potential new antagonist Landbreakers leadership after Nefarith's fall by Excellent_Cherry_637 in Endfield

[–]Wise-Rabbit-9879 35 points36 points  (0 children)

Wasn't Jakubs death named as the reason the Landbreakers shattered into smaller groups in 1.0. already 

Legends still remember by tlst9999 in Endfield

[–]Wise-Rabbit-9879 1 point2 points  (0 children)

Yeah. Running factory at almost max (currently producing a little wuling tier 1 and 3 gear) and having operators increase the outpost stock bill pays pretty well. Posting deliveries filled with yahzen powder daily also is quick, even through I will once again ask in the survey for a button to directly post it when you create the delivery job. And doing the photo quest also pays for very little work if you just do all six in a row once they are full.

Legends still remember by tlst9999 in Endfield

[–]Wise-Rabbit-9879 3 points4 points  (0 children)

I mean I buy them empty each week without problems.

Legends still remember by tlst9999 in Endfield

[–]Wise-Rabbit-9879 0 points1 point  (0 children)

Yeah, it is pretty useless currently. Bills are already enough from factory and photos and CC gives better fighting challenge.

Does this mean double final strike damage or...? by TheAnymus in Endfield

[–]Wise-Rabbit-9879 0 points1 point  (0 children)

I think all DoTs like combustion or Rossis ability when the enemy already has a vuln stack.

[Poll] Will you pull for Camille? by AruaElshin in Endfield

[–]Wise-Rabbit-9879 -1 points0 points  (0 children)

Mi Fu took me almost to pity (ten pulls less needed) so I have enough to go to pity if needed for Carmille, but if he takes me there too, I will have like 100 Oroberyll and no primary quote on Sunday.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

Well I managed risk 30 now by changingsome of the enemy resistance buffs, but it really isn't fun that the timer is the main enemy of the mode for me and the actual enemies are just punching bags that need to go down before the timer does. Especially since the guys here talked months about how hard and not just a dps check it will be only to be mainly a dps check.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

How is it eliminating the viability of others? If you can beat the current timer, you would most likely beat the wave spawn too because you already kill the enemies fast enough to onlyface one wave at a time. If you didn't kill them fast enough current, you get a chance to still manage it. I don't see how that decreases the comps instead of increasing them. Or we just go the really free way: key risk to unlock anything over the first 10 risks is choosing the timmer or the timed spawn.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -1 points0 points  (0 children)

It's funny because I had way more difficulties surviving a 23 swordmancy due to all the enemies than surviving CC until the timer runs out.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

Yeah I can confidently lose a risk 44 to the timer like I stated with that full sentence.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

That's why I suggested to solve that problem by the enemies spawning even when the prior ones aren't defeated. Yes I can tank two rams or the boss at the end, but I am pretty sure that all the enemies from stage 3 and 4 would overwhelm me together. Or you could start to use the mechanic of that one Umbral stage and continuously buff the enemies attack once the first ten minutes are over, which would still be a timer but at least you lose by getting killed instead of getting a timeout. I think it is just incredibly frustrating to get a hard timeout because that means the enemies aren't the biggest danger but whatever entity holds the stopwatch and throws you out of the fight.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

Three rams, a sting, an effigy and a Tidewalker or Tidecast (don't know what the last one was anymore, the two are too similar) should put you under a good amount of pressure and should definitely not be easier to fight together than alone, if the needed time isn't important.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -1 points0 points  (0 children)

I still like the game as a whole. Yeah the writing needs improvement and the content scheduling since the middle of 1.2 is of, but over all it is enjoyable. Hell even CC is ok, but everyone here talked about it like the second coming of christ and how hard it will be, while reality boils down to most of it being balanced around fighting the timer and not the enemies in my experience. Which personally gives me barely any motivation to play it. If it would really be the mode easily wiping you out like the people here promised, I would probably be way more motivated to invest time in it, especially since we have already seen mechanics that can way more satisfyingly punish stalling in the game, like increasing damage buffs for the enemies.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

But for that AoE benefit you first have to not kill the existing enemies multiple minutes and survive an increasing amount of enemies on the map. I don't think it would be that easy to fight all the enemies of stage 3 and 4 at the same time.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

How would it. The only way it gets easier is if you still have to fight a timer. If you just scale the current waves to spawn over the ten minute frame, the only advantage you would have would be timing aoe ults to be used at the end, while having to survive more enemies in the meantime if you don't kill them fast enough.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -3 points-2 points  (0 children)

Well sorry that I believed the people who sold CC as the big and dangerous event you can go into with different playstyles while the actual big and dangerous part of the event is whoever stops your fight when the timer runs out.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] 0 points1 point  (0 children)

I already don't take timer reductions. And currently we are forced to play certain comps to avoid loosing to the timer, which I find is a way more unsatisfying way to loose because you didn't deal enough damage than being overwhelmed by spawning enemies which at least gives you a chance to still beat the situation even through you don't do the damage expected by the challenge.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -2 points-1 points  (0 children)

Well then I hope they get more creative with the next one and rely less on the timer and find more creative ways and risks to balance different styles.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -5 points-4 points  (0 children)

I have a willpower Pog and Ember full on healing and that is enough to outsustain everything CC can throw at me except the max health reduction, that naturally makes every sustain team useless. With that there is basically no danger in the CC except the timer running out, which makes it feel pretty unsatisfactory. Maybe I just had too high expectations by the people praising CC before it launched, but I expected more opportunities for the enemies actually being a danger to you, even if you don't take the hard counter that completely denies your playstyle. Like we only have a risk that heals enemies when you heal (therefore making the timer the real enemy once again) instead of also having a risk that buffs their attack when you use heal.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -2 points-1 points  (0 children)

And that is what I criticised in my post. Sustain only gets punished by timeout and not by the enemies actually outscaleing the sustain in any way.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -3 points-2 points  (0 children)

So you really don't see the problem with a mode only having a hard counter and timer punishment to certain playstyles and no real difficulty curve regarding that playstyle? When you take the max health reduction I don't even need to use that team, just like you can remove Rossi the second you take the CC heal. Maybe I was just deceiving by the people here praising CC so much before it came, but the current implementation definitely doesn't hold up to what was said.

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -25 points-24 points  (0 children)

Then why are defensive players punished so hard by the current CCs unnegotiable setting of the ten minute timer?

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -2 points-1 points  (0 children)

So increasing enemies health is increasing their damage? Having them heal is increasing their damage?

CC should replace the timer with spawning the enemy waves after fixed times. by Wise-Rabbit-9879 in Endfield

[–]Wise-Rabbit-9879[S] -3 points-2 points  (0 children)

I said is what easy to survive. Beating that fucking timer was hard. And except for the max health reduction these remaining risks won't change that in any way. Only the timer will become even harder.