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SpectreKP

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Everything posted by SpectreKP

  1. SpectreKP

    Cowardice 2.0

    I'm actually annoyed by this infinitely stackable debuff, I went through my first t8 ever but I'd decided to rush through the enemies since I was an Infiltrator and it was kinda taking forever to slowly get rid of them... of course my Infiltrator is so fast that the skill actually nearly got me killed due to rubber banding so I guess the game and I are even. Something I like to do sometimes is to kill the boss, and then go back to clear out the rest of the dungeon in case I missed any valuable rewards like danger chests as sometimes I might not actually have the time in my life to spend half an hour clearing everything out on my own and I might decide to skip any alternate pathways if I run into the boss early (with lower tier dungeons I almost always clear the entire thing for exp, I think an exp bonus might be nice for doing that but that's not the point of this post). But Cowardice struck again as AFTER I'd killed the boss I STILL got the debuff for leaving the boss room, this is honestly annoying as I absolutely need to level up my gear and there was probably about 50-200k exp still in the monastery. I couldn't believe it so I decided to check if I'd somehow accidentally gotten the debuff during the boss fight, and no! The actual range of the boss room here is MASSIVE! I can actually go all the way down to the hallway without getting a stack of Cowardice, I absolutely got this when I went to head back... and through multiple tests I ended up far too weak to clear the place out and had to leave to ensure my character didn't die. You should not get Cowardice after a boss is dead, and Cowardice should disappear after the boss' death. I'm fairly sick of this debuff already as a friend of mine had lost everything to it during t7 and the fact it infinitely stacks and doesn't update to show how screwed you are. I also feel like there should be a warning when you're close to getting the debuff so you don't accidentally end up giving it to yourself when you're seriously trying to fight a boss. I understand people don't care about this debuff as usually people will just bum rush the boss, but for anyone who actually wanted to go back to clear the place out this debuff is currently a nightmare.
  2. SpectreKP

    Lingering Expired Buff/Debuffs

    I think I mentioned this at one point, but there's a bug in the game currently where sometimes a Buff/Debuff will remain permanently after expiring until a either a new buff/debuff is added or a continuous debuff ends such as hopping off ice or leaving sticky ichor/oil/lava. So if it effects buffs, as shown in the picture where my 3 second legacy had expired but I managed to make it last for 20 minutes just by skating around on the ice, why am I mentioning this here instead of keeping it to myself and abusing the heck out of it? Well, for one, if the game developers ever played their own game for about an hour they'd likely discover it for themselves... but secondly, It seems to only effect the abysmal buffs from legacies and very rarely with Altars... meanwhile 4 times out of 10 I end up with a permanent debuff I generally have troubles removing if I'm not on a class like Infiltrator or Sentinel that can refresh their status using their special. This might not seem so bad until you realise that permanently having a debuff that should've expired and is still completely in effect can be devastating. Imagine the player killing Poison from t7 forever ticking your health down or the Energy drain effect preventing you from ever using your special. Or an attack or movement speed debuff, or something that lowers how fast you recover health. These things greatly outweigh the positives since they can actually get you killed, and with no easy way to save all of your items currently in place (the returner still asks for Electrum instead of Bloodstone), and the player base selling things for ridiculous prices... and the fact the t3 quest guy was erased from existence along with the fact the questboard keeps on bugging out on me and not refreshing literally anything when I'm not online... well, it'd really suck to actually die to a bug in the game. Guess I'll leave an @hh_katherine so this gets looked at. Sorry to spoil anyone's fun for anyone who knows exactly how to cause and abuse this bug with ridiculous buffs.
  3. SpectreKP

    SENTINEL SPECIAL ABILITY TOO OP?

    I just... said all that. .3. I might've left out the part about the sentinel being great with a build, but I pretty much... just said all that.
  4. SpectreKP

    SENTINEL SPECIAL ABILITY TOO OP?

