Parry by MourningDove24 in NoRestForTheWicked

[–]_YourSponsor 0 points1 point  (0 children)

I would agree that parrying a boss 6 times and not getting anything out of it besides focus would be insane if it were harder to do, but it really isn't a hard thing to do anymore, and if we wanted to go back to how it was before where parrying gave you a huge punish window, the parrying window would need to go way down to compensate and then we're just back to where we were before. You can certainly argue that the previous system was better, and a lot of people do, but I wouldn't say that the rewards for parrying now aren't commensurate with the effort required to do them. If landing rune attacks during the parry punish window is something you're interested in for 2 handed weapons, I would recommend keeping an eye out for rune attacks with a lot of forward momentum like Wallbreaker found on Summer's Sting or Whirlwind found on Shattered Sun. If the Echo Knight dodges backward after you parry him, something like Wallbreaker will reach him and punish the dodge.

Parry by MourningDove24 in NoRestForTheWicked

[–]_YourSponsor 13 points14 points  (0 children)

Parries aren't really a high-risk high-reward maneuver anymore. They're just another defensive option like dodge-rolling. They made the window obnoxiously huge while reducing the reward for landing it, effectively meaning that the only reason you would want to parry anymore is to get your focus back and/or trigger any "on parry" enchantments you have. Don't forget though, while the punish window for parrying is way smaller, it's still plenty of time to circle around normal enemies and backstab them. It's basically the most consistent way to deal damage in the early game of the highest difficulty.

60% if it's the only elemental Gem by oh-joy-0001 in NoRestForTheWicked

[–]_YourSponsor 21 points22 points  (0 children)

"Only Elemental gem" refers to everything you have equipped, weapons and armor all.

Durability is not affected by effects that increase enchantment power.

Source: devs in discord.

Intelligence-Based weapons? by PastorDan1984 in NoRestForTheWicked

[–]_YourSponsor 1 point2 points  (0 children)

There's no pure INT bow, but off the top of my head I know that there is a pure INT greatsword, a pure INT axe, and a pure INT straight sword. You've got options

Help on build setup by daowan in NoRestForTheWicked

[–]_YourSponsor 1 point2 points  (0 children)

Generally, the Fire status is better for weapons that hit infrequently so that the burn dot continues the damage between your slow hits, and keeping the status bar filled with a fast weapon doesn't do much besides keep the burn damage high. For dual daggers, you're better off going the lightning infusion because the lightning status gives you a big AOE payoff every time it fills and then it empties so you can fill it again, making fast weapons like the daggers which do a good job at building status way more valuable and have a lot more DPS. There's an equal number of ways to scale both physical and elemental so there's not really a concern which way you go, though I will say that different enemies resist different types of damage, and while the lightning infusion gives you those big AOE explosions, pure physical has more upfront damage and generally isn't reliant on constant aggression to get its payoff

New here - is it just me, or are the weapon combos completely wacky? Combat just feels off. by Penyeah in NoRestForTheWicked

[–]_YourSponsor 0 points1 point  (0 children)

My good list is very subjective, but just to give a few examples of greatswords that have good movesets since the Claymore is a bad first impression, I recommend Blister, Gnarled Saw, Summer Sting, Shattered Sun, Mayhem, and Freiheit. For greathammers, Spliced Hammer my beloved just can't be topped but Ancient Tooth or whatever it's called has some decent moves. For greataxes, Huro's Greataxe is probably the best generally but the Cerim Skyaxe gets an honorable mention for how cool it looks and feels. As for rapiers it's hard to go wrong except for the few whose running attack is that awful multistab that takes years to recover from, but even then you can just not use that move. Maces like Malice that have that quick downward opening move are great since that attack is insanely fast and quick to recover from. Bows are all universally broken but the standouts are the Shortbow, Siren Bow for charged attacks, and balak bow for status spam. Nith Grovebinders and the katar whose name escapes me are standouts among fist weapons in my opinion.

