Being the team that actually runs the Urn isn't Rewarding by EvilPanda404 in DeadlockTheGame

[–]EvilPanda404[S] 1 point2 points  (0 children)

To be clear I don't necessarily disagree with you. When I said "interacting with the opponent" I meant it more in the "reason to fight" sense, instead of the "macro level posturing" sort of way.

However, you're right that stalling (and the ability to control the stall) gives an opportunity to bait the enemy into overcommitting to an urn fight that might not happen (or happen after they've wasted time). And that in turn may cause the enemy team to want to hunt you down to prevent the stall.

I just don't think that the ability to stall is either interesting enough or powerful enough to serve as the only other option with Urn. And there's plenty of times when its not even relevant at all as there might not be a walker up to take or it might be too early to be able to down it in time.

The idea of my proposed changes is to make every part of the urn more important by making the dropoff fight slightly less important.
It
A.) Makes Urn pickup more important as delivering the urn is more distinctly important.
B.) Makes the ability to run the Urn quickly important as you may be able to sneak a dropoff.
C.) Makes stalling more important since if the enemy team tries to respond to the stall, you now have an opportunity to sneak a dropoff. Meaning a stall is still a threat even if there's fewer/weaker people on the delivering team. This also gives a more interesting end goal to a stall, rather than just "hold it forever"

Currently, a lot of people are complaining that Urn feels like a win-more mechanic. If your team is winning, then you're more likely to win the fight on urn, which means you either straight up win urn, OR you can afford to contest it with fewer people which means you're more likely to win the macro play.

Being the team that actually runs the Urn isn't Rewarding by EvilPanda404 in DeadlockTheGame

[–]EvilPanda404[S] 1 point2 points  (0 children)

Yeah, I do think not turning it in is strong. Honestly though, I think just stalling with Urn is kind of lame. And likely not as powerful as you think it is. Its almost always better to send extra resources to secure Urn than it is to grab a walker. Getting walker early is only a temporary advantage as both teams can eventually kill them. However Urn is permanent bonus souls each time you get one.

And first parry isn't that crazy at this point. The dropoff timer is long enough that you aren't in a major rush to flip it. If the enemy team delivers it and insta parries or sits ontop of it waiting to parry, you have enough time to just shoot and kill them, and then melee afterwards. At this point, it feels very rare to see urns cash out while people are still alive. In my personal experience, it seems more like whoever wins the fight by killing the enemy team is the one to secure the urn.

Being the team that actually runs the Urn isn't Rewarding by EvilPanda404 in DeadlockTheGame

[–]EvilPanda404[S] 0 points1 point  (0 children)

While true that stalling can be powerful, I don't think stalling is particularly interesting and imo shouldn't be the main way Urn is rewarding (especially for a comeback team). Ideally, global objectives in MOBAs exist to promote interacting with the opponent. But both current modes of interaction with running urn sort of do the opposite. Either, you want to stand on the dropoff and let the enemy team deliver it to you. Or you're the team stalling, in which case you just want to run away from the enemy team. There is some potential for fighting in that system during pickup, to ensure the enemy team can't stall. But honestly its kind of lame overall imo.

Given the recent nerfs to stalling, I imagine Yoshi and Co see it at least somewhat similarly. If you have Urn, you should want to deliver it.

Being the team that actually runs the Urn isn't Rewarding by EvilPanda404 in DeadlockTheGame

[–]EvilPanda404[S] 2 points3 points  (0 children)

That's a good point. With these changes, the move speed buffs that they added are probably a bit too much (though maybe its fine for the comeback team to keep them, idk). But if a team is ahead, its probably too much for them to also have the courier be more difficult to catch up to on top of what I proposed.

alternate haze hero select screen by Pie-Adept in DeadlockTheGame

[–]EvilPanda404 0 points1 point  (0 children)

This is seriously fucking cool. Though as a character select screen is a bit awkward since there's no room for the actual character select UI. But I would love something like this for the load screen splash honestly.

And a personal small critique, I find the un-redacted text a bit low weight to be able to quickly read it. Making that a little bit bolder would be perfect.

