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Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!
I wish someone made a mod to speed up/remove the pointing combat animation.

I don't want to speed up everything, just that one.

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Aramoro
Jun 1, 2012




Jack Trades posted:

I wish someone made a mod to speed up/remove the pointing combat animation.

I don't want to speed up everything, just that one.

Just remove the one used for Crime Lords planning at least.

Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!

Aramoro posted:

Just remove the one used for Crime Lords planning at least.

Same goes for Grand Strategists and Bounty Hunters. They use a bunch of those free abilities in the same turn every combat.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.

The Lone Badger posted:

I can't figure out how to use Operatives properly and am considering using Toybox to forcibly turn Pasqal into a Warrior. How horrible an idea is this?

Operative kinda sucks, yeah. Although I suppose you could dual-wield sniper rifles with Pasqal for fun.

Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!

Clarste posted:

Operative kinda sucks, yeah. Although I suppose you could dual-wield sniper rifles with Pasqal for fun.

He can only have one ranged weapon equipped, unfortunately.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
Then you should definitely cheat to make him an Arch-Militant, lol.

srypher
Jun 3, 2011

Really?
Operatives can be nice to quickly strip some armor & other defensive stats off a priority target. I feel like I’m at a point where that doesn’t matter too much because Argenta just kinda mulches everything with a heavy bolter though

Sharkopath
May 27, 2009

The Lone Badger posted:

I can't figure out how to use Operatives properly and am considering using Toybox to forcibly turn Pasqal into a Warrior. How horrible an idea is this?

All you really need is excellence which is a damage and crit boost anytime they hit somebody with an exploit, and use their skill before they hit anybody to generate 3 exploits. Their second ability removes the damage boost to instead break the targets armor and dodge chsnce for a turn, and the rest of the team can benefit from it. It's a pretty simple class that just boosts their damage output and you don't have to worry too much about it.

Sharkopath fucked around with this message at 10:08 on Dec 19, 2023

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
Well, the problem with Pasqal in particular, imo, is that every 2nd tier archetype that comes off of Operative also sucks for him.

Sharkopath
May 27, 2009

Clarste posted:

Well, the problem with Pasqal in particular, imo, is that every 2nd tier archetype that comes off of Operative also sucks for him.

Since he has high int he can benefit from strategist, or since he's a mix of close range and mid fighter you might build him for assassin. Those are both good classes.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Clarste posted:

Well, the problem with Pasqal in particular, imo, is that every 2nd tier archetype that comes off of Operative also sucks for him.

Bounty Hunter is quite strong for him and he can be a pretty decent carry if you give a poo poo about interacting with Bounty Hunter's mechanics. Most people don't because BH is pretty overcomplicated and fiddly for no real reason(it has like three separate things that trigger off killing specific dudes of specific tiers) and Archmilitant Argenta is stronger and requires literally zero thought.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
He can't get much lethality because neither his Agi or Perception are particularly good (and unlike other characters you are encouraged to stack Int), so I don't think he's an especially good Assassin. Speaking as someone who made him an Assassin. Like, you can make it work but it's not full of exciting synergies.

Sharkopath
May 27, 2009

Kanos posted:

Bounty Hunter is quite strong for him and he can be a pretty decent carry if you give a poo poo about interacting with Bounty Hunter's mechanics. Most people don't because BH is pretty overcomplicated and fiddly for no real reason(it has like three separate things that trigger off killing specific dudes of specific tiers) and Archmilitant Argenta is stronger and requires literally zero thought.

Bounty hunter just seems really weak because while every other class gets something where just attacking is giving you lots of stat and damage boosts, your main per combat boost as assassin is limited to 3 uses if they kill a specific tier of enemy, half bonus if somebody else kills them, and they can only replenish it once over 3 rounds or if they spec their ult to replenish their hunts. Super limiting.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
By the time you kill three big dudes for BH buffs the fight is already over because you killed all the big dudes. It is literally the clunkiest way to get a buff that frankly isn't even that good. Like, even if the declaring targets thing simply didn't exist and you just passively got those bounty buffs for every kill, that wouldn't be a HUGE buff for the archetype (although significant).

