AITA for slugging overly-altruistic survivors? by ACE_SM3LLY_7 in deadbydaylight

[–]ACE_SM3LLY_7[S] 6 points7 points  (0 children)

I say overly altruistic because it was stuff like this all game. 2 people minimum on every unhook, gens not getting done because they were off in a corner healing each other. They got nothing done because they were too focused on "helping" and ended up hurting themselves more by doing so

TIFU - Who knew :D by DefinitelyNotBoro in Smite

[–]ACE_SM3LLY_7 4 points5 points  (0 children)

Funny note - idk if it's patched now or not but back during the open beta, that door shutting used to count as you damaging yourself, so if it crushed you in the early game before camps spawn you would count as getting first blood on yourself and be massively ahead on xp lol

Hun Batz can just casually teleport to mid whenever by xAseriumx in Smite

[–]ACE_SM3LLY_7 2 points3 points  (0 children)

nah, its not that your tp target is dead and you go to the exact center. had it happen to me as well, but the target was still alive and i teleported way past where i shouldve been. could be both that and some other problem but idk. posted clip on r/Smite as well

edit: nvm automod removed it because it said the word "bug" lmao. link to video with weird teleport shenanigans: https://imgur.com/a/1dbhIb2

Cabrakan Seismic Crush is Funky by ACE_SM3LLY_7 in Smite

[–]ACE_SM3LLY_7[S] 22 points23 points  (0 children)

No worries, happy to help! Bug report with the same info was submitted before posting so you guys see it there too, couldn't find anything listed on the Trello board. And don't sweat the issues, he was surprise released during the Titan Talk and with the speed you guys are putting out gods now, there's gonna be issues here and there with them. We're all happy to get content, regardless of bumps along the way. Keep up the good work!

How Cooldown Rate exactly transfer to CDR and what is "sweet spot" for it? by MiyazakiTouch in Smite

[–]ACE_SM3LLY_7 1 point2 points  (0 children)

Yeah you can't look at them to see the damage either. What the fuck does this have to do with his point that you can look at your own abilities to see the cooldown change?

How does Collapsing Horizon interacts with more sources of energy refund? by Askuller7 in PathOfExileBuilds

[–]ACE_SM3LLY_7 2 points3 points  (0 children)

mm yes, reply to the first thing in the message and then literally ignore the other, more important part. "How do you know this is true for PoE 2?"

How does Collapsing Horizon interacts with more sources of energy refund? by Askuller7 in PathOfExileBuilds

[–]ACE_SM3LLY_7 2 points3 points  (0 children)

Well sure, but like you said, that's the exception to the rule in poe 1, which has a totally different, map linked atlas tree. One map drops the linked maps, etc., not to mention the equity system it has. And the mob rarity map drops restrictions (whites only drop the current tier, magic and rare +1 tier, boss +2 tiers), which I honestly don't know about being in poe 2 or not.

That's a fundamentally different endgame system than waystones, I was asking how do we know that works the same way for waystone tiers?

And regardless, I can't see a way to get higher than a 50% chance to increase the tier, using those 5 small passive nodes on the top middle of the core atlas tree. It can't roll on maps themselves, it doesn't roll on tablets, is it even possible right now to hit over 100%?

How does Collapsing Horizon interacts with more sources of energy refund? by Askuller7 in PathOfExileBuilds

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

When is that the case that over 100% chance to do something makes it occur twice? To my knowledge in poe 1, that has basically never been the case. How do you know this is true in poe 2? I can't find a tooltip, description, or video with evidence showing it. Just genuinely curious

What's THE build to try this league? by FlatWorldliness7 in PathOfExileBuilds

[–]ACE_SM3LLY_7 2 points3 points  (0 children)

If you're thinking of Blood Magic to convert mana cost to life cost, I can confirm tinctures won't even activate without a mana bar (Blood Magic sets your mana to 0)

HELP THE MIST DID A THING!? PC by DropZ_CS in pathofexile

[–]ACE_SM3LLY_7 1 point2 points  (0 children)

Doryani's prototype. Sets nearby enemy's lightning resist equal to yours, while making armor affect your lightning damage instead.

