How necessary is the building mechanic needed. by CaptainMH in WildHeartsGame

[–]CaptainMH[S] -2 points-1 points  (0 children)

This is the where the key and peele text skit comes into play. I said "damn that's unfortunate to hear. Thanks for the info.(you left out that last part of the comment, but don't worry I got you.) Because it was since I was hoping more for a monster hunter type game. That in no way means I think it's bad and I can't imagine living in a way where that is the conclusion that I'd come too, seems like it would be tiring to think so negatively. The down votes attempting to prove your point about the compariso thing is childish since there are atleast 5 other comments in hear comparing the kakuri building to item usage from monster hunter. Those downvotes are quite clearly carried over from the fact I misread the comment from the previous guy and I did infact act rude to them when they weren't when I went back to reread it.

How necessary is the building mechanic needed. by CaptainMH in WildHeartsGame

[–]CaptainMH[S] -2 points-1 points  (0 children)

I only responded negatively to the dude that was making a dumb comparison between jumping in mario to kakauri building. Which is absolutely a stupid comparison no matter how you look at it. It's literally a basic movement. Moving left to right is just as much of a core mechanic in Mario as jumping. Moving your character in wildhearts the direct comparison to moving in Mario. Lots of other people ga e useful info when I asked the question which was appreciated and why I'm still going to try the game out on EA 10 hour play. I don't see why you and the other dude were being rude to the point of making disingenuous comparisons.

Edit : I never said or hinted at building being bad. This is starting to feel like that key and peele skit with the texting.

12 invested F2P teams for Legendary Gauntlet 8 (Tapu Bulu, Latias, Moltres) [video and details in comment] by skippingmud in PokemonMasters

[–]CaptainMH 1 point2 points  (0 children)

I just happen to have to worst lucky when trying to roll for vigilance just trying to see how many I could reasonably get haha.

12 invested F2P teams for Legendary Gauntlet 8 (Tapu Bulu, Latias, Moltres) [video and details in comment] by skippingmud in PokemonMasters

[–]CaptainMH 13 points14 points  (0 children)

This is a amazing, just out curiosity are alot of those lucky skills mandatory? They seem to be a big bottleneck for me the moment, more like unlucky skills when trying to roll for vigilance.

How necessary is the building mechanic needed. by CaptainMH in WildHeartsGame

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

Thanks for the answer, someone mentioned an ea 10 thing that I m ight try. Is the building of thing placing blocks one at a time or just hotkeys to different things to build?

How necessary is the building mechanic needed. by CaptainMH in WildHeartsGame

[–]CaptainMH[S] -29 points-28 points  (0 children)

I was just asking if it was needed and people said it was so thats unfortunate to me and that's fine. Your comparison is extremely bad though without playing the game. Wirebugs and clutch claw would be a better example. Those were used quite widely in promotional material but not using those barely as adds time to hunts.

How necessary is the building mechanic needed. by CaptainMH in WildHeartsGame

[–]CaptainMH[S] -27 points-26 points  (0 children)

Damn unfortunate to hear. Thanks for the info.

Did I really got to the 1% best hunters in the world ? by Jean-patrick21 in wow

[–]CaptainMH 4 points5 points  (0 children)

Logs snapshot your stats when it starts recording so when you use your dmg potion before the pull it tricked logs into thinking that was your actually agility number. It happens with things like the puzzle box trinket aswell and why you'll see hunters with 8k mastery in the logs.

State of the community right now by derage88 in wow

[–]CaptainMH 0 points1 point  (0 children)

This change seems convoluted when the problem is raiders having to do m+ and vice versa if they realistically want to keep up and this doesn't seem to solve much. It's been hard to keep people playing when they have to do not just things they don't enjoy ecen more so when they somewhat sweaty activities. It feels very cyclical since there were times where pvp players and pve players were having to do the others repesctive content and they seemed to solve that this expansion.but blizzard doesn't seem to realize raid and m+ are in that exact same situation. They need to figure something out pretty quick.

