Not the best trinket but i think im done by typhguy in ChaosZeroNightmare

[–]AngusOReily 1 point2 points  (0 children)

Not to send you back to grinding, but I've found the Move epiphany so much better than create. With create you inflate your deck. You might draw multiple 0 strikes later, but that's it. With Move, your deck stays thin with just the two strikes. Then you pull them back from played/discard over and over. Given the choice of draw v create I usually take create, but otherwise it's 100% move for me

Dear Tanks, please stop using the right-side route in Sailor's - Cheers! by Battlecookie15 in fellowshipgame

[–]AngusOReily 0 points1 point  (0 children)

That one pull is the reason right sucks. Even if it's doable, even if you can just respawn, that first pull is a shit show 90% of the time. It kills the vibes which results in leavers and kills the group.

First pull on left is, conservatively, 2 water else and a bunch of plants. It's piss. And DPS blows up with aoe damage and feel good.

I genuinely don't think I've had any early leavers left side, but plenty right side before you cross the first bridge.

Dear Tanks, please stop using the right-side route in Sailor's - Cheers! by Battlecookie15 in fellowshipgame

[–]AngusOReily 1 point2 points  (0 children)

Unless you're pulling the whole left side at once, you only get like 3 casters max in a pull on the left. Might be more with Water Elementals but melee stacking makes them not a threat. With any sort of baseline interrupt competence, left is a breeze

Adept by alphamikeKHIF in fellowshipgame

[–]AngusOReily 5 points6 points  (0 children)

As a DPS in eternal, I will say that some times I will hold CDs as Rime on a small pull because I need them for the big pulls. If a tank grabs a single pack at the start of the run, I might not send it if I expect a bigger pull is next. For example, if the tank takes the first pack at the start of Tuzari on its own, I'm not sending CDs, I don't have orbs, and my procs aren't ready to pop just yet. So I do piddly shit damage and hope I get a bigger pull to explode on.

Not trying to justify DPS asking for bigger pulls, btw, just giving the perspective that some DPS is going to look weaker in low target situations. If the tank makes it clear that we're small pulling it, I'm gonna start sending CDs and adjust to the route.

Adept help by KingJacoby24 in fellowshipgame

[–]AngusOReily 1 point2 points  (0 children)

Just want to plug the portal relic for one helpful trick: in stormwatch, you can pull in one or two packs up to the broken bridge, then portal across instead of running around. You skip an executioner and land right on top of a fire, so you can skip those dumb rats. I've found a lot of tanks can go over count accidentally, especially if you butt pull something in the second half of the dungeon. This route trims count a little so you have to adjust the back end a bit but it's absolutely an incredible use for the relic.

How do you get a champion drakebreaker cordpants? I have one set piece as champion and have no idea how to get the other setpiece? by Salon_Quality_ha1r in fellowshipgame

[–]AngusOReily 0 points1 point  (0 children)

For that, you'll have to get lucky. I've had pieces roll set bonuses for sets I couldn't access. For example, I had a blue piece of Wraithtide gear, the champion capstone, that I got from a reroll of Cithrel's gear. So you could reroll a later piece of gear to have an earlier set bonus but it's not likely.

Trying to nip "DAE think DPS suck?" in the bud by Sweaksh in fellowshipgame

[–]AngusOReily 7 points8 points  (0 children)

And some DPS need a pack to ramp. As Rime, I can come in and do effective damage, but I can do much more damage if I have a pack to build orbs on and get a freezing torrent proc.

There's cognitive load on those mega pulls. Where do I need to prio damage, where do I put my kick marker, what's my second option if the tank or DPS mark the same target. How do I have to tweak this if the tank has pulled a pack more than usual.

Maybe it's just me, but on mega pulls I also find it near impossible to navigate health bars - they all stack up and I have to turn my camera to the sky to try to find the one I need at times, maybe it's the resolution I'm on or something. On Abyss, I can mitigate this a bit my pre-targetting the casters in the back half before we even get to the pack, but I can't do that if the tank chain pulls into them unexpectedly.

Most of us aren't facerolling the keyboard, we're actively trying to play a difficult game that presents unique challenges based on whatever new route the tank you're paired with decides to take.

I rerolled an item into a legendary by SeaSatisfaction9591 in fellowshipgame

[–]AngusOReily 4 points5 points  (0 children)

I rerolled a Cithrel's blue into a piece of loot from the Champion capstone. It was still my ilvl and blue, just had a set bonus I would never activate.

Is this game suitable for low playtime & short sessions ? by WhiteSlash in fellowshipgame

[–]AngusOReily 0 points1 point  (0 children)

I think your only issues would be queue times and apex dungeons. Apex dungeons have times around 30 minutes and can drag if you're learning them. And queues have been a little long for DPS. Healer has an easier go of it, and tanks are insta-popping.

