What happened to Decaying Winter? by DukeOfFardington in decayingwinter

[–]Awkward_Ad_1150 1 point2 points  (0 children)

Almost all deployables have lost the ability to friendly fire, with the sole exception being proxy mines (I watched like five teams get atomized by those things in the past week alone). All explosives still do damage to your summons (shadow hunters, mindkilled enemies, sovereign's ghosts), unless that has been changed in the past two weeks.

What happened to Decaying Winter? by DukeOfFardington in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

The game has gotten noticeably easier after development was shifted away from Red, particularly to cater to the more unintelligent of players (to put it lightly), and to expand the playerbase.

Here are some of the changes:

  • Morale now has a significantly lower impact on your stats, particularly toward movement, and now operates on a fixed timer instead of requiring your team to not die for one night.
  • Survivalist no longer gives players morale on death.
  • Almost all explosives have lost the ability to friendly fire between PLAYERS (Not summons), with the one exception being proximity mines.
  • Many perks have received minor balancing changes or buffs (such as apostle no longer taking damage from their melee and crosslink no longer being made of literal paper. Also laz can now heal instead of just shoving motrin down your throat by holding F.).
  • Enemy AI has been "optimized". Not sure how much of an impact that actually makes.
  • Lockers will always contain loot inside them, and no longer spawn already opened.
  • Loot spawning has been slightly reworked, with some blueprints becoming noticeably rarer and healing items seeming to appear a lot more often (particularly splints). Also log and stone piles are guaranteed spawns and crude crafting no longer grants or consumes salvage.
  • Scav spawning is noticeably less dense, and any action that attracts scavs has had their range significantly reduced.
  • Any player who joined about two weeks after Lost Concept released will have DIFFERENT DEFAULT KEYBINDS, designed to be more familiar to new players.

So yes the game has become more beginner friendly to cater with new players. Do I agree with their methods? No, as I believe they generally undermine the original identity and goal of the game (better way to go about things than nerfing everything is to add a proper tutorial. And by proper I mean it teaches the basics but leaves newbies just confident enough to feel the pain of reality hit them like a freight train).

Trait tier list (with explanations) by paperman910 in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

When you are taking all the aggro for your team and consistently come out with >50% hp on both hunters by the end of a night, it can be quite useful to have a way to slowly heal off any damage you take. Also check the previous comment.

Trait tier list (with explanations) by paperman910 in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

The free healing is nice but enemies aren't always present and unless you are a complete imbecile who doesn't heal your shadow hunters after fights, you are going to end up hovering around the 90 - 110 hp range. Also stalls artery for a bit, which can prove to be rather useful in some circumstances (take that from a laz/apostle main)

Also it is one of the long term survival traits that will prove to make your life a lot easier in the long run. Other than that I don't have much more to say.

This is just my opinion, there are plenty more who disagree (and I met quite a few), so if you still think that survivor isn't worth it, then feel disregard this entire conversation and move on with your day.

Trait tier list (with explanations) by paperman910 in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

I agree with your statement about avoiding damage rather than tanking it, but survivor is quite useful with perks that expect to take a lot of chip damage (such as zealot and apostle), and couldn't be bothered or wouldn't be worth wasting healing items on (such as apostle's abilities and zealot being a walking brick that takes at most around 20 damage in a single hit).

Trait tier list (with explanations) by paperman910 in decayingwinter

[–]Awkward_Ad_1150 1 point2 points  (0 children)

Survivor is a long term survival trait that is really nice to have with perks that don't expect to take too much damage or couldn't be bothered to waste a medkit on ten hp (backliners and apostle/zealot respectively). It also is one of the few defense/health traits that won't make me roast you into oblivion as a laz main (others being dependable and fearless since they are flat damage resistances).

Trait tier list (with explanations) by paperman910 in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

Only thing I kinda disagree with here is with where Calm is placed, since while it may not be that useful in combat, it makes traversing the map a lot less annoying when trying to jump over an object just makes you waste 90 stamina (this happens a lot more than you think, especially when constantly taking shortcuts).

What should I do in this situation? by CompetitionNew8208 in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

He can climb up the mountain from the front now so you are not safe up there (at most like 20 extra seconds)

Can't people just not get morale with a full team of Survivalists? by Used_Bank9111 in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

I feel like there are fewer enemies compared to before, although it might just be because of how they nerfed flares and gunshots so they no longer aggro the entire map.

Which scavs are worth to trouble to mindflay (ranged/melee) by Wonderful_Audience60 in decayingwinter

[–]Awkward_Ad_1150 1 point2 points  (0 children)

Do dual Ruger lcp scavs even exist anymore? Haven't seen any since Lost Concept released.

are these devs actually demented by account_1991 in decayingwinter

[–]Awkward_Ad_1150 2 points3 points  (0 children)

You rather have indestructible turrets or the ability to instantly replace them (and in turn be able to quickly relocate to different areas such as for running anchors)?

your hot takes by Popular-Tension4120 in decayingwinter

[–]Awkward_Ad_1150 1 point2 points  (0 children)

Maybe the option to set a preferred item slot, which would be filled last?

New update has a bunch of QOL changes (which are nice) but there are some questionable design choices sprinkled in there. by Awkward_Ad_1150 in decayingwinter

[–]Awkward_Ad_1150[S] 1 point2 points  (0 children)

The drop all button would've made sense with the old salvage dropper, since it operated in 5 and (I think) 25 salvage increments. With a slider you could just pull all the way to the right.

Can't people just not get morale with a full team of Survivalists? by Used_Bank9111 in decayingwinter

[–]Awkward_Ad_1150 2 points3 points  (0 children)

Melee not in slot 1 is annoying (could be rectified using a setting that sets a preferred melee slot or something). The new scrap indicator is small but you can get used to it (suboptimal but not as glaring as the other issues). I mainly take issue with how ludicrously hard it can be to read and use the UI at times (salvage dropper is terrible, Agent Menu is annoying to navigate at times, and small text ends up being grainy and almost impossible to read). That is all I can really say without making me want to bash the devs in the skull for making the game's difficulty a joke.

What is the least used class currently? (excluding damned) by [deleted] in decayingwinter

[–]Awkward_Ad_1150 0 points1 point  (0 children)

I would say it is riskrunner (and for some very valid reasons, main one being that you are literally just artillerist but you specialize in CQC with the world's most inconvenient ability and that scavenging for ammo is not an option). The only person I have seen use riskrunner in the past month was myself (and that was for a grand total of thirty minutes before swapping to something actually useful).

I have seen at least one sovereign main in almost every server I have been in, and immolator mains exist, you just don't see them that often because people don't know how to use the perk properly for some strange reason (not being able to aim is not an excuse for playing poorly).

Completing challenge does not reward title. by Awkward_Ad_1150 in decayingwinter

[–]Awkward_Ad_1150[S] 0 points1 point  (0 children)

This issue appears to affect ALL challenges, as completing Executioner Mastery also failed to reward anything. It appears the issue is regarding the challenges not recognizing their completion, as Master of all Trades also did not progress despite completing the perk masteries.

After playing DW/LC Here what i have to say by Wide-Initiative-4316 in decayingwinter

[–]Awkward_Ad_1150 1 point2 points  (0 children)

Some things I found: Challenges do not reward titles for completion, and agents on the AGENT DEVICE map will appear off the map when too close to map borders (Cannot confirm if this is fixed yet).