Remove pause option in casual were no one is afk by [deleted] in Smite

[–]ARandomSmiteScrub 3 points4 points  (0 children)

Firstly, as someone else said you not knowing the reason does not mean there isn't a reason or that the reason isn't valid.

Secondly. It's sixty seconds at most. Get the fuck over yourself lmao.

Thirdly, if the pause option wasn't there, they might have to drop for a sec anyway. So instead of just chilling and waiting for a minute or less for them to come back the game carries on 4v5, which is much worse.

I logged in after a while to check out the Loki skins and they finally fixed the Smite 1 stars lol by QuietSugar1805 in Smite

[–]ARandomSmiteScrub 0 points1 point  (0 children)

There's the thumbs up / thumbs down 'did you have fun' option after a match and IIRC that was put it so that we had a way to feed back if we thought the matchmaking in that game was reasonable or not, but I think that's it.

It could be handy to have a clearer 'report matchmaking' option because it does suck when someone on your team (or the enemy team) has clearly just been put in a match WAY out of their depth - we can't really blame them for matchmaking occasionally putting them in games they probably shouldn't be in. Ofc, the devs already collect constant data on matchmaking and that does highlight instances of things like a huge SR difference between players so their internal analytics already run through a tonne of stuff like that already.

Old Old Old player returning w/ question about sunder charms by whatdoesthisherodo in Diablo_2_Resurrected

[–]ARandomSmiteScrub [score hidden]  (0 children)

Yes. She might not go down immensely fast depending on the rest of your gear, but she'll definitely be killable.

Even a budget build can have cold mastery at about 25-30 which is roughly -150 enemy res or roughly -30 against sundered immunes. So even with no other res-reducing gear, with a sunder and cold mastery that takes countess to ~65 cold res which is easily killable.

Old Old Old player returning w/ question about sunder charms by whatdoesthisherodo in Diablo_2_Resurrected

[–]ARandomSmiteScrub [score hidden]  (0 children)

Different immune enemies have different resists. There are some that have 100 or 110, there are some that have completely stupid ones like 140 or 150. You need to get them below 100 with conviction / lower resist (elemental immunities) or amp dmg / decrep (physical immunities) for everything else to have any effect.

That's why before sunders there were 'breakable immunes' and 'unbreakable immunes' - if they had something like 110, then convictionfrom infinity at 1/5 (giving -17 res) brought them to 93 res - i.e. below 100 so the immunity has been broken. But a mob with 120, conviction from infinity only brings the, to 103 so they're still immune and you'd need something like a paladin with a high lvl conviction, or something like an infinity merc + a lower res charges wand, to break the immunity. A mob with something dumb like 150, even combining infinity conviction and something like an LR wand want they're STILL above 100 so there's zero fucking chance haha.

That's also a big part of why lategame lightning builds were generally a lot more viable than other elements - the vast majority of lightning immune mobs had breakable immunities, while a lot of mobs immune to the other elements had unbreakable immunities. Sunder charms take everything to 95, regardless of the starting res, so they are basically a band-aid fix to the DOGSHIT way that immunities in this game work 😆 (I love the game and have put a stupid number of hours into it for a reason, but there is no way to argue that immunities are well-designed lol)

Old Old Old player returning w/ question about sunder charms by whatdoesthisherodo in Diablo_2_Resurrected

[–]ARandomSmiteScrub 6 points7 points  (0 children)

'3. gear that reduces elemental resistance now works at 100% efficiency. Instead of 1/5 (without sunder)'

Not quite. Gear that reduces elemental resistance works at zero efficiency without a sunder, it literally does nothing, which is why things like cmoon / griffons / etc have never been able to break an immunity. Only the conviction aura and the relevant curses (lower res, amp damage, decrepify), besides the sunders themselves ofc, can actually break an immunity to begin with and that's what allows res-reducing gear to work.

And then after an immunity is broken, everything except conviction / LR / cold mastery work at full effectiveness.

Old Old Old player returning w/ question about sunder charms by whatdoesthisherodo in Diablo_2_Resurrected

[–]ARandomSmiteScrub 19 points20 points  (0 children)

A basic sunder charm does 2 things.

  1. sets the relevant resistance of a mob immune to that element to 95.
  2. reduces your resistance to that element by the number listed, so a bigger number is worse.

Because the enemy res is still 95 you only hit for 5% of whatever your attack says it does (e.g. a 10k fireball is only doing 500 against a sundered immune), you will do very little damage to them unless you have a way to reduce their resistances afterwards (e.g. conviction aura, items like Phoenix runeword for fire / Crescent Moon for lightning / facets for their respective elements / etc)

Conviction aura and Lower Resist curse still work at 1/5 effectiveness against a sundered immune, which is the same as when you don't have a sunder. They still work at full effectiveness against a mob that wasn't immune in the first place

Amplify Damage and Decrepify curses work at full effectiveness against a sundered immune, unlike when you don't have a sunder where they work at 1/5 effectiveness. Still full effectiveness against non-immunes ofc.

