Leaderboard
Popular Content
Showing content with the highest reputation on 03/04/23 in all areas
-
@Fire Walk with KP Is it greed and suppressing labor? Oh look, it is. Wow! A couple of weeks ago, I received a message from someone regarding a comment I made about Wolf Children. Specifically, that they agreed that the first twenty or so minutes almost made them turn it off like I did, but they were surprised that they came around by the end of it and ultimately did enjoy it. Fool me once, shame on you...fool me twice, shoot me in the face. So was I fooled again? Does Bartimaeus need to have his cranium crushed? Are catgirls actually real? Click the spoiler button to find out!3 points
-
I started watching Stargate SG-1 from s3 on again. It still holds up surprisingly well. Feels weird to not know anything about the episodes anymore but at the same time remembering everything again when I see it. Must be 10+ years now since I last saw the show.2 points
-
Best sci-fi series with the worst "effects"... my nomination goes to Blakes 7 (I still adore that show)2 points
-
I am very not much to speed with FF games. I lost interest somewhere around VIII and just heard that MMO go very good, and XIII was a disappointment. I find YP’s view of FF IP interesting, as I thought it is a guaranteed gang buster seller, but I personally do see series as stale. Going action route isn’t really boosting my confidence - outside few exceptions I really dislike action RPGs, as I see action combat and stats as designs that clash, rather than contribute to each other. Still, “combat designer of DMC5” does peak my interest - not that I expect FFXVI to be a spectacle fighter, but maybe there will be a satisfying core combat there. I am also not on board with “dark” take - if it’s really mature setting, with interesting geopolitics I might dig it, but I had my fill of teen angst games. Still curious how the game will turn out and be received. Without PS I won’t have means to play it by a long time (if ever), so I don’t really have a horse in the race.2 points
-
After second thought, that is not what happens. There is no mislabel, the +10 you see is Hunter's claw line inner +10 accuracy (the attack itself is a full attack with +10 accuracy, such as Blinding Strike for example). Where the Marked prey has gone is the real question here. Same here. The +10 Beast claw has gone because you aren't attacking with a +10 acc attack anymore. Again the only question is where the Marked Prey bonus has gone. Which I can't reproduce... Here everything is fine. This is your first attack, you have no charge from Hunter's Claw. So you get the intresic +10, as well as Marked Prey bonus. This is normal behavior. Yep, it's weird but it seems that your Wanderer is the only one to get issues. What it means is beyond me. And since I can't reproduce the issue, it's hard to correct. I'm not saying there's nothing. Tell me if you find some clue. EDIT : OK, I think I have a new thesis. I actually think that Marked Prey on your wanderer is not working at all. What you considered to be a wrong label actually has nothing to do with Marked Prey, since it is the secondary effect of Hunter's Claw line. So you may have never spotted Marked Prey actually working on this character. You just believed you see it with a wrong label. Can you please check with this character, by just starting a battle, casting Marked Prey but no Hunter's Claw and checking the logs ? If Marked Prey does not work, it might be because you haven't acquired it normally by leveling. You might have consoled it to your character for test. But there are a couple of abilities in the game that work very wrong when Consoled : I think all pet passive Talents (including Pet + Ranger passive, and Marked Prey), Resonant Touch and Sworn Enemy. That's because they add passive abilities to your pet instead/in addition to your character, or a combination of active and passive. The console just add one component to your character, hence the trouble. (But there might be another cause for Marked Prey not working).1 point
-
1 point
-
Majestic's pain is so much his mind split and he counts as two viewers. I still have not seen a single episode of nutrek.1 point
-
Well, if you use liquid metal in your build, you should probably know what you're doing, else you're going to brick expensive hardware. Or almost brick it, at any rate.1 point
-
I would joke that these are Majestic and someone else, but he is the only one I know who still watch STD, so I can't even make that joke.1 point
-
Final Fantasy 16 doesn't have any American voice acting because of angry Americans | GamesRadar+1 point
-
1 point
-
That's weird but I'll check. I quickly looked at gamefiles but I've seen no filter on weapon. That being said, hunter's claw is an active effect, even with infinite duration. So if you have any other active effect applied (arquebus modal??) , it might get replaced. Marked Prey accuracy is actually a Passive effect (conditionned by an active status) so it should stack with everything. Anyone else can confirm the issue? I'm going to check on my own as soon as I can. Mmm basically Multiclass happened. PoE1 style carnage would have led to overpowered combos probably. I tried to revive a bit PoE1 Carnage by adding crits (that synergizes with barb abilities) and ensuring Frenzy effects do apply, but I guess it is still not the same. Indeed Ranger was great in the end of PoE1.1 point
-
