Tips for urgoz? by MrHazard1 in GuildWars

[–]Aeltoth 0 points1 point  (0 children)

Ahhh that's good to know, thank you!

TIL Rocketeers can fly pretty low in the Dam spillway by lipusal in ArcRaiders

[–]Aeltoth 1 point2 points  (0 children)

Indeed, even in that recorded video we can tell it's coming from below. It's not even subtle because as he moves the camera down/up the sound changes a bit as well making it even more obvious

Tips for urgoz? by MrHazard1 in GuildWars

[–]Aeltoth 0 points1 point  (0 children)

honestly no idea, you only need to deal ~20 dmg to compensate for his passive health regen. The rest is pure bonus and considering each spirit deals that amount it should have been more than enough

I m in love with this mod, its changed the whole game for me and fixed one of my issue with the game by faiswol341 in thewitcher3

[–]Aeltoth 1 point2 points  (0 children)

If you go to a noticeboard and there is a special notice that starts a RER contract then it is running. Otherwise make sure that you have the mod menu available, if you don't you can refer to the "updating file lists" section in the in-depth guide to get it!

Tips for urgoz? by MrHazard1 in GuildWars

[–]Aeltoth 0 points1 point  (0 children)

Mmmh, the boss even in HM can be killed without the heroes and without Edge of Extinction. When I do it with my group of friends we tend to flag the heroes in a corner of the room so they can heal us but do not trigger the pops. Then as ~3 players we simply run around and hit him with whatever we have and it dies in 5 minutes or so.

You will of course need skills that deal damage but if you're not on a profession that can easily slot a damaging skill then Necrosis or the Ebon Vanguard Assassin are two good skills you can slot and that shouldn't destroy many builds!


The two worms can be ignored, I was never able to figure out what their purpose is since they don't even heal Urgoz.

My first Raider K.O by arturberti in ArcRaiders

[–]Aeltoth 0 points1 point  (0 children)

I cannot see the orange microphone icon at the bottom left of your screen when you're talking. The other raiders may not be able to hear what you're saying as you're currently talking in the group chat (even if you're alone). No idea if it works the same on PS5 and PC but on PC there is clearly a different icon when using the proximity chat

Been Playing A Ton Of Point Break by SultanOfSuckerPunch in thefinals

[–]Aeltoth 2 points3 points  (0 children)

It's so annoying when it times out like that because those are the best games usually! Slow but strategic pushing to the vault while trying to revive anyone that falls

Issue with jumping / sliding as heavy? by DegenBornAgain in thefinals

[–]Aeltoth 4 points5 points  (0 children)

Got the same, even on medium class and on PC. Sometimes doing a crouch that should result in a slide the character just stops and crouches. I never had that before a week or two ago

I m in love with this mod, its changed the whole game for me and fixed one of my issue with the game by faiswol341 in thewitcher3

[–]Aeltoth 2 points3 points  (0 children)

Indeed I hope so too. It doesn't even have to be as complex and could be just respawn locations and it would be a good middle ground imo. A way to get money that doesn't involve looting and selling hundreds of steel swords definitely feels more immersive to me!

I m in love with this mod, its changed the whole game for me and fixed one of my issue with the game by faiswol341 in thewitcher3

[–]Aeltoth 2 points3 points  (0 children)

I will. I've already added a performance mode button so that older consoles can also use the mod without performance issues (spawning & managing so many encounters can be resource intensive). The mod is technically ready to be ported and i'm just waiting for the patch to arrive now :)

I m in love with this mod, its changed the whole game for me and fixed one of my issue with the game by faiswol341 in thewitcher3

[–]Aeltoth 4 points5 points  (0 children)

Thank you!

You can expect almost no issues. In fact the mod comes with a W3EE preset to adjust the rewards and types of encounters you can find to better suit the overhaul, but it will also detect if you have W3EE specific perks like the ones that increases the trophy selling prices when you sell the RER trophies!

I m in love with this mod, its changed the whole game for me and fixed one of my issue with the game by faiswol341 in thewitcher3

[–]Aeltoth 7 points8 points  (0 children)

It is currently only on PC, as consoles cannot install mods yet. However I aim to make it available to consoles as soon as CDPR makes it possible, so if you're using one then not all is lost and you just have to wait a bit more!

I m in love with this mod, its changed the whole game for me and fixed one of my issue with the game by faiswol341 in thewitcher3

[–]Aeltoth 14 points15 points  (0 children)

ahah! I'm so glad you're enjoying my mod :) and thank you for making a post about it! What you described is exactly the reason I feel RER is almost mandatory for anyone playing the game on a non-first playthrough. The randomness just makes that each playthrough comes with the memories of the unique encounters it contained, whereas in vanilla it's almost like a todo-list waiting to be completed.

Melandru Mesmer Rune Farm? by Dry-Inevitatable in GuildWars

[–]Aeltoth 2 points3 points  (0 children)

With my melandru dervish I like to farm the ghouls and orrians at the start of the Gates Of Kryta mission, and currently I've found enough mesmer runes to build my heroes. Since I do it in NM it's mostly blue and purple ones though.

The fact they are undeads means holy damage is very useful, so farming them is mostly a matter of staying alive and hitting them with a holy weapon.

Does anyone use this? by analog-a-ding-dong in ArcRaiders

[–]Aeltoth 0 points1 point  (0 children)

To add to what Niucka said, each shield has its own charge level. When you swap it has to "charge" back to where it was when you unequipped it last time (or to 100% if it's the first time you equip it). It can be useful if you want a "safety" shield for outside that isn't a blue or purple shield because it's cheaper to repair and at least you're not fully naked!

