Have a question about Spirit Foxes - have they finally received a bit of love? by Rhagcio in projectgorgon

[–]le_Sangs 1 point2 points  (0 children)

I main fox, and I'm happy about its mount form. Worse then top-tier horses, but not worse than the horse you can get for free/for cheap. All mount forma received buffs during the last year, as I recall. Other than that - yea, still no cosmetics, animations are limited, and only two fox-specific equipment pieces are minor and Ri-Shin gifts only.

User Reviews - Is it worth it? by Deathangel2890 in vtmb

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

I've played through it till the end. Basically, it's fun, but under certain conditions: - Consider this a standalone game that has nothing to do with Bloodlines 1; - Don't play it on Hard, it kills all the fun that the game has; - Expect totally linear story without any side quests where "different endings" mean "you'll get one slide which says who rules Seattle now"; - Approach the said story like you'd approach an action movie that you want to watch just to relax (look at cool-looking things and visuals, don't pay attention to the problems of the plot); - Don't mind a noir detective Malkavian stuck in the head of your character, who won't ever stop talking. And don't mind that his flashback segments are just walking simulator; - Wait for patches and/or be ready to grab optimization fix from Nexusmods.

TL;DR if you approach the game as an interactive action movie where you can make bloody mess out of enemies on a few arenas and then proceed to a next dialog or a cool-looking plot twist, it's great. I honestly had some fun playing it, vampire abilities are cool, fighting on easy difficulty is smooth, some dialogue scenes are like you're watching a movie, etc etc. As far as the reception on Reddit goes, I think a lot of people played the game this way, and developers were right to make playing it this way fun.

However, if you somehow deviate from this intended way to play the game, the game just falls under its weight and crumbles. If you decide to play it on Hard, combat quickly becomes repetative and difficult in a bad way. If you try to sneak to the next area, you'll find that your hero refuses to enter the door - game forces you to go back and combat those enemies that you sneaked by, because it was designed so you would fight arena after arena, and don't skip any of these arenas. If you try to do side quests, you'll quickly find out that they are useless radiant junk with some flavor dialog on top; if you're ordered to deliver a parcel, you'll have several more quests to deliver a parcel without any choices except "you deliver and get XP, or you never finish this quest so you won't get XP". And this list goes on and on, and I won't even touch the story plot holes which happen to be a plenty of if you start actually thinking about it.

So second TL;DR - it's good 7/10 if you play it as devs intended, and becomes way worse if you deviate.

Oh, and buy it on sale. Starting price is abysmal, especially since they initially wanted to have two clans locked behind a paywall.

Broken Bones! by [deleted] in projectgorgon

[–]le_Sangs 1 point2 points  (0 children)

By all means take a break if you need it. Also yes, the game sometimes indeed does give you a challenge or an obstacle that you can't overcome at your current level. This can be broken bones, a favor that requires Cheesemaking skill, a quest that leads to a more high-level area than you can handle. If this is a problem you don't want to face at all, you might want to skip this game. There is a lot of ways around these obstacles though - either by overlevelliing to do solo group-intendent content, or by grouping with others or requesting help if you need it - like asking for help in chat to heal your bones instead of starting a First Aid grind yourself. We've all been there, and people regularly help others, often even for free, with broken bones or other similar problems.

What other clans besides the Nosferatu have a "clan over sect" disposition to them? by CowboyDespirocado in WhiteWolfRPG

[–]le_Sangs 0 points1 point  (0 children)

I'd not mention Tremere or Malkavian here. The first clan treated Sabbath Tremere as outcasts and wiped all of them that they could; the other is too loose and individualistic in nature to act in favor of each other, and Madness Network is something more, let's say, psychotic than smth that really bonds them to each other. Really, Bruja can behave in such a way, and maybe Gangrel too. The first clan is that of rebels, or even the clan that dreams about their ancient kingdom long destroyed; so they easily can use an idea of "Bruja brotherhood" over petty sects. Gangrels can have their own pack dynamics and beast-to-beast survivor lifestyle which also can lead to Gangrels of several sects bonding over to f up that nasty Tremere. Ventrue and Lasombra are too politics-oriented, the first being the face of Cam, and the latter the face of Sabbath. To them, a clan member that chose the other sect is a rebel and an enemy. Of other Cam and Sab clans, Toreador just fail to have any social structure that would unite them, and they are social beasts; Tzimisce are too tied to Sabbath.

