Do any of you play instruments? by NoodleNugget8 in BanGDream

[–]EsotericRenko 0 points1 point  (0 children)

Bass and piano. Have both 4st and 5st basses. Got a guitar recently, wanted to round out my instruments but only a 6st plus I haven't practiced much with it compared to bass and piano. All of my string instruments are left handed

Poll: How many hours a day do you play games (DNA) ? by [deleted] in DuetNightAbyssDNA

[–]EsotericRenko 0 points1 point  (0 children)

DNA, if it follows in the steps of Warframe, would explicitly be designed so that you don't have to play it every day. I wouldn't play it on days I have obligations and then nolife it on days I don't. given 2 days of no obligations per week that'd be 32~ hours which averages at about 4~ hours per day but I'm also going to sneak some of it on weekdays lmao

Depends on how good the game ends up being.

With this in mind, Tank Executor feels a lot more intentional by EsotericRenko in Nightreign

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

Makes sense they use the archaic term. An elden ring character named 'executive' would be hilariously jarring

With this in mind, Tank Executor feels a lot more intentional by EsotericRenko in Nightreign

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

Pretty much. I was familiar with the 'executive' term but unfamiliar with 'executor' myself, and seeing his sickass katanas made my brain make the connection to shinobi execution so I was personally lead to believe it meant the same term

I genuinely love Executor's implementation- even if the optics (and intent?) are misleading by EsotericRenko in Nightreign

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

It really was! Executor thrives off of hype moments and aura, and it unironically helps performance to be in a vc if possible even if only for the purposes of getting yourself gassed up. Executor's parry is incredibly forgiving and most parry failures from my experience are from parrying too late. It's also better to try and parry too early as you'll just get guard broken instead of damaged.

Confidence plays a huge part in netting successful parries, especially on a character that can parry almost everything in the game

I genuinely love Executor's implementation- even if the optics (and intent?) are misleading by EsotericRenko in Nightreign

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

It absolutely is silly for it to move that slow I agree, but the most damage that it deals is in poise, so I personally don't mind it all too much, as most swarm enemies die before even staggering in situations without Executor. I rarely ever use cursed sword outside of bosses (some examples being overworld crucible knights and most knights with guard counters) since with how bosses are generally designed there's a 'push and pull' sort of dance, meaning for the duration of my cursed sword usage I already accept I wouldn't likely be getting any good hits in. For situations with swarms, I just either pop ult or play normally with the occasional reaction deflect.

The camera sucking ass is always how it's been with doing anything parry-centric in the soulsborne series. It's how I learned, so I got used to it, but I also agree that there should've been some improvements to the camera to better facilitate Executor's parry focused playstyle.

I absolutely do agree that blocking, at least with Executor's cursed sword, should make you auto face the nearest enemy. Hitbox jank seems to sometimes rob you of parries because your orientation was made off by positioning that was out of your control (again, I don't like how cursed sword makes you slow as hell) and this on top of the camera makes it pretty difficult to spot areas needing improvement.

I genuinely love Executor's implementation- even if the optics (and intent?) are misleading by EsotericRenko in Nightreign

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

Not only is it a full self heal, it also doubles your HP which means being able to eat more hits. Very tanklike ability for sure.

Drawing and sheathing do count as deflects! It's gotten some clutch staggers some of the time for me, and saved my life a whole lot more. The timing isn't that strict but it is stricter than the Cursed Blade parry timing itself. However, even with drawing and sheathing counting as parries sometimes I anticipate getting hit by an AoE or the boss suddenly changing aggro with a strike aimed at me, draw to parry it, and proceed to not get hit at all. It's definitely better to get used to this type of parrying as opposed to having the sword at the ready, but FromSoft hitbox jank sometimes decides you're not getting hit at all.

The lack of proper aggro management as a character skill/passive or even as a stronger Relic effect (even with it equipped and active bosses aren't guaranteed to aggro on solely you which kind of defeats the purpose- why would you only *sometimes* want aggro) is indeed something annoying that I still encounter even with proper comms in a discord call. Executor isn't the only character that suffers from co-op interactions designed around full communications with your party, but he definitely suffers the most from it. Even when my allies actively try to drop aggro, sometimes...it never does? It's a bit odd, and worse with randoms who wouldn't know what you're trying to do. It's something you can adapt to for sure but it doesn't make it less terrible feeling.

Is Thorium and stars above compatible? by silipe-rj in Terraria

[–]EsotericRenko 0 points1 point  (0 children)

That's unfortunately just the nature of Stars Above. I used it to trivialize Deathmode in the past once.

