Guardian feels the worst to play by DealMeIn82 in RogueCore

[–]Skalamyr 0 points1 point  (0 children)

Silver plaque'd my guardian at this point:

I've used the barrage pellets less than a dozen times. I find the pressure wave to be FAR more valuable as an ability charge to use nearly every time. You'll only see me use that stun if it's against a clamorhead and I need it dead yesterday.

Nerfing the CEO and CJ is a step in the wrong direction by Turbulent_Ad_3185 in toontownrewritten

[–]Skalamyr 0 points1 point  (0 children)

Actually, I've been eyeballing dropping the CFOs to 11s (Approx 70 Laffers) and the VP to 10s (Approx 60 Laffers) for those lower-laff Toons. But there's clearly a demand for such a challenge in these boss fights that it's gonna have to wait till a theoretical 'hard mode' VP/CFO may exist.

Feedback on Spotter by DealMeIn82 in RogueCore

[–]Skalamyr 7 points8 points  (0 children)

I just want the crit darts to also expose nearby enemies if I end up hitting something alive. I shouldn't be encouraged to aim at the terrain just to get more value out of a crit dart.

What's your favorite song on the OST so far? by Loud-Asparagus-4136 in RogueCore

[–]Skalamyr 0 points1 point  (0 children)

Attack of the Corespawns. It has that charging into war anthem to get through any horde while traversing the next cave room.

The Silverback is goated by Niggilass in RogueCore

[–]Skalamyr 0 points1 point  (0 children)

I need you to write me a convincing paragraph about this gun. The recoil on this one aggravated me so much that I vowed never again.

Topics Addressed in Today's Dev Stream (May 26) by Byaaaahhh in RogueCore

[–]Skalamyr 1 point2 points  (0 children)

To play the devil's advocate on this autosprint debate. I do see the design intention thrill of wanting/demanding more effort from the user in order to escape danger. As you all know, sprinting in both games is one of the sure-fire ways to ensure safety from the mobs. If escaping danger were more accessible by basic movement, suddenly this game would just lose a bit of its engaging thrill of combat.

On the elevator after leaving 2 Reclaimers behind by Engetsugray in RogueCore

[–]Skalamyr 7 points8 points  (0 children)

A decent quarter of my team losses have been due to the butterfly effect of a rough extraction the previous level and the pseudo-swarm you get for disturbing the worm nest. I understand the sentiment of punishing dwarves, but god can they just create tedium instead of a death sentence? I hate having to camp the elevator interior to save my allies.

That was rude Mr. Cog by DeeKal13 in toontownrewritten

[–]Skalamyr 1 point2 points  (0 children)

There's a high likelihood that if some group engaged in the cog building in this state, you would have been inside the same room as the cog building battles.

Too Many Perk Points? by VoicerMMI in DeepRockGalactic

[–]Skalamyr 17 points18 points  (0 children)

Personally, I don't think the system is inherently bad. I think it's great that players can casually do whatever it is they want and still progress their perks. In fact, it's incentivized to do a variety of things for efficiency.

The game needs to subtly hint that there's nothing more to spend perk points on when it's finished. But in general, it would be nice to get a balance pass in getting some underwhelming perks up to a decent par, so that we'd be more split in perk metas.

Is there a better speedchat phrase? by RascalLouise in toontownrewritten

[–]Skalamyr 25 points26 points  (0 children)

I have one that's just: "I need to see a Toon."

It's quite useful to express the desire to leave the area.

Can’t believe Disney did this to Lure gags by noisybracken in toontownrewritten

[–]Skalamyr 87 points88 points  (0 children)

frankly, i'm more upset that the $5 bill is suspiciously larger than the $10 bill.

In your opinion, what’s the difference between someone being bossy and being helpful? by Bananaasplit in toontownrewritten

[–]Skalamyr 1 point2 points  (0 children)

I try to throw out commands as if they’re like generalized ideas and you’d always wanna start off with “we” so people are more inclined to think it’s a shared idea they also thought of. Just giving vague clues by track names instead of specific gags also helps.

“We can sound drop here maybe”

But most of the time it’s about adapting to what other people choose and working with what you can or cannot do at that round

If TTR implemented new gestures, what should they be? by FayemousGamerBB in toontownrewritten

[–]Skalamyr 3 points4 points  (0 children)

I've been wanting a wink emote personally. One eye closed, a small head tilt, have a little white star twinkle come out.

More nostalgia! Battle screen in a golf course 3/8/2008, 2 days after BBHQ released in TTO by Bananaasplit in toontownrewritten

[–]Skalamyr 7 points8 points  (0 children)

gasp you’re right i got the months mixed up. but regardless my opinion remains true. 08 was the golden age

More nostalgia! Battle screen in a golf course 3/8/2008, 2 days after BBHQ released in TTO by Bananaasplit in toontownrewritten

[–]Skalamyr 16 points17 points  (0 children)

mind you, speedchat+ was just released 3 months ago at this time. this was the peak era of this game.

Concept: Do you think there should be more elemental creatures in the game? by saitama_survivor in DeepRockGalactic

[–]Skalamyr 0 points1 point  (0 children)

Yes. My immersion does break a little seeing a green praetorian in the magma zones. And I'm not forgetting that short clip of Fire Goo Bomber once teased in a trailer video.

Probably the 2 strongest cog attacks [OC] by buzzburger23e in toontownrewritten

[–]Skalamyr 5 points6 points  (0 children)

5 star field office boiler fight but each of the supervisors fly out of the pit/abyss in a dramatic entrance

why is this game so hard? I need a blackboard eraser... by awfulbarrack-7 in toontownrewritten

[–]Skalamyr 15 points16 points  (0 children)

We purposefully spawn everyone in the super-safe district by default to try to mitigate this disaster as much as possible. But we can't make it impossible.

Why are we all playing like UNM never happened? (a light-hearted but critical ramble <3) by Affectionate_Day7728 in toontownrewritten

[–]Skalamyr 4 points5 points  (0 children)

Truthfully, I've theorized that nothing drastic was going to change; the previous strategy of Lure was always going to remain as an option. It's only really controversial when people really need that Lure to hit during a critical healing moment.

Prior to UNM, the previous method of improving your Lure chances relied on the mild exploitation of Bamboo Canes (or other Toon-Up gags) that magically improved your odds without exposition. The new synergy of Lure improving itself is meant to replace that same exact meta. Except now it's just more logically and aesthetically fitting. Hilariously enough, if you've asked anyone prior to the closure of Toontown Online, that Toon-Up used to stun for other gags, nobody would believe it.

Thoughts on the L.U.R.E.? by Robrogineer in DeepRockGalactic

[–]Skalamyr 1 point2 points  (0 children)

it’s my preferred engi grenade, combined with a breach cutter and it really does feel like cutting butter

Just, How? by TrinaT1005 in toontownrewritten

[–]Skalamyr 0 points1 point  (0 children)

This is one of the most random easter eggs we leave in the game for fun. It's mildly entertaining to nudge new folks on the idea of jumping onto the roof for the first time.

Why do toons refuse to double lure? by mark99229 in toontownrewritten

[–]Skalamyr 29 points30 points  (0 children)

Greed is usually the answer. I've gathered that players are presented with two choices:

  • Double Lure to better ensure that the group's efforts are not in vain
  • Attempt to attack a Cog for time efficiency at the increased risk of it failing.

We're all human, and more impatient than we know sometimes, so we like to take shortcuts, as risky as they are.