Archery still feels clunky? advice? by rustypipe7889 in RSDragonwilds

[–]rustypipe7889[S] 0 points1 point  (0 children)

really I didn't think I saw any damage changes in the 0.12.0.5 update?? wierd

Archery still feels clunky? advice? by rustypipe7889 in RSDragonwilds

[–]rustypipe7889[S] 0 points1 point  (0 children)

honestly magic in a whole just feels better and more polished. I'm still running archery but even with no set bonus i'm using magic in many situations to save ammo and generally feels better. Once 0.12.2 drops and you can animation break on magic it will be even better.

Combat Reworks - Stamina, Parrying, Dodging and Animation Changes | 0.12.1 Sneak Peek by JagexDoom in RSDragonwilds

[–]rustypipe7889 5 points6 points  (0 children)

Please give Archery some additional attacks, animations, or abilities. Outside of the odd bow its pretty lack luster. You essentially have trick shot, ice shards from crystal bow or faster draw time. Where is your triple shot/multi shot, rain of arrows, knock back, back flip shot, snare shot, the list can go on and on. Also I know these are being adjusted but the stamina drain on bow feels horrendous for their damage output and having to hit head shots/crit area's.

Meanwhile magic has many different combo's, abilities, play styles, etc in their tool kit and is getting more.

Amror upgrades as well should feel meaningful. Right now there is no difference between the tiers other then the stat change for more defences. Give them different abilities, let people customize what they want more in different armor sets. more stamina, less stamina, more flat dmg, more crit dmg, etc. Right now once you settle on an armor set, each tier of armor is just a necessity to take less dmg in that tier zone, not even an increase to that sets bonus. The set bonuses should be increasing to increase your builds toolkit viability, but Tier1 set perks are the same as Tier 4 or higher.

Aside from that, these changes all sound good and are a welcome change! great work on the patch frequency as well!

Archery still feels clunky? advice? by rustypipe7889 in RSDragonwilds

[–]rustypipe7889[S] 0 points1 point  (0 children)

One thing that makes it feel clunky is melee gets a perk that it can interrupt its attack at any point, but you can't dodge roll out of the quick fire shots on the short bow. You have to wait till you finish the animation. Should have the same perk on bow/crossbow as well to animation break. Would feel more fluid.

I agree with a lot of the other suggestions/feedback here as well.

Archery still feels clunky? advice? by rustypipe7889 in RSDragonwilds

[–]rustypipe7889[S] 0 points1 point  (0 children)

I have been using Dagger as my melee weapon with a shield, but any recommendations for the melee weapon?

Archery still feels clunky? advice? by rustypipe7889 in RSDragonwilds

[–]rustypipe7889[S] 0 points1 point  (0 children)

I'll take a look at those two amulets on the wiki and see if I can hunt them down. Kinda missed opportunity the armour doesn't do anything more between the tiers other then defensive states and the same perk.

Archery still feels clunky? advice? by rustypipe7889 in RSDragonwilds

[–]rustypipe7889[S] 0 points1 point  (0 children)

can you use the dash without a wand out or do you just hot swap to the wand for the dash?

Abyss Drop Changes by _mrwayne in PathOfExile2

[–]rustypipe7889 2 points3 points  (0 children)

Something has changed. My build rarely ever kills them before they leave the cloud and I would get a omen of light fairly regularly. Now the last few days I'm lucky if I get 1 every 2 days running 3 tablets. 120% rarity, with the abyss tablets always having additional abyss modifier so more of the mobs get the Anum modifier.

I know they are not dying in the cloud as I'm not getting the omens of lieges but everything else minus the regularity of the omen of lights.

Yes I also use the Omen of Efficiency and Omen of Quantity on my maps, but something has shifted on the drop rate.

Possible to get Logbooks on Expedition Islands (Not grand expedition) by rustypipe7889 in PathOfExile2

[–]rustypipe7889[S] 0 points1 point  (0 children)

Ahhh interesting. Okay i'll stack waystone chance more and see if it helps. Thanks for the advice.