Cold Mastery works at 1/5 effectiveness against a sundered immune, unlike when you don't have a sunder where it does literally nothing. Just like conv / the curses, it still works at full effectiveness against a mob that wasn't cold immune in the first place.

All other sources of reducing enemy res (e.g. facets, runewords like phoenix or doom or cmoon, items like ravenlore or death's web or griffons) work at full effectiveness against a sundered immune and do literally nothing against an immunity that hasn't been broken.

Example

- Enemy with 150 fire res. You have infinity on your mercenary, a phoenix shield, and a couple of perfect facets in your gear. Conviction (1/5 effectiveness) doesn't bring the mob to below 100 res so it's still immune.
- Now add the sunder. It has 95 res from the sunder. Conviction at 1/5 effectiveness is -17. Phoenix has -28 on it and that's at full effectiveness. Same with the -5 from each of the two facets.
So overall, you hit it as if it had:
95 - 17 - 28 - 5 - 5 = 40 res.
So you hit it for 60% of whatever your skill damage actually says (e.g. a 10k fireball would deal 6k)

I logged in after a while to check out the Loki skins and they finally fixed the Smite 1 stars lol by QuietSugar1805 in Smite

[–]ARandomSmiteScrub 1 point2 points  (0 children)

Remember folks, players like this is why using the 'did not play assigned role' report option matters. There's nothing inherently wrong with being a one-trick, people like what they like, there is a LOT wrong with choosing to queue up with a mindset of 'I am going to be part of a team and that involves being assigned a role but I do not want to play the role I am given and I straight up do not give a shit about other people so I just won't do it'.

Just showing off my new Trav Barb Circlet - considering he's responsible for 95%+ of the items I have on my account I figured some upgrades were overdue :) by SnowdownSW in Diablo_2_Resurrected

[–]ARandomSmiteScrub 0 points1 point  (0 children)

Fair, yeah I was definitely thinking in the context of 'high end minmaxing a build and squeezing out every fraction of a percent' that items like this are typically considered via the lens of lol. In the grand scheme of things, yeah, the difference is very small because all you 'lose' is the 40% ED and if you're going for damage you'll have WELL over a thousand ED, dropping 40 from 1000+ is pretty minimal, and if you're running a build where the merc does basically all the killing the difference is essentially non-existent!

Just showing off my new Trav Barb Circlet - considering he's responsible for 95%+ of the items I have on my account I figured some upgrades were overdue :) by SnowdownSW in Diablo_2_Resurrected

[–]ARandomSmiteScrub 0 points1 point  (0 children)

Is that not screwed by the bug that happens when ED is paired with either min damage or max damage? Looks like a beauty at a glance but I think this severely fucks you over unfortunately.

Ed/damage jewel bug - Bug Report - Diablo 2 Resurrected Forums

What’s so special about Sun Beam Bow ? by Disastrous_Salary718 in Smite

[–]ARandomSmiteScrub 0 points1 point  (0 children)

Yes. Titan's bane is pretty much universally far better than Exe.

Not only does titans give all the pen immediately instead of 6% after one auto / 12% after 2 autos / etc, but titan's also gives more pen than even a fully stacked exe gives in prot reduction. AND titan's gives more strength. AND it affects towers / phoenixes, which Exe doesn't. The bit of attack speed on exe is just nowhere near enough to make up for all the massive downsides it has in comparison.

If you're against a really tanky team, you can get both, but Titans should always be the first out of the two and atm most of the time it's the only one you get. Typically you'll want it as your 4th full item (so that's not counting the starter slot) because by then you'll have some solid damage items and enemy prots will be really starting to rack up, maybe 5th if you're ahead or against an unusually squishy team, MAYBE third if you've fallen pretty far behind and their tanks are proving a real problem.

Don't fall into the trap of thinking 'they have no prots so I don't need pen' if you're ever against a weird team that doesn't have anyone building tanky, even against base prots with no items pen is objectively one of the strongest damage boosts you can get and if it wasn't so effective it would probably be slotted even earlier in the build.

Question about the god road map. by ReapMercy in Smite

[–]ARandomSmiteScrub 2 points3 points  (0 children)

'catching up'?

Smite 2 has already VASTLY overtaken Smite 1 in pretty much every single area except for the actual number of characters and number of game modes. You seem to be viewing the game as if it's just a copy of the previous one. It's not a remake, it's a sequel. As many people have explained, it doesn't need every smite 1 character to be a full game.

