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  2. I am trying to play Necromunda Hired Gun, but I have two traits that do not mesh well in this game: I am a completionist and I suck at jumping/platforming. I can't get to one of the five loot chests in the first area
  3. Actually, the latter I've been thinking about almost since starting out. I may even need it for a boss I'm facing atm (hides in the back row, has high resistance against being moved around and lets it rain deadly rubble upon the "heroes"). It's a more obvious thing to do though: There's multiple classes that can mark an enemy -- and multiple classes that can deal extra damage against marked enemies. This screams for a "nuke the **** outta currently marked enemy" type of compositions. Might go with two arbalests ( + 90% of damage against marked enemy), an Occultist for healing stuff (though he's a more prone to RNG in how much he heals than the Vestal) plus a bounty hunter in the frontline. I like this stuff. But then I've played Icewind Dale once exclusively with casters.
  4. You are right. Brain fart on my part. So the deterrence only works for melee opponents. Yes, that's also my preferred approach. It's just that the Spine of Thicket Green is a nice "stat stick" for a Druid and the downside of the modal (+50% recovery with quarterstaff attacks) doesn't hurt the spellcasting at all - while +20 is a pretty substancial defensive buff (even if only vs. melee attacks ). I do not agree this time. Thekehu (bc. of his subclass) is one of the best companions - at least for me - because first of all Druids are so versatile and have enormous impact at higher levels and secondly the Watershaper's bonus spells are all foe-only and thus very convenient to use, especially for a beginner. The foe-only Chillfog alone is a reason for me to bring him along... I love to use it in combination with Aloth's Combusting Wounds (which - surprisingly - works even though they are opposing elements). I also like that he has Watery Double (which is basically a Substancial Phantom with different spells) which frequently summons an additional Ondra's Whip or some of the foe-only Watershaper spells. Aloth can replace a martial companion after some few levels. Self buffs can make him sturdy and an Essential Phantom (+ Draining Touch for example) brings an additional martial ally if you need more bodies. However: in the early game somebody like Mirke would make things a little easier because the casters will only have a few spell slots and will burn through them rather quickly. On the other hand the fights on Veteran don't last as long as on PotD...
  5. Today
  6. We have the same issue, but in cross play. First i can't jump and then my friend. It works only when we stop the game and start it over, it is very annoying. Can someone fix this please?
  7. Not quite there yet, but you're well on the way to discovering the fun of "dance parties". Maybe not with three Grave Robbers as such, but equip one with her best move, Lunge. Then add two or three more party members who also move themselves forward (and optionally backwards) with their best attacks. Grave Robber Lunges then Shadow Fades. Highwayman Duelist Advances then Point Blank Shoots. Shieldbreaker ...well, basically all her skills move her either forward or back. And while less explicitly dancers, the Jester (Dirk Stab/Finale) Crusader (Holy Lance), Man at Arms (Rampart), Hellion (Breakthrough) can also participate in this style of play. It's both very fun, and makes it so that you're far less vulnerable to being surprised by enemies. But yeah, the boring meta team is "Jestal", Jester and Vestal. Coldly effective but it's just so boring to play. You can easily complete the game with static parties where every member just operates independently, but dance parties and a third type of party, built around using Mark (using 3-4 of Bounty Hunter, Occultist, Hound Master and Arbalest), are great to keep yourself from burning out with the same old strategies.
  8. It seems I was a little unlucky with my first veteran (lvl3) dungeon. And that right in the first encounter. I've done a few since -- and that was a better ride. Not going too much into Meta / Wiki though initially, as I feel this is a game that is meant to experienced like that. On another note, on a low level dungeon I made an experimental party to send them there: Vestal -- Grave Robber -- Grave Robber -- Grave Robber. The Vestal heals from the backline. The Grave Robber in the front uses "Shadow fade" (invisible, damage buff, 2 places backwards, so ends up being in front of the vestal). From there I'd pickaxe and throwing knife enemies with the stealth/invisible damage buff. Don't think that would be viable at the higher levels. But it was fun whilst it lasted (and last the party did).
  9. Doesn't quarterstaff modal bonus deflection apply only versus melee attacks? For defensive casters I'd prefer shield (small) and hatchet (+3 deflection agains all) or shield and dagger, shield as good deflection bonus against all, and in case of melee fight, you get another +10 bonus. About party composition: I think it would also good with another dps martial pg (mirke or rekke) in place of tehenu or aloth, if you drop tehenu healing can be give from scrolls by a ranged/caster pg.
