Throwing shampoo bottles or even using the shower rod isn't a viable choice (especially in a cramped space). If you had to defend yourself, the ceramic top is heaviest and the most lethal improvised weapon you can reach for. It is practically a cinderblock ,and it might save your life or the life of your friend/family so you should know this.
Bungie has just released the new ornament of Felwinter's Lie in eveverse and even thought I'm not really sure if I'm going to keep playing the game (because weapon retirement is kinda a last nail in the coffin for me) I was about to buy it, but then I realized that there's no point whatsoever in buying a skin if I will not be able to use it whenever I want it. I mean why the hell should I spend real money on a thing that I will be forced to stop using? I'm not really sure what to make of it I just wanted to hear some opinions about this.
Why on Earth would anyone complete a grind for something like the ritual/pinnacle weapons of the past when it comes with a shelf-life of less than a year (year- minus time to obtain)? If the response is "we want players to chase weapons" then respect their time with those weapons in your new system of planned obsolescence.
It's like a new car instantly losing value the minute you start driving it away from the dealership. Sure we'll use and appreciate the gun but there will always be that shitty feeling of "welp, this isn't gonna last."
Also lmao to people who come back near the end of that year cycle and get a gun they love that's about to be sunset.
Edit: it's crazy how asking for player time to be respected translates into pepega as "wanting freebies."
I'm saying if weapons have a shelf-life the roads to get them have to adjust accordingly OR something about them has to increase in value. Otherwise you are simple getting less output for your input.
Something about the coming system needs to be changed mid-course, either make masterworking armor cheaper, or extend/remove the concept of sunsetting armor.
Hey Bungie damage boosting perks wouldn’t be so sought after if my guns did enough damage to begin with. Let me one tap red bars again! Also buff scouts.
If you're really gonna stay the course, we're gonna need some insane weapons to fill the void. Don't entice us to just pick another FF + MKC/rampage every year. Give us some truly interesting options. Introduce more unique weapons like waveframes and unique pinnacle-esque perks.
Nothing is going to kill the game for me more than getting into season 13/14 and having 90% of weapons being the same old and just seeing myself farming up my 150 rpm HC with a reload/damage perk (or 600 rpm AR).
Sunsetting is only going to work if you keep making exciting stuff. I really hope you're up to the challenge on that one.
The amount of materials, effort, RNG, and time that goes into finding an adequate masterworked armor build is, personally, way too high for me to have to repeat. As a PvP main, my current objective for “progression” in the game is hunting armor stat rolls for “perfect builds”. I’ve been doing this for months and I finally just fully masterworked one out of the three of my guardians. Taking away my current armor, takes away my incentive to find those one or two pieces to perfectly level out my stats. It just means I have to continuously get incredible luck; and for me, that makes this entire game not worth it.
Sunsetting weapons is one thing, but sunsetting armor is a bit over the top and forces us to hunt new armor after we have spent hours and hours obtaining the pieces we have.
Armor is not considered in relation to “the meta”, so I ask, why are we sunsetting armor?
So I have to ask guardians, do you agree with the Developers?
As the title says, I and other people have been reporting those missing modifications ever since the game's release, yet despite this those weapons still don't have those mods available for some unknown reason.
After waiting for so long I've basically stopped to bother to report any bugs since it looks like all the tickets I've sent to Bethesda fell on deaf ears. It would be nice to at the very least hear from them if they are indeed aware of it at all.
What's even worse is that those mods are commonly featured on renders of various ATX skins which could even be interpreted as false advertising, I've included the renders in the links for you to check as well.
But anyway, here are all the currently missing mods as well as some that are visually broken in some way.
https://cdn.discordapp.com/attachments/377423829187690499/717299793596252... keep reading on reddit ➡
While I'm very much aware of the fact that weapon sunsetting will not affect Exotics, in Year 1, we had two of Exotic Kinetic weapons (MIDA Multi-Tool and Sturm) that had an Energy weapon that paired with them (MIDA Mini-Tool and Drang, respectively).
While you can leave behind the Mini-Tool without much difficulty as it doesn't affect the Multi-Tool, the same isn't true for Drang, due to the interaction between the two parts, and can almost be considered a pseudo-Exotic weapon due to the fact that it's what's responsible for Sturm being able to have the overflowed shots.
Hopefully, this has already been accounted for, but better to be safe than sorry.
Ammo should be balanced by observed realistic data. Then you only have to model it once and balance the game by availability of ammo and weapons.
