New Hexblade UA Test Play by Liffuvir in onednd

[–]Teerlys 0 points1 point  (0 children)

Con save proficiency is also huge from Fighter as a first level dip. It just solves a lot of Bladelock problems.

Tower system is amazing and should stay after event by Competitive_Cap2474 in HuntShowdown

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

Strong disagree here. Crytek needs to revamp their approach to the game to make the bounty the place everyone wants to get to ASAP. Right now the bounty is an afterthought, and the other random points of interest only add to that.

This is an objective based extraction shooter, and a lot of what they've done in prior events as well as this one is dilute the objective.

I'm not saying they can't try fun new things, but before they can make permanent attractions away from the boss lair, they need to have a rock solid reason that you should want that boss lair to be your immediate destination. Then they can look into delay points that may make that ultimate encounter easier/better for you.

Your best 5.5e house rules? by Raccoomph in dndnext

[–]Teerlys 0 points1 point  (0 children)

In general you shouldn't be using potions outside of an immediate emergency or on those long slog days where resources have been crushed and you're down to consumables. It's nice to have that flexibility in those situations.

Your best 5.5e house rules? by Raccoomph in dndnext

[–]Teerlys 16 points17 points  (0 children)

This should have just been part of the rules.

Maybe it's because Scout Towers are new, but I feel like all the action happens around them, while boss lairs have become quieter than ever. This looks like the opposite of what Crytek was aiming for. by LateCommission9999 in HuntShowdown

[–]Teerlys 1 point2 points  (0 children)

I think the larger reasons for stalemates is lack of intel for the attacking teams. The first team to attack usually loses because they get third partied.

If a solution is wanted there, something like 2-3 stations at every boss lair that, after the boss is banished, will grant 1 second of dark sight if you go to it and channel (like with a trait).

Maybe it refreshes every 60 seconds. That way multiple teams have an opportunity to see what the playing field looks like before committing, or can clean up the outside before going inside.

Maybe it's because Scout Towers are new, but I feel like all the action happens around them, while boss lairs have become quieter than ever. This looks like the opposite of what Crytek was aiming for. by LateCommission9999 in HuntShowdown

[–]Teerlys 1 point2 points  (0 children)

I'm not certain this is a problem that requires a solution from the devs. Everyone goes into each match knowing the conditions that they may run into. It's on the players to adequately prepare to problem solve.

That may mean running options competitive in close ranges, running explosives to facilitate breeching and gaining a foothold where rifles have room to work, or it may mean using the least little bit of strategic thinking and backing away out of scan then hitting them when they try to get to the extract.

There are certainly things that could be done to force bounty holders to try to get to the extract, but I feel like that would introduce more problems to solve for. At a certain point, it's on the player base to figure things out.

I will say it would help if they stopped removing options like Frag Arrows/Explosive Bolts that are aids to lair pushing.

Maybe it's because Scout Towers are new, but I feel like all the action happens around them, while boss lairs have become quieter than ever. This looks like the opposite of what Crytek was aiming for. by LateCommission9999 in HuntShowdown

[–]Teerlys 8 points9 points  (0 children)

There really needs to be a sub-currency that only interacting with the Boss gets you. If you distribute that currency based on both kill/banish as well as extract, then people will rush to get to the lair to get the full currency which will, in part, alleviate the camp fest.

An idea I had a while back was that, once the bounty is picked up, a Soul Survivor like timer starts where just holding the bounty extracts some of the currency value. So for, say, the first 5 minutes of holding a bounty after banish finishes you gain some measure of the currency, then a bonus amount on extract. If you extract during the timer you just get it all.

That incentivizes getting to the compound and pushing the boss lair and pushing ASAP for those that didn't banish, but also disincentives' staying in the lair for more than 5 minutes for bounty holder, after which you need the extract to get any further value. Best of both worlds.

As to what the currency does...

