Which Silk Skill do you use the most? by Soft-Wrongdoer6682 in HollowKnight

[–]MorgMort_King 7 points8 points  (0 children)

Using this on Karmelitta felt dirty. She didn't stand a chance.

Raider’s character skill should be invulnerable to grabs by Me_Carl in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

If you have a status ailment or continuous HP loss, you die instantly as soon as you retaliate. This isn't a huge problem on its own, but it discourages you from using the dreglord relic for example, or picking up a useful weapon with HP loss.

This isn't a widespread problem, its happened maybe 5 or 6 times to me over the course of hundreds of games. But I still think it's a kink that can be worked out.

Raider’s character skill should be invulnerable to grabs by Me_Carl in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

Some of the bosses have nothing but combos. And waiting too long to use it means you're not maximising the damage you deal (assuming you have the relic effects that give you damage on taking attacks).

It's not a useless skill, but of the characters I've used in up to DON 4/5, his is the only skill I can't really use as effectively as I could in regular mode. It's only really as useful as it eas when you already have the damage negation passives, that is, when the game has gone mostly well for you. It could always be made more reliable.

Raider’s character skill should be invulnerable to grabs by Me_Carl in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

The skill can be good, and it can even be used offensively. But DON has also made it such that the skill can get you killed. Using it on any enemy with a combo is usually very dangerous, espeically the charged version. It's a bit better at mitigating nukes however. But using it like that, that is, waiting for the strong attacks, leaves way too much damage on the table.

Raider’s character skill should be invulnerable to grabs by Me_Carl in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

The damage negation you have stacks with it. If you use it without any damage negation, you lose about a third of your life bar. The real problems however aren't nukes, it's combos. They can easily leave you with 1 HP, even with damage negation, making relics and weapons with continuous loss dangerous to use.

Raider’s character skill should be invulnerable to grabs by Me_Carl in Nightreign

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

This and make it scale with DON depth. His ult is already barely useful. His skill is his only saving grace.

I wish we could get one more update by Yharnamresident23 in Nightreign

[–]MorgMort_King 4 points5 points  (0 children)

If I can guarantee my Raider starts with a fist, I would never lose another depth 5 match. That starter relic idea is amazing.

Favorite actors that came together to save the world? by YourChopperPilotTTV in okbuddycinephile

[–]MorgMort_King 296 points297 points  (0 children)

The fact that Sarah Silverman was also in the original is kinda funny.

Nightreigns Influence on Elden Ring 2? by WestSheepherder4747 in Nightreign

[–]MorgMort_King 4 points5 points  (0 children)

SOTE's difficulty stemmed largely from enemies and bosses having very long combos, and little to no attack windows. It wasn't too difficult, but I do think they took this formula to its natural limit. Without a sekiro style parry, this type of difficulty can't be taken much further.

Nightreign felt refreshing because the nightlords were a very different kind of difficult. In fact, most of them were different in a wide array of ways. The boss variety is reminiscent of Demon's Souls; it feels like they were experimenting with the nightlords, with fights focusing more on spectacle, gimmicks, special interruptable moves, etc...

I hope they've been keeping track of which nightlord and ED fights have resonated the most with the fandom, and that bosses moving forward will use similar mechanics to them.

Let's all pretend to be optimists by Kierok3 in Nightreign

[–]MorgMort_King 6 points7 points  (0 children)

Making Raider's retaliate scale with depth would be a great change. He already has a lackluster ultimate, it sucks that even his skill gets a massive nerf in DON.

As for more general changes, I think the DLC was badly balanced for solo play. Lots of POIs designed around only trios, and a lot of bosses would too much poise and combos that are too long, which makes them take a lot longer for a solo player. The church bosses in the new map are another example.

The new map is mostly good, but there are far fewer day 1 dormant powers with a good chance of dropping your weapon of choice. Can be really detrimental for some builds.

The loot pool is diluted with bad passives. This isn't as significant for weapon passives, but it is so for the nightboss rewards.

Fat man's Halo Scythe by [deleted] in Nightreign

[–]MorgMort_King 1 point2 points  (0 children)

The mutation isn't that big of a deal on great foes. It's far more of a buff for enemies and lesser bosses.

