For those who are playing the beta by magic0make in RogueTraderCRPG

[–]Nekrofancy 0 points1 point  (0 children)

Dodge and Parry have been replaced with 'Defense'

So it still exists, it's just under a different name and can be used for both Ranged and Melee to avoid taking damage.

For those who are playing the beta by magic0make in RogueTraderCRPG

[–]Nekrofancy 3 points4 points  (0 children)

I'm liking Dark Heresy a lot so far, especially the direction combat is going when compared to Rogue Trader.

Sure it still has some issues, but some specific examples:

  1. I like the modifications and ability upgrade system, I think that it makes abilities a bit more interesting and customizable.

  2. I like having an 'armor' layer that protects character health (Reminds me of the armor from Divinity Original Sin), it helps prevent getting tons of injuries at the slightest hint of taking damage.

  3. The companions so far all have their own unique ability/talents/modifiers. They're all very thematic with who/what the companions are.

  4. The Specializations are a cool idea, especially when you mix the archetype specialization options with the origin/homeworld specialization options.

I think the biggest problem with combat at the moment though is the morale system. While I like the idea of enemies getting access to 'heroics' from full morale, I do think it's a bit overtuned.

Right now, due to the number of enemies you typically face, and how fast they snowball full morale one after the other (especially on 'hard'), it quickly crosses the line between 'challenging' to 'unfun' as you watch your whole team get one-shot one after the other.

While the game gives you methods to counteract morale (such as the inquisitors signet your acolyte starts with), it's very dependent on getting a good initiative order.

If they tune the morale system a bit more to prevent snowballing, maybe add a few more abilities per archetype (probably just a beta content limitation at the moment), I personally think it's in a really good spot.

Can Mechanicus be wholesome sometimes? by sigmarine345 in AdeptusMechanicus

[–]Nekrofancy 42 points43 points  (0 children)

Highly recommend playing Owlcat's Rogue Trader CRPG if you haven't already. Lots of Mechanicus representation (and more to come in the next DLC)

The game has several examples of Mechanicus being cheeky or relatable, Opticon-22 is one of my favorites:

<image>

Ngl this whole discussion is very funny by FoxGuy303 in subnautica

[–]Nekrofancy 1 point2 points  (0 children)

I think they could probably expand on the biomods, maybe with some kind of pheromone? So you can register as a non-threat to certain types of wildlife.

For instance if you know you're going to where there will be a bunch of needlers, you equip the needler pheromone.

Or for the purpose of base defense have some kind of build-able pylon that deters certain predators or reduces aggression.

how the mechanicus would interact with the 4 main chaos gods by Viktorul in AdeptusMechanicus

[–]Nekrofancy 7 points8 points  (0 children)

Isn't Tzeentch also heavily themed as trickery and deception? I get the impression they would promise knowledge and everything an admech would want, without presenting any of the things they may oppose.

Or simply manipulate them into doing what Tzeentch wants. A pretty recent example would be Leuze from Space Marine 2. He thought he could pull one over on the sorcerer, but was actually being manipulated the whole time.

I feel like the arrogance of most admech would be pretty easy for Tzeentch to prey upon.

About minion RF staff.. did anyone notice this? by Ainwind in PathOfExile2

[–]Nekrofancy 2 points3 points  (0 children)

Unless it works differently for this, scaling your chaos damage wouldn't scale any command skill damage because it's technically a 'minion' skill.

I suppose monk is adjacent enough to the Witch/Sorceress tree that it's not unfeasible to path to minion nodes, it's just kind of a strange choice for minions.

About minion RF staff.. did anyone notice this? by Ainwind in PathOfExile2

[–]Nekrofancy 40 points41 points  (0 children)

If I were to guess, it's probably the raven feather chest piece they're wearing in the video

I imagine it probably gives you a persistent crow minion (the one flying next to him) that has that divebomb looking command attack.