Probably because of PoE1…and just the name of the weapon type in general…I expected Hunting Bows to be somewhat lacking in damage compared to other weapon types. But after running the numbers I was shocked at how wrong I was. Hunting Bow+Modal (other factors ignored, base weapon stats) did more dps than even a monks fists or dual wielded weapons with speed buffs! Of course, there are clear downsides of the weapon and its modal…the low inherit PEN of the weapon, and the accuracy debuff of the modal (-15). But I think these downsides can be mitigated quite a bit with class skills/abilities, and taking into account that Hunting Bows use best of two different damage types. Fighter - is probably the easiest “fix”. Disciplined Barrage and Confident Aim upgrade hit types, so as long as youre not missing entirely a lot of that accuracy debuff should be negated. Conqueror Stance+Barrage negates the ACC debuff entirely. Rolling a Devoted bumps PEN by 2, which isnt a bad idea with Hunting Bows, since it has two damage types, so you likely wouldnt need to change weapons anyway. If anything, you ought to be overpenetrating at that point. Ranger - gets a ton of ACC buffs to begin with. Marked Prey+Marksman+Stalkers Link should be +25 ACC that I think stacks with each other, and Driving Flight bumps the damage even more. Sharpshooter might actually be a great pairing with a Hunting Bow, as you can bump Hit to Crit or +1 PEN as needed, and the +10% to Rec Time doesnt hurt as bad with the modal (-50%). Cipher - takes a bit to get it, but Borrowed Instinct (+20 ACC) at the start of the fight eliminates the ACC penalty and then some. Then they have Hammering Thoughts (+1 PEN) early to make up for the low innate PEN. Monk - better than Id have thought at first. Dance of Death boosts ACC a lot as long as you dont get hit, which is possible as a ranged character. Later Thunderous Blows can give +2 PEN. I didnt test it, but I want to say that Force of Anguish works with HBs, as kind of a funny “get off me” ability if an enemy gets past the frontline. Anyways, Im sure there are other synergies and/or buffs that can be used to negate the Hunting Bow downsides, just thought it was interesting how damaging they were with the modal and wanted to mention some that jumped out at me. Something like Devoted+Cipher with a HB seems particularly powerful now.1 point
-
Excellent Still don't see what you really "lose" it is just a strategic choice whether you want healing then or more intuitive. But your proposal adds up to 90s also so I guess that's fine either way. I was testing Hunter's Fang and noticed the +accuracy and damage don't apply when you switch weapons. You have to attack with hunter's fang again and then the bonuses apply. This is a problem for ranged weapons since you can't use hunter's fang with a ranged weapon equipped. Basically the ability doesn't work in this ranged/melee hybrid scenario. Did some additional testing, while trying to stack as much accuracy as possible noted hunter's fang doesn't seem to stack with marked prey. Maybe that's on purpose but it does make the ability less appealing, particularly since it is reset end of encounter now. --- Also was looking back at rangers in POE1. Was my favorite class after barbarian. Both got nerfed pretty hard. But I saw for instance resilient companion and vicious companion were both nerfed. Resilient when from +3AR => +2AR, vicious went from +3pen =>+2 pen. Twinned Arrows went from an awesome modal to an ability. Had swift/vicious aim modals, both useful but especially swift. Defensive bond was stronger. Stalker's Link is the same but in POE1 only required one ability. Binding Roots lasted 30s instead of 20 and had longer range. Stunning Shots was amazing, went from a mid level ability that stuns on hit/crit to a high level ability that merely interrupts on crit. There were some things that were overpowered, but as often happens when a class is overpowered, it gets overcorrected in sequels. Hmm. I really want to do a POE1 ultimate run with a ranger now. Did one with barbarian. Ah, whatever happened to carnage?1 point
-
The Russian War efforts are doomed with the lack of video game industry support1 point
-
Star Trek Discovery is to end with season 5. I'm sure its fans will be devastated, both of them.1 point
-
You'll be happy finding Bull's Will available for SC Ciphers then (since MC Ciphers could get it from their other class tree and stack with Iron Will... didn't seem faire). Good point about TLK usual strategy. I'll leave this out of the equation. OK, maybe I haven't explained super well. Shadowed Hunters is a package with : - a 30s max invisibility - a 30s defensive buff - a 60s intuitive that starts only after invisibility. (I'm taking into account base duration to simplify, but using the real duration basically add a multiplicative factor to all durations). Let's say you attack right after a few positionning seconds (not significant). 30s after cast, the defensive part run out, but intuitive is still up. If you want to re-cast SH, when do you do it ? 1) You wait until intuitive runs out. This means your defensive buff won't be up. 2) You re-cast SH, meaning you waste 30s of intuitive. 