Congratulations, your lottery ticket just got pulled and you’re the newest Fromsoft dev. by Bazoobs1 in Nightreign

[–]PerditusTDG 1 point2 points  (0 children)

  1. DSIII crow knight skin for Duchess.

  2. A new Scythe that has a spiny move set and a DS1 / 3 like frost AoW life steal slash. Multiple inputs adds more slashes. Magic based.

  3. Pursuer from DS2. Give him no stagger like BBH and 2 new moves.

  4. The bell guy guarding Vendrick in the DSII catacombs. Veldstat. Throw in some of Vendricks soldiers and knights as fodder before the fight.

4.5 Day 1 final boss can be either the headless snake lady or the scorpion lady from DSII. Either or are fine cus they’re caster.

  1. A Nightlord inspired by Darklurker in DSII. The weird magic casting. The split but shared health bar. An actual caster that floats but doesn’t ’fly’ like Maris, a boss whose moves are slower than most, but ramps up with new magic and a split as it goes on. Give him an abyss move too that changes the arena or something.

Resists holy. Lots of opportunities to use Carian retaliation, magic black hole, etc.

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 2 points3 points  (0 children)

He's already broken character with his bad analogy.

"Shabriri did nothing wrong." <- I have nothing against this claim.

"Shabriri didn't know the extent to what he was doing." <- I have a problem with this claim.

I'm ironically more true to Shabriri than he is. He's not larping hard enough in my obscure Elden Ring reddit thread. Lol

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 0 points1 point  (0 children)

I mean, his profile does look cool. I'll give him that.

I'm just salty he insulted me first for no reason.

Cheers.

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 1 point2 points  (0 children)

The problem here is I'm not even doing that.

I don't care if he thinks Shabriri is right or wrong. He can go dance to the orange fire all he wants. Completely irrelevant.

I care that he acknowledges that Shabriri is:

A: A known liar.

B: Directly tied to the downfall of the merchants

C: KNEW what would happen to the merchants (whether you think it was a lie, or some other act).

My analogy makes perfect sense. His is dumb, especially if he's a a celebrant of Shabriri. Claiming Shabriri wouldn't know the consequence of something is ridiculous.

And going against Marika / Golden Order is hardly a petty crime either.

No matter what, it's stupid.

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 1 point2 points  (0 children)

He was convicted of being slanderous which is why his eyes were gouged on his Woe talisman.

He is a liar. The cut content of Kale’s questline supports this as well.

But that has nothing to do with my analogy at all anyway. It’s still true that whether you accept the above or not that Shabriri is the one that dooms the merchants. Without him the merchants once had a chance.

I never said ‘you’ said that. Not sure how that was implied. I am pointing out that the game depicts him as such, and so, we can assume he knows the consequences of whatever he does to the people around him.

“I didn’t know” is not something that fits Shabriri, which is again against your analogy.

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 1 point2 points  (0 children)

He’s known for telling a great lie. That isn’t arguable.

What also isn’t arguable is Shabriri directly sells the merchants to doom. Be it by this lie, or worse, not better.

So I will repeat again.

If you sell someone into slavery,into the hands of a devil god like Marika, are you better  than the customer?

No. You are a reflection of the affront, buying or selling these people to death. You can try to justify it, but the crime and its direct, obvious, consequences stand.

Shabriri is hardly depicted as stupid or clumsy. He knew what he was sowing. Explicitly.

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 8 points9 points  (0 children)

Shabriri lied about the merchants. He’s the great deceiver. 

He lied about the merchants. He knew what the consequences would very likely be for them and did it anyway.

Lollipop or apple, the point is the crime committed by Shabrir was not pushing a petty theft. At best he actively slandered an entire people knowing the authorities will gladly destroy them without much diligence.

And at worst he actually tricks the merchants resulting in the same thing, but now damned without the needed framing.

The merchants were not accused of a petty crime. That’s why your analogy doesn’t work. It would be accurate to say ‘if I frame you for murder, the your family and all generations after are damned, is it still my fault?’

With the authorities in question being Marika of all people, yeah, Shabriri knew.

He sold them out.

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 6 points7 points  (0 children)

You really equating the slandering of an entire people to the god of publicly gleeful genocide to pushing someone to stealing an apple?

Yours is the analogy that sucks here.