Clarste fucked around with this message at 10:27 on Dec 19, 2023

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Sharkopath posted:

Bounty hunter just seems really weak because while every other class gets something where just attacking is giving you lots of stat and damage boosts, your main per combat boost as assassin is limited to 3 uses if they kill a specific tier of enemy, half bonus if somebody else kills them, and they can only replenish it once over 3 rounds or if they spec their ult to replenish their hunts. Super limiting.

Funny story, there's an item you might come across which says it automatically give Prey to the highest HP enemy in combat. But as far as I can see it seems to give prey to... everyone. It's a lil absurd.

The Lone Badger posted:

I can't figure out how to use Operatives properly and am considering using Toybox to forcibly turn Pasqal into a Warrior. How horrible an idea is this?

Pasqal isn't really an operative, he can ignore a lot of the operative talents and pick from his super special ones. His job is to cast machine intelligence on himself for a surprisingly big damage boost, as well as anyone who burst fires as it greatly reduces recoil, then throw out exploits for extra damage or to strip dodge/armour. And to use his special debuff thingo on the hardest hitting enemy on the field. He has so many special plasma related talents he gets out of control.

e: the tacital knowledge ability is probably borked in players favour. Try and isolate one enemy for it's AOE, stack a bunch of exploits on it, then use tactical knowledge for an armour buff to everyone and a huge flat damage buff to the operative.

Eediot Jedi fucked around with this message at 10:31 on Dec 19, 2023

Sharkopath
May 27, 2009

Clarste posted:

By the time you kill three big dudes for BH buffs the fight is already over because you killed all the big dudes. It is literally the clunkiest way to get a buff that frankly isn't even that good. Like, even if the declaring targets thing simply didn't exist and you just passively got those bounty buffs for every kill, that wouldn't be a HUGE buff for the archetype (although significant).

Both assassin and militant get their buffs just for making attacks yeah, in most combats getting 3 leader kills is already shifting the momentum way in your favor.

If I was just balancing things I would probably take militant down several dozen pegs as my first priority, but barring that you'd make bounty hunter more competitive if hunt was just an action they took with unlimited uses and every tier of enemy gave them a scaled boost, instead of currently hunts on t1 and t2 only giving them temp wounds.

Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!
Pascal's job is to magdump his plasmaguns.

He's in the same bucket as Psykers and Navigators.
Their stated class is just a distraction that you should be ignoring to spec them into their actual "class" instead.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I've found operatives really powerful. You can rapidly scale Pasqal with the operative talents that let you scale harder with intelligence and perception, and get a giant stack of tactical knowledge to make your team super tanky and improve his damage if you take talents that accelerate analysis.

Once you become a grand strategist I'd go back and pick up the tech priest specific talents.

He can hard carry act 1 with the longlas, you can wait on the plasma talents.

KPC_Mammon fucked around with this message at 10:46 on Dec 19, 2023

Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!
OH! I just saw another major thing that they have improved since the Pathfinder games.

Season Pass description states that the DLCs will actually be extensions to the main campaign, rather than some bullshit standalone campaigns or endless dungeons nobody cares about.

Good on you Owlcat, huge improvements all around. Gold star.

The Lone Badger
Sep 24, 2007

Wait, Pasqal as ranged attacker? I saw his bigass axe, remembered Rogue Trader tabletop, and went all-in on melee.

RoboChrist 9000
Dec 14, 2006

Mater Dolorosa

Warmachine posted:

Yeah, this is exactly right in my case. I had the Daemonhunters Codex back in 3rd Edition, which is where most of my 40k knowledge comes from.

I'll side-eye their aesthetic all day, but I definitely liked them better when they were a foil to the rest of the grimdark. "These guys would be evil in any other setting, but in this one they are basically saints" was a funny bit. And honestly if they wanted to grit them up, just lean into your fascism justification thing and have the Tau get their poo poo kicked in constantly with people backstabbing them, or propaganda getting spread among the periphery that you're just not equipped to deal with because you don't understand that the fash don't care about little details like "truth" or "honesty." Alexandros Joneros says the Ethereals are turning the friggen Squiggs gay, and this is a total lie but the PR caste can't figure out that you're not really capable of fighting this stuff on even terms.

