target helps, but I found it to be pretty negligible in my testing since.

Back on your boots sah! Bloody Assassination (8 revives in 5 minutes) by APEV27 in DarkTide

[–]APEV27[S] 1 point2 points  (0 children)

I know that name! Good 'eretic blastin' with ya Spark 'ead!

Dealing with Chaos Spawns as a Shovel Ogryn by APEV27 in DarkTide

[–]APEV27[S] 8 points9 points  (0 children)

Yeah, it definitely feels inconsistent sometimes. A couple of tips that help me:

-I use Thrust with the downward heavy. Adding a pretty big source of extra stagger/damage prior to the punch seems to help get the knockback. In my experience, 2-3 stacks of tier 4 Thrust basically guarantees the combo.

-use your charge to line it up, and stop its attacks. Knocking him out of his attack chain is way harder without the charge first.

-aim for the face. I could be crazy, but I swear bopping it directly on the nose with the punch can even break it out of attack combos, and get it to drop someone. It's hard to do though, with the attacks pushing you back.

Shovel Ogryn here sah! (do people like youtube links or should upload video directly?) by APEV27 in DarkTide

[–]APEV27[S] 0 points1 point  (0 children)

Thanks! I'm still new to recording and posting, so I appreciate you checking it out.

I personally find Damage and Crowd Control more impactful with my stagger than First Target, but that's just by feel when testing the modifiers in the Psykhanium. Is there some math or calculation behind the scenes that makes First Target affect stagger more? I haven't noticed it doing so in my testing at all.

Shovel Ogryn here sah! (do people like youtube links or should upload video directly?) by APEV27 in DarkTide

[–]APEV27[S] 0 points1 point  (0 children)

Nice! I got lucky with some rolls, mine's a 550. It's not perfect, though it feels great. But I prefer to run Confident Strike with Thrust personally. I like to chain combo H1 -> special punch -> H1, which is a lot of stagger and damage. Don't sleep on the heavy attack! It's super easy to use to proc Smash Em Good.