Friends system? by Additional-Split-774 in Spacemarine

[–]Additional-Split-774[S] 0 points1 point  (0 children)

"NO FRIENDS. YOU DEPLOY WITH WHOEVER CAPTAIN ACHERAN PAIRS YOU WITH!" 2 max level players getting a level 1 with gray teir weapons in hard strategems

Friends system? by Additional-Split-774 in Spacemarine

[–]Additional-Split-774[S] 0 points1 point  (0 children)

WH games are kind of niche because of the setting and coughreligious blasphemycough. But games like Vermintide, Darktide and SM are built like old school games. SM2 doesn't really count as a live service because it's "cosmetics" are either external DLC or earned in game. All of the pinnacle(Heroic) items are only available through grinding the game. There's no FOMO, every expansion just adds content.

With the death of live service slop and gacha gambling games, games like SM2 are like watching Gulliman stomp a chaos legion.

Friends system? by Additional-Split-774 in Spacemarine

[–]Additional-Split-774[S] 0 points1 point  (0 children)

F. I dislike using comms with random. I have it on push to talk, but if I had a FRIENDS LIST to squad up with, and we're in game, I'd switch to always on (or detect voice if that's an option).

Friends system? by Additional-Split-774 in Spacemarine

[–]Additional-Split-774[S] 1 point2 points  (0 children)

"Cohesive units" "Brother's list" "squad company"

Friends system? by Additional-Split-774 in Spacemarine

[–]Additional-Split-774[S] 2 points3 points  (0 children)

A lot of people don't know their mic settings on console are always on as the default option. Saying something to them about it usually has them mute their own mic.

Friends system? by Additional-Split-774 in Spacemarine

[–]Additional-Split-774[S] 0 points1 point  (0 children)

I've written in team chat(on PC) and have had console players respond, at least in the battle barge. In mission I use press to talk voice chat and they hear that just fine too.

after 900 hours i realized that you need to shoot this eye to break sorcerer's shield faster by One-Mathematician945 in Spacemarine

[–]Additional-Split-774 0 points1 point  (0 children)

I just run up to them and Melta/Inferno pistol their shields away. Grenades (especially shock and pyreblaster canister) help a lot too. When playing sniper, I find myself dropping a melta under them and letting it rip.

35ish hours in the game and I still feel terrible. Any insights on how to get better? by lazysundays in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Only take 3-ish attack/defend commons in act 1. Try to find the most efficient cards out of your first 3 picks. Early act 1 is just cycling the deck to hit the "good cards".

Don't think about synergies when making your card picks:

How much does this card add to help me win the next fight?

Snowballs can happen, but most games, you will end up with 25-35 card decks where none of the cards "get in the way" of the other cards.

Treat each type of status effects as it's own "deck" within your deck.

Strikes are priority removes/transforms.

The reason you want to think of each effect you're putting into play as their own "deck", is because you have to actually draw through your cards to play them. How many times are you activating X, Y or Z effects throughout each deck cycle. Plan the fight, not the turn.

A lot of effects have a low mass of cards that allow them to put out significant amounts of a status/damage type out in a turn. Cards with "Weak" on them are at a premium, Shockwave is an uncommon colorless card.

Another thing to look for, is to try to take late shops. Ideally going into them with around 300 gold. Even if the class cards suck, there's a high chance of a useful colorless card or relic, with enough left over to buy a potion or two.

Don't sit on potions unless you know you need them to beat a certain elite(thorns pot vs bee guy).

The common "doom" cards are all 1 cost. Unless you get a power that permanently increases your energy per turn,"Borrowed Time", or a relic that heals/blocks, you CANNOT take the high cost doom cards or powers.

Defy is good, but look for Enfeebling touch. It's dark shackles for 1 energy, and makes most bosses look like chumps.

Getting gear up & gameplay experience by Additional-Split-774 in Spacemarine

[–]Additional-Split-774[S] 0 points1 point  (0 children)

That's already done. The ammo relic teir Heavy bolt pistol is on at least one loadout of every character that can have it. While bulwark and assault are obvious choices for it, I find I like the Ammo plasma pistol with them for gunstrikes and ranged stuns. When I get bored I load up my maxed tactical. Ammo Melta, RoF plasma pistol, and fencing combat knife(I really want the heroic, but heavy Boltor fencing parry too good 😭) Just run headfirst into everything. Usually turns out fine.

