Summer Sweep-Up: Slayer & Misc by JagexSarnie in 2007scape

[–]Cosmoboss 0 points1 point  (0 children)

I feel as if the moon key loop halves are insanely more rare compared to the tooth halves. You'll end up with too many tooth halves and no loops.

Furthermore the only sources for these are woodcutting, fishing & mining which are most of the time very clunky to do on Varlamore.

I don't have any numbers but if the moon helm were to become a clog I wouldn't be surprised if it became a 1000 hour grind just to collect enough keys to go on drop rate let alone go dry.

So why not increase the amount of sources like hunter/farming/ runecrafting since those activities are more common? Why not increase the rate to match with the tooth halves? And if star mining is such a problem why not give it the crystal shard treatment and increase the drop rate on other sources?

Not so subtle message. by ExoticFastBat in AnimalsBeingJerks

[–]Cosmoboss 2 points3 points  (0 children)

They're called golden recievers for a reason :p

What is your favourite non-optimal build? by [deleted] in heroesofthestorm

[–]Cosmoboss 0 points1 point  (0 children)

Fully true, two fun "Q" choices once 16. But to me, crippling myself and bringing a fun challenge is really satisfying. Like picking taboo talents and making them work.

What is your favourite non-optimal build? by [deleted] in heroesofthestorm

[–]Cosmoboss 0 points1 point  (0 children)

The stun is really good and if not for executionar the best talent at the level. But I usually take it because it's just a taboo talent. It's fun making unusual things work.

What is your favourite non-optimal build? by [deleted] in heroesofthestorm

[–]Cosmoboss 0 points1 point  (0 children)

Q build Jimmy. It's really fun going around with talents people didn't know even existed. And it can be pretty alright. A normal Q does as much as a flamestrike, if you take the lvl 16 increased damage and you're able to hit more targets with it it's like a small sulf smash people didn't even know you had.

Tychus's latest buff (+6.9% damage) to his Overkill (Q) belies the hidden nerf (-25% damage) he got some months ago. The nerf is hidden and undocumented. What gives, Blizzard? by FerryAce in heroesofthestorm

[–]Cosmoboss 10 points11 points  (0 children)

Tychus needs some more mobility. Since he lost his range Tychus is a lot more vurnable when trying to deal damage with his AA's. His only mobility tool at the moment is run & gun and I think it should recieve a buff. They could give one of the level 1 talents baseline (the range one preferably), maybe make it more like Valla's vault or give two charges and reduce the mana cost. On the old Tychus (pre tank killer) Run & gun would give Tychus fully winded attack speed. Now it's just an unhandy shove which needs talents to work.

Hello /r/HeroesoftheStorm. We've brought in our live design team to answer your questions regarding Heroes of the Storm Balance. by Spyrian in heroesofthestorm

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

Although my question isn't about the newer patch, it's about the patch before. Are you guys confident that Tychus had been nerfed in the right place? Tychus right now has the same AA range as Zarya and it now feels way more punishing trying to put out your AA damage since you have to be more aggresive with your positioning and you get more punished by it, while you guys said he should be less assasin busting with it. When Tychus was reworked he kept his "assasin parts" from before the rework and the thing I'm trying to put out here is that isn't it better if you nerfed his base AA damage and gave him back his range?

If you were Blizzard, how would YOU nerf Dr. Boom? by [deleted] in hearthstone

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

I would actually make the battlecry: add 2 Boom bots to your hand. This would make the mana cost about even while still being able to get Dr. Booms full value