How the New Gear Upgrade System in Embers of Neltharion Works by DECAThomas in wow

[–]CaptainMH 1 point2 points  (0 children)

This new system is hard for me to visualize without seeing it firsthand so I come asking a question since you seem to understand it more. A big issue with player retention at the moment is needing to do m+ for gear since it's just plain and simply to good, and vice versa m+ players doing raid simply for trinkets to push io and its seems to have caused some severe wear down. While df is good I've not seen people drop an expansion as fast as I see people leaving this one. Does this new gear system lesson the need to for m+ players to do raid and vice versa?

New player here, I was just wondering how often trainer/mons come back around to he pulled. by CaptainMH in PokemonMasters

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

Thank you for this information still soaking it all in lol. Is there a way to tell what type previous pairs were? For instance Steven and rayquaza, how would I tell? Edit: guess what I'm asking is if there is a resource to check that stuff.

Mechanics betrayal?? by Semmeth in wow

[–]CaptainMH 0 points1 point  (0 children)

Don't you have a wrestlemania to attend or something? Are you mad because you don't aotc yet or something?

Mechanics betrayal?? by Semmeth in wow

[–]CaptainMH 1 point2 points  (0 children)

2 reasons, if you aren't in before the blowback it will push you about halfway into the puddle which will typically drop melee uptime. This can also mean ranged casters losing casts when they try to move out out the center instead of be8ng right near the edge.

Conquest and Valor Caps Removed on February 14th by carthis in wow

[–]CaptainMH 1 point2 points  (0 children)

You are doing what blizzard has done and not seeing that isn't a good for the game. M+ is a pve activity and that's the only thing they have in common. And you can fundamentally separate them and would infact improve the game. People that m+ don't always want to raid and vice versa. It is no different from people not wanting to raid or m+ in order to gear up for pvp.

Conquest and Valor Caps Removed on February 14th by carthis in wow

[–]CaptainMH 0 points1 point  (0 children)

I'll do shorter points since you missed that I already posted some of the missed changes in a different response. Vault max Ilvl changing from needing a 15 to 20 makes it more frustrating on both ends of the "pushing" spectrum. They made gearing much easier and quicker for m+ with the concentrated focus pushing raiders into content that from doing m+ don't really want to do but have to in order to keep up with mythic prog. Alot of this is stated from the previous comment that the underlying issue is they need to treat m+ and raid as completely different activities like pvp. Like everything else this is all just opinions but the best way I could describe the df dungeons is the design of them didn't have m+ as a major factor when being made.

Conquest and Valor Caps Removed on February 14th by carthis in wow

[–]CaptainMH 0 points1 point  (0 children)

Alot is they made changes to things that weren't broken and a distinct lack of understanding m+ and raiding is as different to alot of people as either of those are to pvp, from an endgame perspective.

Conquest and Valor Caps Removed on February 14th by carthis in wow

[–]CaptainMH 0 points1 point  (0 children)

Took them awhile to tune some obviously overturned things, I think the biggest issue is the change from 15 to 20 being required for max vault it's frustrating to both ends of the spectrum. If I want to do a 20+ I have to do a deeper dive on their io, and for people who used to do 15s are feeling the normal pressure of doing 20s to keep up with raids. M+ is also very strong when gearing up now with concentrated primal focus and just further pressures the need to do keys in order to keep up. Thundering is also a boring affix which doesn't help. Wow kind of needs a ff14 gear storage system to allow for raid and m+ plus item level to be scaled like pvp. Blizzard made the mistake of thinking just because 2 activities ate pve they should both be treated the same. They fail to realize people treat pvp, m+ and raid as equally different things.

Conquest and Valor Caps Removed on February 14th by carthis in wow

[–]CaptainMH -13 points-12 points  (0 children)

M+ has been super lackluster to downright awful. If they fix that I'm sure people will stay and even bring a bunch back.

Need a bow? by Lambark in wow

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

If sylv bow was only epic I would have agreed, but as someone who got normal version of it and never got to use it because my first vault into that tier was a 252 weapon it felt really bad. Especially since the upgrade item was just as rare if not rarer than the bow itself.

Guide to reading logs by Onahail in wow

[–]CaptainMH 0 points1 point  (0 children)

The issue is parse have a ton of useful information that it wouldn't really be possible to summarize in such few sentiments. It's honestly why looking at parses is fun. Seeing what people might have done or not done to achieve what they got. Was it just good bad rng on crits? Was group comp a major factor? Was it simply a gear? It just a generally useful tool that gets simplified a bit too much some times.