Would have been neat commentary on real life but I guess GW wasn't ready for that.

I think the way you grimdark the T'au is to have them slowly becoming more and more realpolitik and authoritarian. Like a single hive world has a population in the billions or trillions. That's a lot. So they decide to do some *questionable* things. Just have it that as the Empire expands, they get more and more ruthless, likewise as they confront the horrors of the Galaxy.
And then have a civil war. Have the Farsight Enclaves/the T'au version of Horus be people who are optimistic and idealistic. "Is this what we have become? Is this really the Greater Good?" That way you get both the naive idealists AND the more shady realpolitik ones. And the T'au work great still then as a foil/counter to the Imperium, in that ratehr than their big civil war being led by a space satanist, it's led by idealists who are rightly horrified at where their society is going.

But eh. I like the T'au and hate how badly GW tend to handle them.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Sharkopath posted:

Bounty hunter just seems really weak because while every other class gets something where just attacking is giving you lots of stat and damage boosts, your main per combat boost as assassin is limited to 3 uses if they kill a specific tier of enemy, half bonus if somebody else kills them, and they can only replenish it once over 3 rounds or if they spec their ult to replenish their hunts. Super limiting.

BH is absolutely weaker than the power classes right now, but I think it's in a healthier design space than Archmilitant or Cassia because combat, especially on higher difficulties, very rapidly resolves around Archmilitants or Cassia scaling infinitely on turn one after being given a ton of AP by officers to snowball their buffs until they kill every enemy on the field. You can run a plasma-based BH Pasqal and he'll do great damage and stack up solid buffs with proper Prey usage - it's shockingly easy to kill a higher tier enemy or two on turn 1 when you're firing 11 plasma bolts - but even with that he'll just never match a burst fire Archmilitant.

This game's systems are weird because there's a bunch of stuff that's quite good and usable but the power strategies are so dominant that they put everything else in the shade.

RoboChrist 9000 posted:

I think the way you grimdark the T'au is to have them slowly becoming more and more realpolitik and authoritarian. Like a single hive world has a population in the billions or trillions. That's a lot. So they decide to do some *questionable* things. Just have it that as the Empire expands, they get more and more ruthless, likewise as they confront the horrors of the Galaxy.
And then have a civil war. Have the Farsight Enclaves/the T'au version of Horus be people who are optimistic and idealistic. "Is this what we have become? Is this really the Greater Good?" That way you get both the naive idealists AND the more shady realpolitik ones. And the T'au work great still then as a foil/counter to the Imperium, in that ratehr than their big civil war being led by a space satanist, it's led by idealists who are rightly horrified at where their society is going.

But eh. I like the T'au and hate how badly GW tend to handle them.

This is...basically what they already did. The Farsight Enclaves are functionally just a dude going "The Ethereals are hosed up liars" and a bunch of people following him.

GoodluckJonathan
Oct 31, 2003

The Lone Badger posted:

Wait, Pasqal as ranged attacker? I saw his bigass axe, remembered Rogue Trader tabletop, and went all-in on melee.

Earlier in the thread someone pointed out One Weird Trick to giving him a zillion free shots of any plasma weapon. He has a unique talent that refunds AP from plasma weapons, so you take that and hit him with the officer heroic act and he can just shoot till the game decides "ok that's enough of that". Technically he should be able to go forever but for some reason he can't attack after 15 or so shots. He also has a talent that iirc refunds AP on a plasma crit so you can actually end up with a ton of AP if you go all in on plasma ranged. He functions as my "oh poo poo" button if my MC Assassin gets capped before they start going off.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
Yrliet can do the same thing as an Assassin (well, any Assassin, I suppose, but it's easier for her before she has more base dodge for Lethality), and it's probably better with a sniper rifle than a plasma gun anyway.

