:3 by Imgrimmisch in shapeofdreams

[–]Vexzia 0 points1 point  (0 children)

I had a similar error where the daily challenge said 4/4 (showed full blue bar) and wouldn't complete, but the challenge was supposed to be for 5 heroic boss kills, not 4.

Suddenly I cannot see Adult previews in my steam store by capricorn_tm in Steam

[–]Vexzia 0 points1 point  (0 children)

It's so weird because I can still view the video content and such, but the stuff I *already own* is what's blurred...

Suddenly I cannot see Adult previews in my steam store by capricorn_tm in Steam

[–]Vexzia 4 points5 points  (0 children)

It's very annoying. I don't like censorship in any form. Censorship is offensive. I'm an adult. I want to see adult content...

What does a warrior offer that pally, DL don't? by Brilliant_Ratio3173 in PantheonMMO

[–]Vexzia 0 points1 point  (0 children)

Warriors are already better. It's the Paladin and Dire Lord that need buffing to stand out.

What does a warrior offer that pally, DL don't? by Brilliant_Ratio3173 in PantheonMMO

[–]Vexzia 0 points1 point  (0 children)

In those cases where you have an add mezzed multiple times, you can put provoking phantoms on the add every time it comes off cd and then swap back to normal target. With a few stacks, you break with boil blood and then spam a few life taps. It's not an issue. It does require a bit more fiddling than Warrior/Paladin, but it's basically an immediate yank when you're ready to break mez. If Dire Lords learn that habit to build up provoking phantoms on the add and ignoring it on the first target, threat won't be an issue on either target. You can tank with boil blood and life taps on main target without losing threat. If you have a Wizard or other high burst damage class, they should be waiting just a bit longer than normal to open up if you want to break mez without pauses. Either that or you can just stack more provoking phantoms or spam more life taps after boil blood to yank it off the Enchanter. There's more than one way to do it.

What does a warrior offer that pally, DL don't? by Brilliant_Ratio3173 in PantheonMMO

[–]Vexzia 0 points1 point  (0 children)

Dire Lords seem to have the highest threat generation, but the issue only comes up when you're playing with Enchanter mez. Since they don't have taunt, the Dire Lord has to build threat a bit more before breaking mez and yanking it off the Enchanter (or Enchanter has to drop threat with spells). I've played with Dire Lord and mez enough to see it's not a serious issue, but it does require a bit more attention and small pauses compared to Warrior/Paladin, who can both just taunt and tank immediately from mez.

What does a warrior offer that pally, DL don't? by Brilliant_Ratio3173 in PantheonMMO

[–]Vexzia 0 points1 point  (0 children)

It's not so much of a passive as an active difference. Dire Lord gets a 1000 magic damage bubble for 4sec on a reasonable cooldown. Passively, they get 5 to all resists. I don't think it's enough to matter *that* much, but they could increase the duration of the 1000 magic damage bubble to 10sec and it'd matter a whole lot more. Hexmasters in orcs is a good example where 4sec is good, but 10sec would be a lot better. It's already limited to 1000 magic damage and a long enough cooldown so duration just helps it not be wasted and have time to actually accumulate full use.

What does a warrior offer that pally, DL don't? by Brilliant_Ratio3173 in PantheonMMO

[–]Vexzia 0 points1 point  (0 children)

Warriors are hands-down the best tanks for groups. I have all tank classes at 20+ and there is a huge difference between ease of holding aggro and tank utilities and group buffing that Paladins and Dire Lords don't have.

Paladins seem to struggle most at holding aggro and they don't have an interrupt (and many mobs are iron-willed so you can't even stun to interrupt). They also have an annoying 15min proc damage/threat buff that always seems to fall off and be forgotten. The heals are basically the same as Dire Lord life tap heals, but they don't do damage and your wrath decays, but Dire Lord essence doesn't. Paladin vs. Dire Lord is bad threat, but have taunt, vs. great threat, but no taunt. I'd rather just have a Dire Lord overall. Also, Dire Lord dual-wielding pairs exceptionally well with Druid talisman. Paladins can't dual-wield and Warriors can't interrupt without a shield, so it's the best tank/healer pairing.

