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One time I fought a skulled rock golem for 10 minutes straight, and for some reason my no durability mod broke so at least 5 of those were with a busted silver sword. It sure made the fight take a bit longer than it otherwise would. Maybe the sword starts bouncing off things? I might be getting confused with Dark Souls.RareAcumen posted:Arkham Knight is the only game with a non-offensive durability system, because it isn't required for you to be able to win fights. Wait, what has durability in Knight?
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# ? Oct 26, 2017 15:36 |
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# ? Jun 5, 2024 19:24 |
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MiddleOne posted:It's a non-mechanic until the second you forget about it. Divinity Original Sin had the strangest implementation. Weapons would wear out as you used them, but any character with a special hammer and a particular skill could repair it. What was weird was that you could actually repair items from a distance, during combat. So if Bob's sword broke halfway through a fight, then Joe could fix it from across the battlefield, without spending any action points, even when it wasn't Joe's turn. So assuming you had someone like Joe, the whole thing became "Every so often click here to fix it", with no mechanical consequences whatsoever.
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# ? Oct 26, 2017 15:41 |
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RagnarokAngel posted:I don't mind it in overwatch, it makes my monkey brain feel good to get a good skin or something. but I stopped playing TF2 because they were your route to actual in-game weapons and despite people saying "They're not more powerful, just different!" that felt like a bunch of poo poo. Away all Goats posted:Yeah that's a load of poo poo. They are not clear and cut upgrades but some are clearly better in certain situations. I stopped playing TF2 when it seemed like there was a new weapon every week and it threw the whole 'silhouettes will tell you how to approach this opponent!' out the window. Except...you don't need to spend any money to get all the weapons. What the crates get you are like...reskinned weapons, weapons with stat tracking attached and fancy special effects that float above your head. All the actual weapons will just drop as you play and if you get duplicates you can just trade for what you need.
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# ? Oct 26, 2017 15:43 |
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Randomly getting 1 out of the 1000 possible weapons in TF2 is increasingly statistically unlikely as you fill out your collection. In theory the crafting system was supposed to give you a guaranteed way to get specific weapons at a slower rate, but after a certain point Valve made it abundantly clear that if you didn't want to spend the money you could just gently caress off by making the recipes for the new weapons require additional copies of the previous set, ie, the ones you were least likely to have stocked up. The fact that you can maneuver around item trading circles to get easy 1:1 trades for any weapon older than the current patch is great, but no player should have to jump through those sorts of hoops in the first place.
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# ? Oct 26, 2017 15:53 |
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Gitro posted:Wait, what has durability in Knight? Just whatever mooks might be carrying around. So maybe a 2x4 or a bat or an iron pipe. It's not critically important that you grab one or else you'll be punching a guy for 8 minutes straight trying to knock them out, like fighting unarmed in FF4 with anyone but Yang. It just means you do some different animations and sweet counters and grabs and such.
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# ? Oct 26, 2017 16:02 |
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Gitro posted:All it does is make your attacks weaker, like maybe half damage at worst. It's like the inventory limits, it doesn't actually stop you doing anything or impact anything that matters and it's really easy to manage but it will absolutely make your life inconvenient sometimes and doesn't need to exist at all. conveniently there are all-in-one mods that remove durability and inventory weight restrictions, not to mention fall damage, horse stamina management, limited skill slots, walking super slow and not being able to jump in ankle high water...
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# ? Oct 26, 2017 16:12 |
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it's good in zelda
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# ? Oct 26, 2017 16:45 |
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RareAcumen posted:Just whatever mooks might be carrying around. So maybe a 2x4 or a bat or an iron pipe. It's not critically important that you grab one or else you'll be punching a guy for 8 minutes straight trying to knock them out, like fighting unarmed in FF4 with anyone but Yang. It just means you do some different animations and sweet counters and grabs and such. Still not sure what you are trying to say with this.
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# ? Oct 26, 2017 16:46 |
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Weapons in Knight are a power up, not persistent equipment. It's a weird comparison.
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# ? Oct 26, 2017 16:54 |
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Lunchmeat Larry posted:it's good in zelda Not even a little. It may be the single worst implementation.