FurtherReading
Sep 4, 2007

Kanos posted:

Honestly, I think them trying to grimdark them up with the Ethereal mind control stuff and the second class citizen alien stuff made them less interesting than when they first came out and hadn't been fleshed out yet so their fluff was basically "little blue dudes who are mostly chill and whose natural response to meeting aliens is to negotiate with them and work with them/befriend them instead of glassing them from orbit/killing them/eating them like literally every other faction in the setting".

But people got really angry about the slightest hint of optimism in 40k and at the existence of a faction that could plausibly be considered "good guys" without too many asterisks.

I read the codex the when it released and honestly the grim dark mind control stuff was always there, I think it was just too subtle for most people to notice. If I remember it right, the ancient Tau were engaged in a forever war and were so racist that the 4 factions had basically no genetic mingling. Then the Ethereals showed up, mysteriously got them to stop fighting to create a united empire split into 5 castes who, afaik, still don't intermingle genetically which allows them to be very specialised for the jobs their caste are allowed to do. In other words, they're authoritarian eugenicists who have such incredible mind control powers that they stopped a 4 way version of the Israel-Palestine conflict.

Basically, the way the Tau treat the aliens was a reflection of how the Ethereals treat the other Tau. I recall the Dawn of War expansion explicitly stating that mass sterilisation of the human population of Kronus was performed in the Tau victory too. The initial codex, the fire warrior novel and dawn of war dark crusade is the last of the lore I personally consumed but from what I understand in the later codices they they just turned the subtext to text

FurtherReading fucked around with this message at 13:43 on Dec 19, 2023

Aramoro
Jun 1, 2012




KPC_Mammon posted:

I've found operatives really powerful. You can rapidly scale Pasqal with the operative talents that let you scale harder with intelligence and perception, and get a giant stack of tactical knowledge to make your team super tanky and improve his damage if you take talents that accelerate analysis.

Once you become a grand strategist I'd go back and pick up the tech priest specific talents.

He can hard carry act 1 with the longlas, you can wait on the plasma talents.

I fairly sure Operatives can be powerful if you do all the things. But.... It's incredibly tedious. My Rogue Trader is a Crime Lord Operative Assassin and I think I never push any of the Operatives buttons anymore, every turn is essentially the same (Perfect Spot) + Plan + Shoot + Special assassin shot and it works fairly well. If I do all the exploit stuff I assume it's better but worth the effort? Absolutely not so far.

Sloober
Apr 1, 2011
i'm incredibly lazy with operatives and prefer the 1-2 of the passive exploit spread and joint analysis so everyone else can use them. one of the reasons i dont like bounty hunters is how much work it takes to replicate pressing burst fire on argenta. assassins i do kind of dig though. i think there definitely needs to be some rebalancing on archmilitant although the reason that gets so nutty is officer free turns, so i think in order to reign in archmils you need to address officers, otherwise with the archmilitant heroic and an officer you're vomitting out enough bullets to drown someone in since you get to burst fire twice per free turn (3 with enough versatility stacks and wildfire). i dunno, it seems like it would really take a lot of work to bring things more in line. i'm pretty dumb tho so maybe i'm wrong.

part of it might simply be not having all your abilities refreshed in a round if an officer grants you a turn

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

The Lone Badger posted:

I can't figure out how to use Operatives properly and am considering using Toybox to forcibly turn Pasqal into a Warrior. How horrible an idea is this?

Operatives are easy, stack exploits until you can one-shot the most dangerous enemy meanwhile kill everything else

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Clarste posted:

Yrliet can do the same thing as an Assassin (well, any Assassin, I suppose, but it's easier for her before she has more base dodge for Lethality), and it's probably better with a sniper rifle than a plasma gun anyway.

Yrilet can't do the same thing because Pasqal specifically has a ton of unique plasma talents that allow him to stack additional damage per attack and also fire 10+ times in one turn with an officer ult due to his refund-AP-on-plasma-shot unique.

