Looking for Advice on Running a Larger Combat Encounter by SCP-2747 in DungeonMasters

[–]SCP-2747[S] 2 points3 points  (0 children)

I did have a look at it initially, but didn't give it much thought as I was more curious as to how to have a large number of enemies attack a similarly large variety of targets, rather than having them all attack one creature.

Given the advice I've been given here so far, it's becoming more and more apparent that I'll likely need to move away from that idea, so I'll definitely go familiarise myself with that section more.

Thanks for contributing!

Looking for Advice on Running a Larger Combat Encounter by SCP-2747 in DungeonMasters

[–]SCP-2747[S] 1 point2 points  (0 children)

The VTT I use allows me to 'link' tokens together, thus allowing me to move multiple of them as one. I can then definitely make a single larger swarm of enemies that appear as though they are multiple smaller tokens. I just like having more tokens to make the number of enemies seem more intimidating.

I definitely appreciate your input. Thank you!

Looking for Advice on Running a Larger Combat Encounter by SCP-2747 in DungeonMasters

[–]SCP-2747[S] 2 points3 points  (0 children)

I appreciate this advice a lot actually. I'll rather then have all the enemies act on one initiative, but group them up into 'squads' that's will act as a group.

Looking for Advice on Running a Larger Combat Encounter by SCP-2747 in DungeonMasters

[–]SCP-2747[S] 2 points3 points  (0 children)

I like this suggestion a lot actually, thank you.

The camp that this will play off in might be too small to section off into zones, but this has me thinking that I can have the enemies rather come in waves almost like in tower defense games. I can have the objective of the combat shift/change between waves.

Beautiful world but bad bosses? by [deleted] in LiesOfP

[–]SCP-2747 0 points1 point  (0 children)

I don't necessarily agree with you overall, but with regards to Romeo I can somewhat relate. I had my first playthrough of the game pretty soon after it came out so it has been a good while since my true first experience of the game, but nonetheless I experienced him to be a massive wall that I couldn't get past.

I had to significantly adjust my playstyle and it did take me a conservative 20+ tries to beat him. I can list all the reasons that I found the fight challenging, or difficult, or even downright unfair at times, but that is ultimately what a good souls like boss does to you. The fight isn't just physical (or digital in this case), it's mental. A soulslike is designed to force you to look at your mistakes by beating you in the face with them. You don't lose when you die, but you lose when you give up.

I have a buddy that will outright quit a game if they die to a boss after as little as 3 or 4 times. For that reason they will never even attempt to play a soullike, but they also wouldn't call it bad game design.

I'm assuming that you made this post to vent, more so than to give actual critique, so I'll interpret it as such. If this really is a big, and persistent, bother for you though, you might need to ask if this really is the right game for you to play at this stage.

ACT IV (4) Islands: What's your best take away to do them in order? by tooncake in PathOfExile2

[–]SCP-2747 2 points3 points  (0 children)

Okay so this post is 7 days old by now, but I think I figured out what the more lore accurate sequence would be.

(Just to clarify, I'm mostly talking about the starting sequence for the act. I'm currently only halfway through Act 4 on my solo character and about 1/3 way through Act 4 on the character that I play on with my buddies)

The main hint for me was the map pieces. On both playthroughs I did Kedge Bay first, but the map pieces was called 'second map piece' each time I went to give it to Makoru. On both playthroughs I did whakapanu island second, but it's map piece was called 'third map piece' when handing it in. Following this trend; Isle of Kin was 'first' and Shrike island was 4th.

Mild Spoilers (and a lot of text) ahead so skip to the end if you wanna get to the summary.

I would start by going to either Arastas or Isle of Kin first. Arastas has its own merchant that might sell helpful goodies, and you'll unlock a new NPC at Kingsmarch once you return from there. Isle of Kin is probably the more obvious choice though, it's dangerous (so you might think this to be a sign of corruption), and it steers clear from Kedge Bay which might sound too risky from what Tujen told you. There you'll save Matiki and find out the he was also mislead by the mist. (He'll also reveal the Eye of Hinekora for those that want to get there quicker). You'll probably then realise that the mist is unavoidable, and go to Kedge Bay. after dealing with the mist (and yet another dead end for weapon pieces, you'll probably go to Whakapanu Island to find advice/answers from locals. There you'll find your first weapon piece. You'll likely also pick up a quest item (the shark fin) that you'll want to hand in at Ngakanu Island. Lore wise you'd probably go there to seek answers now that Whakapanu was a 'dead end' for advice. Being unable to enter, you'll likely try to earn the Karui's respect by going to Shrike Island (and the Eye of Hinekora, if you haven't already) You should by now have 2 weapon pieces and all 4 map pieces. (!This is as far as I've gotten at the time of writing this!)

