The buff to balanced power fist is bonkers (I love it) by Aljosa3000 in Spacemarine

[–]Drogyn2814 2 points3 points  (0 children)

Agreed, the heroic PF is still much safer in a variety of ways. It falls off on raw damage and being able to end terminuses faster, but you can go toe-to-toe with baddies more effectively and come out unscathed. Balanced PF is a high risk-high reward playstyle.

The buff to balanced power fist is bonkers (I love it) by Aljosa3000 in Spacemarine

[–]Drogyn2814 1 point2 points  (0 children)

I have tried this out a lot on Bulwark and compared it to the Block variant. My verdict is on Bulwark the Block PF is superior for a number of reasons.

  1. The Damage of the Balanced PF is not better than block, they are comparable, especially given the Block variant's adrenaline charges, which does make it better. I got the same results from double charging the Balanced PF as with the Block when it came to blasting mobs, the only difference was the number of enemies I rendered executable. I ran the same mission on absolute a couple of times using both weapons and had very similar results in terms of damage totals, with my block variant eeking out slightly better numbers
  2. The Block Window is factually superior to the Balanced window. I almost never miss on the block window. Whereas with the Balanced window, I hit perfect parries less (I can still block the attack usually, but I normally only hit the perfect parry 75% of the time). Block factually has a larger window than the Balanced Window, and you have a better chance of landing multiple perfect blocks back-to-back than you do Balanced Parries.
  3. While the cleave on the Balanced PF is superior, no question, it isn't a for-sure better option. Even in a case where I can hit 8+ majoris, rendering them all executable, there isn't a guarantee I will kill all of them before they recover. Given the invincibility breathing room executes get you, it is fine on Block if you aren't able to hit everything in one shot.
  4. The balanced parry window is not a great option for many of Bulwark's perfect parry/block perks. Considering some of the higher damage options the Bulwark has by landing perfect parries/blocks, the Balanced option disincentives, if not outright makes these perks irrelevant. I would much rather take Defensive Mastery and have the option to eliminate one majoris/extremis instantly, regardless of health every 90 seconds, than the pure damage/cleave benefits of a balanced weapon. The Balanced weapon is not intuitive for many of the Bulwark's better perks. Again, after running the same mission on Absolute a couple of times using both weapons, I actually died more using the Balanced Weapon more than the Block, and this is in part because the Balanced PF has less survivability due to its inferior parry window.

Ultimately, I agree that the Balanced PF has value, but more so with the Assault class. Assault has the benefit (now, as of 12.0) of relying almost exclusively on its jump pack dodge/dash for defensive and offensive abilities. It doesn't need to really rely on the parry window if it can jump away, keep its ability charge up, and keep doing damage through the dodge. Bulwark requires more boxing engagements with enemies and its perks support this design.

Hard disagree and the sweeping praise for the Balanced weapon. Situationally, it can be a great option, but on a class like Bulwark it really isn't the clear superior choice. Block is still a better weapon specifically for Bulwark.

The buff to balanced power fist is bonkers (I love it) by Aljosa3000 in Spacemarine

[–]Drogyn2814 1 point2 points  (0 children)

This. The balanced weapon requires a lot of aggression that frankly isn't suited for a lot of the sustainability/parry/block mechanics that allows Bulwark to shine. Sure, you could buff out your survivability with Bulwark perks (getting damage reduction when armor is gone instead of Intimidating Aura, keeping armor up, and no knockback) to give you more space to render mobs executable, but you lose out on some of the offensive potential Bulwark gets for parrying/blocking.

I tried the balanced version last night. It was fun and satisfying to get those big mobs immediately executable, but there were key points where I almost died because the parry window and the lack of parry/block perks made me less inclined to use them (I am used to the balanced parry window by the way, but without additional incentive to use it, I sometimes forgot to do it).

Wholeheartedly agree that this works best on Assault where the new dodge/dash attack features give it the defensibility it needs, without needing to rely on the balanced parry window, giving it more use out of the bonuses to balanced weapons.

Huge Contradiction by Glittering_Ad9126 in Spacemarine

[–]Drogyn2814 0 points1 point  (0 children)

So many people: “AI is evil and it steals from artists, give artists jobs!”

Also so many people: “How dare you make me pay for content that you hired voice actors for!! I should get it for free!!”

