u/FireryRage

702 post karma · 8,638 comment karma · joined Sep 2011 · moderator

FireryRage

The devs want people out in the world where they can interact with others. When they’re instanced away in a dungeon, they’re not available for players at large to interact with them. That’s essentially their reasoning. So reducing a big reason to do dungeons after the quests means people less likely to stay in dungeons, and more likely to quest in the open world since that’s more efficient.

As a healer, I absolutely hate it. Maybe a bit of a reduction so questing is still better, but not this reduction to 24%

FireryRage

It only evens out if you run the dungeon once, ever.

The quests for the dungeon don’t reset, they’re just the actual regular quests we always had.

I’m not entirely sure what you mean by reset every day. If you do a dungeon, you get 24% of the xp you used to. The quests gives many more times the xp they used to, but you only ever complete each quest once. Once the quests are done, the only thing you get from runs is mob kill xp and loot. And now you’re getting 24% of mob kill xp, so any runs posts-quests is just flat out 24% what you used to get, since the only xp is mob kill xp.

There’s nothing to reset after that. You can run the dungeon once ever, you can run it once a day, you can run it 10x a day, mob xp is still 24% in all those cases

FireryRage

20k/month is 240k/year (20x12=240)

FireryRage

So if I’m getting this right, Christians take Paul’s word over Jesus’?

FireryRage

Except if Anubis weighs an atheist’s heart and finds it lighter than Ma’at’s feather, then the atheist gets into paradise. They don’t necessarily go to hell.

FireryRage

If you’ve ran the game before, sometimes it crashes, and the crash reporter doesn’t complete, making steam think it’s still running. If so, you can look for the crash reporter in your task manager by filtering with “crash” or “Darktide”, and force quitting it, which should allow you to run the game properly. Restarting the computer will clear it out too.

FireryRage

Don’t let other people’s opinions get in the way of what makes you happy. You’ll only end up miserable and wonder why you wasted all that time on something that wasn’t worth it.

And yes, this is more so life advice, not just WoW.

FireryRage

Goomba fallacy

FireryRage

I’ve previously had performance issues on my Lenovo when it was brand new, turned out XMP wasn’t turned on for my RAM, so I was running at a severely reduced clock speed. Might be something to check on yours.

FireryRage
FireryRage

OP didn’t ask for an explanation of how direct damage works, they’re asking for people’s experiences with using it.

FireryRage

Same as my Ogryn, he’s Fud. People just can’t seem to pronounce it proper-like.

FireryRage

That’s what they said. You want greater than your level (to avoid the negative outcome: the scar)

FireryRage

Problem is that really messes with weapon marks where you want to alternate heavy and light to use a specific attack pattern.

FireryRage

Holding isn’t about dps, it’s about timing and positioning. If you’re in a situation where you’re chaining heavies, then yes, don’t hold it longer than necessary.

FireryRage

I got to almost the end of act 3. The update wiped everything, I now only have the human prologue accessible, not even the act milestones. It’s a lot more than 3-5h for me. I’m just not particularly motivated to go through all of it again from the absolute beginning. I’ll probably try again some time down the line, I just can’t justify spending so much time just to get back where I was at this time when I have other things going on in my life.

FireryRage

People still make alts, new player still join the game

FireryRage

This is where people should ask for a refund, speak with your wallet.

FireryRage

Mine is worse.

I was near the end of act 3. Today I boot the game, every manual save that I obsessively made along the way, every auto save, every major quest checkpoint the game saved, all gone. My list of saves is completely empty.

I saw people saying it just bricked the saves in the middle of an act, before I could get to my computer and boot up the game after work. I expected I’d just have to redo all act 3.

Except nope. Even the act checkpoints are wiped. The only thing I have accessible is the prologue. The whole forsaken campaign is inaccessible until I complete the prologue, looks like I’ve lost even the complete act checkpoints. I don’t get to redo from the start of act 3, I have to redo absolutely everything all the way back from the prologue.

FireryRage

None of the saves I made along the way through the three acts I got through appear in my list of saves. The list is fully empty, a perfect void.

Not just that, but also I don’t even have access to any of the acts, it didn’t even register that much. I only have the prologue accessible, and the first act of the forsaken campaign is fully locked out. I was three acts deep, and now I have to start back from before even the first act. Absolutely baffling even the major checkpoints didn’t stay.

FireryRage

Success with fear I put as it follows, because the players spreading out still got them out of AoE range, but ruling it as a normal attack to flavor it as attack of opportunity like you said is effectively what I had in mind.

FireryRage

I would offer them a group roll.

Tell them if they wish to all try to get away as a group, they do a group roll together to determine if they react fast enough as a group. One leads with agility, the rest specify what they do to help, and you tell them what to reaction roll to apply the resulting +1 / -1 bonus. (See group roll rules)

- If they succeed with hope, the whole group gets to move within close range at the same time wherever they like, and they can pick up their next action as usual. No other action.
- If they succeed with fear, they all get to move, but the burrower gets to follow them and take a swing, the party doesn’t get anything other than the movement, or maybe even a little short of the full close range.
- If they fail with hope, they all stumble trying to scramble away, but the burrower only takes a regular attack instead of an AoE acid attack while they’re stumbling over themselves.
- If they fail with fear, they stumble trying to all scramble away, and the burrower gets to do an acid AoE on the party that’s still all next to it.

Gives them a choice to try to all get away at the same time, but the downside is there’s a chance they lose the guaranteed movement that an individual player’s action would have given them. I would offer that all the time, but I think a big threat appearing in the middle of the group and a mad scramble to disperse is a good scenario to offer it.

FireryRage

Either I’m misunderstanding your comments, or you’re still missing part of the RAW.

OP wants a way to have Players 1-5 move away from the burrower without it being a near guarantee that the burrower will get a turn to AoE them with its acid. OP would like a means to have all players move away as a single action/spotlight/mechanic.

RAW:
- player 1 would be able to move away within close range for free, given they take an action roll with it. If that action roll fails or fears, the burrower gets to AoE the 4 remaining players.
- Player 2 can move to close for free paired with some action roll. If that fails or fears, burrower gets to AoE the remaining 3
- etc.

This is precisely the chain of rolling the odds OP is asking for a means/mechanic to avoid.

FireryRage

Penance is the only “good” reason. I’m still slowly chipping at that one because grims are such a pain.

FireryRage

I think the best villains are the ones with a good point that take it just a step too far.