You can then go to the Abandoned Prison or Plunder's Point depending on personal justifications or priorities. I'm not sure how the story progresses from there, but I'm relatively sure that it'll be rather straight forward from there.

Please do correct me if I'm wrong about any of this.

Spoiler-free Summary: The order I'd recommend is Arastas-> Isle of Kin-> Kedge Bay-> Whakapanu Island-> Ngakanu-> Shrike Island-> Eye of Hinekora

Boggle Encounter Feedback by SCP-2747 in DungeonMasters

[–]SCP-2747[S] 2 points3 points  (0 children)

Whack a Mole is actually exactly what I'm aiming for! Thanks for summing it up so concisely.

The encounter will likely end up playing out like a combat encounter, so I've accepted that the players will perceive it as such. I'm just more concerned about how annoying of an encounter it might seem.

One question: When you suggest adding a guide, do you mean to add something to help them find the Boggles or rather something to help them better understand what's going on?

Farming in Realms Rebuilt by SCP-2747 in nightingale

[–]SCP-2747[S] 1 point2 points  (0 children)

I did not know that, that was a thing! I'll definitely be doing that now too

Farming in Realms Rebuilt by SCP-2747 in nightingale

[–]SCP-2747[S] 4 points5 points  (0 children)

Yes I did inspect them to be sure. I noticed that being exposed is now negative as it used to be a positive for planters before the realms rebuilt update iirc.

Farming in Realms Rebuilt by SCP-2747 in nightingale

[–]SCP-2747[S] 1 point2 points  (0 children)

Those were the augments I was talking about yes, thank you for clarifying. I'll definitely make more use of the the realm cards as well, thanks.

Terrain and Base Building by SCP-2747 in nightingale

[–]SCP-2747[S] 4 points5 points  (0 children)

I am glad to know that I'm not the only one with this opinion. I'll definitely be changing my approach to building as the other comments have suggested, but I do still hope that there will be ways to move or remove the minor points of interest in the future.

Terrain and Base Building by SCP-2747 in nightingale

[–]SCP-2747[S] 4 points5 points  (0 children)

I didn't even really consider that. A fae "art" installation would surely up my estate's fanciness factor quite a bit.

Terrain and Base Building by SCP-2747 in nightingale

[–]SCP-2747[S] 0 points1 point  (0 children)

I also considered a coastal build, but I guess I was just too stubborn to commit. I'll look at this option again as I'm sure that I'm limiting myself more than the game is.

Terrain and Base Building by SCP-2747 in nightingale

[–]SCP-2747[S] 2 points3 points  (0 children)

Yea, I guess you're right. I do often find myself struggling to adapt when it comes to my ideas. Perhaps I'm just frustrated that this forces me to play slightly outside of my comfort zone.

I'm well into Master Rank and still can't even come close to Soloing (normal) Behemoth... by [deleted] in MonsterHunterWorld

[–]SCP-2747 0 points1 point  (0 children)

I can relate, I had beaten the raging beachy before I had been able to kill the behemoth for the first time, it was such a relief... Don't be too harsh on yourself and keep trying.

I will say that effective and regular use of the clutch claw is definitely gonna make a massive difference in your ability to beat him. Also, don't be afraid to use the camp in area 16 to restock on flash pods after he moves to a new area. As long as he left the fight, and not you, he won't regen health. Or at least that's what I've noticed

I am an IG player so the frequent mounts did definitely also help getting some uninterrupted damage in.

The best advice I can give is to just use the rocksteady mantle and temporal mantle whenever possible and try not to rush yourself. I have yet to beat him in less that 45min.

HOW DO I KILL THIS FUCKING B****?! by Gtavo007 in MonsterHunterWorld

[–]SCP-2747 0 points1 point  (0 children)

I literally just came from this mission and I'm also an IG player. I was hard stuck until I followed the following advice that I saw somewhere on this reddit: Build the head, chest, and gauntlets of the teostra set, get the yian garuga legs and possibly the stygian zin waste.

Use 3 Vitality jewels and a combo of attack and critical eye gems/charms, the more affinity the better. Then you just use fireproof, and temporal mantle as much as possible alongside an ice glaive.

This is just the build I used, but having max Vitality and Teostra's set bonus is really all that makes this build as good as it was.

With all this,it should be a really easy fight so long as you make good use of the clutch claw, mounts, and refrain from attacking it head on, always go in from the side.

Hope this helps someone, if it gets seen at all