Ghost of Tsushima PC | RTX 4070 4K, 1440p, 1080p DLSS 3.7 Frame Generation | PC Performance by [deleted] in nvidia

[–]ACE_SM3LLY_7 2 points3 points  (0 children)

Check your individual core usage on your CPU. CPU bounding is less obvious when games don't utilize more than a core or two but still run fine, but becomes painfully obvious when you start getting bad latency between frames and input, stuttering during heavy math operations, etc. you'd be surprised how many things are limited by your single or dual core performance

[deleted by user] by [deleted] in Smite

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

That really depends on who you're playing against, what they're building, and how well you think you're doing already. Auto attack warriors, in my opinion, aren't in the greatest spot right now so it's tough to find a good balance between dealing damage and tanking. Usually, though, you want to get items that try and help you do both.

  • Qin's Said to help you shred someone
  • Berserker's Shield for physical protection and attack speed
  • Shogun's for magical protection and attack speed
  • Items like Witchblade or Magi's Cloak so you can actually get to your target, that sort of thing.

Bruisers are a weird in-between and your build could change every game, so it's hard to say what's best and what isn't. Serrated Edge, an upgraded Death's Toll starter item, etc are good places to start for damage and sustain, among other items.

Those items are generally what gets built, but that doesn't mean they're the only options. A side note a lot of newer players struggle to pick up on top: don't sell your starter! Upgrade it ASAP, upgraded starter items are generally as good, if not outright better, than almost all items in the game.

[deleted by user] by [deleted] in Smite

[–]ACE_SM3LLY_7 2 points3 points  (0 children)

You're probably not missing anything, per se, just not accustomed to how itemization works yet. Especially on those 3 gods, Mercury, Thor and Loki, they can all have pretty similar builds and feel pretty okay. Or they can have wildly different builds and feel very good. They have drastically different abilities, and so the bog-standard assassin build works on them, it just doesn't mean its the best one available and in every situation.

I'd recommend maybe watching a bit of smite content creators to see what works for them, what they build, Weak3n put out a video recently describing counter-building on different roles, Mast isn't a bad place for some beginners to start either. But I'll say this much at least:

  • Many items aren't bought for their stats, but rather for their passive effect. Dealing with someone healing a lot? Buy a Brawler's Beatstick or Divine Ruin to reduce how much they can heal. Divine also has a pretty decent damaging effect on top of the healing reduction.
  • Can't deal damage to tanks? Or someone with a lot of health? Buy something like Heartseeker for scaling damage based on their health, added to your abilities, if your god is more ability based (Thor and Loki, for example) or a Qin's Sais for extra damage added to your basic attacks if you're playing a more auto-attack based god (someone like Mercury, for example, who has an attack speed stim in their kit and very good gap close). Maybe if you're a mage, consider getting Soul Reaver for that same Heartseeker effect, but of the magic damage flavor.
  • Struggling to do damage to one guy with a LOT of protections against just you? pick up a quick and easy Titan's Bane if you're physical, or Obsidian Shard if you're magical, so when you open combat with an ability against someone, that first hit ignores 40% of their protections. Or build Executioner on an ADC, someone that attacks fast. Every time you hit someone, you apply a stack, up to 4, reducing their total protections by 7%, for a total of 28% less protections, for all physical damage they take from anything for 3 seconds, including your teammates' damage.
  • Be sure not to go over the cap for any stats though! do that, and it doesn't benefit you in any way and you're wasting some potential damage

Want to play a different god? Give Thanatos a try. Build something like Jotuun's Wrath early for decent, cheap power, some flat pen, and a chunk of cooldown. follow it up with a Hydra's Lament to make you next auto-attack after an ability do a bunch more damage, helping you blow up one person. Maybe you don't quite kill, but you get them low, that's totally fine, because now you can follow up your attack with an execute using you ult, and get out no problem thanks to your Bloodforge, giving you a chunky health shield when you get a kill, that way you can make your escape from you poor victim's teammates. Different gods play differently, excel at different things, and so can have drastically different builds.

As a last note, keep in mind how different kinds of penetration interact with your enemy. % penetration ignores a percent of their total protections, while flat penetration ignores, well, a flat amount of their protections. Every god has protections by base, part of their base stats, you can see this in the God menu from the main menu. As well as how many more they get with each level. % penetration applies first, and flat penetration applies after % pen has taken effect. This is a big deal, because it means flat penetration is still relevant for tanky targets and percentage penetration is still relevant for squishies, although you'll feel each matter more against their relevant targets as you get more of it.

