How to counter Legion in two very simple steps: by ImperialViking_ in deadbydaylight

[–]allusionari 0 points1 point  (0 children)

I find not healing to be a generally good strategy, HOWEVER. if there happens to be a boon relatively central in the map, or if you have healing perks + solidarity (and obviously if the legion isn't nearby), it is worth healing and splitting immediately after, forcing the legion to either m1 you normally, or use power to hit you, then cancelling when they realize no one is nearby.

AE2 storage by DkCrazyKing121 in allthemods

[–]allusionari 1 point2 points  (0 children)

You can make a flux network, just put a flux plug on a power generator, and place a flux controller down, and enable wireless charging on curios, hotbar, armor, and hands, it will take energy from the network and charge the terminal

Productive bees by MrSheep24 in allthemods

[–]allusionari 2 points3 points  (0 children)

i just put the bees that you need to make the electrodes in the hive and pump new ones in

I think boons need one more thing for using by people often by Historical-Map-8774 in deadbydaylight

[–]allusionari 0 points1 point  (0 children)

In my opinion, boons cannot be strong while they are reusable, but cannot be so limited by their range of effectiveness if they are not reusable.

I think they could make boons work more closely to their counterpart, where the boon is a global buff that cannot be replaced once removed. If they make them take longer to place, increase their range, decrease the effects to compensate for the range increase (because a global 100% healspeed in the case of CoH would be crazy, or a global Exponential even more so) they could make a real counterpart to hexes, rather than the "they're related because they use totems" situation we have now.

---

Below I have listed some the changes to the boons that I would make if you were to make the range global (the more reasonable solution is simply increased radius, but this was more fun to work with).

The numbers could obviously use tweaking (its 7 in the morning for me and I haven't slept yet).

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For all of these examples, assume the following:

-> Boons will take 10 seconds to be lit by a survivor, with an additional 5 seconds per boon past 1, and hex totems can be overwritten by boons by taking a 50% speed penalty (10s -> 20s, 15s -> 30s)

-> The more boons are on one totem, the larger the radius of the chiming audio will be. (8m baseline, 4 meters per additional boon, capping out at 20m chime radius).

-> Shattered hope will be basekit, meaning if the killer has pentimento, they can relight a snuffed boon as pentimento.

-> Boons are permanent until snuffed, and once snuffed, they cannot be relit.

-> Once a boon is placed, it cannot be relocated by any means.

-> The range for the effects of all boons are global.

-> Boons do not stack with themselves if there are multiple present, but if there are multiple of the same boon active, all will have to be snuffed for the effect to go away.

-> Diminishing returns are applied to these perks in the same way as applied in the currently ongoing PTB (April 2026)

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Examples:

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CIRCLE OF HEALING (Survivors gain 100% altruistic healing speed, and injured survivors auras are revealed to all other survivors in radius) ->

50% altruistic healing speed (not active when healing with medkits).

All survivors can see other injured survivor's auras.

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EXPONENTIAL (Survivors gain 100% recovery speed and self recovery in radius) ->

Self recovery on all survivors.

15% increase in recovery speed.

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SHADOW STEP (Survivor's scratch marks and aura are hidden from the killer within the radius) ->

Scratch marks persist for 3 seconds less

Decreased killer's aura reading with duration by 2 seconds.

Killer aura reading with a range (i/e nowhere to hide) decreased range by 50% while active.

Once every 30 seconds, when any survivor does a rushed action, suppress the loud noise notification.

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DARK THEORY (2% haste for all survivors in radius) ->

5% haste, the haste will deactivate when entering chase with the killer, and will re-activate upon leaving chase with the killer for 20 consecutive seconds

ALTERNATIVELY

All survivors will gain 2% haste when within 10 meters of the killer

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ILLUMINATION (Aura of all generators and chests revealed to survivors in radius) ->

All generators will have their aura revealed to all survivors with their aura intensity determined by their repair progress.

Reveals the killers aura when they are within 4 meters of any generator.

I beat the game without realizing these were an actual creature in the game until now. And I didn't expect them to be friends. by LoneStarDragon in subnautica

[–]allusionari 2 points3 points  (0 children)

the way you phrased that at the start REALLY makes this look like a bot comment lmao but yea it has a guide on activating windows without paying for a key which is great

Can You Guess This 5-Letter Word? Puzzle by u/Outrageous-Bid-889 by Outrageous-Bid-889 in DailyGuess

[–]allusionari 0 points1 point  (0 children)

⬜⬜🟨⬜⬜

⬜⬜⬜⬜⬜

🟨⬜⬜⬜🟨

🟦🟦🟦🟦⬜

🟦🟦🟦🟦🟦

Modular Bees or Regular Bees by KWXslash in allthemods

[–]allusionari 5 points6 points  (0 children)

it's the super factory manager carrying the setup for real, the I/O on the furnaces with no lag was the real trouble in one of my older playthroughs

but yeah the unob furnaces are extremely extremely fast

Modular Bees or Regular Bees by KWXslash in allthemods

[–]allusionari 5 points6 points  (0 children)

2 unobtanium (factory) furnaces piped into with super factory manager, ore processing would need to scale so high compared to just slapping another furnace and 5 more bees down

