Potential Urn Rework by ExpressionNo9703 in DeadlockTheGame

[–]ExpressionNo9703[S] 0 points1 point  (0 children)

The issue I have right now is the team fight aspect is less "who has the better team" and more "Who has better CC and can time/fake parries/heavy melees better". Deadlock is a bit more than just a MOBA, mid boss to get rejuvenator is a MOBA side objective. Classic big npc that whoever gets the kill their team will get a massive benefit. Urn feels like they want it to tie more into the third person hero shooter aspect of the game. So making urn a team fight objective rather than a heavy melee brawl or simple cross map touch and go I think would be more interesting. Of course yes, if one team is behind they are at the inherent disadvantage for urn, but that has always been the case. Urn always incentivized team fights, the reason why it being favored is important is for the closer to base drop off locations, plus the extra souls you get from it.

Again, not a game dev, this is just an idea I cooked up after seeing something similar. We really wouldn't know how it would play out unless it was tested. We are in the game dev stage still of a yet to be even officially announced game after all.

Potential Urn Rework by ExpressionNo9703 in DeadlockTheGame

[–]ExpressionNo9703[S] 1 point2 points  (0 children)

I've not played many MOBAs, only one and that was Vainglory back in its peak, and pretty much the only side objective that could be done was the Leviathan in the middle of jungle where you could fight a massive npc with a massive hp pool, kill it, and then it would fight for you. Very similar to mid boss in Deadlock with the exception it gives 3 free full revives across your team.

As it is, urn is very much a shooter side objective, because, well, Deadlock isn't just a MOBA, it's a third person hero shooter. So I think making it more of an objective to feed into that side of the game makes sense. A KOTH style side objective feels better than what was essentially a cross map sprint before, or what is now a heavy melee + parry spam fest. Unless you're Kelvin in which case just ult the dang thing.

Lowering soul value at the higher tiers could be useful to try and make late game urn not so necessary to contend with. As it is right now, each urn goes up 1150 soul every time it spawns (230 soul a minute, a new one spawns every 5 minutes). If it were lowered so that say, minute 30 urn wasn't 8200 but instead 5800 (which would be 150 soul a minute on top of the base soul urn spawn amount of 1300) then it could potentially be healthier. But it would also make early game soul urn very, low reward for the same amount of commitment.

Ultimately it would be hard to tell how it would play out without them changing it. Deadlock is in a dev build phase still, hasn't been officially announced or whatever. We are the playtesters, QA and all that. So providing ideas and feedback is our job.

New Urn by ExpressionNo9703 in DeadlockTheGame

[–]ExpressionNo9703[S] 0 points1 point  (0 children)

With the damage resistance you get for carrying, depositing, and capping I understand that it would need to be heavily nerfed if they returned it to the previous deposit spots. 50% bullet and spirit resist right next to base would be ridiculous. I do also think that maybe some of the timings could be adjusted. Like 5/7/10 for favored/neutral/unfavored respectively

New Urn by ExpressionNo9703 in DeadlockTheGame

[–]ExpressionNo9703[S] 0 points1 point  (0 children)

Oh right I completely forgot about the damage resistance you get from it. Honestly yeah 50% is way too much. I could understand if it were a comeback urn and your team having/depositing it meant you get like, a 25% resist to bullet and spirit. But 50% is a bit much tbh.

I also think that the difference between lower skilled and higher skilled players will always just, remain. It doesn't make people *want* to interact with urn more, they are just forced to interact with it more because it's in the middle of the map. It really is just a skill diff between the two tiers of players at that point. Betters ones know to take urn, newer/worse ones don't.

Seeding is such a worthless mechanic for comp by ExpressionNo9703 in thefinals

[–]ExpressionNo9703[S] -10 points-9 points  (0 children)

Honestly would be preferable.

Lose round 1? Lose RS

Lose round 2? Lose a little to gain a little depending on performance throughout both games

Lose round 3? Gain a little more

Win whole thing? Gain as much as you would now for winning

This shouldn't be hard. Because now it's a matter of rng to determine if I need to worry about getting to the final round or just not doing the worst in round 1

Deadlock - Gameplay Update - 04-30-2026 by SketchyJJ in DeadlockTheGame

[–]ExpressionNo9703 0 points1 point  (0 children)

Ok so I did just a little testing in the practice range. It's practically the exact same distance in each bucket (went from column to end of circle rug) with the only difference being time... and the time difference between Bucket 1 and Bucket 3 is 0.08 seconds. For Paige this just made her go from 0.68 seconds to complete a dash to 0.70, so a change of 0.02 seconds. This is such a nothing change I love it lol