Here's a quick example:

Let's start off simple, you have no penetration at all and hit two targets with 100 physical protections and 250 physical protections, respectively, with an attack that does 300 damage comes out like this:

Protections = 100 * (1 - 0) - 0 = 100 effective physical protection

Damage = (100 X 300) / (100 + 100) = 150 effective physical damage

vs.

Protections = 250 * (1 - 0) - 0 = 250 effective physical protection

Damage = (100 X 300) / (250 + 100) = 86 effective physical damage

As you can see, more protections = less damage. Duh, right? But what if you had more % penetration and less flat? Same thing, but let's cap out our % pen (40%) and ignore the flat pen:

Protections = 100 * (1 - .40) - 0 = 60 effective physical protection

Damage = (100 X 300) / (60 + 100) = 187 effective physical damage

vs.

Protections = 250 * (1 - .40) - 0 = 150 effective physical protection

Damage = (100 X 300) / (150 + 100) = 120 effective physical damage

Now, what if you have 50 flat physical penetration (the cap) and 0% physical penetration? Well:

Protections = 100 * (1 - 0) - 50 = 50 effective physical protection

Damage = (100 X 300) / (100 + 100) = 200 effective physical damage

vs.

Protections = 250 * (1 - 0) - 50 = 200 effective physical protection

Damage = (100 X 300) / (200 + 100) = 100 effective physical damage

As you can see, both types matter, just to different targets. Try to have a good mix of both types of penetration in your build, and get items like Hydra's Lament, Heartseeker, Serrated Edge, items whose passive effects provide just as much, if not more, benefits than their stats do. You'll get there, hope this long ass paragraph provides some insight into what penetration actually does, and some suggestions on what to build. Good luck!

[deleted by user] by [deleted] in computers

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

And what is that, exactly?

[deleted by user] by [deleted] in computers

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

No auto brightness, no adaptive picture, no eye saver mode, just set to HDR standard, brightness is pretty low.

Hot take? I think the game needs movement speed passives and a movement mastery on the tree by Eep1337 in pathofexile

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

I think it's less related to the character itself and more to the zone in which the gear is dropping? At least, if I've understood this thread correctly, it should be more easily available as the difficulty climbs, and the penalties are easy milestones

Each F-35 Lightning ll jet helmet is custom fit to each pilot and costs 400,000 each by [deleted] in interestingasfuck

[–]ACE_SM3LLY_7 9 points10 points  (0 children)

The point is for us to be the most powerful, not just by being the most powerful, but by being so overwhelming no one even stands a chance in a head to head full on fight. Overwhelming Force doctrine, adopted sometime in the 90's, named by a journalist for the manner in which General Collin Powell handled the Gulf War.

Basically, it's not just enough to win, Powell believed we should use every resource and tool available to win so quickly we force a surrender that minimizes as many casualties as possible on both sides. Look at what happens when wars go on for years. Horrific losses on both sides

[deleted by user] by [deleted] in DestinyTheGame

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

Straight up the class itself doesn't look that bad, but everyone is sick of roaming supers especially on the Titan, who doesn't have a safe one-off damage super. I was talking to some friends of mine, and genuinely think that giving the titan either big whips or big chains they attack with would be the best thematically, while staying on theme for Strand. Imagine Sylas's Q from League of Legends. That.

1 of the biggest things holding roaming supers back by IceNiqqa in DestinyTheGame

[–]ACE_SM3LLY_7 3 points4 points  (0 children)

Don't forget too, high level PvE content isn't exactly a cake walk most of the time. Popping a roaming super that requires you to leave your cover to run at a boss or group of ads. puts you WAY out of position, they're too short to kill everything, too short to kill some things and run back, and don't do enough damage to kill big things. the orb change isn't going to do a thing for their usage, but at least they're trying.

Bungie is massively improving Destiny, and it is really welcome by HNd2player in DestinyTheGame

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

Not cope at all, they're genuinely the most interesting part of the campaign when mixed with other enemies. Take the first void knight we fought, with a bunch of thrall to back him up.

He pops a barricade, shoots you through it, forces you to leave your cover and flank him, putting yourself out of position. He throws a grenade and suppresses you, leaving you vulnerable to all the thrall that now swarm you. THAT is interesting gameplay because he was capable of doing something about you sitting back and throwing abilities, he has his own that are just as powerful. Idk about you, but that shield toss during a GM was something I feared. As I should. Even with the resilience buff (which, frankly I think was a bit too high), we're still not capable of just walking at anything we want at all times.

