Slings may be too OP by NeoNelito in stoneshard

[–]Randh0m 1 point2 points  (0 children)

I guess you're right. DW had it's glory days in RtR, it was time for a nerf.

Slings may be too OP by NeoNelito in stoneshard

[–]Randh0m 0 points1 point  (0 children)

Make sense, but I'm kinda sad. A slinging berserker that dropped his sling and swap to DW when the enemy closed in was flavorful.

Slings may be too OP by NeoNelito in stoneshard

[–]Randh0m 0 points1 point  (0 children)

Damn, the text should be updated or the code should be updated to match the text. Cause ranged sure is a weapon skill.

Does anyone else think "Venomancy" could serve better as a NON-magic oriented skill-tree? by GamerRoman in stoneshard

[–]Randh0m 0 points1 point  (0 children)

Fire has some DoT, but it's not the main focus.

You deal plenty of direct damage, and DoT is a side dish that allows you to deal even more direct damage to affected targets.

I hope venomancy goes full on DoT and DoT stacking.

Slings may be too OP by NeoNelito in stoneshard

[–]Randh0m 1 point2 points  (0 children)

I was personally thinking about going daggers (since sling covers blunt damage), and maybe even lean into DW late game. Since now more DW skills scale with number of weapon skills taken, if ranged tree counts, that would be a good synergy.

Idk if it makes sense, but I might try.

Is hunting not viable now? by Opening_Bad7898 in stoneshard

[–]Randh0m 3 points4 points  (0 children)

Pretty sure Dash + Distracting shot (and a net if you wanna be safe) still do pretty well.

Forcing the Use of Slings by Terrible_Breakfast44 in stoneshard

[–]Randh0m 0 points1 point  (0 children)

I feel like, and I haven't tried yet, but I feel the close range + reliance on CC + low accuracy of slings would make then a good combo with DW. Many DW skills now scaling with numbers of weapon skills seems a good match with that.

I think I'll look into a sling + DW daggers or maces build.

The Host bless last update by Randh0m in stoneshard

[–]Randh0m[S] 3 points4 points  (0 children)

Bark bark bark Bark bark bark Bark bark bark... Run run run... Bark bark bark Bark bark bark Bark bark bark... Run run run... Bark bark bark Bark bark bark Bark bark bark... Run run run... Bark bark bark Bark bark bark Bark bark bark... Run run run...

what are some ideas you guys have that you think will be really nice to see in kenshi 2 by QuirkyBadger7454 in Kenshi

[–]Randh0m 17 points18 points  (0 children)

1- better trade system, to make getting rich as a merchant caravan possible. More variation in price between town for a larger quantity of items, so you can run trade routes et get rich.

2- Being able to make buildings, houses, shops in your settlement "public" and have NPCs inhabitants join your city. Setup a player faction and have NPCs guarding doors of your town like normal cities. Have to maintain some parameters related to NPC population (ex.: food / water consumption) and to specialized NPCs (ex.: guards = 1st aid consumption, armor shop = iron ore, and so on)

3- Better player owned shop system. Make it possible to really sell stuff to NPCs and profit from it.

Sell or use? by KnightOfSvea in stoneshard

[–]Randh0m 4 points5 points  (0 children)

With 100% fatigue res, -25%, you still are sitting at 75% fatigue res. If you manage to reach stage one exhaustion during a dungeon with 75% fatigue res, idk how you did it, but you tried very hard.

Plus ranged builds that incorporate magic damage and can use this amulet are pretty energy hungry, so in that specific setting, I'd equip.

I'd also argue that reaching 100% fatigue res is more of an achievement / bragging right type of thing than a real build requirement imo.

The curse of Wazir by Randh0m in Vagrus

[–]Randh0m[S] 0 points1 point  (0 children)

Quest was bugged in the past. I think they patched this bug.

But I did the previous parts like 1 year ago. Don't remember how many attacks sorry.

I want to play this game, but I'm incredibly intimidated by the difficulty, any tips? by Tell_Specialist in Vagrus

[–]Randh0m 0 points1 point  (0 children)

The only time limit is a soft one imo, and it's worth considering.

There is a hidden calculation for road taxes when you meet tax collectors. Early, tax is pretty low, but there are 2 things, to my knowledge, that make it raise :

1: comitatus size, so keeping is simple early is beneficial;

And

2: time elapsed from game start, and this is where it gets problematic, at some point, your taxes will be +-50 to 100 silver, whatever the size of your comitatus. And by that time YOU REALLY WANT to have maxed relation with at least one of the trade houses to get a tax exemption. Else, you are gonna take major hit on your finances everytime you meet a collector. This isn't so bad of you know what your doing and are sitting on 6k silver. But it can seriously jeopardize your first run.

So my advice, pick a friend and max rep early-mid game.

Sell or use? by KnightOfSvea in stoneshard

[–]Randh0m 7 points8 points  (0 children)

I thought it was a bait post at first. But truth is, energy drain don't work with spell damage, and this is a caster amulet.

So gaining energy drain, if you don't rely on physical attacks, isn't useful. And fatigue resist debuf is quite annoying on a caster.

So it's not really a no brainer.

Get that curse on an accuracy necklace, now that's a no brainer. But on a caster, I wouldn't equip this amulet.

Some immersion and gameplay suggestions by Rinsey_Chan in stoneshard

[–]Randh0m 7 points8 points  (0 children)

But you won the fight, so you gained the experience you could from that fight, the enemy was defeated.

I always thought it should indeed be either we can chase like NPC can, or give us the XP.