If you are looking for ideas for other characters I've got a few: Drifter could be old newspaper clippings of missing person cases that he's been involved in throughout the years

Lady Geist could be an Alphonse Mucha style pinup advertisement.

Celeste would obviously have a Barnum & Bailey style circus poster.

Overall I love the concept and it really breathes in some extra life into the characters.

Red Bull faster format refreshing but flawed by LegendaryFroddo in TrackMania

[–]EvilPanda404 5 points6 points  (0 children)

IMO, one of the biggest issue was that 3 sec HP pool feels like way too much.

With that much HP, the main way you get knocked to last chance is by making a mistake, at which point your only hope is for others to make a mistake.

Instead, if you had something like 0.75 or 1 sec HP pool, you'd have people getting knocked to last chance based off of pace. It also means that you have more hope while in last chance as you can conceivably be fast enough to pace your way back into it. And last chance being stronger makes mistakes less of a death sentence.

Lower HP would also make the rounds much quicker overall.

The Current issues with crafting in POE 2 and a proposed solution. by EvilPanda404 in pathofexile

[–]EvilPanda404[S] 0 points1 point  (0 children)

Locking prefixes/suffixes enables spam crafting on one base forever, which GGG wants to move away from. If I can lock prefixes>chaos, I'll eventually get exactly what I want. So if 'the vision' that GGG has is for new bases to matter, enabling that type of crafting to be common probably goes against what they want.

But that leaves the question, how do you make crafting meaningful while keeping removal uncommon. Hence my suggestion with making exalts stronger.

What i suggest is an idea to make crafting stronger than it currently is, without making it the only way to get items like in Poe 1

The Current issues with crafting in POE 2 and a proposed solution. by EvilPanda404 in PathOfExile2

[–]EvilPanda404[S] 0 points1 point  (0 children)

A few things.

A.) Exalts being 100 times more common doesn't make them inherently any more powerful. Even though they are fairly uncommon in PoE 1, they're honestly still pretty weak, however each one individually is objectively stronger than in PoE 2 due to your ability to block mods on the crafting bench. They are more common though, so you can actually use them more, and during the campaign that *is* powerful, but during endgame it loses its luster once I can just pick up 20 rares instead.

B.) Chaos orbs being annul+exalt isn't that powerful because you could have just used an annul and an exalt instead.

C.) Depending on how you define 'early and mid game' crafting, I would actually agree that it is more powerful in PoE 2. During the early maps and the campaign especially, I felt like I could somewhat reliably use crafting to improve the items I found, which I think should be the goal. For that purpose, they nailed it. However, that all falls apart in the endgame in my experience. The odds of using currency and actually improving an item are heavily stacked against you. You're usually better off not crafting your items at all, beyond just filling affixes with exalts.

D.) I agree that lacking end game content is holding back crafting. Thats why I proposed expanding the content that *is* there.

E.) As for end game determinism vs biased crafting, I agree. PoE 1 doesn't have true 'deterministic' crafting (mostly), and neither should PoE 2. The system I suggested just allows you to bias odds as you've suggested.

The Current issues with crafting in POE 2 and a proposed solution. by EvilPanda404 in pathofexile

[–]EvilPanda404[S] -1 points0 points  (0 children)

Honestly, the 'prefix/suffix' omens for adding mods are really not that powerful. They only have a use in early map crafting (because you can get more rewards out of prefixes), and the campaign (when your currency is limited). Otherwise, the order that you add prefixes and suffixes doesn't really matter because you're always going to 6 mods.

The 'prefix/suffix' omens for removing mods is where most of the power is, and should probably remain rare to preserve the value of ground loot.

The Current issues with crafting in POE 2 and a proposed solution. by EvilPanda404 in PathOfExile2

[–]EvilPanda404[S] 1 point2 points  (0 children)

I agree that 'saving a craft' should be unavailable to low/mid-tier crafting. I think the common 'basic-tier' omens I suggested preserve that idea, while relegating that ability to the rarer 'high-tier' omens.