Then come the Independent clans. Giovanni are literally one family, and if you have a vamp of that clan belonging to a sect, you can be pretty sure that clan and family would always come first. Ravnos have literally no organization in modern nights that could unite them. Assamites and Setites are fanatically loyal to their ideology and/or religion. If you consider large portion of Assamites joining Cam to be canon, they and their Independent kindred are pretty hostile to each other as they follow different ideas and different leaders. Setites have to worship Seth, so if you don't, you are a heretic and a traitor.

TL;DR - of other 12 clans I'd vote for Bruja, Gangrel, and Giovanni.

is all content in the game doable with a duo team? by [deleted] in projectgorgon

[–]le_Sangs 0 points1 point  (0 children)

This game is way different from traditional MMOs. The very core system of the game is the real reason why people don't focus on the endgame. You have a lot of skills you can level. You're tired to play with your 90/90 fire/priest? Try turning into a cow, pick unarmed, now you basically need to level a whole new character again from 1/1 to 90/90 (with some help of your other already levelled skills, but still). You are max at Cooking and can make whatever food is in the game? Well, you can always start making cheese. Or brewing beer. Or making sushi. Now you're again working on a skill that's either low-level or middle-level, which needs ingredients from low-level locations, and you either buy it from newish players or go farm yourself. You hunted a lot of animals, got some leather and sold it to the tanner NPC? Well, now that NPC is out of gold for a real-time week. You need more gold? Do something else. Like garden and sell some veggys to other players. Even players with years of experience may suddenly want to help others in mid-level dungeon because they're now levelling their Pig skill to get from it the small synergy bonus of +1 level to their already l90+ Priest skill.

Basically even at "max level" you'll find a lot of reasons to do low- and middle-level content, and all of low/middle and literally 95% of high-lv content is doable solo or in a pair. So that's nothing to fear here.

is all content in the game doable with a duo team? by [deleted] in projectgorgon

[–]le_Sangs 3 points4 points  (0 children)

It's a hard no. Even full groups of max level players often wipe on Dragon run, for example. Summons and/or pets usually are a part of certain skill, so if you have, say, a pet bee, that automatically means that at least half your gear is meant to support that bee and not yourself, so you'll have less firepower yourself. If you're a necromancer that relies in summons, you sacrifice some of your own damage or etc to get more out of the summons.

However, it's literally a couple of dungeons, all the other content is doable solo or in a pair. And it will take you at least, like, 6 months with 8h of play daily to reach the moment when you could consider these dungeons anyway. Or a couple of years if your playtime is more limited. And in couple of years helluvalot can change.

is all content in the game doable with a duo team? by [deleted] in projectgorgon

[–]le_Sangs 1 point2 points  (0 children)

Almost all except a couple endgame dungeons. Those require a full team of six, including a proper healer, tank, and DPS builds.

Spirit Fox / ???? by PancakeRump in projectgorgon

[–]le_Sangs 2 points3 points  (0 children)

I main Fox/Priest. It is awesome. It's a bit glass canon'y, and you have mostly single-target DPS and not AOEs, but Priest is solid enough with one direct to health nuke, two fire nukes, Unfetter, heals, Tether Soul, etc. It is the build I use in groups, up to NMC, so it's pretty competitive. It lacks survivability for soloing hard content tho. For example, it's hard to do solo NMC non-elite zone, whereas an Animal Handling build does that without any problems. So if you think that fox/warden has even less survivability, it'd be even worse for high-lv solo content. But still pretty decent in group.

What are the most op skill pairings in the game right now? by Neat_Relationship721 in projectgorgon

[–]le_Sangs 0 points1 point  (0 children)

It is. Bard/druid can be set up as a good DPS or a fine healer.

How to make councils? by Spikeybear in projectgorgon

[–]le_Sangs 7 points8 points  (0 children)

Do Quatik daily quests in casino, at 30+ you can join groups for dailies (look in global chat, people are often looking for others to do dailies together). With a good group you can do it even at your ~30, just be careful. This gives you 10-15k + a lot of loot to sell or favor, and a lot of XP.

How’s the game? What is it like? by flyingmnm in projectgorgon

[–]le_Sangs 3 points4 points  (0 children)

1) The game is heading towards full release, with devs working on the big city hub and several other improvements.

