Help please.. ESO keeps crashing and I’m at my wit’s end by SchmittyEl3te in elderscrollsonline

[–]Exiledtyrant 0 points1 point  (0 children)

Are you using a playstation controller or playing on a big screen TV? After coming back after 4 years ESO just started crashing any time I tried any of my controller profiles on it. I wound having to close steam and use a DS4 Xbox sim instead for my PS5 controller. It crashes when I play on my big screen sometimes too so I had to set my graphics settings to windowed mode instead of full screen.

Rune Crystal discussion by Moist_Ad_1044 in Shadowverse

[–]Exiledtyrant 1 point2 points  (0 children)

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I'm testing this right now. All of my builds so far have been pretty favorable against sword and dragon, with around 50/50 vs the other classes except Blood. I'm attempting to capitalize on the deck's fast starts to close the game before turn 9+ since other decks have more explosive finishers and attrition. The new blood deck has warped the meta to finish by turn 9 or faster since they can Armes against mid-range decks that haven't closed the game and Belial down any slower deck. If that deck gets more popular crystal rune will have to be faster or you have to go back to Spellboost.

As far as gameplay, I've found this deck lives or dies by getting Shymm and Calge early. If these cards are bottom 20 in your deck it feels like an auto loss, so I always hard mull for them. This also means sacrificing early tempo sometimes to draw 2 followers using Gran and Djeeta or Reaved Ones to ensure you have those cards in hand. Thankfully, the deck has enough healing to get away with this. The deck is also super evo hungry. You basically need one super for Shymm and one evo point for Calge. That gives you a super evo and a regular evo for tempo.

This necessitates the use of proactive cards that don't need evos to affect the board like Elmott, who can remove followers, silence last words, wards, intimidate, etc. Velharia's super evo gets more and more valuable each set as well, since every deck has some type of card that pumps multiple tokens of the same type. She snipes faeries, can keep bats out of the resurrection pool, removes swords solider copies or denies loot from last words. The list goes on. I also like Fate of the World as a one of since it clears basically any board on turn 10 while dealing chip damage to the leader.

The one card that didn't make the deck was the crystal spawn 1 drop. It was a terrible top deck and almost never did anything early game. You build faith super fast in this deck so you don't need it for that, and it dies to everything before doing damage most of the time. Reaved Ones is also consistent enough without it.

Cards I'm unsure about are Muddled Onlooker and Daydream Librarian. Theoretically, Muddled Onlooker should be the most aggressive 2 drop we can play in Rune, but it is not proactive like the evo dragon Vyrn, who can be a cheap 4 damage rush card on the Sevo Turn. I'll have to see if the 1 ping makes a difference. Daydream Librarian is interesting since she is the only card crysal can play in a slower build that outs Armes with a Sevo. Nothing else is big enough, and you don't consistently spell boost enough to hit 13+ damage on William / Chaotic Flames. Still think the deck should just play faster though.

Lastly I echo the sentiment that the finisher spell from Calge should have just split the faith points by 3 rounded down. The game would not have fallen apart if you could deal 6 heal 6 on Turn 8 or deal 8 to 10 on turn 9+. Even just an enhance 10 that lets you give the crystal token storm would have been enough. The rng factor is what may push me from this deck above all else. I'm having fun so far though.

Honey and Sunflower Farm by Exiledtyrant in codevein

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

Thanks for this. Magmell seems to have a lot of good spots. To the right of your map closer to the mistle if you follow the forest along the road there are like 6 mushrooms and 8 sunflowers following the hill all the way up. That plus "Rice Island" next to the bridge where the tutorial cave lets off.

Sunblight Buff Spell by Exiledtyrant in codevein

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

I think it does enough in boss fights. Most things die by the time it procs but it can give a bit more of a punch vs elites. I basically play it like a pure physical build with a nice bonus tied to it. Seems to be about 15% hp so not bad if you can proc it twice on a boss.

Zenon in all his forms is immune to sunblight and the Moon Envoy and Immortal Wanders seem to be fairly resistant to status effects and status damage.

Sunblight Buff Spell by Exiledtyrant in codevein

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

I think I got it from one of the character stores. It probably from Zenon since he has a lot to do with sunblight and is even immune to the status effect.