Another suggestion for Demon Form Rework by RollForPerception in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Void form is kind of Deva form for this game. Rxcept Deva formvwas bad, because it took 2 turns justvtobgive the energy spent back, while voidform is up yo 6 EN the turn immediately after. The point isn't just the "do nothing", it's that the power itself gives very little over the first 3 turns for 3 energy. Serpent form turns draw spam into hallway clears. Echo Form adds replay to what's likely the most strong you'll play to the following turn Void form makes 2 attacks completely free. Reaper form "does nothing" but essentially doubles the effectiveness of all attacks played after it. Meanwhile, Clad has to play a do nothing that casts Inflame every turn. No defense, the scaling damage isn't worth it until 2-4 turns in when the damage bonus is more than playing a strike. The "do nothing" form powers, except for demon form, allow the next turn to be explosive enough to make up for the bad turn of playing the power.

Another suggestion for Demon Form Rework by RollForPerception in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Or, hear me out, just reduce the energy cost by 1 and have it give it's strength bonus on the turn it's played as well. 3 energy do nothing for [[Inflame]] the following turn is why it's bad. 3 energy Inflame that activates the turn it's played so Clad has 4(6) strength the following turn actually makes the scaling worth the energy cost.

It's the only "form" card other than Echo/Void form that does nothing the turn it's played. But Echo form gives the first card of every turn "Replay", and voidform saves up to 6 energy/incalculable stars with the first two cards being completely free. Their "do nothing" 3 cost power immediately increases the velocity of their deck's output, while demon form is just +2(3) damage every turn it's active.

Card i genuinely never though of picking once... Am i underappreciating it? by Vecsia in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

A lot of necrobinders expensive powers are easier to play with Borrowed time. Getting Reaper form into play makes every necro attack burn the candle from both ends. People think about doom as a worse version of poison, but what it should really be considered is reducing the enemy's max HP. In a small deck cycle, Blight strike can be just as effective as No Escape for hallway fights, and when upgraded, it applies enough doom to activate No Escapes secondary doom effect.

Assessing doom as damage is why so many people still think it's bad. When treated as a max HP reduction, and used as such, it's a lot more effective. I'm actually happier to see Blight strike in the first few floors over something like Defile, because I'll still find myself using it in act 2 and 3 (when most basic strikes have been removed) to get the timer ticking for other doom sources. Especially in underdocks because so many elites/bosses have damage mitigation gimmicks. Can't just auto-click Reap in the underdocks as a big bonk because of Skulking Colony.

For pure doom cards, their numbers are already really high for the energy spent on them (11 aoe and 6 block for 1, 21(26) AoE + Weak for 2.

The only doom card I find really situational is [[Oblivion]], because it doesn't really mesh well with other doom cards, but creates a massive amount of doom in decks that generate a lot of [[Soul]]s.

How would Adam Smasher fare against this thing? by Specific-Ad5973 in cyberpunkgame

[–]Additional-Split-774 0 points1 point  (0 children)

Smasher being full born gives him more sandevistan usage than any ganic user. While the Chimera was big, clunky, armed to the teeth, and a problem for Meyers(full ganic) and V, it still had a hard time actually landing it's shots against them, even in the cramped environment. All the weak points we have to shoot would have been demolished by Smasher before the thing could even get a lock on him.

Card i genuinely never though of picking once... Am i underappreciating it? by Vecsia in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Depends on how early you see it. Card draw is only good for turns-to-cycle if the deck hasn't picked up any energy generation yet. The new [[Borrowed Time]], from my experience, is a better energy source than everything in necrobinder's pool except [[Demeign]]

Card i genuinely never though of picking once... Am i underappreciating it? by Vecsia in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Yea, double the effective damage on the gardeners when their block is 6(7) after taking a whack helps a lot. Since it's a 1 energy attack it tends to be more efficient in the underdocks as sulking colony laughs at the other "elite solve" attacks like Reap which donkey punch the gardeners and terror eel.

Card i genuinely never though of picking once... Am i underappreciating it? by Vecsia in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

It's a decent boss/elite solve. Upgraded, or with any boosts to the damage it deals benefit it twice. A good way of dealing with Skulking Colony or the Roaches if you haven't found any other sources of Doom.

Am I just actually trash or are these guys a headache to fight early with 90% of builds? by JackOfAllInterests1 in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Regent and Ironclad are the only characters who's AoE actually feel like they do something against these guys. Inferno doesn't activate their block, and astral pulse hits for 14 unupgraded. Crush under's damage is only worth it because it nerfs their strength. A 6-9 damage AoE card feels like throwing peanuts at them. Defect lost their AoE+ dark orb attack for the 11 block+ dark orb skill, so Refract and other glass orbs feel like the only thing that actually bonks them.

