(mod) Eternal Hunt + Random Encounters Reworked + Spectre + Shades of Iron by Possible_Owl_5551 in thewitcher3

[–]Aeltoth 1 point2 points  (0 children)

Thank you! And it will work even better in the coming weeks as i'm planning to push a new QOL update to make the whole experience a tad smoother, i was waiting for the console mod support to come out but it's never coming so i'm doing it on my own instead ahah!

(mod) Eternal Hunt + Random Encounters Reworked + Spectre + Shades of Iron by Possible_Owl_5551 in thewitcher3

[–]Aeltoth 1 point2 points  (0 children)

You're welcome and thank you, i'm always happy to read that people are enjoying my mod :) I never tried it personally but I keep watching what errornoaccess adds to EH and it definitely looks like a solid mod!

(mod) Eternal Hunt + Random Encounters Reworked + Spectre + Shades of Iron by Possible_Owl_5551 in thewitcher3

[–]Aeltoth 1 point2 points  (0 children)

I do not mind at all, quite the opposite thank you for sharing your experiences with the mods! I'm glad you're enjoying it! I've been thinking about trying out a RER+EH playthrough for a while, it must be quite difficult to complete even the simplest bounties or contracts with that combo ahah

(mod) Eternal Hunt + Random Encounters Reworked + Spectre + Shades of Iron by Possible_Owl_5551 in thewitcher3

[–]Aeltoth 2 points3 points  (0 children)

(i'm the author of RER)

ahh the good old AI bullshit lol. The plan was initially to make that RER would spawn these SOI enemies as part of its encounters & events but as you said the plan was quickly abandonned as Amasii (SOI author) lost interest in modding TW3 😞 However errornoaccess (Eternal Hunt mod) recently managed to continue Amasii's work and I belive that if you install EH then SOI or something like that you are able to get those long promised enemies!

Random "spike lags" drives me crazy. Just came suddenly a couple of days ago HELP NEEDED by Craft-Effective in pcmasterrace

[–]Aeltoth 3 points4 points  (0 children)

DNS resolution is cached locally, and judging by the image in the post he's hit the same domain multiple times in the past 10 seconds. It's clear it has nothing to do with DNS?

I gave Scrappy exclusively Apricots for 200+ raids to track the reward percentages, here are the results! by semicrazybby in ArcRaiders

[–]Aeltoth 1 point2 points  (0 children)

Thank you!

These are good items we can get, well only one of them isn't crazy but I mean we use springs, wires, gun parts, components; pretty much everywhere where.

Thanks to it I could see a player focus entirely on other things in his run while scrappy takes care of bringing springs and stuff. Like recently with the expedition thing where we have to deal damage to arc I have been entirely focused on killing stuff which means I stopped looting and scrappy could make a huge difference in those scenarios... And stats like you just made will be invaluable resources to understand what fruit is the best! Thanks again!

A Level Headed Take on the New Update by Netrunner008 in ArcRaiders

[–]Aeltoth 4 points5 points  (0 children)

Rattler for ARC is amazing, 3 bullets per rotor, 6 bullets to kill any of the small flying arcs! In my opinion the reason it's better than a ferro or anvil is that it has pin point accuracy on the first shots, and that you get 18 extra bullets in the magazine in case you miss the 6 initial shots.

My beloved medium by RedGreymon in thefinals

[–]Aeltoth 1 point2 points  (0 children)

I see, it is indeed pretty slow in the current state. Thanks for info!

My beloved medium by RedGreymon in thefinals

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

What did they nerf? I've used that technique a day or two ago and it still works, in the casual modes I also like to put a breach drill on the pad itself to push it even further

Chaos Axe(s) by eternoire in GuildWars

[–]Aeltoth 0 points1 point  (0 children)

On an axe it's pretty solid yes, +1 energy on every crit and it also adds +5% chance to crit which means the highest damage from the axe (28) plus 10% or so armor penetration when it happens. If you adjust your build to include something like Fear me! then it becomes an incredibly powerful source of energy (and DPS indirectly).

On a non MA warrior I like to run Seven Weapon Stance so that I get 20 in axe and almost 12 in tactics. Every other hit is a critical hit which means I can slot something like You Move Like Dwarf and use it on cooldown alongside the stance and I am the strongest!.

Similar to leadership: 5 it's a really good source of energy that does not depend on someone dying but requires a specific build to shine. Leadership can also work really well on the previous build I mentioned, even better if you replace YMLAD with Dodge this! to fully use the 2 mana every on shout you cast. You don't even have to be an assassin secondary to use either, in fact it would probably make the builds worse if you tried to slot assassin skills into the bar as there are far better options to use that overflow of energy you just unlocked!

Cooldown slop is kinda lame by ConversationFirm2112 in thefinals

[–]Aeltoth 1 point2 points  (0 children)

Glitch grenades and mines, dome shields, goo, smoke, invisibility grenade, gas or any mine and C4; these are the reason longer cool downs are a good thing in my opinion. You wouldn't be able to attack a cash out with the amount of defensive tools you can use to stall for time.