  10. Ghost Song The first boss. The MC has a gun instead of the hand. Defeated another boss. Not sure which health bar was the boss, though. There is no Light The Two Fingers were larger. The Fallen Champion. Whose champion or where they fell from is unknown. Too many faces, but could be worse. Could be Giger. I do not know if the MC was hallucinating at that point. Curious if I run into the other wielders later on. Too many faces. The bane of all adventurers - chest-high wooden fence. Defeated another boss. Expected the leader of the Lunar Order. 9 Years of Shadows And here I decided to take a break - the MC was dying in 3 hits, the knight seemed invincible, there was no other direction to go. Aspire - Ina's Tale A Short Hike I did it.
  11. https://www.rockpapershotgun.com/summery-soulslike-enotria-the-last-song-is-delayed-again-but-theres-an-8-hour-demo-coming-soon https://www.rockpapershotgun.com/redfall-will-receive-one-final-update-after-all-including-an-offline-mode
  12. There are mods to remove the timer from the War Table missions. Some of these short text-based adventures are rather interesting. I think, the length not being a positive quality by itself was discussed in another thread (in relation to Owlcat's game design)? Edit. Curious timing. https://www.rockpapershotgun.com/this-handy-list-of-mods-makes-dragon-age-inquisition-short-enough-to-play-again-before-dreadwolf-comes-out To be fair, we might be able to finish the game several times over before Dreadwolf even without these mods.
  13. I barely even got to start the Hinterlands, I remember getting to my castle, starting one of those missions where you have to wait in real time for it to complete, then decided to quit for the day while it completed. I never ended up launching the game ever again.
  14. I never felt that dungeons ever actually went up in difficulty, and indeed you probably outscale the dungeons if you know which trinkets to farm, because that's the only place where you actually have decisions to make in terms of the power level of your units. The rest is, as you say, just farming gold in order to unlock and buy better skills and gear levels, no decisions required there. Rushing the bank district is a pretty decent idea, and remember to sell duplicate and junk trinkets regularly. They don't. All of the game rules are actually stored in plain text for easy inspection and modding, and as such is one of the easiest games to mod that I've ever encountered. The file scripts/map_generator.darkest confirms this by only having one entry for each combination of dungeon location, length and mission type. For example: Scouting is an incredibly powerful mechanic that's easy to neglect. The game doesn't make it terribly easy to understand how it works, so here's a guide:
  15. Yesterday
  16. Watched some homeless guy challenge a building to fight. The building won. This city has a certain charm, I have to say.
  17. So, we have acorn turrents, but they're not incredibly strong. It's just enough to face off against mid game bugs for an devensive structure. So, what I was thinking was a special turrent that launched building materials, such as grass planks and weed stems. It might be a good idea to consider. I know we can already toss them, but it isn't particularly strong as well. Opinions are welcomed, whether their bad or good.
  18. When trying to place a wall, the game might try to place it far away from where you are trying to place it. It happens when there are a lot of walls/places that it can snap to. can you guys make a button that when held or on a toggle will unsnap buildings to whatever its trying to snap to? there is a button thats called "snap to grid" but I don't know what it does or if thats what the button is supposed to do.
  19. I have built a big wall and it isn't exactly straight, when I try to place a floor it only connects the corners of the floor. it happens to more that just the wall I built, it happens with a lot of other things too, but I don't know what causes it to happen
  20. Picked up Darkest Dungeon a couple days ago.... Week 25 or something (Dark difficulty setting). Despite getting my ass whopped right in the first combat in my first veteran dungeon (LVL3), I'm kinda addicted. Which is strange, as what I'm doing since is kind of a grind: Leveling all weapons/armor and abilities up to lvl3 as well, all the while upgrading the town. Only then will I reenter another veteran dungeon. The radiant difficulty apparently shortens things without making dungeons/enemies easier, but we'll see. Also, hopefully veteran dungeons and up don't make encounters more frequent. I think it's part of the charm for me that you'll never know whether your next run has plentiful encounters or not. Sometimes, you go a couple corridors / doors without encountering anything, which only adds up to the suspense and decision making process: Should I push on or not? If there's enemies in every corridor and room anyway eventually, that's all moot.