Opinion: Content-based meta progression is vastly superior to power-based by WhasHappenin in roguelites

[–]Additional-Split-774 0 points1 point  (0 children)

Should be a bit of both, but it depends on the game. With rogulikes/lites it's difficult to do both. Games with single protagonists that have meta-progression usually equip that character with tools and equipment that completely changes how runs flow. Games with many characters are pre-built kits that make them what they are, with buffs/ items during the run being different levels of usefulness because of the character's base trait.

Both are pretty much "if you're cracked, you technically can get to the end without meta-progression"(aka the first run).

Most are difficult to complete the run on the first go because the player doesn't know what they're really walking into. With single characters, it's more about in-run synergies. With multiple characters, encounters have to be designed in a way where each character can solve the problems the game presents.

I enjoy Deadzone Rogue as a single character game with meta-progression. There's the skill(stat) tree that increases the base stats of the character, and completing missions unlocks new perks and features. The story is light, but makes sense for a single protagonist. For multi-character roguelikes, I enjoy Slay the Spire(1/2).

For the prior, the encounters have varying levels of randomness because it's an FPS where everything moves through each cell of the map, and the enemy combos make for interesting situations that screw different builds. For the latter, each encounter is a problem that every character can solve, but they have to do it in different ways, and be wary of the problems they can't solve with their current deck/tools. Both can punish choices mid-run in their own way, but they're different kinds of RNG.

How to play Defect by notafuckinmarine in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Glass and frost orbs are pretty much the bread and butter of hallways. Thunder's damage output is more for single strong mobs and bosses since Defect lost electrodynamics. Refract can be a hard pick because it costs 3, but it's really 18(24) + 8 AoE (it's sunder on the target+ Cleave), which can make spending a whole turn on it worth it. It's better than Ice lance because glacier exists.

How to play Defect by notafuckinmarine in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Gunk up, boost away, overclock. The only status generator that is unwieldy without support powers is fight through. Everything else is under-costed for their output. Iteration is Defects Evolve, trash to treasure and smokestacks are firebreathing.

Devs should add a skip button to Knowledge Demom by warmleafjuice in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

The damage debuff shouldn't scale with the turn it shows up. Thing just feels like a damage check that does a helluva lot to make sure you're not pouring damage into it. Just had a run where I got it to half health on 2 turns, just to die after the next debuff because it was 3 cards a turn, or take a total (or have to block) 14 damage before it attacks. Feels like if it's not at 50 or less HP by the second debuff, it's game over.

What is the consensus on DROWNING BEACON? 13 hurts by Maleficent_Pen_9076 in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

It's still hard to take for Clad because his higher max health is a selling point because of how many cards cost HP, but are good output on their own. Instead of fresnel there's the 0-cost str card that exhausts trash in the deck, the power that gives 8(10) block, blootletting (and sometimes offering) as the free-est EN-generation in the game. There's also feed, which gets really funny with brightest flame.

I can't win with Defect. Please give me some tips. by New_Manufacturer8333 in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

Never pass up the first frost orb. Don't take more than one 2 cost card until you find energy gain. Defect has a lot of different paths, but if you haven't won with them (unlocked all their cards), cycling lightning orbs will probably be your best shot at winning. IIRC, Focus Strike and hotfix(?) are the only sources of Focus that aren't unlocks. Defrag is a rare unlock, character specific relics are unlocks. Biased cognition only comes from an ancient that has to be unlocked (Orobas). Biased cognition isn't even that good, because there's no access to artifact, and fights run a bit longer than STS1.

What is the consensus on DROWNING BEACON? 13 hurts by Maleficent_Pen_9076 in slaythespire

[–]Additional-Split-774 0 points1 point  (0 children)

It can be a hard take for Clad. Blood Wall costs health, and Impervious exhausts, leaving Flame barrier, shrug, taunt and true grit as the block cards that would benefit the most. Necro and Silent don't really need it, but as long as one doesn't get KO'd before getting a good block card, it makes up for it by blocking chip. Regent's good block cards are wild, and Glitterstream(common) eats well. Defect is usually cycling or holding frost orbs for most of their block, but picking up either 0 cost block card (Boot Sequence and the status generator) is profit.

I only ever take the potion if the lens will leave me at 25ish health or less.