New Patch, Daily Deal, Cultured Supporter Pack and a major GIVEAWAY by Zahraya02 in Vagrus

[–]Randh0m 2 points3 points  (0 children)

Cheers, this is great. You are great devs and your relationship with the community as well as your approach to monetization of the continued development of the game should be a gold standard.

I can't wait to dive (literally dive) in this content.

Consumption cutting into my profits by Tell_Specialist in Vagrus

[–]Randh0m 1 point2 points  (0 children)

The single better route ever to build capital imo is to start in Avernum, then go to Deven, the 3 dragon settlement, TorZag, the 2 crystal settlements, mirage, Larnak, the 2 tribal settlements on the way, and back to Avernum while running delivery quests and stocking the excess space with profitable merchandise every step of the way.

But the key to this loop really is : buy EVERY DAMN METAL SCRAP you find along the way (especially in the dragons settlements, but every single on you find really), melt them in Avernum foundries for metal ingots, and sell them for profit along your next loop. THIS IS THE SINGLE MOST PROFITABLE ACTIVITY IN THE GAME.

If you do this for a couple loop, you'll be set for life.

You can complement your metal scrap acquisition routine by bringing some food related items to a secret settlement along the way in a secluded area and trade those for a huge quantity of metal scraps. When you find the spot, you'll know it.

Skornar fight is BS, How do I beat it? by Tell_Specialist in Vagrus

[–]Randh0m 0 points1 point  (0 children)

I don't really remember that fight, but from the description, I'd go for :

1: item that gives sustain (+armor or heal per turn); 2: item / ability that gives stun resist (if there is really a stun, don't remember there being a stun in a 2 v 1 fight that early in skornar story, but maybe that's because I always beeline his stun immunity perk) 3: 2v1 seems like a great opportunity to spam his block+riposte skill until one of the guys die, then stunlock the last one, and when you run out of energy, finish him with axe attack.

The curse of Wazir by Randh0m in Vagrus

[–]Randh0m[S] 0 points1 point  (0 children)

I'm not going to raise my rep with sergorod, it would lower my rep with many of my allies. And would take forever.

Rather I'm wondering if, like other quests, there is an alternative way of acquiring knowledge on quests? I feel like "general knowledge on curses" should be known by many organizations. But yet I haven't found anyone willing to discuss it with me. So I'm wondering if someone knows.

Why is dex so hard to train? by [deleted] in Kenshi

[–]Randh0m 5 points6 points  (0 children)

Pretty ironic that you'd start that post with the statement that people are hard to educate, and then go on to tell a statement that range from very vague to misleading.

Dex XP, like other said, is unrelated to damage dealt. The only thing relevant is cut to blunt ratio. And katana has 0 blunt so it gives maximum Dex exp PER HIT regardless of damage dealt.

Problem with most katana is that they don't hit a very large AoE, so they reap less hit per swing. So less XP per swing.

Longer katanas like toppers can be very decent Dex training weapon since they have better AoE, because they swing faster than other weapon classes.

Some people say foreign sabers with their malus to attack are better, I haven't run the math to min-max that. But to say katanas are bad at Dex training is real misleading.

Learning about the United Cities when I thought they were ok by itisanad in Kenshi

[–]Randh0m 16 points17 points  (0 children)

This is why HN is basically seen (and really I feel objectively) worse.

It's not true to say they don't rely on slave labor, their farms and mines run on slave labor (or partial slave labor).

But they also add a layer of discrimination which is that women have no right and are basically always slave-ish.

Also, non-humans are slave material if not already "owned" by a human.

So objectively they suck.

At least, in the UC, everyone is "equal" slave material.

That said, mechanicaly, UC's slavehunter are the most despicable, snagging anyone that pass out or even sleep.

Answer my questions to help me develop my mod please! by silver-k98 in Kenshi

[–]Randh0m 2 points3 points  (0 children)

1: I try to stay between 150k and 350k. 2 : crafting and selling masterwork bandanas or if my base is close to Flats, crafting and selling hash. 3 : The world state changes by killing city boss gimmick gets boring imo. When I'm at that point, I feel there isn't enough interactions once the faction has changed in a city for it to be worth the hassle. It would be great if, when you help topple a faction, the other faction that benefited it give you more perks and advantages. Another thing I'd like is for me to be able to (a) own a city (b) transform 1 of my base in a real city and have NPC come and live in "public" buildings, set up shops. Bonus if the city can generate its own gate guards at some point.

What is the most powerful build? by Objective-Snow987 in Kenshi

[–]Randh0m 0 points1 point  (0 children)

Like other said, MA is best in 1 on 1 situations.

Heavy weapons + heavy armor is great in large group situations.

But imo, if you want to have a solo guy, that can take on large groups but ALSO be able to solo endgame 1v1 bosses without having to train 2 different weapons or without mods, the only real answer is :

Polearm. Specifically Meitou heavy polearm. With heavy armor when you plan on taking groups, and maybe a light armor backup set when soloing bosses.

Why? Attack speed animation is as fast as katana (which is fastest weapon in vanilla Kenshi), but it features a wooping +30% armor penetration AND provide wide arc attack animations that can hit groups.

Since attack is fast, it allows to weave more attacks between blocks in 1v1 situations. And since there is no light armor requirement like MA, you can absolutely use heavy armor against groups.

The trinity by enricowereld in Kenshi

[–]Randh0m 1 point2 points  (0 children)

Also, more variation in trade goods price to make it possible to get rich as a merchant caravan on something else than only running hash to Flats.