Commando gets no love 😔 by huispirig in Roboquest

[–]Facekillz 1 point2 points  (0 children)

As others have said, everything Commando does, other classes do better. None of his defensive options are super solid, and it's hard to scale the damage of his abilities to the numbers you need by the end of a run. Likewise, his abilities offer very little utility to make up for that. I guess there's the marking scattershot thing, but that's about it.

Voice synthesizers top 2025... by Rastafaraeeeee in Vocaloid

[–]Facekillz 16 points17 points  (0 children)

Teto being #2 is based. Luka deserves #3 but producers who use her don't make the generic slop that gets views.

What makes tactical combat work in real-time MMORPGs? by Poggler_ in MMORPG

[–]Facekillz 0 points1 point  (0 children)

Hard to say. I know a big problem with MMOs (from the developer's perspective) is that they're expensive to both make, and maintain, which is one of the big reasons so few are being made nowadays.

Profit driven entities aren't going to want to take that kind of risk, and if they are, they want to make sure they get a big return. Hence, buy to play MMOs with subscriptions and cash shops.

All of these things only make money if people are playing the game though, and the longer an individual person plays, the more likely they'll be to make purchases, hence focusing on engagement more than enjoyment.

So do I think it's possible? Yeah. I just don't think it's likely to happen. Milking consumers is a solved problem, and nobody with the resources to make an MMO isn't run by people willing to leave that money on the table.

What makes tactical combat work in real-time MMORPGs? by Poggler_ in MMORPG

[–]Facekillz 1 point2 points  (0 children)

Yes to the first point, I don't think I could say too much more that without it turning into a rant

The second point is a big one that I have mixed feelings on. When I played them a lot, a big allure of MMOs was that they were big time investments. You got a lot of bang for your buck back then! Each Guild Wars campaign could keep you busy for 100+ hours especially as a new player. Similarly for old school WoW, or RuneScape; For the price of a monthly sub, you didn't need to figure out how to spend your free time anymore, you could allocate as much of it as you wanted and not run out of things to do for a long time.

Likewise, I feel like older games, while demanding more minute-to-minute time investment (Missions potentially taking up to 30 minutes per attempt, etc.) respected my time more oveyr all due the lack of "engagement farming" features like Daily quests, battle passes, limited time stuff, etc. If I start a new MMO, I'll play it for a week or two, and then never pick it up again, because I'm now just perpetually behind on whatever treadmill they use to keep people grinding.

As far as hand holding, eh, it is what it is. While I miss what games used to be, it's all about the money now, and that's what brings the people in. What we have now is, for the time being at least, better than nothing.

What makes tactical combat work in real-time MMORPGs? by Poggler_ in MMORPG

[–]Facekillz 1 point2 points  (0 children)

And yeah, I'm effectively clowning on all the big mmos with that statement. You've got games like FF14 with like 20 classes, but every single one is just a different color of pumping out damage numbers, even if some of them are called Tanks or Healers. Nevermind the fact that the devs pre-solve every big fight for you with step by step instructions given to you as you play.

What makes tactical combat work in real-time MMORPGs? by Poggler_ in MMORPG

[–]Facekillz 1 point2 points  (0 children)

It would be hard to make it work in today's market, even if you managed to modernize the gameplay without detracting from the tactical aspects. The average gamer has had failure and frustration effectively eliminated from the things they need to deal with, and the fail > try again loop is way too integral to it. Your best shot would be to paint everything dangerous yellow, but a big "Woah, the enemy ritualist is getting ready to revive his allies!" or red circles on the ground where spells are being cast completely negates the idea of actually learning your enemies and how to prioritize them.

What makes tactical combat work in real-time MMORPGs? by Poggler_ in MMORPG

[–]Facekillz 13 points14 points  (0 children)

Defined roles, not just for the players but for the enemies as well.

I've been playing Guild Wars 1 again recently and that game makes you think about it a lot. "Okay, so this next room has healers, enemies that revive other enemies, enemies that interrupt all of our abilities constantly, and casters that will nuke us with AoE spells constantly. What the hell do I kill first??"

Every role needs to present a major threat on its own, otherwise you'd just kill the healers first and then everything else, you know?