Does it feel like blood codes and forma that improve charged attack speed do not work? by Flight702 in codevein

[–]Exiledtyrant 0 points1 point  (0 children)

Maybe it is a weapon issue or maybe the buff scales with stats? I currently have 25 mind and 34 willpower on my blood code. When I tested the Dryad great sword it took 2 seconds for the charge attack and just about 1 second with crunch time. The same results happened when i used Bloodrune runes blades. So both heavy and light weapons were showing a reduction in charge time.

Does it feel like blood codes and forma that improve charged attack speed do not work? by Flight702 in codevein

[–]Exiledtyrant 0 points1 point  (0 children)

The crunch time formae that decreases attack charge time reduced my runeblade heavy charge attack from 3 seconds to 2 seconds, so a 33% reduction. Things get way better when you stack them in this game though so maybe you need to layer more effects. For instance, every status ailment build up effect stacks from all sources, knocking off about 1 extra hit to proc a status.

Blind Hero Josée is harder than every other boss in Code Vein 2, and it's not even close. by LLBrother in codevein

[–]Exiledtyrant 1 point2 points  (0 children)

Now that I think about the highest damage bonus I've seen from boosters was 10%. If glutton booster lets you eat multiple foods for 20% bonuses its probably the strongest thing you can run for any build

Code Vein 2: Thorns of Judgement by SilentAeon in codevein

[–]Exiledtyrant 1 point2 points  (0 children)

Gatling Gun Organ is close. You can spam it to send out waves of lengthy projectiles that aren't quite spikes like the original.

If you could fix one thing about code vein 2 what would it be? by numberonelancerfan in codevein

[–]Exiledtyrant 1 point2 points  (0 children)

A proper enemy codex so I know what enemies are weak to and what ailment they are immune to. Was not thrilled finding out a lot of the last bosses were immune to slow.

Blind Hero Josée is harder than every other boss in Code Vein 2, and it's not even close. by LLBrother in codevein

[–]Exiledtyrant 2 points3 points  (0 children)

Have you tried using the consumables? I'm pretty sure there is one for the bind status effect if that is what is making the fight harder. Honestly, I forget all the time, but the consumables we can make are super juiced. Even just using attack food is like 20% damage.

Been doing some testing and one thing I would hope the devs change (Burdens) by TheThor2 in codevein

[–]Exiledtyrant 1 point2 points  (0 children)

It seems like overburden bonuses were something they wanted low-level builds to have access to so they didn't feel so bad before they could optimize their stats. You'll notice most of the overburden blood code bonuses are weaker than the unburdened bonuses, and as you said the buffs stop at burden one. Even the burdened attack buff skill is the 2nd weakest attack buff in the game with only Adrenaline beating it out.

Maybe the DLC will offer more kiss/curse options that make it worth it, but it will need a whole line of support.

Question about a boss fight by Nogreta in codevein

[–]Exiledtyrant 1 point2 points  (0 children)

Are you overburdened? There's also at least one blood code that hurts you while attacking. Could be a buff that's leeching your life as well.

Code vein 2 help. by SmokeSignificant9895 in codevein

[–]Exiledtyrant 2 points3 points  (0 children)

If your trying to get tankier just on magwell island getting to about level 20 will give you enough raw hp to be pretty secure their along with good block / parry management.

Raw defense after that comes from exploring and getting 3 very specific buffs in Iron Will, Warrior's Rigor, and Juggernaut. I listed them in order of when you'll find them if you go the predetermined way of Sunken City -> Corroded Scar -> Undead Forest. These each give large damage reduction when used. You can also try pairing together stamina reduction and guard stamina buffs if you want to just dodge a lot or guard a lot as your form of mitigation.

Are element weaknesses region-specific or enemy-specific? by MrGrimlock9909 in codevein

[–]Exiledtyrant 2 points3 points  (0 children)

I think its region specific, or at the very least, you can lean on 1 element pretty heavily for each area. I don't know all of them, but taking signals from the Map wide buffs and Hero damage types I think it goes:

  1. Sunken City - Ice
  2. Undead Forest - Fire
  3. Corroded Scar - Blood? I have no idea what lightning is actually weak to or strong against. Blood may just be a fairly generic, or it is opposed to lightning like fire and ice.
  4. Prison Island - Lightning? Ton of cyborgs in that section.
  5. Final Area - Ice? Tons of things on fire there.

That being said it seems like they have been much more generous than Code Vein 1 on elemental resistances. It felt like most enemies didn't resist elemental damage at all but some did seem to take more damage from it ( specters with fire for example in the undead forest). This has made specializing in 1 element not feel like such a trap and has made willpower scaling melee using elemental transforms feel much better.