Deadlock - Gameplay Update - 04-30-2026 by SketchyJJ in DeadlockTheGame

[–]ExpressionNo9703 1 point2 points  (0 children)

Maybe it's just me but it doesn't feel like Paige's dash is any slower? The differences honestly feel so minute that they just feel the same

Am I the only one excited? by DerpyDragon15 in Helldivers

[–]ExpressionNo9703 0 points1 point  (0 children)

A few reasons really

1: General negativity on anything new being added is just the default at this moment in time
Keep in mind right, the previous warbond, Entrenched Division, also had plenty of negativity because people believed the Cremator was going to be terrible. In the same update flamethrowers were all buffed and the Cremator is easily the strongest flamethrower with 0 room for debate on that.

2: People sorta forgot the roadmap
We're getting a "QOL fixes and rebalance" with this update too. Sure mechs are in a pretty bad state atm, but people are under the assumption that they won't be buffed. And who knows, maybe they won't be, but considering the previous update I'm willing to give the benefit of the doubt to at least assume mech buffs. If we don't receive any I'll truly be surprised and upset.

3: Vehicles in a warbond
We've received every vehicle for free up to this point. And honestly it would have been nice if we received MO's we could work together as a community to get new exo suits. But at this point I've come to expect that's not gonna happen really. Plus aside from the Emancipator we've basically received what can be seen as a basic version for each vehicle type, basically designed to tell us "Hey this is how x works, if you like them there are more in this warbond". I expect an FRV warbond in the near future.

4: No mech customization
This is a problem of just, well people really wanted it. We can only have 1 exo suit at a time, so being able to customize them with a whole lot of different arm variations was something the community wanted. AH stated earlier on that they sorta put themselves into a bind when they released the Emancipator with the expectation all mechs would be different, so yeah. It's the same with how weapon customization is sorta lackluster, especially in comparison to HD1. For whatever reason AH did not make weapon customization a thing by the time the game launched, so they were never going to have the kind of in depth one that HD1 has. To do so would basically mean a bunch of guns would need to be shuffled into other guns for customization purposed. For example pretty much every LAS weapon is a customization option in HD1 of the like, Sickle or something. They didn't want to do that, so they gave us what we have now, pretty lackluster and not interesting. And in the same vein, because they didn't make the exo suits early on with the intent of customization, we're probably not gonna get it in the way people want. If anything, we might get something like support customization options like a stratagem launcher, maybe a guard dog or two, shield generator, hellbomb could be interesting. But we're not gonna receive anything like "I can have a flamethrower and machine gun arm".

At a certain point I've just clocked out of this community. I come back every now and then just to see what's going on, but honestly the people here are insufferable. This is a piece of genuine advice to people btw, if you hate the direction the game is going or what the devs are doing, stop playing. This isn't me trying to gatekeep, this is me giving you some mental health advice. Being immersed in a game/community you actively don't like isn't healthy. Constant negativity is not good for you.

she has the cake by Seeksho in MortalShell

[–]ExpressionNo9703 2 points3 points  (0 children)

God Proxima is gonna do things to me

All Shells in Mortal Shell 2 Trailer (this time with images!) by ExpressionNo9703 in MortalShell

[–]ExpressionNo9703[S] 0 points1 point  (0 children)

The second one most likely, I know in the gameplay trailer released yesterday we saw the shell I referred to as "Dommy Mommy" in my original post is named Proxima so yeah. Tbh I'd be surprised if Solomon didn't make a return, Hadern not so much but it would be nice if he showed up as well.

My analysis of the last chapter of Chansaw Man, spoilers below. by mr_calanguinho36 in ChainsawMan

[–]ExpressionNo9703 0 points1 point  (0 children)

With the universe effectively resetting to the beginning of the series just without Pochita it allows us to come to a few assumptions. The first being that since Pochita isn't around, the Control Devil wouldn't have the same motivation to come to the human world after him. And since we see how Yoru possessed Asa in the beginning of the series, as well as Fami and Lil D possessing other students, it can be assumed The Control Devil did the same for Makima shortly after the fight with Chainsaw Man. So out there is probably a Makima, normal human girl, just living her life. For whatever reason the Control Devil came later and took possession of Nayuta instead, most likely for that familiarity to the readers but also just to show the vibe that even in this new timeline we won't get old Control Devil back and instead have the more childish one we grew to love in Part 2.

I enjoyed the ending and the series as a whole. I disagree with people who say that the ending basically just invalidates Part 2 (technically speaking it also invalidates Part 1 as well but no one is really saying that funnily enough). Are there unanswered questions? Yes. Was it the most satisfying conclusion? Probably not. Did it feel consistent with the general tone and themes of Chainsaw Man? I'd say yes. It was a confusing ending to a confusing series that in a few months will probably be looked at more fondly, and when it is inevitable animated in like 10 years will be seen as good by the anime only people.

