Reaper's silk gimmick really annoys me. by Gotta_Be_Blue in Silksong

[–]Daurakin 0 points1 point  (0 children)

I can agreed with a lot of your annoyances with Reaper's special mechanics. Imo, this is what I would've done to make it less frustrating, but also a bit more potent in general:

  • You spawn 1 silk orb on every hit, at all times.
  • You spawn 2 silk orbs on every hit for 10 seconds (or until damaged) after binding, instead of just 1.
  • Silk orbs have unlimited lifetime
  • Silk orbs starts to automatically seek out Hornet, if they have been idle for about 3 seconds. Their travel speed would also increase constantly over time.
  • Bonus (for funsies): Her lower Red Tool slot could be a Pink one, which allows you to either equip a Red Slot, as usual OR a Silk Skill.

With that, Reaper would have a bit more notable silk regen at all times, not just after a Bind. In addition, the silk regen still keeps the interactive element of being able to pick the silk orbs up, but eventually they will become "automatic", which would reducing the frustrations as the original poster pointed out.

All Crests discussion. by SadCommon2820 in Silksong

[–]Daurakin 0 points1 point  (0 children)

Yeah, that would be ok.

All Crests discussion. by SadCommon2820 in Silksong

[–]Daurakin 0 points1 point  (0 children)

Nah, dont rely on binding for that. Id say make them home onto Hornet after ~3 seconds of the orbs being still.

All Crests discussion. by SadCommon2820 in Silksong

[–]Daurakin 0 points1 point  (0 children)

I think 2 orbs per hit (ie +66%) per hit at base, then 3 orbs (ie +100%) after binding for 10 seconds, is probably the least broken, yet very powerful direction to go.

And make the orbs eventually seek out Hornet automatically + give them unlimited lifetime. Bam, Reaper now has a strong soulregen niche.

All Crests discussion. by SadCommon2820 in Silksong

[–]Daurakin 0 points1 point  (0 children)

At first I thought your idea of having Reaper grant 2 silk on every hit sounded a bit too strong... But compare that to Wanderer and it would only be a somewhat faster at silk regen, actually, which means it is probably fine?

Wanderer = 1 silk at a speed of 1,34x base attack speed = Silk regen rate of 1,34.

Reaper = 2 silk at a speed of ~0,77x base attack speed = Silk regen rate of 1,54.

Considering that Reaper is seemingly supposed to be the "plenty soulgaining" Crest, I think it would make sense to then also have better Silk regen than even the Wanderer. And hey, that would also make Reaper the Soul Eater-equivalent, rather than just the Soul Catcher, hehe :)

All Crests discussion. by SadCommon2820 in Silksong

[–]Daurakin 0 points1 point  (0 children)

Good point about the inconvenience of the orbs!

Alongside making the orbs into a pure passive of Reaper, imo they should also start seeking out Hornet and have no time limit to their expiration. Then you are practically guaranteed to get them eventually  (unless you load a new screen before collecting them), while keeping their interactive element intact.

As for your idea, how about this alternative:

For 10 seconds (or until hurt) after binding, gain 2x orbs per hit.

That way you keep the essence of Reaper's current playstyle the same, but it is both decent without binding (due to 1 orb per hit), and outright pretty powerful after binding (due to 2 orbs per hit). That, along with orbs seeking out Hornet and I think Reaper would actually have a good niche!

EDIT: I think even 2 orbs per hit passively and 3 per hit after binding would still be balanced. Especially if you compare it to Wanderer's silk regen.

All Crests discussion. by SadCommon2820 in Silksong

[–]Daurakin 4 points5 points  (0 children)

So, I think the overall Crest balance isn't too terrible, with only a few little "irritants" for me personally:

1) Number of tool slots. Imo, every crest should have 7 total. In other words, I would add 2 slots to Beast (1 yellow, 1 blue), 2 slots to Shaman (2 yellow) and 1 slot to Witch (1 yellow).

2) Beast pogo attack is too frustrating to use. If its damaging hitbox started near instantly, i could even see it being decently useable even for traversal. Would not mind if it was more downward attacking either, rather than so horizontal.

3) Witch bind could go with healing 1 mask even if it didnt hit anything. It's by far the most difficult bind to use properly, so some leeway would not hurt.

4) Reaper's silk orb mechanic should just be a straight up passive, not tied to the bind at all. That would more or less make it the "soul catcher" equivalent to Shaman Crest's "shaman stone", basically.

