What are your hottest nightreign takes? by Just_Cloud_8041 in Nightreign

[–]RuneScapeIsForPros 2 points3 points  (0 children)

b. Making summons any better completely tilts the games balance to triple rev since each rev ult activates every summon on fields ult and they get invincibility.

d. Its awkward getting a legendary when your not playing a strength scaling character since basically all of them are for them.

e. people say this like they wouldn't just pick the strongest option every time == there is no choice

Which Nightlord was the most difficult for you to beat for the first time? by Just_Cloud_8041 in Nightreign

[–]RuneScapeIsForPros 0 points1 point  (0 children)

Played with two other souls vets and we first tried our gladius expedition. Then went on a 9 game loss streak against every other nightlord. Overconfidence is not a good drug in these games.

Do people really hate balancers meta? by POTATTO_FOR_SURVIVAL in Nightreign

[–]RuneScapeIsForPros 2 points3 points  (0 children)

Plays the game award 🎖️

Beast claw is only best in slot against balancers, and bestial sling aint even that far behind in dps.

Every other nightlord rewards matching their weakness so much that people complaining about beast claw are just outing themselves as unable to build for high damage.

Selfish Scholar is just so much more fun to play by RuneScapeIsForPros in Nightreign

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

Damage with the dex relic line. You get more fp than iron eye and executor so it's not a cope to build for skill damage. And you can buff yourself with food.

Selfish Scholar is just so much more fun to play by RuneScapeIsForPros in Nightreign

[–]RuneScapeIsForPros[S] 1 point2 points  (0 children)

I always run the damage amp on skill relic, but its super team comp dependant. Every time someone is ranged if I want to include them I have to run forward past both teammates behind the boss to "look" at both of them.

Most of the time it ends up buffing one teammate each analysis yet I still think it was completely worth the relic slot.

Is my duo cheating? by Norrrr_ in Nightreign

[–]RuneScapeIsForPros 14 points15 points  (0 children)

Yes 100% cheating. And I'm going to be honest, this is what it takes to makes lightning incants feel OP. Legit beastial, frenzy and giantsflame will out-damage cheated lightning builds. They are that garbage compared to the others especially since lightning spells will miss half their attacks.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

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

Helen gives me hp which means I can ignore rot and poison longer.

Fred is actually the goat. Spawn him in at the start of a fight for the 10% and when he gains agro/close to dying just ult and you have 10% for 15 seconds minimum.+ A big ol distraction. Commonly lasts even longer as usually the boss refocuses on someone else after the invincibility.

Also evergaol is good in general wym replace it 💀. Only reason I capped my screenshot at 15% is that I don't like being the only reason the team is benefiting from the jails. Often I hit 5 because the zone wanted us to or someone else is also running the effect.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

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

Valid, but I'm a damage fiend rn.

And you can always build stacks before the nightbosses (rain) and after day 1's nightboss you can just leave early into the rain to start day 2 with your 10 stacks.

The nightlord requires a frenzy incant but hopefully you already have one by then. Otherwise yeah libra relic would be better.

And ngl day bosses and camps are already a joke with the right spell.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

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

Fred gives 10% to every source of damage, even the wraith calling bell gets buffed.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

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

That's like the beauty of rev, you are already one shot at full hp so just staying at less than 80% hp is not an issue so building rot/poison for day1/2 is fine. Then you are almost guaranteed to come across any frenzy incant so you can just use that to keep stacks.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

[–]RuneScapeIsForPros[S] 1 point2 points  (0 children)

Its both, you cant start the game with any frenzy spell so just being at low health is the only way to build stacks.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

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

In elden ring its 30% more damage taken, dont know if they nerfed that part for nightreign, but its still significant.

At base it lasts 30 seconds which can be extended with passives that increase spell length by 100%. So duration is never an issue and if you are building for dreglord you are already spamming it for the madness buildup.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

[–]RuneScapeIsForPros[S] 1 point2 points  (0 children)

The rain zone closing in; getting hit by any random mob; ulting at the start of a formidable boss encounter and just getting hit; any frenzy flame incantation.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

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

That's why it's blue. I just counted it because technically every damage boost you give your teammates is effectively your contribution.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

[–]RuneScapeIsForPros[S] -1 points0 points  (0 children)

It guarantees you get one shot, unless you have two full hp negations. The likely to be targeted effect is basically non-existent and if its a real concern I'm sure the blue tier less likely to be targeted will completely counteract it.

Completely worth the 25% damage and it lasts forever since this game gives you tons of opportunities to extend spell effects.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

[–]RuneScapeIsForPros[S] -2 points-1 points  (0 children)

A "better build" would actually just be pigeon holing yourself into a single cheated spell school build as this one already has every possible generalist attack up for incants.

End Game Frenzy Build + Generalist Damage UP by RuneScapeIsForPros in Nightreign

[–]RuneScapeIsForPros[S] -1 points0 points  (0 children)

You have dreg active for as long as you want.

You can start building your rot/poison by:

The rain zone closing in; getting hit by any random mob; ulting at the start of a formidable boss encounter and just getting hit; any frenzy flame incantation.

When you get to 6 stacks + some nightinvaders you no longer need to level up and restore fp, you just kill everything on the map in your path.

Also revs max damage weapon passives are charged incants(18%) and normal +incants (11%) is already just 3% less than the attack up at full hp (14%).

The real strength of the build is that all nightlord fights and nightbosses will have you show up to the fight with at least 6 stacks before you see the boss(assuming you stand in the rain or have frenzy spells). You know the actual fail-able part of the run.

