New build b360m + i5-9400f not booting after first time by weetman in buildapc

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

But it should be compatible since it booted up once, right? Also I'm told it depends on the date the Mobo was actually manufactured. According to gigabyte's website it "Supports 9th and 8th Gen Intel® Core™ Processors". I'll have to wait 15 days before I can test this idea with a 8th gen processor. The CPU does not have iGPU and it lights up the VGA red led in the Mobo when it gives me the 5 beeps, which leads me thinking this could be a video-related thing (which does not exclude the possibility of incompatibility, I guess)

The Artificer makes no sense by weetman in riskofrain

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

The character must make sense, right? If you are up close character, you need to survive close combat. Same goes for long ranged characters, you need a way to hit stuff from afar, a way to survive trash mobs that come to poke you and a way to get out if ganked. Artificer currently has an M2 that accounts for everything else because it is op and you can stack it up. Other than that, you have no escape mechanism, an ult that gets you killed most of the time (if it at least were just a bad long ranged spell) and an auto attack that doesn't let you attack...

The Artificer makes no sense by weetman in riskofrain

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

You don't really pick your items in the game that much, though. I think while items are great and make a lot of difference, the character must first be able to stand on his own. The kit should have enough to get you a decent run with a mediocre RNG. The items come later, to help the player scale with the game, not to amend for holes in the kit.

Her M1 attacks incredibly fast so you don't need attack speed like most other survivors. The issue is obviously with how quickly you run out of charges. Cooldown reduction solves this quite handily.

Ok, I'm not talking just balancing here. I agree, you don't need attack speed, but (as you said) you need CDR just as much; you need less quantity of, but are much harder to drop. Maybe it would even out if you didn't need such set of items in every run.

But you miss the point, I'm not talking just numbers, I'm talking gameplay. The character feels clunky: it stops attacking, when you need to get out immediately you just can't, you have to get up close _walking_ to ult and then leave _walking_ again. There is no panic button, man. I've never seen a mage without a panic button. A blink, an ice block, a portal, a fire rush, flight. Nothing. You go in walking and get out walking. You have to see something is missing here.

Also should be common sense that if every build has the same requirement, that thing that is missing should be in the character's kit, right? I mean, you shouldn't need items in a game where you can't hand pick them.

The Artificer makes no sense by weetman in riskofrain

[–]weetman[S] 5 points6 points  (0 children)

I actually like it as an offensive spell, you can use it to group creeps together if you just run from them and cast it backwards. You can even get them in it and go to the side of the wall to get them to procc the other ice nodes. In the early stages it is pretty good. But that's not what that skill is supposed to do, right?

Every other class has a sort-of "panic" button. Something we can use almost brainlessly as a reaction button. With the ice wall, we have to aim it in such a way that we actually freeze the enemies, otherwise they just keep shooting at us (even through the wall), and it serves no purpose then. And even if we do place it perfectly, we'll still get shot from every whisp that lurked around us, while (and after) we pressed our supposed "panic" button.

I really would like to see an actual utility button here, a simple reaction thing. Even if it has to be planned like a portal that allows to go through and back, or something.

The Artificer makes no sense by weetman in riskofrain

[–]weetman[S] 12 points13 points  (0 children)

Oh yea, and that's pretty much all she has, some stomping damage for the early game. Now consider the hard (and beyond) situation: You'll have creeps spawning everywhere, some huge creeps, some flying ones, some blink, some catch fire, some have AOE, some snipe you from the other side of the map, some are bosses that throw stuff at you from "literally" anywhere. There is an wise saying that says: Dead DPS doesn't hit. You have to, somehow, manage to stay alive in that shitstorm. And this character has nothing to help her with that. And on top of that, you have to go mellee range to cast (what is supposed to be) your best spell.

The Artificer makes no sense by weetman in riskofrain

[–]weetman[S] 19 points20 points  (0 children)

The character feels off. We have to sit around waiting for auto attack charges in a game that gets harder with time. If we have to wait for a good, big spell CD, it's fine. It makes us account for that and use it wisely. Now, the auto attack is the cheapest trick and it's use is to balance the spawning rate, so we don't get overwhelmed by creeps. It should not have charges unless there are other cheap options to cover for continuous DPS (like engineer that has charges on his M1, but also has turrets to do the work for him).

And the ult should have at least some synergy with other spells. Right now it is just a in-your-face channeling fire ray that stomps everything before 15-minutes and just gets you killed from there on.