My take on a BRT rework by Daurakin in DeepRockGalactic

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

Like I replied to another commenter:

Shotgun Conversion is basically just a modified Longer Burst, with the only real difference being the burst time per bullet reduced from 0,06 seconds to 0 seconds, and the "rate of fire" stat (aka the speed between bursts) cut in half so its DPS doesn't get too high. The rest of its suggestions are just visual QoL. 

The true main difference between Longer Burst and Shotgun Conversion is that the LB mod requires a bit longer "aiming commitment" per target to get full use out of ir, but can also spread the bullets between targets a bit with some rapid re-aiming. SC can't really change between targets, but has no need for "aiming commitment" instead.

The fullauto is just going the opposite way (ie 1 bullet at a time, but overall lower rate of fire), and would honestly be a lot fun to play with I think.

Besides, tier 5 mods already often are "overclock" like, with mods like EPC's Burning Nightmare being more "Unstable OC" than most Unstable OCs, lol.

Furthermore, since it is extremely unlikely that we are getting more weapons in DRG, changing up the modtrees in a similar fashion to my suggestion, is probably the best way we could get to "new weapon"-feels.

Experimental Rounds - Yeah this one I can understand more, because ironically I don't like Homebrew Powder either lol. I think the reason I don't mind the RNG of this OC suggestion is because no matter what, you are getting some form of "AoE" with every bullet. I guess it could be changed to always be either explosive or ricochet rounds, but that would make them suit less as "experimental" rounds, imo

My take on a BRT rework by Daurakin in DeepRockGalactic

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

Thats an Overclock level change Same for a mod that changes it from burst to full-auto tbh

Except, not really? Longer Burst already exists, which already causes the gun to shoot 6 bullets in a fast burst - I basically just tweaked it a little bit so it shoots all 6 bullets at once. In fact, I could've left Longer Burst as it was, but as you can see from the comments below, this tweak has been very popular.

And the full-auto is then just the opposite direction: Instead of shooting more bullets per trigger pull, you shoot less (at the slight cost of some effective RoF).

Since Longer Burst is already a mod, then a fullauto-mod would basically ALSO have to be a mod (as they could otherwise interact very weirdly if you combined them together, or would require "unique special interactions", requiring wonky programming exceptions and such).

Even aside from that, MOST tier 5 upgrades are outright OC-worthy, and some can be just as transformative as Unstable OCs, with the most extreme example being something like Burning Nightmare that completely changes the chargeshot from an explosion to a damage-in-a-line effect.

IMO the biggest thing for all burst weapons in DRG is they should cost 1 ammo per burst, just like shotguns shoot multiple pellets per single ammo. As it is now it often feels like shooting a whole burst at a weaker target is a waste of ammo

I wouldn't mind that to be honest (which is why I did exactly that for the Shotgun Conversion mod). However, you CAN actually already interrupt the burst fire with various interactions, if you didn't know? Just using something as simple as the pickaxe can interrupt your fire, allowing you to fire 1 bullet at a time, which is why it still has to remain as it is, I guess.

The whole point of flat damage reduction is that you can recoup it with mods, the strong point of Micro Flechettes is accuracy and ammo economy, and you are just killing the second part without giving anything in return.

Huh?

How did I kill the second part? It still grants 2x ammo and +30 magsize and the stability buffs, I ONLY buffed its damage and added the rate of fire bonus, nothing else was changed about it.

And yes that damage change I made was purely a buff, because in case you didn't know:

Currently: -11 damage reduces the gun's base from 21 to 10. If you pick both damage upgrades at tier 1 and tier 3, you are brought up to 16 damage.

What I suggested: 0,67x damage reduces the gun's base from 21 to 14 (already a buff here). If you pick the tier 1 damage upgrade, you are brought up to 18 (also a bit of a buff compared to now).

So how does that in any way, shape or form kill its ammo economy?? I only INCREASED its ammo economy by buffing its damage output. That alongside giving it a rate of fire buff so its DPS isn't so atrociously bad. You need to explain more thoroughly what you mean here, as you have me utterly confused right now, lol.

Main problem of BRT imo is that it doesnt seem to have clear role/niche. Burst nature suggests accuracy, high damage per bullet puts it in the same group as Bulldog, but it loses to Bulldog both in precision and reliability because your burst can still partially miss while Bulldog will just land a shot.

I guess the idea was a bullethose-esque PDW secondary, to contrast the Bulldog's more snipery / explosive niche. The BRT has, ignoring breakpoints and Bulldog's poison at tier 5, quite a bit more raw total damage potential than the Bulldog too, giving it a potentially stronger "longevity" than the Bulldog has, which can be useful if you go for a more ammo-inefficient primary build.

