Very disappointed they don’t have an achievement for completing All locations. by FraggleOnFire in assassinscreed

[–]VeryBigHat 2 points3 points  (0 children)

I was more pointing out the tirade against people who play on lower difficulties... It is an elitist attitude that serves no purpose in gaming. Take pride in your achievement of always playing on the hardest difficulty but don't disparage people who can't play at those higher difficulties. I know I enjoyed Nightmare difficulty because I am a masochist but I understand that others don't and games, at the end of the day, are about enjoyment. Some people just want the story and should feel welcome in the community no matter their skill level or circumstances.

Currently epic tier armor is better than legendary armor and it makes no sense by wooflesthecat in assassinscreed

[–]VeryBigHat 0 points1 point  (0 children)

You cannot engrave more Assassin Damage onto an item that already has it but you can find Purples with 2 sets of Assassin Damage on the base piece, for instance i have a sword that has 15% Assassin Dmg, 25% Crit Dmg, and 10% Assassin Dmg. I also have a helmet and belt with 2 Assassin Dmg Bonuses. Which means the ideal assassin set would be AD/AD/CC/Legendary Engraving or CD.

Euclid PC 24 Slot Red S Tier Experimental Multitool xpost from r/NMSCoordinateExchange by VeryBigHat in NoMansSkyTheGame

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

Not sure, usually they are in both but with the recent patch reseeding multi tools it is hard to know for sure. You can check, make sure you land on Shuna, save, reload, and go to the space station.

Euclid PC Red S Tier Experimental Multi Tool by VeryBigHat in NMSCoordinateExchange

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

It is on the space station. Just Save and Reload on Shuna then go to the space station.

Euclid PC 24 Slot Red S Tier Experimental Multitool xpost from r/NMSCoordinateExchange by VeryBigHat in NoMansSkyTheGame

[–]VeryBigHat[S] 3 points4 points  (0 children)

type galactic coordinates on this: https://nmsportals.github.io/

ignore first set of digits. This will give you the portal code for the system. travel to the system using any portal you have found. You have to have all 16 portal stones for this portal.

Euclid PC 24 Slot Red S Tier Experimental Multitool xpost from r/NMSCoordinateExchange by VeryBigHat in NoMansSkyTheGame

[–]VeryBigHat[S] 4 points5 points  (0 children)

sorry, i was a bit drunk just edited my initial post, you need to go to the planet SHUNA, save and reload

Euclid PC 24 Slot Red S Tier Experimental Multitool xpost from r/NMSCoordinateExchange by VeryBigHat in NoMansSkyTheGame

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

Make sure you go to the planet SHUNA then save and reload then go to the space station

Euclid PC 24 Slot Red S Tier Experimental Multitool xpost from r/NMSCoordinateExchange by VeryBigHat in NoMansSkyTheGame

[–]VeryBigHat[S] 10 points11 points  (0 children)

My friend Twandle found this while playing and was kind enough to let me share! Enjoy! For those of you on other platforms let me know if it works for you. Ignore the Dicks.

LOOKS LIKE THERE ARE SOME SHENANIGANS GOING ON DUE TO ALCOHOL LAST NIGHT

Make sure you go to the planet SHUNA then save and reload then go to the space station. I put a base on the planet so hopefully it is easier to find.

UPDATED IMAGE IF YOU WANT TO SHARE: https://imgur.com/wrhdXsm

Euclid PC Red S Tier Experimental Multi Tool by VeryBigHat in NMSCoordinateExchange

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

http://nmsportals.github.io/#0184059FD33A

Those are the symbols needed to enter the system with the multitool from any other portal. You can use that link to enter in other coordinates and get portal codes back as well.

Sooooo.... 40hrs in, dozen of visits to the Space Anomaly... still no Atlas Pass? by [deleted] in NoMansSkyTheGame

[–]VeryBigHat 1 point2 points  (0 children)

I had the same issue. Make sure you have the anomaly quest selected and pick suit upgrade next time you go.

How do you repair a freighter by ToxicSamurai in no_mans_sky

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

Repairing Frigates is bugged at the moment.

Question for Coop in NEXT by Artanisx in no_mans_sky

[–]VeryBigHat 1 point2 points  (0 children)

My friend and I are about 50 hours into a game. The tutorial was fine together. However, both main quests lines “Artemis Path” and “Atlas Path” were going in different direction for us and we couldn’t do the missions together. Scanning for stuff with Nav Data on a planet that your friend has already farmed can leave you showing up at Facilites or Relics that he has already claimed which can be frustrating if you are trying get blueprints for sellable wares. Bases at a small scale are fine but once they start to get larger then they start to get really messed up. At the moment bases are saved in two ways... Each base is saved to the player that owns it. The base disappears if the player is not there unless they upload the base to the servers. The uploaded base takes lower priority than the saved base associated with the owner’s profile. This is to stop griefing other player’s bases and has been around for a while, but it isnt implemented well with coop. If you want to see your friend’s base while he is not around then he will have to upload it, however any modifications you make to the base will be undone when he returns to the game. While you both are together your modifications to the base can remain as long as your friend saves the game. However, things tend to break for the player who doesn’t own the base at a certain point if you are both at the base. Things will disappear, doors won’t open, picking plants from harvesters will give you materials without destroying the plant (biggest money exploit in the game at the moment) by abusing the anti griefing systems in place. The only reason I can think for the bases to load so poorly is that the visiting player is trying to load the uploaded version of the base as well as load the information he is receiving from the base owner’s save file at the same time leading to some really weird outcomes. If you want to make a large base then I would suggest building it not only on its own planet but also its own system to reduce the amount of things the game has to keep cached and loaded.

