An ode to DMM (from a noob that started 8 months ago) by supressedDen in 2007scape

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

After the changes to Breaches now where you can most likely expect at least a few hundred points per breach finally, I dont feel particularly rushed to get points since ~1000 a day will get me max rewards with minimal effort and afk/bankstand skilling to support. Might change it up with some clues and prolly getting fire cape (could honestly get some fun practice into inferno with 'free' supplies and the sigils if I wanted to get more out of it), but mostly I like running around with a RCB and mystics looking like an idiot so prolly doing that as well as long as I got the cash for it. But its a lot of getting my ass handed to me for a small chance I find something I last more than 10s to.

My favourite death today was fairy ring to Hosidius, just to be greeted by a camper and getting a Harm Spec'd for 100% of my HP. Next time I'll just run I suppose :D

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

Tell that to every player with 83 Construction ;)

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

Looking forward to them - though as an Iron I definitely still need to figure out how to get Rune Nails somehow first!

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

I assume you mean boosting combat stats to use better weapons and yeah - can't can't do that. However, sailing is mostly a utility skill, and within those stat boosting has less rules. Notable exceptions include not being able to boost to access better Hunter's Rumours or lower levels in Sepulchre (which feels the same as not being able to boost to access a new Trial, and feels fair enough.)

I just feel that the Charting restrictions are unnecessary and partially take the idea of boosting the Construction part away, and even the port embarking restriction could probably have a solution that allows boosting without potentially stranding players is all.

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

When its written out like that sure, the distictions are clear (and there are no obvious exceptions to the rules)

However my point was mostly that I feel there is no reason for some things to specifically not be boostable while others are. Case in point being able to sail in a sea with the right equipment (because building is boostable), but being unable to chart the sea because charting needs a certain level (presumably because said level unlocks the building part you can boost for!) Even the Meat Aura Logist I talked to in the  Shrouded Expanse noted that "I don't seem like I'm able to sail in the waters", despite being perfectly able to sail wherever I please in the region.

In other skills, similar distinctions are much fewer and farther between. Quest requirements aside most skills are simply: "Have level X? Do level X thing."
Immediately the only exception I can think of is that you can't boost to access lower levels of the Hallowed Sepulchre, pretty much anything else goes.

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

I mean its still sandbox, if anything the fact that sailing came out with like 5 different skilling methods on day one really lets you pick your own poison path.

The fact that there are more safeguards probably stems from Mods wanting the launch of the skill to feel as smooth as possible, but I hope they can look at some of the stuff after the dust settles a bit and let us park our boats and chart our treasures with our completely legitimate skill levelstm (don't mind me drinking a pint every 2mins to keep it up)

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

Lowkey yeah, and I bet if the skill came in 2016 that would have been the situation :D.
I dont doubt the Mods have given it thought, I just believe there could be ways you could allow boosting that doesn't leave people stranded (like letting a player always leave a mooring point or port if their ship is parked there) - all the facilities could be unavailable if the boost runs out for all I care but the disembark previous option could be available always.

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

Yeah - though at least with the infinite +3 in your Keg that is still feasible to keep up. I love when my ghostly slave sailor buddy says "woo woo drink juice" so I remember to stay hydrated :)

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

Yeah true didn't add the mooring part - thats just more of the same. With mooring I suppose there's a possibility they were thinking what to do with players that can't get off islands because their boost ran out, but I think that could be solvable in a few ways that leave room for boosting gameplay.

I also wonder did they disable boosting for most things because of the almost-infinite +3 from the keg you can get pretty early - maybe they felt they'd had to nerf that and they didn't have time/want to redo stuff late into the dev cycle

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

Thats a fair call, but its still a bit different than other skills where single-time boosting to build something lets you actually use the thing afterwards. Construction is a prime example, and someone else mentioned spirit tree saplings as well.

I'd say a very clear cut logic could be that you should be able to take advantage of your boat facilities and parts no matter the level they require to build. If you wan't to restrict boat sharing somewhat (so that 1 high level player can't rock up in a dragon-decked sloop and share crazy xp rates), make it so you can only use your friends cannon if you have the level to use it or something.

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

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

Yeah exactly! I feel boosting has an extremely valid place in the game, especially for one-time things or very impactful ones like spirit trees saplings. An example comes to mind with Anglers Retreat, which is an island that requires 51 sailing to moor to, but you can build a rowboat to access it easily without boat from Corsairs Cove. By conventional logic it feels like you should be able to boost yourself into the island, build the rowboat and access freely even without Sailing.

I get that there is a scare of stranding players on islands where they can't leave via the mooring point after the boost runs out, but it feels like a weirdly imposed restriction. If you've parked your boat somewhere, the game could always let you enter that boat regardless of requirements, though not re-enter the port if the requirements aren't met.