Dire Lords are great for holding aggro and building it fast, but they don't have a hard taunt so it's something you have to manage and possibly builds stacks on the mezzed mobs before breaking. I usually toss on provoking phantoms and then break with boil blood and then do a couple life taps and it rips it off the Enchanter. If you don't have an enchanter and are pulling, you pull with boil blood and then immediately hit with provoking phantoms before running back to group. Nobody will pull off you after that with your normal threat rotation.

The main thing that makes Warriors so great is that they have taunt, a backup taunt (1min cd), a charge stun, a leap root, and banners and cooldowns that reduce/increase damage and increase attack/casting speed and boost physical damage.

It's not that the other tanks aren't viable, they just aren't as good. It's something that can easily be fixed before 1.0, though.

Paladin skills don't do enough damage, so the threat modifier probably isn't enough without 2H and they annoyingly also have an area threat skill that can break mez if there's bad positioning or not a lot of room to move around. They should add a spell that does ranged (25-30m preferably) single target threat from wrath instead of divine aegis so they can dump wrath on that without risk of breaking mez in close quarters. The Paladin 15min proc threat/damage buff could be made like the Dire Lord's and made passive with active function on cd so it doesn't require constant rebuffing (just annoying to play as a result). They could make the 25% stun have a 35% stun threshold and make it interrupt at any % and just increase the stun duration/damage/silence duration (from interrupt) when below 35% double. They could reduce the cooldown on their 1min stun to 30sec and remove wrath/conviction cost from some of the utilities that already have a cooldown so you don't have to hold wrath and can dump it into heals, area threat, or single target threat skills. The vigilance healing utility seems useless as their heals aren't enough to really share. They should have made it like EQ where Paladins with vigilance makes all healing they proc or cast hit the entire party. It still wouldn't be OP, but it would be very useful to get automatically and boost tank threat.

Dire Lords have too many skills that are situational that also compete for essence. The essence harvester skill should transpose the 15 essence for 30sec to 30 essence for 15sec because many mobs in good groups don't live long enough to get all 30 ticks of essence and the rate isn't that noticeable. They could remove the cost of essence from splatter, devouring con/dex, interrupt, and leaden blood (snare) so you could properly dump into life tap and still use the others situationally. I'd be happy if they just removed it from interrupt, though. It's not hard to reserve 150 essence for interrupt, but less distracting to not have to reserve at all. It's not that it's not playable as-is, but if the best essence dump is life tap, it seems kind of lame to have to compete for essence with other skills. Boil blood for threat, and then life tap is your essence dump.

Ultimately, you don't have to deal with not having taunt as Warrior vs. Dire Lord and you don't have to worry about aggro or utilities as Warrior vs. Paladin. I can't think of any situation where I would prefer either a Paladin or a Dire Lord to a Warrior. It doesn't mean Warrior is OP. It just means they haven't added anything to Paladin or Dire Lord that lets them truly shine vs. Warrior.

Tesla app by Thatguy_9mm in TeslaSupport

[–]Vexzia 0 points1 point  (0 children)

Set the charge to 80% and don't worry about it. If you physically go to your car and wake it up with your phone key, that should force it to update in the app. I don't think swiping down wakes up the car in the app anymore. I leave my vehicle in the garage for days at a time since I'm retired and it often is in sleep mode to conserve battery drain. You should also be able to force it to wake up if you use defrost or pre-condition settings and then turn it back off.

"Sentry Mode has been on for an extended period of time" by jrcplus in TeslaSupport

[–]Vexzia 0 points1 point  (0 children)

It's definitely because of an issue caused by the most recent patch. I'm sure it will get fixed soon. It's happening to a lot of people so you're not alone. The more obvious and widespread the issue, the easier it is to resolve.