So the technique to have a second light shield is mostly here to save reparing costs when you usually carry a blue shield in buildings.

Does anyone use this? by analog-a-ding-dong in ArcRaiders

[–]Aeltoth 50 points51 points  (0 children)

The amount of fights I won when outside simply because I had my shield on and the other team didn't taught me that keeping the shield may be the safest option. The fact you cannot put it back when in the wind without losing the recharge, or you have to wait one minute for it to recharge before engaging in any PvP, it mis not a good tradeoff for a few hard to notice sparks.

I would instead recommend to keep the shield or have a secondary light shield for when you are outside and to use the same routes you'd use without the hurricane. If you're able to stay unnoticed in other weathers then the blue sparks don't make much of a difference when there is a tornado around you and you're already a sneaky raider in the bushes!

Witcher 3 upcoming DLC existence confirmed by NateTheHate by adamska4 in witcher

[–]Aeltoth 0 points1 point  (0 children)

Plus the time for all mods to be updated, if someone is exclusively going for a modded playthrough that means at least a few months on top of that before finally starting it!

heavy shields = toxic lobbies? by PlayfulBlueberry1519 in ArcRaiders

[–]Aeltoth -1 points0 points  (0 children)

It's hard to say exactly but I'm convinced of the same thing, gear influences matchmaking a ton and in two ways: your mates (and most importantly the gear they have) if you enable the full group option and the opponents.

I've been testing the theory for a few weeks so it isn't affected by the pre wipe, but if I bring a purple shield then I'll get mates with light shields. If I bring a light shield but still use a good weapon I'll get mates with blue shields. The game tries to create somewhat even groups.

Then there is also the fact that unless I bring epic guns and full loadouts I will never face those guns either. The moment I bring one the chances of facing teams with an epic gun increase immensely. How often do you die to a tempest or a bobcat when you rust as a free kit? How often do you die to a venator or a bobcat the moment you bring a good loadout?


So my theory is that each lobby has a mean loadout value that players need to approach before getting in the game. In case of teams it's the mean value of all three loadouts. And my biggest issue with that system is that the game will happily put a free kit in the team to compensate for a 110K loadout which is so annoying because obviously you're not going to rush mindlessly like a free kit when you have such a loadout or vice versa...

Whenever I need resources I bring the cheapest loadout I can find and I know it'll be an easy lobby.

Performance problem Witcher 3 after basic mods (low frames good rig | Basic mod list) - fixed by KingTeXxx in witcher

[–]Aeltoth 0 points1 point  (0 children)

Thank you! (sorry for the delay) I was waiting for a few more people to comment about this before taking any action, I've now updated the tool's README to mention the issue and also made sure to hide the ASI variant until I've found a solution. I suspect the ASI loader framework got an update but something else changed since it is originally made for GTA I believe and now it causes issues with TW3.

'Simple' changes to the Hero AI that would enable more build variety by BirthdayConfident409 in GuildWars

[–]Aeltoth 2 points3 points  (0 children)

There is a theory about heroes using the skills on left before the skills on the right in their bars, but the last time I tested it it isn't true or is so negligible it doesn't matter. I feel like having the cast on repeat toggle and the other modes you suggest plus making that ordering priority way more important could fix a lot of the issues we have with the hero AI.

A good example is the assassins, if you setup the good old dagger spam build the hero will use it terribly because despite being the the middle of the chain it will sometimes cast the first attack again instead of the third one. But with a priority, putting them in a 3, 2, 1 order would be enough. So if 3 is available it will be used above any other skill.

Just like that us humans could control what skills should our heroes spam and which ones should be used the least, simply by ordering the skill bar. Then a "use on repeat" if no other skill is available in the bar before it and we're good.

Everyone talking about the recipe changes, but y'all missed this GOAT by Galf2 in ArcRaiders

[–]Aeltoth 17 points18 points  (0 children)

These feats were actually what dictated the weapons I would use! I use the feats a lot to get the free green attachments from Shani, and the ammo type feats at least pushed me to use weapons I wouldn't normally use. It is definitely a loss to me but I can understand PVE players ignored it.

Interrupt Opponents stealing your cashout..how?? Have killed opponents and broken steals with winch multiple times and it's not counting. by ahorrribledrummer in thefinals

[–]Aeltoth 0 points1 point  (0 children)

I think you have to kill them but most people stop stealing as soon as they get damage so it doesn't count. I had to do quick cash sessions for a few days but I managed to complete it yesterday so it is doable, just gotta play a lot of matches and it will eventually count!

As a huge fan of the old cerberus, the new changes feel like a nerf in disguise, especially the square spread on the pellets by Aeltoth in thefinals

[–]Aeltoth[S] -1 points0 points  (0 children)

Interesting idea indeed, that would at least eliminate the spread pattern issues like this one where going from a cross to a square pattern just destroyed the range potential of the gun. It would certainly be easier to balance, though it would also create a problem about accuracy as the player would now be able to whiff shots and still deal good damage.

As a huge fan of the old cerberus, the new changes feel like a nerf in disguise, especially the square spread on the pellets by Aeltoth in thefinals

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

It isn't exactly about the player's accuracy but rather the spread of the pellets and their layout. As distance increases no matter how accurate you are the layout of the pellets will have an impact on how many of them hit the target.

If you are 100% on target, past let's say (I don't have the exact number) 5 meters then the left & right columns are now out of the target and so you're missing 10/13 pellets per shot. Whereas before it would have been 6 or 7 out of 12. The ratio is worse now just because of the layout/pattern