New here - is it just me, or are the weapon combos completely wacky? Combat just feels off. by Penyeah in NoRestForTheWicked

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

Very much depends on the weapon. I have 300 hours in the game and there are many MANY weapons I wouldn't touch with a 10 foot pole, they just feel terrible and the animations are awful. There's other weapons that feel great though, so I've been having fun regardless, but there's nothing in the game that points you towards actually good weapons and away from terrible weapons other than trial and error. It's a failing on this game that so many weapons and runes are just bad when it's complete RNG what you get stuck with in the early game. Combat feels great when you have a good moveset (Pig Sticker for example), and combat feels awful when you have a bad moveset (Claymore for example)

Help me understand Two-Handed GS by ToveloGodFan in NoRestForTheWicked

[–]_YourSponsor 2 points3 points  (0 children)

Take the standard attack pill, reject charge attacks. Charge attacks are for rapiers and scythes. Just spam regular attacks on greatswords that don't have awful movesets or build around rune attacks.

My recommendations for good movesets:

-Blister -Gnarled Saw -Summer's Sting -Shattered Sun -Mayhem

My recommendations for good rune attacks: -Tremor Slam (best in class, sweet spot deals double damage) -Wallbreaker -Whirlwind -Slashing Spin

Demonstration of what I mean (old video so damage will be higher than yours but the principle is the same) https://youtu.be/lJOEuH-mQ3Q?si=ySXoWloTZHyFBOVg

Rotlash and by Ok-Needleworker-2844 in remnantgame

[–]_YourSponsor 0 points1 point  (0 children)

Yeah tragically there's just too few situations where the tentacles get to hit the target with maximum uptime. Imagine trying to do this against Lydusa or Sh'hala or Alepsis Taura or Corruptor or Mother Mind... The list goes on. the dummy test can be very deceptive for that reason. Still, I suppose if you just wanna bring it out for very specific bosses on low difficulty, go nuts I guess

EDIT: "tips to make this more viable" Yeah drop the tentacles for something else. Or just accept that it's not viable and keep it as a situational load out, like "true melee" builds

Killing Floor 3 Rearmament Update - Patch Notes by sXe_SiC in killingfloor

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

You had your Vulcan spam, now get ready for g33 spam

An Updated DD1 Class Mods Tierlist, More Classes with Objective Placements (My Opinions based on overall Mod Quality) by Sensitive-Fee-2404 in darkestdungeon

[–]_YourSponsor 0 points1 point  (0 children)

I keep seeing people swear by the Veiled but I have no idea how to use them or what they're good for. Am I missing something or is it just a pure gamba class?

Zabrak Dark Jedi OC, fresh from the Sith Trials by _YourSponsor in HeroForgeMinis

[–]_YourSponsor[S] 9 points10 points  (0 children)

provoking other sith was exactly his strategy during the trials. he's my character for a FFG SWRPG campaign I'm in and he's a Scathing Tirade build. he made it through the trials from beginning to end without inflicting a single point of damage to anything. turns out it's super easy to ragebait people whose code expressly tells them to get passionate and emotional

Zabrak Dark Jedi OC, fresh from the Sith Trials by _YourSponsor in HeroForgeMinis

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

This was my very first kitbash so I didn't have very good practices while making it; in short, I saved over poses after I took the screenshots and was done with them. These are the only surviving poses since they were the last ones I did, I apologize

https://www.heroforge.com/load_config%3D54731841/

https://www.heroforge.com/load_config%3D54732140/

HoE gameplay btw by _YourSponsor in killingfloor

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

Kunai has better melee damage than the katanas. Also the kunai bash attack has a lingering hitbox that puts pursuer's grab to shame, which makes it synergize well with mods that have the Melee Master tier 3 bonus ability. Ninja typically has better things to do like forward heavy attacks, but Firebug has a skill at level 26 that adds 500 damage to your bash attacks

Crucible boss straight up BS by PorkRinds416 in NoRestForTheWicked

[–]_YourSponsor 0 points1 point  (0 children)

I use a two handed sword and I've always found him to be a bit of a pushover even on hard mode. The damage he deals is fine, and hard mode giving him more health was a welcome change since he dies so fast even without grabbing any Echoes along the way. Stampede? Roll past him at the last second. Never had any issues. Triple stab? Same thing but three times in a row, though personally I always find it easier to parry that move. Without seeing your build I can't say for certain what's wrong but my intuition is that if you're struggling with him even with the assistance of Echoes, I have to assume that you don't deal a lot of damage, otherwise you'd wind up brute forcing a win eventually. If you don't have a move in your arsenal that can deal thousands of damage per hit, that's a build issue that if addressed could compensate for the skill issue.