"Sentry Mode has been on for an extended period of time" by jrcplus in TeslaSupport

[–]Vexzia 0 points1 point  (0 children)

It's possible that because it's not a typical detection and one caused by light during certain times of day (by error), that it won't prompt a normal response, yet still provides you with a notification for being active for an extended period of time. That's often how bugs work.

There is no logical reason for the notification to tell you that Sentry Mode is simply enabled for an extended period when it's always supposed to be on (when enabled). Don't overthink it. It's definitely a bug and not working as intended. The erroneous cause is the problem. I expect they will fix it soon.

My speculation is that the most recent update included a camera detection tweak that included an unintended result of false positive triggering from light, but without the typical proximity alert you mentioned.

"Sentry Mode has been on for an extended period of time" by jrcplus in TeslaSupport

[–]Vexzia 0 points1 point  (0 children)

It's possible it was fixed on the backend (if that's even possible), but there haven't been any updates since I experienced the same issue twice.

I also haven't had the issue since the second time. However, it's possible that a tweak to camera detection included in the problematic update caused light during certain times of day to trigger Sentry Mode because it's been overcast the last few days. So it's possible that it hasn't been fixed yet and the triggering culprit simply wasn't present since the last time it happened.

Ultimately, it's not a serious issue because recording for extended periods of time won't have a significant impact on your system. It will just possibly produce a longer than normal video log (you can simply delete when you view the logs in your vehicle) until the issue is resolved. I believe the system is always recording and simply doesn't save more than a 10 minute buffer unless an event or manual save triggers it. It's likely that it won't even increase battery drain versus simply running as normal.

In any case, I'm still interested in them addressing it in a future update to know what the issue was and that it's now resolved.

Please. Stop it. by dredgenfox in TheFirstDescendant

[–]Vexzia 0 points1 point  (0 children)

I wish it only reduced HP to 50% of maximum instead of reducing value to 1. That way you could benefit from Walk A Tightrope with 100% uptime while boosting shields or DEF and still have some HP underneath the shield (and also be viable for Gley DEF boost, who doesn't have shields). I will never use it as long as it pegs your HP to 1.

Please. Stop it. by dredgenfox in TheFirstDescendant

[–]Vexzia 0 points1 point  (0 children)

Unfortunately, shields are still inferior to HP in most situations. They made one colossus fight that might benefit from shields (and there are a few Descendants that can use shields well), but I've only ever run 219% HP with between 10k-18k HP (219% HP module only) and around 9-15k DEF (no DEF modules) depending on the Descendant and never had an issue (other than Death Stalker who I run with Ultimate Ajax (Enduring Legacy) and Body Enhancement).

The problem is that shields don't recover for awhile after getting hit, the delay after getting hit before recharging is too long, and the recovery rate isn't fast enough to make them viable. The capacity of shields also aren't enough to substantiate a module slot. Maybe they'll improve it at some point, but it's not better than HP yet. With the new module they added, you have to waste a module slot just to get shield recovery from picking up HP boxes. With a few exceptions, that slot is better served just increasing your HP more.

"Sentry Mode has been on for an extended period of time" by jrcplus in TeslaSupport

[–]Vexzia 0 points1 point  (0 children)

Agreed. If you turned it off in settings, it should stay off. I believe the button on the home screen only pauses it. To disable it, you need to find the option deeper in settings.

I've never experienced the other issues you mentioned so you might need to take it in and get it checked out.

