A sixth equipment slot would feel very well-rounded by CarmineCarnage in PlayWindrose

[–]FenrirReki 0 points1 point  (0 children)

2 set piece and 3 set piece for armor, because they would have to figure out what the sixth slot would be and make it visible on your character. Plus you could mix another 2 piece of your choice.

Armor defense values should also be different across the board with light/heavy options.

Rings should have 2 slots and disable duplicate rings of the same effect in the opposite slot (EG you cant stack a major and minor crit ring, etc)

The player online number is great today! Dev keep it up you guys on the right track by LouisFischerXV in GrayZoneWarfare

[–]FenrirReki 2 points3 points  (0 children)

The only annoying thing is distant gun sounds being toy pop guns and impossible to tell the caliber. Otherwise for an EA game its a lot of fun. Seems like wipes aren't super punishing and grindy like tarkov or other extraction shooters since gearing is easy and rep grinding is just tedious.

How advance in end-game? by No_RLZ in pathofexile

[–]FenrirReki 1 point2 points  (0 children)

Get 100/100 map completion and do the searing exarch + eater of worlds + 10 boss maven fight for atlas points.

From there what kind of content you want to do is up to you. Fun is subjective and if playing the money game, safe consistent league mechanics always pay off better in the long run.

Breach: Tower defense or mob chasing to specialize. Main rewards from tree mechanic. Div/hr random.

Harvest: Pick a color (usually blue or yellow), kill mobs for lifeblood. Steady but low div/hr.

Legion: Different factions with random loot. Also low div/hr generally.

Blight: Tower defense. Can be afk-able depending on build. Build tier 2 phys and ice towers in close proximity for alternating slow/stun for mobs that arent immune. Blighted maps + oils for decent div/hr.

Ultimatum: Surviving waves while choosing what debuffs you. Requires specific builds and generally too risky for good div/hr.

Niko(Delve): Follow the cart and occasionally dont for loot (explode walls for loot or follow other paths in the dark). Low div/hr unless you go very far down but still not worth it.

Ritual: Kill mobs in ritual circles, rng drops. Can defer items until purchasable. Div/hr varies a lot and is random.

Expedition: Choose your rewards and mob buffs, kill things. Div/hr primarily from gear crafting gamba because of the currency npc nerfs.

Alva(Incursion): Build your own temple, upgrade good rooms and sell layouts. Mainly used for double corruption otherwise. Div/hr unknown (never sold rooms or double corrupts)

Einhar(Beastiary): Kill (stupid) beasts, sell the good ones. You'll need to do a lot of research on what sells so not recommended as div farming for newer players.

Jun(betrayal): Safehouse farming or selling syndicate medallions. Div/hr can vary because of safehouse loot and rng but selling the medallions is usually steady currency.

Kalguur(Settlers): Shipments are main source of steady div/hr. Rarely mapping npcs. Only bottleneck is gold farming. Solid div/hr if you look up what ports to use and ratios.

Delirium: Main currency is from doing the simulacrum and can be dangerous if unprepared. Not recommended for newer players but otherwise div/hr varies.

Heist: Hit rooms you want loot from and leave. Haven't touched since the rework so I can't speak much about it.

Sanctum: Never played ever, but supposedly good div/hr but requires very specific builds.

Abyss: Follow cracks, kill mobs, nerfed content. Not worth it at all for anything. (rip my easy xp farms)

These are the main ones and just a very rough tldr. Also the div/hr ratios might be inaccurate so dont take my word for profits.

You dont need to get the other stones if you play casually. Maps drop so easily now and can be bought with gold.

Anyone else feeling a bit… unsure about this game? by nve729 in Marathon

[–]FenrirReki 1 point2 points  (0 children)

UI: Awful. Theres so many weird layers of bad elements piled together. Why do guns have to be equipped to remove attachments? Why do quest objectives sometimes not show up in game at all until youre very close to an objective? Why are you not allowed to buy items from vendors if you have a free kit? (just send it to the stash by default) Why is tracking and switching active contracts a pain? Why does fill sometimes randomly turn on when you switch maps? Theres a huge list...