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# ? Oct 26, 2017 17:00 |
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Durability in STALKER also works because literally every weapon is incredibly deadly to both enemies and you. I wish more games would do that; I hate it when 'Hard Mode' means bullet sponge enemies that deal out a ton of damage. I much prefer fast and visceral combat where everyone dies quickly; both you and the enemy. Stuff like The Last of Us, STALKER, and the Metro series on the Ranger settings. What are some other games that pull off really lethal combat for both sides? I'd love to try some others...
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# ? Oct 26, 2017 17:01 |
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Adam Vegas posted:Durability in STALKER also works because literally every weapon is incredibly deadly to both enemies and you. Not a standard feature but Devil May Cry has Heaven or Hell mode where both you and enemies die in one hit.
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# ? Oct 26, 2017 17:14 |
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HaB posted:If you are standing on the slightest incline of a surface, you will jump perpendicular to it, no matter how little actual sense this makes. There's a spot in one map where there's like an awning over a doorway, with another area on top of the building. If you are standing on the awning and try to jump up on top, you jump perpendicular to the awning, AWAY from the building. It's so frustrating and stupid and feels like such a small thing they could have adjusted. This is a thing in Crysis:Warhead that I'm replaying currently; Ok I will circle this rock-crag outpost and engage from the rear MAXIMUM STRENGTH Hurgh /jumps up a rock Hurgh /another, higher rock Huuurgh /jumps backwards away from cliff, plummeting back onto beach rocks Well thank goodness for health regen.
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# ? Oct 26, 2017 17:14 |
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Barudak posted:Not even a little. It may be the single worst implementation. Nah it's good, because the game is built around it. There are weapons scattered around by the dozens, and getting attached to any of them is dumb. You might hold onto a decent one to do a bit more damage to a particularly worrying opponent, but the quicker you realize that the point isn't to hoard the 'good' weapons, the better the game is for it.
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# ? Oct 26, 2017 17:15 |
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Barudak posted:Not a standard feature but Devil May Cry has Heaven or Hell mode where both you and enemies die in one hit. I love DMC but that mode is a joke because you have guns and the enemies don't lol
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# ? Oct 26, 2017 17:18 |
Durability can be good if there are like one class of acid enemies that can break your poo poo until you get it repaired so things become more like a temporary puzzle, but just bashing dudes with my dude basher shouldn't cause it to shatter after five minutes.
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# ? Oct 26, 2017 17:34 |
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I know Heaven or Hell is a total joke but at least it does it. Also for some reason I vaguely recall one of them the guns did normal damage so one hits were melee only but thats probably bad memory talking. Morpheus posted:Nah it's good, because the game is built around it. There are weapons scattered around by the dozens, and getting attached to any of them is dumb. You might hold onto a decent one to do a bit more damage to a particularly worrying opponent, but the quicker you realize that the point isn't to hoard the 'good' weapons, the better the game is for it. I fervently disagree. It creates an immediate and everpresent break of the tempo in every fight in the game. There is nothing I love more than going into a pause menu multiple times in a fight to make the tacrical decision of “be able to keep hitting the guy” Beyond that it takes away any interest in treasure chest aquisition because theyre all just temporary weapons. Why explore to find a new sword that will break in 10 swings, might as well just beeline to wherever Im going than waste time. Further, it makes fights feel even less rewarding than past Zeldas because for the most part your prize is the exact same weapon you were just using to beat thay guy to death.
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# ? Oct 26, 2017 18:01 |
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Haven't played it, but after seeing it and reading comments about it, If Link auto equipped the next weapon in his weapon list, that would probably make combat a little faster and make planning a queue of weapons to hit with a potential strategy. Since the hit that breaks the weapon does bonus damage, you could go into your inventory before a boss and plan "I'll weaken him with this, then these three weapons that are nearly broken will go off in a chain, and if he's still alive after that this is what I'll have next."
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# ? Oct 26, 2017 18:16 |
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marshmallow creep posted:Haven't played it, but after seeing it and reading comments about it, If Link auto equipped the next weapon in his weapon list, that would probably make combat a little faster and make planning a queue of weapons to hit with a potential strategy. Since the hit that breaks the weapon does bonus damage, you could go into your inventory before a boss and plan "I'll weaken him with this, then these three weapons that are nearly broken will go off in a chain, and if he's still alive after that this is what I'll have next." Sure, but now youve introduced an in inventory minigame I have to play after every single fight, because many weapons have seconsary properties valuable enough you never actually want to use them as a weapon so if they queued up and you broke them youd be pissed. Look, a cool ice sword. I can never use it because i need it to offset the heat in this hot zone because like hell am i unequipping the pieces of gear that mildly reduce the irritation that is the climbing system which is a whole nother issue in the game.