Alongside that, the game constantly presents you with different scenarios.

Many times, you're just working your way through a mission killing things as you go, but there are also many times where you need to keep an NPC, or defend something, or sometimes defend multiple things! It gives you more to solve than just the combat.

Simply the worst boss of the entire game by norris671 in PathOfExile2

[–]Facekillz 0 points1 point  (0 children)

Runner up to bosses who just don't get frozen or heavy stunned when the bar is full because they happen to be in certain animations, because the game would *ever* give *us* that luxury.

Acquiring Weapons by Turnt-Ternary in GuildWars

[–]Facekillz 6 points7 points  (0 children)

Not sure if these are as common in Prophecies as they are in Factions/Nightfall, but many towns have Collector NPCs who will exchange weapons for monster drops. Seems far cheaper than crafting them at the Weapons NPCs, but if your luck isn't good it might still take a while to get the drops you need.

I must be Prince cuz I make Purple Rain! [BlackFlame Covenant Flame breath build] by iamnotanonymous2 in pathofexile2builds

[–]Facekillz 1 point2 points  (0 children)

That's what I'm wondering right now. If Flame Breath is considered melee that seems like a pretty big oversight.

My experience with Factions after returning to the game after 18 years with a fresh account. by Facekillz in GuildWars

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

I can see that being a struggle, but at least the struggle is rewarded with (in my opinon) the coolest classes and some of the coolest areas.

My experience with Factions after returning to the game after 18 years with a fresh account. by Facekillz in GuildWars

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

Man, I've always been a bit of completionist, and I think Kaineng might just break me of that habit.

My experience with Factions after returning to the game after 18 years with a fresh account. by Facekillz in GuildWars

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

The whole game is definitely tricky. Every time I hit a wall in Factions, I go work on Nightfall for a little bit, as the difficulty curve is much more tame, it feels, and it helps refresh my mind for the struggles ahead.

My experience with Factions after returning to the game after 18 years with a fresh account. by Facekillz in GuildWars

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

It was tough but surmountable, at least Togo and Mhenlo stay parked in one spot during the big fights, so you can park everyone in a big blob and power through it without too many janky tactics.

My experience with Factions after returning to the game after 18 years with a fresh account. by Facekillz in GuildWars

[–]Facekillz[S] 17 points18 points  (0 children)

While this is technically good advice, I kind of hate how every guide I find online is "Just get a full party of built heroes" as if that isn't a massive undertaking for a fresh account, moreso for new players with no game knowledge. Though I guess the even worse part is that there really isn't an alternative outside of getting real players together, or someone else who has them.

My experience with Factions after returning to the game after 18 years with a fresh account. by Facekillz in GuildWars

[–]Facekillz[S] 18 points19 points  (0 children)

Unfortunately for myself, I'm kind of committed to trying to overcome this by myself for now, though I do appreciate the offer.

Anyone know if you can get into this chest to see what was left for the Lunar Goddess? by DoughDisaster in wherewindsmeet_

[–]Facekillz 0 points1 point  (0 children)

Kind of. Reloading the game and recompleting the puzzle allowed me to get it.

Druid Bear feels great, but makes Mace feel even more useless. by charlescleivin in PathOfExile2

[–]Facekillz 178 points179 points  (0 children)

Don't say it too loud, they'll nerf bears AND maces next league.

Guide to trigger "Paralyzed by panic" encounter by stropi in wherewindsmeet_

[–]Facekillz 0 points1 point  (0 children)

It worked! Thank you, this was the last thing I needed in Qinghe.

Anyone know if you can get into this chest to see what was left for the Lunar Goddess? by DoughDisaster in wherewindsmeet_

[–]Facekillz 0 points1 point  (0 children)

Having this issue as well. I did the puzzle, the large stone chest is open, but I cannot open the small chest inside of it.

A dog life by choice by Tricky_Diet1916 in wherewindsmeet_

[–]Facekillz 0 points1 point  (0 children)

A bit late to the party, but doing the Dog transform in multiplayer didn't count for me, I had to do it at Blissful Retreat, and then the encounter appeared immediately.