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Agreed.
-Like they need to keep in mind people generally have 1 build, so making raids be based on multiple builds (ie big lack of melee viability in specific sections) is a bad way to go.
-They also need to stop trying to overload the player with super fast damage because it doesn't play nice with even a mediocre connection combined with their very average servers.
-Rewards need to not spam so much junk, put it in the level to be picked up...same goes with some rare loot, its sad to just get a text list of loot...i like to stumble across my rare drops sometimes in 3d.
Quit with that ♥♥♥♥ in ALL rewards, like, completely. if u not going to give a SUBSTANTIAL ammo reward, NIX it completely. I feel they are only added (to all, including daily ops, expeditions, even normal quest rewards) as a way to 'flesh out' the reward screens with just that idea, make slowbrain think they won big.
Sad deal is they double downed on that ♥♥♥♥♥♥♥♥ with mob loot drops recently, and that only serves to promote fo1st sales (at a high cost to regular players who now must sit around for 20% of their game time to dump useless junk/ammo or be overweight)
Sorry if it's TOO HARD for you and you don't wanna put in the effort to get better.,
I got on a team today that pissed me off though , We had 1 guy that kept starting each stage before everyone was ready , I jumped servers after the final stage
The issues are
1 - Overabuse of Instant death mechanics
Stage 1, 2, 4, 5 - 80% of the raid has instant kill mechanics baked in
Stage 1 - Its fair you can easily avoid it and its a good use of the mechanic
Stage 2 - Its busted, small hallways and bugged enemy ai that CAN travel through walls and teleport... the molemen NEED to be fixed player equilivalent spawns that are subject to the SAME laws as players... no teleporting, no wall hacking
Stage 3 - No instant death, nice mechanic with the shields even if the squads a pushover
Stage 4 - Back to the moleman, but with mechanics to fight back and a large open space to do it in, WITH AN instant kill boss who doesn't teleport... IF it wasn't for the MASSIVE run ending bugs
Stage 5 - More instant death, but two mechanics to avoid which are doable fairly
Still 80% of the raid with instant death is an overdo
2 - Poor balancing of levels
3 - Myriad of bugs (stage 4 I'm looking at you having monsters not aggro)
4 - Myriad of bugs (what again? I wonder if its beca
5 - Myriad of bugs (use the raids are a horribly bugged mess)
6 - Poor balancing of rewards
Raids >>>> x1000 >>> the next best thing to do
7 - a DPS check final boss final stage... this is a terrible TERRIBLE thing to do to players who can struggle to that point though skill
Yeah, it isn't supposed to be tuned to the number of players. It's a raid, not a single player challenge. Nevertheless people DO complete it single player, because it's EZ mode like everything else in FO76.
Was on a 4 man team and 3 of us died about halfway through killing one of the squad. The last man standing soloed it. Took about 20 minutes and it was an intense fight. But he did get it.