
TypographySnob
u/TypographySnob

Please give us the ability to set aside gear and items for saved loadouts. There's nothing more annoying than wanting to immediately re-queue after a loss only to have to spend time scouring over whats left of my vault again to make another build. It really breaks the pacing of the game experience. I enjoy buildcrafting but most of the time after a loss I just want to jump right back in. There have been suggestions for a make-your-own sponsored kit that I think would work.
The mechanic could work intuitively as so: Down an enemy player, then instead of using interact (finisher) press alternate interact to instead revive them. This will temporarily tag them as an ally for a period of time or until you revive/ally another enemy player.
I believe it would be an improvement to interaction in solo play for those who want it without disrupting PvP gameplay. Completely optional and still requires downing the player. It could also allow solo and duo queues to coincide if that's a thing worthy of pursuing. Personally, I would enjoy it as a way to make a merciful play style more accessible. Thoughts?
I've lost multiple runs from my sprint being seemingly disabled during/after being shot at.
Can anyone explain how this works to me? Is this an intended mechanic? It doesn't feel like it's happening consistently and it's difficult to test. I'm playing Vandal and using hold to sprint bound to shift.
What's the point of killing someone you're in exfil with if you don't even have time to loot them? Especially after we worked together to kill the guards in solo queue. You get a tiny boost to Arachne rep and zero loot meanwhile I need to do my entire contract over again. Great job on that completely skill-less kill. You didn't even have enough time to teabag me. If you do this please seek help. And apparently the devs are clueless as to what it feels like to have your time wasted over nothing. I guess extraction shooters are just made for sociopaths by sociopaths.
This is my first time putting a lot of hours in to Oblivion, and I noticed that I naturally levelled up the important parts of my build quite quickly. I'm playing as an Orc with strength, endurance, blunt and heavy armour skill, but now that those are at 100 and no longer contribute to me levelling up, I can either focus on levelling up my other skills and make my intended build's strengths weaker relatively to the scaling of enemy levels, or just avoid levelling up at all, right? Am I missing something, or is this just how progression works? How do you recommend progressing at this point?
When adding spells to my created spell, it does tell me if my skill level is too low for each individual spell. But if I add more than one, it doesn't tell me the factored required skill level until I've made the spell.
How do you know what skill level is required for the complete spell before you make it?