    That's just sort of it. Sentinel is currently the only proper tank in the game, if they added another one it probably wouldn't feel as nearly as bad. And think about it like this: The specials on the other classes just aren't that good for DPS. The Harbinger probably has it best without any gimmick and just raw damage, Infiltrator just drops a rotating AoE where you have to get in the middle of enemies to use it, Alchemists drop AoE puddles that can go over walls but don't really do the best damage, Geomancers have shitty rotating turrets that do a fraction of your crit damage and lag the game out and can be broken in a single hit in a bullet hell game and Druids have it worst by being a Bear that charges whenever you click. Of course when you compare Sentinel, the only other balanced special is Harbinger which has literally no gimmicks. Infiltrator apparently can be stupidly broken by making you invincible with the stealth mechanic and probably would let you run right to the boss of a dungeon, but it needs a specific build of imprints to do this. Sentinel is LITERALLY made to survive and protect others, if its tanking ability was garbage, no one would use it and it'd be "Rising of the Shield hero" where the Sentinel is the reject. But that's just me.
  5. Something harder to catch would probably be Crit rate or Just outright damage, since if you 1-shot enemies the damage numbers don't show up.
  6. SpectreKP

    Locus Remaining invincible

    This personally still screws me over time to time. xwx; It's such an old bug.
  7. SpectreKP

    Cowardice 2.0

    People have things to do matey, and sometimes adds can kill you so you so sometimes it's better to run through if you're able to. Enemies are tanky and deal a lot of damage, they're pretty time consuming to kill if you're not running in the middle of them asking to take a bunch of hits. And I guess I'll bring up that only one piece of my gear isn't t9 (markets closed and people were charging rediculous amounts or other people just bought before me) and it's all level 1 & has no charms or imprints. I take about 180 damage per hit so I pretty much can only take about 5 hits before I die. So I'm going to have to take it as slow as possible tbh.
  8. SpectreKP

    Befriending bug.

    So it seems like with the potential dungeon features came people wishing to friend you when they see you're doing the dungeon and happen to be grinding it. However, I noticed that I couldn't actually accept the friend request when I got it, yet the person still ended up on my friend list when I went to check later.
  9. SpectreKP

    A little privacy please!

    It's not just the mountain lions..
  10. SpectreKP

    +1 friction

    There might be a weird setting in the game where + friction is adding a negative effect so +1 friction means +1 to effect [-1 Friction]. Either way, I'd like to see -2 friction, I kinda picture the slipping on a banana peel gag with it. x3
  11. SpectreKP

