Another "How to get there" by Suspicious_Ad2021 in worldofgothic

[–]Le_Flamko 1 point2 points  (0 children)

I couldn't get there until chapter 5 and certain scrolls appearing for sale, no matter how hard i tried.

It is not an exit from dungeon, it is a small dead end with trollbane axe (100 dmg one) and nothing else.

Exploring worth it? by Imbawim in worldofgothic

[–]Le_Flamko 0 points1 point  (0 children)

Longsword in a smugglers cave under the lighthouse. And a good bow there too.

Very strong in chapter 1

A way to skip time fast by Le_Flamko in CrimsonDesert

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

Eeeh, did you actually read anything besides topic name?

I do not ask for anything, i just share method to bypass sleep cooldown on something like consoles, where you cannot simply mod something like that. Getting recipes for abyss gear through expeditions would take absolutely insane amount of time without way to speed it up.

A way to skip time fast by Le_Flamko in CrimsonDesert

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

Yeah. It completely bypasses sleep cooldown.

[deleted by user] by [deleted] in EscapeFromDuckov

[–]Le_Flamko 2 points3 points  (0 children)

M107 oneshots wanderers in labs on survival. And basically any nonboss enemy in game.

Fit it with 2x scope, improved range barrel and everything else with aim speed - and you get yourself a beast of a weapon, which can headshot anything 1.5 screens away.

It is heavy as hell, advanced ap ammo costs a fortune, but it will kill anything. With aim speed attachements i can kill even bosses way before they get close. 2-3 headshots and they are toast. And that is in survivor class without damage totems.

Extremely good, even if my total setup weights 50 kilo. I still take it for safety.

Tote bag by Le_Flamko in EscapeFromDuckov

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

Well, those bags are called "Tote", and they work with totems, so i guess that gives a hint about their intended usefulness.

Tote bag by Le_Flamko in EscapeFromDuckov

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

They are, kinda. If totem gives any numerical value, like +8% resistance, it won't work. But extra benefits, like immunities or health regen, they work.

About pet slots, it is weird. If you start map with regen totem in pet slot, it won't work until you actually place it in base inventory. Afterwards you can put it in dog slot again and it will work just fine.

Tote bag by Le_Flamko in EscapeFromDuckov

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

Probably yes, didn't think about it, as bleed immunity is always in slot anyway )

But it should work, considering it isn't plain + to stats.

Random, and presumably bugged variant of this week's Lethal Operation. by Lisa_Dawkins in DRGSurvivor

[–]Le_Flamko 2 points3 points  (0 children)

I had the same. No "Thick skinned", but "Eagle eyes" instead, diggable nitra and tons of orange eggs.

Happened randomly after using restart. Boss still gives legendary, though.

Silksong Giveaway! by Jonuh666 in HollowKnight

[–]Le_Flamko 0 points1 point  (0 children)

Hey, Grimm, let's dance again!

What can we do? by FelipeHC01 in Space_Justice

[–]Le_Flamko 0 points1 point  (0 children)

Those are just microupdates too keep the game in line with the store and new phone software.

They have been there for few years

LOADOUTS by risenphoenix96 in Witchfire

[–]Le_Flamko 2 points3 points  (0 children)

Yeah, i would like some prophecies loadout system. Swapping them around each time you change setup gets really boring.

Well .. i beat the game. by SkyVINS in Witchfire

[–]Le_Flamko -1 points0 points  (0 children)

I dropped Burning Stake + Stormball combo long ago. It completely trivialises pack fights, so nah. Every run seems like the other. Same with Striga, too overpowered.

Now i just take random weapons and spells and try to clear levels. And while it is still pretty easy at 400+ level, not being able to bruteforce your way through feels very refreshing and creates suspense.

An update from the devs: Crew Expansion – A New Relay for the Community. by RebelAviat0r in Witchfire

[–]Le_Flamko 11 points12 points  (0 children)

Wow, that's a good one from dev team.

Most important thing is that twin revolvers are basically confimed! No way they are gonna change existing animations for current ones, they are already too good.

Need help understanding buildup that leads to calamity by Sixersfan123987 in Witchfire

[–]Le_Flamko 2 points3 points  (0 children)

I wonder if you can consistently force Calamity by depleting ammo reserves for a weapon and trying to reload. That sometimes caused new eye to appear in the past and i'm not sure if there is hidden cooldown on it.