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# ? Oct 26, 2017 18:24 |
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Nioh originally had a durability system but they removed it during the beta, because in a combat heavy game with loot drops who the hell wants to spend more time than they should on fanning around with broken swords? Survival based elements, Stalker was mentioned, are about the only time I enjoy that stuff. Anything faster paced is just clumsy.
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# ? Oct 26, 2017 18:32 |
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John Murdoch posted:Randomly getting 1 out of the 1000 possible weapons in TF2 is increasingly statistically unlikely as you fill out your collection. In theory the crafting system was supposed to give you a guaranteed way to get specific weapons at a slower rate, but after a certain point Valve made it abundantly clear that if you didn't want to spend the money you could just gently caress off by making the recipes for the new weapons require additional copies of the previous set, ie, the ones you were least likely to have stocked up. It's great that gaming has become so infected by gambling that actual casinos are starting to roll out "skill-based" games because it's so good at sucking money out of people.
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# ? Oct 26, 2017 18:34 |
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kazil posted:Still not sure what you are trying to say with this. Arkham Knight treats weapons like Final Fight. You pick them up and they're great, but they're not integral to beating any encounter. John Murdoch posted:Randomly getting 1 out of the 1000 possible weapons in TF2 is increasingly statistically unlikely as you fill out your collection. In theory the crafting system was supposed to give you a guaranteed way to get specific weapons at a slower rate, but after a certain point Valve made it abundantly clear that if you didn't want to spend the money you could just gently caress off by making the recipes for the new weapons require additional copies of the previous set, ie, the ones you were least likely to have stocked up. I think they also took out cosmetic items dropping a while back. I'm not 100% sure on that though.
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# ? Oct 26, 2017 18:59 |
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Futuresight posted:Finished Witcher 2. It's... alright. But very much in spite of the combat which is pretty terrible. The story is pretty decent for a fantasy game story, though it does some stupid things in the course of telling it. It's really the interacting with characters that carries it. You can actually set an option in Witcher 3 to have Geralt move in a more arcadey fashion. Default he moves like a person would, which feels weird in a video game. Also absolutely mod out durability, it's dumb as poo poo and only serves to be a drain on money for awhile until it instantly doesn't matter because you've hit a spot where money isn't a problem any more.
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# ? Oct 26, 2017 18:59 |
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RareAcumen posted:Arkham Knight treats weapons like Final Fight. You pick them up and they're great, but they're not integral to beating any encounter. Yeah but that's not even close to the same thing as what we are discussing...
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# ? Oct 26, 2017 19:44 |
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Adam Vegas posted:
Hotline Miami and Max Payne come to mind.
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# ? Oct 26, 2017 19:56 |
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I mentioned it bunch, but Get Even does this quite well - headshots are instant kills and satisfying to pull off but if you get in a big firefight you will die fairly quickly.
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# ? Oct 26, 2017 20:11 |
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LeJackal posted:Hotline Miami and Max Payne come to mind. Max Payne is great for that, because the combat is insanely lethal and max can't take many hits, but because you have the ability to pop bullet time you can go and tear through ten dudes like a badass. Even the heavily armored guys in 3 can be taken down in a hurry, because the armor has realistic gaps in it and if you shoot through those they're no more durable than anyone else.
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# ? Oct 26, 2017 20:49 |
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I liked durability in Fallout 3 cause all the poo poo you're using is centuries old (in one specific case, 400 years old), and also it wasn't difficult to find more repair stuff just by playing the game, but yeah, usually it's just bullshit.
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# ? Oct 27, 2017 01:18 |
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Byzantine posted:I liked durability in Fallout 3 cause all the poo poo you're using is centuries old (in one specific case, 400 years old), and also it wasn't difficult to find more repair stuff just by playing the game, but yeah, usually it's just bullshit. Well you could do durability well. It's another one of those mechanics that serves a purpose (e.g. it'd be great in a survival horror game) but has been tacked onto every game in the past couple of years like RPG style skill trees or open world, with no regard for using it effectively.