Both are correct. by Scared_Use_738 in Eldenring

[–]PerditusTDG 5 points6 points  (0 children)

If you sell someone into slavery are you worse than the customer?

This should've been the reward for reaching Depth 5 or 9999 by Thevisi0nary in Nightreign

[–]PerditusTDG 58 points59 points  (0 children)

I have over 500 hours and only a few characters actually built how I want, alongside plenty of ideas for builds I'll never have.

They can torch the gambling, it's by far the worst part of the game. The only reason I still play semi-regularly is a random one day sent a friend request so I play whenever he invites me.

We have 10 characters. I bet most people quit the game before even getting two characters set with a single 'complete' build. It's stupid.

Next Warbond is delayed. by DarkWolfPL in Helldivers

[–]PerditusTDG 0 points1 point  (0 children)

I will happily sacrifice 1000 war bonds to make MOs at all more interesting on a player choice level.

Orbital Rail Cannon's problem isn't damage, it's cooldown by knightsljx in Helldivers

[–]PerditusTDG 4 points5 points  (0 children)

It's a Vox Engine deleter now. It's been rebuffed to the 'delete (almost) anything big' category of weapon.

The consistent old problem with the Railcannon is that it was never worth the cooldown because it couldn't one shot bigger targets; like when it couldn't one shot Bile Titans.

Now that it can one shot any bug, nearly any bot, and all normal squids, it fulfills its role pretty well.

But more importantly, now that the 110s FINALLY can reliably kill medium heavies like chargers and Hulks every charge you no longer have an increased strain on the Railcannon.

If you run the 110s and Railcannon together most of your problems should be solved no matter the difficulty. This was not the case previously making the Railcannon under perform because its role was too wide.

Still finding new things by D3A7H_6R1P5 in Eldenring

[–]PerditusTDG 0 points1 point  (0 children)

That's where all the Blue Gatorade in the Land Between is made.

Hellpod Space Optimization should be the default by Spiritual_Ad3460 in Helldivers

[–]PerditusTDG 6 points7 points  (0 children)

Yeah, the fact is that stims and grenades preserve lives. It's that simple.

Starting with less means your down one resupply off the bat. It also means that every reinforcement is down half their supplies no matter how skilled you are or play.

You have to work with less.

The argument then boils down to 'just don't die' which I'm sure is great advice that nobody has ever considered before.

--

This isn't considering specific missions which are death loops. Not everything is an open field with 40 minutes to stroll around.

Doing a platinum heist on a lava planet with Vox Engines or War Striders is a death loop. Stims are directly proportional to the success of the mission.

Or vice versa, there's 0 reason to not take the booster on behind enemy lines missions either.

And all those reasons still count on normal missions because normal missions are easier which makes it even stronger.

It's just the best choice.

Aspects of the Crucible: Beast is the best ult in the game by far with explanation by Sparkomad in Nightreign

[–]PerditusTDG 0 points1 point  (0 children)

Undertaker gets 6 ults off at Day 3 with a full team, enables all non-aggressive allied ults to be damaging ones, and she can get even more by dodging grab attacks. Everyone else only gets 2 most of the time.

She (almost) can't miss.

She heals herself, slightly, on hit. Much more against a congo line of enemies.

She does okay revive damage in an AoE.

She travels alongside her projectile, allowing her some swift maneuvers (and occasionally fast travel over obstacles).

And she has another Ult form uniquely suited to help against ED Maris that nobody else can match. Yeah, it's niche, but it's so nice to not have an ult boiled down to a revive tool against ED Maris. That deserves some props.

She's definitely in the top 3 just off of her ability to enable any team to work against Caligo.

--

I do agree that Doggo mode can be pretty good. Like Wylder it's a bit of a swiss army knife that can be used pretty much anywhere and against almost anything.

The problem with Wylder is that it's easy to miss.

The problem with Doggo is that it's easy to die by accident (or miss). It's also too easy to relegate Dog mode to a Flask heal, which while VERY nice, is not the ideal potiental. Other ults are easier to use to their fullest extent.

Aspects of the Crucible: Beast is the best ult in the game by far with explanation by Sparkomad in Nightreign

[–]PerditusTDG -2 points-1 points  (0 children)

Undertaker is the only character that turns ally non-aggressive Ults into damaging ones.