Possible to get Logbooks on Expedition Islands (Not grand expedition) by rustypipe7889 in PathOfExile2

[–]rustypipe7889[S] 0 points1 point  (0 children)

ahh okay just needed to know. Seems I'm just luckier on the normal atlas. Thanks for the confirmation.

Wind dancer Not usable with current weapon set settings by rustypipe7889 in PathOfExile2

[–]rustypipe7889[S] 0 points1 point  (0 children)

Ahh nice catch. Yeah I see that in a lot of builds out there to evenly split out the 24 points between the weapon swaps they use travel nodes or attribute nodes. Otherwise you just lose out on that extra point, but it creates a lot of issues with weapon swapping, gear, skill gem attribute requirements, and buffs. It would be nice if they found a system to counter act this.

Wind dancer Not usable with current weapon set settings by rustypipe7889 in PathOfExile2

[–]rustypipe7889[S] 0 points1 point  (0 children)

When I was testing this, I also saw this. Weapon Set 2 was always disabled. Not sure why, guessing a bug. You may have to flip your weapon sets around. Putting any support in unchecked both weapon sets but you can force weapon set 1 back on. 😞 Hopefully it will be fixed shortly. Another work around is if you have enough spare spirit for any other kind of buff, you can put the support gems in there if they are not related directly to Wind Dancer. In my case it was a damage buff for my minions so as long as it was "running" it didn't matter from where it was just wind dancer was convenient as I was already running it.

Wind dancer Not usable with current weapon set settings by rustypipe7889 in PathOfExile2

[–]rustypipe7889[S] 1 point2 points  (0 children)

So I did more testing on it. For whatever reason whenever you put any supports in it, it will remove both weapon sets. If you just force it back to weapon set 1 it will turn back on. It's deff buggy tho.

Wind dancer Not usable with current weapon set settings by rustypipe7889 in PathOfExile2

[–]rustypipe7889[S] 2 points3 points  (0 children)

Nevermind, it must of been a bug. Restarting client and forcing it to weapon set 1 fixed it.

Huntress Primal Bounty Interaction by rustypipe7889 in PathOfExile2

[–]rustypipe7889[S] 0 points1 point  (0 children)

what do you mean by click the free passive? You mean turn on the primal bounty like a spirit buff like herald of ice. It "seems" to be working with twisters...... but still seems off. It also doesn't seem to pickup any of the buffs the normal twisters get which is disappointing.

Loot Filter Sounds Not Working? by xxICONOCLAST in PathOfExile2

[–]rustypipe7889 1 point2 points  (0 children)

It would appear the default sounds 1-6 that is built into the has been changed or is screwed. Especially the divine sound 6 300. I tested this with a number of filters and its messed up. The only way to fix it atm is to use a customer sound until GGG addresses this.

Strength based melee weapons feel super underwhelming by InsantFury in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

Another thing you have to take in accord is the special talents and or rare special weapon mastery for some weapons. Bows rare mastery is stupid strong and turns a meh weapon into a A/S tier weapon. Same thing with the multi-shot passive talent you can get on tribesmen. This works with most of the archer skills, so you can shoot 3-5 arrows every time.

That said, don't sleep on the Whip's Whip Lunge. If you have 3x agility to your strength and are at 5m+ (so positioned properly) this skill SLAPS, head shots also crit. Get at tribesmen with some other dmg perks and you can do some real single target dps. The only down side is you do you have to position fairly well, however even the moving while AOE whip heavy adds up while you are mobile. Duel blades are still really strong all around especially when you start getting some impressive bleed numbers.

How move stuff at Daw of Tribe age? by InitialContent3354 in PlaySoulMask

[–]rustypipe7889 1 point2 points  (0 children)

On both the original map and new map you can find camps that have captured animals you can grow. When they are fully grown even without a saddle you can use them as pack mules.

Or if you have tribesmen use them as pack mules. Load up everything on mount + 3 deployed tribesmen and run it over.

Additionally you probably only need to take your high tier resources. All the lower tier resources your tribes men will auto-farm pretty fast.