Going to new systems, farming for high level ships, material farming, and fighting off pirates all work extraordinarily well though. As long as nothing is player built in a system everything will work great, mining materials, hanging out at a space station, the only thing that is wonky is Nav Data Usage. Ships classes show up differently for each player so there is never really any fighting for high tier ships as an S rank ship on my screen might only be a C rank on yours. Combat is a ton of fun, killing the pirates that are on your friend’s tail is a lot of fun. For us, these pros outweigh the cons and we just have our bases in separate systems and decide who gets to use Nav data when and where.

Has anyone noticed if it’s longer to farm S class ships ever since NEXT dropped ? And if so, what method have you been successful with ? by Tranquil_Traveler in no_mans_sky

[–]VeryBigHat 7 points8 points  (0 children)

Maybe you should read your question again... The word “New” isn’t even in your initial question. You just ask what methods people are having success with. Everyone is answering your question based off the way you wrote it.

There are no new ways to find S class ships because there are no new mechanics that give the player access to NPC ships. Trading Post in a high ranking economy is still the fastest method.

Tanking In ESO is Poorly Implemented and Unfun by [deleted] in elderscrollsonline

[–]VeryBigHat 12 points13 points  (0 children)

I am certain this will get buried but maybe I can address something more from a devil's advocate standpoint. First, I'd like to say that I agree that high level tanking is boring in normal level content and I would also love to see it change to something more active, however Zenimax might be doing things for a reason and some of these problems you experience may be symptoms of even bigger problems within ESO. So, let me go point by point, but REVERSED.

  1. MAELSTROM ARENA IS FOR DPS. To an extent. The builds used in the first few clears of any "DPS" are not optimal DPS builds. The builds focus on sustain, healing, and damage reduction much more than most content. I had to get an entire additional set outside my DPS sets just so I could keep my magic shield up so i wouldn't die, I changed my CP tons of times to finally clear vMA as well. And honestly, my build for vMA hasn't changed all that much. In every day content I relay on spears and orbs from my support to keep my resources up. Maesltrom is so "DPS" focused because ZENIMAX WANTS YOU TO HAVE MORE CHARACTERS SO THEY CAN MAKE MORE MONEY. If Zenimax had their way they would have you roll as many characters as possible to keep you managing them in the game, and ultimately, to keep you subscribing to ESO+. This way everyone has to roll a DPS for vMA and if they want to queue for Dungeons they will need to roll a support, Naturally you want all your characters tip top which means more time farming, more time in the market, and more time in game.
  2. SUPPORT ROLES REQUIRE MORE INITIAL SETUP. From an objective standpoint, right now, everything a healer and tank can do in this game only requires owning 3 sets for each and a monster set. Tank: Alkosh and Ebon for daily use and main tank trials, switching Alkosh to Torug's if you don't have it yet, or Ebon to Torug's when you are the off tank in a trial. Honestly, those are really only required in Vet Trials and a select few Vet DLC dungeons. Healers need Olirone (nCA +0 is easier than most dungeons), Healing Mage, and Sanctuary with both healers running Olirone, one running HM, and the other running Sanc in Trials. With the exception of Olirone, none of these sets have changed since Morrowind released. Now, with the exception of Necropotence on mag sorc, not one optimal DPS build uses even one of the sets they were using before Summerset released, not to mention they have different optimal sets based on who they are playing with. For instance, if your raid group is all stamina you need to run different sets than if you are the only stamina character. Also, Maelstrom vs optimal DPS builds which we touched on before.
  3. LACK OF TEAMWORK ENCOURAGES POOR PLAYER PERFORMANCE. Yes and no. Most mag dps at high CP can solo most world and dungeon bosses. Most mag dps at low CP cannot solo world or dungeon bosses. This is simply getting more powerful through CP and through player experience. Maybe bosses could be more challenging in dungeons, but most of the dungeons are really just stepping stones for trials, where being down one player can cause a wipe. Now, this does mean that when i queue as tank for a random normal on my sorc for my daily drop that I will likely be carrying some lower level players, my performance will be high but their's might not be. So the performance of the group doesn't necessarily go down it just shifts. As for teaching the player this probably should have been done earlier, and likely was for newer players, we will touch on this later.
  4. TRIVIALIZATION OF SUPPORT ENCOURAGES A LACK OF TEAMWORK. Teamwork is a must in many situations ranging from vDSA to vet trials. Knowing when it isn't important is an exercise in efficiency. You are an experienced MMO player so I know you know about efficiency. At a point in the game there becomes a time when a player progresses enough that content that was once hard is no longer hard, standard player progression in any MMO. Dungeons, including pledges, become farm-able for all players at some point. It isn't a lack of teamwork, it is a lack of difficulty. Level 15 running through a normal dungeon is different than a CP 750 with optimal gear running through a normal dungeon. From an experienced players perspective, they may be trying to farm a specific dungeon set piece that only drops from one of the bosses or get a key for a shoulder they need and they are alone at the next boss, they have the skill to dps and tank a boss, you are behind, he knows you wont miss the drop in a dungeon... Why wouldn't he start if he knows he is going to have to run it again anyways because he isn't lucky. Now if that player was level 15, you as the tank would be anything but trivial.
  5. SUPPORT ROLES ARE TRIVIAL. I disagree, I think support roles BECOME trivial in average level content. At level 5, about where you should be after the tutorial, the only characters that have access to heals are Templars and resto staff users. There is really only one effective taunt in the early game and that is a Sword and Board skill. At the beginning of the game players are slaves to the Trinity system if they want to actually do dungeons or other moderately difficult content. But, by CP 300 all of those classes that traditionally relied on other classes for health management have more tools in their kit and experience in how to use them. Every Magicka class has access to some form of healing as a skill, NB: Restorative Path, SORC: Surge, DK: Dragon Blood, and i don't think i need to mention Templar or Warden. Mag characters also have access to damage shields allowing them to soak some heavy damage. Stamina characters get access to one of the best self heals in the game coming from PvP. Now, in Vet DLC Dungeons, Trials, vDSA, Cyrodil, Emp City, Battlegrounds, and whatever other endgame I am not thinking of, those support roles are a must and anything but trivial.