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# ? Oct 27, 2017 01:37 |
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RagnarokAngel posted:Well you could do durability well. It's another one of those mechanics that serves a purpose (e.g. it'd be great in a survival horror game) but has been tacked onto every game in the past couple of years like RPG style skill trees or open world, with no regard for using it effectively. Yeah, for example in the Elder Scrolls series: it worked... not great, but a bit better, in Morrowind, because you had limited fast travel abilities, especially way out in the boonies. If you were doing an extended wilderness expedition it made you want to be self-sufficient- either able to repair your own stuff or have a stash with replacements. If you embraced that mindset it was good and interesting, but if not then it was frustrating. In Oblivion or Skyrim, where you can return to town with a button press, fix all your poo poo, then be back at the dungeon you just left with another button press, it's kind of pointless and just wastes time. I mean in Morrowind you'd eventually get magic or items that mimicked point and click fast travel, so repairing your items returned to just being a chore, but the idea was there. Mazerunner has a new favorite as of 02:55 on Oct 27, 2017 |
# ? Oct 27, 2017 01:49 |
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Barudak posted:I know Heaven or Hell is a total joke but at least it does it. Also for some reason I vaguely recall one of them the guns did normal damage so one hits were melee only but thats probably bad memory talking. Yeah, the frequent menu navigation is a pain in the butt. It was obviously designed with the Wii U touchscreen in mind, so that probably would have made it a bit better if they hadn't replaced it with a blinking light. It also makes it so that if your inventory is full of decent weapons then you're going to break even at best in most fights. It's incredibly easy to just run past enemies 95% of the time, so that's what I ended up doing. The only exceptions I can think of were the guardians or wizrobes when I was trying to climb something.
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# ? Oct 27, 2017 02:25 |
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Man, just hit my second werewolf in Witcher 3. Who the gently caress though "enemy that regenerates faster than any reasonable DPS at the level the quest claims to be for can put out" was a reasonable loving design choice? I'm using all the things the bestiary claims it's weak to, and this thing's literally unkillable. It's not tactically interesting or a skill challenge; my weapons can do X damage and he regenerates 1.5X. I'm about to rage uninstall the game.
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# ? Oct 27, 2017 03:27 |
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What level are you and what level is the werewolf? I've been playing blood and broken bones difficulty and never had that problem. Are you switching to your silver sword? Is it still your original or have you upgraded? If you're being even a little bit aggressive in combat that shouldn't be happening and sounds like a glitch.
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# ? Oct 27, 2017 03:37 |
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im pooping! posted:What level are you and what level is the werewolf? I've been playing blood and broken bones difficulty and never had that problem. Are you switching to your silver sword? Is it still your original or have you upgraded? If you're being even a little bit aggressive in combat that shouldn't be happening and sounds like a glitch. The Moon Oil also inhibits their regeneration, which helps a lot. I didn't have any trouble with werewolves on BoBB difficulty but they were definitely one of the few enemies that could put up any sort of fight.
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# ? Oct 27, 2017 03:46 |
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How to beat any solo fight in Witcher 3: 1. Use Axii to stun. 2. Mash strong attack. You win!
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# ? Oct 27, 2017 04:54 |
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Does it have a skull next to its name? If it does, go away and come back at a higher level. Skulled enemies just take something like half damage and deal double. Doesn't matter what level you are, it's just a dumb multiplier to everything you do and they do. Otherwise level doesn't really matter.
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# ? Oct 27, 2017 05:11 |
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Witcher 3 subscribes to game design that you might sometimes run into poo poo you're not really able to handle just yet. It bubble wraps you a bit better than like, the first game or Morrowind or something but sometimes you will have to come back later.
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# ? Oct 27, 2017 05:22 |
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I'm level 9, and it's a level 6 story quest. From some Googling it seems I'm not alone in this rear end in a top hat being incorrectly difficult. I was using a level 5 silver sword. I ended up save scumming a blacksmith until he had a level 9 silver sword in stock, and that did the trick.
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# ? Oct 27, 2017 05:34 |
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bewilderment posted:How to beat any solo fight in Witcher 3: 1. Spam quen to never take any damage ever 2. Roll around using strong attack
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# ? Oct 27, 2017 07:06 |
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# ? Jun 5, 2024 19:24 |
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I had a mage build and set everything on fire and then spammed quick attack a lot. Worked fine for me, aside from a few annoying gimmick enemies, like the wraiths that only turn vulnerable in that one AoE effect.
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# ? Oct 27, 2017 08:03 |