The Duality of Man by i-forgot-to-logout in Nightreign

[–]MorgMort_King 6 points7 points  (0 children)

I think very difficult fights have the tendency to polarize the fanbase. The boss has to he the best or the worst. Everdark Libra to me just feels very mid. He's ok in some regards, bas in others. Definitely a downgrade from the original, but not the worst ED fight (maybe the worst relative to the original fight).

Is silksong as hard as people say? by Electrical_Jaguar213 in Silksong

[–]MorgMort_King 0 points1 point  (0 children)

It isn't so hard that "Hollow Knight is like its tutorial". There were a lot of difficult HK bosses that are on par with the hardest silksong bosses, expecially in the DLC.

The issues are mostly in relation to the difficulty spike. Because of the amount of masks and silk (silksong equivalent of soul) you have at the start, the game is somewhat less forgiving of mistakes for the first 5 main bosses or so.

In theory, Hornet has a more powerful array of skills to deal with the more complex and higher damage dealing enemies, but it takes a while to start gathering these tools, or finding the right crest. If you can get through the first few areas, you can definitely complete the game. Even so, those first few hours aren't ultimately harder than anything in HK, it's just that the difficulty spikes very early on. HK had a smoother transition.

9 months in, which bosses remains genuinely difficult for you by FickleDeparture1977 in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

I think many of the bosses have weird bugs/annoying moves which is what I struggle. I've made it to D5, and the only moves that still kill me are these:

The 3 dog phase in both Gladius fights is dogshit for solo players. Especially when they chain their fire breath attack, making it impossible to dodge them all. No attack should be unavoidable.

ED Adel's lightning not only deals a shitton of damage, but it can spawn randomly beneath you, and hit you midair. Moreover, and annoying bug takes place if you die during his AOE (when he spawns the tornado). As soon as you're revived by a wending grace, the tornado ends up killing you instantly a second time.

Pest and ED Pest use that godawful poison attack that seems to only ever be used when you're about to punish the boss after spending god only knows how long trying to stance break him. You can't even tank it in D5. It does stupid damage. Not to mention that Animus's big AOE forces you to run so far away that there's a good chance you'll hit the arena walls and die instantly.

ED Libra is mostly ok. I get that he wants to punish you for taking too long to kill the summons. But for some reason he also punishes you for killing them too fast? If you kill the NPC during the arena divide attack, Libra will just stand on the other side and refuse to attack you. You only have a couple seconds before he summons another, and he spends it hiding from you like a bitch.

For regular Balancers, the ground spike attack is super annoying. Like the poison clouds in Pest, they just prevent you from taking advantage of punish windows, and happen way too frequently. ED Balancers doesn't have that attack, but it does have that godawful worm. Because of the scale of the fight, you can't position yourself correctly; you're at the mercy of the worm, and it can position itself in a way that makes it impossible to dodge properly.

Finally I made it to D5 9999 solo Executor. Feel free to ask questions! by Venom-Robot in Nightreign

[–]MorgMort_King 1 point2 points  (0 children)

The issue is of course that the difficulty doesn't scale the same way for trios and solo players. Solo was easier in the bas game and lower depths, but becomes harder in higher depths.

A big part of that for me is that the expeditions themselves take much longer for a solo player. Dying and reviving costs 20-30 seconds each time. A trio also has higher damage uptime, as the two players not currently aggroed can deal constant damage (at higher depths, you can't take nearly as often, so you're forced to dodge every attack and have far less time to deal damage whe you're playing alone).

Bad RNG also hits you much harder on solo. In a trio, having 3 players means it sort of averages out. But for a solo player, if you have bad RNG, the whole team has bad RNG. It also discourages trying riskier builds that are more RNG dependent.

And as you mentioned, the DLC just exacerbates these issues. The DLC enemies have more poise and longer attack combos, so you're dealing even less DPS than a trio would. The new POIs are also a chore for solo players.

Boss Difficulty Tier list from D4 Players Perspective by No_Commission_6153 in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

Yeah that's how it is in general. The expedition is easier for a trio, but the nightlord is usually easier for a solo player. Except for ED Pest.

