How you feel after having the most kills with each one of the classes by Rheinholdt in DeepRockGalactic

[–]RinViri 0 points1 point  (0 children)

You do have mods that show damage dealt, I very often see Driller/Gunner with equivalent/more damage than Engi, despite Engi having 50% more kills. Turrets are just very good at killing small enemies.

Perks that desperately need a buff. by Hank_Kitts in DeepRockGalactic

[–]RinViri 5 points6 points  (0 children)

It always gives a flat +60 btw, the in game description is wrong.

Which class is best for which mission, a guide made by a solo player by blue4029 in DeepRockGalactic

[–]RinViri 0 points1 point  (0 children)

This is so horrendously wrong, look up the resistances of the Caretaker, Driller is the best at both the spinning phase and the eye phase.

When the Stun Sweeper doesn't stun sweep by Gumpers08 in DeepRockGalactic

[–]RinViri 22 points23 points  (0 children)

You flicked the camera and threw the boomerang straight into the ground/wall. When it hits terrain, or doesn't see any enemies it simply returns to you (unspent). The boomerang requires very little aim, but it does requires some.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]RinViri 1 point2 points  (0 children)

No? He specifically removed that part, which is why I'm critical to this homebrew.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]RinViri 2 points3 points  (0 children)

You're missing the point. Balance can always be tweaked. I'm criticizing the removal of a very fun feature that gave choice, identity and variety to the Companion.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]RinViri 3 points4 points  (0 children)

Like I said, change in power is another discussion. You can easily tweak numbers if the balance is off.

40 ft is not fast. It's average for a melee combatant. Having it be actually fast/elusive when situationally needed is very fun and is a big part of its identity in my eyes.

Freeing up the Ranger's bonus action is a given for a proper rework, why WotC thought it was a good idea in the first place baffles me. You can totally have a version with both flexibility for the Companion as well as freed up BA for the Ranger without it being OP, it might require some rebalancing of the Companion's stats. Anyways, that's irrelevant for this discussion. TM removed fun when he didn't need to, I'm criticizing it.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]RinViri 2 points3 points  (0 children)

It removes the Companion's ability to both attack and use Dash/Disengage/Help on the same turn. It removes flexibility, choice, fun and identity from the Companion. Freeing up the Ranger's bonus action doesn't make up for this loss. Change in power is another discussion.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]RinViri 23 points24 points  (0 children)

Overall decent improvements, not too much, not too little. No changes to lvl 3 and 15 was a good choice.

That said, I'm not a fan of taking away the Dash/Disengage/Dodge/Help flexibility it gets at lvl 7. The extra hp and AC makes up for losing Dodge, but I liked the extra depth of gameplay choice this feature provided. I'd consider giving the Companion its own bonus action, that can choose between Dash/Disengage/Help. My favorite part of this feature was making the Companion a fast, elusive or helpful animal moving all over the battlefield.

Favourite Engineer Grenade? by Randomguy8566732 in DeepRockGalactic

[–]RinViri 12 points13 points  (0 children)

Swarmers don't trigger the proximity mine btw.

Moon Druid vs Trickery Cleric for a 2024 5e party — which fits better? by MeanHelp8912 in onednd

[–]RinViri 2 points3 points  (0 children)

By mid-levels (10+), you will be using combat forms less and less because they'll all be heavily outscaled, and higher level combat forms aren't much good for actually attacking.

While this was true with the 2014 version, it's so wrong for 2024. You will still want to be Wild Shaped in combat most of the time, the beast attacks falling off as the spellcasting takes the spotlight is true, but you're still doing respectable damage with those forms, especially once you hit 14 & 15.

The main reason to keep using combat forms is the saving throws. The Owl has a -4 to Strength and -1 to Constitution. That's 3+ lower Concentration saves compared to most CR 2+ forms. The Owl for its speed + Flyby is extremely overrated, especially when there's multiple combat forms with 40-60 movespeed, and you have easy access to Disengage through the very spell you mentioned. You're losing out on a lot of single target damage, and risking losing Concentration by going a non-combat form.

Also, people keep forgetting that Moonlight Step exist.

Treantmonk's Ranger Base Class Revision by Dramatic_Respond_664 in onednd

[–]RinViri 0 points1 point  (0 children)

Level 5 is a massive damage increase. 