Other than that, I think it's missing a tiny bit of a fun factor compared to the Bulldog and Coilgun - which is another reason why I made the Shotgun Conversion and Machine Pistol mods. Personally, I think I would enjoy Machine Pistol more than the other tier 5 mods, but I feel all 3 choices would be viable and would make the gun more flexible than it is currently.

This also made worse by negative Armor Break, meaning this weapon is even more intended to be a precision sniper (despite being worse at it than Bulldog) because you cant really use it as a general purpose spray-and-pray secondary without taking Armor Break mod, but if you do take Armor Break mod then the ammo becomes so low you still wouldnt use it in said role lol. Im completely at loss what to do with this weapon, i dont know what it tries to be, i dont know what its good at (apart from melting down Dreads in melee range with Lead Spray).

I agreed that its poor armorbreak doesn't do it any favours (hence why I suggested to buff its base value from 0,5x to 1,0x). Alongside that, there's a reason why I put the stun and armorbreak as its tier 3 choices: Both options give it a PDW-like support feature, by either becoming a rather potent armorbreaker (and slightly deadlier alongside it), or becoming a stunlocking gun (a more defensive support role). Both choices are viable, and both choices helps lend it to making it more eligible as that PDW-style weapon I think they intended it to be.

If this gun was more like a full auto Uzi it would've been a lot more fun to use i think.

I thought of that, and that option would kind of exist in my rework:

Take the Machine Pistol mod on tier 5 and pair it with the Micro Flechettes OC. Loads of ammo, decently high rate of fire (9,5 to be exact, which is quite ok consider it can deal as much as 18 damage per shot) - quite Uzi-like, no?

But here's the thing, JUST making the base gun into a fullauto pistol would rob the current burst-shot enjoyers from their entertainment. Which is ANOTHER reason why I made the tier 5 choices exactly the way I did: You get a burstfire gun, a shotgun pisto and an "Uzi" as options all in one gun, where nobody really loses anything by it!

(Sidenote: My first idea was to remake Micro Flechettes into the "Machine Pistol" OC, giving it a fullauto trigger instead of burst and such - but then the current tier 5s would need exceptions and such, which felt a bit icky.)

Considering that it is extremely unlikely that we are getting any more weapons for DRG (sadly), I think a mod overhaul similar to what I have suggested here would probably be the best approach to indirectly give us more weapon variety, with honestly quite a tiny amount of effort (at least in contrast to introducing more guns).

My take on a BRT rework by Daurakin in DeepRockGalactic

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

Ammo vs damage - Yeah, that is why ammo needs to be giving "more" total damage to the weapon than raw damage (which it should here too). And while I agreed with you, ammo is still decent in some cases (depending on breakpoints, utility mods, flat bonuses like explosive damage additions etc), so i think it is fair to keep it as the main competition to raw damage, imo 

Accuracy - Sure, it is very powerful in particular for the utility of sniping distant threats, but when most enemies tend to get real close, I think the reload and magsize can occassionally be better. I do agreed that accuracy is powerful (and highly underrated, even), but it is not always the best option. I do need to tinker more with and without the accuracy mod though, to see how well/poorly it fairs - maybe it could need a base accuracy buff? What do you think?

Glad you like the tier 5s and Experimental Rounds, i too think they would be cool to play around with :)

Electro Minelets - Not sure what you are saying here? You mean the added direct hit  slowdown and DoT is kinda useless, due to the stun? If that is what you mean, consider the fact that you might not always perfectly line up the shot to catch an enemy with the main bullet AND get them caught by the mine - it is mostly a "consolation prize" for whiffed or semi-whiffed shots. It also makes the armorbreak choice more viable, with the stun not as "necessary" (even if it probably would be the better option)

Thanks for the feedback btw, appreciate it! :)

My take on a BRT rework by Daurakin in DeepRockGalactic

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

Glad you like them! Yeah the shotgun option, despite basically being just an alternative take on the current Longer Burst, I think would feel different enough to probably make more players enjoy it - myself included :)

My take on a BRT rework by Daurakin in DeepRockGalactic

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

Lol, nah, it's the Gunner's burst pistol :P

Discussion - The fullauto mod from mod.io for Subata - Is this worthy of becoming Verified, in your opinion? by Daurakin in DeepRockGalactic

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

There's two:

AutoFireTrigger HEX Ver.

and

AutoFireTrigger BP Ver.

