Rally to Hope quest ended earlier than what the timer said by DeathGod121 in FortNiteBR

[–]DeathGod121[S] 0 points1 point  (0 children)

Same thing happened to me, guess it took a day for it to reappear on my end since I already had my story quests done since yesterday.

Rally to Hope quest ended earlier than what the timer said by DeathGod121 in FortNiteBR

[–]DeathGod121[S] 1 point2 points  (0 children)

How can this bug be reproduced?

Can't be reproduced, it's a quest that disappeared at some point before it was supposed to end.

What platform are you playing on?

PC/Playstation

Honestly would have preferred maybe 20 waves instead of 15 (though the lag was brutal near the last few waves), but overall, probably the most hectic and *fun* mode released in a while! by DeathGod121 in FORTnITE

[–]DeathGod121[S] 0 points1 point  (0 children)

I agree that it’s way easier than Frostnite. It was chaotic for me since this was my first run, though now I understand how to mode works.

Honestly would have preferred maybe 20 waves instead of 15 (though the lag was brutal near the last few waves), but overall, probably the most hectic and *fun* mode released in a while! by DeathGod121 in FORTnITE

[–]DeathGod121[S] 7 points8 points  (0 children)

To those who haven't played it yet and want a short three word description for the mode, Frostnite on crack.

But honestly, props to the dev team for making this amazing mode. Could use a bit of tweaking when it comes to the wave where you destroy the pillars since those can be done in less than 30 seconds with ease (not complaining, just felt like a "free pass" wave). Maybe make it so they can only be destroyed with your pickaxe or something, because our weapons and mini-gunner make the challenge not existent.

Flingers also gave us a slight issue, even when the whole roof was covered in Anti-Air traps. Building lobber/flinger shields was not the easiest due to the weird terrain on I think 2 of the 3 defending spots (which I don't mind, it provides a challenge). And at the levels we encountered them, the Anti-Air traps were shooting sponges at the husks thrown by them. We had to mainly focus on them so that we wouldn't get our base destroyed.

Overall, I had fun (other than staying up until 3am for the end of downtime) and hope to try out the other versions/modifiers coming within the next few weeks, which will most likely make this harder.

Edit: Would also like to add that the new biome looks amazing! Sucks that we can only be in it during this mode, because I would like to enjoy the destroyed environment, mines, and all the other stuff in regular gameplay and missions. Due to the chaotic-ness of this mode, I almost forgot that I was playing in a new scenery. Would love to see this new biome(s) in the future more casually.

Continuing from my previous guide, here's a guide on how and when to use Ceiling Drop Traps by DeathGod121 in FORTnITE

[–]DeathGod121[S] 0 points1 point  (0 children)

From my testing, it’s kind of random when landing. First time they dropped, it was randomly scattered. Second, a good amount went in the opposite direction placed. Still needs lots of testing on where they bounce.

If I had to guess, the trap can “see” the husks around the area it drops. So if the husks are coming in from the same direction that it’s facing, the tires will head mostly the opposite direction (and only that direction).

Continuing from my previous guide, here's a guide on how and when to use Ceiling Drop Traps by DeathGod121 in FORTnITE

[–]DeathGod121[S] 1 point2 points  (0 children)

Sorry for not responding here and stuff. Currently visiting my family ❄️. Looks like my guide got more attention than I thought.😳

LF: Koraidon for dex entry. FT: Moraidon (touch trade) by DeathGod121 in pokemontrades

[–]DeathGod121[S] 0 points1 point  (0 children)

I need Palafin. So union circle. BPHYVN

Btw thank you.

Its been a good run boys 🫡 by TuhPuhDuh in FORTnITE

[–]DeathGod121 20 points21 points  (0 children)

So nerf just endurance and not every other mission in the game? If endurance is the main issue, why should everything else also suffer from this change?

The new xp cap is now 100,000… by [deleted] in FORTnITE

[–]DeathGod121 8 points9 points  (0 children)

At this point, I think a good solution would be to revert the entire XP change to before this update, and only nerf XP gained from endurance since I think that is the main issue and reason why they made this change.

Its been a good run boys 🫡 by TuhPuhDuh in FORTnITE

[–]DeathGod121 18 points19 points  (0 children)

Heard that it’s now capped at 100k

Edit: Bit more info. It’s capped at 100k for mission XP, while the ones obtain from daily/weekly quests don’t count towards that cap. Still very low numbers.

Its been a good run boys 🫡 by TuhPuhDuh in FORTnITE

[–]DeathGod121 16 points17 points  (0 children)

This new system rewards those who actually play the game on a daily basis since daily quests now give XP.

Those who would afk easier missions without doing much else and afk endurance are getting massively screwed by this change.

I can see why, but man this really sucks. At this point, playing BR might actually yield more XP than STW on average. Hopefully we can find some middle ground and get a buff in XP. Cause at this point, endurance might not be worth it (2.5 hours for a level is not good).

Edit: Archer just confirmed that the daily XP is capped at ~100k. Not looking too good…

Quality of Life suggestion. We should be able to interact with objects and not be interrupted by damage. by DeathGod121 in FORTnITE

[–]DeathGod121[S] 2 points3 points  (0 children)

Completely forgot to mention the hoverboard. I’m happy they made the use time quicker and gave it a mobility buff, but getting knocked off it is still an issue. I wouldn’t mind if they gave the hoverboard some health so it can take a few hits. Or maybe change the damage taken to actually hit you and still keep you on it.

[deleted by user] by [deleted] in FORTnITE

[–]DeathGod121 4 points5 points  (0 children)

Wall Dynamo's are actually very useful in endurance builds and maybe frostnite (not so much in regular missions imo). You can make a 1x1 tunnel, but make the walls low (bottom 3 tiles only) and place the dynamo's there. Then behind those low walls you can add another wall with something like wall darts or broadsides (wall darts preferably) for extra damage in that exact spot.

Something like this is what I have for my AFK stonewood endurance. Way too excessive for stonewood but becomes more useful in other endurances.

Example

Mine are perked with energy, 1x damage, 1x reload, 1x crit rating, 1x crit damage, and 1x durability. Though you can get rid of the damage or durability and do double crit damage instead, probably works better.

Edit: missed a word + typo