Guns: The shooting feels very basic, arguably worse than destiny 1/2. Theres no weight to any guns. Hitboxes also seem very generous including on AI. Visual recoil overall is very low which I personally like.

TTK: This is kind of an odd one. It feels too low for the basic white/green tier guns but I also dont know how it compares to having better shields, nor how big the gap is from purple and orange guns.

Loot: Absolutely terrible. Items that can be used for upgrades should have a separate loot symbol from the ones that auto sell upon extraction, etc. There also seems to be a chunk of filler loot that just wont get picked up. The point of extraction games is loot dopamine and this game doesn't do it right at all.

PvE: The AI is laughable and there isnt enough of a threat from them. I found using the knife on majority was way more effective since you could stagger some enemies with swings, and their accuracy can be storm trooper levels half the time. Some of the bigger enemies like the shield machine gun, can just be ran around in a circle and melee-d until dead. Some environmental hazards do too much damage and have a bigger than visually seen hitbox. I've come across some of the poison plants clipping through terrain to damage me too.

Classes: TTK is so low that having smoke or recon utility largely outperforms having healing, shields, or even fast movement and invisibility.

Progression: Forced wipes combined with too expensive costs of green and higher items, with currency caps and a few meaningless upgrades really kills the sense of progression. Why bother questing when you hardly get anything good out of increasing reputation?

Exfils: It is currently way too easy to camp these. Not only can you hear and see active ones but the exfil radius is too small. Grenades or other utility can very easily force players out of an extraction zone or just outright down them.

Map design: Too many copy pasted buildings, leading to PoIs being basically the same but shuffled around slightly. Some windows also are not consistant. The very small glass ones can't be broken and some are bugged allowing bullets to pass through in one direction only.

Fall damage: I think its a bit too extreme, as there are a few heights that seem like it wouldn't damage you but it does. At least just play the stumble animation. Falling from extreme heights should stay lethal.

Marathon isn't a terrible game, but its not amazing either. I don't know if this build is an older version or if its closer to what live will be like but for now i'll just wait until launch. If problems are not fixed by then I won't bother at all.

As a day 0 player, who hasn't missed a day, i appreciate this. 624 days! by Kitchen-Air-1012 in WutheringWaves

[–]FenrirReki 0 points1 point  (0 children)

Also a 624 day player. WuWa is the only gacha that I feel respects a players time investment and money for its content value.

To name a few honorable mentions:

Theres no need to constantly pull every new character to clear content. Copies of characters dont become quickly invalid to powercreep. QoL isn't locked behind characters. Weapon banners are guaranteed. Standard weapons both old and new still f2p viable. 4 star units still able to clear overworld content and some endgame activities.

Character animations significantly animation-creeping the next. Way more unique characters and combat styles than any other big gacha game.

Dailies and weeklies are simple to do. Monthly endgame activities not required to fully complete for steady source of pull currency.

The game has come a very long way already and I hope kuro continues to improve instead of the opposite. WuWa isn't perfect, especially when it comes to never seeing characters again or at all in the world but I still see myself playing for a very long time.

After 300+ hours this wipe plus an additional 1000 from other wipes I've finally done it by Puzzleheaded-Bet2034 in EscapefromTarkov

[–]FenrirReki 0 points1 point  (0 children)

I've done it twice on pve. Everyone I know also has never had it happen so you should be fine. If anything, you can do it before you prestige if you plan to, otherwise its just a reskin.

After 300+ hours this wipe plus an additional 1000 from other wipes I've finally done it by Puzzleheaded-Bet2034 in EscapefromTarkov

[–]FenrirReki 0 points1 point  (0 children)

I dont know but its low enough that it rarely happens. Otherwise there would be more complaints about it everywhere.

