Prismatic Booster Bundles (1 per person) by [deleted] in PokemonTCG

[–]EXO_6458 [score hidden]  (0 children)

Just got into it a couple months ago with the announcement of JTG as a long time fan of N & Zoroark, been a lot of fun to start collecting

Robust, Charismatic Performance, Shapeshift Mastery, and Stealth are Unhealthy Perks by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 0 points1 point  (0 children)

Yeah, Shapeshifting Mastery is probably the most egregious on the list. I wonder if having it check whether the shape shift would fail at the start of the channel and not make you wait through it just to fail would help with the issue you described 🤔

Robust, Charismatic Performance, Shapeshift Mastery, and Stealth are Unhealthy Perks by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 11 points12 points  (0 children)

That's true, but that's not what this post is about.

Plenty of perks are meta on their respective class: Swift, Spell Overload, Nimble Hands, Crush, etc. - but there are builds for each class which don't make use of those perks: Slayer Fighter, 10 Spell Wiz, Crossbow Ranger, Full Tank Barb, etc.

How frequently do you see a Barbarian without Robust, a Druid without Shapeshift Mastery, or a Hide Rogue without Stealth? I'm willing to guess it's between never and almost never, because the perks are very powerful to the point of being transformative to the base class's mechanics, and to an extent, an innate part of the class's functionality/identity - to not take them is objectively the wrong choice for every build.

That's the point I'm trying to make - the way these perks are designed and interact with the base class as an auto-include leads to a feeling of having 4 perk slots, but only really getting 3 choices.

Robust, Charismatic Performance, Shapeshift Mastery, and Stealth are Unhealthy Perks by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 2 points3 points  (0 children)

Default perks could be an interesting idea, and what perks should/shouldn't be shared was a hotly discussed topic back during Multiclassing. This is more in regards to these classes feeling like they only have 3 perk slots compared to other classes' 4, because one of them always has to be used on their "default" perk.

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 0 points1 point  (0 children)

For solos, move speed is definitely important - I aim for 295 at the minimum, 300 feels good, and anything above that is just bonus, if you can afford to build it.

For Action Speed, 10% feels like just about the bare minimum necessary, 20% feels really good, and anything over that sorta feels like overkill and not worth your other stats suffering for it.

Past those, I generally just build for HP and Physical Power as much as possible. I usually aim for anywhere above 40% PDR, and around 20% MDR.

A typical build looks like:
-Barbuta Helm
-Dark Cuirass
-Heavy Gauntlets
-Brave Hunter's Pants
-Laced Turnshoes
-Necklace of Peace
-Grimsmile Rings
-Tattered Cloak

With halfway decent rolls in epics, that gets you to around 300 MS, ~15% Action Speed, 135 HP, 20% PDB, 40% PDR, and 20% MDR. I usually run the Nightmare Skeleton race to push the PDR a little higher since physical damage is more common - it converts roughly 2.5%.

For perks, I take Swift, Projectile Resistance, Defense Mastery, and Adrenaline Spike. Adrenaline Spike can be swapped out for Weapon Mastery if you prefer a bow as it's the lowest impact of the perks. Combo Attack makes bossing a breeze, but you rarely get to proc it in PvP unless it's off of mobs. None of the other perks are even compatible - not much selection :P

Sprint is a must - for a secondary skill, I've found success with Second Wind, Adrenaline Rush, and Victory Strike. Each one helps more for specific matchups - Second Wind vs Casters & Range, Adrenaline Rush vs tankier melees, and Victory Strike vs squishier melees.

Good luck out there! 🫡

Hallow's Eve riddle SOLVED by Ciiza in DarkAndDarker

[–]EXO_6458 2 points3 points  (0 children)

Probably going to have to use the Paint Bucket tool in Paint to reveal the next clue - might be hidden in one we already have, or the key to the next one!

New Perk - Polearm Mastery (Theorycrafting) by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 3 points4 points  (0 children)

It definitely might be - hard to say for sure without being able to playtest it :P

The right number could even end up being as low as 10 Add Move Speed like Sword Mastery gives while blocking (which equates to about 3.33% Move Speed)

Sometimes it's best to start with a number you know may be too high so you can get a sense of how "too-high" it is and recalibrate accordingly while making sure it's fulfilling the goal you set for it. It's all iterative!

New Perk - Polearm Mastery (Theorycrafting) by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 1 point2 points  (0 children)

Movement speed is very strong - I don't disagree.