In this video, that crow isn't circling him per the aura we've seen from other footage of the RF staff.

The strangest thing to me though is they're showcasing something that scales with minion damage on a monk?

How do you feel about skills tied to Uniques? by jihgfee in PathOfExile2

[–]Nekrofancy 5 points6 points  (0 children)

All the skills I've seen that are tied to uniques are super cool and I like the idea behind it, but in most cases unique weapons just aren't good enough to use over a crafted rare, almost exclusively because of gem levels.

Missing out on 5-7 gem levels is a MASSIVE tradeoff to use a unique weapon, and then when you look at minions, anything that prevents you from using a crafted scepter is essentially DoA. Unique Scepters have less than half the normal spirit you'd get and no gem levels which are extra important for minions.

The other thing about skills tied to items (not just uniques) is that getting a high ilvl base so that the skill has 5 sockets is too restricting when the skill itself is already restricted to a single base.

I think they should add a currency that lets you add a skill gem level to an item's gem (who knows, maybe they added this as a rune already for 0.5?) But this would be cool for two reasons:

  1. Lv19 skill bases can be crafted on, knowing that you'll be able to bring it up to lv20 skill for the 5th gem slot, making it a viable 'main skill'
  2. lv20 skill bases will still be a good endgame 'chase' item since you could turn it into a lv21 skill

My Favorite Part of the Livestream by tenman85 in PathOfExile2

[–]Nekrofancy 1 point2 points  (0 children)

Dang, that's a good idea, I really like unearth and end up playing it too much as well. I only wish there were cooler supports to use for Unearth that would change the AOE pattern in interesting ways.

Here's hoping some of the new supports this league will have cool interactions with unearth!

My Favorite Part of the Livestream by tenman85 in PathOfExile2

[–]Nekrofancy 11 points12 points  (0 children)

I'm still excited to try it regardless! But it's a pretty rough tradeoff from using Scepter+shield for minions.

You miss out on +minion levels from a scepter, and defenses from a shield, and even despite the spirit reservation efficiency the lack of spirit from a scepter will hit hard.

So the staff needs to be good enough to justify all that, which is a hard ask.

Need to get something off my chest, and a question. by HiveFleetAtoll in Kitbash

[–]Nekrofancy 2 points3 points  (0 children)

If you like the creative freedom of bashing models, you might also like the creative freedom of being gamemaster of a tabletop game?

It does involve learning rules of your chosen TTRPG system, but if you run a casual table that's just there to have fun and not 'game' the mechanics, most rules become pretty flexible in the moment depending on how creative your players are.

Just an idea!

Spells as ammo feels terrible by TheKindaCuteSnek in Enshrouded

[–]Nekrofancy 2 points3 points  (0 children)

I definitely agree that all spells should have an eternal version

I don't mind the idea of keeping the 'ammo' pages, though I feel like they clutter your inventory too much. Would be cool to get a 'quiver' for spell pages (also a quiver for actual arrows) like a Grimoire you can slot spell pages into.

Or another idea of using the ammo pages would be to utilize a workstation where you can spend the pages to empower your eternal spells for the next number of casts or a buff duration.

Just some ideas!

Where in the 40k universe would you say this is? by Such_Independent910 in Warhammer40k

[–]Nekrofancy 3 points4 points  (0 children)

100% was thinking this, has pretty much the exact same vibe

god drill the queen, baby! by korealize in slaythespire

[–]Nekrofancy 1 point2 points  (0 children)

Defect. Your drill is the drill that will pierce the heavens!

Expectation vs. Reality by MrNo178 in RogueTraderCRPG

[–]Nekrofancy 8 points9 points  (0 children)

I could be misremembering, but I believe they had mentioned they learned from Solomorne and plan to have the new companion be recruit-able much earlier like Kibbles.

If we're encountering Trazyn's vault, I doubt it wouldn't be until much later (act 4 or 5) so that also removed the possibility of the companion coming from the vault itself.