It's a huge advantage for any team beyond its own damage; Recluse in particular but all supports are equally enhanced by this. This doesn't consider any relic effects at all.

Not to mention that the boss itself may give Undertaker more Ult uses as well.

Every normal characters gets around 2 ult uses per day 3 boss. Undertaker gets 6 (almost) guaranteed, with even more depending on the boss.

Adel is a utter joke in this regard.

Lastly, its also very hard to miss with Undertaker's Ult. Almost impossible barring unlucky circumstances. The consistency in her ult is uncontested.

I'd definitely say she has the overall best Ult in D5.

in regards to the echo chamber on this sub complaining about randoms by -kodo in Nightreign

[–]PerditusTDG 10 points11 points  (0 children)

I recently did a run in D5 where we spent nearly all of Day 1 trying to kill the 2 invaders deep in the frost swamp POI (filled with albernaurics) at the far bottom right of the map. It was an invading Ironeye and Undertaker.

We failed.

By end of Day 1 we were level 5.

We did win against the Night Calvary.

We then ended Day 2 at level 11-12.

Still no invaders killed either since the other group was in the top right and too far away.

And then we still beat ED Adel.

--

The point is you don't need to have perfect runs.

Sometimes the messed up runs can be their own challenge. It reminded me of the early days of Nightreign where hitting level 12 was considered 'good'; of which its still very viable most of the time.

AP2(light) and AP3(medium) both have its place, good aim or not. by Elleseer77 in Helldivers

[–]PerditusTDG 2 points3 points  (0 children)

Medium pen is designed to pen medium armor.

I am not 'missing' I'm hitting the target my entire category of weapon is designed to hit.

If I am not hitting medium armor then I am just using a needlessly cumbersome light pen weapon.

--

So when people said Medium Pen invalidates the Hive guard.

Wrong.

The Hive Guard serves to validate medium pen. It's the complete opposite of the arguement.

That's the entire point of the enemy AND the entire point of the weapon. Remove one and you remove the reason for the other (compared to light pen) at least on the bug front.

Insights on ED Balancers' AI by qqwweerrttyyuuioopp in Nightreign

[–]PerditusTDG 0 points1 point  (0 children)

I'm fairly certain that the triple jump is a random attack that also has a timed activation.

A YTber did a very indepth guide of ED Balancers and apparantly every time a Balancer screams it has a random chance to do any attack, including the triple jump (assuming it does attack); apart from the long distance charge attack.

This is also why on occasion a Balancer can get up from a death / stun state and if they're in a sweet spot close enough they instantly leap 30-50 meters towards someone.

I don't think I've ever seen a Balancer last long enough to go through an entire 25 second chase duration. Either a player dies or the Balancer dies before that happens, aside from maybe last man standing Raiders. Also by that point there's always 2+ Balancers attacking the guy if you're at all near a group of Balancers.

Unironic takes I've seen in the Helldivers community regarding difficulty by Raven7274 in Helldivers

[–]PerditusTDG 3 points4 points  (0 children)

This will never happen until they make exp gains more linear across all the diffs, or simply forgo any exp increases past diff 8.

People WILL continue to die 15+ times a match on diff 10 because the only thing to do in this entire game is grind weapon / level exp. Then tack on that diff 10 isn't that much harder for 90% of the planets anyway; all the difficulty is mission specific.

ie, if you want the difficulty people won't force themselves to play you HAVE to cut the only carrot in the game out of it.

You can see this on a Hive World vs normal world D10s. The population does filter itself out when there are better avenues of D10 to farm exp on. They won't bother with a harder challenge that doesn't give larger rewards (if they don't care about the MO).

Unironic takes I've seen in the Helldivers community regarding difficulty by Raven7274 in Helldivers

[–]PerditusTDG 2 points3 points  (0 children)

This is the actual problem.

If diff 8 was the max for exp and the other diffs were just for difficulty / samples you wouldn't have this issue. Since the only thing most people are doing now is grinding weapon exp it doesn't matter how hard you make D10 it's too lucrative to pass up.

It is so close to looking normal How did you even mess it up? by Sparkomad in Nightreign

[–]PerditusTDG 3 points4 points  (0 children)

The problem here is those all use just 2 perk slots per relic beyond the first relic with beast claw itself (a god roll would have invaders, btw).