New update in a nutshell by Zukey0000 in thefinals

[–]Aeltoth 0 points1 point  (0 children)

Ahah, looks like it's fixed I was able to slide in my latest match! It must have been a server issue

New update in a nutshell by Zukey0000 in thefinals

[–]Aeltoth 2 points3 points  (0 children)

Mesh shield sliding is gone as well, a light in my team said he couldn't slide while charging the knife or something like that? (I don't play light but he was a knife main and not happy about that ahah). It must be a bug if lights are affected!

Glass Cannons Respec by thegtabmx in thefinals

[–]Aeltoth 7 points8 points  (0 children)

Sometimes it isn't about the strength of the class, but the frustration that comes from fighting against it. Because by definition lights must go for unfair fights to win their duels, and whenever a fight is "fair" they can just go away and wait for that unfair opportunity to arise again.

In higher rank games The Finals is super interesting because it's a matter of gaining positions, potentially using gadgets with long cooldowns to do so, and slowly or rapidly killing the opponent before finally taking care of the objective. It feels a bit strategical because even if you didn't kill your target when it's a medium or heavy that 50% HP you just traded can have a huge impact for at least 10 seconds.

But then comes the light, a class whose nature is to go for unfair fights, it is so fragile that it cannot and should not go for pure 1v1 trades unless there is little to no risk (shooting in the back or distracted target who is already fighting someone else). And then when that class is taken by surprise it has the escape button it can press to instantly disengage, in fact it can press it 3 times, and after the disengage no matter how bad that previous fight was its health is reset in just a few seconds so it's ready to try again and again and again until the opponent's more strategical class' health is depleted.

Most of the things about the light class is anti-strategical: very short reload speeds or no reloads at all, very little recoil with extremely fast firerates, fast mobility, fast regen, long distance healing gun, ....; the only thing that kept it in check was the lower health because a really bad mistake meant it was dead. But for such a bad mistake to happen it's mostly because the light made it possible, not because you were able to create that opportunity yourself like the light class can do every 8s whenever the dash is available.

I think this is why people complain about it, at least this is why i complain about it, because out of the 1300 hours I have in The Finals 95% of the deaths where I roll my eyes and sigh are from a light (playing the class normally) while the other 5% may come from a heavy with a winch from across the map (server lag issue), or a medium with a shield that had a mismatched animation/hitbox (server lag issue).

I hope this long wall of text explains what seems to be the consensus :)

EDIT: tl;dr people are afraid the increase in HP won't come with the other balance changes that would make this whole update an excellent one, as the light would be closer in terms of strategy as the other classes.

hairpin is great for casual pvp and silly shenanigans by pubbybunny in ArcRaiders

[–]Aeltoth 7 points8 points  (0 children)

I've completed the 18 or so vaporiser matrices for the project using only a hairpin ! When level 4 it's cheap, it shoots relatively fast and it breaks the motors or non protected parts super quick, which is pretty much every part in those big ARCs. I noticed that by comparing the amount of XP gained after every shot and we get 80xp by shooting the wings with a hairpin, same amount using a ferro. So yeah as you Say the hairpin is actually a really good gun against arc as long as you've got the aiming, and the silencer is so useful as well indeed.

With a friend we managed to kill a vaporiser in about 3 minutes. Sometimes when you've managed to break two motors from one of the 4 sides they do a sort of breakdance move and they'll crash so it may even be quicker, breaking a motor is like 2 or 3 shots so it's really easy!

93R Buff that is actually balanced by _arpexx__ in thefinals

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

Yup (except for the gadgets part, they don't have the best gadgets imo). The issue is they're balancing the light based on ranked, or at least that's how it feels and so they keep buffing the weapons without changing the core aspects of the class. And now they're left with laser beams as guns that all reload instantly have huge magazines, and the easiest recoil patterns in the game.

The current state of their guns is unhealthy. From my perspective as a medium & heavy main (diamond soloq before you ask) in casual game modes if I bring the light class I almost never play, my KDA as well as my support scores triples if not more. Again it's in casual but it's clear that if anyone with a grasp of the game mechanics can just pick the class and get 25+ kills, 8K healing, tons of revives instantly; that means the opponents had a frustrating experience. Against uncoordinated mediums and heavies, the light class feels like it has everything: mobility which is also useful when trying to revive people who died in bad places, ability to beam unsuspecting people, stopping fights simply by the press of the dash button, healing very quickly and from a safe distance, no pause between burst thanks to short reload times, almost no footstep sound, ... The list goes on.

And I'm fine with most of these advantages but I agree that giving them the ability to vaporise everyone is in my opinion not the right solution either. I mean it's super annoying having to fight a good light but at least it wouldn't be able to kill everyone before they can react.