And now there is 9x18 ammo that can outperform steel core 5.45 which has a 3x higher velocity and 4x higher energy.
The situation is completely absurd. The game used penetration buffs as the only way to balance weapons not being used. That is what Ubisoft does in Rainbow Six, they balance weapons based on how often operators are used.
What should be done instead:
Use real life data for all ammo, include the muzzle velocity (and its drop over distance) for penetration.
The same for armor and helmets.
Yes that means most helmets would be useless against rifles, as it should be. Anyone who thinks their helmet is the first line of defense in combat does not understand the game. If someone hits you in the helmet you borked a few things already, like allowing the enemy to get your helmet in his crosshairs.
And how to balance hel... keep reading on reddit ➡
There are many but I'll use 3 examples; Abyss Watchers, Dragonslayer Armour and Slave Knight Gael. Abyss watchers would represent a more agile and dexterous version of super strength. The acrobatics and ridiculous low jumps are complimented by their large and durable but not too unwieldy swords. Using a hook as an anchor to swiftly turn using their bodies inertia is also genius. Dragonslayer Armour is the ultimate tank. His heavy armor and shield act as counter balances when swinging a several ton lighting-infused axe, and even then he Is still able to move like an unarmoured athletic human. He also uses his sheer weight to obliterate you with shield bashes and looks godly-oil doing so. Gael would be in the middle of the two. Since he wears normal armour his mobility and agility are still very high, especially with the long jump poke attack. His weapon is also ideal, a thick and wide sword that puts durability over sharpness, but is still effective due to its mass and speed Gael swin... keep reading on reddit ➡
An argument between a player and DM that happened a few years ago.
The DM said no, obviously, but didn't give much reasoning behind it.
What explanation would you give as to why you would or would not allow this?
Disclaimer: The bot by chance choose the same gun as last week, so I've removed the thread and changed it to Wingman
Welcome to Weapon Wednesday! This discussion thread focuses specifically on a randomly chosen weapon.
Today's Weapon discussion is focused around: Wingman!
Discuss what you like or dislike about this weapon; how it compares to other weapons; your favorite skins; changes that you think would be beneficial; or anything else that you think would be of value to discuss regarding the Wingman!
Moderation in daily threads is more relaxed, but please stay on topic, be respectful of others and remember our rules
Suggestions or feedback for these daily posts? Message Modmail!
Has it been explained why Last Wish and Garden of Salvation weapons aren't going to be sunset immediately, while Scourge of the Past and Crown of Sorrow are? It'd be another 10 guns tops, I can't imagine it'd be that much more work. (Really, I just want to keep using my Threat Level.)
We are making an open beta accessible to address the issue with weapon damage modifiers not applying correctly. This fix will stay in beta while we ensure everything works as intended for all players.
How to get the Build
Instructions for downloading this content are as follows:
In Steam games library, right-click “Total War: WARHAMMER II" and select “Properties”.
In the Properties window, select the “BETAS” tab.
Select “warhammerii_1.9.2” from the “Select the beta you would like to opt into:” drop-down box.
Total War: WARHAMMER II will then update to version 1.9.2.
Currently, every even MR (2,4,6....) gives you an extra loadout slot. To improve the new player experience and reduce the feeling that you need to pay plat, how about on odd MRs you get a warframe or weapon slot. e.g. MR1 - 2x weapon slots, MR3 - 1x warframe slot, MR5 - 2x weapon slots. I think this idea allows new players to enjoy the game instead of having to jump into trade chat immediately because they spent their plat on something other than slots AND it's also not so much that DE loses out on money from fewer people buying slots as (especially later in the game) such few slots doesn't make that big of a difference.
Edit: Thanks for all the silvers :D
I had this moment yesterday and this is what "power fantasy" means to me.
It has a really unique and effective perk, but at the same time the perk is ideal for add clearing while on a special weapon which is most often the role of primary weapons - so it will not end up being the one and only choice for every activity. As a result it has always felt good, but has never been a required part of any loadout. So at the same time it can be really good, but still balanced.
It also has this loop where you fire one burst into a group of adds, use primary to clean up and it auto-loads for Reservoir Burst to be ready for next group. And you keep an eye on ammo count and try not to go below 7 unless you need to melt that major/boss and you are out of heavy (I run Major Spec on it). And I find myself playing the minigame of finding best ways to to get as many explosions per burst as I can - either by lining multiple groups up, or doing a sideways movement... keep reading on reddit ➡