    T5 material drops

    I think the issue is that the end game just stagnates, so all these "Materials" aren't really going anywhere... particularly if people are being stingy and saving their best gear whenever they go down the well. The game absolutely is not friendly for players who are unable to really bring friends into the game and have trouble with meeting people with a similar timezone, so having higher grade materials drop late game would be ideal and fairly welcome in my opinion, considering I personally still haven't even attempted T8 yet out of fear of losing gear I probably spent about 400 bloodstone from the supporter packs on despite going for serious "discounts" as much as possible. If crafting was a bit more of a viable option for me I'd probably risk going into stuff like hardmode more often, despite the fact crafting costs an arm and a leg + 6 hours of your life... and if I knew that the drops for t5 were apparently so appallingly common in t9 I'd have jumped in and farmed the crap out of it to get rid of all my garbage t0 that is wasting space in my Vault. If you're getting too many mats, just don't pick them up (or throw them away before leaving, at least until the market comes back) or treat higher tiered gear like as though it is less precious and make "spares" for things like the well or solo attempts of end game dungeons. Just as a reminder, this isn't a typical MMO where having end game gear makes you untouchable, it is a Rogue-lite (because you can store things), where you lose everything you currently have on you upon death. So you should treat it more like a roguelike when you're actually at the point where you have the supplies to care less about end game gear and play less carefully to take risks and feel far less frustrated if you die since all you have to do is bring your character back up to 25 and re-equip them with end game gear... which with friends able to boost you in later dungeons should be easy. And honestly, if having too many materials is a freaking problem, start up a project like making a Penta wave t10 weapon where you'll have to deal with horrible rng that somehow despite having a 1/4 chance, I've failed what feels like 30-50 times in a row to grab imprints off items. Finally, here's the part where instead of simply complaining, I actually throw my own coin into the mix on how I feel things could be improved. The original complaint essentially said that chests weren't rewarding since you got t5 gear from the monsters, so the simplest solution for that isn't to nerf something, but instead to simply make chests actually rewarding all-round. Simply put, Chests are nearly pointless until t6 once you have 10 HP and Energy potions as the silver they give you is barely noticeable and they don't offer any kind of reward outside of "rare" materials until t6 where they'll start giving out charms on rare occasions. The solution is to simply add a little more silver onto the pile (you did just fight a wave of slightly more powerful enemies), Make charms more common and have it that higher leveled charms can show up at later tiers and to have a chance for imprints and imprinted gear to show up in chests. The pool of Imprints would likely be restricted to the tier, so people wouldn't just be able to farm t2 or t3 for the best imprints and have special imprints that can only ever show up in later tiers that would be far rarer, could only be imprinted on t10(+?) gear and would make people a whole lot more excited than "Oh great, t5 mats that I had the drop rate nerfed to make finding these exciting again". As for the drops of mats, why not have t9 drop t5, t8 drop t3 and t7 drop t1? Allowing people who aren't so rich in resources to just spam end game dungeons to catch up ever so slightly quicker? T7 is of course the first actual difficulty spike in the game since the "adds" there really drank their redbull & protein shakes before taking you on, so it'd make sense as to where that'd be where the tiers would start. As for t10, it might even be best to turn off material drops and make it that attempting it would be solely for the rewards, or do something with it to make it more unique or challenging, perhaps having different keys for it with different levels of "handicap" that each have different drop rates & end game rewards, having harder difficulties drop stuff that might be able to further enhance t10 gear and have one that'd works kinda similarly to the Well in the sense that to use the key you'd have to have end game gear specifically made to enter it (probably having it that the gear only gives you stats inside the dungeon, and maybe can't be taken off until either death or completing the "nightmare raid"), so if you die in the attempt, you're forced to lose that gear and have to re-earn it. This extends the endgame further beyond just t10 and makes it more grindy so that end game players who can afford to spam what should be expensive end-game content won't complain about slightly "less end-game" content as they'll absolutely need those materials as fodder for something far more expensive. I apologise if it sounded like I was giving sass or something, but I'm fairly tired of people complaining about high tier'd stuff dropping in end game situations, it feels kinda like people are barking in the wrong direction as you could just as well say "Lower the drop rates to make it less common" instead of wishing for crappier items in higher amounts. @9R_RyanJ Just in case you don't end up looking back at this before doing anything serious, although it sounds like my input won't really amount to nothing.
  12. I've noticed that when you apply a dye to some parts of a character's outfits, they're like a muddy dark colour that looks very unappealing when you look at it, despite the fact that the default colours on outfits are very bright so that they stand out in the world. I feel like dyes applied to areas that end up very dark should be brightened closer to the default brightness of the original outfits so that they stand out more and I'm less inclined to have the default red tuft on my Sentinel or the Pink shades on my infiltrator with colours like Teal or Green for their uniforms and actually dye them to match.
  13. SpectreKP

    Brighten up Dyes in some areas.

    Yeah, being able to dye three parts of the outfit instead of two might be better. Also, "Brighten up my Dye (day)". Make it a thing. xwx
  14. SpectreKP

    DAILY REWARDS BUG

    Not to mention it's all emoji crap now. I don't even use chat.
  15. SpectreKP

    Legacy in Inventory

    @hh_katherine (being hopeful for information, at-ing ya as player per player information isn't always 100%. I only say that because I have gotten false information in the past and lost stuff.) I thought this was a bug that was meant to be fixed... Do I have to die with it on me to activate it or something? I'm very confused and I don't really want to risk wasting this.
  16. SpectreKP

    DAILY REWARDS BUG

    Gotta love this stuff. Pretty much the month reset and they don't have the next week of rewards set up.
  17. SpectreKP

    Can't get the wings anymore.

    I've already made my complaint on the hotfix mentioning the rollback, but I still can't help but feel rather ripped off since I logged in diligently every single day since the day I found out about SurvivedBy... only for the last reward I was actually interested in to be taken away mere days away from obtaining it. I'm referring to the wings, which I'm assuming are called the Guardian wings. I had the exact amount of days in the month to get them left as there were spaces to get it, but in rolling the progress back a day... you made it that everyone had missed a day on it and at least, particularly for me, made it impossible for me to get the wings without outright asking a dev or something for them now. I personally only fully focus on daily rewards if there's a cosmetic I'm even semi-interested in or if there's some kind of worthwhile reward inside it, and since daily rewards currently only issue stuff you can quite easily get in-game with a little effort... I'm of course going for the cosmetics. I can't be the only one in this position, where the wings were literally taken away from you due to this hotfix... either way, I re-collected yesterdays reward and decided to screenshot it to show that I have two days left (Aussie times), and three spaces to get the cosmetic wings.
  18. SpectreKP

    Can't get the wings anymore.

