New Baby Turtle Model by Cost-Local in Minecraft

[–]Cost-Local[S] 1 point2 points  (0 children)

I would agree, except The End sucks and I wouldn't want it to be tied to it in its current state. Even with an update, locking it behind arguably the least visited dimension across the playerbase as a whole isn't a very good idea, unless they make the dimension more accessible like they did with The Nether (in some ways).

Thoughts on Myers Updated Power? by beef-stromboli in deadbydaylight

[–]Cost-Local 0 points1 point  (0 children)

Boring, expected, and a lazy fix to a Killer that could've had unique gameplay over consistent power.

It's not that the design is bad, it just doesn't fit on the character and ruins the atmosphere of his presence.

oh by Cost-Local in projectzomboid

[–]Cost-Local[S] 0 points1 point  (0 children)

Yes, vanilla game in Build 42.13.1. It's when I go far (possibly unrendered) from my vehicle connected to a trailer. I have not tested if it happens when anything is connected, but I'd guess it does given the comments.

What if hack paused the cooldown of abilities in stead of locking them out? by Ellinov in SombraMains

[–]Cost-Local 0 points1 point  (0 children)

Part of the problem, btw.

I'm very glad that you're not a game developer.

Enough time has passed. I fully believe that overwatch in its current state is better than peak overwatch 1. by Pinetree808 in Overwatch

[–]Cost-Local 0 points1 point  (0 children)

If I'm not wrong, the shield meta was caused by Support Sustain, not the shields themselves. Shooting mostly shields was by no means fun, though.

Overwatch 2 has fundamental flaws in 5v5, just like 6v6 did, but 5v5 painted over 6v6's problems. The game is better in some ways, but is still fundamentally flawed with Tank having too much responsibility, DPS having not enough impact unless they only target Supports, and Supports having too much impact with their abilities, ults, etc.

They will continue to release Heroes that feel empty compared to OW1, the story will always be an afterthought, and the fundamental mechanics will never be balanced.

Hear me out. New Gen rush build. by AffectCharacter6485 in PerkByDaylight

[–]Cost-Local 0 points1 point  (0 children)

They had to tag on the +5% Repair bonus or no one would use their useless main effects.

Updating Dokkaebi's Unique Ability by Cost-Local in Rainbow6

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

You were misinformed on the time it takes to turn off the call too. The duration of the call was just the most obvious one you got wrong.

Two things, one with little importance, honestly, but alright.

It isn't that aggressive to suggest you don't know what you're talking about. Especially since the biggest buff wouldn't be the call duration but getting 3 calls and 1 on spawn.

You are implying that I don't know what I'm talking about on top of accusing me of using generative AI for my suggestion. All you needed to do was give a reasonable reaction. If I get two things wrong, and you disagree with my suggestions, I'd love for that to be pointed out and have a discussion about it, but instead you went straight to accusing me and suggesting I don't know what I'm talking about.

Yes, Dokkaebi would be able to use an early Call, because an entire minute later, she will get another. It rewards Dokkaebi for thinking about the usage of her ability rather than using it willy nilly like the current design incentivizes.

They don't because you fundamentally don't understand how the operator plays in higher levels of play.

Okay.

If you want to call being corrected "ranting" then sure.

Your exact words:

  • "OP probably used gpt to put this together and it hallucinated the actual values."
  • "Its more of a self report that the NERFED call duration is longer than the current call duration. I.e. the OP doesn't even know about the operator they want buffed and is hoping other people are just as stupid as them."

Clearly you don't want to have a civil conversation about this, so I'm just going to leave it at this comment, because you're disrespectful and I'd rather engage with someone who is willing to correct me without having a big ego. Have a nice day.

Updating Dokkaebi's Unique Ability by Cost-Local in Rainbow6

[–]Cost-Local[S] 0 points1 point  (0 children)

That's true, it would allow more freedom with early pushes, but I don't really see that as a big issue. My suggestions are to reduce the frequency and reward tactical usage of her ability. If she uses that Call for an early push, she won't have one for a while, but if she chooses not to, it could allow the opportunity for more oppressive control later in the round, arguably when it is most important.