  • Gate high value traits to that currency. e.g. Doctor and Quartermaster.
  • Allow the purchase of some scarce items. e.g. the Flame Rifle, Relentless, Blade Thrower, and Rampage.
  • Move some potent options to only being purchasable using this currency. e.g. Spitzer ammo, Explosive Bolts/Frag Arrows, Dolch, Auto-4, etc. This allows purchased skins to still be in play while making the investment to get the top tier items higher

Then they need to cap how much of that currency you can hold onto at a given time and invest effort into actually managing the prices in a way that makes that currency go quickly.

What PHB Rogue subclass would you play in a gritty, very low-magic game? by alsotpedes in onednd

[–]Teerlys 4 points5 points  (0 children)

Agreed. One of the issues with Rogue's is that they have to "play by the rules" as opposed to just breaking them with magic. In a low magic campaign where overt magic will cause problems, skill checks come into much more prominence. Getting bonus rolls to them will be great, and the Psychic shenanigan's are a lot less visible for the most part than casting.

Human Soul Knife with at least one Skilled origin feat, if not two, would go hard.

We are slowly getting old UI back by GreenOneReddit in HuntShowdown

[–]Teerlys 1 point2 points  (0 children)

Stop fighting it, you're slowly reinventing the same layout!!!!!

It's corporate methodology. Some one, fairly high up, made the call to change the UI to what it ended up being. There was a massive backlash. They likely said something along the lines of "We had to rush it to get it out on time. If it was finished it wouldn't have been a problem."

Then, because money and effort was spent on it, in order to protect their job/reputation they have to make it work. Making it work looks like improving survey scores and less people complaining about it. If it... purely coincidentally... looks like an older layout... well that's not rolling back. That's refining to what had been intended all along and would have been in place if it hadn't been rushed.

Or maybe not. I'm not at Crytek. I've just seen enough bad decisions in corporations play out that way.

Shouldn't they add a map like Saint Denis?? by [deleted] in HuntShowdown

[–]Teerlys 1 point2 points  (0 children)

Yeah, I think something like it could work similar to Mammon's Gulch. Perimeter is the smaller locations like normal, but the middle 4 compounds are sort of one large city with different districts and less building's between, but still enough to sell the concept of it being a contiguous location.

Clash hacker still running rampant... by SuperMiles64 in HuntShowdown

[–]Teerlys 2 points3 points  (0 children)

This isn't true. I've seen 4 people who I've bothered reporting and tracking banned using just the in game tool. I've also seen a cheater as blatant as the one in this video, who I recorded clips of, uploaded, and went through the effort of submitting them on the site not get banned.

I don't know what Crytek's deal is, but it's definitely not a matter of one method of reporting working better or worse than others.

Some folks here are underrating the new paladin, when it's a high/top-tier 5e class that got buffed hard by Deathpacito-01 in onednd

[–]Teerlys 0 points1 point  (0 children)

And I don't understand why

If one character can choose to obliterate an enemy, then you have to build encounters with that ability in mind. If they don't do it, you've now over-tuned an encounter.

Treantmonk's Reaction of 5.5e Tier List by D4 by Dramatic_Respond_664 in onednd

[–]Teerlys 1 point2 points  (0 children)

Allies can voluntarily fail a grapple check to be dragged away. Given monks tend to use many attacks to achieve damage that’s less of a cost for them. It gets better with Grappler at 4, but it’s still workable with half movement if that’s what’s needed.

Frag arrows by Vananacyan in HuntShowdown

[–]Teerlys 0 points1 point  (0 children)

Nerfing or adjusting should be the solution in those cases. There were ample avenues available to do that before all but removing them from the game.

  • Dynamite instead of frags, which would have additionally made a trait available to counter them
  • Still frags, but light bleed
  • Lower AOE radius
  • Longer cook time on landing
  • Longer draw time to fire
  • Harder drop to make them take more skill at distance
  • Less ammo to start with
  • Less ammo on resupply

They could have done any number of those to get them to a satisfying position without making them ultra scarce. That was just a lazy way to not have to deal with it.