    I really feel as though they should visibly show some kind of mark, like greying out a panel if you've missed too many days, and/or adding a small lock on it. Either way, I can't pick up my next daily till 10AM on the 1st of January, which would be when it resets. :v @hh_katherine Just to make this a little less of a waste of time, I think some sort of flaming cape would probably make people wanna do the Daily rewards, and yeah, the above mentioned "Locked" rewards if you missed too many would be ideal so there's no doubt in peoples mind that something can be gotten... instead of the whole "Oh, it's fine. You're aussie so since you're in the future, if you miss it it's your fault" argument. Using ESO as a base, It's going to reset in 20-ish hours. There's no way I'm getting these wings since I've already collected todays reward.
  19. SpectreKP

    Can't get the wings anymore.

    @hh_katherine, just to make sure this is seen. >//>
  20. SpectreKP

    A Legendary Legacy

    I've never actually heard of one being owned, let alone obtained one myself. I'm not talking about the Yellow/"Gold" Legacies as those are Elite/Epic, what I'm speaking about is the ones that come from the 12000 Vilr or... I'm just going to call it Valor for this, legacy pack, which are supposively far grander in how good they are. I personally have no idea on how to passively obtain one of them outside of these impossible packs (yes, I'm calling them impossible as the most I seem to get is about 1200-1500 as I am instantly ganked when I enter the well and I don't bring good gear in there since it's retarded to obtain), The highest I've gotten on the challenges is to about the 5th level which has something like "kill 10k of x enemy" but I believe that just gives an elite Legacy as a reward too. If anyone's gotten one of these things or simply can show me a screen shot... I'd appreciate it. It'd be even nicer to show the same Legacy across all qualities to see the difference in values but I really won't push my luck. But in terms of my thoughts on Legendary Legacies, I feel like they'd probably work for that whole "sub-class" idea that was floating around... but otherwise would probably be great if they were reserved for the better Legacies as the last thing I'd want is to get something overly specific like "Beast slayer". Berserker might be interesting if it were fully upgraded and paired with two other attribute set legacies for the x3 bonus to essentially have a character that is ridiculously powerful while naked, although I think the flaw with that idea would be they'd die in one hit since HP & Energy don't seem to count as attributes.
  21. So... right now crafting is... hot garbage, and My vault with 100 space is almost full of basic mats... mostly the resin sap stuff, which normally I'd slowly craft into t3 > t5 > t8... but that extra crafting thing raises the cost and crafting time by so much that I don't even bother with it anymore. What's worse is that every update since the bug was fixed has kinda only... broken it. So I'm all for reverting back to the "bugged" crafting where you could directly craft t3 materials with basic ones, but instead of being a complete twat here despite knowing the devs are likely putting a lot of work into crafting... and suggest a crafting system where all of the materials can be made from basic ones... but at the total cost it would take to go up the various steps (or if you want to go for both, make the basic material one slightly more costly in terms of actual material costs as some of it would get wasted in the refining process). To start, Make the t1 materials cost 1 basic. You're barely refining the thing, it should only cost 1 materials to do that. t3 mats would cost 5 (or more if you're going with both), t5 mats would cost 25 (you get the idea), t8 would cost 125 of each mat- and so on. Players could probably cut on time by directly crafting something at a higher price which some people would probably prefer a lot more than going up all the stages, but it'd give players the option to go through the old bugged crafting system of t3 > t5 > t8 by using basic mats for the cheaper t3s and then refine them further as currently intended. At least if you went with both.
  22. SpectreKP

    Let's "bug" crafting again!

