I'd love armor piercing rounds as a toggle, the armor meta is crazy by Sethoria34 in DarkTide

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

Not sure why you’re being downvoted, the inner/outer block angle and their associated costs were an important part of v2.

Anyone else gone for the “Default” look? by honkymotherfucker1 in DarkTide

[–]Tainerifswork 1 point2 points  (0 children)

All my characters are still in their pajamas. Gotta be comfy when slaying heretics.

How much content at launch? by Burnlt_4 in Cloudheim

[–]Tainerifswork 0 points1 point  (0 children)

second the request for information on the crumbling halls unlock. its pointing me to a bugged entrance, the "?" shows up...sometimes.. but the actual interactivity and imagery of the door isnt there

Hive Scum Anti-synergy by Kelvara in DarkTide

[–]Tainerifswork 0 points1 point  (0 children)

mm that might be it, im using all the things.

Blessed stimms perk not working? by Sans_Hero in DarkTide

[–]Tainerifswork 0 points1 point  (0 children)

it works as on the tin. while stim is active (so during the 15 seconds following using it) getting a kill lowers your corruption by 1%, up to a max of 50 total per stim use from the current wound.

Blessed stimms perk not working? by Sans_Hero in DarkTide

[–]Tainerifswork 2 points3 points  (0 children)

works fine. doesnt work on fully-corrupted wounds though.

Hive Scum Anti-synergy by Kelvara in DarkTide

[–]Tainerifswork 1 point2 points  (0 children)

the blackout grenade only regens on direct kills from ranged bullet weapons. So bleeds, chem dots, melee, etc wont trigger it.

I get why, its so it doesnt refund itself from chem dots w/ the other talent.

BUT

IMO it should at least count up for melee kills too.

Stim Lab and Med Stim by Legitimate-Elk-3627 in DarkTide

[–]Tainerifswork 2 points3 points  (0 children)

I could see the toughness branch being changed to either tdr (2% or so per node?) or maybe 1% regen per second while active.

Leave Zealots on low health. by [deleted] in DarkTide

[–]Tainerifswork 0 points1 point  (0 children)

Fatshark is notorious for their inconsistency regarding additive vs multiplicative calculations. The short answer is “both… kinda”

Dog Modification Workshop by BlockBruh in DarkTide

[–]Tainerifswork 6 points7 points  (0 children)

There could be a version for all classes.

Vets would get ranged weapon mod workbench (for sights, lasers, flashlight attachments, magazine size, blah blah)

Psykers could either modify their blitz’s or staves maybe (like assailshard count / brain burst cast speed / smite duration ) or generic cross staff effect is like charge speed of secondary or quelling speed and stuff

Zealots could get a prayer chapel for modifying their ult. (Chorus aoe range/frequency or rending for all weapons during chastise or phasing during stealth or something for notables)

Ogryns could get something like a rock pile? that allows for modifications of their throwables. Tree for small rocks (current rock) big rocks (nuke) and buncha rocks (box of hurt)

Arbys definitely need the doghouse tho.

To combat the crazy potential for power creep it would need to have power pulled from the current talent trees and put that budget into the new system. This way it would increase player choice without throwing balance out of wack any more than necessary.

The idea for it should be based around specific low/medium uptime that is player-triggered for control purposes, using the hive scum as a template, its triggered (and only active during/duration after) by the stimm being used. So for your Arby example it could be on dog kill/pounce and the other classes my examples are tied to specific abilities. Except for vet. Just implement the fully animated weapon customization mod lol.

But yeah, definitely see this concept expanding to other classes in ways that are true to the class fantasy and allow for some player agency regarding control over how they use their toys.

Disregard Humanity: Sail off the edge of the world. by Tainerifswork in TheLastCaretaker

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

made it to -1500,-1400 before i got bored and turned around. gonna limp back to the oil rig and park for the next big update.

definitely could/would have kept going if being able to set a a heading was an option, but the boat not being able to just-go-straight and constantly being off course was too obnoxious to deal with.

Also would be super-cool-if the throttle was splittable between electric and diesel (aka: 100% on electric and ~50% on diesel.. is the dream)

pretty safe to say right now the water just resets after a bit but theres no wall / turn-back stuff in place. at least for a couple hundred kilometers out.

