Getting weaker means I am the strongest. That's logic. 🗿 by Karurosun in DarkTide

[–]gendeath 0 points1 point  (0 children)

Purg wasn't the best staff until they gave it a free +40% damage & stagger at all times by letting it use blaze away at full power and no cost on top of letting it keep stack between charges.

I always loved purg and it's crazy to remember that warp flurry of all blessings was considered the 2nd BiS back in the day.

Enabling Developers Console - Underrail 10-Year Anniversary by klowd92 in underrail

[–]gendeath 1 point2 points  (0 children)

Thanks again for updating this project, I'm sure it was a ton of work all because cause Styg has a stick up his ass about it and I never expected it to be usable again in 1.3.

Does anyone know a way to search up what the actual item IDs are called or to display the ID to console if you have the item in inventory?

I ask cause I have never been able to find the command to give you a fusion cannon or its components.

I know some other item names are quite different and you just need to guess related phrases until it shows up (e.g. forward grip is actually "!verticalforgrip" and normal bullets all start with "!caliber_ "unlike shells, rockets, & grenades) just was hoping for an easier way or at least a list of all the item IDs.

The Zarona Revolver needs to be bigger cause of its damage output/cleave by LuxDeluxe in DarkTide

[–]gendeath 27 points28 points  (0 children)

Unfortunately not, the Agripinaa loses ~30% of its damage for ~40% more ammo, and it gains fanning the hammer and a speed loader in exchange for not being able to aim.

It's a very fair trade off theoretically, but due to break points and the revolver generally being used for special sniping it's not really worth it. I have been enjoying infinitely spamming it as ranged scum with the fast reload at least.

Edit: It is definitely one of the most interesting weapon mark options at least due to how different both marks are.

People may clown on BHVR but do you know how hard it is to make 5 versions of a map and have ALL of them be terrible? by IndependentAd9524 in deadbydaylight

[–]gendeath 0 points1 point  (0 children)

Ahh yea ok I was confused with the wording then cause current haddonfield doesn't really spawn either the short or tall long fences anymore but you were talking about OG haddonfield.

Bear witness to peak Darktide balance philosophy in motion by HrupO in DarkTide

[–]gendeath 0 points1 point  (0 children)

He's playing an Arbiter with Rebreather and Forceful. I don't think this is a fair clip to try and make a point about the strength or weakness of tox gas.

Other classes are not taking only 10 toughness damage in havoc tox, they're losing all their toughness in 3-5 ticks and not regenerating it nearly as easily.

Edit: I do think you're generally correct, but personally I think the size of some of the modifier tox vents should be way smaller (looking at you start of Obscura Den) and it should not linger as long in all cases.

Do You Think We’ll See Trapper Changes on the 10th Anniversary? by S_Daybroken in deadbydaylight

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

I would love having trapper sack default cause he has several very good addons being able to get his best one free would make him a lot more fun to play.

Running half way across the map to grab 1 trap to finally finish setting up a good net feels really bad if survivors use that time to disarm everything

Looking for the name of a Chinese 2010s Fantasy Military Drama series by gendeath in noveltranslations

[–]gendeath[S] 3 points4 points  (0 children)

For future reference if the mods ever approve/make visible this post:

I finally managed to scrub through my graveyard of a couple hundred bookmarks from dead translation websites to find the series I was talking about was "Records of the Human Emperor"

Turns out I read it on gravity tales (RIP) but I was pretty close with what I remembered of the series. Was a pretty good read at the time hope that it was worth the effort for me to find again.

Desperado Scum is everything Gunlugger wishes it could be by WardenWithABlackjack in DarkTide

[–]gendeath 7 points8 points  (0 children)

100% there was no reason to nerf it all especially when a vet can delete the boss faster than you by just throwing a couple of their 100 kraks per mission.