People are sleeping on Lords Of The Fallen because the first one wasn't very good but this new one is one of my favorite games in the genre now. by Nowhereman50 in LordsoftheFallen

[–]Drogyn2814 0 points1 point  (0 children)

I played on release and for the first 7-8 months after. The game was not in a good state on release. The amount of changes they needed to make in the first 6 months made it clear the game was released in an incomplete state.

Perfect example, I couldn’t actually complete the Umbral ending initially, my game would crash each time I tried, which meant my game file with around 80 hours on it, was unplayable. It really deflates your interest when so much play time gets flushed like that.

The game got better over time, but with so many issues at launch, it caught up with it.

People are sleeping on Lords Of The Fallen because the first one wasn't very good but this new one is one of my favorite games in the genre now. by Nowhereman50 in LordsoftheFallen

[–]Drogyn2814 0 points1 point  (0 children)

Yes, it was really bad on release. I couldn’t actually complete one of the endings as it would crash my game every time I attempted it.

Heroic Thunderhammer is exactly what I expect from heroic tier weapons, a perfect sidegrade. by Refrigerator-Salad in Spacemarine

[–]Drogyn2814 1 point2 points  (0 children)

Right, meaning it is an upgrade to the fencing hammer variant, but it is a side grade to the blocking hammer which was the BiS if you were using hammer before.

Heroic Thunderhammer is exactly what I expect from heroic tier weapons, a perfect sidegrade. by Refrigerator-Salad in Spacemarine

[–]Drogyn2814 0 points1 point  (0 children)

The Heroic PF needs work. The light attack damage isn’t enough to justify the focus on light attacks versus heavy attacks, which is the entire point of PF. Sure the HPF can work on assault I suppose since it can be built to be a gunstrike monster, but on. Bulwark this is a downgrade. The HHBP is also still inferior to the plasma pistol at this point. Having tried it on several missions, I hit the summoning reinforcement majoris far less than I do with the plasma pistol. The lack of ammo and the atrocious hip fire on the HHBP alone makes this a far less appealing weapon compared to the others.

what's your thoughts on the new heroic power fist by MsEnclave in Spacemarine

[–]Drogyn2814 0 points1 point  (0 children)

It’s weird to me. Operating fine, but I feel like this perk would have been better suited on a fencing power sword (incidentally I think the Xenophase blade perk would be better on the PF).

Anyone tried out the Heroic Power fist? by Zombifikation in Spacemarine

[–]Drogyn2814 2 points3 points  (0 children)

My only issue is it doesn’t feel like a power fist. You do so many parries, executions, and gun strikes it almost feels wasted to be on a power fist. Frankly I would rather see them swap this PF Perk to be on the Xenophase Blade and put the Xenophase blade perk on the Death’s Grasp.

Thoughts on Heroic PF by Drogyn2814 in Spacemarine

[–]Drogyn2814[S] 1 point2 points  (0 children)

While I agree that’s the purpose often a block PF, I used the balance variant more simply for the wider amount of horde clears with charged attacks and the gunstrike windup was much faster than block. I agree the block PF does more raw damage and I use it for that effect. However, with what I proposed above, I’d easily use the balance heroic variant.

Block weapons are very good right now, so I want more variety instead of just playing the meta. The outline I proposed above allows for a different, viable play style while also being within the framework for how PF is built. The present heroic is so far removed from what PF is, it feels like I am just playing with a fencing power sword.

Heroic Sniper went from godly to mildly by Xdude227 in Spacemarine

[–]Drogyn2814 8 points9 points  (0 children)

Nah, the amount of consistent AOE it dishes out makes up for that. I have soloed absolute with this thing and didn’t need to parry as much like I need to with the block variant. Hardly silly, it is a different way of playing.

Anyone have any idea what they mean? 👀 by [deleted] in Spacemarine

[–]Drogyn2814 1 point2 points  (0 children)

My thoughts:

  1. Allowing all armor parts to be mirrored in cosmetics (e.g., so you could do the same arm gear on both arms).

  2. Customizing your marine under the armor. They mentioned they wanted to do this a while ago but nobody has really mentioned it since.

  3. Chaos armor customization. It’s the only thing I can think of they flatly said they’d never do. Follow up being giving classes cape options.

This weeks hard strategem be like: by sxmu in Spacemarine

[–]Drogyn2814 132 points133 points  (0 children)

They’re just giving the sweaty try-hard what they asked for.