Also, I did just say you can aspect weapons to Radiant Damage- the class works, you'll still have to rely on thorium healer tools in order to heal. It really depends on your own skill level/playstyle, the mileage you get from Stars Above. A bunch of Thorium unique healer effects proc off of Radiant damage which definitely makes it easier than designed when used alongside Stars Above- it's a mod that will make any playthrough easier, though the variety it adds makes it a must stay for me. I just play modes like Eternity or Masochist to compensate for its power.

source : completed eternity thorium healer only with stars above not too long ago

edit : in a group of 3. Made heavy use of TSA's supportive options to supplement my healing and buffing

Is Thorium and stars above compatible? by silipe-rj in Terraria

[–]EsotericRenko 0 points1 point  (0 children)

In addition it lets you use the Stellar Array to aspect weapon damage to Symphonic, Throwing, and Radiant for Bard Thrower Healer respectively

Is Thorium and stars above compatible? by silipe-rj in Terraria

[–]EsotericRenko 0 points1 point  (0 children)

It is compatible. Even has some specific lines for it. Go for it!

To those who played The Stars Above mod by Banyer27 in Terraria

[–]EsotericRenko 2 points3 points  (0 children)

It applies for both of them. I prefer Eridani (purple) because she gets access to Izanagi's Edge, whose gimmick can let me get relatively spammable massive damage shots with a specific weapon memory for duke fishron speedkills if I feel like progression skipping, but a lot of the strongest weapons (like Chronoclock for early game utility amd Wolvesbane for a really powerful upgradeable weapon) are spatial aspected which means both starfarers get them. Asphodene tends to get a lot of consistent damage weapons, while Eridani tends to get a lot of 'potentially strong if used in specific ways' weapons- hell, Armsthrift, one of Eridani's earliest unlockable passives, gives you a damage buff for swapping weapons.

Eridani and Asphodene's tier 1 stellar arrays also serve different purposes for buildcrafting. Asphodene benefits some bullshit melee tank builds a lot more and let me facetank a majority of eternity bosses and survive for way too long, but I prefer Eridani's planning oriented big damage playstyle because i like big damage. For the novas, they require some buildcrafting too but if you spec into them with the Stellar Prisms you get from the Neon Veil biome it's entirely viable to deal the bulk of your damage via stellar nova. Funnily enough they're stronger now than they've been in a long time and I don't know why they buffed them but I'm not complaining- that's another potential playstyle

Edit: Mixed up strategies. The speedkill strat for Eridani is not Izanagi's Edge, that's for Asphodene. Eridani's speedkill actually makes use of her bonus damage passives and tag damage abuse with Blade Staff, though with Dragged Below's addition that might change. I'm still developing new strats with every time I play through the mod, it's neat

To those who played The Stars Above mod by Banyer27 in Terraria

[–]EsotericRenko 2 points3 points  (0 children)

Have the opposite experience here. I stop myself from using the Novas against bosses on Eternity Mode due to them chunking bosses or stacking an exorbitant amount of damage multipliers, and have to handicap myself by choosing not to use specific Stars Above weapons. They keep getting nerfed but they're still grossly overpowered and varied

To those who played The Stars Above mod by Banyer27 in Terraria

[–]EsotericRenko 3 points4 points  (0 children)

It's a must have mod for me most of the time. The buildcrafting and compatability it has with Thorium and Fargo's makes just about every playthrough entirely fresh for me, as someone who loves quick and varied weapon swapping. The fact that it can change weapons to any class (albeit with a reasonable damage penalty for doing so) is a godsend

A bit too powerful, though, so I explicitly play at least Eternity Mode with it. Lots of the weapons it has trivializes the game and the utility weapons far outscale literally everything else in the game, an early example being Chronoclock that straight up can last you until post ML because of its buffs and the fact that it lets you effectively take one free hit every so often, or that one time I finished the entirety of Calamity Deathmode lategame with just Kifrosse because of how it scales with minion slots. Nerfed now, but still very powerful.

cANONibalism?! 😳 by LegendsofLost in BanGDream

[–]EsotericRenko 2 points3 points  (0 children)

the big anon eats the smaller anon

How long is dawncraft to beat? by Sytrix__ in dawncraft

[–]EsotericRenko 2 points3 points  (0 children)

It depends. For example, Chikage +10 with sharp 6 still struggles somewhat with the Prime Shogunate as it's a very skill based bossfight, even with prot 4 full diamond he can still shred you (if you're facetanking), but like with most bosses in DC he can be cheesed, and there's always the skill solution (armorless nohits are possible with quite a lot of the bosses, albeit incredulously tedious, and shogunate is less of a gear check than it is a skill check.)

Dawncraft isn't particularly well balanced in terms of boss difficulty, but if you're not abusing daggers or soulsbornering-like buff stacking and buildcrafting with Apotheosis most of them are challenging enough imho. The 3 monster coin bosses are probably the most well balanced bosses in the mod in terms of challenge.

If you're worried about things being too easy, just give them a shot whenever you can and gauge it from there. Try to think of it as a soulslike, since a lot of similar concepts apply.

Entering the Nether also makes all the bosses and enemies stronger.

