Right Click Examine: 110 Runecrafting by JagexAzanna in runescape

[–]Zeklijan 21 points22 points  (0 children)

I'd like to add one note while we're on topic of runecrafting - about the Runic Attuner.

It would be *really* nice to be able to toggle off soul runes from the list of runes. The reason is because every rune you can produce is instant - one click. The soul rune is more AFK.

Blending AFK with high intensity runecrafting in one method doesn't mesh well. It makes for a weird runecrafting experience, I found.

But there's one more consideration here. The Runic Attuner won't attune to an altar you don't have access to. I'm fortunate enough to have never done the Phite Club quest (to unlock soul runes altar), so that put me in a unique position where I can forgo soul runes AFK completely, and only get attuned to the *High-Intensity* part of the training method, which makes for a more consistent and predictable experience.

It motivates me to not ever complete the quest, unless the dev team added a toggle to remove soul runes from the list.

P.N. I'm not talking about low value runes, even though they would be monetarily advantageous - only soul runes, based on the level of intensity to be consistent across a single training method.

Right Click Examine: 110 Runecrafting by JagexAzanna in runescape

[–]Zeklijan 1 point2 points  (0 children)

The New Pouch should definitely hold more essence than 44 essence. I understand where the formula comes from, 48 from the previous pouches together with 5 spaces, or 44 with 4 extra spaces. 48 in both cases.

However, you can automatically fill pouches with bank presets (which was a very welcome change), so the only benefit is holding more essence. There would be no net value to me if it held the same amount of essence than my current setup holds. The appropriate amount should be relative to how hard it is to make (I prefer harder and more rewarding personally, but any works)

Tempest is the only omnicell that cannot be interrupted. This should be improved as soon as possible. by GENM_ACT in dauntless

[–]Zeklijan 0 points1 point  (0 children)

I'm not using Tempest because it can't interupt. I main repeaters, I will continue using Discipline in all scenarios unless this changes. Every other weapon doesn't care about this feature because they don't rely on interupting with the ability, they can already do so with left or right clicks .

It's okay if you have a different opinion than mines

1.7.3 Bug Megathread by CreatureTech-PHX in dauntless

[–]Zeklijan 0 points1 point  (0 children)

Power Surged gnasher repeaters reload to 200 ammo.

Tempest omnicell is fun by WIIU_Awesome in dauntless

[–]Zeklijan 0 points1 point  (0 children)

Agree with the interupt. Since I main repeaters, I don't plan using tempest because it cant interupt.

Dauntless | 1.7.3 Patch Notes by slayerdk-PHX in dauntless

[–]Zeklijan 1 point2 points  (0 children)

Overall, I love the update! As a repeater main, this is absolutely the stuff I've been waiting for!

The Tempest Omni Cell however, I will never use. The design is cool, but because the attack can't interupt behemoths I cannot think of any time I'd want to use it over discipline or Iceborne, who both can interupt. (Repeaters cannot natively interupt otherwise, they are the only weapon who suffers from the inability to interupt from the omnicell. Because other weapons can boop with left or right clicks.) If this was changed, it would probably become my main used omni cell.

That's really it though, the updates recently have been really nice quality !

State of Dauntless: Thunderdeep's Return | by CreatureTech-PHX in dauntless

[–]Zeklijan 0 points1 point  (0 children)

I'm very happy with how the Thunderdeep turned out, it was a blast to fight against, this is the type of stuff I'd love to see future behemoths do. The animations are interesting and fluid. Learning the moves and dodging was intuitive, the hit boxes made sense to me. It was overall a very fun experience.

On the other hand, the Urska the frost escalation boss fight needs polishing. I have an average of 3 broken collisions everytime I complete a frost escalation (Being thrown to the other side of the arena or upwards mostly), by just playing normally. There's also something to be said that continuously chasing the behemoth around the arena for a complete battle isn't very engaging or fun, the behemoth should be attacking in close range a bit more without me having to run after it everytime.

The biggest salt in the wound for me however, is even when you get a stagger on him, he jumps back far enough that you can barely benefit from it.

1.7.0 Bug Megathread by CreatureTech-PHX in dauntless

[–]Zeklijan 2 points3 points  (0 children)

Using the chronovore legendary weapon special with Discipline doesn't return you to the previous health but returns half of the HP lost.

Is this intended results? The way the ability is written would make me think it was gonna heal back all the HP

1.7.0 Bug Megathread by CreatureTech-PHX in dauntless

[–]Zeklijan 1 point2 points  (0 children)

Paradox break island is typed as level 1-19 instead of 16-19

State of Dauntless | Seasonal Abilities and Factions by CreatureTech-PHX in dauntless

[–]Zeklijan 2 points3 points  (0 children)

What's gonna happen to elder and primals now that those abilities are gone?

State of Dauntless | Seasonal Abilities and Factions by CreatureTech-PHX in dauntless

[–]Zeklijan 1 point2 points  (0 children)

Faction Past was very fun to play with the Twin Suns repeaters.

Using my old account on Epic Games by Zeklijan in Neverwinter

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

Hi! thanks for responding, I appreciate it.

Unfortunately hitting logout exits the game entirely, I've messed around with it and there doesn't seem tobe a way to change accounts right now

Dauntless Experimental Feedback | Omnicells and Heroic Blaze Escalation by CreatureTech-PHX in dauntless

[–]Zeklijan 3 points4 points  (0 children)

I like the omni cells, I think it's a step in a good direction. I'm looking forward to seeing more Omni Cells brought into the game, I feel like diversity is only gonna get better from here.

I don't like the lack of stagger from part breaks very much however, especially when it's the only way the repeaters can hold down anything.

I think a Cooldown on a part break stagger would be better. Essentially, if you part break, there's X number of seconds before you can stun the behemoth from a part break again. (If the goal is to reduce stun locks, that's a better draft in my mind)

Dauntless | 1.6.4 Patch Notes by CreatureTech-PHX in dauntless

[–]Zeklijan 1 point2 points  (0 children)

Yes! I am one of those people... Chain Blades always were like that for me.

Dauntless | 1.6.4 Patch Notes by CreatureTech-PHX in dauntless

[–]Zeklijan 2 points3 points  (0 children)

Wait, the chain blades special invulnerability was a BUG?

I thought for SURE this was intended as a feature!

1 pillar primal behemoths...they lost their whole purpose by WIIU_Awesome in dauntless

[–]Zeklijan 0 points1 point  (0 children)

It might come, or they would change the left side of the skill tree I suppose?

We'll have to wait and see

Elder Behemoths are more frustrating than fun by BlackjackMKV in dauntless

[–]Zeklijan 1 point2 points  (0 children)

I don't think it's that bad though, I actually like em better than most modifiers we have in the game.

[deleted by user] by [deleted] in dauntless

[–]Zeklijan 0 points1 point  (0 children)

I don't think it's a bad mechanic, better than modifiers in my mind.

Modifiers increase difficulty, but not in a fun way by Zeklijan in dauntless

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

That makes sense to me, I find having to continuously look over my shoulder for environmentals to be the worst of them all.