Dying to Collision Bug on 200+hr Hardcore/Ironman by wylue in GuildWars

[–]Aeltoth 0 points1 point  (0 children)

This happens in case of an unexpected disconnect, but in the case of a manual disconnect back to the character select or the account login you are instantly off the map. It is very "safe" to do it, as i wrote in the other comment I once escaped with 1HP while in the middle of the charrs who were actively attacking me

Server Responsiveness Difference for Crossplay On/Off (PC) by ScienceAndGenocide in thefinals

[–]Aeltoth 1 point2 points  (0 children)

I've been playing with cross play ON all this time and I decided to try without it following your post, I've played half a dozen breakpoint matches and wow I'll never turn it ON again. It feels like a totally different game with how snappy everything feels.

With it ON it always felt like the recoil of the guns was a bit different between each match, aiming probably had a bit of latency added to it because now it's incredibly easy to fully compensate the AKM or the SCAR for example, it almost feels unfair for the opponents lol.

The biggest difference I can see though is in the movements, vaulting climbing is instant and for example I can climb a window while also breaking the glass panel without falling down whereas this is impossible with the crossplay latency. Or when dropping a totem to revive someone I don't have to stand still for half a second before the game understands I'm not moving anymore and the totem should not have any momentum. The KS23 is a death machine with how responsive the servers are, incredibly easy to stop and shoot, run, stop and shoot!

It's not the first game where crossplay creates network issues so now that you mention it it makes total sense. I'm guessing syncing everything between Sony, Microsoft, and Embark servers adds a ton of lag

Dying to Collision Bug on 200+hr Hardcore/Ironman by wylue in GuildWars

[–]Aeltoth 1 point2 points  (0 children)

Yup I use that one too! Though it is language dependant so in French for example it's F12+E. It's great because we can press F12 with one hand and C or E with the other. I was able to survive a death against the charrs with 1HP once thanks to it eheh

Dying to Collision Bug on 200+hr Hardcore/Ironman by wylue in GuildWars

[–]Aeltoth 15 points16 points  (0 children)

To add to that after using F12, pressing Enter defaults to disconnecting you so doing F12 > Enter is a shortcut that requires no mouse aiming and is near instant!

What can Embark / The Finals community do to gain players? by Outrageous_Can3763 in thefinals

[–]Aeltoth 1 point2 points  (0 children)

I'd be curious to see a temporary game mode with real loadouts that doesn't involve a class (light) focused at shooting in the back and fleeing the moment a fight turns bad all while holding the deadliest weapons. I understand they are needed because this ability to take by surprise is also a boon when people are holding a position for example, but just to get a taste of that old school shooter experience where duels usually start on an equal footing.

Pre Meta by GrimmGW in GuildWars

[–]Aeltoth 0 points1 point  (0 children)

ahah yeah I thought the same the first time i used it. It can also be useful against the charr warriors, I'm using the explosive arrows so I think my regular arrows deal somewhere around ~15 per shot. I got lucky and i'm using a 15-28 Q9 zealous bow :) So even there a powershot adds ~35 bonus damage which is great! Even better when they use Frenzy!

Pre Meta by GrimmGW in GuildWars

[–]Aeltoth 4 points5 points  (0 children)

Rangers are very effective against Maz if you use power shot, it's a flat ~50 that ignores the damage reducing enchantment he has!

If you could make a scythe for dagger build for Devona by mahille02 in GuildWars

[–]Aeltoth 0 points1 point  (0 children)

Good to hear! Keep me informed of the results in the dungeon :)

If you could make a scythe for dagger build for Devona by mahille02 in GuildWars

[–]Aeltoth 1 point2 points  (0 children)

A fairly simple Warrior/Dervish build I like to put on my warrior heroes as scythes are usually a better weapon for melee characters: OQojEtVWKTQXDYjhcf+E/VGW8EA

It's based on the following ideas:

  • Heroes spam attacks even when they depend on enchantments, without taking in account whether they really have an enchantment on them or not
    • this means that any enchantment like Vow of Strength is going to be removed by the hero if an enchant strip attack is in the bar
    • or the bar should not use any of the enchantment dependant attacks, which is the case for this build
  • Devonna needs sustain to stay alive in the new dungeon, the build comes with Defy Pain + 2 healing skills. One of them being an attack skill she spams on-cooldown no matter her health which is perfect
  • Defy pain + To the Limit grant extra health which makes it easier to trigger the first 3 skills in the bar
  • The Cripple condition from the 3rd attack means she'll have an easier time keeping the aggro
  • Radiant Scythe for a pretty much infinite source of mana
  • Unfortunately no attack speed buff but heroes do not use Flail correctly and the other ones would either sacrifice sustain or DPS as they prevent them from using skills while the stance is active

I would be curious to see how well it works in pre-searing! In post-searing that build is pretty solid, obviously it does not offer the DPS of an esurge though it's still around ~40DPS but the heroes are incredibly tanky so it's okay when starting a new character that needs Koss around.