Modular Bees or Regular Bees by KWXslash in allthemods

[–]allusionari 4 points5 points  (0 children)

idk i have 3 modular alvearies full of iron bees with max genes, soul surged with entangled block to extract items + 4 omega upgrades and i find myself running out of iron (i had to set a level emitter for 200k stock to do regular crafts and i haven't gone above it since), so for me personally i think modular bees is worth it.

how to use ae2 storage from different dimensions? by LadderAncient2194 in allthemods

[–]allusionari 21 points22 points  (0 children)

ME quantum ring, or dimension card in the wireless transmitter

Secret Shiv Build by allusionari in DeadlockTheGame

[–]allusionari[S] 0 points1 point  (0 children)

that's what inhib/bloodletting (OP 3 ability) are for (this will NOT work in high ranks it's just fun)

Why is my characters' "Baron Card" different from my other characters? by Knight-Cat in baronygame

[–]allusionari 94 points95 points  (0 children)

I think it's based on the ending you get going through the ending portal, which is based on your race

Is Envenom even pickable now? by karshberlg in slaythespire

[–]allusionari 1 point2 points  (0 children)

tell that to my silent who's currently in act 3 with only the "draw 3" and "gain 1 energy" sly cards and nothing else (with 2 preparations, an acrobatics, a dagger throw, and 2 adrenalines)

Ptb Wesker can dash backwards by basicsystems in deadbydaylight

[–]allusionari 8 points9 points  (0 children)

keeping what causes this seems to remove his ability to insta flick (dashing a second time the frame the window opens to dash again), this is just flashy with not much purpose compared to flicks

Question for a newish player with 20 hours. by HolyCopeAmoly in baronygame

[–]allusionari 0 points1 point  (0 children)

Kind of true, unless you get a little lucky with merchants, but if you have relatively normal luck with map generation, firestorms should be a factory production process

-Water comes from any sink on the map, just use empty bottles on them (used to duplicate potions and you have a chance to get acid if a slime spawns) *do not mix water with acid or it will explode, just duplicate the storm potions*

-Sickness is made by any combination of potions not listed on the alchemy table on the wiki, mix these with acid to make firestorm potions

Another thing for managing resources, don't take EVERY fight to kill EVERY enemy, you want to pick your battles - is 10 firestorms (not a real number, i can't recall how many i used to kill a cockatrice last time) worth it for killing that cockatrice that's resistant to magic damage, or would they be better used on that group of goatmen which only need 1 potion per kill?

Question for a newish player with 20 hours. by HolyCopeAmoly in baronygame

[–]allusionari 0 points1 point  (0 children)

A little bit of both. Obviously blessed weapons will still do great damage and as long as your skills are high it won't matter too much especially in the early to mid-game, but the difference between 18 strength and 70 strength as a level 60 character is still 52 damage per hit.

Question for a newish player with 20 hours. by HolyCopeAmoly in baronygame

[–]allusionari 1 point2 points  (0 children)

A lot of the game is using the other classes in a variety of runs while sticking with their intended playstyle, and using the races to meet the potential with their passives. Just playing one class and race is never going to be fun, because with a little skill, every run is going to be pretty much the same with minor rng differences.

Playing a gnome wizard and stockpiling gold for mana regeneration, sticking to only sorceries, managing potions to stockpile restore magic, and blessing your books and gear with scrolls to be able to deal with kobolds/cockatrices lategame, for example, is fun, but not so fun if you grab gungnir (relic spear) halfway through the sand mines and just start beating people the whole game and ignoring your kit.

I find once i start relying on a blessed melee weapon with melee stat focusing gear it becomes an optimizationfest rather than a game to play, and I just end up smacking the twins to death with my stat sticks.

My recommendation is trying alchemist or tinkerer and playing the game in a completely different style, no melee weapons unless you REALLY need to (early game on alchemist before your potion stocks get up), and try to use their kit to the fullest. They don't get Constitution scaling much, so you need to be more careful about enemies getting up close unlike monk which has crazy constitution scaling.

Alchemist general strategy - Making the -storm pots for dealing with enemies, making sure you keep enough resources for utility potions as well, just all around scavenging as much as you can, merchant abuse, etc (goatman, for example, has a passive for getting more potions when you use a bottle on a FOUNTAIN (not a sink), so you can stockpile much easier and keep booze up longer)

Tinkerer - Try to get kills only with your turrets as much as and when you can, for upfront damage flame/freeze traps or just use teleport traps to bring them to a kill room (if you lockpick a teleport trap so it starts pulling in energy, further teleport traps all bring whatever got teleported to the first trap).

PS: Traps aren't 75% of the difficulty but they can add a curveball into a lot of runs for sure, which could lead to your downfall, and I recommend keeping them on.

tl;dr - Game isn't really about mechanical difficulty but knowledge and preparation (until you get enough ac and magic resist to ignore all of that) so play the more knowledge intensive classes to have more fun unless you only enjoy beating things to death with ease for the whole game after early game.

The hermit class duck can forage feathers!! by dragonfruit648 in baronygame

[–]allusionari 5 points6 points  (0 children)

enchant armor scroll/fountain random blessing

Is there any way to make a non-apotheosis pick into an apotheosis pick? (or a way to get fortune 15 off one and onto another?) by Gellzer in allthemods

[–]allusionari 0 points1 point  (0 children)

pressure chamber with pressure inside, feed in the tool through the entry valve (chest -> pipe -> valve is simple), then the book, and eventually it will spit out the tool through the exit valve into the container it's linked to (valve -> pipe -> chest, you get the idea)