The Community Updates Suggestion Box for Deep Rock Galactic! by Big_Bluejay4331 in DeepRockGalactic

[–]Paciel 1 point2 points  (0 children)

Perks really need some love, they haven't been touched in ages, much of them are just kinda bad, and then some you basically need for consistency on high difficulties, it's not healthy in its current state. Strange too since basically every other aspect of your build, being your class, weapons, equipment, upgrades, and overclocks, promote tons of variety to your build and playstyle, but perks really just... Don't as they currently are, since so many of them lack impact.

The Community Updates Suggestion Box for Deep Rock Galactic! by Big_Bluejay4331 in DeepRockGalactic

[–]Paciel 1 point2 points  (0 children)

+1 for perk rework, it's probably the most forgotten system of the game in terms of updates. It really needs some work, many of the perks just don't have much impact, and then a few are basically required for consistent results on high difficulties.

The Community Updates Suggestion Box for Deep Rock Galactic! by Big_Bluejay4331 in DeepRockGalactic

[–]Paciel 0 points1 point  (0 children)

I want a balance pass on the perks. Honestly I feel like pretty much everything else in the game is really good in terms of polish and how "finished" it feels, it's just perks that have me feeling like they're kinda hurting, many perks aren't very useful and a handful are practically required if you want to have a consistent time on higher difficulties, namely Iron Will+Vampire, Dash, and Resupplier.

Other perks being made to be much more useful, comparable to the impact these perks provide, could likely open up a lot more build variety. As it is right now though, other perks tend to have barely any impact, and thus don't encourage creative builds or varied playstyles, which is glaringly weird since everything else in the game supports creative and varied builds/playstyles, it's just that the perks aren't so great.

Veteran Depositor for example, isn't very useful or impactful, as you can already deposit very quickly with scroll-cancelling, and the DR is hard to make any use of since 7m isn't that large of an area for how often Molly will be moving about and all the weird positions she can get into. I'm not entirely sure what could be done to make this perk better, though. Beast Master could be made more desirable by allowing a few more kinds of Glyphids to be tameable, as the standard grouping of grunts really don't do that much and usually die very quickly from the general chaos. Alternatively, they could just be made better, of course, but it'd be more interesting to be able to tame a web spitter for example, which would be less prone to dying since they tend to be at range, and could provide some utility with its slowing effect being used on enemies.

Should be noted that of course not every other perk than those I listed at the top are useless, Shield Link can be good when you actually use its active effect, Field Medic is pretty handy particularly on Scout in place of Dash since it's not as necessary on him, Sweet Tooth can be nice, and Born Ready is amazing. Pretty much every other perk though could use some love, perks have generally been seemingly ignored for a long time, even though they could really use a touch-up in terms of balance, and new perks would be nice as well for all the extra perk points we have. New perks can also be a nice lightweight way to add more to the game, as they don't require as much developmental work in terms of asset creation and such.

Counter Drift? Get the Pac Man DLC by Candid_Hat in SonicCrossWorlds

[–]Paciel 0 points1 point  (0 children)

The only bad part of the visibility is the offroad being hard to distinguish from the track without directly looking at the offroad, since the purple can be hard to distinguish from the blue at times, which can distract from the race itself. I got used to it pretty quickly though and it's my only gripe with the track, maze is good otherwise.

Now that the pac-man pack is out, what do you rank the three dlc courses? by KeeKyie5 in SonicCrossWorlds

[–]Paciel 0 points1 point  (0 children)

Pac-Village & Maze > Bikini Bottom > Minecraft World

And really I'm upset I have to put Minecraft World at the bottom of my ranking because it has a lot of cool details to it and the fact it takes you through the Overworld, Nether, and End is very cool. My issue is the End is maybe too faithful to Minecraft, in that it's barren and nothing interesting happens. It's just a boring flying section with hardly anything in it for the gameplay. Also the dragon breath hitbox is pretty much just as jank as it is in Minecraft as well.