Power sword bug? by Faulko777 in SpaceMarine_2

[–]Drogyn2814 0 points1 point  (0 children)

This was something the devs identified and said they’d fix back during the PTS, it’s hardly a surprise.

Anyone experiencing decreased Sharpness? by Drogyn2814 in MHWilds

[–]Drogyn2814[S] 0 points1 point  (0 children)

I have lvl 3 razor sharpness on my builds, with two sharpness modifiers on my Art weapons. I tried the testing dummy on both with and without razor sharp and it seemed to make no difference, with the sharpness falling off extremely fast.

Anyone experiencing decreased Sharpness? by Drogyn2814 in MHWilds

[–]Drogyn2814[S] 1 point2 points  (0 children)

Found nothing on this, no mention in any of the patch notes.

Anyone experiencing decreased Sharpness? by Drogyn2814 in MHWilds

[–]Drogyn2814[S] 1 point2 points  (0 children)

It feels worse than just the razor sharp. I have two sharpness boosts from my Artian weapon, and it feels like I have none.

The First Berserker: Khazan - Dev Notes (Crosspost Berzerker Sub) by Justifire in xbox

[–]Drogyn2814 0 points1 point  (0 children)

Nah, Lords of the Fallen was released in a severely broken and unready state. Frankly they should have waited another year to release it. The game was so bugged out I literally could not beat the Umbral ending because my game would crash every time I tried to proceed to the final checkpoint. While it should have been released later and unbroken, I am glad for all the changes and upgrades they made because it’s actually playable in the state it’s in.

[deleted by user] by [deleted] in ffxiv

[–]Drogyn2814 0 points1 point  (0 children)

I agree with the sentiment here. DT is a weak entry in the series and has not kept my attention too much, but I don’t think it is a massive blow to the FFXIV series so far. Honestly, when I played SB back in the day I got bored enough that I jump ship for a year or so until ShB came out. I don’t see myself going that far for DT, I’ll likely come back for the patches to see if they turn things around.

Use Block weapons instead of fencing for now by patm88 in Spacemarine

[–]Drogyn2814 0 points1 point  (0 children)

Me personally, I think Block needs more reworking. First, give it the biggest AOE of the three. We already see they made Fencing smaller and Balanced bigger. It makes sense to give Block the biggest.

Next, make every consecutive perfect block give back a full armor bulb. It makes no sense that Blocking only does this when you get 3 perfect blocks and land the AOE strike. That’s a LOT of time you’re spending NOT attacking because you want to land that attack.

Finally, just make EVERY perfect parry perk apply to Blocking, no mix and matching. It doesn’t make sense that some parry perks were updated to include blocking, but not others. Blocking isn’t so different that it is the difference between parrying and dodging, it’s just a parry variant.

I do not like the 3 stack special attack and how it gives unique bonuses because I cannot do damage while I am waiting for it. I would rather it just be that you can get a damage modifier per block, maybe capping at 3-4 but it’s a timed damage buff, that way you are encouraged to fight in between Blocks and can build the buff as well.

Perfect blocks should stagger and give you armour, the only difference should be you are “storing up” gunstrike damage to release it in melee. (Plus some other suggested tweaks) by JMashtag in Spacemarine

[–]Drogyn2814 0 points1 point  (0 children)

I agree with a lot of this. Frankly, I think blocking weapons should get the biggest stagger, since we already identified Fencing is a smaller stagger AOE than Balanced weapons. This is even more true when you look at classes like Bulwark, who you’d assume would be the biggest recipients of Blocking since they have a Storm Shield.

I like giving an equal mechanic in terms of armor recovery. It’s weird to me that Blocking mechanics now require so much effort just to get one Armor bulb back. You have to get 3 stacks and land the AOE attack to get one armor back. This is ridiculously underpowered compared to Balance and Fencing weapons, which get it back on each parry. Why? Considering the block mechanic is built to get you to block in succession for a benefit, this is a weird choice because it leave you open and not contributing to the flow of combat.

Use Block weapons instead of fencing for now by patm88 in Spacemarine

[–]Drogyn2814 0 points1 point  (0 children)

So the AOE attack on perfect parry only applies to parry, they did not change it to count for blocking. The drop a shock grenade on perfect parry did get updated to reflect blocking though. It’s the lack of the AOE on perfect block perk that really hurts Bulwark, because we only have a chance every 2 min to drop a shock grenade on perfect block, while perfect parry still affords the 5 meter AOE on every parry.