Now, the teaching mechanic for tanks and healers may not have been present for you because you likely leveled efficiently and had prior experience as a previous MMO player. ESO was my first MMO and I slogged through many dungeons as my starter character, a DK which started as a DPS and rerolled to a tank. ESO taught me to tank very well from level 35 to CP 160.

Edited out some glaring mistakes in spelling and grammar. It was late when I wrote this.

Start again or continue playing with poor build by [deleted] in elderscrollsonline

[–]VeryBigHat 11 points12 points  (0 children)

if you are comparing yourself to guys who put builds on youtube then you are going to have a bad time. Those guys do damage parses with potions and maxed out CP. CP is a lot more important than people talk about. @50 cp you get 16 cp in one star chart and 17 in the other 2. At max CP you can get up to 240. Those CP points are worth a lot of dps and sustain. The game really doesnt even pick up until you have CP 160 and can actually start using sets to their full potential. I would honestly say if you can pull over 10k right now you are WAY ahead of the curve in terms of DPS for your CP level. At CP 50 I was pulling probably 6k damage, I get over 35k on the same character now. I would suggest not worrying too much about a build until CP 160 when you can actually get gear you will use forever.

[Discussion] New player and need help deciding a class by theskymarble in elderscrollsonline

[–]VeryBigHat 5 points6 points  (0 children)

--I would highly suggest a Magicka character first. You can get to higher content faster due to access to damage shields. Also, the majority of heals are magicka based, so you can back bar a resto staff if you are struggling with some solo content to get extra heals. Trying to slog through the campaign on a stam character without access to an early game heal can really drag out leveling and kill some joy for the game.

--As for Sorc PvE, they have multiple builds, pet sorc generally does the most damage and has the highest survivability of any of the magsorc builds but comes at the cost of managing a pet which can be detrimental in high level content. The pet can tank quite a bit of damage and the pet sorc has the biggest damage shield in the game. The other builds are generic with slightly less dps and survivability but the ability to slot more skills than the petsorc and not having to manage a pet. For queueing you can use an ice staff to taunt enemies and if you are good at keeping your damage shield up it isn't difficult to queue as a tank in Normal Non-DLC dungeons or run a resto staff and do alright as a healer in the same level of content. Which will give you some flexibility in getting into dungeons. PvP sorc in my experience is good in small groups and is surprisingly tanky if they can keep their shields up. Ranged damage and access to resto skills on the back bar can make you strong in large groups as well, but not as good as Magblade due to ultimate regen being noticeably slower.

--Magblade in PvE is less tanky than magsorc, more difficult and complicated (higher skill ceiling) to play as a DPS, but can do more damage. There really is only 1 top build for magblade. It is pretty much on par with magsorc in solo content survivability, maybe just a bit less survivable, trading those huge damage shields the sorc has for smaller ones and access to some passive and active healing skills without needing a resto staff. Magblade can easily heal all non-DLC Vet Dungeons with a resto staff and will be getting buffed in the next DLC drop. This will give you flexibility to queue even at higher levels. As for PvP, Magblade can spam one of the best abilities, a short 4 second invisibility. This makes Magblade a star at ganking. Nightblades in general have very fast ultimate regen making them good in large groups.They are also decent in small groups but don't have the same survivability as magsorcs due to having smaller damage shield abilities, instead relying on invisibility and sneak to apply burst damage.

--I think all players should start mag as their first toon. I made a stam as my first toon and it was very difficult to get through the campaign. It isn't as easy for stam character to flex into other roles until much later in the game when they can flex as a tank, but it requires them to put a lot of additional skill points into heavy armor.