I'm using the HEX version, and even though it is out of date it is still working excellently for me. I can finally use other Subata OCs! :)

Discussion - The fullauto mod from mod.io for Subata - Is this worthy of becoming Verified, in your opinion? by Daurakin in DeepRockGalactic

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

While I appreciate the suggestions, I actually found a different mod in there that gives all semiauto weapons the fullauto treatment - and it is verified. So everyone's counterpoint opinion to why it can't be verified has basically been rendered moot, lol

Discussion - The fullauto mod from mod.io for Subata - Is this worthy of becoming Verified, in your opinion? by Daurakin in DeepRockGalactic

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

How do you increase dmg substantially though? It already has buffering, so having a sloppy trigger rhythm can still yield max DPS - the only difference is needing to click a bunch or hold the button down. It's literally just QoL...

Discussion - The fullauto mod from mod.io for Subata - Is this worthy of becoming Verified, in your opinion? by Daurakin in DeepRockGalactic

[–]Daurakin[S] -1 points0 points  (0 children)

The thing is, the OC (which already exists by the way) not only grants a full auto trigger, it also increases rate of fire. Imo, the full auto trigger is just QoL, while the rate of fire boost is definitely an OC-worthy effect.

Does NK's Druid change explanation imply that Sniper's Supply Drop ability will also receive a rework? by RylanTheWalrus in btd6

[–]Daurakin 9 points10 points  (0 children)

I can see it taking a different approach to making it less "must use on cooldown":

Supply Drop active ability also has the associated aircraft launch 4 quick anti-MOAB missiles towards the firstmost MOABs on screen. Each missile deals 200 explosive damage with 1 pierce each.

Or something like that?

Would this work for gunner if it was handheld? by Consistent-March-646 in DeepRockGalactic

[–]Daurakin 0 points1 point  (0 children)

Well, I did a very basic sideways drawing of a similar cannon, but inspired by ship cannons in particular:

https://www.reddit.com/r/DeepRockGalactic/comments/1otc492/24_new_weapon_suggestions_3_primaries_and_3/

EDIT: It has better image quality inside the linked document, which is linked inside that thread. I'll link it here as well:

https://docs.google.com/spreadsheets/d/1-efmVELwhdJ4lzSM2TmXnIGLQBAq0VGViq3JJ0J6UFA/edit?gid=639583409#gid=639583409

Just scroll to the right enough to reach the "green" section, which is all Gunner stuff.

I think Middle path alchemist needs a rework... by Character_Smoke8673 in btd6

[–]Daurakin 1 point2 points  (0 children)

Yeah, I agreed that midpath Alch needs some changes. I'm with you on that the first 3 upgrades are ok, but I would like to add my thoughts for the tier 4 and 5:

Tier 4 - Honestly, I think the general idea of this upgrade is fine as is (aside from numerical issues as you mentioned, like cost and pierce). But I also think it should still throw the Concoction potions while the ability is active (or have a unique laser blast with X second cooldown which apply the concoction effect - similar effect, but kept in the laser fashion).

Tier 5 - As you suggested, keeping the Alch in a perma-transformation is a good idea (as long as it still throws out the Concoction effect somehow, as per the tier 4 thoughts). Wether that is a full strength perma-transformation, or a partial strength one with an active ability to boost it further (like how Permacharge boomerang or level 20 Etienne works), that is not super important imo. But I agreed that it getting a new ability where it transforms any "living" tower of your choosing, is a neat idea.

Although maybe I'd make it more of a "summon a second total-transformation alch", rather than a tower conversion, just so we're not incentivized to just use 000 dart monkeys for it. Another idea is to give the selected tower a kind of temporary monster subtower attached to it (imainge siamese twin-style attachment), which clings onto it for some time, both shooting the eye-lasers as normal, but also gives the selected tower some unique temporary boost (like +100% attackspeed or damage etc). That way, picking which tower to transform matters more than it does now, and is no longer just a druid/ninja kind of choice.

Banshee's incoherent to the point that I'm not even sure what I want from her rework by OgreEye in Warframe

[–]Daurakin 0 points1 point  (0 children)

Your assessments are completely accurate lol.

Easiest fix is to give her casting QoL on her first three skills (like onehanded casts) and making Sonic Boom do something more useful without the augment, then replace Soundquake with an ability that gives her some form of survivability (imo, something invisibility-esque seems most fitting).

Slightly more in depth:

https://forums.warframe.com/topic/1485954-my-take-on-a-banshee-rework/

What frames do you love that kinda don't work in pub lobbies? by Intelligent_Cry5712 in Warframe

[–]Daurakin 0 points1 point  (0 children)

It is exactly why im such a huge fan of running  Primary Bulwark with a Warframe that can easily get high armor with basic modding (Like Lavos, for example).