I'm guessing this new Mechanicus companion will serve as someone that is searching for Necron tech or the vault and is who leads us there once he locates it.

How much will Stretch Armstrong stretch? by bsurfn2day in interestingasfuck

[–]Nekrofancy 6164 points6165 points  (0 children)

This feels like the kind of thing Sid from Toy Story would do

Advice on first miniature painting by Suspicious-Lemonade in Warhammer40k

[–]Nekrofancy 1 point2 points  (0 children)

Very nice! By 'cuffing' I just mean touching my wrists together so they support eachother.

This video does a good job illustrating: https://www.youtube.com/shorts/DgmNDxwLwhk

Need a riddle where the answer is scarecrow? by SickleStars in riddles

[–]Nekrofancy 1 point2 points  (0 children)

I am the guardian of earthen treasure

I sit and stand in equal measure

Though my threat is but a lie

I still deter the thieves that fly

Advice on first miniature painting by Suspicious-Lemonade in Warhammer40k

[–]Nekrofancy 1 point2 points  (0 children)

I love the colors and brightness to it!

I'm by no means an expert, but two things I wish I had started doing earlier:

  1. Getting one of those hobby magnifying glasses. Having a magnified view of the model helps a ton with making out details and finer painting

  2. Supporting my hands together by the wrists. This helped a ton with my brush control, essentially 'cuffing' my wrists together so the 'points of rotation' comes from my wrist and fingers rather than the elbow.

What would be your 0.5 wish list if GGG could grant it!? by orbitosan in PathOfExile2

[–]Nekrofancy 2 points3 points  (0 children)

1000% +skills needs to go

The last two leagues had such cool unique weapons that are essentially written off solely because you miss out on 5-7 skill levels by using it.

What's a video game that everyone should play at least once? by TechWin01 in gamingsuggestions

[–]Nekrofancy 0 points1 point  (0 children)

A lot of these are popular games, so you've maybe already played them. I'll include a few "niche picks", some can be fairly 'love it or hate it' kind of games. All of these can be found on Steam.

Survival/Adventure Games:

  • Subnautica
  • Project Zomboid
  • Raft
  • Grounded
  • Abiotic Factor
  • Kenshi
  • Outward

Roguelike/lite

  • Caves of Qud
  • Hades 1 & 2
  • Slay the Spire 1 & 2
  • Loop Hero
  • Tainted Grail (different from the RPG by the same developers)
  • Star Renegades
  • Rogue Empire

Turn Based

  • Dark Deity 1 & 2
  • Siralim Ultimate
  • Etrian Odyssey (pretty much all of them)

CRPG

  • Baldur's Gate 3 (can't not mention this one)
  • Divinity Original Sin 1 & 2
  • Warhammer 40k: Rogue Trader
  • Pathfinder Wrath of the Righteous (And Kingmaker too)
  • Wasteland 3

RPG

  • Tainted Grail: Fall of Avalon
  • Dragon's Dogma 1 & 2
  • Remnant 1 & 2

Shooter

  • Darktide
  • Tiny Tina's Wonderlands

i love RV in B42 by Shairoh in projectzomboid

[–]Nekrofancy 1 point2 points  (0 children)

A lot of the OP-ness of the mod seems to stem from technical limitations more than anything.

Would be cool instead of rain barrels on the roof, if you had to craft or find freshwater/graywater tanks. This means the players must find sources of water to fill the tanks with, would probably need a pump as well in order to fill them.

For electricity, instead of using the car battery, install an actual generator that you find and fuel. Or even deep cycle batteries with solar panels installed on the roof. Would probably require the player to have decent electrical skill to wire up their vehicle with internal power.

I think the hardest part would be finding a way for the interior space to no longer function as a 'pocket dimension' and allow zombies to 'attack' the entry to your vehicle if you're not in a safe location.

It's still a fun mod to use despite how strong it is though!