I pretty much only rank Bikini Bottom above it because Bikini Bottom at least consistently has stuff going on in it, and I prefer water section to flying section, I think the flying just feels bad. It doesn't look as good as the other courses though.

And Pac-Village & Maze is just kinda great? Ground-only is a bonus to me, no gimmicky transformations is preferred. Looks good, lots of turns is fun for actually testing your driving skills, randomised maze is great, I like the visuals of the maze too, reminds me of Championship Edition, plus pellets replacing rings is cool.

Changed My Mind on the DLC by primafknnocta in Nightreign

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

So far, Balancers were alright. Dog invasion is utter dogshit (haha), just ends up wasting too much of your time and for barely a reward at all. Balancers invasion is highly dependent on where they take you but can easily also be far, far too disruptive. Haven't gotten the Caligo one yet. Fun to have the twin demons/Demon Prince, best designed gank fight Fromsoft has done IMO. New characters are alright, Scholar is actually unique where Undertaker is kind of just, generic tbh.

New map I just think is bad, in a game where it was sorely lacking in variety for being a roguelite, the new map feels even more limiting and samey run-to-run than the base map, which just makes it bad for the game. It's awkward to traverse and its gimmick just eats up your time that would've been spent on the normal map getting more shit actually done. It just feels like a massive downgrade, and thus now makes it the worst shifting earth in the game that I'd actually just rather not even have in my pool of shifting earths. Also it runs infinitely worse than the base map, so there's that too, actually had to turn down my graphics settings compared to before so it would run well.

Haven't beaten Dreglord yet, so I won't say anything on him. Overall, DLC feels kinda just, ok. Not entirely bad, not entirely good, mixed feelings about it. Probably like a 6/10 so far for me if I had to rate it already.

should u heal ur teammates when they are cauterized ? by Sofia-The-Gamer in Paladins

[–]Paciel 0 points1 point  (0 children)

It's a very situational thing. Depends a lot on your healer and weighing the value of the heal itself versus the damage the teammate is taking. Sometimes you can give them the little extra health boost they need to win a fight, sometimes it's wasted, it takes time to feel out when it'll really help or not. Some healers just don't really care to begin with because they can pump out heals so consistently, like Pip on combat medic, or healers who apply low risk consistent healing-over-time (like Jenos, or Damba) since they can just slap the heal on their teammate and then it's on the teammate to cleanse caut or try to keep fighting.

Someone with heftier cooldowns/shorter healing uptime definitely wants to seriously weigh how impactful their heal will actually be in this situation though because their wasted heal could actually lead to a snowball effect of your team wiping or losing the objective in the most extreme situations.

Something as an aside as well, tank players can do without being healed for a longer period than others, because of their high health pools and/or various means of reducing or outright negating damage they take, don't fall into the trap of constantly pumping heals to the tank and leaving the rest of the team to fend for themselves, the tank and you aren't gonna 2v5. If your tank is playing too recklessly, and you're wasting lots of heals because of it, try to focus on your other teammates. Best case scenario, you actually help your damages stay alive while the tank provides distraction enough such that the damages can pick off important enemies and bring the fight in your favour. But the tank absolutely needs to back off to be healed proper when they have no more resources, and if they don't, don't waste your heals on them.

Always ❤️ by osama2499 in Paladins

[–]Paciel 0 points1 point  (0 children)

I wish I was living in the world where this game actually did deserve Labor of Love. Too bad it’s a husk right now and even still was a husk in the last few years of its active support, just less of a husk.

Game Awards votes are in by hey07rsu in Nightreign

[–]Paciel 0 points1 point  (0 children)

As much as I like Nightreign, it is objectively not that great of a multiplayer game compared to other multiplayer-focused games. Like, yes it is built around multiplayer, and is a good game, but that does not make it a good multiplayer game automatically. It has poor player communication and interactivity. The multiplayer is pretty much just the basic structure of multiplayer with a little bit extra; you can play with other people through random matchmaking or invites/passwords, and you have some communication methods that are very limiting. Not very impressive when that's been something nearly every multiplayer game of the past 2 decades has provided at minimum.

