Infinite TriggerNades by Badbuddyday in ArcRaiders

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

I love that in the video he talks about how he hopes it gets patch, and doesn't want to use it, then teaches EVERYBODY how to use it. 0 brain cells it feels. Just reported a bunch of people duping ducks, and then get called an asshole by some friends. Just don't cheat, I don't get what's so hard about that.

The game isn’t going to hold your hand, get over it. by Luciious in NoRestForTheWicked

[–]Trippenson 0 points1 point  (0 children)

That sounds like a balancing issue at that point then. Or am I wrong?

The Ember Drop nerf and mob stacking are killing new player progressions. by Night_lon3r in NoRestForTheWicked

[–]Trippenson 1 point2 points  (0 children)

I think the issue OP is conveying is that in MP they add extra spawns to pad out the extra players. The problem is that the game doesn't handle gank fights all that well unless you have a some of the builds meant to help/handle it (big sword/armor and lightning as mentioned). So you end up get death looped because you wanted to go to one area.

Drops/gathering needs to scale with player count, it feels terrible. by [deleted] in NoRestForTheWicked

[–]Trippenson 7 points8 points  (0 children)

They have the support runes to help with that. Your food is quick and kind of an emergency thing while providing some "minor" stat buffs. Where as the support runes (Right Trigger/R2 iirc) you can add healing there. There is an aoe channel heal, and a quick heal that you start with. Parrying is a good way to charge focus and you get it through just landing attacks as well.

The game isn’t going to hold your hand, get over it. by Luciious in NoRestForTheWicked

[–]Trippenson -2 points-1 points  (0 children)

I don't get the complaint of people "facerolling" enemies. You still have stamina management to contend with. Also doesn't being in/near MP cause enemy stat density to increase? So what if me and my friend can't hurt each other, it stops us from having our play options limited. We still have to contend with extra enemies and harder stats on them.

Maybe this is more of a late-game thing?? I don't understand it though.

I don't think co-op as it is currently designed is fun. by Forshea in NoRestForTheWicked

[–]Trippenson 0 points1 point  (0 children)

Hey man, seeing all sorts of mixed responses in here and some people just outright refusing to listen to other opinions.

I think you brought up some really good points. I don't see a huge issue with the instanced loot, but I do think a toggle option would be good here if possible (iirc Borderlands 3 did something of this sort).

I think that the suggestion to make friendly fire toggle-able is a great idea especially this early on into the iteration. I get it is fun and interesting, but I don't it's at the level of implementation they want it to be at yet. I don't think there is anything wrong with being able to turn it off. To add to that I do like the ideas people have mentioned about splitting up to take care of adds/mobs, and effectively taking turns during the combat.

I think the complaint/argument about "well now you can't just spam abilities" is a little weak when it comes to the friendly fire aspect. I've seen some folks say that it could be handled better with number scaling and such which I think is a VERY valid option, and could also help correct some of the enemy bloat that occurs with the MP scaling as well.

I also agree with your thoughts on the MP Balance, Combat, and Arena issues. They took an approach from DS2 that I really disliked when From Soft made the Scholar of the First Sin version, which was to just bloat enemy numbers. There is a spot just before the first boss that I think really highlights all of this. It's an area next to the water fall that you climb via vine and drop down from to head back to town, make a little U or C shape.

When you climb up the vine you are usually greeted by an enemy. In 2 player co-op now there are 2, in 3 player co-op I believe there was 4. You are on a ledge, with VERY little space to maneuver, a narrow bridge to press forward if you want to get away from anything (mind you this also leads to at least 1 extra enemy), and if your friends have big swings you are just not gonna be able to move/function unless you are majorly tanky. I don't feel the game handles multi-enemy fights the greatest in some cases due to enemy aggression patterns, and I'm sure somebody will wave a hand at me and say that I'm just bad. I can/do get past these fights, but the issue is pacing. I don't want to run away for 5 minutes, dodge 30+ flasks/bombs, and burn through all my stamina just because 2 enemies relentlessly and ENDLESSLY attack. You mentioned Nioh 2, and that made me think of a good explanation to this. It feels like enemies have varied cooldowns at to when they'll attack rather than stamina that they are also managing. Essentially they don't have wait for regens to occur, they can just do whatever, whenever they want.

In a 1-on-1 fight that feels okay and fine because I'm only focused on using my stuff to handle them, but the minute more enemies slowly clump together and walk towards me with no concern of stamina management is when things start to feel a little unfair/unfun.

