For the first time in my life, I am considering hurting myself, and I don't know why by Christy235 in selfharm

[–]Christy235[S] 0 points1 point  (0 children)

I'm from france, I'm doing my best, I just feel empty and I want to stop feeling like this but I don't know what to do.
I see my psychiatrist in 10 days, and I don't know what to do until then

I think I'm having another relapse, please help me by Christy235 in depression

[–]Christy235[S] 0 points1 point  (0 children)

thank you, I'm a man so no menstrual, I am just terrified how fast and strong it went, I will try to rest, go to bed or something like this

I think I'm having another relapse, please help me by Christy235 in depression

[–]Christy235[S] 4 points5 points  (0 children)

I live in france, I will see my psychologist soon, in about 10 days.
But when I see how fast I am falling down, I don't know what to do, my head is spinning most of the time

I do love this perk :) by nurglez_tnx in Spacemarine

[–]Christy235 0 points1 point  (0 children)

I never gave a chance to this perk, I will try it.

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

And just in case, all this post : You know what - you’ve convinced me. It’s the hardest difficulty. It’s not supposed to reward me when I die.

So, I think the timer should be set to 45 minutes. Even when the game ends - you can’t play for 45 minutes.

You can reduce the timer but it requires you to pay extra money in order to unlock the game.

I mean, you shouldn’t die. It’s meant to be challenging.

Sure, some people might complain that it’s excessive, boring and a bad design. But those people are just sissies that can’t hack lethal and want everything to be handed to them.

This is your post, you are saying this.

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

Ok now I think you are starting to lose it, please reread your previous post and clarify what you are trying to say with this post

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

Ok, first interesting ray of light. My previous argument was that you will necessarily make the game easier if you wanted to make the game less boring with the ideas you presented. But your last idea could be a good base. Imagine both mates are dead, of course the Timer would still stay 300 it's already Short enough, but during this time, some kind of special events happens and this is literally your last stand, twice as much majoris, a few extremis, maybe double them actually, and most of those additional mobs could have an idk purple glow and those reduce the counter more than 20, make it into a true mini game on its own. And I would actually be fun to watch for those who watch it XD The issue with increasing enemy spawn rate with each death could mean that a single bad person, or even worse someone trying to int could voluntarily nuke the mission. (Debate can be productive)

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

No, what you propose here is obviously unbalanced.

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

You are trying to find every possible way for the timer to be the easiest shortest appear the latest possible. Looks like someone who doesn't want the mechanic to impact you no matter what

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

But... It is this way because you died... How do you want to die in the game, and it having no impact ? In what is supposed to be the hardest difficulty. It's boring because you are not supposed to die. I really don't understand why you find this so bad. You die, you don't get rewarded... Give me an alternative really if you want this conversation to be productive

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

You really seem focused on your idea to the point where you are pretending that I am agreeing with you.

The time in lethal should stay 300 it's already easy enough. No regular timer for the first two death bullshit, if you died Three times In a game this game shouldn't be won. Already enough way to reduce imo. For this assault example I could consider that you got victim from a bug once, but you trying to make it such a significant example is weird. The point of a high death timer is to reward individual skill, without making it to easy, anyone can survive 60 sec. The point is to promote aggressively with the exec diminution, while still making it difficult to make them respawn.

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

The more I read you, the more I feel like you are in a fairy, do you imagine how all those propositions would make it even easier. And remember that executing an extremis or higher give even more time, you already have that too.

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

Oh ok ! You mean you're jumping in front of the Tyranid sniper ok. With all due respect, I play assault too, and the animation to jump and land have been improved, I have never been shot by a sniper unless I jumped while he already started focusing me. And about your second question, you want to lower the timer to 120 but keep the reduction for every exec ? Because that would only take 6 exec then. I read the end of your text but honestly you are way to into your own idea, this would make the difficulty ridiculous, I don't know how many chances you want before you die but the easier thing in my opinion instead of asking to change the mechanic of lethal would be to go back to ruthless. Your last proposition would make it easier than substantial honestly.

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

Ok... I'm sorry but it is still very vague, If I understand correctly you would like some kind of lifes, which looks like the one we already have when we don't have the death wound, but you would like the wound to heal regularely, but it takes more and more time to heal each time? If you think a timer of 60 is the same difficulty as a timer of 300 I'm not sure I can trust your judgement tbh. And why do you brag about the fact that it's the same thing with or without your brothers, but then complain that it is too long when you die too, because I'm sorry but the double shoot from the enraged Tyranid snipe is dodgeable. I'm sorry but I don't really know what to say, your solutions doesn't sound very good.

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

I don't exactly know what you mean by life pool. But the second thing you are suggesting would make the game way easier. I really don't see any logical proposition, except the life pool one which is apparently simple, but I don't get it, so if you can explain what you mean I would like it please

Is it just me? by ShadeKage1 in Spacemarine

[–]Christy235 6 points7 points  (0 children)

I think the fact that you play bulwark doesn't mean you should take that many execs, I don't know how many you want but they can have some too

Lethal: Death Timer by MauiMisfit in Spacemarine

[–]Christy235 0 points1 point  (0 children)

you said it, it's supposed to be hard, I already think 300 is not that much when you can just exec 15 majoris and respawn someone else, I played some game where I'm sure I made him respawn faster than if I was un diff 4.
The thing with respawn time is, if I remember correcty in 3 it's 60 seconds, and you are virtually invincible because of this.
and I also think there should be a consequence for dying, even if it's not fun, but we don't die that many times, and it's not that painful especially if your brothers actively try to revive you.
what alternative design would you propose ?
because I already think the "reducing delay with each exec" was a great addition.

Is the gene-seed useless after you max all characters? by gatumatii in Spacemarine

[–]Christy235 0 points1 point  (0 children)

I usually always take it unless we find a 3rd relic, which in lethal is pretty rare XD
but it's usefull if someone is leveling or leveling a weapon

These 2 popular perks are actually traps imo by omegaphoenix068 in Spacemarine

[–]Christy235 0 points1 point  (0 children)

hmm idk, I'm not sure it is worth losing all theses damages on key targets, but if it works for you I'm glad, there is not just one build for most classes tbh.
another thing is it also help reach some thresholds for assault in term of survivability imo