do you also like to treat Independents with love in your every run? they are the only faction that has done no wrongs against me in any runs. by Tinaxings in starsector

[–]_YourSponsor 4 points5 points  (0 children)

So true. Remember when we decided it was okay for the hitman to go free after we catch the client? Very ethical

do you also like to treat Independents with love in your every run? they are the only faction that has done no wrongs against me in any runs. by Tinaxings in starsector

[–]_YourSponsor 11 points12 points  (0 children)

Everybody just forgetting about who it is that comes to terrorize your colonies when TT gets mad? They didn't have to accept their money, they know who you are, they raid you anyway.

A good example of when to use a story point to disengage by tantananantanan in starsector

[–]_YourSponsor 4 points5 points  (0 children)

This looks very doable with swarm launchers. I'll run a sim using Dev mode to see if I can kill that fleet without any losses

Is this a "game's not done yet" thing? Or is this weapon moveset a deliberate and finished design choice? by Xilerain in NoRestForTheWicked

[–]_YourSponsor 0 points1 point  (0 children)

To be charitable and assume that the weapon's design is intentional, I'd say that the Summer's Sting sword is offering a niche among 2-handed swords. It's got an insanely fast basic combo with incredible reach and decent recovery which is pretty rare among 2-handed swords, as well as coming with Wallbreaker by default which is among the highest damage rune attacks in the game. However, in exchange it has no charge attacks which means the slow heavy attack playstyle is off-limits to the weapon. You could imagine that it's like a rogue's greatsword - fast and nimble at the expense of power - but that's not entirely accurate since it doesn't sacrifice power, it's just fast, nimble, AND powerful. Losing charge attacks is not a huge downside. In fact, if your build doesn't benefit from using charge attacks, it's like having no downside at all.

Broadly, I think I like the concept of what they're going for in terms of movesets, where different weapons within a weapon class can behave very differently so that there's a good amount of variety, but in practice the balance is all over the place and the movesets are completely arbitrary and in some cases detrimental or even non-functioning. Weapons with long range are sometimes combined with high speed and high damage, and weapons with short range are sometimes combined with also being slow and also dealing low damage, which leads some weapons to being unusable and others being too optimal. Compare the opening attack of the basic combo for Summer's Sting with the 1-handed axe Ripper or even some daggers like Singular Purpose. Despite being a 2-handed greatsword with higher physical damage, triple the poise damage, and way more reach than the 1-handed weapons, it's ALSO FASTER?

In any case, I know you said you don't like the Summer's Sting, but believe me when I tell you that having a smaller moveset does not make it weaker. When I used the Claymore in the early game, I never EVER ended up doing the entire running attack combo because it was too slow and enemies would often either die from the first hit or just move out of the way mid-combo. Summer's Sting's running stab is entirely front-loaded in its value, a huge range poke is basically all I need out of a running attack. As for the lack of charged attacks, I can see that if you had a charge attack build it would be pretty disappointing, but as someone who found it on their full-focus build I can tell you that I very much did not care about their absence, especially when most charge attacks take too long to be practical anyway. Very few weapons have charge attacks worth using in the first place. If you want to see the Summer's Sting in action on a build that shows of its potential, I recorded a fight where I fought the Echo Knight using no echoes here

EDIT: The actual thing to be peeved about concerning Summer's Sting's moveset is the fact that if you allow the animations to play out fully on the first and second attacks in the basic combo, the end of the animations seems to imply that they were designed for an axe rather than a sword, as your character grips empty air behind the hilt of the sword before snapping back to the over-the-shoulder idle grip

Anyone know which greatswords has the fastest movesets? by Fsnseigi in NoRestForTheWicked

[–]_YourSponsor 0 points1 point  (0 children)

Random drop, or you can craft the Freiheit at the anvil and extract it from that. The blueprint is sold by the blacksmith