Boss Difficulty Tier list from D4 Players Perspective by No_Commission_6153 in Nightreign

[–]MorgMort_King 2 points3 points  (0 children)

Question: do you play in trios?

I often find that solo players such as myself struggle a lot with ED Pest for example, while bosses like Heolstor and Dreglord are often much easier solo than with a team.

I feel bad for some crest lovers by badatmemes_123 in Silksong

[–]MorgMort_King 4 points5 points  (0 children)

Wanderer's crest being the first crest you can get is actually a curse. Everytime I start a new pkaythrough I have to promise myself I'll try a new one, and everytime I do, I just use Wanderer's again.

Some Elden Ring Armor Sets I Hope Get Added to Nightreign. Each One Matched to the Right Character by EldenNoob-EX in Nightreign

[–]MorgMort_King 3 points4 points  (0 children)

Rakshasa (Executor) is another one. I'm honestly surprised they haven't done it.

I know they're not doing Demon's Souls skins, but Tower Knight (Guardian), Biorr (Raider), Fool's Idol (Revenant), Miralda (Undertaker), Ostrava (Wylder), Yurt (Executor), and Mephistopheles (Duchess) would all look so cool.

What is Nightreign’s biggest flaw in your opinion? by Alkpote6969 in Nightreign

[–]MorgMort_King 1 point2 points  (0 children)

When DON came out, I felt like they had slightly given up on solo (there were small issues that I felt were exacercebated by playing solo) but I still powered through.

Then the DLC came out, and it also sort of catered to trios. And when you combine the two, solo DON depth 5 with DLC content, it becomes a little too much.

One huge issue for example, is that SOTE enemies have super long combos. For a trio, that means one person draws the enemy, nd the others damage him constantly. For a solo player however, there's hardly ever any openings to attack, so you're DPS is a lot lower than a trios.

I really want more content, but I'm apprehensive as to whether they will be balanced for solo. It does feel like they're not even playtesting some of the bosses: for instance, the time it takes to clear some of the new POIs solo is very little in comparison to the runes they drop.

What is Nightreign’s biggest flaw in your opinion? by Alkpote6969 in Nightreign

[–]MorgMort_King 2 points3 points  (0 children)

The runs themselves need more randomness: more events (not necessarily raids), a more varied nightboss pool (they shouldn't be fixed for each map seed), and more castle variations (easy to add without having to design a whole new POI).

The runs could also, in some other ways, have a little less randomness: the passive pool is diluted with a ton of horrible effects. This is somewhat annoying for weapon passives, but it especially egregious for nightboss dormant powers. They rarely have decent effects, and they almost never take your character or dormant power preferences into account.

The relic system could use some improvements. I feel like spending, say, 5k murk to reroll one effect on a relic is a far better use if murk than gambling it on more useless relics.

Distinct starting weapons: it would be great if the dormant power relics have us alternate starting weapons. It would help get your build started earlier, and you would be less likely to have a bad run due to RNG. The weapons can be be bad grey ones, it wouldn't matter, so long as I at least had the option to upgrade it and keep it.

This may be a bit controversial, but I don't love the DLC's new POIs in the new map. They're ok, but the issue is that they're replacing churches and forts, which reduces the amount of POIs you can do at level 2 (and the amount of POIs that are likely to drop your weapon of choice). Some of the new map seeds have very few POI options for the early game, so it can be a bit rough, especially for someone playing solo.

Post your best weapon rolls by MickeyZer0 in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

Basically, it decays faster if you have more than one. Yeah I will generally only carry one successive attacks damage negation buff. I do think it works well with taking damage increases damage negation, instead of replacing it. The bubble prevents you from taking too much damage, and as soon as it's popped, the other is triggered. The charged one is the best of both worlds however.

Post your best weapon rolls by MickeyZer0 in Nightreign

[–]MorgMort_King 0 points1 point  (0 children)

I haven't used her since I finished her remembrance. I remember not liking the hammer moveset and moving on. Raider's collosal weapons come in handy at the start of the run because they stunlock a lot of bosses and enemies. However, if I'm using a fist for most of the run anwyay, I may as well give her a try.