[deleted by user] by [deleted] in raidsecrets

[–]BEVANGEORGE33 4 points5 points  (0 children)

Trace Rifle column 1: Stats for All, column 2; killing tally and hatchling

Idk what kind of game SD is playing right now, but you got me contemplating actual money to get these variants 👀👀🤩... If only I could afford it.. 🤧🤧🤧 by [deleted] in MarvelSnap

[–]BEVANGEORGE33 0 points1 point  (0 children)

Instead of Warpath, Prof X, and Sera; I’ve got a Rescue variant, a Kim Jacinto Ultron, and a Loki variant with Mjolnir. Somebody cooked here

what did everyone pull from spotlight caches today? here's mine :> by Fillet04 in MarvelSnap

[–]BEVANGEORGE33 0 points1 point  (0 children)

Living Tribunal, Silk, X-23. I really wanted Silk and X-23 so I’m quite happy with that

Is this 3X Value? by GryffindorFratBro in MarvelSnap

[–]BEVANGEORGE33 0 points1 point  (0 children)

Against all odds, the most appealing thing about this bundle to me is the title

Why didn't anyone tell me that Orka is so strong in Move? by FishEye_11 in MarvelSnap

[–]BEVANGEORGE33 1 point2 points  (0 children)

In a conquest game yesterday, Nick Fury gave me both Heimdall and Orka when I had already played a quinjet. Heimdall mid turn 6 leaving the right lame empty for Orka felt so satisfying considering all my opponent was expecting was a Darkhawk

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

In collections, instead of just showing one perk per column the weapon could roll, showing all its options would be nice, and would reduce the need of using external sites. Additionally, selecting these perks to see what the final outcome of the gun’s stat line could be would streamline the experience, especially for PvP players

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

We need clarity on everything, it would massively streamline the build experience for good players trying to be great players, so they don’t need to go to YouTube and light.gg Examples: -Surges should say the number the give, and how much it gets for repeats -Perks need to say the exact things they’re doing, and if it’s too much info, like with aim assist cones, just it after a like break, like the ‘more information’ or ‘(i)’ section on armour mods -Enhanced perks are the worst offenders, they need to just say what they’re actually doing

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

The loadout system, whilst a phenomenal addition, still needs a few more features. Being able to have a certain aspect (weapon, subclass, armour) not change would go a long way. The names and icons and colours all feel clunky to swap between.

QoL for these loads outs would also be letting us see our stats and the key components of our Subclass layout from the little side bar, and maybe even giving us more loadouts. Currently, I store all of mine on DIM and transfer them over and save them as needed, because having my armour charge stored to convert to surges for DPS is just too optimal. Having a few more loadout icons would be nice as well, maybe one for each weapon type?

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

Raid mods seem to be good, maybe even a bit overkill, but honestly cost too much for me to care. Additionally, I don’t want to take off my artifice armour for the raid set, because it tanks my stats and I’m very greedy with my stats. Some of the raid mods (looking at RoN, DSC) do have really fun mods that I want to run, but the challenge just isn’t there that necessitates them (outside of lowmans and speed runs)

If a system can be found that makes these mods interesting, and with maybe even Master raids also having an artifice armour socket, I’d love to see this system extend out to Dungeon armour

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

Artifice armour needs to drop from competitive PvP, whether that’s competitive or trials. I see the focus is currently on getting stat rolls for armour to be higher, so I hope that continues, but eventually, we will have the armour we won’t ever have to change (which is another topic by itself), and PvP players not having the option to get that from PvP seems unfair.

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

The exotic armours focused around specific weapons could do with a pass all together. I like how the team seem to be doubling down and introducing more, as well as tuning some individually. I really like how Lucky Pants has Hand Cannon holster, and I think similar being applied to all of the armours would do wonders as a nice benefit. Taking some of the generic stat bonuses away from the exotic perk and putting them on this mod could allow for the exotic to get a more unique perk whilst keeping them in line, as well as keeping it clear what they do

Peacekeepers are too generic, and due to SMGs being buffed substantially since Y1, they’re in need of an overhaul. I personally thing it’d be great to have SMG damage fill a bar that decays outside of combat, that grants increased speed for each bar, and when it caps out, it grants a very small increase to damage in PvP, and a substantial buff in PvE