    @hh_katherine Well, it's the best I can do as an outsider/player. But essentially me, and most others are just complaining and sometimes giving stuff that could be used for direction..? I dunno. I hope things go well in development.
  23. SpectreKP

    A Legendary Legacy

    There's a bug with the infiltrator that lets you attack with the "stealth" ability active, letting you run fast and allowing ya to attack and avoid hits all at once. So that might be a fun subclass, trading in for the AoE spin-blades for fast movement and avoidings with normal attackings.
  24. SpectreKP

    Lingering Expired Buff/Debuffs

    @BreadSlice This has happened to me in the T7 dungeon with poison twice... I just grabbed an easier example to show since I wouldn't die when taking the screenshot. And yes, the buffs do continue even after expiring. I've had it happen with speed buffs and it feels great to move around quicker, but yes, the main issue is that this bug occurs with some of the worst debuffs, and the only ways to clear it is to log out, move to another area or refresh your "buffs"... which is kinda easy to do if you're dealing with water or friction since you just have to move onto dirt.
  25. SpectreKP

    Let's "bug" crafting again!

    I totally would, but I'm Australian and my timezone makes it stupidly impossible to play with anyone, and whenever I get on the server there's only Dungeon Vultures, AFK people, Discord groups and people who literally want nothing to do with you. It's also pretty fun when people can't understand you and just do their own stuff and end up yelling at you when you don't use your key to open up the dungeon so they can b-line for the boss and kill it before can even come close to it. I have... also... literally asked everyone I know and they are not interested in the least in SurvivedBy in it's current state. So the game is hard for me because I lack the necessary people, and ability to team up with randoms... thus I actually have to solo a lot of the game. And the whole point of crafting is to get better gear in order to do end game stuff, otherwise I'd just endlessly grind out Dungeons since they're infinitely cheaper and more profitable. Especially since a single piece of gear costs about 15k silver per. I actually bothered to buy the "Rare" materials from the Auction house since I planned to set myself up, since I actually wanted to make use of the materials I got, so that I could actually attempt these things alone since I spend about 95% of my time on SurvivedBy alone. The fact that the Friend list is bugged & garbage atm only makes it worse. As for the ease of this game, it ain't a "measuring" contest. There are a lot of players who go through the game solo, either because they prefer it or because they're sick and tired of people jumping in and wasting their boss loot. The game is absolutely better when teaming up with others since you can pair up and boost each other and reach level 25 easily, I actually have two characters set up for that specific reason (in case I have one go into a higher tier and die), add because more people means enemies get wiped out quicker. But that's true of any game where you can have someone help you out without being directly linked to your life, you can't experience one side and say that's entirely how it's meant to play... nor expect everyone to be able to play a different way. I'm not an idiot, why would I be complaining about dungeon difficulty if I could just team up with some rando or a friend. T1-6 is insultingly easy to solo. T7 has poison that deals 100 damage and Adds do about 150-230. If T8 is anything like the Adds outside it then T8 just deals a stupid amount of damage. T9 seems to go for a lot more health and you can probably see the issue with a rogue-lite-ish setting. All I'm asking is that crafting be made viable for pretty much anyone that isn't literally at the very end of the game, how much time someone wastes sitting around and how much they grind for it shouldn't be made into a freaking "Measuring" contest for something that already costs an arm and a leg, as well as a couple weeks of grinding to even set up to begin with. I am 80 hours into the game and I've only beaten the heart of the forest 7 times and gotten two pieces of gear off it, the rest of my gear I've been grabbing t8 & t9s for 40-80 Bloodstone. I don't want to spend 2 hours getting a single material because I can't safely farm Hard dungeons. Ugh... what is it with me and typing these things up at 6AM after being kept up all night by my roomie. Long story short, the early game is essentially in-approachable to new players and they should change it for that reason alone... and I'm sure it would make a lot of players very happy if they did... so I'm gonna @hh_katherine just to make sure this gets looked at, and because I personally have been dealing with conversations like this for the last two weeks outside of SurvivedBy and someone's always stubborn about something so it hasn't exactly been fun. Crafting and how Mats are distributed need an overhaul, since the grinding in this is well beyond Roguelands, which is a rather grindy Rogue-like with very punishing late-game & Grinding... but the heavy grinding for it happens rather late game when it comes to ultimate weapons and the special zone farming, unlike SurvivedBy where the heavy grinding is almost immediate, if not directly so from the start in almost every regard besides, surprisingly enough, reaching level 25.
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