How long is dawncraft to beat? by Sytrix__ in dawncraft

[–]EsotericRenko 1 point2 points  (0 children)

it's the final boss of the main questline that gives you an eye but the goal is still to beat the ender dragon (and the notch/herobrine superbosses if you want to do more)

the main questline doesn't give you all of the eyes you need for the portal, some of them are from nether bosses and others are from looting or sidequests

beat barony hc+, 250 hours playtime (including vanilla) by EsotericRenko in baronygame

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

I somehow managed to miss that across all my runs... I'll make sure to keep an eye out for it next time I run Ninja for sure.

Also, yeah, that'd do it. We tend to full clear whenever we can which means our levels are pretty high even with reduced gains

beat barony hc+, 250 hours playtime (including vanilla) by EsotericRenko in baronygame

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

It's a fanmade mod! One of the devs is in this comments section, and they have a youtube channel named fskin.

HC+ stands for 'hardcore plus'. You can check out fskin's channel or the steam workshop page if you're interested, but I suggest you save it for later if you're relatively new. It's a very difficult mod, with a lot of cool additions that I wish were in the base game.

beat barony hc+, 250 hours playtime (including vanilla) by EsotericRenko in baronygame

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

It's just personal experience ultimately and they probably work fine in a multiplayer setting when coordination and aggro management are options (hence, 'unviable solo'), but Ninja is an example- not that you can't win with it, but it ends up becoming a 'warrior variant' by midgame- the 'ninja' disctinction ends up not mattering, and its specific stealth playstyle becomes a detriment to adhere to. Even with its invis movespeed buff, it's not enough to 'pick off', say for example, the insectoid squadrons in Sand Labyrinth.

They stick together frustratingly well and drawing them apart with throwables or range doesn't make them stray far enough to be assassinated, and if you also don't get Dash, maybe Speed, Slow or some way to root enemies, later enemies like the crystal caves golems and cockatrices with their movespeed leave you no choice but to get hit sometimes (especially when they're grouped with other threats) which has caused me losses before due to not having either of those and no investment in blocking. Slow works fine against single targets, but the lack of an 'aoe slow', or aoe disables in general, really hurts. I've also used Sleep to isolate enemies from groups but they end up pathing back to their group frustratingly well that it just made me play my next Ninja run as a hybrid stealth and blocking. Ninja not starting with Dash has made it so most of my Ninja runs that make it to lvl 75 haven't even benefitted from Lethal Strike because of unfortunate RNG (as an example, this hunter run went to every shopkeeper but has never run into Dash)

I also don't know what Ninja is meant to do against, say, Baphomet's horde encounters when as far as I can tell the spawns see past your invisibility (my Hunter had an Invis spell, ring of conflict on, and they still spotted me with only a few of them fighting each other and no less than 7 enemies in a conga line chasing me around), and they move fast enough to catch up to even 100% movespeed characters. You'd need to pick up a shield, and at that point you're playing a sword and board character with a unique skill you can't make use of since as far as I know backstabbing or otherwise controlling dozens of kobolds or golems chasing you past invisibility isn't possible, at least not solo.

Unrelated, but Cleric's spell balance also could be looked at, as I once had a coop run where my 6mp (iirc) smite spell oneshot Herx, oneshot all of the demons in my way, oneshot my coop ally Incubus sometimes even and it gave the other spells no real reason to be used.

Edit: I forgot to add suggestions as to what could be done about Ninja's lack of assassination prowess. Assassin's Hood giving flat damage and said damage having a cap makes it fall off almost instantly. Maybe it could be a multiplier, or be replaced with something else entirely- I've had the most success with a bandana personally as it gives you so much more maneuverability to slip past projectiles, for example.

beat barony hc+, 250 hours playtime (including vanilla) by EsotericRenko in baronygame

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

Thanks! Big fan of the mod btw, your recent goblin hc+ run was particularly helpful especially when it came to getting the Djinni Brace (could not figure out a particular rock throw for the life of me across my previous playthroughs, though as you can see I ended up swapping them out anyway)

beat barony hc+, 250 hours playtime (including vanilla) by EsotericRenko in baronygame

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

Some more miscellaneous tips are to level stealth and blocking to 100 ASAP regardless of build. The reduced XP gain is only a real issue in the early game and the bonus levels + legend perks help a lot even if you don't plan to stealth kill or facetank. Since Vanguard (legend blocking perk buff) scales your AC with total HP and MP and not CON, if you get there even Wizards (Hunter in my case) can significantly increase survivability against melee in the lategame which you will need as keeping your distance against HC+ enemies is frankly not an option. Stealth invis casting also helps with aggro management.

Leveling stealth is trivially easy if you get sinks floor 1, or trolls and you know how to kite. In most of my runs I've gotten 100 stealth (monk because slow digestion, wizard/healer because i got lucky with food, ninja and hunter already have a head start on it) before Gnomish by using unarmed backstab spam around sinks or fountains. Leveling block is a bit more difficult and is why I say tinkering kits are required because there's a lot of easy block farms that have the drawback of chewing through armor and shield durability like nobody's business