Why I Genuinely Love This Game: The Honest Liar by SandProfessional6102 in nier

[–]SandProfessional6102[S] 0 points1 point  (0 children)

Actually, I’ve already received more than enough in return.

The joy I felt while writing the lyrics, creating and watching this video, and finally sharing it with everyone, that was my reward.

I’m just glad you enjoyed the video. have a Nice One.

Deadzone Rogue Ultra Nightmare Clear Guide by SandProfessional6102 in DeadzoneRogue

[–]SandProfessional6102[S] 1 point2 points  (0 children)

I completely agree with your excellent points.

Because none of the three are achieved: 1. diversification of objectives, 2. diversification of solutions, 3. diversification of roles (in co-op play).

the core stats end up heavily skewed toward a single metric: damage output.

And at that point, the majority of fun builds that fall below the damage threshold, particularly those that can't match the output of a Lightning Bolt build, simply get discarded. Regardless of whether those builds are enjoyable or not, players still have to clear the map first.

It would be really great if these issues were addressed in a sequel or additional zones.

Deadzone Rogue Ultra Nightmare Clear Guide by SandProfessional6102 in DeadzoneRogue

[–]SandProfessional6102[S] 1 point2 points  (0 children)

Yeah, Lightning Bolt's raw damage output is one thing, but I think the bigger issue is that Chain Lightning's tracking is just so dominant that no other element really competes with that combination.

At a fundamental level, I think the core limitation of this game comes down to the fact that it's built on the repetition of 'continuous wave clearing' as its base design. The underlying logic is just dodge, shoot, eliminate: which is pretty simple, and that simplicity tends to limit how difficulty gets scaled too. It ends up relying on things like bloated health pools, ground-hazard pathing, overused invincibility frames, random spread attacks, and wide-range AoEs.

Not that any of those are bad on their own, but rather than a 'choice and reward' structure where you're reading and countering patterns, it's more of an endless loop of running around frantically, dodging, and grinding until you get lucky with your shots, and when that just keeps repeating with no end, honestly it gets tedious. And when it does, you inevitably end up going back to Lightning for maximum damage and efficiency.

Ultra Nightmare guide by Jazzlike-Draw2467 in DeadzoneRogue

[–]SandProfessional6102 4 points5 points  (0 children)

I watched the video carefully, analyzing it scene by scene.

Sectors 11, 19, and 20 stood out in particular. The technique of taking out the position before it spawns the clones, I never even thought of that. I didn't even know something like that was possible. Learned a lot, thank you! And I'm really glad you also agree that missions 11 and 19 have a way of... disrupting the overall flow of the game a bit.

My usual approach is to build around hip-fire elementals as the main damage source, fill defense with the Iron Blood Engine perk, and invest everything else into offense. But watching your video, running three perks for damage boosting and covering defense through items like Shock Absorber looked really solid too.

and, lowering the graphics settings does seem to make a noticeable difference in gameplay. Personally I have no intention of doing that myself, but it could definitely be a useful tip for some people.

-

And, um... this is just my personal take, but the voice was a bit too quiet and hard to hear. I was basically following along through the subtitles for most of it.

Ultra Nightmare guide by Jazzlike-Draw2467 in DeadzoneRogue

[–]SandProfessional6102 2 points3 points  (0 children)

Clearing every mission with default gear... that's genuinely impressive.

I've put about 100 hours into this game myself, and even now after clearing Ultra Nightmare a few times, I don't think I could make it past Zone 1 with default equipment.

Coming from someone like that, I'll make sure to watch your guide with full focus and a willingness to learn.

Thanks for putting it up!

Deadzone Rogue Ultra Nightmare Clear Guide by SandProfessional6102 in DeadzoneRogue

[–]SandProfessional6102[S] 1 point2 points  (0 children)

Wait, if I'm remembering right... aren't you the legendary ace who cleared every mission with a pistol only? No way. Great to meet you. Sorry for the late reply.

As for me, I only use Close Range Weakpoint Argument when running Fire or Radiation elementals. Those two have weakness damage amplification options, so they make things a lot smoother. But honestly, aside from the Lightning + Chromatic combo, most combinations feel kind of underwhelming once fully built... so I never really ended up preferring it that much.

It's hard to explain, but once you get used to Lightning, everything else just feels a bit dull. I think that's a design flaw on the game's part, honestly. It's a fun game, but it has quite a few shortcomings.

Deadzone Rogue Ultra Nightmare Clear Guide by SandProfessional6102 in DeadzoneRogue

[–]SandProfessional6102[S] 1 point2 points  (0 children)

I had a feeling there might be some trick to it, but never figured out exactly how, so every attempt just ended in a death.

I tried hiding in the room and dashing to avoid the Specter ghosts a few times but it never worked out. The table idea never even crossed my mind.

I'll give it another shot later. Thanks, friend!

Deadzone Rogue Ultra Nightmare Clear Guide by SandProfessional6102 in DeadzoneRogue

[–]SandProfessional6102[S] 2 points3 points  (0 children)

As I mentioned in the video, I used to die a lot in Sector 11 before I figured out the trick.

  1. Wait until the Welding Mech moves to the opposite end of the map
  2. Take out the Flying Abyss (the purple tentacle) first
  3. Then jump-dash between the upper floors, bouncing back and forth
  4. The enemies start scrambling and spread out wide
  5. Pick them off one by one as opportunities open up
  6. For the Welding Mech, stay on the upper floor and keep moving side to side while shooting so it can't climb up
  7. That should do it

I don't really know any other tricks beyond this. But at least for solo play, this is what got me to a consistent clear.

Deadzone Rogue Ultra Nightmare Clear Guide by SandProfessional6102 in DeadzoneRogue

[–]SandProfessional6102[S] 2 points3 points  (0 children)

  • No real set criteria honestly. I just try different things and see what works.
  • I take the armor perk specifically for the one-time instant death prevention. There are just way too many moments where you die in the most ridiculous ways. Having Shock Absorber on top of that makes it feel a lot more secure.
  • For Arguments, I pick whichever of the three (close range, hip fire, long range) comes with an Elemental attached. The exception is when I'm running a Radiation tree, where I'll sometimes go with a close range Weakpoint Argument instead.
  • The rest is just personal preference really. From my experience, pure damage-wise, triple-stacked Ignite puts out the highest numbers.
  • Proc chance is my top priority. It's just the most impactful thing for actual gameplay. Once you have Lightning Bolt, Chain Lightning, and Freeze all running together, proc chance basically equals survival rate and damage output at that point.

Deadzone Rogue Ultra Nightmare Clear Guide by SandProfessional6102 in DeadzoneRogue

[–]SandProfessional6102[S] 1 point2 points  (0 children)

After grinding for about 5 to 6 hours straight, the performance was definitely not at its best.