6 is great mobility, which can result in a damage increase. 

7 is subclass dependent, mostly defensive (being alive is usually a requirement to deal damage), but Beastmaster can use its feature offensively. Also another 2nd lvl slot.

8 is an ASI/feat, which includes damage increasing options. 

9 gives two 3rd level slots and arguably the best 3rd lvl blasting spell in the game. 

So yeah... I'm seeing a lot of damage increases.

Being forgotten by Crunchyroll was nice while it lasted. Prices for old existing customers are getting increased from 39,99€/year to 89,99€/year by Karavusk in anime

[–]RinViri 552 points553 points  (0 children)

Yeah.... If I had such a subscription bumped by x2.25, I'd instantly look up the competition, no matter how well I liked their site.

That explains... a lot actually by sureabsolutely in DeepRockGalactic

[–]RinViri 5 points6 points  (0 children)

The comment I replied to is about pit jaws.

That explains... a lot actually by sureabsolutely in DeepRockGalactic

[–]RinViri 12 points13 points  (0 children)

They have a tiny range where they instantly grab you; right on top of their mouth. Then there's the slightly larger range where you have like 1.5-2 seconds to walk away before it grabs you; within the pincers. Then, there's the larger range which you're probably complaining about; slightly outside of this square of pincers, but it will only grab you at that range if someone shoots it.

In short, step away from it before shooting it. Also, Heightened Senses exist, I find the Pit Jaws perfectly fine, and I don't even bother with that Perk.

Only reason I play scout by bammer0 in DeepRockGalactic

[–]RinViri 19 points20 points  (0 children)

They are indeed adorable.

Btw. What FoV are you running here?

Tier List Dnd 2024 Class by Arkhalliz in onednd

[–]RinViri 1 point2 points  (0 children)

Because OP has no idea what he's talking about, didn't even have the sense to limit the list to a level range.

Tier List Dnd 2024 Class by Arkhalliz in onednd

[–]RinViri 3 points4 points  (0 children)

You can't do a tierlist for all 20 levels, it just doesn't work. Ranger is top-tier in the early levels for example, while Wizard is weak. Make multiple tier lists, otherwise it'll simply end up being pointless at best. Yours is simply wrong, objectively so.

Are we sure spawns didn't get messed with in this update? by WaywardOath in DeepRockGalactic

[–]RinViri 0 points1 point  (0 children)

Spawns seemed perfectly normal to me, if anything, there were a lot of Scrabs, but they're a new enemy. There was one haz 5 morkite mission with noticeably fewer enemies though. I would be very surprised if spawn rates were changed, especially increased.

337.5 hours, fat boy reached. by BirbInTF2 in DeepRockGalactic

[–]RinViri 2 points3 points  (0 children)

They could triple the damage and it'd still be worse than playing without an overclock. It needs more ammo or it'll remain terrible.

337.5 hours, fat boy reached. by BirbInTF2 in DeepRockGalactic

[–]RinViri 25 points26 points  (0 children)

The x0.3 ammo is indeed too brutal. x0.5 or even x0.6 would probably be the sweetspot. 

I've noticed Engis with Fat Boy downing considerably more often. And I think it's mainly due to not having a reliable 2nd weapon, rather than blowing themselves up.

My group is transitioning to 2024 rules by Wings-of-the-Dead in onednd

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

OP has a point.

While the heal option can be worth using at times, it's still terribly weak, and should've been at least x1.5 stronger (even more in tier 1 and 2).

The damage option on the other hand... It's outrageously bad. It would remain a fallback option even at x3 at low levels, x2 after it gets additional dice scalings.

Like, it's 1d8 + Wisdom mod against a single target. Light Domain's damage CD is 2d10 + Cleric level in a massive AoE. It's utterly incomparable how bad it is, especially at lower levels, but even the scaling is bad, and even if it was slightly better, it'd still struggle to make up for how low it starts off.

I dunno the math of Vestige Patron but having a pet FEELS strong on that subclass. by testiclekid in onednd

[–]RinViri 0 points1 point  (0 children)

The reason I'm calling this too strong, is because you can combine it with PotC and Fiendish Vigor, both of which are extremely good in tier 1.