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Last Active
January 27, 1994
  • Lovely new trend

    SrWurm wrote: »
    Since rise I can host, and because I dont like to kick people, usually I end with two players with only the gifted gear from lvl 95. They die, a lot. The 90% of the times I stop fighting to res them 1 or 2 times, but after that, they can stay dead in my opinion. That ones who die more that 3 times in Regina are often the same that complain about no res in s3.
    Yeah, liking to get carried is a lovely trend (Need dulla carry megas)

    Can't expect them to do good on 5m HP bosses when all they did so far is beating sandbags ones with 10k HP LUL
  • Share the Moosic!

    Sweet Christ this page 42 was awesome, and yeah I agree they need to stop with the "trash" NFS and get back to Underground/MW/Carbon already. (seeing Payback.. rip tho. and NFS 2015 wasn't bad but Hell it was cringy as ****, the storyline that is)

    Metal Gear Rising: Revengeance OST - The Only Thing I Know For Real

  • Succubus Mate

    Nice Rises updates, more cash grabs. You people never learn.
  • Rise - Where did the fun go?

    I agree they should have mildly challenging optional content but on balance it's probably better to ease people in.

    Hello, the game already had something called "Easy" difficulty, which allowed player to go through quests w/o bothering to find a boat if they couldn't find one. It was solo only, and the boss were already suited for the solo play.

    What Rise has done is no news, but to the point of FORCING players to do this one, single, easy mode is just dumb.
  • Your Thoughts on Additional Damage Changes?

    Welp, instead of arguing yet another time about this "update", should keep track of the thread and answer the main point..

    My thoughts on additional damage changes are simple : why did you bother to break something that was already working fine ? Oh and by the way, the multiplier is still the same (6.25), thus why you now deal insane amount of damage.. going from 300 to 3000 additional damage for +15 is a pretty clear obvious change.

    Yes we deal more damage actually, even casting armors bonus aside, I do not know if we actually got the 7.7m HP s3 raids or if we got them with the recent -25% HP that Korea recently got.. but anyway, you have to mind HP doesn't scale anymore that's why clear time is much lower actually, think with scalling, solo HP was like 40-45% of a full-party value so it's normal that with a certain additional damage value you actually double your clear time.

    What bothers me is how broken each enhancement lvl now are.. I used to outdamage some +15 players with my +12, or Hell even with my +10 purple Scythe actually damn, but now I would probably not stand a chance at all, since the difference between +10 and +15 is literally more than 100%.. so yeah, rewarding skill rather than gear was what made the charm of raiding actually.
    And for people like WhiteYukii, if we shouldn't care or accept the normal fact that a +15 outdamages a +10, then remove this damage ranking reward at once. After all, it's a co-op game right ? So why do we have damage ranking ? We shouldn't care since it's a party... may you actually give additional cores if the party isn't maxed.. like 3 players raid = 1 extra core, duo = 2 cores, solo = 3 cores. This is where you will see who's a tryhard (going full solo just for the sake of getting more cores) or who actually wants to play with friends/other player and doesn't care about the amount of cores.

    Either you let the additional damage remaining as such, but remove those ungrateful rankings bs.
    Or simply revert back to old additional damage, which was already working more than fine.