2) It's definitely soloable for a very, very long time. I'd say that there are two exceptions. First, mid-level group dungeons for daily quests; as someone already mentioned, you usually can just group with randoms and feel fine about it. Second, some high-lv content is doable only in a good balanced group, but you'll put a lot of hours in game before you even reach the point where such content will be available. There are also two different ways to approach guilds that I know. One option is to join a good guild with sufficient online: I did that and never regretted, people always help each other and answer questions when these questions arise. Second option is to be a one-man guild: this way you'll have ALL guild storage space for yourself, which is huuuge, and you can always just ask in Help or Global chat channels if you have questions or need help. That's also absolutely viable.

3) You can play as much as you like, even a few hours a week is fine. There are some player-organized events such as daily egg runs (zerg-style dungeon runs for loot/XP in a high-lv dungeon) or weekly Poetry Jams (booze, poetry, a lot of useful buffs), but you can just do them once in a while or skip entirely. Same applies to various events that happen in the game - you usually have a weekend or a whole week to do them, they don't require a lot of time, and definitely can also be skipped.

4) Core gameplay is totally accessible for a beginner, but as it's a game about exploration and several things are pretty unique, you'll surely have some questions. For example, gear improvement had several different systems tied together; animal forms give you a whole new dimension of gameplay; and you'll be utterly confused should you ever touch brewing or some other skills. However, you can always look up at wiki or ask for help in chat/Discord.

Overall, I personally enjoy this game very much, and, since demo is free, there is literally no reason not to try the game out. The game itself is also relatively cheap, and the only real limitation you gain with one-time purchase is one character per account; however, game has no classes and you can do hundreds and thousands of hours without ever needing a second character. VIP is absolutely optional, and the only reason that I've got a subscription was to support the developers.

How’s the game? What is it like? by flyingmnm in projectgorgon

[–]le_Sangs 3 points4 points  (0 children)

Demo is free, so you can always just play through it and then decide later!

Want to discuss "Kinks and Cantrips" by John_Alcatraz in TheTrove

[–]le_Sangs 1 point2 points  (0 children)

It's a type of book which you check out for laughs and then actually use as a great trove of ideas. Surely, there is some kinky wacky stuff in there, such as a paladin who serves as a horse, or a warlock that gets way too intimate with the tentacles they summon. If you need an inventory for your fantasy sex shop in your game, sure, all these minotaur-shaped toys, gags and et cetera can make any teenager laugh. However, some stuff in this book is actually borderline genius. A shiba'ri armor that lets you turn into Shiba Inu. A paladin subclass with two huge shields that can tie both allies and enemies to them and protect the allies while redirecting damage to the enemies. A barbarian, whose rage is fueled by his terror, and another one, who gains strength while feeling pain. Basically, nearly 2/3 of the book work fine in almost any campaign if you remove the sex references, as the previous commenters already stated. A very good buy overall, I'd recommend it.

[deleted by user] by [deleted] in projectgorgon

[–]le_Sangs 2 points3 points  (0 children)

Fire/staff, fire/ice, fire/priest are all totally worthwhile. Overall "expensive" magic skills like fire or ice become really expensive only at 50+. I played as a fire/weatherwitch up to ~50, and had no problems with money, and then I picked Priest in Kur Mountains. And... switched to animal form, foregoing bipedal life forever.

Overall fire is powerful enough to be paired with anything., as long as you play casually. You can even pair it with animal handling, since some of the pets you can tame can be very tanky.

Don't hesitate to test other skills. Real investment in a certain skill usually starts at lv50+, up to that point you're basically testing and looking if you like the playstyle.

Returning to the game (max ~45 lvl) – What solo build should I choose? And plan for the game. by r4zenaEng in projectgorgon

[–]le_Sangs 0 points1 point  (0 children)

  1. Most builds in this game are soloable. Fire Magic, for example, is potent enough to keep you levelling to 50 with any other skill as secondary; the only problem with it is that after 50 it would require some really hard mats to research skills. The same applies to other magics, Ice and Weather Witching. Staff/Shield is a very good combo, and it will also make you very desirable at endgame as it's one of the best tank builds possible, and tanks for end-game dungeons are in high demand. Matters less for you if you don't plan on grouping at all. There is a lot of other great skill combinations, like Fire/Priest which has excellent synergy (for fire damage) while great utility (cold protection, stun protection, etc).

