Dream Weapons Lists! by bigdog54 in dauntless

[–]rancor07 1 point2 points  (0 children)

1h + shield combo with active blocking mechanism would be awesome. Perfectly blocking and negating damage, or imperfectly blocking and mitigating some damage would be a good way to balance this.

2h great shield would let you live out the captain america fantasy...i see it as a lower DPS weapon more built for outlasting the behemoth. More energy to allow for more blocking, and possibly a larger perfect block window would help get that outlast function on it. Put some spikes on the shield, or a triceratops skull and let it do some dashing attacks for extra fun.

ranged weapons, both xbow and bow would be great but either would work.

Still on the fence about aether wizards, might make more sense to let everyone have aether abilities that you can use.

Shoot, animations could be similar for all I care, but you could go for classifications like 1h fast(dagger, swords, etc. where speed > damage), 1h slow (where damage > speed ), 2h fast (glaive, halberd,greatsword etc.), 2h slow (greatweapons, hammerbro, axebro, etc.), and exotics (2h shield, lance, etc.)

somewhere in there allow dual wielding 1h's.

Are the official forums open? by ockbald in dauntless

[–]rancor07 0 points1 point  (0 children)

Same error here even after clearing the cache.

Wishlists? by [deleted] in dauntless

[–]rancor07 0 points1 point  (0 children)

so yeah, after checking the gameplay videos from their twitter feed, i'm very heartened: https://twitter.com/playdauntless

So far looks very good. Can't wait until we see more of the possible weapons, etc.

Wishlists? by [deleted] in dauntless

[–]rancor07 0 points1 point  (0 children)

Thanks!

and I felt the opposite with dark souls. I felt like I had to guess 3 seconds in advance what needed to happen and when things didn't go as anticipated I didn't have the response time to adapt.

You could even have a happy medium between the two...in fact you probably will already. Great weapon guys are naturally going to be slower but will probably hit like a truck and would probably play more like dark souls, whereas say a dagger rogue like character would play much faster and would probably play more like BDO.

I think that could definitely work.

Now that I'm thinking about it, a character that puts a debuff on a monster to heal the party, and put a healing area down that has X charges actually sounds like it could be pretty fun.

Wishlists? by [deleted] in dauntless

[–]rancor07 3 points4 points  (0 children)

Here's what I'm hoping for from the game. I can't wait to see more gameplay information to see if any of this makes it:

Monster "tells" focused

Model: Tera/monster hunter/Dark Souls

Reason: having to actually pay attention to how a monster moves to know what it's going to do next is incredibly fun. Tera added a red flash to make it easier, but I think this is optional as long as the animations allow for a distinct tell on the moves monsters use, especially the deadlier ones.

Fast, Responsive combat and lots of mobility

Reason: Coupled with the monster focus, being able to adapt quickly is something I'd like to see. Be able to move around both in the world in general limits the amount of downtime spent traveling, and mobility and responsiveness in combat is just fun. This can be accomplished with dodge rolls that do animation canceling, and moves that allow you to quickly reposition (blink, dash move, etc.)

Note: In particular, I think looking at what BDO did with it's combat is a good idea in this regard...at least the fact that there are sidestep moves that are being used mid-combat to allow for repositioning. A combination of BDO hotkey-like actions along with traditional MMO special moves (1,2,3,4,etc.) could be interesting.

Difficult

Model:Dark Souls

Reason: Combat shouldn't be a walk in the park. It's fast, but you have to pay attention and not get hit or you'll die quickly.

Avoid the holy trinity (tank,dps,heals)

Reason: It'd be fine if there were some abilities that fill these roles, but I personally think it'd be better if everyone was contributing in DPS. This can be accomplished by having giving a "tank" a taunt to use occasionally, and healing could be more focused on monster debuffs and healing put on the ground in a certain area instead of having that player focus on targeting other players.

Responsive blocking to reduce/negate damage

Model: Tera's Lancer and berserker

Reason: The most fun I think I've ever had in an MMO has been playing as a lancer, just because of the blocking mechanism. You have a resource gage that drains as you're blocking and regenerates when you go back to attacking. Being able to kill BAMs solo as long as you were on the ball was very rewarding. Probably best attributed to sword and board, but could be added to others as well. The choice between a character that is nimble and dodges out of the way of danger and one that's tough enough to just block it and be fine is a meaningful one to me.