3) At some point between 1) and 2) Having more Bond, means re-casting SH several times in a single battle more likely. Hence making the SH dilemna more annoying (minor annoyance maybe). It is basically the only buff in the game with these different durations. I made it this way because I wanted to give something strong for the price of 3 Bonds, so I rised Intuitive duration alone a bit artificially. That's why I think having all durations harmonized would be a good thing. (I can keep the Intuitive after invisibility since it is slightly more interesting gameplay wise and adds some flexibility). Now that TLK is out of the equation, I could consider : - a 45s max invisibility - a 45s defensive buff - a 45s intuitive that starts only after invisibility (but is likely to end about the same time as defensive part in most cases). It would feel more or less neutral in term of balance, with still a quite long Intuitive. I could increase healing to 12 hp per 3s tick to round things up. This would be a Robust equivalent you'll get on your road to Intuitive (granted that Bonded Fury provides the Hardy part). I have implemented up to +30% as reviewed by Bosmer. It seems fair. I would still consider +20 all defense better in raw power, but : - the damages bonus synergizes better with the acc bonus for DPS. - it is ideal for any hybrid melee / ranged build. Gather some charges in melee then focus on ranged DPS - bonus damages is a more rare buff than all defenses (which is still somewhat rare). I don't remember a party buff to damages. - bonus damages is relatively more efficient with spells (for MC Ranger / Caster). For weapons, I use the same metric as you : +X% damages bonus = +X/2% multiplicative factor (even less for Rogues). For for spell, it is close from +X% multiplicative (bar MIG and a couple other).1 point
-
have mentioned previous how the goal o' many stories written for kids is to teach 'em bout death and/or to make 'em weep. why? dunno. steinbeck's red pony, patterson's bridge to teribithia, yawlings yearling and too many others to list has a beloved pet, animal companion and/or dear friend die. in fact, disney added the death o' gurgi to their black cauldron 'cause old disney had some weird rule that kids need weep at least once in their earlier films? how many theatres over the years went nuts with kid wails when bambi's mother were shot? it is not difficult to make kids cry, so am always having been curious as to why a goal o' many writers o' children's fare is to generate tears. suppressed sadism? HA! Good Fun!1 point
-
1 point
-
play enough jrpg one learn to keep the expectation of story and dialogue low final fantasy dialogue sound slightly less painful than dragon quest1 point
-
My biggest issue with FFXV was the story. The boy band was great, had the game just been a boner comedy about 4 chums going on a wacky road trip, it could have been awesome. The main story was an absolute disaster in how it was told IMHO. The pacing was horrendous. Granted, it's nigh impossible to do proper pacing in an open(ish) world game since there's nothing stopping the player from forgetting about the main quest and ****ing off for 20 hours. Still, FFXV was particularly egregious in this regard. Characters would just suddenly appear in the story and act like I'm supposed to know who they are, then I wouldn't see them again for a quarter of the game. At one point a character dies and it's supposed to be this big emotional scene and I'm like "oh no, it's... wait, who is tha? Oh, it's that guy, whatever his name was, that I met for all of 10 seconds 8 hours ago and never saw again, I'm so heartbroken". It felt like a lot of important story was cut from FFXV and the game still wound up being too long. I shudder to think how bloated the original plan was.1 point
-
In PoE1 the best bows were also hunting bows (Persistence and Stormcaller). In PoE2 it was also well known that hunter bows had the best ranged dps due to their modal (only the Red Hand and Frostseeker can do better). Their biggest drawback was their damage types - slash/pierce AR can be both very high (especially on PotD) - however the Essence Interrupter fixed that. Ranger/cipher and ranger/monk are very powerful combos with great synergies (with both Frostseeker/Essence Interrupter).1 point
-
And some gits went and stole two of the Mandalorian helmets once they'd finished trooping and were changing.0 points
-
0 points
-
Okay so there's two separate things. First, beast's claw doesn't stack with marked prey. I have the bear standing off doing nothing in case there was something with stalker's link (there isn't). After you cast marked prey, it shows up in the attack logs as marked prey until you land a beast's claw, then it shows two beast's claws like here. The marked prey bonus is still in effect, but it is mislabeled now. Once the real beast's claw gets to +20, the first one that is a mislabled marked prey disappears. Here you can see there is no marked prey but it shows in Dorudugan's tooltip So that's the first thing, beast's claw seems to replace marked prey once it gets maxed out, and recasting marked prey doesn't bring it back either. The second thing is switching weapons removing the beast's claw effect. This one I could not reproduce in about 10 minutes of trying. But I'm 99% sure I didn't imagine it earlier, so I'd wager there's something funky with the ability. May mess with it more later see if it happens again. Okay this is harder to show in a screenshot but I just loaded the single class ranger, started combat, cast marked prey, shadowed hunters, fired a couple arrows, switched to a generic legendary mace x 2, used hunter's fang, and it instantly went to +10, as you can see below if you squint through the log you see this is the first time I use hunter's fang. I then tried switching to the bow and it correctly shows as +2 from the second strike of hunter's fang hitting. I can't reproduce the issue I had earlier with beast's claw / hunter's fang not transitioning on weapon switch, and the order I did things this time, marked prey still shows up even when I get to +20. Very strange... Just to be sure I loaded the wanderer build again. I attacked several times with one weapon getting a few stacks of beast's claw, then switched to unarmed and it was gone but came back in the correct amount when I used beast's claw again. And when the stack got to 20 marked prey was gone again. Hmm. I may look into this more later but all I can really do is try various orders of doing things and seeing what happens. Definitely not working right though.0 points