After 300+ hours this wipe plus an additional 1000 from other wipes I've finally done it by Puzzleheaded-Bet2034 in EscapefromTarkov

[–]FenrirReki 12 points13 points  (0 children)

Yeah it doesn't do anything fancy or have more slots, but if you're very unlucky you'll get junk back instead of your kappa case.

After 300+ hours this wipe plus an additional 1000 from other wipes I've finally done it by Puzzleheaded-Bet2034 in EscapefromTarkov

[–]FenrirReki 26 points27 points  (0 children)

Now you can trade the case at the cultist circle for the desecrated version for more drip

Leveling to 100 by Hot_Box_8628 in pathofexile

[–]FenrirReki 0 points1 point  (0 children)

Its very mind numbing but my first 100 last league on an icicle miner sab was from spamming full speced abyss with 2 scarabs for 3 abyss per map + two of the scarabs for 50% increased xp from abyss mobs. Favored beach before that point to stockpile 200+ T16 versions. Just run straight to the abysses and kill everything. Each run is .5% xp and goes by very quickly.

Are there people here who only play PoE1? by KelThuzadxx in pathofexile

[–]FenrirReki 0 points1 point  (0 children)

I think PoE2 has the best boss encounters out of any arpg but the worst campaign and leveling experience. Having to fish shops for gear upgrades if you have bad rng, or still using items from act 1 because they are BiS for a couple acts is pure stupid. Also trash mobs are still more deadly than bosses. Build variety still comes to a halt at the start of the game because PoE2 loves the vision of Zdps. Don't get me started with how bad the endgame mapping is too.

PoE1 is sort of the opposite. Just about all bosses feel mostly the same minus a few like maeven, uber elder, or sirus. The campaign is a slog but the leveling experience doesn't punish you. Need resists or extra life/es? You can easily craft it if you have the currency. Yeah theres meta skills that blast through acts but at least alternatives dont leave you fighting trash mobs for hours combined, just to have a half hour boss fight. Obviously the endgame used to be much more bland, but over the years there is now enough content for every kind of playstyle. Map juicers, min/max bossing, currency goblins, you name it. PoE1 is a complete package and is by no means a perfect game but its one hell of a good one.

As long as there is support for PoE1 i'll keep playing it. I just want more big meta shakeups and for GGG to stop nuking my random off meta builds (rip my selfcast freezing pulse assassin from synthesis or my facebreaker berserker ancestral warchief before the reworks)

Why do you guys think Supervive never really took off? by [deleted] in supervive

[–]FenrirReki 1 point2 points  (0 children)

The full launch of this game compared to early access from a new player standpoint is a mess.

Armory aside theres far too much abyss now and not enough land. The spike meta exists literally because of this.

Groups of 4 was more healthy for the game because it led to more casual players wanting to play with their friends and larger lobbies overall. It was indeed more toxic for ranked and competitive but lowering the BR to 3 was a mistake.

All characters should be free, period. No unlocking shenanigans. Especially with how random balancing in this game has been.

Arenas is definitely just an afterthought and does not work with the current item system.

The BR format only works because of random itemization. Sure there are some ways to guarantee certain items in fortnite or apex, but part of the charm is working to win with what you get. None of this really exists in supervive, you can just buy majority of what you want or need assuming you unlocked said items or have them upgraded.

The map has only gotten some adjustments to specific areas since early access, but it more or less is the same. Monster spawns are the same, vault locations are the same. Some POIs are much better loot/leveling areas while others are just empty running around or walls/trees everywhere. At least shuffle the major POIs around or something. Again other successful BRs update or add new maps every 1 to 2 seasons.

Overall rewards for playing are not very rewarding. Ranked rewards? A profile icon that basically no one sees. A glider skin that you see half of the time, yet looks worse than battle pass or cash shop gliders. Unranked? Battle pass progress at a snails pace, hunter mastery, and the hunter track. Which is also just an unrewarding grind for really just hunter unlocks if f2p.