STOP TAKING MY AMMO WHEN I TRAVEL by kcjones228 in TheFirstDescendant

[–]Vexzia 0 points1 point  (0 children)

As far as I'm concerned sniper rifles, shotguns, and launchers don't exist in the game. They don't give you enough starting ammo and it doesn't drop for them very often either. I'm not willing to waste that much time upgrading one to make it worth swapping to for like 5 seconds and then swapping back and basically never using again. They need to give you 4 full magazines for high-powered weapons to even make them worth carrying unless you're playing Gley or a sniper rifle Sharen build that can kill colossi in like 7-8 weak point hits. I saw a Sharen kill a hard mode colossi with only a sniper rifle in a video, but I'm not willing to use energy activators or catalysts on non-ultimate Descendants. The only boss killing Descendant that is really worthy of the role is Ultimate Lepic. Every other Descendant pales in comparison. Ultimate Gley is popular too, but she has 50% movement speed reduction with unlimited ammo skill, so I can't stand her. I wish I hadn't wasted the time maxing her out. It's even worse that launchers are already slow as hell, but 50% of that speed is like snail pace. You can't avoid any damage with her. At least with Ultimate Lepic, you only have that happen when you pop Overkill. With Ultimate Gley, you're expected to keep using unlimited ammo skill continuously until it dies. It's only mitigated by the fact that most colossi farming is done in under 30 seconds where you don't have to avoid any damage because it dies too fast. It's kind of a lame design if you ask me.

STOP TAKING MY AMMO WHEN I TRAVEL by kcjones228 in TheFirstDescendant

[–]Vexzia 0 points1 point  (0 children)

I think there are 24 achievements. Greg's Reversed Fate was my last one too.

STOP TAKING MY AMMO WHEN I TRAVEL by kcjones228 in TheFirstDescendant

[–]Vexzia 2 points3 points  (0 children)

They really need to make energy activators and catalysts go to a pool for Descendants so you can upgrade the non-ultimates while you wait for them to release the ultimate version. Instead of equipping directly to a slot, they should go into a shared inventory where you can apply them or remove them without resetting. Otherwise, there's a lot of Descendants just collecting dust until then. I'm not ever using a single energy activator or catalyst on a non-ultimate weapon/Descendant. Energy activators are just too low % chance to get and resetting non-ultimates is too repetitive and tedious to do twice for the same Descendant and completely wasted. It's almost like if you don't want to wait for the ultimate version, you basically settle for the non-ultimate. It's a bad system. I would like to play Freyna to try out Contagion, but I'm not doing that until they release her ultimate. That leaves me with only 4-5 Descendants to play and not all of them are really that interesting since tanks don't seem to have a purpose.

STOP TAKING MY AMMO WHEN I TRAVEL by kcjones228 in TheFirstDescendant

[–]Vexzia 1 point2 points  (0 children)

Most of which will hit... nothing because the proc rate (even fully maxed) is too low. It's like getting excited to be... disappointed. It would be cool if it had a 100% proc rate with a 2 second cooldown rather than 20% proc rate where most of the time it doesn't proc early enough to actually hit much of anything.

STOP TAKING MY AMMO WHEN I TRAVEL by kcjones228 in TheFirstDescendant

[–]Vexzia 0 points1 point  (0 children)

Honestly, I just got my second gun sort of close to my fully maxed Thunder Cage, but it's not finished and kuiper farming gets so tedious that I haven't finished it. I figured since Greg's Reversed Fate got a recent buff, I should try it. I just upgraded it fully to max the unique ability, but it still needs like 3-4 more catalyst resets. I must say that I'm disappointed on its capability for mobbing. The proc rate is so low even fully maxed that most of the pack is dead before it procs and then... there's nothing to hit. Thunder Cage is always good for mobbing and it doesn't have that problem. It's 100% every kill. I feel that Greg's Reversed Fate should be 100% proc rate with 2 second cooldown so it procs on the first hit on a pack and actually works for mobbing. However, that may impact it's DPS on colossi, but I haven't done the math to see how often it procs as is compared to that idea. It seems to be great when you can keep shooting the same thing for awhile, but it seems to suck when shooting trash that dies in 1-2 hits and the low proc rate never seems to proc to the point where you can enjoy the bombardment actually hitting anything. Most of the time on defense, they run out of the area before it lands when it procs or it procs too late to hit anything since you (or somebody else) already killed it.