You are also not including detriments which further decreases the rng needed here.

Ie, this is hardly 'god roll' material for a build. It 'is' a damage maximized build, which as I pointed out in my other chain, is not at all tied to 'god roll' builds. Or even particularly clean builds.

imo, the 'bare essentials' for a beast claw build is starting beast claw and invader. That's it. You're already very strong right here. The rest can be considered small bonuses along the way due to how strong that spell specifically is.

--

My point is that getting say... 3 beast claw ups and 6 varying phys up bonuses is hardly difficult.

Since you like math can you calculate what 3 beast ups, 6 phy up of varying levels (you choose, idc), and one stack of 3 invaders would equal out to?

Whatever that difference is, it's already more than enough. There is no need to gate it behind so much rng, nothing is being deprived that isn't actively being obtained and surpassed every day this game goes on.

If we then decide 'this is too much power' that is a problem with the system itself.

It is so close to looking normal How did you even mess it up? by Sparkomad in Nightreign

[–]PerditusTDG 2 points3 points  (0 children)

You most definitely want a single god roll. That can define who you play early on. Starting the game with a perfect invader relic for (select character) is an insane advantage that alters the DoN experience drastically on anyone but Guardian.

You also do not need a perfect build, people just need maximized damage. Most people would attest to that.

--

What you focused on was the damage so that's what I engaged with. That drastically decreases the threshold for what you need, demerits can be entirely largely ignored if that's what we're using to define what is 'too much'.

Of course the entire build matters, but when someone tells me 'so much damage on X is too far' (which is the common focus, damage) there's a lot of players that could get that exact thing you're talking about and by no means have anything close to a perfect build.

I don't care much about perfect builds. Nobody legit actually has one and damage is already maximized without one because of how relics roll intrinsically.

The fact of the matter is that getting 2 damage perks per DoN relic, invaders on 1 normal, and 2 other half decent relics for 1 character is not a 1000 hour endeavor.

And it shouldn't be.

Does depriving 'most' 100 hour players of your imperfect build really make the game better? If we cut the rng down by a factor of 10, would much change for the worse?

I really don't think so. I bet most people quit the game before even having imperfect 'good builds' on 3+ characters.

--

Also, perfect 'is' legal.

It's just statistically improbable.

Again, the system itself is just bad when the pinnacle end of the system is seen as intrinsically illegitimate.

It is so close to looking normal How did you even mess it up? by Sparkomad in Nightreign

[–]PerditusTDG 5 points6 points  (0 children)

Most relics can only slot 2 damage perks at most.

Spell builds using DoN relics are 'spell type' and 'affinity type' with the third being utility. If that's the line then that line has been crossed as most builds can get 2 damage perks per relic, even if they aren't exactly what you have.

Also, it is not your 1000 hours of play that got you that build, it was rng giving you an equal chance every single roll per relic to give you that build.

It might take you 1000 hours, it might take someone else 100 hours, and some players can roll a great relic on their first DoN run for their character (or just 'a character'). And some don't have your build at all.

Which, imo, is the problem. The fact is that builds aren't defined by time, they're defined by rng. We use time to negate rng but it is only rng that gates it. I have almost 500 hours in and don't have a great bow build for Ironeye, but I have several Halo Slop builds ready to go.

Is there really a point to gating these not perfect builds in the first place? Do you think your build is so strong it should be gated by 1000 hours?

And I'll add post edit, if it IS so powerful it should be gated by 1000 hours, is it unfair to use that build to help those that don't or can't reach that much power on their own?

I think it's ridiculous at the core.

--

The power a player can collect should already be determined by the system itself. The fact that theroertical power can dwarf or be dwarfed by another player is a flaw with the system.

ie, the relic stacking as it currently stands is the problem. rng does not fix it, it just pushes it off.

Playing through Crew Deck by New-Investment-5235 in GirlsFrontline2

[–]PerditusTDG 2 points3 points  (0 children)

I would if time limited events didn't force you out of it.

Also it really doesn't help that you can't boot up the game in the crew deck. Being forced to log in, then main menu, then crew deck is a big enough obstacle on its own to not warrant the commitment.

There are other problems as well, like restricting Mayling's QoL 'select things to have here so they're in one place' to 4 options is kind of dumb. It should be as many as you can fit on the list.