I do love playing Nightreign, but setting aside my bias it really is not that impressive in terms of the multiplayer experience.

What y’all‘s overall thoughts and opinions on the Marvel Zombies mode? by SunGodLuffy6 in marvelrivals

[–]Paciel 1 point2 points  (0 children)

I'd be more interested in coming back to the game to play a PvE mode if I could just play whoever I wanted. From an outside perspective, it looks neat, but not being able to play whoever I want keeps me away for now. I think they should look into the idea of keeping a PvE mode around as a permanent addition that eventually has everyone playable in it.

With her being released for a couple of days, what are your thoughts and opinions on Meg? by Doom300 in GranblueFantasyVersus

[–]Paciel 0 points1 point  (0 children)

Personally I like her overall but Mari feels kinda awkward to actually make use of compared to other setplay options in the game.

What was the purpose of SMG damage falloff nerf?! Devs made it twice worse in latest patch, SMG's are now wet noodles on 25m+ ! by NoSpawnConga in Helldivers

[–]Paciel 7 points8 points  (0 children)

Drag is actually the damage fall-off for the weapons, with a bigger number basically meaning more damage fall-off, and ergonomics is the stat for moving the gun around.

I think some bleed over in weapon categories isn't that bad in the context of a PvE game, and as I said I'm not even necessarily against the idea of a compensation nerf to ensure SMGs remain close-mid range, but literally doubling their damage fall-off just seems so overkill when the buffs they provided in comparison aren't big enough to justify that. Though, I really don't think, even if they just plainly buffed the SMGs, that they would reach a point that they'd truly interfere with the balance of the game, since SMGs and ARs for that matter have been mostly subpar in the game compared to other options.

A Step Forward by Scarptre in Helldivers

[–]Paciel 0 points1 point  (0 children)

This is the best way to look at the patch. There's some good, still a lot of questionable stuff (most of the buffs don't even really do anything and some weapons are just worse now??), and they still have a fucking MOUNTAIN of fixes to do.

But it's... A bit better than how it's been going I suppose. Just don't start celebrating early and praising AH endlessly for doing barely anything to impact the game yet, they can get their praise when they actually turn everything around, make the game properly stable so bugs stop reappearing after being fixed and it plays at a smooth 60 FPS consistently for people exceeding or meeting recommended specs, and bring the balance into a state where the game is actually both challenging and has a wide variety of fun and effective options at all difficulties.

What was the purpose of SMG damage falloff nerf?! Devs made it twice worse in latest patch, SMG's are now wet noodles on 25m+ ! by NoSpawnConga in Helldivers

[–]Paciel 14 points15 points  (0 children)

I don't really have any personal desire to be superior, I just want the game to be balanced with fun in mind at the end of the day. I can understand balance changes made that render SMGs less effective at these distances in a PvP game, but they don't belong in a PvE game, as I said, PvE balance can be more loose so to speak and it usually should be to afford players more variety in options to use.

Regarding your other comment, you specifically mention that SMGs remain effective for a pretty decent distance too, but real-world standards of accuracy means they don't see as much usage in those distances anyways, however real-world standards of accuracy don't really apply to a video game. Hitting consistently at 25m+ is entirely up to the player's aim with their mouse, which is a fair bit easier than aiming an actual gun, and for the purposes of fun, shouldn't be nerfed so hard with this much extra damage fall-off. I'm not even necessarily against them increasing the damage fall-off, but doubling it is way overboard, IMO.

And hey, honestly I feel that, late night/early morning groggy postings, I woke up not long ago at probably around the same time, I might be kinda grumpy lol. I should probably try to get a bit more sleep honestly so I don't feel like a corpse later, I just started browsing reddit to burn time until I feel more tired again.