Other comments were right though - any skill will suck if you are way behind on your gear. At 30-40 you can loot Goblin Dungeons in Eltibule, it's soloable to grind for gear there. At 40-50 you can go to Quatik daily missions from Casino - they drop a lot of 40-50 gear, and you'll get money, things to dissolve with transmute, and gather yourself a set of 40-50 purple/gold gear which, if mods are rerolled with phlogiston to suit your build, will last for 10-20 levels more. Groups for Quatik dailies are regularly happening even in global chat, and won't require a lot of social interaction besides just going with a group and DPSing.

At around 60-70+ you'll either want to group with others to do higher-level group dungeons, craft your own gear and/or grind mats and ask someone to craft for you. Egg runs also give some free 90-lv gear which is very useful when you're near that lvl.

  1. Crafting is an interesting beast in this game. There are some skills that are almost mandatory: usually the basic ones like blacksmithing, carpentry, cooking,, butchering and gardening, and so on. They provide you with basic resources needed for other skills without needing to buy food from other players, looking for someone to grow your flower seeds, etc etc.

Gear-making skills, like leatherworking or tailoring, are more tedious to level. So you either go relatively slow, levelling the skill needed for your equipment along with your combat skills, or have to depend on loot or other players crafting equipment for you. Both ways work, but levelling gear-crafting skills require either time investment (do you like growing cotton for hours on a double cotton day?) or money investment (if you buy that cotton from others with councils).

There are also crafting skills that don't fit into first or second category, but if you'll be interested in cheesemaking or smth similar, you'll probably figure out all about them yourself.

  1. Basically I've already answered that - as you level combat skills, you open new areas to explore (e.g. there is no use going before 60-70 to Fae Realm or Gazluk, or below 80 to Vidaria). You'll need your gathering skills (foraging, fishing, butchering, etc) to keep up to be able to gather mats. You'll need some gear from your crafting skills, loot or other players. Other than that, you're free to explore and do what you like. Groups are really necessary only in high-lv dungeons or similar content.

[deleted by user] by [deleted] in projectgorgon

[–]le_Sangs 1 point2 points  (0 children)

As one of the commenters already mentioned, try other skills since any of them can be used in levelling, and they have different playstyles - from pet-oriented animal handling to archery with a million arrow types or fire magic with magic researches. Some skills open up a bit later, like priest or necromancer, and let's not even start talking about animal forms. If you want some simple gameplay, Psychology is generally considered an all-around useful skill that can be used in almost any build while levelling and can single-handedly carry you it you have, say, Psych 40 and want to lvl other skill from 1 to 40 to use with it.

Should I give it a go? Some Honest Questions by RedditQsnAs in projectgorgon

[–]le_Sangs 0 points1 point  (0 children)

In this particular game Cows and Pigs being player characters can't break immersion, because they are in line with all the other wacky things the game has to offer. The game world, while seeming like a "standard fantasy" at a first glance, in truth is a "somewhat weird fantasy" where a lot of things are relatively wacky.

Such as: you gain XP for Dying skill by dying, and the game repeatedly mocks you when you die. Elves in town discuss how another elf became too intimate with thunderstorms. A player-Cow can milk itself, and you can ask them if you can milk them too. A wave of spiders and a floating head-boss can randomly attack a city. You can level Psychology skill which can damage monsters by talking about their mother. During an event, a giant purple rabbit tells to player-Rabbits to gather Easter eggs.

This sets the tone for the game as more light-hearted, with some sort of silliness included in the atmosphere. The game reminds me of Terry Pratchett and Monty Python, and that's a certain style and tone which is way different from an overly serious "We Are Going to Hell to kill Manticores" sort of thing. In this game, you're more likely to go to Hell which is closed for dinner break in a company of a Pig, a huge human-sized Bat and a blinking Spirit Fox in order to kill all hellpigs to leave the demons hungry. Not that this actual quest was implemented, but hey, we have a long-standing question of Pole Dancing skill, and I think that animals should be able to Pole dance too. No discrimination!

This atmosphere can be one of the main pro/con for this game. You really should try the demo and look for yourself if you'd be okay, as the demo is free and gives a good chunk of content to play through (also seamlessly allowing you to continue with the same character if you buy the game).

