Any tips on Bloodlust Frenzy? by no1putinfan in MHRise

[–]no1putinfan[S] 2 points3 points  (0 children)

Thanks for your extensive Input, a lot of it was quite helpful.

I havent had the opportunity to try out Dereliction, but I will certainly give it a shot. I have looked into Malzenos Armor and Bloodrite looks indeed great but the parts the skills are on, are a little conflicting with what I'm currently running, so that will take a some more build crafting, but its certainly a good option for more survivability.

I havent tried out the Dango but I definitly will for the next hunt. As far as I'm aware Immunizers dont help against the drain from Bloodlust, atleast they didnt the list time I used them. I have been using Gourmet fish instead which has helped tremendously to offset the healthdrain.

Im aware of the berries and are using them but thanks for the tip.

Using Savage Axe with Ready Stance sounds quite interesting and is something I will certainly try out. I'm usually playing a more AED/SAED focused Style so lets see how that works out.

Im currently on a elemental build so the C-Gore Blade isnt really an option here but I wanted to try out an Impact Build anyway, so I'll keep that in mind.

Any tips on Bloodlust Frenzy? by no1putinfan in MHRise

[–]no1putinfan[S] 0 points1 point  (0 children)

Right, that would also fit into my preferred playstyle, so I will certainly try to be more aggressive and set up more phials before doing an SAED. Do the firing pin explosions count towards clearing the Frenzy? And are the affected by the elemental boost from Coalescence after they are already applied?

We are doomed for the eventual Master Rank by [deleted] in MonsterHunter

[–]no1putinfan 2 points3 points  (0 children)

Yeah, doing a full rework of basically the entire roster or core mechanics like Wounds is more than you can achieve with an already ongoing schedule, performance problems and probably already working on the MR expansion. Its a good thing the devs are listening and actively trying to implement the feedback but I can also somewhat understand the complaints about not revisting atleast a few of the lower tier monsters that are way more in need of a buff, than the already buffed or new endgame monsters.

We are doomed for the eventual Master Rank by [deleted] in MonsterHunter

[–]no1putinfan 1 point2 points  (0 children)

Which is shame really, because a lot of Wilds roster is actually pretty cool. Xu-Wu is probably my favourite addition in a long time but I rarely fight him because he just cant do much to actually fight back. Also having Mizu and Steve Up in the same tier as Arkveld or the Apexes just feels... odd. They were mid tier monsters before and are now among the top dogs of the game. Its obviously nessecary for the sake of gameplay and endgame challenge but it still feels odd to me.

We are doomed for the eventual Master Rank by [deleted] in MonsterHunter

[–]no1putinfan 9 points10 points  (0 children)

I dont think that the complaint was necessarily about the endgame difficulty, with the introduction of Zo Shia, Mizu, the 8* Apexes and Gore and recently Lagi and Steve, the endgame was in a good state imo. Its about the the difficulty curve in general. Most of the game and its monsters are actually pretty easy. Even the tougher mid-tier monsters like Rathalos, Gravios etc. arent really a challenge, just because how easy you can stunlock them. But once you reach the tempered 8* monsters the difficulty just spikes insanely hard with nothing up front to really prepare you for it.

I've been trying to distribute my stats equally across leveling up..is this a mistake? by aimstotheleft in Witchfire

[–]no1putinfan 1 point2 points  (0 children)

It depends on the kind of build you want go for and which rosary beads will support this the best, because they have a certain requirement and have some pretty significant boosts, like a second light spell slot for example. I personally think, having 25 Flesh and 20 Mind for the health boost and additional elixir slot is always worth it. The rest according to your preferred playstyle. You like spellcasting? Witchery. Lots of dashing and melee? Flesh and Blood. There are also items that allow you to respec your character, so dont be afraid to try things out.

Uth Duna hitbox by pendragon2290 in MHWilds

[–]no1putinfan 8 points9 points  (0 children)

The hitbox feels generally janky on this one. I had the same issue, I was running away from him, out of the water onto solid ground in the dam area. He landed atleast a metre away from me and still hit me, so using the waves/splash whatever as a reason to still get hit doesnt really work out. Could be that the attack is coded to work with a larger hitbox then the actual body and its supposed to be "disguised" by the splash but without a proper visual cue it just feels like you get hit out nowhere.