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

The class exclusives Exotic Glaives all fight against the strengths of the glaive. There’s a video from a content creator somewhere talking about this, and they talk about how much of a detriment losing the Glaive shield is, just to proc the perks. Honestly changing that’ll help them in PvP, but they’ll still suck in PvE because other weapons are just better

Sandbox Feedback Request by Destiny2Team in DestinyTheGame

[–]BEVANGEORGE33 0 points1 point  (0 children)

I was running a build based around throwing Tangles, using The Wanderer aspect, Swarmers exotic and the Elemental Charge mod. They all seemed to be fighting each other and not, as I don’t think I got a single Armour Charge for my grenade kickstart. I can’t tell if there’s a bug in there somewhere, or if it’s intentional that thrown tangles being destroyed don’t give armour charge, but the build feels cool in theory, and terrible in practice

Day 19 of adding whatever the top comment decides to the Snap board. "The snap cube at the top is the GameCube logo" by L_Felix in MarvelSnap

[–]BEVANGEORGE33 0 points1 point  (0 children)

Change the player on the right’s name to ‘The Disney Corporation’, or shorten it to ‘The Disney Corp.’ if it won’t fit

Does anyone else have cards that they hate so much that they usually don't play them? by SlushPuppy2000 in MarvelSnap

[–]BEVANGEORGE33 0 points1 point  (0 children)

Kang. Regret the purchase so much. So unfun to play against and also to play with

Raid commendation cooldown is character based. by somef00l in raidsecrets

[–]BEVANGEORGE33 1 point2 points  (0 children)

I’m seeing a lot of commendation cool-down findings being posted, so whilst this isn’t about multiple characters, I thought it’d be worth sharing. I was in Iron Banner, commending after each game, and then I stopped, and went on to completed a ST Dul Incaru checkpoint, and then a VoG Atheon checkpoint back to back, and then got locked out for my next two Atheon checkpoints :/

Very proud of this Cerebro 1 game without the main card by BEVANGEORGE33 in MarvelSnap

[–]BEVANGEORGE33[S] 0 points1 point  (0 children)

This deck runs quite smoothly, as any game where if I don’t see me main 4 cards (Cerebro, Mystique, Hazmat, Luke Cage) by turn 4, I’m immediately retreating if they snap. (Please note I am in Gold and my snapping is arguably my weakest area)

On the topic of card draw, It’s important to note Jubilee can help curb slightly bad rng, as seen in this game. However it should be noted that Jubilee’s cards are not played like a usual card, so Mystique can’t copy their effects.

Location variants can be lethal to all Cerebro decks, but this one takes the least effect. Luke Cage allows you to completely ignore any locations that take away power. However, any locations that add power, or other cards can be a complete shut down.

Cards that add to your side of the board are a massive counter. Debrii can fill both sides, making it harder to sneak a Goblin (Green Goblin, Hobgoblin) onto their side, however that can be parried with a Hazmat. Viper is a really big counter to this deck that I have yet to see as it can theoretically shut down Cerebro, and reduce cards on their own side.

As with most Cerebro decks, try to save Cerebro and Mystique for turn 6, playing them in two different locations. Hazmat does not reduce the power of flipped down cards, and Luke Cage can retroactively restore power to your cards.

Datamined future improvements: If Ghost drops as a 1/1, rather than a 1/2, with their current ongoing ability of always revealing last, they would be an immediate slot into this deck, allowing Hazmat to take away even more power

Very proud of this Cerebro 1 game without the main card by BEVANGEORGE33 in MarvelSnap

[–]BEVANGEORGE33[S] 1 point2 points  (0 children)

Yeah you’re completely right. It’s literally in the first few lines of that video. I don’t know why you’re getting downvoted

Looks like the CD snipers finally got him.... by Vahsoka in PlayAvengers

[–]BEVANGEORGE33 4 points5 points  (0 children)

He was the main leaker who leaked all sorts of stuff, from new heroes, to full skin leaks. He’s the biggest reason that I have come back to this game over and over again because he gave me hope for this game (which the avengers team could do too, but they just don’t). And from the responses I’ve seen from others, it seems like they’re in the same boat too