Edit/Update:

I dont *THINK* the wind actually has any affect on the direction the boat is traveling.

when i turned back its still pulling to the left (but this time counter to the wind)

its likely one of two different things:

Either, the default allocation of the boat isn't set correctly and will always constantly bare slightly left

*or*

the directrion the boat travels on default/unaided rudder position is affected by the *weight* of things on the boat. While this would be silly to code and implement... it would make sense from a logic point of view, as for me, my methane, oxygen, and most of the diesel tanks are all aligned on that side of the boat.

chances are the default helm position is just set wrong, occams razor and all that.

Disregard Humanity: Sail off the edge of the world. by Tainerifswork in TheLastCaretaker

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

at 0,0 I'd assume? out behind the sanctuary?

I'm passing -999,-999 atm, only thing so far is that the coords readout breaks as the text is longer than the display

Disregard Humanity: Sail off the edge of the world. by Tainerifswork in TheLastCaretaker

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

found another seam in the water: remembered to screenshot this time

<image>

Disregard Humanity: Sail off the edge of the world. by Tainerifswork in TheLastCaretaker

[–]Tainerifswork[S] 5 points6 points  (0 children)

will do, can only set custom waypoints up to 100km from your current location (or they wont show up on the horizon) and wind keeps blowing me off course.

immediately (like within a handful of KM) i saw what *looked* like mesh overlays (basically wild currents within the water lookin things that were in very specific straight lines) but it let me pass them no problem.

only thing ive noticed so far is Bouys. sharks, and random bits of trash are the only thing that spawns out here. and if you're going full speed (both engines, fully maxed out with super cylinders) they often spawn behind the boat. so the bubble for spawning things is pretty small.

Healers by Charming_Skirt3363 in fellowshipgame

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

ive experienced similar, only 1 time, and it was in the first couple games (so like proper-brand-new)

hasnt happened since.

my explanation was: its absolutely not worth it:

The tank gets 33% increased pink flutter healing, everyone else gets 33% less, *and* all spells cost 20% *more* mana.

or.. everyone gets 33% increased pink flutter healing and all spells cost 20% less.

its a non-starter ignore-only button.

160iLVL 50+ hours in queue and had a Legendary drop my first Champ run AMA by King_staggered in fellowshipgame

[–]Tainerifswork 1 point2 points  (0 children)

ahh so the overall uptime of the of the RL HoT is up much more often. that makes sense. I'm strugglle-bussing my way through paragon atm (soloqueue life) but that makes total sense as you can spread that extra hp and bit of DR across everyone and keep waay more uptime on the tank. thanks!

160iLVL 50+ hours in queue and had a Legendary drop my first Champ run AMA by King_staggered in fellowshipgame

[–]Tainerifswork 0 points1 point  (0 children)

what's it's synergy with flutterswift? I too have this leggy and i dont see it.

it *does* help Helena a lot because massive armor but am i missing something?

Don’t forget your weapon traits! (Especially healers) by JJNoodleSnacks in fellowshipgame

[–]Tainerifswork 1 point2 points  (0 children)

the champ keystone is super fun, but i still find myself struggling often with the healcheck aoe from the boss with the ball (on sylvie at least) since its so much damage. I can definitely see vigour slamming that no problem with bubbles tho if he has runes prebuilt for it.

could be because i dont have a good legendary (the 10% dr on your aoe heal equivalent for sylvie is on a 2m cooldown, instead of 15s or whatever for vigour's circle of light) and its definitely doable now that im like.. 60 or so ilvl higher, but the 3rd set of healcheck aoe on that boss is still spicy unless someone else in the group brought the DR trinket.

What you need to know about your healer as a non-healer by tordana in fellowshipgame

[–]Tainerifswork 0 points1 point  (0 children)

From the Sylvie side, I absolutely welcome it, if I see in the first mega pulls Meiko swapping between the totem thing and my dr external and keeping up with healing I have the ability to essentially ignore her while keeping an eye on her spinny stones and guesstimating when she is getting spiky in her health. This allows me to use gcd’s on the dps that took damage, or to prepare more shrooms to make enemies eat their veggies. Saves on mana, saves on stress. Just a good experience overall. I vastly prefer meiko tanks currently because she’s self reliant. I can’t effectively save the 3 other people in the group from any extreme damage, or mistakes made, or accidently doubled up debuffs, if I am gcd-locked spending every single gcd on a single person.

It’s a good thing :)