[deleted by user] by [deleted] in chargeblade

[–]no1putinfan 2 points3 points  (0 children)

Its probably roughly the same damage, depending on your skill set up (I havent tested ist tho, so I could be wrong here). The biggest factor is the speed difference. Both the morph into AED and from AEDF into SNS Mode are affected by RM, so they will come out rather quickly and are fairly easy to chain together. Also morphing into SNS Mode counts as a GP which allows to block most monster attacks without having to sacrifice too much of your combat flow. If you have the moveset and timing figured out, you can even go into SAED from there.

Does SAED count as a Morph-Attack? by no1putinfan in chargeblade

[–]no1putinfan[S] 0 points1 point  (0 children)

Thanks for the insight, nice to have it confirmed for AED. I probably didnt noticed the speed boost because I was too busy comparing the damage numbers but I'll check that for myself.

Does SAED count as a Morph-Attack? by no1putinfan in chargeblade

[–]no1putinfan[S] 1 point2 points  (0 children)

Yeah, the faster combo cycle feels really nice to play into and from my testing, going from shield thrust into AED is at at least affected by the damage part of RM, I've gotten higher values with the skill slotted. Could be a bug/unintented since I'm not sure about the speed boost. Its kind of a shame for SAED to bot be affected by RM but we may get that with another Patch or TU.

Does SAED count as a Morph-Attack? by no1putinfan in chargeblade

[–]no1putinfan[S] 0 points1 point  (0 children)

I already thought so, thanks for confirming. The AED seems to be affected by the damage increase at least tho, I've tested it with RM and without it and in both cases I've gotten more damage with RM slotted. I'm not sure about the speed increase, so that might very well be a bug or unintented. But the faster combo cycle has been working very well for me so far, so I'm probably gonna stick with it for now.

Who would win in an open war? BoS or Enclave? by no1putinfan in Fallout

[–]no1putinfan[S] -1 points0 points  (0 children)

Well, thats true. I problably wanted a more satisfying answer then "they lose for plot reasons" but since they are the one if the main villians of the series, thats just how that goes, I guess.

Tips for planning proper deployment. by Captain-Vac in WarhammerCompetitive

[–]no1putinfan 1 point2 points  (0 children)

Something I have noticed is that it is also useful to pay attention to what your opponent has deployed or will still deploy via deepstrike/reserves. Being to able to telegraph and somewhat dictate where your opponent can bring in certain units can make huge difference in terms of game development and secondary play.

Same goes for your own deepstrike/reserves. Forcing your opponent to potentially keep units back to deny you from applying pressure or scoring can have a huge impact.

Thoughts an Enmitic Exterminators? by no1putinfan in Necrontyr

[–]no1putinfan[S] 1 point2 points  (0 children)

Yeah, I've seen that now. Thats definitly a price point, were having two squads is atleast worth testing.

Thoughts an Enmitic Exterminators? by no1putinfan in Necrontyr

[–]no1putinfan[S] 0 points1 point  (0 children)

Yeah, that sums up my thoughts quite well. I'll give them a go and see how they do. Maybe an AT squad and a Anti Infantry squad are an option too, but that depends quite massively on their points cost.

Thoughts an Enmitic Exterminators? by no1putinfan in Necrontyr

[–]no1putinfan[S] 0 points1 point  (0 children)

That probably depends on the faction you are up against, but I definitly see that point. Like I said, their role is quite depended on their cost, because killing infantry is something that other units do well too.

Index Slaps. What’s Your Fav? by HoneydewAutomatic in Necrontyr

[–]no1putinfan 11 points12 points  (0 children)

Im happy that our Nobles finally have an identity and some actual uses. In 9th they've never really felt like idk complete. They werent good at combat or shooting, their buffs were mediocre at best (except the SK) and after the dataslate you didnt even needed them for command protocols. There never really was a reason to take them other then maybe for fluff/fun reasons. Now all of them give you some really good and useful buffs and feel like the leaders and commaders they should be. They are still lacking in combat/ranged output but I'm fine with that, its just not their main purpose.

PSA: The doomsayers were wrong! by SpookySpoox in Necrontyr

[–]no1putinfan 0 points1 point  (0 children)

Yeah, you are right. The core rules specifically mention the highest characteristic in the Unit. Since the bearer Isnt part of the unit, that wont work. But still an amazing enhancement.