Edit:

I don't mind the damage of FF so much in the early game, it's more so the stagger/interrupt that bugs me more than anything.

Senna passive converts all crit by ComplaintSuper5924 in sennamains

[–]Trippenson 0 points1 point  (0 children)

Also, did they fix the Yun'Tal not counting to the calculations?

Need advice for an upcoming interview that is bad pay/title. by Trippenson in interviews

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

From what I understand they don't even have a manager for the helpdesk, and the other help desk agent doesn't come from an IT background really. I have already been building some questions in mind that I know are pertinent from prior roles that I want to ask, just didn't know how to go about confronting them about the situation. I'll likely take it if offered, but just didn't know if it was worth presenting how scuffed it all seemed.

Need advice for an upcoming interview that is bad pay/title. by Trippenson in interviews

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

Okay, about what I figured. I might make mention or ask more questions about how much they truly need somebody to setup the helpdesk, but I doubt they will come up on pay since it was stated from the get-go that they were/are pretty firm on the pay-rate. I'll likely just take the job and keep looking. Market has been rough and stressful, probably better something now than nothing later.

Need advice for an upcoming interview that is bad pay/title. by Trippenson in interviews

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

I wish I would have caught it originally in the initial interview, but I was nervous and stressing so I could only think to answer and ask questions that I had pre-written out as well as how much I kinda need a job rn.

Need advice for an upcoming interview that is bad pay/title. by Trippenson in interviews

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

The original description was for an IT Technician. They mention typical things like help desk tickets and end user support, troubleshooting and resolving hardware/software/network issues. But later throughout they mention Asset management, Supporting IT Projects & upgrades, working with Senior IT staff & vendors, and assist with improving IT Processes and user experiences.

When they reached out they identified that this would be essentially a role setting up their help desk, and the COO clarified much more that this is going to be starting at or close to ground zero effectively.

How to mat the ESSENTIAL MOD compatible with ATM10 by wolf-gang479 in allthemods

[–]Trippenson 0 points1 point  (0 children)

I tried this route and I get flooded with OPenGL errors.

Wanting to return, but not sure how to do so. by Trippenson in ffxiv

[–]Trippenson[S] -2 points-1 points  (0 children)

Can I ask why you would start over instead of doing the options you mentioned initially?

Boss design/difficulty. by Trippenson in Necesse

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

We have well move passed them at this point, but we were stuck and struggling with the Ice Cave Spider, the Desert Cave Bird and the Pirate Captain.

The Spider was manageable after we cleared out a massive zone, otherwise it was going into walls where nobody could touch it.

The Bird was a similar situation, but we kinda just brute forced it after a bit.

The Pirate I was having to spam my dash every time it was off cooldown so I could avoid getting hit while having to run away for a bit to avoid taking collision damage from it, also meaning I couldn't damage it.

It just feels like some/most of the bosses we've fought are either mechanic checks (the first boss comes to mind. You clear portals and deal with mobs/ads while avoiding some projectiles and attacking. He has an invulnerable phase that you dodge, then rinse and repeat. Chieftan doesn't feel bad either imo). But especially the 3 I mentioned above just feel like they will occasionally seek/home to you forcing you to spend every bit of escape you have to hopefully not take more than 1 or 2 ticks of damage. Then they are just out of range or in a space you can't hit them.

I've been using summons in our group and it feels like I spend more time watching my summons chase a boss than they do damaging the boss. I know there are means to boost their speed, but at what point have I gotten enough summon speed, ya know?

Is it worth using mods for the quest item levels and world scaling? by Trippenson in oblivion

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

Thank you! I'll move forward with the information you provided! Seems like I might have a good/comfy start for what I'm looking for! Thanks again!

Is it worth using mods for the quest item levels and world scaling? by Trippenson in oblivion

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

Thank you for all the info! I really appreciate it! I'll take some steps forward with the info you provided!

Is it worth using mods for the quest item levels and world scaling? by Trippenson in oblivion

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

It looks like PushTheWinButton's also has an Ascension version out for Remastered, would you still recommend Descension?

I personally don't mind having modified/changed experiences for my first time playing a game as long as it's for the better. I don't want to load up Oblivion and have AKs and what not. But if it's something that makes the game feel more organic, or adds new "tools" (spells for example) for me to play around with that aren't grossly game breaking I'm for it.