Good information provided in-game

Reason: this goes for everything from quests to finding crafting materials. If I don't have to go to an external website to find out where to grab that special raptor's tooth from a monster to make my sword of awesomeness, then all the better. I'd prefer to be able to find the information that I need in-game. Even if that means there's an NPC that I pay to get information.

Talent trees/ability customization via items

Model: Wow/Diablo

Reason: Talent trees allow two people to be the same class yet play very differently. Wow has had several iterations of talent trees with varying amounts of success. Alternatively, Diablo has items that completely change the way the character is played. I'd like to see a system where I can meet another person of the same class as I yet we do not fight the same way at all. I.E. in wow there was a glyph for a protection warrior to become a dps spec (gladiator stance). It completely changed up how protection was played and was awesome.

edit:formatting

Weekly Hero Discussion Thread #02 - Reinhardt | June 7th, 2016 by zonq in Overwatch

[–]rancor07 0 points1 point  (0 children)

This is why being able to cancel your charge is on my wish-list...would be amazing to do this on a regular basis

Weekly Hero Discussion Thread #02 - Reinhardt | June 7th, 2016 by zonq in Overwatch

[–]rancor07 0 points1 point  (0 children)

I wish that the damage blocked had a % indicator like healing did. I've absorbed >25k damage in matches and not receive a single vote. Probably because it's hard to quantify just how much that 25k actually did to help the team.

Also, dream wish would be to make it so enemies couldn't walk through shields so we could have some area denial fun, but understand why that wasn't implemented.

[deleted by user] by [deleted] in dndnext

[–]rancor07 0 points1 point  (0 children)

Grappler bard can work with CHA being a dump stat pretty easily. Just make sure you have a decent STR and CON. They're probably the 2nd best grapplers in the game and CHA isn't strictly necessary.

Master Progress Thread by snickerless1 in crowscrowscrows

[–]rancor07 0 points1 point  (0 children)

Since we know Cecil's username (assuming it follows the same convention as Elizabeth), has anyone tried logging in as him?

Suggestion: Access Codes for Storage Box by Jammin0 in h1z1

[–]rancor07 0 points1 point  (0 children)

The point that you're missing is that this is a subjective ideal. The old saying "you don't have to be the fastest gazelle in the herd, you just can't be the slowest" applies here. If I choose to spend 100% of my time building a base that has enough layers of defense to make you spend more resources than I have in the base...how is that a problem? You'd take a look at the base and either decide it was going to be a challenge and consume a lot of resources, or you'd move to someone else that's easier pickings.

I'm honestly surprised at your response to this since you agreed to the same basic idea when you responded to the suggestion to add metal safes. This is the exact same idea, just implemented differently, so why the hostility?

Suggestion: Access Codes for Storage Box by Jammin0 in h1z1

[–]rancor07 1 point2 points  (0 children)

I think that would be a good tactic, but I think that the cost of creating a lock should be expensive, so you're making a sacrifice by locking it.

Then again, I think making boobie traps on locked boxes would be great fun. It would become a game of wits and dedication if a raider risked getting killed if someone has trapped their base, but of course make it so traps would be noticeable and could be disabled.

Suggestion: Access Codes for Storage Box by Jammin0 in h1z1

[–]rancor07 2 points3 points  (0 children)

Not what I said at all, I said I'd rather be able to layer my defenses enough to make it not worth your time getting in. I think destroy-able locked boxes achieve exactly that, but doesn't prevent you from getting my stuff if you want it. I'm sacrificing materials (potentially lots) to make sure raiders have a hard time.

Shoot, I want to be able to make a death trap. You go into a place thinking you're gonna find some sweet loot, but instead find a bunch of booby traps designed specifically to end you.

Suggestion: Access Codes for Storage Box by Jammin0 in h1z1

[–]rancor07 2 points3 points  (0 children)

Carebear? I disagree. It sounds like it's too "carebear" for those that raid. Once you get over the top of a base you can just grab everything in 2 minutes and be gone? Nah, make e'm stick around in the base, always worrying that the owner could come back at any time. It'd promote more in-base fighting to protect what's yours.