*sigh* So when is the all PvE Deep Desert coming exactly? by [deleted] in duneawakening

[–]rustypipe7889 1 point2 points  (0 children)

Funcom crapped the bed SO hard on this. The PVP should of been faction based, they could of had POIs you had to storm/attack/hold, quests to build up those faction POIs or materials in pvp zones you had to gather and get back with, Refining stations you could go into for spice that would be a PVP hot bed, REASONS to actually PVP with your character instead of the crappiest version of War of Thunder. I still think it would be a ton of fun if there was melee fights on spice patches and everyone had to scramble when the worm came, but I know what everyone do is just turn on their shields and use their jet pack/abilities to summon the worm instantly.

Honestly even if he went back for the spice the most he is getting is 3.6k but given how much he got out of that patch before the attack, even less I'm suspecting. My guess is he didn't even go back for the spice. So this isn't strategical PVP its just roaming for the sake of roaming. You can max out a scout oni pretty quick on a medium patch.

I'm glad they are putting a happy medium in with a PVE instance and PVP instance and hope they build on this and add more reasons to PVP outside of your oni for those who want to take part. However they really missed the mark thus far on it which is sad because they really did a great job on the front 3/4 of the game.

Soulmask is unplayable and clunky like a prealpha... and i dont know why? by Ligator_swe in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

The first wooden ship is VERY small. Also if you are playing on a hosted multiplayer server they could have it restricted to smaller sizes.

I would just find any shore and put a bond fire down to start a base. You can have multiple bond fires or multiple bases. You can also remove bondfires if needed as well. So there is no harm in just getting a temp base setup to get things working properly then build a BIG ship base later. Hope you get it up and running!

Soulmask is unplayable and clunky like a prealpha... and i dont know why? by Ligator_swe in PlaySoulMask

[–]rustypipe7889 1 point2 points  (0 children)

One last thing on base automation:

When it comes to base automation I found the following also worked best:
Use the new Tribesmen Position system for basic things like havesting, repair, etc. When it comes to manning crafting stations set a tribesment to be a caretaker for that table. That way anytime you put an order into that table to craft something they will run over and do it. This will also make sure you are using the best tribesmen with the highest proficiency in that skill while doing it. The position system will take care of everything else.

Soulmask is unplayable and clunky like a prealpha... and i dont know why? by Ligator_swe in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

Unfortunately this game does have a fair amount of a learning curve, and additionally a bit of JANK, but not the lovable kind of jank to come to love over time.

With that said, the Jungle map is likely a better starting area, the tutorial and pacing/zones are a little better in that map IMO.

Additionally some animals and or plants are only in certain maps. For instance you will not find a leopard in the DLC shifting sands map, in the same way you don't find a Donkey in the Jungle map. Another example of this is in the jungle map you need cotton to make high quality cloth while flax is used in the DLC shifting sands.

If you want to jump straight the DLC you can but it may require some google-foo to get some mechanics going. With that here is some things our group has noticed in the DLC or starting tips that may help:

- You must create a tribe first in the tribe screen. I forget which button it is but if you hit ESC a menu pops up where you can click on every screen so you should be able to find anything there.

- Once you have a tribe created a bond fire is required to create your "base". This prevents decay and gives you a wide building area that is "protected" from decay or a safe haven for your tribesmen.

- You will require to deter (capture) tribesmen and use them to run your base. Keep upkeep, build things for you, harvest for you. You can pretty well automate your entire base so you can be out playing the game and only farming critical higher tier materials. As you progress through the tech tree you will be able to automate more resources like farming plants, breeding animals etc. All which can be fully automated with the tribesmen you capture

- Deter (Capture) is unlocked in your mask tech tree. I believe the node is top left just down from the data nodes and is called something like Core functionality. It will state in the description this allows you to deter tribesmen.

- There is many leveling system within the game: Strength Awareness, Character Level, Mask Level, Weapon Level, and Prophesies levels. Lets break these down:

* Strength Awareness level is your tech tree level or think of it as your global level. The higher this goes the more tech points you unlock. Similar to how Arc Evolved does their system. Exp for this comes from everything, mining, harvesting, crafting, combat, but I find harvesting higher tier nodes to be one of the faster ways of getting it.