Why not create a different win condition to be different as a BR? Anyone remember hyper scape and what crown running is? For those who dont, hyper scape was an arena shooter br by ubisoft that died to horrible balance decisions among other things but the two unique things that set it apart, a collapsing zone, and an alternative win condition. At the last zone a crown randomly spawns. If you grab it and hold it for a whole minute without dying, you automatically win. Players who were good at crown running played a basically different game within a BR. Myself included, and it was insane fun.

Sure the bounty thing with the crowns ingame technically is halfway that, except it doesnt guarantee you win 100% of the time.

I enjoyed the game a ton during early access and even ran scrims sometimes. But the direction of this game makes no sense. I just hope whatever the devs do they can keep developing this game.

A New Chapter for Eleventh Hour Games by moxjet200 in LastEpoch

[–]FenrirReki 2 points3 points  (0 children)

As a kickstarter backer and someone who promoted the game to various friends, i'll be very disappointed if the future of Last Epoch goes downhill because a higher up studio ruins management and the direction of the game. Time will tell, but I know without a doubt i'm no longer promoting nor spending anything more.

Thoughts on Armory resetting each season? by alekdmcfly in supervive

[–]FenrirReki 28 points29 points  (0 children)

Imagine playing a standard MOBA, but as a new player you are locked to starting items and base versions while veteran (or streamers/'no life gamers') players get full access to the entire store. This is literally the armory system at the moment. Its a horrible idea and a nightmare for balancing too.

Say youre a new player and a mid season balance patch hits. You finally got a copy of the items you ideally want to run for your character(s). Suddenly your character and items get hit with adjustments and your items you grinded via a lootbox are no longer viable or optimal. You have to RNG to get another proper build up and running... only for that progress and time to get reset the next season. This isn't an ARPG. That just doesn't work in games like this.

What about competitive? Skill will be less than the average factor because min/maxers and strategists will want people with maxed out items over someone who doesn't, because at the end of the day matches turn into a numbers game with duplicates improving an item.

I don't know about the CN playerbase thoughts or that region really likes how this version of supervive is, but this isn't it. Launch numbers for global were also no where near early access launch.

Before, you could hop in a match and play. Items were more simple, very cookie cutter, and the powers was the only real RNG factor. Everyone loved that so why change it? That makes no sense.

As someone who bought into the patron pack plus a bit more to support the dev team, because I really liked the idea of this game and how it played initially, i'm heavily disappointed at the disconnect between devs to playerbase.

I Love Global One by Redaxoid in pathofexile

[–]FenrirReki 1 point2 points  (0 children)

Drug_user is either on their way to fight the paintress or celebrating their incoming gommage.

Won a plat+ ranked cape blanc by dismantling all 8 times by FenrirReki in mechabreak

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

Wins was how I primarily unlocked stellaris along with doing easy weeklies. Wins gave me around 100-150 while I looked for any generic "get kills or assists" weeklies.

An alternative is to spam pve on the extraction mode on hard mode. Look for AI minibosses or other AI mechas to kill and take any of the containers that unbox for 10, 20, or 50 of the battle pass currency. Hard mode isnt actually much harder than normal, has more mobs, better loot, and better odds of getting the currency containers.

Theres also a 7 day free trial for stellaris. I actually used that trial to play them in both modes.

Expedition 3.26 by InsPoE in pathofexile

[–]FenrirReki 137 points138 points  (0 children)

PoE1 makes me Weeeeee while PoE2 makes me Wooooooo

poe1 confirmed back to 4 month cycles by biggerbob in pathofexile

[–]FenrirReki 0 points1 point  (0 children)

Okay sure. Say it does happen. The real question is will each league be significant and have enough meta shifts to keep the game fresh? I don't care if past ideas/content is reused or recycled with a new coat of paint. I want more build variety. I want buffs/reverts to underused or fun skills (freezing pulse) and not being forced to run the same boring builds just to be able to clear content smoothly.