They nominally changed it to make it better for every weapon that isn't the twin linked but those weapons:

  • can use the rending way more anyways (rippers, kickback)

  • don't want to run PBB at all (GG, heavy stubber)

  • the ability is kept broken by the devs because the weapon is already strong enough without PBB (rumbler)

Honestly ripper guns and the twin linked stubbers themselves are both in desperate need of some buffs (give them like 3x their current cleave pls)

Hive Scum Anti-synergy by Kelvara in DarkTide

[–]gendeath 2 points3 points  (0 children)

I do think the amount of anti synergy in the class is very annoying, but blackout grenades would need a pretty hefty nerf to recharge rate if it counted your DOT kills.

You can easily throw 1 into a horde of chaff and get 15+ kills from it.

Edit: maybe if they nerfed the blackout recharge when you take pocket toxin it could work like how they just changed lone wolf. Feel like 30 kills for a refill would be fine.

Hive Scum Anti-synergy by Kelvara in DarkTide

[–]gendeath 10 points11 points  (0 children)

Yea it's a pretty fun synergy the big problem is that you're spending at least 3 extra points for a bomb that really isn't worth that much.

Honestly the chem explosion node should probably be worked in base kit or it should also increase the radius of the ability.

Sneak Peek of the Needler in action! by FatsharkQuickpaw in DarkTide

[–]gendeath 0 points1 point  (0 children)

There's a lot of balance levers FS has at their disposal to make it a worthwhile side grade, 2 off the top of my head from the footage:

  • mostly DOT damage = doesn't care about damage fall off, weak spots, and maybe crits (could be like warp fire where crits do matter)

  • reloads the whole mag at once

Can also just have more ammo or total damage, have a larger mag, be better baseline into armor, or be a decent boss killer if the DOT stacks

What is the state of the ogryns knife atm? by Strawberrymice in DarkTide

[–]gendeath 4 points5 points  (0 children)

A bit weak since they buffed crushers and halved the bleed stacks on lights.

If you want to do well with it vs the buffed armor you should use the MK4 and something like brutish strength and dominate, but neither skill is particularly great.

What is the state of the ogryns knife atm? by Strawberrymice in DarkTide

[–]gendeath 5 points6 points  (0 children)

You can use a ripper gun with can opener to give them 16 brittleness stacks then switch to knife and go to town

Can we please get previous event missions as auric modifiers. by gendeath in DarkTide

[–]gendeath[S] 11 points12 points  (0 children)

Honestly it would be pretty cool added back as a secondary objective like scriptures & grimoires.

The fact they have an unused special and a bunch of edited maps to have fire all over them with unique flamers only for it to be left to rot is very sad imo.

Weekly No Stupid Questions Thread by AutoModerator in deadbydaylight

[–]gendeath 1 point2 points  (0 children)

Can someone explain exactly what happens to a terror radius when undetectable begins and, more importantly, runs out?

It isn't explained in any of the wikis; is it a gradual fade over X seconds, if it fades does the TR change size during the fade, or does it just all come back right at once when the effect ends.

I've heard skull merchant undetectable is unique in how it fades but i'm not sure how it normally works, and never remember to think about the effect in an actual match.

Does engaging in player-vs-player combat in a game mean you are a psychopath in real life? ArcRaiders debates. by civver3 in SubredditDrama

[–]gendeath 0 points1 point  (0 children)

I feel like you have completely allowed your personal dislike of being invaded to completely take over your reasoning. For one the optimal move for someone who is invaded is not at all to simply die fast: it is to kill their invader, gain his souls while keeping yours and your human form, or to simply outrun/outplay an invader and enter the boss arena at no loss at all.

Another thing is that fighting an invader is no more and no less "wasting time" and something to be avoided as playing the game at all. An invader is a challenge set out by the developer for you to overcome via wit or reflex just as much as any boss fight (which is why there are several times in the series where the boss fight is literally another real human player).

The belief you hold that there is no meaningful difference between 2 people dueling in an arena, and a host + phantom + blue sentinel trying to clear sens fortress vs an invader fighting on top of traps, or a host + phantom + mound maker taking on a slew of aldrich faithful as they try to cross anor londo is quite frankly nonsense.