  21. For gaming it's really just either a 7600 non-X or a 7800X3D really. Occasionally the 7600X will be discounted to within say, $10-20 of the non-X, but there's only a few percent between them. Both are very efficient, cool-running chips so motherboard selection isn't all that crucial. Impossible to make any firm recommendations without seeing prices, but over here the best value mainstream picks will be boards like the MSI B650M Gaming Plus and the Gigabyte B650M DS3H. Upper-midrange picks will be the MSI B650 Tomahawk, Gigabyte B650 Aorus Elite and Asus TUF B650-PLUS. Depending on whether your current Intel board is a DDR4 or DDR5 version, you may also need new RAM. The general pick for AMD will be a 6000MT/s CL30 kit.
  22. Hi, the composition is fine. Herald is a very good pick for the main character. It's neither difficult to build nor to play yet it is very impactful. Note that calling summons is generally one of the most effective moves in the game. However, it comes with the price of more (micro-) management. If one has no problem with that it's a great thing to do. A Priest would help with party support, most notably accuracy - and as a counter against most afflictions, too. No matter the severity of an affliction: an inspiration to the same attribute (no matter the tier) will remove that affliction. An Priests have plenty of spells with (AoE) inspirations. But a Herald can also take care of this. At later levels a Priest also gets good AoE damage, summons and CC. But it's not mandatory, especially not on sub-PotD difficulties. Also because you have good healing capabilities and support in the party already. Both SC Wizard and Druid get very powerful spells at their highest levels (and also progress to some impactful mid-tier spells faster than a multiclass would) so single class is a good pick for a first playthrough imo. Maia as a Scout is very effective against single, dangerous foes (like casters or rogues or so), especially with an arquebus (watch out for "the Red Hand" - perfect weapon for her). But she will need a backup weapon that does non-pierce damage (bows or implements or a unique pistol that deals raw damage or such) because there are quite a number of enemies who are resistant or even immune to pierce damage (mostly skeletal enemies and fire "elementals" and such). Meeting those without any backup weapon can be a very frustrating experience: in one encounter you snipe everything into bits and in the next you can't do anything. In general it's best to keep a backup weapon in the second weapon slot that does alternative damage (like... if you have a main sword that does pierce or slash damage you might want a backup mace with crush damage) and pick the damage setup that is beat against the enemies armor type. It's good practice: unterpenetration is one of the most severe disadvantages and most frustrating things you might experience in a fight. Since Tekehu might be casting most of the time I'd recommend to use a quarterstaff + the proficiency (+20 to deflection for less damage with the staff). The bonus deflection is very nice to have because Druids have no ability besides Moonwell to boost their deflection much. Higher deflection deters a lot of (ranged) enemies to target that squishy caster specifically. This can be so annoying because the encounter starts and before your caster can do anything he can get shot down by multiple rogues/rangers. This can be a real nuisance in boarding fights. Higher deflection without any fuzz does help here. The modal doesn't stack with active deflection-only buffs (from spells and chants and so on) - but since you won't bring a Priest who would be dishing out those buffs mostly this shouldn't be a problem. There's a nice early unique quarterstaff (the Spine of Thicket Green) in the game that fits nicely with Druids in general and is also useful in some scripted scenes. And if the spells lots are empty you can turn the modal off and attack from the second ranks because of the reach. Taste of the Hunt is a surprisingly good melee "spell" btw. Aloth as a wizard has plenty of defensive self buffs so imo you are more free in the choice of equipment. Check out his phantom spells: phantoms get copies of your equipment. You cannot steer them (they are run by AI) so you cannot use items with abilities you have to trigger yourself, but everything that activates on its own will work with them. This can be fun to play with certain item combinations. Also phantoms will keep summoned weapons and those will not get replaced. So if you summon Concelhaut's Draining Touch (one of the best weapons in the game, but it's usually gone after one hit) and then calla phantom, the phantom will also have the Draining Touch but it will never go away as long as the phantom lives. That way you can have a very good damage dealing summon that can also do good off-tanking (imagine calling the phantom while having the Draining Tough + a good large shield, then switching to your proper weapon set after the phantom is there). Anyway, I don't expect any problems. If you encounter some you can of course ask around here. Somebody will react, even if the forum isn't as crowded anymore.
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