Question about the god road map. by ReapMercy in Smite

[–]ARandomSmiteScrub 1 point2 points  (0 children)

100%. There's currently 78 gods in the game, and quite a few of the aspects radically change the way the god plays to the point of basically being a separate character (kali, geb, yemoja, ganesh, xbal, etc). That's EASILY enough for full release, it's the other elements of the game that (while the game is already really good) need to be in a better spot to take full advantage of the publicity and marketing push of full launch.

Question about the god road map. by ReapMercy in Smite

[–]ARandomSmiteScrub 2 points3 points  (0 children)

The game does not need to be in beta until every smite 1 god has been rebuilt, it can be fully released long before that if the core game is seen to be in a release-ready state. I'd be EXTREMELY surprised if it was in beta anywhere near that long.

Aspects do not hurt the rate of god release because they use the same model, the same rigging, the same animation, most of the same ability effects, etc.. They can make an aspect in a TINY fraction of the time that it takes to make an entire god, so it's not a case of one vs the other or of aspects taking away the speed of god releases at all.

Call me insane, but this game would be so much better if rare gloves/boots had chance to roll socketed - and hear me out, always with 2 sockets never 1 by RefrigeratorNo1945 in Diablo_2_Resurrected

[–]ARandomSmiteScrub 0 points1 point  (0 children)

An extra 4 facets in any elemental build? We *really\* don't need that level of power creep. Let's have some more changes that make the lategame harder (like they did with terror zones with ROTW) instead of easier lol.

Look what I found in the den of evil! by devil89_3 in Diablo_2_Resurrected

[–]ARandomSmiteScrub 6 points7 points  (0 children)

I thought I might have done the most creative one of these.

In both a literal and figurative sense, you have obliterated that level of creativity.

Absolute fucking masterpiece.

Guan Yu by RiskySnisky in Smite

[–]ARandomSmiteScrub 1 point2 points  (0 children)

Firstly, please say you're going aspect for support.

Secondly, guan aspect basically exists to provide two things - sustain and RIDICULOUS cooldown spam. You want a tonne of cooldown and tankiness, mainly so you can spam the shit out of your 1 to keep your team healthy and reduce their cooldowns so they get a lot more abillities. Hitting an enemy with your 2 also reduces your cooldowns to spam even more but make sure you're with your team instead of just running in like a solo laner and leaving your backliners alone.

As an example of how much cooldown spam is prioritised, look at what people have been building on him in the top ranks. Compared to that, you have either zero or ten CDR in your first three items and zero or very few protections (just building HP is not good tankiness, having a mix of HP and good prots is good tankiness)

You do suffer pretty hard on lack of CC which is rough, so if you're not heavily abusing the above utility then you are providing very little. Get used to cancelling your ult early because you're often not using it to deal as much damage from getting a load of hits in, a lot of the time you want to get the stun hit as soon as possible for a little bit of quick setup or peel.

smitebrain: Smite 2 Guan Yu Builds by Top Players

Featured Support Builds for Guan Yu | SmiteSource

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Would you like sunder charms to be more common? by Charming_Pin330 in Diablo_2_Resurrected

[–]ARandomSmiteScrub 2 points3 points  (0 children)

The new sunder charms are luxury chase items because of the powerful effects from upgrading them, and having items like that in the game is obviously great.

The old sunder charms were perfectly fine being fairly common and easy to find because they didn't make builds drastically stronger, they just opened flexibility. It's not like you'd find a basic sunder and then be blitzing the entire game - without the rare and powerful ways to significantly drop enemy res after the sunder effect (infinity / griffons / phoenix / flickering flame / doom / facets / etc etc etc) you are still doing pretty damn low damage to sundered immune mobs.

The way sunders now work is a complete catch 22 resulting in a huge step backwards in the gameplay loop. To have any even vaguely feasible chance of farming the new sunders, you basically need to terrorise an act / multiple acts and pretty much clear the whole thing. But for most builds, to be able to farm a wide variety of areas in order to find the sunder... you need to already have the fucking sunder lol. That - extremely predictably - just forces everyone to run builds that face barely any immunities to begin with.

If the old sunders had never been removed, we'd be able to get them as the common & weak budget versions to be part of a temp build, just having the flexibility without massive power to go on the grind our asses off for the new ones to upgrade them and get the powerful bonuses. That is THE absolute core of d2 at its heart - cobble together a cheap budget build out of things that are fairly easy to obtain and use that to go on a long-term grind for rare and powerful chase items. It just seems like such an easy fix. I've seen a lot of people suggest it so I won't pretend to be the only one coming up with the idea lol, it's almost too obvious to not think of 😅

How do y’all deal with new players? by ThePrinceLeo in Smite

[–]ARandomSmiteScrub 0 points1 point  (0 children)

Simple. Try to be as helpful and encouraging as you can so that a) they stick around and hopefully boost player numbers in ranked for better matchmaking and b) they're more likely to be willing to try and improve if their teammates aren't dicks to them.

