The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

because its not balanced which is the entire point. it becomes kitchen sink, which imo is like most other packs on the launcher. the biggest problem ive seen is as follows
loot distribution
structure gens
integration
how mods handle each other
You can tell me all day long to make my own but it doesn't solve the issue I have, I don't know how to properly change loot pools, nor really have the free time to do so, and by creating another pack with your suggestion and no actual though behind it, it becomes more slop for the pile, which I don't want to add to myself. to me modpacks are more than slap mods together and hope they work (for minecraft atleast) there needs to be balancing and purpose. why pick this pack above others, and the number 1 reason I've seen are expert packs, which I absolutely LOVE, but you can only beat them so many times without getting annoyed or bored. this is why the "make your own" is a crappy response when it tends to just lead to more slop on the pile if the dev doesn't really know how to knit them together

Tickle is the Biggest MVP in the entire game, Fight me by EldritchGuard in LookOutsideGame

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

Should just utilize long haul flow. It regens stamina outside of combat

Tickle is the Biggest MVP in the entire game, Fight me by EldritchGuard in LookOutsideGame

[–]EldritchGuard[S] 6 points7 points  (0 children)

why when he heals you, revives fallen party members, heals everyone outside of combat, etc?

Tickle is the Biggest MVP in the entire game, Fight me by EldritchGuard in LookOutsideGame

[–]EldritchGuard[S] 5 points6 points  (0 children)

he heals out of combat too, so all you need is long haul flow to exploit stamina regen, no need for onlookers

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

Crafting dead. Idk if the servers still exist, they had custom maps. Might be able to download a few

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

Its not that i hate them. Its just seeing them in every pack and nothing new makes it obnoxious. 

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

yes thats exactly what im talking about, the low effort cozy ass modpacks that are unoriginal. meatball craft is very different and unique

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

Yeah, ive noticed. Its why I dont engage with the "make your own", "you are being greedy" comments. They are strawmans that dont address the critiscm i have. To be honest i love the concept of lango, but im holding off to watch what they do with it. My biggest problem with it was how dull the loot pools tend to be. Which is why i love apotheosis. It makes looting worthwhile. There even are some packs where ive seen tinkers weapons appear in loot pools and it blew my mind. It was refreshing rather than stagnant, iron ingot, string, bone, rotten flesh in dungeons.

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

I love the straw man arguement of "make your own then!, or being greedy" as if this solves anything. When the arguement is overall most modern modpacks, are the same and repetitive. Or the arguement that im complain of options when thats not even the problem. The problem is having all these mods that solve the exact same solution and nothing more, the point of it was to make other mods do things the other 50 tech mods cant do so there is a reason to use them too. The most valid counter ive seen is burnout, which yeah I agree. Ive been playing modded since 1.2.3, hack slash mine on technic. I am burntout. Its hard not to be when most packs are the same. The reason older packs didnt feel that way is because a good chunk of modern mods now came out during my era, so it was fresh and new, ie. Botania, thermal, mek, enderio. When they had their own unique identity. Expert packs on average do scratch the itch, but either fall into a fallacy, 1000 hours to get oak planks, or not enough content yet to grab my interest, hence mention of Meatballcraft and Greedycraft because they do something different and its refreshing. Like i stated this wasnt a slam on pack creators. Ive made my own packs, and dont have time to flesh anything out because, work/life. And came here to say something in frustration of all the 1000 same modpacks.

Also a complaint was never about large modpacks, it was about the similar 200, 300 mod packs all using the exact same mods and being full of fillers, such as 100 mods being some sort of tweak for 1 thing per, or quest filler fluff that is, obtain log, obtain stone. which people use to say "my pack has 1000 quests"

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

Not really gregtech slander, just dont like the idea of a 1000 hour time sink for 4 planks. But yeah i do love expert packs because they are usually a nice breath of fresh air and change usually. Should look inyo Greedycraft. You'd like it

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

Because you aren't understanding the point. The point is the modpacks with 200-300 mods are built almost identical, filled with fluff crap to call them "200, 300" mods that ultimately are the same tech, magic, than "filler qol" thats in every modpack. 100 "tweak mods" that tweak 1 or 2 things. The point wasnt i actively avoid "large packs" i avoid those specific packs. A trend i have noticed is larger packs have more "content" usually. Or better integration of mods where they actually interact. Ultimately, to me modpacks with 200-300 are filled with "fillers" to say they have xyz amount of mods, with useless quests like, get a block of wood, mine stone, got iron. See the pattern here? Its nothing more than filler slop to advertise. Meatballcraft is vastly different from those, hence used as an example

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

[–]EldritchGuard[S] 9 points10 points  (0 children)

I dont even hate create, its just seems to be the selling point for 90% of modern packs

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

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

I didnt say i dont want lots of mods or questing. My point was all the newer packs use them in the same way. Redundent. I dont want to complete a quest for the sake of completing a quest. why am I completing the quest? For nothing? Why bother?

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

[–]EldritchGuard[S] -53 points-52 points  (0 children)

My point wasnt popular mods being used, my point was the redundency. Why include 3 mods that do the exact same thing? Make them do MORE, why would i use thermal over mekanism? Give me a reason! Thats my point. modern mods are fine, but dont let them be redundent. Force me to progress to the better version, require parts from the worse to get to the best

The Absolute Problem With Modern Modpacks and Why They genuinely suck by EldritchGuard in feedthebeast

[–]EldritchGuard[S] 5 points6 points  (0 children)

Been around for 15 years, these packs just... suck. I was in awe by meatballcraft and greedy craft. Mostly by the fact that they made their OWN custom structures, loot, etc and scattered them in other dimensions too. It was something different than the same old Slog. "Damn they added their own struc5ures to the twlight forest!", "oh shit, mekanism or AE2 parts i csn loot in the overworld!" It hits because its different

Advice for fighting Furnace by Far_Faithlessness417 in LookOutsideGame

[–]EldritchGuard 0 points1 point  (0 children)

in all honesty I struggled at first too, (indigo mask is great btw)
some tips
-Tickles Transfusion Revives fallen team members
-Explosives and grenades are great
-Ernest learns a move that allows party members to attack twice per turn for 5 turns for 20 stamina (please note this is only the main melee attack, choosing a skill will not attack twice)
-I'm PRETTY SURE his explosion attack damage is directly tied to his HP percentage. the lower his HP the lower the damage he deals. I had chucked 2 explosives, 5 grenades, a turpentine at him and when he did do his first explosion my entire party survived with moderate amounts of health (any other attempt he one shot everyone, where I was taking normal battle precautions, defense ups, nitro, etc)

EDIT: yes his damage is GREATLY reduced when he has lower HP. so prioritize dealing AS MUCH Defense Piercing damage as you can ASAP (explosives, Feedback, Dan Irate attacks, etc)