• Breaking News

    Wednesday, February 10, 2021

    Dishonored Every guards dream

    Dishonored Every guards dream


    Every guards dream

    Posted: 10 Feb 2021 06:50 AM PST

    A steam powered elevator in Russia. I bet there's a rune under it

    Posted: 09 Feb 2021 10:33 PM PST

    I have received the Outsider's mark ! ... (after two hours of sewing)

    Posted: 10 Feb 2021 04:04 AM PST

    they don't know

    Posted: 10 Feb 2021 10:09 AM PST

    I just beat Dishonored for the first time

    Posted: 10 Feb 2021 09:32 AM PST

    It was amazing. This honestly might be one of my favorite games I have ever played. I am excited to play Dishonored 2. How do you think it compares? What about Death of the Outsider? One question though, what would have happened if I had Low Chaos at the end? Also, is it possible to fail to save Emily? I froze time to get to her, but is it possible that if I hadn't done that, she would have died? Is there an "evil" ending beyond the High Chaos one I got?

    submitted by /u/ObberGobb
    [link] [comments]

    All the powers fully upgraded (excuse the noise my siblings are psychos )

    Posted: 10 Feb 2021 01:21 PM PST

    The 'Ghost' Avatar Profile Frame fits nicely with the Outsider's Mark Steam profile picture

    Posted: 10 Feb 2021 06:28 AM PST

    [OC] Billie Lurk Tarot Card in Acrylic

    Posted: 09 Feb 2021 07:37 PM PST

    How do you think this quote relates to the story? Warning about high/low chaos

    Posted: 10 Feb 2021 03:21 AM PST

    Slackjow's corpse

    Posted: 10 Feb 2021 09:41 AM PST

    So, I killed slackjow's during the golden cat mission, and later on I found his corpse in the sewer with granny rag. That makes sense you'll tell me. But what doesn't is that I have shadow kill and killed slackjow with it, litteraly leaving no trace of him and somehow granny rag found his corpse. That was kinda amusing and weird.

    submitted by /u/Laezar
    [link] [comments]

    Dishonored 2 'Batman' run tips, gadgets, powers and tricks.

    Posted: 10 Feb 2021 12:48 AM PST

    For anyone not in the know, the 'Batman' run is a non-lethal/assault playthrough that lets you engage in the game's combat without getting all the nasty high-chaos dialogue. This is my personal favourite way to play as it lets me feel like a combat god without feeling like I'm somehow disappointing everyone.

    So I wanted to go through all the different things I've learned about how to become a true uh dark knight in D2.

    Part 1: Bread and Butter and Basics.

    Drop knockout and Slide knockout. Against single enemies these two moves are everything. No matter the threat level posed by the foe, any lonely foe is going to drop like a sack of shit to either of these moves. However, the animation takes a few seconds and leaves you vulnerable. This means that in group fights incorrectly timing a Slide attack will get you killed as sword blows rain down from all angles.

    Another non-lethal combat technique is the standard combat choke. Again this is extremely useful against single enemies but can compromise a Clean-Hands run when dealing with multiple attackers (enemies will gleefully shoot, stab and grenade their allies when you get your hands on them). To get around this I recommend the quick combat choke n throw. If timed right this will put an enemy in a 'downed' state (whereby they are susceptible to a mighty boot attack) and stagger his/her pals as they wind up to slit open their mate.

    But the key to a Batman run is movement. Getting Agility and some Speed-enhancing Bone Charms will let you jump/sprint past tricky situations and deal with groups on more favourable terrain. Running circles around enemies also lets you thin out the herd and isolate specific targets for a drop or slide knockout.

    Part 2: Crowd Control.

    Sometimes you will get boxed into a narrow space with twenty guardsmen howling for blood. Not to worry! The game has plenty of useful items for just this scenario! Perhaps the most overlooked item in the game are the 'Stinging Bolts' (I'll be honest I never used to use these either). A well placed stinging bolt should always be directed at an officer or back-line fighter. It'll cause them to flee and give you an opportunity to deal with threats closer to home. If target prioritizing is too difficult in a crowded melee then look no further than the 'Howling Bolts'. These function as tear gas/ smoke grenades and can put entire platoons of enemies into a disorientated state to allow you to reposition or strategically take down one-two attackers in the confusion. Finally we have my favourite the Stun Mines. With a charge/chain lightning upgrade, these super tasers are able to electrocute an absurd amount of hostiles. It takes a bit of timing to pull off but by putting an enemy off balance with a parry you can then attach the Mine to them and watch as lightning disables the entire group. A riskier strategy is to fire your pistol into the leg or abdomen of an assailant, this can put them into a downed state but may also kill them.

    Part 3: The World is your Weapon.

    Dishonored 2 features tons of environmental non-lethal tools. Be warned, sometimes enemies thrown into glass will die so you need to be aware. Junction boxes provide a good way to electrocute a target unconscious with a well timed choke-throw and unbalancing an enemy on a flight of stairs will result in them comically rolling down every individual step but more interesting are the bottles of Chloroform and Howler Dust scattered around. Simply pitch one of these chemical weapons at an oncoming charge and watch as the formation collapses into a tangle of bodies. Alternatively you can get creative. Turn Stun Mines into Stun Grenades by attaching them to a throwable item and hurling them at an enemy. Even if the item breaks, the Mine will remain active and continue to be a usable tool. Or just get Strength II and throw bottles at peoples heads until they drop from the blunt force trauma.

    Part 4: Standard Magic Non-lethal.

    By far the most useful power for a Batman run is Emily's upgraded far-reach. Firing Far-reach at a guard will rocket them into the air and allow for a silent choke hold knockout. But we want to get into combat. Using far-reach on any enemy except witches will put them into a downed state and disrupt their attack. This is also useful for isolating enemies by pulling them onto a high platform but needs to be used with care as enemies can occasionally die from this. While ShadowWalk is awesome and great for stealth playthroughs, the knock out animation takes a bit too long to be useful so I wouldn't mark it as vital. What is vital is Reflex I. The ability to block projectiles is borderline necessary for enduring the longer battles especially against officers and witches. Windblast I is also a useful power but can lead to death is used near ledges or to redirect projectiles. Doppleganger I is decent for causing confusion and the Transition/ Displace upgrade is neat for getting out of tight spots.

    Part 5: Creative Magic.

    Now we'll look at techniques that are a bit trickier as they rely on combining powers or using bone charms to maximize their potential.

    1) Aggressive Chain Possession: Separation Trauma/Mind Runner/ Fully Upgraded Possession. Enjoy spreading like a virus from host to host, rendering each unconscious as you hop from one guard to the next. The Mind Runner Bone Charm lets Possessed Hosts Sprint and this will be useful for rapidly relocating and then chaining possession to a new room of guards. Even as they watch their comrades fall unconscious, there's no counter to this tactic. The only thing that limits its use is its high mana cost.

    2) Domino Narcolepsy: Combat Sleep Dart/ Full Domino. Link four enemies and then dart one to watch them all fall.

    3) Tentacle Shotgun: Far-Reach/ Bend Time Fully Upgraded. Stop time and use far-reach on a group of enemies. Once Bend Time ends all the enemies will be downed and vulnerable to a boot attack.

    (I'm sure there's other combo's I haven't even thought of).

    There you have it. Every thing I could think of for the perfect non-lethal assault playthrough in Dishonored 2. Let me know if I missed anything.

    submitted by /u/Seeker1904
    [link] [comments]

    Why does the Overseer have one of Dauds’ assassins masks?

    Posted: 10 Feb 2021 03:20 AM PST

    No comments:

    Post a Comment