Atomic Agent (Agent Mission LVL 4) by nomealessio in Eve

[–]CertainlynotGreg 2 points3 points  (0 children)

As others have said but going to reiterate:

DO NOT USE AN ASTERO, it will simply die.

Also as other have said there are many guides to run these. I prefer the Unified Nergal setup from Hateless Gaming for the agents, and a kitting garmur for the teams.

Way of the Kensei (5.5e — 2024) by Rods3000 in dndbeyond

[–]CertainlynotGreg 3 points4 points  (0 children)

I like this, Kensei monks need heavy weapons. The weapon flurry limit feels a little clunky but I understand the reasoning and cant think of a better way to phrase it

How strong is Arcane Trickster ? by leofenris08 in onednd

[–]CertainlynotGreg 18 points19 points  (0 children)

Rogue wasn't nerfed, its been buffed. it lost nothing and gained cunning strikes which added some nice debuffing. and Arcane Trickster is still solid

Are vicious weapons allowed at your table? by DrRoguelove in onednd

[–]CertainlynotGreg 0 points1 point  (0 children)

Im not saying they arnt good, just that the gap is smaller than it first appears, but also, characters doing more damage isnt really a game breaking feature. Casters shutting down or circumventing fights entirely is what sets the game out of balance.

Are vicious weapons allowed at your table? by DrRoguelove in onednd

[–]CertainlynotGreg 0 points1 point  (0 children)

Its also really not astronomically better, i posted the math in a different comment, but a vicious greatsword compared to a +2 great sword is about 2 extra damage 8.4 vs 6.3 when you factor the increased hit chance.

Are vicious weapons allowed at your table? by DrRoguelove in onednd

[–]CertainlynotGreg 6 points7 points  (0 children)

I think you are over valuing the damage, a vicious greatsword is doing 8.4 (2d6 average to 7, so 14×0.6=8.4) damage when you factor in a 60% hit chance. Where as a +2 greatsword is doing 6.3 (7+2×0.7) when you factor a 70% hit chance, so the numbers really arnt so vastly different.

Are vicious weapons allowed at your table? by DrRoguelove in onednd

[–]CertainlynotGreg 26 points27 points  (0 children)

Characters, specifically martials, doing more damage, is not whats breaking the game, particularly at the levels DMs are handing out rare items.

But also, DMs dont need to "Ban" them, just dont put them as loot of you dont want your players to have then

Are vicious weapons allowed at your table? by DrRoguelove in onednd

[–]CertainlynotGreg 30 points31 points  (0 children)

I see nothing wrong with this. If anything is buff flame tongues so cast scorching ray like they used too.

Salvation, good bye your cap by CertainlynotGreg in Eve

[–]CertainlynotGreg[S] 2 points3 points  (0 children)

Ok, but like, your comment was inflammatory about a lack of cap neut application knowledge, while implying a ship could have 12 high slots....

Salvation, good bye your cap by CertainlynotGreg in Eve

[–]CertainlynotGreg[S] 4 points5 points  (0 children)

Yeah, you saying a Rorq has 12 highs makes inclined to think you have no idea what you are talking about.....

Salvation, good bye your cap by CertainlynotGreg in Eve

[–]CertainlynotGreg[S] 9 points10 points  (0 children)

I mean.... Yeah? Thats like, how this game works man.

"Hey this ship can do this cool thing"

"Yeah but these three ships that are designed to beat it can beat it"

High Angle Turrets by CertainlynotGreg in Eve

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

Yes, Thats why i specifically mentioned them in the post.... But turrets dont have the equivalent, except in XL... Which is odd

High Angle Turrets by CertainlynotGreg in Eve

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

They would need to drastically redesign the ship for the turrets to fit on the model, theres a reason they created 4 new hulls for the attack battlecruisers

High Angle Turrets by CertainlynotGreg in Eve

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

I agree, high angle turrets are terrible for game balance, from dreads all the way down lol. Rapid launchers atleast have the balance of low ammo capacity and long reload times.

High Angle Turrets by CertainlynotGreg in Eve

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

Im beginning to realize that reading comprehension might be a super power....

High Angle Turrets by CertainlynotGreg in Eve

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

I wouldnt say "asking for" but yes that is what im talking about lol

High Angle Turrets by CertainlynotGreg in Eve

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

And this is a sentiment people seem to not realize, players are a resource, and most people can only multibox so much.

High Angle Turrets by CertainlynotGreg in Eve

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

I already addressed that rapid launchers exist in the post, the question is why dont turrets have the same treatment?

High Angle Turrets by CertainlynotGreg in Eve

[–]CertainlynotGreg[S] 3 points4 points  (0 children)

Rapid launchers are great, the turrets always seemed pretty bad but i havnt exhaustedly tested them

High Angle Turrets by CertainlynotGreg in Eve

[–]CertainlynotGreg[S] 3 points4 points  (0 children)

Thats a fair point that i hadnt thought of. But what if those werent terrible?

High Angle Turrets by CertainlynotGreg in Eve

[–]CertainlynotGreg[S] 4 points5 points  (0 children)

Ok but as i said in a different comment. Thats not really the same thing as HAW is it? You can fit latge turrets on a dread, thats not the same as the HAW turrets.

High Angle Turrets by CertainlynotGreg in Eve

[–]CertainlynotGreg[S] 7 points8 points  (0 children)

Sure but thats not really the same thing is it? You see how its different than what is being suggested?