TheCoversation
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updated 9 years ago
Ruining demoknight trimps since the 5th century
Here is a list of the changes that make the game harder:
- Increased mob spawn rates (and density) in each map
- Increased mob health
- Increased mob movement speed
- Increased mob attack speed
- Increased mob damage
- Increased mob "tier" in each map
- Increased mob attack & "follow" range
- Increased Curse length from cursed chests and breaking pay-doors
- Decreased skill and strength powerup multiplier from 1.43 to 1.02 (meaning a strength powerup that would normally increase damage by x1.43 now increases by x1.02)
- Decreased health powerup multiplier from 1.41 to 1.02 (meaning a health powerup that would normally increase health by x1.41 now increases by x1.02)
- Some other changes that I have forgotten
Here is a list of the changes that make the game easier:
- Increased hero start health to 3000
- Increased flask healing to ~100%
- Increased hero roll distance
- Increased cell and gold droprates
- Increased item/drop "tier" in each map
- Some other changes that I have forgotten
19283 Penguins vs 250 Heavy Knights
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Music: http://www.bensound.com
I haven't figured out if it's random or if it's tied to the Gun Show glitch (grabbing a weapon just as one level transitions to another), but it does not seem to be tied 100% of the time.
Fantastic game, but not without its flaws.
Immediately charge up your telekinesis power on one of the shooters and punch the unarmed man while that's charging. Take the dead guy's gun and shoot the remaining two enemies. Exit the stage and you will immediately pass the next stage as there are no enemies left.
This is really straightforward to access as a Demon Hunter. Just do a few doublejump-Infernal Strikes to get out of the initial ZG area, then loop around and over some mountains.
Other classes could probably manage with a little bit of tricky jumping.
Just don't fall down any holes in the ground, you might get stuck in a "Disconnected from Server" loop for a while.
It turns out Vault of the Wardens normal is almost perfectly set up to be solo'd by a Vengeance Demon Hunter. There is really nothing that can't be handled by the spec's various CC and mitigation abilities. It helps that some of the boss fights are a little on the gimmicky side (Glazer and Ash'Golm).
I think soloing dungeons like this helps you to learn how to get the most out of all your spec's abilities. Most of the open world PVE content is very easy to the point of reinforcing bad play habits. I'm not calling myself an expert or even good at this spec, but trying runs like this helps to learn survivability at the very least.
If you're looking to try this out yourself, I have some advice.
-The trash leading up to Tirathon Saltheril can be a little challenging. Try to CC most of each pack and single out one mob at a time until their numbers are down.
-Inquisitor Tormentorum is very straightforward until the adds spawn at 70% and 40%. At those points things get messy. What works for me is always going after the casters first and then dealing with the melee adds. It really helps here to set up an interrupt macro that will interrupt your focus, that way you don't need to retarget to stop Sap Soul.
-Dreadlord Mendacius (the miniboss before Ash'Golm) can be tough. I like to Imprison his add and then always save mitigation/heals for when he casts Meteor. This fight seems to be a little RNG-based--sometimes it feels like he spams Meteor and there's no way to outheal it, sometimes he doesn't cast it very often.
-Cordana is tricky. On her own the fight would be simple, but the Avatar of Vengeance that spawns in phase 2 makes things challenging. They hit very hard and you need to find and kill them immediately. If you're not paying attention and move to the wrong corner of the room even once there's a good chance you'll wipe.
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If you are having trouble on this fight I can let you know what other loadouts I tried before this. There are definitely other viable ring configs that would work for someone with a different playstyle than me.
The Fire Brigand Axe +4 broke his bracelets in one charged strong attack + one regular attack.
Glad I used an ember before the encounter!
Most of the near-death experiences in this clip are from me being too greedy with Estus use in an attempt to keep the Lloyd's Shield Ring buff active. While the increased absorption is nice, I'm learning that it's not worth chugging so aggressively and leaving myself vulnerable. At least that is the case in this fight where getting one-hit isn't a real danger.
Fire Brigand Axe +4 with Fire Clutch Ring hits like a truck, I did not notice a big drop in my dps between this fight and my previous character (quality build).
Funnily enough, the Crystal Sage gave me more trouble than the Abyss Watchers. I went into that fight with a +2 weapon, no Lloyd's Shield Ring, and with a much worse Estus Flask. On every other playthrough it has been exactly the opposite for me, with the Sage being stupid easy and the Watchers taking a few tries.
I am not looking forward to Dancer.
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Far Cry 3 Repair Man Challenge Rules
Complete the game using only the Repair Tool as a weapon. This includes liberating all outposts but does not include any of the side quests (Path of the Hunter, Wanted Dead, those kinds of things).
Other weapons are only allowed during quick time events, cutscenes, or when explicitly necessary for the completion of a main story mission.
Rocks, Syringes, and Vehicles are allowed. Mounted vehicle weapons are not allowed (unless necessary for the completion of a main story mission). Using vehicles as weapons (like running over enemies) is not allowed.
No difficulty lower than hard (warrior) may be used throughout the playthrough.
Other corner case rules may come up as I play through the game, but they will always stay faithful to the core principle of only using the Repair Tool.
This was done on the Hard difficulty setting. For anybody unfamiliar with this game, the things I am throwing throughout the video are rocks not grenades. The Endorphin Boost syringe is pretty overpowered.
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