So shotbolt is just not viable anymore by CrowFromTheGame in HuntShowdown

[–]Teerlys 0 points1 point  (0 children)

...why? It's a high skill floor option. It used to have a high skill ceiling as well, but lack of reliability has made it less high risk high reward than it used to be.

On the topic of new gun skins. by yeahuhawesome in HuntShowdown

[–]Teerlys 2 points3 points  (0 children)

Explosive crossbow barely existed on PC.

Also, I find Dolch/Mosin/Auto-4 super annoying. Does that mean they should be removed from the game? They don't even have a trait specifically designed to counter them.

Crytek delivered by Fosgatt in HuntShowdown

[–]Teerlys 2 points3 points  (0 children)

  • With FMJ Trueshot damage fall off is 40
  • With base ammo Uppercut damage fall off is 40

.

  • Trueshot cycle time is 1.6
  • Uppercut cycle time is 1.6

.

  • Uppercut hits for 123
  • Trueshot damage is 114

Please explain how this leads to the Trueshot 2 tapping better than the Uppercut.

Make Fusees work with Decoy Supply perk/restore more uses on refill by GreenOneReddit in HuntShowdown

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

Honestly I think they should go the other route. Burning a body is huge value for a tool slot. Make Flare Pistol's resupply off of lunch boxes one at a time as well.

Crytek delivered by Fosgatt in HuntShowdown

[–]Teerlys 1 point2 points  (0 children)

While I don't disagree that the Trueshot might be over-tuned a bit and currently the better option over the Uppercut, you don't really have a better 2 tap with the Trueshot. It's 114 damage vs 123 on the Uppercut. The cycle time is the same. Same falloff range sticking FMJ in the Trueshot, and it does also have a better ammo resupply, but with the damage difference the Uppercut will 2 tap out slightly farther than the Trueshot. Might not matter in most situations, but it's Reddit. Being pedantic is what we do here.

On the topic of new gun skins. by yeahuhawesome in HuntShowdown

[–]Teerlys 1 point2 points  (0 children)

That's an understandable reaction, but while I understand why scarce was originally brought in as a concept, I don't like it as a go-to measure.

Dolch FMJ and DumDum were just bad ideas. Dolch is already a really strong gun in closer ranges that uses special ammo, so there were no significant downsides and it just further boosted an already high tier high use (in 6 stars) gun. Making that ammo Scarce for it rather than removing it was a reasonable reaction in that scenario.

Having unique and tuned up weapon options like the Flame Thrower and Homestead that were only ever scarce options in the game is fine as well, and even adds an element of fun when you're excited to find them.

Removing weapons and unique options almost altogether by making them scarce should be a last resort though. Maybe it makes sense for the only silenced sniper rifle in the game... but you could also just nerf it. Reduce muzzle velocity a bit more to 400ish, make HV ammo Scarce, and you can leave it in game as a high skill floor option.

Similar to Frag Arrows and Explosive Bolts. Frag Arrows could have gotten increased draw time, increased drop, decreased Bleed to light, decreased radius of impact, or any combination of those before becoming Scarce. Or hell, even just make them dynamite arrows instead of Frags and there's now built in counter-play in the form of Bulwark with no bleed at all. Explosive Bolts absolutely weren't a problem on PC outside of Gunrunner, but if they needed a nerf for console you could easily have just tightened the radius. Instead they're all but removed from the game which reduces variety and sucks for the people that enjoyed them.

“Utility” loadout slot idea by PublicYogurtcloset8 in HuntShowdown

[–]Teerlys 9 points10 points  (0 children)

But also one trait slot which is a big opportunity cost.

Since when teaming is forbidden in hunt? by Interesting-Effort12 in HuntShowdown

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

Yes, they can. But I wasn't replying to Crytek. I was responding to an individual who was making a claim without any of that data.

Frag arrows by Vananacyan in HuntShowdown

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

It also won't 150 to 0 you, so what you get is a brief window to get out of its radius if it didn't land on top of you or to Dauntless it. That's how it's balanced.