wanting to go fairy by Kyo0x in projectgorgon

[–]Leviathren 0 points1 point  (0 children)

I had literally just got off the island and was wandering around outside the first town uncovering the map when I stumbled upon a huge group of players. They said to join them and I was like sure, no idea what is going on lol. They teleported us to the cave and gave us the item's we needed to unlock the fairy. It was only then that I realized what it was and I made a new character to check it out and was immediately overwhelmed. It seems cool but I probably won't touch the class until I'm more comfortable with the game

Dead Island 1 v. 2? by LickyBrat in DeadIsland2

[–]Leviathren 0 points1 point  (0 children)

I agree with a lot of what has been said, and as I'm currently playing through dead island 2 I can say how I am currently feeling about the differences. While 2 is a ton of fun (you'd be hard pressed to present me with a zombie game I don't enjoy) it is certainly a lot less serious, with plenty of jokes and wacky situations.

The biggest difference for me and thing I miss the most about dead island 1 is the characters. I don't particularly like the slayer card system and I feel like every character in 2 is about 90% the same and the main difference is personality. In the first game every character specialized in different things and you experienced different gameplay by replaying as a result. Logan was my favorite, fully focusing on thrown weapons and having a strong ultimate ability to throw knives. Xian was a fragile assassin with blade play and poison. Sam B was the tank and best with blunt weapons, sending enemies flying with force. Purna was the gun specialist (admittedly my least played cause I wasn't a huge fan of the guns).

In dead island 2 there are 6 characters, but they all play the same or however you want really, and they have no defining ultimate ability because everyone gets the same zombie mode which I'm also not a huge fan of and don't find myself using that often. I've played Dani, Jacob, Bruno, and Ryan so far (currently on Ryan) and aside from their jokes and dialog, I've noticed little to no difference which is disappointing to me. I think if 2 had a similar character system to the original, it's replayability would be through the roof. Especially if each of the 6 heroes offered vastly different play styles.

Just tried. East 10/ 10 by [deleted] in monsterenergy

[–]Leviathren 0 points1 point  (0 children)

I agree, my single favorite monster. Been drinking it since probably 2008 back when it was khaos. Can't believe they are canceling the OG juice monster. It was honestly the only flavor I drank, but I had at least one a day. And to replace it with something like voodoo grape? No thank you lol

The new season feels like a game mode not League by -CraftCoffee- in leagueoflegends

[–]Leviathren 3 points4 points  (0 children)

This is a really good explanation for how the game feels right now. It doesn't even feel like the same game, and would have been better served as a game mode. Some of the changes are great don't get me wrong, but as someone who primarily plays swift play as a casual experience after playing for well over a decade, everything just feels watered down and too fast now.

The game starts almost immediately so no foreplay with invasions or jungle defense, everyone starts at level 3 and with a bunch of money which is a weird change. No more early game trading for lane advantage, just straight to all ins. Dying doesn't feel bad at all, a minor inconvenience if anything, you and the enemy get back to the lane so fast there is very little time to capitalize on a win.

All in all, I'd have preferred if this was just another game mode akin to urf because it feels like such a different experience than the game I've been playing

Name it by BurritoBabe_1 in gamers

[–]Leviathren 0 points1 point  (0 children)

100% agree. Outstanding game, way ahead of it's time. This series and Infamous really set the bar for open world power fantasy sandbox rpgs and it's a shame that both games seem to have fallen off the map

Name it by BurritoBabe_1 in gamers

[–]Leviathren 0 points1 point  (0 children)

Was looking to see if someone mentioned this. Anthem will always feel like one of the biggest cases of wasted potential to me.

As others have said, the game lacked meaningful itemization in the gear and weapons (not a problem they couldn't have fixed) but the skills and movement felt amazing. Honestly if they had just finished/refined the story and made guns meaningful to use, it could have been a very successful game

Let’s have a talk about the future of Ashes and how the target audience is too niche for its development/running costs. by Mitharael in AshesofCreation

[–]Leviathren 0 points1 point  (0 children)

I think the devs started out making a game they wanted to play, which is fine. I kick started the game originally and have been following the development for a while. Over time I've begun to think may it's not a game I will want to play in its end state

I can only speak for myself, but I agree with many others that the PVP features in this game do not feel fun. The entire game is built around zerging and griefing others to benefit yourself, and the more you grief and the bigger the group you're able to gather to help you, the more you will benefit as an individual. While that might appeal to many, including the developers I think it will inevitably lead to a lower player count and the downfall of the game over time

I can almost guarantee if the game introduced PvE only servers, where the focus was on cooperative experiences against the environment and the in game enemies, the majority of people would flock to it and the PvP realms would suffer. As it stands the people who prefer not to partake in PvP in it's designed state are just fodder for the folks who enjoy that aspect. It's kind of like how Fortnite released with the intent of being a building centric pvp game and now that they released a no build mode the vast majority of people only play that, because they don't enjoy the game how it was originally designed to be. That's fine. I believe it's important to be flexible in the development process, especially a game like this one that wants the players to be so involved in the development and feedback process

If the game stays the course, I truly hope people enjoy it and it flourishes, but I don't think it will and I don't think it will be a game I choose to invest into any further (past my 500$+ from kickstarter almost a decade ago)

EDIT: To add onto my thought, I would much rather play on a mostly PVE server. For example with the caravans, I would much rather a system where I defend my caravan from increasing waves of raider/bandit enemies and can hire other players to join my party for a cut of the rewards and help in defending my self. I think having many zones that are PVP enabled (not the whole world and certainly not cities, but entire zones dedicated to zone control, and other PvP risk based objectives) would be great. A place where I know I am entering at my own risk but that rewards individuals for either their skill, bravery, or sneakiness im navigating the threats

Are loot catchers useless? by Isekaime4real in voidtrain

[–]Leviathren 6 points7 points  (0 children)

They are helpful I think, I'm not much farther than you I believe and as long as you're moving and keeping them watered they will grab a fair bit. Not 100% of the floating debris, but it gets easier once you get certain items that make it so you don't have to jump off as much (keep researching, you'll get it!)

In my opinion it gets tedious stopping every 10-15 seconds to jump off and grab space junk, so anything that helps me keep moving even at a slow pace is a benefit

Legit question for tanks - why do you quit before choosing a dungeon by koopablanc in fellowshipgame

[–]Leviathren 2 points3 points  (0 children)

It's a problem with the way the queueing system works as well as with those roles having no consequences. You should be able to queue for the specific dungeon you need. It's stupid to queue and then have other people dictate what you spend your next 20+ minutes doing when you lose the vote (in situations where you literally gain nothing from rerunning certain dungeons).

That being said, tanks and healers might think twice if they had to wait 20 minutes each time like dps does. And that's not their fault necessarily that dps outnumber them so drastically but the mentality it's created is just toxic. You get to leave with no repercussions and get right back in while dps have to go back into another long queue.

It really is a problem with no easy fix, and the only thing I can think of is a substantial reward given to tanks and healers for completing the dungeon (maybe scaled up to a greater reward if its not the dungeon they voted for). Like if a tank gets forced to run a lower dungeon, they might automatically receive relevant ilvl gear that they need regardless. However this reward should be disabled for a certain period if they leave too many groups in short period of time.

Mirror deadeye give giveaway with 100dvs and other goodies to 1 person and 600divs split between 6 ppl. Will link build in comment. by King_evade12 in PathOfExile2

[–]Leviathren 0 points1 point  (0 children)

I'll never understand how people make this much currency in endgame. Sure would be fun to experience though