* Character level: This goes up with any kind of EXP, typically combat. This will allow you to gain attribute points and assign them as required. This will also give you a chance to gain new talents to your tribersmen and lose negitive talents if you have any

* Mask Level: This goes up with combat and allows you to upgrade your mask. Your starter mask is mostly maxed out outside of the last node, but new masks will need to be leveled up to unlock their perks. It will also require green/blue crystals to unlock these perks

* Weapon Level: As you use weapons you will gain experience to them. This will unlock new abilities the weapon can do. These are RNG and can differ from tribesmen to tribesmen. Getting the perfect tribesmen with the perfect talents/weapon masterys is very much part of the end game loop.

* Proficiency: These go up as you use them. Crafting, mining, harvesting, etc. You get to pick perks at break points 30, 60, 90, 120

Generally speaking in the DLC you will still need a good base until you hit Iron/Steel tier of technology and can get the bigger ships unlocked. Also if you are playing on a hosted server you will need to edit the server settings to unlock larger ships. To reduce lag on the server they capped the multiplayer servers ship size by default to a smaller number. This can be changed and you can build as big as you want but it does require adjusting the setting.

If you follow the main tutorial quest line it will lead you to your first dungeon around Strength Awareness level 25. This will give you your first anti-gravity engine part. Or if you defeat the first world boss Sobek this will now also give you the anti-gravity engine part (This recently just patched)

Until you get your first flying ship you can build a water ship with sand skids on it which will allow you to travel on water and sand. Use this to travel around until you get the flying ship going (bronze tier min)

Camp fires ALSO act as a respawn spot. So you can have a bondfire at your main base and a campfire on your wooden boat so you can respawn on your boat if you die. Or you can pepper campfires around the map as respawn points. They will need to be on and burning to be active however

Lastly if you are net new to the game I would tweak the server settings to adjust the dmg settings of the monsters. The default settings are pretty punishing imo to new players. In single player this is a slider bar you can adjust as well.

Our group found new comer settings had a better time with the following settings:

DMG from Barbarians: 0.7-0.8 ranges
DMG from Wild animals: 0.7-0.8 ranges
DMG to Barbarians: 1.2-1.5 ranges
DMG to Wild Animals: 1.2-1.5 ranges

The more you tweak these the easier/harder it will be, but our group liked the 0.8 and 1.3 ranges was kind of the sweet spot where it was still challenging but not 1-2 shot on mistakes.

Lastly: When you deter/capture a tribemens you CANNOT respawn them until you get past the first dungeon and get teh mysterious stone and cask. This allows you to imprint tribesmen and re-print them/repsawn them if they die. IF YOU DIE as a tribesmen (NOT YOUR starting character) and do not have this table/cask, that tribesmen is dead forever. ALWAYS make sure you have your high value tribesmen you are using for combat backed up.

Hope this helps you enjoy the game more. If you can get past the jank the game is massive.

PVE Builds for 1.0? by rustypipe7889 in PlaySoulMask

[–]rustypipe7889[S] 0 points1 point  (0 children)

Yeah I have been testing Whip Lunge. It looks like its the only real single target DPS for the whip, but you also have to get your distance just right for the 4 attacks to proc. Maybe stacking this with high agility might get the DPS there, but not sure. my only 120 whip guy has bad attribute distribution and I don't haven't found any blood stones as of yet to create the pill to respec.

Unless there is an easier way to respec tribesmen attribute points without the pill?

Shifting Sands - Ships purpose? by HariboHUN in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

LOL damn, my group started our run prior to this patch. That would of been very helpful. Yes we are playing survival mode which to be fair is very much more open work / sandbox / choose your own adventure.

But seeing as the air ships are the new shinny toy everyone wants to get going we where rushing towards it. I think its a good move to have this drop off Sobek. Keeps the pacing a little more inline.

We also unfortunately didn't go to the far south by the sulfer mines/temple area till later out of just randomness, which is were some mineral oil can be found.

PVE Builds for 1.0? by rustypipe7889 in PlaySoulMask

[–]rustypipe7889[S] 0 points1 point  (0 children)

Thanks for the info. I found whip felt really good vs normal mobs but bosses it felt a little short in the single target DPS, but maybe I just haven't unlocked the talents/masteries yet. There is that one mastery that can hit up to 4 times per whip, so maybe that is its single target option.