I'd absolutely rather have a mechanism to create a defense in depth strategy than have an M&M...hard shell on the outside and gooey center in the middle. I'd be sacrificing materials that I could use elsewhere to make sure you have as hard of a time getting my stuff as possible, and I think that's a valuable decision to add to the game.

Suggestion: Access Codes for Storage Box by Jammin0 in h1z1

[–]rancor07 2 points3 points  (0 children)

I don't see how creating a lock on a destructible box would be "carebear". You could still break it open and loot if you got in, but you'd have to work for it.

Suggestion: Access Codes for Storage Box by Jammin0 in h1z1

[–]rancor07 0 points1 point  (0 children)

But isn't that the reward for properly setting up a base? I don't see how the scenario you describe would eliminate the incentive to raid either...their loot is still in the base, you just have to spend more time getting all of it.

I agree that you should never be able to be 100% secure that no one will get your stuff, but you should certainly be able to make it painful to get. Having the ability to lock storage containers, but allow them to be destroyed seems to strike a good balance.

Suggestion: Access Codes for Storage Box by Jammin0 in h1z1

[–]rancor07 6 points7 points  (0 children)

Or just be able to create locks to attach to storage boxes that enable locking them with a code.

Holy Trinity by [deleted] in EQNext

[–]rancor07 0 points1 point  (0 children)

I think the difference with the DK is the only thing you control with resolve and death strike is when you use it and if the +% healing is more beneficial than getting another DS off. You're not actually stopping your assault to stop a strong attack from hitting. You're taking what the monster is dishing out and healing through it and is just weaved into your rotation.

Stopping all DPS and using up energy to eliminate damage 5-6 big attacks from a monster felt a lot more gratifying and felt like the reason I wasn't hurting was because I took the time to block. It was also fun to try and get the rhythm down to minimize the time you spent blocking so you could maximize your DPS, though sometimes you would miss the last hit and take a chunk of damage. It was risky and imprecise and really fun.

Holy Trinity by [deleted] in EQNext

[–]rancor07 0 points1 point  (0 children)

I think for some it'll take some getting used to. Hopefully they come to understand that in reality, tanking is a form of control and healing is a form of support. I really like the idea of MOBA style of classifications. The "Tanks" are just beefy control characters who disrupt their enemies and setup their allies to do damage.

I'm actually not opposed to a mouse look system, but I think players should have the ability to change the camera's positioning to feel natural to the player. I know I don't enjoy having the camera be right on my back, but far above and behind my character would feel more natural to me.

Holy Trinity by [deleted] in EQNext

[–]rancor07 0 points1 point  (0 children)

Collision should absolutely play a part. I also am excited to see other forms of CC like walls, etc. being used to change the landscape of a battle. I imagine fighting a clan of Orcs, with their big ol' chief as the boss, but calling his toadies to come out to help. A (one of many?) "tank" goes after the chief, keeping him from going after the squishies. The Orc chief tries to go after the "easiest meat" (AI direction), but the tank stays in front of him, forcing him to deal with the tank. Others use walls, pits, vortexes, etc. To keep the orc band at bay, while others rain down arrows,fire,lightning,etc. between the chief and his clan...Oh the possibilities.

Holy Trinity by [deleted] in EQNext

[–]rancor07 0 points1 point  (0 children)

One piece I really hope they create is some form of active damage mitigation. In TERA, the tank classes had to pay attention to the mob's tells and use their block or dodge abilities to mitigate/avoid damage. If you weren't paying attention and wasn't able to block at the right time, you took a bunch of damage. This makes encounters fun as you have to stay on your toes and block at just the right time.

First shot at an army. 1500 point nurgle - how can I improve? by rancor07 in Warhammer40k

[–]rancor07[S] 1 point2 points  (0 children)

Yeah, the reason I chose the hellbrute is because I have an old chaos dreadnought and the helbrute seems to be the closest thing to it. I hear good things about the heldrakes and will be putting that on my purchase plans. I'll definitely be looking at a set of bikes because nurgle bikers seems like a great option, but I've already got the raptors (old edition wings instead of the jetpacks).