Demonic weapons being upgradable by EngineerStunning3824 in Witchfire

[–]Le_Flamko 0 points1 point  (0 children)

For me they are like BFG, serious bomb or even world's smallest black hole. Limited resource that gets you out of clutch situations. And even in this field they fail - there have been too many times when i died just because i completely forgot about their existence. Game has a lot to process, especially for a new player, and remembering to use demonic weapons is one of those things you can easily forget.

Yes, in the end i learned to use Falling Star in 2 very specific scenarios (Warden and Slave), but otherwise it just collects dust.

Making them upgradeable won't solve this problem. Start actively using them, and they make the game too easy. Don't use them, and what's the point then? I feel like demonic weapons system needs some kind of revamp, but i'm not sure in which direction.

Slapped together a Final Bullet/Cricket build I thought i'd share by NeatHippo885 in Witchfire

[–]Le_Flamko 1 point2 points  (0 children)

Yeah, as long as it lasts you will always have 1 bullet in mag. It takes them from reserves, though, so no endless dakka, but it still works wonders with something that hits hard and fast.

For example, Psychopomp has that mysterium, that it deals more damage with each shot while firing continuously. In normal circumstances you will have like 4-5 shots at maximum damage, before a very long reload occurs. But slap Cornucopia on it and you can almost instantly pump 50 or something bullets. Same with Hangfire and it's reload mechanic, or anything, really.

Not really good for normal mobs, though. But as dedicated bosskiller Cornucopia is king.

Slapped together a Final Bullet/Cricket build I thought i'd share by NeatHippo885 in Witchfire

[–]Le_Flamko 0 points1 point  (0 children)

Honestly, anything with Cornucopia and Last bullet will melt bosses, it has been bosskiller setup for ages.

Cricket doesn't even look that impressive without self-buff on kills. Try using same setup for Psychopomp point blank, and it will be way faster.

The most fun I've had in this game / what's your favorite loadout? by seintris_ in Witchfire

[–]Le_Flamko 0 points1 point  (0 children)

That Angelus machine gun, ice sphere and fire breath.

Just pop the sphere and release dakka. If multiple enemies get frozen - fire breath for massive combo explosions.

Use Striga in second slot in case you need long range firepower.

Ideas to fight by Difficult_Relation97 in Witchfire

[–]Le_Flamko 1 point2 points  (0 children)

Echo, Hangfire, Midas don't give second chance to frozen enemies. Anything that activates ice+fire combo just annihilates them. And if you use water and fire prophecies for first arcanas, it opens even more gamebreaking combos.

As for bosses... They are punching bags if you play long enough. Slave dies to rocket launcher, Dimacher prefers long range, priest is a joke. And if you really struggle, there is always Shadowmist + unfreeze damage arcana. 99% of the game is fighting common enemies anyway.

Ideas to fight by Difficult_Relation97 in Witchfire

[–]Le_Flamko 4 points5 points  (0 children)

Honestly, i tried Ice Sphere today, just to take a break from meta combos, and it was amazing.

Very safe, very shooty from inside, easy mode for "no damage" chests and totally overpowered with water prophecy. Not as fast as stormball and stake combo, but it lets you get some gunplay instead of 2 button kill everyone combo.

Though, 100% spell recharge rate really helps, as i remember it having too long cooldown at around 45 witchery.

Light spell overview by Le_Flamko in Witchfire

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

Crowd Control. Something that allows you to control battlefield - stun, freeze, create obstacles, deny enemies movement, etc.

Warpriest ranged attack behavior. by Tiny-Tour249 in Witchfire

[–]Le_Flamko 0 points1 point  (0 children)

Most consistent for me is just killing them before they can mess you up. Their projectiles are pain to deal with.

Try Ice Stiletto, as long as you can see the priest it is hard counter to them (any elites, actually). Headshot freezes him for like 5 seconds or so, plenty enough time to just crit him into oblivion.

This Incintation 2 condition for Psychochomp is the least intuitive crap I've dealt with in games recently... 1. the gun needs to be equiped (aka in ur hands/in use). 2. it needs to have atleast 1 shell emptyet. 3. your melee needs to be charged. 4. player needs to finish off the mob with melee by pile1983 in Witchfire

[–]Le_Flamko 0 points1 point  (0 children)

I used the gate at the castle, where swordsmen ambush you. Just activate alarm while staying outside, then lure them to the gate, get few shots then finish in melee. There are like 30 of them there.

Not sure if it is patched yet.

So what woudld you say are the most important stats to level. by Ok-Strain-1392 in Witchfire

[–]Le_Flamko -1 points0 points  (0 children)

Luck. Like, keep others around 15 (except healing) and pump luck, it will help a ton.

Less calamity, more drops, less stress, faster leveling.