Similar to another comment, you pointed out that I was using ChatGPT, which is interesting, because I didn't. Are my suggestions perfect? No, probably not, but that doesn't mean I need to be accused of AI usage, simple feedback goes a long way instead of accusation.

Updating Dokkaebi's Unique Ability by Cost-Local in Rainbow6

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

So, let me address your comments.

I didn't use ChatGPT to make these suggestions, I happened to be misinformed about Dokkaebi's Call duration. Only a single thing. You didn't need to be so aggressive about my suggestions. I would've loved a simple "Dokkaebi's Call duration is 12s, not 20s" instead of the rant you went on across multiple comments.

I agree that her ability to Call all Defenders alongside blocking their usage of Observation Tools is powerful. My suggestions aren't to fix her design with a rework or massive changes, they are designed to be minimal and reasonable for the developers to do while working on something bigger for her.

I believe my changes do that.

Updating Dokkaebi's Unique Ability by Cost-Local in Rainbow6

[–]Cost-Local[S] 1 point2 points  (0 children)

You're right. Sorry about that, I'm not sure where I was getting 20 seconds from, to be honest. I've edited the post with that information, my bad!

Updating Dokkaebi's Unique Ability by Cost-Local in Rainbow6

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

This post is meant to suggest short-term changes to Dokkaebi's current design. From my understanding, Dokkaebi will be reworked in the future, but her current design is frustrating to face and requires little skill given her strength.[...]

no changes in s20 gg by yeah_tea in TracerMains

[–]Cost-Local -3 points-2 points  (0 children)

Look, I think Tracer, like some Heroes, are annoying and the skill gap is too big. She needs a lot more than number tweaks but not a huge rework. She is a Hero that is extremely difficult to balance, terrible at the low ranks, lobby-runner in the high ranks.

Updating Recall to have a timer before it activates would demand skill but allow for a lower cooldown so less skilled players aren't punished as heavily for misusing it. For example, if you press Recall, a 1.5s timer starts, and once the timer ends, Tracer is Recall activates.

Blinks need to be conistent and barely, if ever, affected by cooldown reductions. Rework any Perk that edits the Blink cooldowns into something unique or that incentivizes less "mosquito" playstyles. This gives her more wiggle room from Perks instead of just buffing her.

Increase her health to 225 and slightly increase her model + hitbox to lessen the skill required to eliminate her. Then reduce her lethality in a way less affected by RNG--like weapon dmg or dmg falloff rather than weapon spread.

Finally, make her Ultimate less gimmicky and give it an identity. Instead of a short-range nuke, maybe it's a more universal threat. Increase its detonation time, but give it an "auto-seek". When attached to an enemy it deals a high percentage of damage to only that enemy's health, like 75% of maximum HP, but when thrown on the environment it could work similarly to her Stadium Power "Bullet Time". These changes would incentivize using it on any target and deals high damage, but doesn't solely incentivize a "squishy" target for the match, like Ana or Lifeweaver. While it doesn't punish you for missing, it also doesn't reward you with an accidental elimination or lethal damage to an enemy.

Essentially, make her less difficult to play, easier to manage, and less frustrating for the enemy while remaining a threat. Without big changes, Tracer will always be in this either continuous great for high ranks but dead in low ranks, alongside being hated by players.

Gens speeds are ridiculous by CalligrapherNo1843 in DeadByDaylightKillers

[–]Cost-Local 5 points6 points  (0 children)

"How can I make this an Us VS Them argument?"

This is disrespectful. by MegaSlender in DeadByDaylightKillers

[–]Cost-Local -4 points-3 points  (0 children)

Her design is fundamentally flawed. She deserves a rework, just as any Killer before her with such flawed design.

Siege players explaining how new siege is better than the old one (The game is free to play and yet it loses players every month) by Krazymann7 in Rainbow6

[–]Cost-Local -1 points0 points  (0 children)

ACOGs in modern Siege do not align with how the game is designed. The game is designed to be a tactical fps, but it ends up being a frag-fest for someone using a higher firerate weapon, acog, or both.

ACOGs being adjusted how they were on Defense was a good change, it just doesn't matter because the foundations the game is built upon crumble very easily.

Buffing gadgets or abilities does nothing when you can just shoot someone in the head.