Further Reading posted:

I read the codex the when it released and honestly the grim dark mind control stuff was always there, I think it was just too subtle for most people to notice. If I remember it right, the ancient Tau were engaged in a forever war and were so racist that the 4 factions had basically no genetic mingling. Then the Ethereals showed up, mysteriously got them to stop fighting to create a united empire split into 5 castes who, afaik, still don't intermingle genetically which allows them to be very specialised for the jobs their caste are allowed to do. In other words, they're authoritarian eugenicists who have such incredible mind control powers that they stopped a 4 way version of the Israel-Palestine conflict.

Basically, the way the Tau treat the aliens was a reflection of how the Ethereals treat the other Tau. I recall the Dawn of War expansion explicitly stating that mass sterilisation of the human population of Kronus was performed in the Tau victory too. The initial codex, the fire warrior novel and dawn of war dark crusade is the last of the lore I personally consumed but from what I understand in the later codices they they just turned the subtext to text

As someone who still owns the original Tau Codex, the darkness wasn't there. The Ethereals resolving the Tau civil war was pretty much portrayed as a great act of statesmanship and spirituality, a positive event where these monk-like dudes managed to convince a species to walk back from the brink of self-annihilation and begin working together to reach for the stars. The castes kept to themselves, but that wasn't because they were forced to, but because they were allowed to keep their own distinct cultures when joining the Greater Good - something that was openly extended to the other aliens that were described.

Dark Crusade released years after the initial backlash of "they're not GRIMDARK enough for 40k" had plenty of time to percolate. The original Codex Tau came out in 2001. 3rd Edition lasted until 2004. Dark Crusade did not release until *2006*, notably the same year the second Tau codex came out for 4th Edition with updated fluff with the mind control and sterilization stuff. Also notably, the 3rd Edition Tau Codex was just named Codex Tau while the 4E one was changed to Codex: Tau Empire.

RoboChrist 9000
Dec 14, 2006

Mater Dolorosa

Kanos posted:

BH is absolutely weaker than the power classes right now, but I think it's in a healthier design space than Archmilitant or Cassia because combat, especially on higher difficulties, very rapidly resolves around Archmilitants or Cassia scaling infinitely on turn one after being given a ton of AP by officers to snowball their buffs until they kill every enemy on the field. You can run a plasma-based BH Pasqal and he'll do great damage and stack up solid buffs with proper Prey usage - it's shockingly easy to kill a higher tier enemy or two on turn 1 when you're firing 11 plasma bolts - but even with that he'll just never match a burst fire Archmilitant.

This game's systems are weird because there's a bunch of stuff that's quite good and usable but the power strategies are so dominant that they put everything else in the shade.

This is...basically what they already did. The Farsight Enclaves are functionally just a dude going "The Ethereals are hosed up liars" and a bunch of people following him.

I thought the Farsight were still kind of realpolitik? I haven't followed the lore in a while so yeah, hah. I just thought they were more 'screw the Ethereals' rather than necessarily 'and also we must be true to the positive ideals we profess.'
Also the whole Khorne stuff Char - I mean Farsight - has going on.

Anyway I'm loving the game, jank aside. I appreciate that Cassia and Pasqal so far are easily my two heaviest hitters. My navigator and my IT guy are somehow two of the deadliest people on a ship that includes a screaming fanatic, an immortal elf warrior, and a psychic superspy.

CottonWolf
Jul 20, 2012

Good ideas generator

Sloober posted:

i'm incredibly lazy with operatives and prefer the 1-2 of the passive exploit spread and joint analysis so everyone else can use them. one of the reasons i dont like bounty hunters is how much work it takes to replicate pressing burst fire on argenta. assassins i do kind of dig though. i think there definitely needs to be some rebalancing on archmilitant although the reason that gets so nutty is officer free turns, so i think in order to reign in archmils you need to address officers, otherwise with the archmilitant heroic and an officer you're vomitting out enough bullets to drown someone in since you get to burst fire twice per free turn (3 with enough versatility stacks and wildfire). i dunno, it seems like it would really take a lot of work to bring things more in line. i'm pretty dumb tho so maybe i'm wrong.

part of it might simply be not having all your abilities refreshed in a round if an officer grants you a turn

I don’t know how you easily fix officers without rendering them completely useless. Giving people extra turns is their thing, if you take that away, what even are they?

