Defeating Silva gives you access to an insane amount of upgrades

I'm playing this game for the first time and have gone in completely blind, currently just beat Ulv so no spoilers please!

Maybe this is a known thing already, but I discovered that getting Silva essentially gives you 3 extra jumps if you use the charge attack between each jump/dash.

I'm not someone who usually looks for sequence breaks in MVs, but I've been able to get to so many places that I feel I shouldn't have been able to. It almost felt intentional until I got the wall climbing upgrade and realized I don't think it was 😂

Anyway it's been fun to see how far I can push it; I definitely see the appeal of the sequence breaking/speed running stuff that people do now.

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u/ThePynnacle — 12 days ago

Are people sleeping on BOTRK now or is it really not that good?

Now that the dust has settled it's clear that Shiv is a must-have for AD on-hit Kalista, replacing Bork as the 1st/2nd item. But I've seen a lot of opinions now that Bork is just bad or only good against 2+ tanks. Terminus is supposed to be our anti-tank item instead of Bork.

Idk if I'm tweaking or doing bad math but purely for damage Bork seems better than Terminus against almost everyone. The magic pen from Terminus doesn't do anything, and the armor pen doesn't really help against bonus health, which is something that is present on 47 completed items in the game (over 1/3 of all items). Compare that to 16 Armor items, 11 of which are part of the 47 that also give Health, leaving just five pure armor items that would make Terminus the better value pick.

I've been avoiding building Bork too because I heard it was not worth it anymore but I'm starting to doubt that, as the 3-item core of RB, Shiv, Terminus can feel like you're tickling an equal 3-item champ that's not a marksman (a 3-item mage can deal absurd damage while having 1000+ bonus health).

Should we just be building LDR anyway without other crit items because its passive is so good?

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u/ThePynnacle — 3 months ago

[Chrono] Time Bomb is a cool trait, but...

I've been experimenting with this trait since its addition and I love it conceptually. That said, I think it needs a couple tweaks to feel better, both to use consistently and to feel on par in strength with the other options of its tier.

Buff: Since it's one of the only traits that interacts with Shatter 3 specifically, I think we can do more with that. Some suggestions:

  • Have it additionally increase Time Sink's Slow duration based on the number of clones used. Something like +1s per clone 
  • Increase the buffed strike damage against the target while the bomb is active based on the number of clones used. Something like +2% per clone
    • This could help sneak some more value out of it and make it comparable to the near-permanent +5% crit damage for 10s of Danger Time (which currently gaps Time Bomb by a significant margin for DPS in PvE)
  • Make the bomb Daze all targets hit when it detonates. This would give it some additional power while retaining its connection to Shatter 3's identity, and could be used to help bolster the mesmer's interrupt-focused traits

QoL: If the target affixed with the bomb dies before the timer finishes, it should detonate immediately and refund a portion of Time Sink's cooldown.

This would make it much more fun to use in open world roaming and story instances while leaning into Chrono's identity of CD manipulations. It's a cool ability; I want to be able to use it more than once every 20-40 seconds! I think this would also help solidify its intended design of being a burst-oriented trait, while Danger Time retains its crown as the better sustained DPS trait for longer fights. Even with none of the other above buffs, this change would make the trait feel much better.

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u/ThePynnacle — 4 months ago

Is the fear spending guide way off or am I doing something wrong?

I was scouring other threads and couldn't really find a discussion about this particular issue, related to p. 155 of the CRB.

My group has been playing biweekly for about 9 months now, so we're still relatively new but everyone is enjoying the game. However, I'm having doubts about the amount of fear I'm spending and earning, specifically in combat scenarios.

It feels like 2 main things:

  1. Combat encounters just generate so much fear

  2. Amount of fear spent is not as impactful as the book makes it seem

I can spend a single GM turn spotlighting a handful of skeletons who miss 50% of their attacks, and the book tells me this is equivalent to "a major confrontation with the BBEG; a fate determining duel." What?

Even in a "minor" encounter like defending a village gate or being ambushed by wolf packs on the road, I'm always spending like 4-8 fear just to make it somewhat interesting (e.g. marking a few HP or Stress to the PCs, having more than one adversary counter on a failure, etc.). It's nowhere close to intending to be "major" as this would describe in the table, and I STILL end the fight with like 3-5 remaining for future use.

Things to note:

- I don't ask for very many rolls out of combat, often leaning on their class/heritage/experiences instead

- I know I don't earn on reaction rolls

- I know I only get max 1 on group rolls

- I typically don't enter combat with a lot of fear

- I know I don't HAVE to spend it, but if I don't then I max out very quickly

Has anyone else had this experience? Should I just ignore the guidelines or is there something I'm missing?

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u/ThePynnacle — 5 months ago