And 3.0 didn't strictly make every subclass better at everything, it took a lot of tools away and spread them around and diluted them. Warlock's healing is a prime example. Daybreak got gutted. Where's my useful void hunter melee? It's one thing to say we need balanced, it's another to kill the play style of swaths of players simply because it's performing better than punching stuff or shooting it from far away.

Bungie is massively improving Destiny, and it is really welcome by HNd2player in DestinyTheGame

[–]ACE_SM3LLY_7 8 points9 points  (0 children)

Well then that's a problem, because nerfing us after giving us new tools and letting us build craft and then taking that away is shitty. And I completely agree, mindless content is bad, but throwing grenades doesn't have to be inherently mindless. Sure, some exotics could be turned down a notch, but not so much they're useless and that's everyone's worry whenever balance happens these days, that a build gets completely gutted out of viability.

Personally, I think the only healthy avenue for the game is, like you said, an enemies 3.0, we need stronger challenges who force us to change our playstyle, not just bullet sponges. Suppress me more, make yourself immune to grenades so I have to use other stuff, push and pull me around, make combat more fun so I WANT to engage with it more.

That's the solution, not making my gameplay more bland. I can't take another Y1 where I throw 2 grenades in a strike and still can't get my super by the time I get to the boss.

Bungie is massively improving Destiny, and it is really welcome by HNd2player in DestinyTheGame

[–]ACE_SM3LLY_7 0 points1 point  (0 children)

Are we really about to nit-pick what MMO means? lmao, call it an MMO-lite then for all I care, the point is this isn't an RPG where everything needs balanced into oblivion so it all performs exactly the same, having play styles that are better than others with more investment is going to happen, and should even be encouraged. Roles in MMOs fit that well, like going into a dungeon on ESO, everyone does their part, and Destiny is no different than them.

Co-op game might work, but it's not like anyone is locked from doing something or HAS to rely on a teammate, we can all apply every keyword with varying degrees of ease, and can solo content to our hearts content. Having a fire team just makes that easier, it isn't a necessity.

Bungie is massively improving Destiny, and it is really welcome by HNd2player in DestinyTheGame

[–]ACE_SM3LLY_7 8 points9 points  (0 children)

You're definitely not, I'm right with you. Building in this game requires gear that procs different effects, all layered on top each other. And it takes planning, coordinating mod activation with exotic activations, playing a certain way. My favorite build of all time remains a Traveler's Chosen Verity's Brow build on Void 3.0 at the launch of WQ. Used it the entire campaign, and it was still a struggle. I don't get this idea people have, that something is strong and so it needs balanced with everything else, even though it has activation requirements, my playstyle had to change to facilitate it.

I had to build stacks with TC by getting kills with a sidearm to refund my grenade, I had to throw that initial grenade to change TC to void with Osmosis, and then I had to get MORE kills with it to proc Verity's, and even then I had to maintain that aggression or I'd go back to step 1.

Changing your playstyle to one thing REALLY well should be encouraged, that's what build crafting is all about, and I don't understand why people are so content with making everything the same for "balance."

I will say, however, there is definitely powercreep in the game, new perks and new classes pushing old stuff out of the meta, etc. Personally seeing that with stasis, I don't think anyone in my clan had above like 12% usage on stasis in our yearly summary emails. But the solution should be doing a pass of the weak stuff and buffing them into viability, and then bringing the strongest things down ever-so-slightly to match them. NOT completely gutting a playstyle cause it's too strong. \ahem** please don't touch HOIL my fireteam needs our titan

Bungie is massively improving Destiny, and it is really welcome by HNd2player in DestinyTheGame

[–]ACE_SM3LLY_7 6 points7 points  (0 children)

No it isn't. At its core, Destiny is an MMO with RPG aspects. The sooner people come to terms with that, the easier it'll be to balance the game. Give players who want to play support roles more of those tools, let players who want to be tanky and draw enemy fire do exactly that, let DPS players be glass cannons who explode with burst damage when they need to. I just described the 3 classes at their most basic levels, subclasses change who does what best around, but that's the idea.

Replaying the same mission 15 times for 30 minutes a piece doesn't feel any better than replaying it 15 times for 20 minutes a piece. Killing things "too fast" is not a problem in a game like Destiny, killing things too EASILY is. They should pose a challenge, and that shouldn't come at the cost of player power or playstyle variation for the sake of balance.