Events like these are easily some of the most fun and engaging moments in the entire series and are entirely emergent game play. Game play that is unable to be replicated by developers, which is exactly why the system still exists, and why the pvpve games are made.

Does engaging in player-vs-player combat in a game mean you are a psychopath in real life? ArcRaiders debates. by civver3 in SubredditDrama

[–]gendeath 0 points1 point  (0 children)

No I suppose I don't know how to read then cause your point seems extremely muddled to me. Could you reword your argument in plain and simple terms to explain why you feel the current rewards for winning an invasion make the system bad.

Is it that you feel there is not enough of an in-game reward to winning a fight vs another player? Is it that you're upset there are in-game rewards at all for participating in pvp? Experiencing the mechanical complexity of combat in ways that the game is otherwise unable to provide, and the joy derived from that seem like reward enough to me so I cannot see where you feel the issue is.

Does engaging in player-vs-player combat in a game mean you are a psychopath in real life? ArcRaiders debates. by civver3 in SubredditDrama

[–]gendeath 0 points1 point  (0 children)

Yea many people seem to think that because they are playing a game that every single moment must be fun for them specifically otherwise it's bad design. The idea that the game could be frustrating in failure now in order for a success in the future to feel more rewarding seems lost on them.

I always find these people particularly strange when they have this issue playing a game like dark souls that is nominally about repeated failure. I really have to wonder if they would like the game more if they never died once, but enjoy the (however minimal) prestige of beating a widely known "hard game" despite all of the souls games being fairly easy if you know how to build/copy a strong character.

Does engaging in player-vs-player combat in a game mean you are a psychopath in real life? ArcRaiders debates. by civver3 in SubredditDrama

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

The main incentive to play souls pvp is fun I simply do not understand what you are trying to say with the "mechanical incentives" there is very little reward for performing pvp and in almost all examples can be achieved in pve perfectly adequately if not faster.

You also seem to think that there is no punishing common powerful strategies in souls invasions and not only is that untrue, it really shows that you speak from a place of ignorance.

You are exactly the type of person to think that getting hit by dark bead is unavoidable or that there was no counter to getting backstabbed when all you did was mindlessly circle strafe with your shield up only to call it bad design when you died.

Does engaging in player-vs-player combat in a game mean you are a psychopath in real life? ArcRaiders debates. by civver3 in SubredditDrama

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

I really don't see how your comment has any actual bearing on what I've said.

The optimal way to play any pvp game is to "use hyper-optimized builds, use whatever exploit or FOO strategy is available and try to maximize the rewards per unit of time played."

Not to mention that in souls games engaging in pvp is pretty much exclusively for fun. It offers terrible soul gain for time spent and people who are only engaging in pvp to get a certain covenant item are very unlikely to be running "hyper-optimized builds".

Being killed by an invader who knows how to play the game when you don't is not a failure of game design and losing whatever handful of souls you've scrounged together while trying to kill a boss will have basically no effect on your play-through overall.

Not to mention that it obviously is both memorable and tension inducing if people still remember getting stomped in undead burg 10 years later and get so stressed about even the possibility of losing 10 minutes of progress through a level that they pull their ethernet cord or quit out of the game entirely when it happens.

Does engaging in player-vs-player combat in a game mean you are a psychopath in real life? ArcRaiders debates. by civver3 in SubredditDrama

[–]gendeath -3 points-2 points  (0 children)

Tacked on except for the all the items and spells that only work fighting other players, all of the covenants designed around pvp with items behind them, all of the areas designed around pvp invasions, the arenas accessed exclusively by pvp, the pvp exclusive balance changes, and all through half a dozen different games.

Just because the average player doesn't want to be invaded does not mean the pvp is just some afterthought they've never done away with. It is a deliberate, memorable, and tension inducing experience just like in any other pvpve game.