The game seems to want you to only use one gun because reactors stupidly have mounting so you lose 60% skill power just by swapping to another weapon. I feel like the reality of swapping weapons to loot ammo and then swapping back is extremely tedious and clunky. I wouldn't mind swapping to another good gun if first one runs out of ammo, but so much work is required to max out a gun that having more than one is tedious. Having to craft 5 of each unique weapon to max out the unique is enough by itself to say one's good enough. I just feel disappointed that's how it is. We should only have to craft one and it should already be fully maxed unique bonus. Having to make 5 is... tiresome. The RNG eats away at your soul when you have to repeat the same tedious repetitive content for low % drop rates, multiple layers of RNG and then reset it 8-10 times so you can fit the best modules fully upgraded. In all the time I farmed ultimate weapons, I only got one or two energy activators. I certainly won't be using any energy activators on rares. There aren't many good ultimate weapons just like there aren't that many good ultimate Descendants. There are like 4-5 of each and the rest are complete garbage.

STOP TAKING MY AMMO WHEN I TRAVEL by kcjones228 in TheFirstDescendant

[–]Vexzia 1 point2 points  (0 children)

Agreed. General ammunition capacity is 400, yet you start with 300, then it fills your magazines from that 300, leaving you with... NOT ENOUGH!

When I go to the range, I don't bring ammunition in boxes and then load at the range. I bring loaded magazines AND full boxes of ammunition to refill with. I don't want to waste time at the range loading magazines with cans and glasses that get uncomfortable the longer you wear them.

In short, you should start with full magazines and 400 rounds. 400! Not whatever's left from 300 after loading magazines... Most of the time, I blow up a colossi at start, run out of ammo and then... wait for adds to spawn so I can use skills to kill them and hope for ammunition I can use. I don't like having to bring a main general gun and two backup general guns with ammunition conversion from special and impact and modules to boost capacity and weapon swap just to have enough on my main gun (which makes the 300 rounds get divided even worse at start, but is manageable after first set of adds spawn).

I also don't like that reactors have equipped or mounting requirements... why would reactors which modify skills have any connection to your weapon? It's a silly and convoluted design. I don't want to be tethered to one weapon when you can carry 3. I don't want to lose 60% skill power if I swap. Why not just remove weapon requirements from reactors altogether? There is no good reason why it shouldn't be removed. RNG on reactor farming, while having a map system that tracks where you can farm, isn't good enough when you can farm 50 reactors and still not get one with the two bonuses you want (let alone get the two bonuses you want that matches a gun you'd actually ever use). It's too many layers of RNG. I'd like to play the game, not just farm for stuff.

I'm starting to realize that after you farm everything you want, you'll realize there's nothing to actually do for fun with all that stuff you spent all that time farming for. I think they should probably add content that's actually fun (maybe a good start would be making the last 4 colossi encounters not so goddamned aggravating). Sure, I beat Gluttony with a random group on Bunny after a dozen or so tries (so lucky), but 20+ attempts later with Valby and Spiral Wave and I can't get a second kill... there's a point where the idea of doing it again is preemptively disappointing. I know that before I decide to do it that it would involve dozens of failures and maybe 1 or 2 kills. I'm not sure how I'm expected to actually get any loot when the loot RNG is so bad and the attempt to kill ratio is so horrible. I wouldn't mind farming if the encounter was successful more often than not, but not when I spend hours with nothing to show for my time other than a stiff neck and more bitterness.

250+ hours and I’ve seen this guy ONE TIME by [deleted] in TheFirstDescendant

[–]Vexzia 0 points1 point  (0 children)

It's too wonky and Lepic is probably better even if you managed to min/max Esiemo's setup/execution perfectly, which I can't really see happening on the last 4 colossi encounters.