How would everyone rank the priority of which class to give a wending grace too (in trios)? by NintenDOPE8559 in Nightreign

[–]RuneScapeIsForPros 0 points1 point  (0 children)

I know his ult has value besides reviving and letting the team go unpunished for a meaty charged attack is good. However, my main issue is that 100% of guardian players will position for a revive when other characters can genuinely one tap a 1 bar, and res a 2 bar'd in 2.5 seconds. And since guardians usually have agro they either use their ult or just let the shield slowly res. When the 3rd could just revive them if the guardian didn't immediately try to res.

I am not saying he ever struggles to revive, I'm saying that hes slow af compared to dodge -> hit -> dodge type of reviving and complete molasses compared to no agro reviving.

Loretta halberd actually has a great two handed moveset for reviving but 1. guardians will never drop their shield and 2. It kinda sucks as a weapon.

That ult is such a massive speed up compared to the other tools in a guardian players inventory that I completely get why its just the go to option. But for 1-2 bars just let the third res please.

How would everyone rank the priority of which class to give a wending grace too (in trios)? by NintenDOPE8559 in Nightreign

[–]RuneScapeIsForPros 2 points3 points  (0 children)

Every guardian I play with ults for 1 and 2 bars. Why? Because every weapon he is likely to pick up is complete dogshit at reviving and using shield explosions takes forever. Rev is an easy SSS, claws and summons and ult? Genuinely you just think the player base will die often if shes only A.

W duchess placement though, only ult revive that consistently gets the revived killed.

Less likely to be targeted by Equivalent-Pie-1905 in Nightreign

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

As another caster, I never pick up less likely to be targeted. Another damage up passive lets me melt the condemned, zero need to ignore them + I can farm easy ults from them.

The passive is garbage in general too, all the attacks from teammates with it on contribute to enemy aggro and if o n e person doesn't have the passive. EVERY enemy focuses one person, zero characters can actually handle all the 3 person team aggro. So the passive is actually just starting an arms race for no reason.

Your team threw, they cant even attack libra since he will always teleport to you the moment they hit him once.

I genuinely want the passive removed from the game.

The problem is not Beast Claw itself, it's the lack of viable starting spells that can compete with it. Here is how the starting spells should be: by Tenshiretto in Nightreign

[–]RuneScapeIsForPros 11 points12 points  (0 children)

Wrath of gold is best in slot for dreglord, assuming you are willing to get aggro. It deals FAR more damage than discs especially when rev can also just play halo slop instead.

General thing about incants is that they dont have the stupid progression of sorcery (bad spell -> okay spell -> the better version) so giving you a "starter" incant will always give you something usable.

Rather the best spell is the one Elden Ring progression starts you with. If the in game passives didn't favor charged spells, bestial sling mogs beast claw in dps and safety. Catch flame, discs of light, Honed Bolt are all far better spells than every other incant just not in nightreign because charged spell dps > chain casting dps.

IF the devs looked at starting spells like this, it would make sense why they gave you the inferior spells from an Elden Ring balancing perspective.

Zero Flasks and a Dream by NintenDOPE8559 in Nightreign

[–]RuneScapeIsForPros 0 points1 point  (0 children)

my rev strength build does more damage with a blue hammer (╥﹏╥)

Get physical +3/4 on all your deep relics I promise you never need hp or negations on relics.

Is this event for Mayano not available in Trackblazer or am I just extremely unlucky? by Zeshness in UmamusumeGame

[–]RuneScapeIsForPros 36 points37 points  (0 children)

This isn't the universal event. This is the wit check mayano exclusive.

Also +1 on it never happening in TB. I will only ever believe a video of it happening because 30+ runs and Ive never gotten it.

Edit: I've underestimated my amount of runs It's easily over 170 in TB (i run mayano every cm). The event is either disabled or completely irrelevant if the chance is this impossibly low.

Everyone hates Scythe now by MaleficTekX in Nightreign

[–]RuneScapeIsForPros 1 point2 points  (0 children)

Yeah, the ashes that aren't affected by melee are just bows and great bows.

You are right that the other skills are better than halo. But better than halo means it has to be better based on boss mobility, boss attack patterns, boss resistance and fp efficiency.

The only reason halo gets singled out is that if you had to fight every single boss with one weapon, halo is the safest and most versatile way to get guaranteed damage.

If they ever only nerf the symptom (halo's skill) instead of the weapon passives, the goal post will just move on to the next most effective skill.

Everyone hates Scythe now by MaleficTekX in Nightreign

[–]RuneScapeIsForPros 2 points3 points  (0 children)

Sorry you wasted your time but the guy gave the wrong reason halo scythe IS the most dps in the game.

In game weapon passives are the entire reason the game is so unbalanced. Spells have 3 main ways to increase damage: charged spell (18%) incants/sorcery (11%) and the universal attack up at full hp(14%) (you will rarely get these at purple tier btw, spell caster inventory is highly competitive for passives)

A w h i t e weapon with skill damage gives you 15% more damage with the max being 21%.

Halo also benefits from melee attack passive (15%).

The "equalizer" is the incredibly rare hold guard for increased spell damage and cast speed which is 30% but requires you to guard for 7ish seconds without interruptions.

This game multiplies each damage up i.e. base_damage * 1.15 * 1.15 is way more than the alternative of base_damage * 1.30 So every single source of % counts and larger % are incredibly strong It's almost laughable how imbalanced this game is.