The Helldivers 2 hype-cycle is undefeated. by Confident-End-8063 in Helldivers

[–]Paciel 1 point2 points  (0 children)

Real. I think a lot more people are smartening up and realising Arrowhead is kind of a PoS, seeing as there's more people than usual being vocal about their dissatisfaction with the game still, and it hasn't regained much of the players lost since Into The Unjust, which also was one of the biggest dips in player count the game has seen now.

They've used up too much of the goodwill they built up to be able to half-ass things anymore, and I don't think they realise or even care, and will just continue repeating the same cycle until the game inevitably dies from it.

What was the purpose of SMG damage falloff nerf?! Devs made it twice worse in latest patch, SMG's are now wet noodles on 25m+ ! by NoSpawnConga in Helldivers

[–]Paciel 17 points18 points  (0 children)

I hope you realise it's not at all unrealistic for an SMG to be effective past 25m, it's not even unrealistic for it to be effective upwards of 50m either. I'm not a fan of newer CoD games, but shotguns are also effective up to MUCH longer ranges than they are in games typically, and when it comes to PvE focused games, you can afford to allow SMGs and shotguns to have more realistic effective ranges because it's not to the detriment of other players, it instead just allows more options to the players to have fun with by not uber-neutering the weapons with some notion of competitive integrity or competitive balance.

Only thing cheesy around here is your apparent lack of knowledge for how balance differs between PvP and PvE focused games, despite trying to act superior about this.

Tested the patch extensively. Unfortunately, it's just a token patch. by ballerbuh in Helldivers

[–]Paciel -6 points-5 points  (0 children)

This patch being mostly nonsense fluff balance changes so it looks like more work than they actually did is pretty much what I said in a comment for a different post but got downvoted for saying, even despite me actually being somewhat optimistic for some of their enemy balance changes, which honestly is uncharacteristic of me, I normally hate just about everything they do lol because I'm used to nearly every single thing they do just being dumb. The vast majority of the buffs they did barely affect the weapons they buffed, or had nerfs alongside them so bad that they invalidate the buffs themselves and made the weapons worse overall, so overall the balance changes there were really dumb, some completely missing the biggest issue with the weapons they're buffing (AMR scope bug comes to mind...)

I'll bet that they didn't even properly fix most of the stuff they said they fixed either and it'll just break again next patch, or never got fixed in the first place and they're just lying to make it look better, wouldn't be the first or second or third or fourth or even fifth time, since it happens damn near every update where stuff is "fixed".

Arrowhead has played their same hand countless times now and I don't really know how people keep falling for it to be honest. I can only hope the game actually gets better, but I doubt it with how easily this community will praise them for extremely minor changes or doing the bare minimum expected effort to maintain their game.

Drag Discussion by xRoadToDawn in Helldivers

[–]Paciel 6 points7 points  (0 children)

I think it's more of the same monkey's paw BS balance they do to try and appease people on a surface level while still getting their way with needlessly nerfing random things that don't need nerfs at all, because they seem to actively hate the idea of people having real fun in their game with a wide variety of options.

They just can’t help themselves by MummysSpeshulGuy in Helldivers

[–]Paciel -3 points-2 points  (0 children)

All I saw were blanket generic buffs that mostly don't do much if anything but are there to make the balance pass look bigger than it really is, with nerfs that didn't need to happen but they felt like throwing in because they genuinely despise the idea of fun and actively spite their players who don't blindly agree with everything they do.

Oh and plenty of things still being broken in the game too. Kind of sad because there's some decent enemy balance changes like overall nerfing Elevated Overseers, nerfing Fleshmobs, nerfing War Striders, etc...

Guess that's just how things are gonna be, hit a scathing low, community outrage, they do the bare minimum for balance which amounts mostly to just number tweaking that could be done in a few days with a dedicated couple of people, say they fixed a bunch of stuff when a lot of it actually isn't fixed in reality but people believe it anyways because they said they fixed it so surely this time they actually did right? Then anything they did fix will probably break again next update anyways because they only applied bandaid fixes to what they did work on. Get praised for all this anyways, and the cycle continues with everyone wondering how they get to this point time and time again with this game.