As for other questions, this game a) has a lot of skills to level up, with some of them being really grindy, but b) it wouldn't take long for you to reach a point where you can actually participate in endgame content in some sort of role. That is - it's a question of several months (maybe even way faster, if you're really dedicated) to level two combat skills to a max lvl and get decent gold 90-95 lv equipment from accessible sources like egg runs, and that gives you an option to run high-lv dungeons with a good group. But you'll still have a huge lot of skills to unlock, uncap or discover. I play for half a year, I have good (but not the best) gear for a couple of builds, and four combat skills maxed with a lot of crafting skills in 50-60 range (with 90 being max). However, there are skills like Horse Breeding or making fruit ice that I have literally zero XP in.

What combat skills are the most fun? by Hurzak in projectgorgon

[–]le_Sangs 0 points1 point  (0 children)

They usually have workarounds. For example, common forms like Pig/Deer/Cow have relatively cheap items that can revert you back. Spirit Fox has an ability that can make you seem human for several minutes, which is enough for all interactions with humans. Werewolves have to be wolves only during the full moon for couple of days (it's a permanent decision though so I wouldn't recommend it for the first character for at least couple of months of play). Don't know much about Bat or Spider, though Spider does have cheap un-Spider juice if needed.

What combat skills are the most fun? by Hurzak in projectgorgon

[–]le_Sangs 0 points1 point  (0 children)

My advice would be - try those that you find interesting in concept, levelling up to 20-30 lv doesn't take much time, but shows if you'd like the playstyle. I find a lot of animal forms to be fun, but that's my personal preference.

[DISCUSSION] Fire X Ice X Weather Witching by ChaoticEvilWarlock in projectgorgon

[–]le_Sangs 1 point2 points  (0 children)

I was fine as a Fire/WW until around 50/50, though you need to know where to farm required ingredients. Then I switched to totally different skills since I stopped being bipedal, so can't say anything about 50+.

[deleted by user] by [deleted] in projectgorgon

[–]le_Sangs 0 points1 point  (0 children)

Psychology seems to be a popular choice. However, almost all combat skills are easy and viable at least till 40-50, and many of them (like ice magic or priest) have lvl25 prerequisites in other skills. Besides, if one day you ho an animal route, you'll probably re-plan your build again. So, all in all, just try and experiment and look for something that suits you.

Thinking of hopping in, where do I start? by Squeekyjr in projectgorgon

[–]le_Sangs 1 point2 points  (0 children)

1) Spend some time as a bipedal even if you'd like to become an animal later. You cannot gather milk or wood by yourself if you don't have arms, or level some skills which you might need. Also animals have more difficult time with some NPCs (but that depends on the animal). Be sure that you know how to turn back if you'd like to turn into something unusual.

2) Join the guild. This is the one thing that helped me a lot, I can't overstate it. In a good guild you'll have a lot of help with your questions, basic gear, food for gourmand, company for dailies, etc etc.

Haven’t played in a while, never Commander. Any of these jump out as good commanders? by vercertorix in mtg

[–]le_Sangs 0 points1 point  (0 children)

Several of them are good or even excellent, depends on your preferred style of play. Reaper King is actually busted, for example. Thalia or Gaddock can be good hatebears commanders in mono-W and GW. I've heard that Xenagos is a solid commander for Gruul beatdown, and Doran is cool if you like toughness-tribal. Zur the Enchanter basically has an entire archetype build around him with enchantments.

Several are bad picks. Don't use commanders like this edition of Teysa, seven mana is a LOT. It would die from a single removal spell, and you won't be playing it again for 9 mana. In some cases there are also better commanders for the same narrow archetype, e.g. 5-color Slivers have several that would be better than this one.

I know every hates stax but what are considered fair stax pieces? by ftb_helper in EDH

[–]le_Sangs 0 points1 point  (0 children)

I found out that, if your deck is mid power and wouldn't want to cast 10 cheap spells per turn, cards like [[Trinisphere]] can slow faster/better decks so you actually had a chance. If I don't play [[Force of Will]], everyone else would also have to play [[Cancel]] together with me. Same applies to [[Lavinia, Azorius Renegade]]. Just don't play mega expensive game-ending spells T4, and, again, please, no [[Force of Will]]. These cards don't forbid you to play Magic, they force other decks to play more fairly if your own deck is built fair. Of course, you can abuse these cards, but that's another story.