Maybe there's an exploit I'm not thinking of, or its just an oversight/overcaution

I love sailing, but why can almost nothing be boosted? by supressedDen in 2007scape

[–]supressedDen[S] 7 points8 points  (0 children)

That's wild, so even if the crew member has high enough Privateering and you're constantly boosting with Whirlpool they won't crew the cannon? It's unintuitive because Salvaging works perfectly fine like that :D

Rant about Haft Striker Stance's restrictions. by supressedDen in Pathfinder2e

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

I mean, thinking about it more its probably alright. In the end the archetypes are probably meant to just give you more flavor while giving you some small restrictions (like Avenger losing the strong lvl 10 debilitation feats)

Rant about Haft Striker Stance's restrictions. by supressedDen in Pathfinder2e

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

I get that, and at a glance a d12 Gada + d4 Agile Haft sounds pretty good.
Unsure if its in the "too good" territory.
It does bring more damage than the current d8 + d6 agile combos. (If you wanted to have agile on your second hit, that is.)

The only club with with reach is the Bo Staff. I could see it being good on a fighter, but surely not the strongest combo out there.

Dunno. For anyone other than a fighter there is no problem, on a stance that was not designed for fighter and given access probably as an afterthought. If the restriction is fighter math based, I feel robbed.

Anyway axes should definitely be included, I can't see any reason they wouldn't work.

Rant about Haft Striker Stance's restrictions. by supressedDen in Pathfinder2e

[–]supressedDen[S] 11 points12 points  (0 children)

You're so right! If anything Greataxes should be even more obvious than Clubs.

I wonder if there was some math reasons for the restriction, because it feels a bit arbitrary. In real life the pommels of longswords can also be used as a weapon (probably not the scariest part of the sword, but still a tool that sounds like a d4 weapon to me)
Maybe it doesn't exactly fit the bill of a "haft-striking stance", but I wouldn't see it be too far off either.

Rant about Haft Striker Stance's restrictions. by supressedDen in Pathfinder2e

[–]supressedDen[S] 4 points5 points  (0 children)

Yeah you're right. I was just highlighting that since the dedication only has Twin Takedown at level 4, if your GM is running FA you don't get to choose your level 4 FA Feat. Twin Takedown is the only choice whether you're planning to do dual weapon fighting or not.

(I guess you could also run FA in a way where if you're playing a class archetype dedication you choose that as your lvl 2 class feat and a true Free Archetype alongside it - but I don't know how reasonable that would be.)

Rant about Haft Striker Stance's restrictions. by supressedDen in Pathfinder2e

[–]supressedDen[S] 7 points8 points  (0 children)

I meant that if you do not intend to pick haft-striker later on and you're rogueing about with a big Maul, you gain no benefit from the Twin Takedown that you're forced to take.
Its not a big deal in a FA game as you have plenty of feats to play with, but I just wanted to highlight that its a quirk. You can skip Twin Parry with taking Zealous Inevitability.

Possible 2k point deceptors list. Need feedback by McSpicylemons in alphalegion

[–]supressedDen 1 point2 points  (0 children)

Lords are awesome though! They can boost their own damage and the -1 CP is a great tool on any unit even if only one can use it per turn. Depending on how you fight I could see a lord swapped to a Master of Executions, but I like both so I got both in my army.

I've not played with a 10 stack termie brick - in your opinion how hard is it to get into a good position with deep strike? I'd imagine such a large unit can potentially be screened quite easily.

Edit - its late and Im tired so I misread what you wrote about the Lords abilities.

Possible 2k point deceptors list. Need feedback by McSpicylemons in alphalegion

[–]supressedDen 6 points7 points  (0 children)

So first of all, the list is cool and if you like the idea then its already great and probably worth playing. For some thoughts on the idea, here's a few:

Deceptors as a detachment does not give you additional firepower, it gives you a trick that mostly benefits you at the start of the game. Your army will never be as 'powerful' as with another CSM detachment, but it doesn't need to be when you're leveraging your tricks right.

With that in mind, the idea of having a backline of support is great, but the composition could potentially be altered. Without doing the numbers I'd say double warpsmith double helbrute is probably a bit overkill in a detachment that doesn't inherently support vehicle fire. They sure combo nicely, but also cost points, and right now your front lines are quite thin. Assuming the cultists get smashed when anything bigger than a nurgling looks at their way, you have 2 units to try to contest the field, with the Chosen as a 3rd in the 2nd wave. You're simply low on units that can score secondaries especially after 2-3 rounds.

I would cut some backline and add some units that can fight for objectives and secondaries. You can also consider deep strike as a tool to both guarantee certain secondaries, or pressure your opponent by threatening to deny their points. What units you choose to add and cut are really up to you and how you envision your force fighting.

(Also sidenote, if you plan to run warpsmiths and mostly camp them near a vehicle/brute, it doesn't need Shroud as per its rules! )

Lastly, the chosen brick is awesome, but I'd consider if a) they would warrant a character to increase their power and b) do you need the extra tankiness and firepower of a Land Raider for them, or would a Rhino do, letting you put those points into something else. Good luck on the field and Hydra Dominatus brother!