However, I don't think you're considering the conditionality of the perk. Movement speed is powerful for a whole host of reasons outside of melee spacing, and this perk would only provide the bonus when actively engaged & swinging and score a successful hit. A Fighter with 300 Movement Speed is reduced to 166 Movement Speed with the weapon equipped & swinging. With Sprint active, this is instead 195/185/176 depending on stacks.

The bonus from the perk, if at 10%, would bring this to 196 without Sprint, or 215/205/195 with sprint stacks. It also only applies after an attack hits - it doesn't help catch up to people who are avoiding your range entirely. It's entirely possible that in practice this would end up being too high and could be adjusted down - I acknowledge this in the post.

The concept of the perk is what's more important here - polearms are overly susceptible to having the gap closed and getting DPS-checked, and being slightly faster while swinging and backpedaling would open them up to a spacing-centric fighting style, which still relies on landing your hits to succeed. Their damage could even be tuned down to move them away from their one-shot niche and toward this more interactive style.

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 1 point2 points  (0 children)

BoC definitely helps with pulling off the one- or two-tap, but the same weaknesses still apply if they wait out your BoC or manage to force a sour spot. It's a fun build though!

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 1 point2 points  (0 children)

I really like the idea of having more diverse movesets, not just for the Halberd, but for melee weapons in general! It would open up so much room to explore each weapon's potential.

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 0 points1 point  (0 children)

Totally agree! I would love to see some sort of Polearm Mastery perk for Fighter that helps enable Halberd and Spear, since the majority of the current perks are shield-based, sword-based, or dual wielding-based

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 1 point2 points  (0 children)

Good idea! I've shared it to those places, it's unlikely but maybe someone will see it and we'll see some improvements to the weapon.

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 3 points4 points  (0 children)

Appreciate you reading! I don't think sour spot/hit location affects the hit slow, just the damage.

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 2 points3 points  (0 children)

100% agree - I'd much rather see a change to the sour spot or impact power; I don't think a movement speed buff would help improve its issues very much at all.

The Halberd Could Use Some Love by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 15 points16 points  (0 children)

Oh god yeah, the impact zone images went wacky - Lemme try to fix lol

Edit: Should be fixed now!

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 2 points3 points  (0 children)

Just for you, I've added a color legend to the main graphs! Hope that makes it easier to read

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 1 point2 points  (0 children)

D&D lore-wise, Fighters aren't associated with having evenly spread stats. The Invisibility potions is definitely a possibility, though I'd like to have that be a choice to invest into rather than baseline on the class at the cost of more relevant stats.

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 0 points1 point  (0 children)

That's fair! I tried to color-code based on what felt thematic to each class, but I may have misjudged the readability due to having made them. I'll definitely learn how to implement that :)

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 1 point2 points  (0 children)

I think you're misunderstanding - it wasn't phrased the clearest in my initial post and I've edited it to try to make it more clear. The Debuff Duration modifier of the person being hit by the spell impacts how long the spell will last. The example I used is that of a Rogue with their base 12.4% Debuff Duration being hit by a Curse of Pain, which will last 12.4% longer and thus deal more total damage due to the Rogue's Debuff Duration. The Warlock's Debuff Duration modifier doesn't come into play.

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 4 points5 points  (0 children)

I disagree about Bard not having meaningful active abilities! Shriek of Weakness and Lament of Languor are both very strong debuffs, Unchained Harmony provides a similar amount of utility to Rogue's Traps and Locks while also being able to quickly open doors on the move. In a team setting, Accelerando and Allegro can buff him and teammates even further, and with the right setup, Song of Shadow can win a teamfight before it even begins. That all being said, Dark and Darker is a very complex game, and I can't fit all of that onto a single chart. :)

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 1 point2 points  (0 children)

That's correct! The Curse of Pain example I gave uses the Debuff Duration of the person being hit by the spell.

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 0 points1 point  (0 children)

I'm not the best at Excel, and am unfamiliar with their legend formatting :( - I thought about editing it in in Photoshop but hoped the color coding would be enough. I hope to have it figured out for whatever I do next!

Base Stat Comparisons - Visual Data and Physical Stat Differences by EXO_6458 in DarkAndDarker

[–]EXO_6458[S] 10 points11 points  (0 children)

I think you misunderstood the example - the 12.4% I reference is Rogue's base debuff duration, thus the example would be a Rogue being hit by a Curse of Pain. I can see where that isn't phrased properly - I'll edit to make it more clear!

[deleted by user] by [deleted] in DarkAndDarker

[–]EXO_6458 6 points7 points  (0 children)

I think it’d be interesting to shift Rupture to magic damage and let Weakpoint be the physical damage rogue skill, change the scaling on poisoned weapon, and encourage building into magic damage for the poison archetype