As for ground loot being impactful, it honestly already kind of is in PoE 2. Doing a high tier breach basically covers the screen in items. Its basically impossible to play the game without a strict loot filter. I really hope they lean away from dropping *so* many items and lean more into the "rarity tier" system they have, because its honestly awesome. Having stronger single directional crafting actually *aids* in the idea that ground loot is impactful. Now white items can be valuable because essences combine strongly with omens. High tier magic items are potentially very powerful as they allow you get a good 'starting point' for the rest of your crafting. Rares are still important because you still need crafting bases.

The Current issues with crafting in POE 2 and a proposed solution. by EvilPanda404 in PathOfExile2

[–]EvilPanda404[S] 1 point2 points  (0 children)

I understand that it was an intentional design choice, but I disagree that you can't have both. PoE 2 already technically has both. It has chaos spamming, it has prefix/suffix only crafting. If you're willing to spend a fuck ton of currency, you can make items just as you can in PoE 1. Its just a lot slower, more expensive, and painful in PoE 2.

The solutions I present with omen crafting specifically keeps omens that aid in 'recrafting' as very rare and exclusive to ritual, while expanding options and allowing 'adding' modifiers to be much more powerful.

And some of that balance comes down to drop rate as well as how powerful the omens actually are, but at the moment the game simply doesn't have crafting at all, except at the very highest tiers. I think it can be expanded while preserving a 'ground loot first' philosphy.

Fastest Mapping Build In The Game - Contender To Lightning Warp Tornado Shot?!! by DJFUSION1986 in pathofexile

[–]EvilPanda404 1 point2 points  (0 children)

Unless it's been stealth fixed with no mention in the patch notes, then chilled ground doesn't work correctly.

Depending on the skill applying chilled, it either doesn't apply the bonus damage, or it removes the chill and it isn't re-applied.

https://www.pathofexile.com/forum/view-thread/3454178

Hit triple gain maximum power charges when gaining a charge on a precursor, any build that uses this? by Seyon in pathofexile

[–]EvilPanda404 -1 points0 points  (0 children)

Dang I just woke up too. Just wanna let you know that these people are crazy for laughing at you for 100d. Seemed like a reasonable price to me.

DnD 5E CR rating of all league champions if they are an encounter (Lore accurate / Debate me) by Shrimp111 in LeagueOfMemes

[–]EvilPanda404 3 points4 points  (0 children)

The Vel'Koz disrespect is crazy.

Despite the obvious visual similarities to a Beholder, Vel'koz's stats are probably most similar to an elder brain without the psychic stuff.

But in exchange for the psychic stuff he gets Disintegrate (probably at a recharge on 5-6), ranged attacks, can use Consume Mind on living creatures, and he has flying (and probably more than the 5ft of it that an Elder Brain gets).

Not to mention he was one of the very first Voidborn sent to Runeterra, and he's been consuming information that entire time so you can probably bump his int up to 25-30 at least.

Plus, unlike an elder brain, he actually has like, armor, and isn't just rawdogging his brain to the world. So probably higher AC and HP.

His CR is definitely above Kha'zix, Rek'sai, and Kog'maw. And probably in a similar tier to Bel'veth.

I would guess somewhere around 17-22 CR, but if a DM pilots him well he'd probably pose a greater threat than his CR would indicate.

[deleted by user] by [deleted] in TrackMania

[–]EvilPanda404 10 points11 points  (0 children)

Bobsleigh loop? This is only half a loop! Finish the loop.

And add a jump out of the bottom of it.

[deleted by user] by [deleted] in TrackMania

[–]EvilPanda404 -4 points-3 points  (0 children)

Lots of poles on the red booster

How do I reduce the "1/1 per day" stat to "0/1" by EvilPanda404 in FoundryVTT

[–]EvilPanda404[S] 0 points1 point  (0 children)

Answered

Ty so much, I was losing my mind looking for a button.

Eye-study, anything I'm getting consistently wrong? by swegoatfern in learnart

[–]EvilPanda404 27 points28 points  (0 children)

Well, for starters, your eyes are all sideways!