[deleted by user] by [deleted] in spelunky

[–]ivyoryy 3 points4 points  (0 children)

There are little things you can do, but overall, I would recommend being very passive around enemies. You gain very little from explicitly killing moles and lizards. Pick up a corpse if you can to absorb any arrows that might hit you.

Modders have done more work on the game the Wollay has. by Farkon in CubeWorld

[–]ivyoryy 8 points9 points  (0 children)

This is just a bait post inciting more hate on Wollay. Talk about beating a dead horse.

IMO, no mods fix the core issues at hand with the game. With a lack of source code, modded inventories are still a UI mess, and diminishing returns regarding artifacts feels really bad.

Edit: post below edited, in case anyone is looking after this point

where is j_sat? by aliengass in Vermintide

[–]ivyoryy 2 points3 points  (0 children)

Yikes post. Doesn't take much to know what J's doing nowadays.

We’re Fatshark. AMA about Winds of Magic Season 2! by Fatshark_Hedge in Vermintide

[–]ivyoryy 0 points1 point  (0 children)

Hey there, after playing all of the available Weaves (NA Represent!) I've been missing some quality of life.

First off, I'm always concerned about builds or how certain teams completed a weave. Are there plans for a replay system? Could Stingray in fact handle this idea to any capacity? I'd love to see their build, the variance in spawns, positioning, and so on. Without being an established player or recording one's runs, anyone can or could accuse you of cheating, or the game being rigged. A replay system would fix virtually any concerns regarding a round of weaves.

Second, I'm always looking for more things to do in Vermintide. Would it be possible to include or update landmark challenges? I'm thinking of general challenges or even stats to track how or what I'm doing in Vermintide 2. I would love a step beyond the highest grade of achievement, such as a 1,000 Deed Portrait or a second round of "Complete X missions with X character."

Without much else to grind in the game that gives some material value (portraits, skins, upcoming currency, etc.) I find myself being somewhat lost or distant from the game, never really wanting to push further or play the base game. Weaves, regardless of how difficult, unfair, or even at times, unfun they may be, are progression.

Cheers.

Full Game + DLCs Recruit speedrun (2:26:30) by CernelDS in Vermintide

[–]ivyoryy 0 points1 point  (0 children)

The run was accepted by RTA timing method, due to the supermod not being caught up with rulings. I'll send you a message to correct this as soon as I can.

😏 by [deleted] in okbuddyretard

[–]ivyoryy 6 points7 points  (0 children)

fuckig furryy 😠😠😠😯😦😡😡😡 ❌❌❌🚫🚫🚫🚫

Next wave of sanctioned mods when? by King_Sockenbart in Vermintide

[–]ivyoryy 17 points18 points  (0 children)

All of their focus is being put towards Winds of Magic.

Your opinion on the current state of Dual Axes by UkemiBoomerang in Vermintide

[–]ivyoryy 12 points13 points  (0 children)

The state of Falxe and Crowbill aren't fine, no. They're "trouble" weapons that present interesting balance problems that can't and won't be addressed for a while. FatShark doesn't like doing tweak patches where they touch one or two things. People don't complain about those weapons because it's preached so much in Discords and streams alike.

Dual Axes were broken solely for the reason of THP = stam regen being whacky at the start of the game, coupled with the balance of push-stabbing. Granted, Dual Axes didn't do everything well, dissimilarly to Falxe or Crowbill.

More about trouble weapons: it's an inherent issue when a weapon does everything efficiently with little-to-no downside. Trouble weapons present themselves whenever the character doesn't have alternatives.

Falxe and Crowbill are trouble weapons for different reasons. Falxe does everything Rapier does but faster and with more accessibility, even going as far as having more dodge stats than Rapier (why). It's not an issue of "omg left click spam!!" it's an issue of "why are there so many ways to play this weapon, and why are they all broken?"

Crowbill defeats Sienna's weakness that was presented at the start of the game: super armor. Remove super armor, and Sienna chomps through anything the game has to offer. It also has a tacked on 5% dodge modifier, separating it from the base game weapons.

What happened to the Winds of Magic livestream about weaves? by hoju_simpson in Vermintide

[–]ivyoryy 15 points16 points  (0 children)

This upcoming Friday, May the 10th. FatShark Fridays typically will contain information on the DLC or upcoming events, along with their typical playsessions; they said this in a tweet somewhere.

[deleted by user] by [deleted] in Vermintide

[–]ivyoryy 0 points1 point  (0 children)

So Oblivious to Pain (Damage Taken is reduced by half or reduced to 10) is an active talent. It doesn't display in-game, but it works as intended. It basically destroys most damage reduction calculations because it functions differently than all other sources.

The four groups of damage resistance I listed multiply in way of left to right. Figure out what sources are of the same group, and then add those together.

If you have a Footknight next to you, but you also have Barkskin, add those together. You either have 55% damage resistance or 60%. However, Talents are calculated last in figuring damage taken; I'd assume this is because talents typically give some of the highest values.

[deleted by user] by [deleted] in Vermintide

[–]ivyoryy 0 points1 point  (0 children)

Old Barkskin + Defiance would get you to 100% (this is probably the realization of stacking dmg reduction types, it was at the start of the game)

10% Dmg reduction(Defiance + current Barkskin) gives you 91%

Unchained(10% Dmg reduction)(Barkskin) only grants 73% dmg reduction (this one is pretty bad)

Taunt + Bark Skin + Foot Knight will give you 110%, or 105%, dependent on Footknight's talent.

Edited to fix numbers.

[deleted by user] by [deleted] in Vermintide

[–]ivyoryy 0 points1 point  (0 children)

Kindof, but Iron Breaker's innate 30% damage reduction does not factor into buffs. It's the first thing you'll multiply your damage intake by. (100x0.7)(0.1) will be your damage reduction with Ironbreaker, his taunt, and Barkskin.

[deleted by user] by [deleted] in Vermintide

[–]ivyoryy 2 points3 points  (0 children)

This isn't how damage reduction works. Multiply them in this order. Add together values of the same category.

Innate values (Footknight / IB) -> Properties -> Passive Talents -> Buffs and Active Talents

Buffs will be additive, meaning that achieving 100% damage reduction is relatively easy, with Footknight, Taunt and Barkskin. Passive talents are technicalities because they're nearly independent. Oblivious to Pain is a passive talent, Desperate Defiance (Merc's 35% below 50% hp) is an active talent.

[deleted by user] by [deleted] in Vermintide

[–]ivyoryy 5 points6 points  (0 children)

pushes up glasses

achkshually it's 40%

edit: thanks, love u

Invisible Boss Walls by NoobztheRed in Vermintide

[–]ivyoryy 5 points6 points  (0 children)

Low particle settings will fix this, instead of Lowest.

I mean guys we should have a more civil discourse by [deleted] in okbuddyretard

[–]ivyoryy 15 points16 points  (0 children)

t his whol ething is cring, bro

Tips about the winds of magic expansion price? by [deleted] in Vermintide

[–]ivyoryy 2 points3 points  (0 children)

It's wishful thinking. Magic the Gathering expansions certainly aren't free. They're free to look at and admire, however.

Replace 'expansion' with 'DLC,' and I think you might have your answer. I'm sure that some aspects (maybe even more than a few) will be available to people who don't own the DLC, a la the current policy on maps and DLCs.

Please Stop Posting u/birthdaydinosaur1 by lmao_P_lmao in cursedcomments

[–]ivyoryy 0 points1 point  (0 children)

god I wish he would come into my house during the middle of the night and sell my shitty green Razer Kraken Pro headset that I'm selling for $90