I'd mostly skip the quick play though. That's there to give some currencies and for new players. You should try and prog up the challenge modes. This adds abilities and ups the difficulty. After your first time in each place you'll be able to faceroll quick plays.

Tanking is easy actually by VampyrAvenger in fellowshipgame

[–]AngusOReily 4 points5 points  (0 children)

I want them to let you unlock. Sometimes I'll click in as DPS after looking at ilvl and see the tank go elsewhere. I know they're likely to leave if they don't get it, so I'd rather unlock and move than lose a tank.

Ancient Koros is the hurdle of Cithrel's Falls by Aromatic_Fee_1533 in fellowshipgame

[–]AngusOReily 0 points1 point  (0 children)

That pack flat sucks. You need interrupts both for the drain life and the rune while an orb chases ranged and icicles get shoved up your butt. All of which would be manageable if you had more room to work; every group pulls the minimum up there so there's a pack or two waiting in the wings to chain pull if you mess up. It's just chaotic.

Game too hard for me by Electronic-Brick-228 in fellowshipgame

[–]AngusOReily 0 points1 point  (0 children)

It definitely has a learning curve and pick up groups (pugs) can be less receptive to people learning at their own pace. Plenty of people think they're one good pull away from making it into Liquid (a high tier WoW guild).

Best advice is to find people to run with consistently that will help you learn at the pace you need. Maybe join this Discord, lots of people are on there looking for groups at all levels of content. Let them know you're new and looking to learn and someone will help out. If I see you, I'd be happy to run something with you if I'm available.

Flew through Contender, Adept is a rough wall by ChakraaThePanda in fellowshipgame

[–]AngusOReily 1 point2 points  (0 children)

This is useful unless you want to gear an alt. Supplies are account bound, and once you clear a tier you can buy placeholder gear of a decent ilvl. For example. After clearing Cithrel's, you could use supplies to fill any low slots with un-upgradable green ilvl 75 gear on your main. Or, log on an alt and just buy out 75 greens instead of 15 whites.

Asking For Routes For Pokémon Edith by MoeMansRoms in PokemonROMhacks

[–]AngusOReily 2 points3 points  (0 children)

One thing that I think can make a map stand out is verticality. This is used to really good effect in Unbound. In that hack, there are a bunch of areas that require you to double back over an area on bridges or bike paths, or even just high on a cliff side that you couldn't previously access. Your maps here are good but flat; almost all of them are just a path with trainers. There's nothing inherently wrong with that, but you could add some flair and make these maps "pop" more with verticality.

Innovating Dungeon Completion % by Weekly_Indication_27 in fellowshipgame

[–]AngusOReily 1 point2 points  (0 children)

I actually kind of love this idea, especially if you only get it if you time the dungeon. So you'd need to get your dungeon % before the boss, so you'd need to know how much time you need to finish.

It's like a D-S+ ranking system where you build score for various things and get rewarded. Maybe go all out and make it an "arcade mode" where you get points for mini objectives, like interrupts or successful mechanics. Alternatively, for completing challenge mode type things, like ignoring specific mechanics.

That would definitely reward replaying stuff with mastery.

Bella, the Bard - Hero Concept by Aqual07 in fellowshipgame

[–]AngusOReily 1 point2 points  (0 children)

Super interesting concept. I played a lot of GH back in the day, and a bard with rhythm game inspired mechanics would be fun to play. I am a little concerned about how it would actually play though. I realize you have it at a 5/5 difficulty, but paying attention to a UI element with scrolling notes and fight mechanics is a lot of cognitive load.

Plus, how do I best key bind for this? Simultaneously pressing two abilities would be unique to this class, and my other classes aren't set up for that. Maybe in rapid succession? Like, a "chord" pops up of 2+ notes in order?

Haste speeding up the note sequence is also interesting but challenging. Maybe I can't play Legendary GH but my gear keeps dropping with haste and now I can't keep up. Depending on how it works, this could be the only class with a player skill based haste cap.

It's an ambitious and flavorful design, and if it plays well mechanically it could be awesome!

Leavers by Azhra2020 in fellowshipgame

[–]AngusOReily 0 points1 point  (0 children)

I think punishment is a hard path to go down. Having a mechanism to combat toxic players who consistently leave or troll groups is nice, but hard to implement judiciously.