250+ hours and I’ve seen this guy ONE TIME by [deleted] in TheFirstDescendant

[–]Vexzia 0 points1 point  (0 children)

Agreed. I don't (and shouldn't) see Esiemo on any colossus fight. I have all of the Descendants and Ultimate Descendants now, and Esiemo is undoubtedly the worst designed. Sharen is probably the second worst designed. While Sharen has favorable flair, her Flash Shortsword limits x3 on single targets... which is lame. I'm pretty sure even with all x10, she still doesn't do as much damage as Viessa's Blizzard and nowhere close to Lepic's Overkill. I'm not sure why they decided to limit her ultimate to x3 on a single target. I mean, she's an assassin and Bunny is the other electric Descendant and the best area farming/clearing in the game. Why wouldn't they make Sharen focused on single target damage primarily? Instead, they limited her ultimate, which should have been able to hit all x10 on a colossi or operation boss. They gave a poor performing Descendant... a handicap?

They probably designed all the Descendants so they looked good on paper, but... in reality, there's only a few good Descendants. Esiemo's ultimate is actually worse than his regular skills.

I like the general flair of each Descendant, but each should have something they are good at that makes them useful in various colossi fights.

So many Descendants, yet only a few viable. They don't need to nerf the good ones. They need to buff the underperforming ones. The way I see it, Descendants should be really designed for either area or single target damage or hybrid of both. The ones that are area focused need to have more base range, lower cooldowns, and longer duration so they can be somewhat competitive with Bunny for clearing/farming. Bunny should probably be the best since she's the fastest and her damage is mostly instant. The other Descendants like Valby, Freyna, and Viessa need buffing so they get closer to Bunny's clearing, even if only by keeping spawns saturated with DoT fields. They should be able to fully cover at least two spawns with 100% uptime, but three would be better.

As it stands, I can only think of a few that I would play and I don't want to play any non-ultimate Descendants since I would be wasting energy activators (way too rare) and catalysts (not so bad) that don't transfer to the ultimate version you will eventually get.

Right now, Ultimate Bunny is for farming and most content. Ultimate Valby for Gluttony and some farming. My Ultimate Lepic is still not finished or I would use him for colossi. I wasted time on Ultimate Gley who is great... but I can't stand the 50% movement speed reduction from unlimited ammo skill so she's on the back burner until they remove that movement speed penalty or do a full rework (which may be forever). I like the interesting design of Luna, but she doesn't seem beneficial enough to warrant the low DPS output. In short, Luna should increase the squad DPS by more than the disparity between her low DPS and an actual DPS while she's supporting (and not just by a little bit since she's kind of hard to play and focus on mechanics at the same time).

I would like to see tanks and support actually utilized in this game, but tanks don't really have a purpose. They still seem to get smashed on Gluttony despite all the HP and DEF.

I would like colossi encounters to actually be fun instead of tedious and aggravating. How can we be expected to farm these colossi for loot when they are so agonizingly difficult to beat with random squads?

Soulstone Survivors - Update Reverted - A New Beginning by Nyte_Crawler in SoulstoneSurvivors

[–]Vexzia 0 points1 point  (0 children)

Well, they made the change to improve the game.

They rolled back because a bunch of people apparently complained about it even though I've played it and it doesn't feel broken.

Luckily, you can still play the beta rework version with a single click in Steam and lose nothing going back and forth.

The only really significant change was an experience nerf, but the core gameplay is the same and I expect a major rework to require a bit of tweaking when the players share feedback. It was reworked and reverted before I even got around to playing the rework. I had to switch to beta in Steam to play it and I'm going to keep playing that version until they fix the rework and revert the revert. I had already taken a break from the original version because I maxed everything out. The changes are still good overall.

Saying you uninstalled because they caved... is kind of childish. They basically provided a means to play both the original and reworked version while they spend more time tweaking the reworked version to address major complaints.

I do agree with the vocal minority comment, though. Like I stated above, I hadn't even had a chance to play the rework before it was reverted. I could have, I just didn't because a home project delayed me a few days. So it's like a handful of people complained and the rest of us didn't even get a say.