If I was going to try, I guess I’d get rid of the talent that lets them act first, let that be the Grand Strategist’s thing, and change it so that a character can’t get more than one extra turn a round.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
In the original fluff, Farsight himself was kind of suspicious/maybe evil? He was a normal Tau commander who suddenly went rogue and stopped taking orders and also started showing up with a giant weird warp blade bolted to his powersuit and encouraging all of his dudes to engage in melee combat. Nothing was concrete about his bit but it sure did look like he was a Tau guy who found Khorne.

When they revised the Tau to actually be just as evil as everyone else, he was swerved into being a guy who recognized that the Ethereals were mind controlling everyone and changed into being a renegade good guy instead.

CottonWolf posted:

I don’t know how you easily fix officers without rendering them completely useless. Giving people extra turns is their thing, if you take that away, what even are they?

If I was going to try, I guess I’d get rid of the talent that lets them act first, let that be the Grand Strategist’s thing, and change it so that a character can’t get more than one extra turn a round.

You don't need to take it away, you just need to put limits on it. They even thought about this to some degree - their basic buff can only be cast on someone once every 3 turns, shared across all of your officers even. For some reason the "grant dudes extra turns" stuff isn't despite being vastly more powerful. You can simply make it so when someone is granted an additional turn from any source they can't get another from any source for a couple turns.

Officers have enough varied buffs that multiple officers wouldn't be rendered worthless by this change, since you could spec them into different types of buffs to complement each other.

They also need to tamp down super hard on resolve generation, because I'm 100% certain the combat system wasn't originally designed around you getting an ult every drat turn.

Kanos fucked around with this message at 14:12 on Dec 19, 2023

Aramoro
Jun 1, 2012




CottonWolf posted:

I don’t know how you easily fix officers without rendering them completely useless. Giving people extra turns is their thing, if you take that away, what even are they?

Make Bring It Down once per round. The problem isn't officers, it's having multiple officers yelling at one guy to do all the work.

I killed the Forge Fiend by simply yelling at Ableard until he hammered it to death.

Sloober
Apr 1, 2011

CottonWolf posted:

I don’t know how you easily fix officers without rendering them completely useless. Giving people extra turns is their thing, if you take that away, what even are they?

If I was going to try, I guess I’d get rid of the talent that lets them act first, let that be the Grand Strategist’s thing, and change it so that a character can’t get more than one extra turn a round.

sounds like a bad class if that's the only thing they bring to the table, as powerful as it is. it definitely needs limits, the fact their buff has them and the free turn doesnt is kind of insane imo

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
All I will say on the matter is that I am 100 percent fine with less grimdark for factions that aren't the Imperium. It makes it a lot more satisfying when it turns out that yes, all this stupid and inefficient and straight up evil poo poo actually IS the Imperium's fault and yeah you can try to change that but chances are that's going to lead to some light bolter fire to the face.

Speaking of changes, what're they aiming to fix specifically in the coming patch?

Sloober
Apr 1, 2011

evilmiera posted:

Speaking of changes, what're they aiming to fix specifically in the coming patch?

my intro to act 4 was sitting around for two cutscenes i had to skip because nothing was happening in them and i waited for over 5 minutes on each one so hopefully that. wonder what those were even about since they were during warps that just dumped me to a scene of my RT sitting at the desk in lord captain's quarters. so i hope they fix that at least lmao

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

Aramoro posted:

I killed the Forge Fiend by simply yelling at Ableard until he hammered it to death.

this has been my entire game, i know everyone loves argenta but i found her dialogue and reactions too boring and limited so i benched her and turned grandpa in a blender, he can clear an entire boss + minions encounter on an officer ult and his ult

Arglebargle III
Feb 21, 2006

What is this super plasma talent?

Jack Trades
Nov 30, 2010
Probation
Can't post for 11 years!

Arglebargle III posted:

What is this super plasma talent?

Every Plasma shot gives him 1AP.

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Arglebargle III
Feb 21, 2006

What's it CALLED

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