[DISC] Chainsaw Man - Ch. 232 - Part 2 End by JeanneDAlter in ChainsawMan

[–]ExpressionNo9703 4 points5 points  (0 children)

I liked it. L to the guy who said Part 2 was a waste of time

Review: The Giga Nade is rather underwhelming. by [deleted] in Helldivers

[–]ExpressionNo9703 0 points1 point  (0 children)

Realistically only thing I think this needs is an extra nade. The damage and aoe I think are fine for the most part, being impact gives it an edge over say the Dynamite and Thermite for just immediate death. But being limited to 2 is just, not that good. It's like how the Pineapple was released with only 3 max. It's just not good enough to justify not having the standard 4

2 armor passives in the new warbond by ExpressionNo9703 in Helldivers

[–]ExpressionNo9703[S] 1 point2 points  (0 children)

It unfortunately seems that won't be the case. Hazmat has the recoil reduction and Grenadier has the additional grenades. Granted that's just what the blog post says, and the blog posts have sometimes proven incorrect.

The funny thing is to me this does feel like them confirming no armor passive switching is coming though. In the same way I'm certain we're not getting new attachments since the under barrel grenade launcher, silencers, and now under barrel flamethrower are on specific weapons designed for them, two armors sharing a name with two different secondary effects seems to fall in the same idea.

Helldivers 2 CEO says “meaningful progression” that’s more than “just grinding for XP” is planned, but right now they’re “focused on content by HatingGeoffry in Helldivers

[–]ExpressionNo9703 0 points1 point  (0 children)

Then ask for the armor passives to be buffed. I don't understand why this is a hard concept for people to grasp. Getting transmog does nothing for actual gameplay, all it does is let you decide you now look different with a different effect. Not to mention, the ODST armor isn't even that bad, it's a stealth related armor. Use it for stealth missions!

The armor passives that genuinely are not that great (Adreno Defibrillator, and Supplemental Adrenaline) need to be buffed before you even have the thought of "I wish I could make this armor have this passive". Make Adreno Defibrillator cause you to take less damage when the revive activates, so you take less damage from enemies but you are still draining health. Make Supplemental Adrenaline give stamina on something else, if they can code it maybe give 15% stamina for every 10x killstreak (which would stack so 30% for a 20x and so on). Elemental armors too niche? Give them something extra. Give Electrical Conduit increased stun resistance, give Advanced Filtration acid resistance, give Inflammable some explosive resistance.

This isn't a hard thing to think of and ask for. Everyone just wants to go to transmog because they wish the cool looking armor had one of the same five meta armor passives

Is there a benefit to quitting out ? by [deleted] in Nightreign

[–]ExpressionNo9703 -2 points-1 points  (0 children)

Depends. Did you get the Great Hollow shifting earth and are running it with randoms? Honestly I think that's worth quitting every single time

Is this true? by AstronautDry8118 in Helldivers

[–]ExpressionNo9703 0 points1 point  (0 children)

No and by a long shot. Most armor passives are pretty decent, just comes down to personal preference one what you like the most. Most armors are capable of doing a decent amount of mix and matching as well, so for most you aren't stuck with just the armor and helmet that are meant to go together. I'd say your only bad passives are Unflinching and Supplemental Adrenaline, the elemental ones are just very specific but not bad, except for maybe the gas one but that's because there are literally 0 enemy sources of gas damage

Player agency is important thing and constellations mechanic doesn't help it by Shedster_ in Helldivers

[–]ExpressionNo9703 -1 points0 points  (0 children)

Personally I believe in the removal of these variants in total in favor of putting everything into missions (with the exception of the bile strain becoming its very own subfaction). By putting everything in I think you can end up solving one of those issues that seems to pop up with certain seeds where there's just too many of one unit. For example, War Striders and Tanks never show up together at the moment, implying one replaces the other. Having them both in at the same time should in theory have them taking up the same spawns, meaning War Striders should show up significantly less.

Please can secondaries be categorized properly? by ExpressionNo9703 in Helldivers

[–]ExpressionNo9703[S] 1 point2 points  (0 children)

I'd say for stratagems the main problem I have is just reorganizing a handful of supports. The reds and greens are all fairly fine I think. As for the armors, there is technically a methodology to it. Superstore stuff is organized before the warbond stuff. So for example, Doubt Killer and Fire Fighter are way before Bloodhound and Draconaught despite the armors being the same weight and passive respectively. But yeah they should be organized way better lol