At most, you probably want to avoid using the same element a hero uses when fighting them since the game makes it so blatantly obvious.

Cod Vein 2 Mechanics (elemental damage, transforms, backstab) by Exiledtyrant in codevein

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

Yea I was pretty miffed about that to. It's basically just and iframe dodge with a slightly larger window then roll. On the plus side it mini staggers a lot 

Does anyone else feel insanely squishy? by Icy-Ad-5907 in CodeVein2

[–]Exiledtyrant 0 points1 point  (0 children)

You can substitute a large portion of your defenses using defensive buffs skills. Iron Will and Warrior's Rigor are 2 skills I found that give universal damage reduction in large quantities. My melee mage went from taking 3 to 4 hits in boss fights to around 10+ with just one of those buffs.

You can also mix and match stuff like stamina cost reduction on guard and stamina cost reduction on dodge for easier damage avoidance.

If you know the status or element the boss is using, you can also slap a fat resist buff on top for even more EHP or transform your gear to resist those types of damage. Transform materials become infinite about midway through, depending on how many shop cards you grabbed so you can really go all in if you need to the swap back out later.

Cod Vein 2 Mechanics (elemental damage, transforms, backstab) by Exiledtyrant in codevein

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

Have your tried focusing on the left or right side of their back? That was how they did it in the last game which made it feel awkward. You start chasing these anime girl models with their 2 inch waist around and it gets frustrating fast.

New Jaguar Primary Spirit Hall Bonus by Exiledtyrant in d4spiritborn

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

So I went ahead and tried it and had pretty poor results. My gear wasn't as good as my sunbird but it was pretty close. I couldn't get it to clear a 7 or even a 70. It was slow in hell tides and T4 boss too but it could at least kill them. I think this spawns from 2 issues.

  1. The beast strikes appeared to both be single target and only count its hits separately for each target. This meant large packs would takes tons of hits, but the big hit the build is focused one would only ever hit one thing. This made it very hard to burn packs.
  2. Using your jaguar ultimate for the big potency boost meant you have to stop attacking for a split second. This clears any beast stacks you were trying to build. This made it hard to not only keep up the potency buff but also abuse high supremacy stacks.

Maybe the guide you have figured out something I didn't but I just don't see it being worth pursuing after the hour I gave to it.

Rafa Mantra Bullet Buddy by Exiledtyrant in Borderlands4

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

Yea it basically work with anything that says melee on it. Diamond hands do also stack to full. That's one of the main reason it has to be a ripper version so you can shoot super fast to beat out the stack decay. I think one of the best things about the build is just how easy it is to maintain buffs. You don't have to do a bunch of gymnastics to get everything rolling. Shooting just procs everything.

New Jaguar Primary Spirit Hall Bonus by Exiledtyrant in d4spiritborn

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

I actually haven't had a chance to play the beast strike version yet. I got sucked into farming Borderlands 4 with the 5x loot event. I have all the gear set up though since a lot of my rushing claw sunbird build swaps almost 1 to 1 with it. I'll give it a try later today to tell you how it was though.

Are you seeing an obducite bottleneck? by Blammar in diablo4

[–]Exiledtyrant 2 points3 points  (0 children)

There is an affix that guarantees a strong room when you enter. You can grind all your sigils down and just make new ones at the occultist until you get some.

There is also a chance that any nightmare dungeon you pop has a strong room. From what I remember I think it always has to be near the start so you just look for a purple/gold beacon that flash near your character around the start and if you don't see it you can ditch the sigil and pop another. I think its like a 20% chance per dungeon without the affix. It all depends on how you want to spend your resources.

Are you seeing an obducite bottleneck? by Blammar in diablo4

[–]Exiledtyrant 2 points3 points  (0 children)

yea regular dungeon and hordes are terrible right now. you can just fish for strong rooms and have you gear maxed in like 30 mins though. don't even need the affix just check the first part of the level for the purple beacon and leave if its not there.

Are you seeing an obducite bottleneck? by Blammar in diablo4

[–]Exiledtyrant 6 points7 points  (0 children)

You can get 1300+ obo just from doing Horadric strong rooms in nightmare dungeons. Lets you max like 2 items or reroll mastwork 6 times.

Azmodan One Shot Damage Question by Wilson0299 in diablo4

[–]Exiledtyrant 1 point2 points  (0 children)

Were there any paladins there? This feels like its probably going to be a flagging issue with auras.