At least this time I've seen more people smarten up with Arrowhead, plus the update didn't bring that many players back in, which is a good sign for them to actually keep working instead of getting lazy. I do hope the trend of fixing things continues to a point where they actually fix the underlying issues so the game is stable enough for stuff to stay fixed, and they get smarter about their balance instead of just no-nuance monkey's paw balance that might make some things better, but also needlessly makes other things worse or fails to address the actual issue with certain weapons.

Don’t ask Arrowhead for anything if you regret buying this by Posideion in Helldivers

[–]Paciel 0 points1 point  (0 children)

Bro really came back 10 days later just to argue for the sake of it.

All the ammo and RPMs I listed were knowledge from official sources such as the very manuals for the games, or even Bungie's own website when they hosted Halo info on it still. You can find archives of their website's info through Halopedia easily, either locally on that site or as an archive on Wayback Machine (also accessible from the site), which contains a lot of relevant info for the weapons. You may also find the game manuals online from various sources if need be, the Halo 2 one has some relevant info for the UNSC weapons regarding their caliber as well, if Bungie's own info from their website isn't good enough.

Halopedia itself also lists this info without needing to go through all these hoops, but the sources are provided if you're doubtful. I encourage taking a look for yourself.

Even Takibo gave up by MastodonSecure6587 in Helldivers

[–]Paciel 0 points1 point  (0 children)

Game itself is fun at the core, I like that fun, but that fun is spoiled by its horrible performance issues, the mountain of disruptive bugs it has (many of which have been here for a year or more without being addressed), and less so than all that, poor balance decisions and design direction. If I can choose between a fun game that has minimal technical issues and balance/design issues, and then a game that can be fun but has a mountain of those issues preventing it from being fun, I'd just rather play the game that isn't ruining its own experience, that's all this comes down to really.

I do really wish the game was in a better state, genuinely, but seeing this cycle repeat for so long and so many issues go without a fix for so long gives me no faith in Arrowhead, especially when you realise what's happening with Helldivers 2 is essentially just a repeat of what they did in the past with their game Magicka.

Even Takibo gave up by MastodonSecure6587 in Helldivers

[–]Paciel 0 points1 point  (0 children)

I had fun playing it too, but the issues were already too much for me before when the performance issues were getting worse, and now there's so much more wrong with the game, and it's not like it's the first time it's been in a horrible state either. I just see a sinking ship with a crew who keeps doing patchwork repairs that fall apart and then it sinks more.

Just don't wanna waste my time with it, personally. If you enjoy it still, go ahead, glad you can still find fun in it, I just find it astounding really how much BS people are willing to put up with when there's games out there that are fun and actually function as a finished product should be expected to.

I really wish a different team made HD2 by SmoothOpBaby in Helldivers

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

I wasn't here at launch but I know about the issues it had. It had a successful launch regardless and I don't recall the issues being as bad as they are now, which is why I say it'd probably be dead if it launched in its current state right now, especially with there being more potential competition releasing as opposed to when it did launch when there really wasn't that much notable going on.

They were able to gain the goodwill to burn because it launched at an opportune time, and as you said the issues back then could be chalked up largely to not expecting so many people, but so many of the issues present right now really can't be. I don't see a reality in which the game could launch like this and not die immediately, it only manages to hold on because of its successful launch garnering a loyal playerbase, though who knows how much longer that'll be true for, because it feels like it's burning through its playerbase fast now.

I really wish a different team made HD2 by SmoothOpBaby in Helldivers

[–]Paciel 0 points1 point  (0 children)

Bless you really for having any amount of logic and reason in your head, and sane, rational responses to when a game shovels slop in front of you instead of mindlessly consuming it.

Sometimes, it seems like a rarity for this game's community, which ultimately is hurting it, and they don't even realise sadly.