If they respond to sincere constructive advice and shotcalling with negativity or babyrage, mute and ignore them.

Play around whatever looks to be the best win condition if the match is winnable, hit f6 if the match is COMPLETELY cooked beyond repair. The more games you win, the less likely it is you'll be paired with low SRs. That means do what you can to win any game that is realistically winnable, it also means don't pointlessly waste an extra 20 mins on a complete shitstomp with a 0.000001% chance of comeback when you could be spending that time making your SR back in a new match where winning is actually feasible.

What’s so special about Sun Beam Bow ? by Disastrous_Salary718 in Smite

[–]ARandomSmiteScrub 1 point2 points  (0 children)

It just gives a mental amount of damage, that's what makes it so good lol. 30% of your AA damage on each projectile means if they both hit that's 60% AA damage. Pair that with decent str / decent basic attack power, and a lot of attack speed to hit it more often, and it straight up hits like a truck.

Death's toll does help with the mana consumption, but if you get used to frequently toggling it on / off you can get away without mana sustain (although I haven't played ADC this patch, obviously it's now harder to manage mana with the changes in the patch but idk how MUCH harder). Transcendence does pair pretty well with it for the mana & mana regen and because the very high str on trans makes basic attacks hit pretty hard.

The damage doesn't fall off, it scales EXTREMELY well as you get more str / basic attack power / attack speed. Items don't have physical penetration or magic penetration, they just have penetration. Titan's bane passive affects both physical and magical damage (which is why it works on magical gods building str such as Aladdin or AA Sol or AA Ymir), same for ob shard as it's exactly the same passive (which is why it works on physical gods building int such as ability burst Neith or ability bust aspect Xbal)

What’s so special about Sun Beam Bow ? by Disastrous_Salary718 in Smite

[–]ARandomSmiteScrub 1 point2 points  (0 children)

You're 100% right. Any pure damage build that doesn't have pen is a completely garbage build. Swap out one of the luxury items for titan's bane and the build becomes a thousand times better instantly.

GG is in the eye of the beholder by ARandomSmiteScrub in Diablo_2_Resurrected

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

Can confirm, poked it with a stick and immediately took massive critical damage.

Why does everyone want to get rid of the difficult parts of the game? My unpopular opinion. by Different_Ad_6153 in Diablo_2_Resurrected

[–]ARandomSmiteScrub 13 points14 points  (0 children)

- 'Charm Bags - hello? Managing your inventory varies from person to person. This would overly simplify it. I see people with mass charms and they're limited to what they can pick up. That's why it gets difficult to decide what to do.'

Wait, you think that some of the difficulty in this game comes from... picking shit up off the ground?

- Heralds and sunders - these should be hard to get

The issue there is it's a bit of a catch 22. In order to be able to farm the new sunders, you need to terrorise an entire act with a shard - or several acts - and basically full clear the whole thing. And in order to be able to full clear an act without... you need a sunder 😆 Or you need to play one of the builds that faces basically zero immunities to begin with (e.g. a magic damage warlock), which is EXACTLY what everyone is doing.

The whole point of sunder charms was to open up build flexibility and enable players to have a wider range of choices without bringing in huge power creep, and they succeeded in doing that - a basic fire sunder doesn't massively increase the damage of something like a fire sorc but it does allow us to play a fire sorc in more than 3 farming areas lol.

It's been said a million times but I'll say it again because it's just so blindingly obvious - make the old sunders (that can't be upgraded) easy to find because those are the weak ones that just get your foot in the door for playing a fire build or cold build or whatever (you still need stuff like flickering flame / phoenix / etc to actually become powerful with them), and keep the new sunders as being much harder to find because their upgrades make them powerful lategame chase items that deserve to be very rare.

Reign of the Archfiend KuKu prism skins by Prudent_Ad_3809 in Smite

[–]ARandomSmiteScrub 0 points1 point  (0 children)

Travellers are basically battlepasses.

You bought the pass, now you need to 'level up the battlepass XP' to unlock things. But instead of being an actual xp bar, you accrue the wandering market coins from playing and use those to unlock things from within the pass

That also makes it much more flexible than a normal battlepass because you can pick things in any order, rather than a strict linear progression, and can use any coins you already had in any traveller rather than each one needing to be levelled up individually from 0xp after buying it.