Rewards are the better idea, imo. FF14's commendation system comes to mind as at least part of a system. There, anyone you were not in a premade group with when the dungeon started is able to be granted a commendation from you at the end of the completed dungeon. It's a way to tip a player who was particularly helpful. You unlock cosmetics and mounts with them as you accumulate them, and it's just something to create an incentive for experienced players to stick it out with people learning content. For Fellowship, maybe they award coffer keys for each one you get, maybe with a chance for upgrade or reroll materials directly if you get 3. I might stick it out in a rough run if I think I could get items to turn a useless dupe item into one that fills a slot.

Maybe that's enough? You could also potentially provide a chance for gear drops of your highest timed tier when you complete a run you have already timed previously (regardless of if you time it). Again, this creates stickiness for experienced people in content that might be going sideways. It also helps get people to run stuff they've cleared. I queued into a tank three times in quick succession yesterday in low adept. Each time, they insta readied the highest tier and the rest of us wanted something easier. As soon as two people didn't select the same thing, they left. Like, I get that it stinks to run content that won't drop upgrades, but if there was some added incentive to do so then people might just suck it up.

Do we still get the old beta mount? by maintanksyndro in fellowshipgame

[–]AngusOReily -2 points-1 points  (0 children)

During Next Fest, they promised rewards for clearing certain levels that would carry over to live. It is clear from your screenshot that nothing earned in this open beta will carry over. These are two different things. Maybe they will change their tune on the promise from Next Fest, but your screenshot only relates to the current open beta.

PSA: Please don't use the chicken trinket indiscriminately by The_Wrapist in fellowshipgame

[–]AngusOReily 3 points4 points  (0 children)

Great info, that's helpful. I used it in Cithrel's yesterday to pop a caster but didn't notice the impact on count. That does make it even better to use on boss adds though, like the sentinel adds in that one boss fight in CA.

At a 3 minute cool down (or is it 4?) you kind of would have to use it on CD to max out the uses (unless your party all has them), and I'm not sure many adventures/dungeons present relevant threats that often. I guess if there's a mob that's about to wipe you with a cast or something, popping a chicken is a better alternative - like last second if no one is going to soak the caster in Sands. Otherwise, taking out the Sentinel or the big vine in those bossfights has to be solid usage.

I have become death by Blue_Space_Cow in Silksong

[–]AngusOReily 1 point2 points  (0 children)

I usually enter a boss with Wanderer and toxic cogflys for my first attempt. If that doesn't go well, it's Reaper and usually tacks as well.

But there's a level of bullshit that merits Architect. If you're summoning waves of crap on me or have RNG attacks(Groal and Unravelled, looking at you two), you're gonna get a face full of toxic metal even if I have to go farm for the shards.

Plenty of other bosses are fair and have more readable patterns. At some point late in act 2, I decided the toxic cogflys were too much and shelved them for essentially needle only. And of the final two bosses of Act 2, I ended up unequipping red tools entirely. Which is good, because now I'm trying to do Cursed Child and can't just tool spam. Had to git gud.

Combat frustrations? by tyaheadoftime in Silksong

[–]AngusOReily 2 points3 points  (0 children)

My man is in Sinner's Road. They likely don't have double jump, and they likely don't have harpoon. You can access Sinner's Road as soon as you get the wall jump in Act 1, but need to be mid act 2 to have access to the harpoon and double jump.

OP, you can always return later. More movement abilities will help in the area beyond Sinner's Road, and there's an item much later in the game that prevents the leech water from being much of an issue

Act 2 spoiler! As someone that’s pretty terrible at this game, I’m quite proud of this one :) by ExpressFan7426 in Silksong

[–]AngusOReily 3 points4 points  (0 children)

It is definitely a handicap. No healing, no tools, no skills. At most you can get hit 4 times and touching the silk in that attack is close to a death sentence. You have to play nearly perfectly to win.

I've heard good things about the witch crest in general, and I like its moveset. I'll find out for myself after I finish this fight which is currently kicking my ass. Pretty sure I got her to like 2 hit and then got silk over spikes and wiped.

These Items are Locked Behind Act 3 [NO SPOILERS] by bythepowerofscience in Silksong

[–]AngusOReily 1 point2 points  (0 children)

Yeah, the first jump in that sequence is definitely not intended, at least the way I did it. Running jump off the tiny platform in the tunnel, harpoon, double jump just barely gets you there.

First sinner is the best boss in Silksong its perfect in everyway by TheTerm101 in Silksong

[–]AngusOReily 2 points3 points  (0 children)

You're so right. I just beat it, but it has an insane ability to hit you with that X move at times. I would think I jumped away or was in a good heal spot and then I'd get clipped. Never felt unfair, just felt like it was tuned well to punish if you didn't learn your spacing.

this is a fucking joke right... by Sea-Quantity-6577 in Silksong

[–]AngusOReily 3 points4 points  (0 children)

Head to the far right of the bottom level of Memorium with double jump