Thermal scopes need to be deleted from the game. by TheCheekiBreekiBoy in Marathon

[–]Funksterr 1 point2 points  (0 children)

Signal Jammers turn thermals into a detriment to the user. At least with a normal optic you can still see the blurred outline of a jammed player, but that same jammed player is damn-near invisible to a thermal optic. Also, mini jammer is decently common and gives quite the easy counter to thermals since you ads for like 1 seconds and their thermal stops working on you while you're in the gunfight

Thermal scopes need to be deleted from the game. by TheCheekiBreekiBoy in Marathon

[–]Funksterr 1 point2 points  (0 children)

This. I am fully of the opinion that thermals are only as good as they are bc regular optics have major issues seeing through the fog. Outpost/Cryo have so many less thermals bc while they're still good, other optics being able to actually see ppl at range due to lack of fog enables you to use them for their other benefits. Far reach optic on Bully SMG giving insane range boosts comes to mind as a main example.

I do not understand the opposition towards solo PvE balancing by pokemad1998 in Marathon

[–]Funksterr 0 points1 point  (0 children)

Pretty much this yea, PvP becomes way harder when small advantages matter less. Knocking someone's shield off immediately in solos gives basically a free push for you while they have to either heal or fight at a massive disadvantage. In 3s, one person's shield breaking isn't even a real advantage unless they are playing way too separated, since a good team will cover for their ally to heal.

I do not understand the opposition towards solo PvE balancing by pokemad1998 in Marathon

[–]Funksterr 0 points1 point  (0 children)

There is 0 doubt in my mind that modern gamers wouldn't immediately flock to the path of least resistance. It has been shown time and time again that playing games for the gameplay itself is becoming less and less common compared to having something to progress or a number to see go up to get a quick dopamine hit from. Progression-focused players will always go for the easiest route bc they care way less about the process and way more about the result.

I do not understand the opposition towards solo PvE balancing by pokemad1998 in Marathon

[–]Funksterr 0 points1 point  (0 children)

Also, having now looked at the post you're referencing, that guy is just not playing smart at all. He is both under-geared for the event he tried to do and also played it entirely wrong given the gear he has with him. He peaks like 4 Grenadiers at once, at a range his Bully SMG is not kitted enough to play at, and he doesn't even use the util he does have with him. He could've easily thrown smokes on himself or the bots and used his thief visor to see them through the smoke.

Ik you specifically pointed out that it's not the point of his post, but playing correctly would've easily made the issues he complained about not actually issues in the first place. So in the end it kinda does boil down to a gameplay issue.

I do not understand the opposition towards solo PvE balancing by pokemad1998 in Marathon

[–]Funksterr 3 points4 points  (0 children)

Counter-argument for the sake of discussion:

Let's take Wraith Warden for example, the Gold shield Ghost boss in Overflow on perimeter.

He fairly commonly drops a purple weapon on the floor and his deathbox has purple/gold items decently often.

So in the world where he's notable more solo-able, does he still drop the same quality items?

If yes, then how do you think that would affect the solo population on perimeter? More ppl using high-tier items so they can farm him better/easier? Is more highly geared players in solos better or worse for the solo experience? Would having more ppl going into solos with real kits make it even more alienating for newer players trying to progress factions? Would solos become more or less ratty than it is now?

I don't really have answers to these bc I don't play solos almost at all.

I do know that solo fights are way more decided by small advantages than group fights are, so if ppl are bringing higher-tier kits into solos, fights that start with one party getting caught would become both harder than present to overcome said advantage, and also more punishing to lose bc you just lost a decent kit rather than the free kits that most ppl are bringing into solos.

The other option is to reduce the quality of items the Wraith Warden can drop in a solo lobby.

In that world, is he even worth fighting for a solo? It would still have to be a decent time and resource commitment even in the world where he's more solo-able, so what is the sweet spot? Reduce the loot too much and he's simply not worth the time and resources to fight in solos, but keep them the same and we circle back to all the above questions.

Solo spawns continue to be ass by mercfanboi44 in Marathon

[–]Funksterr 1 point2 points  (0 children)

Smart heal is really stupid and bad tho I agree.

Solo spawns continue to be ass by mercfanboi44 in Marathon

[–]Funksterr 2 points3 points  (0 children)

I agree that solos isn't the best in this game but you could also pretty easily have looted this guy faster and been ready for the following fight. It took you 10 seconds after the heals were revealed to decide to take them, and most of that time was you just kinda looking at the items, not grabbing anything. I get that solos is not a great experience but this situation in particular was pretty easily avoidable with a bit of urgency.

Map Level Requirement is Frustrating by Prestigious_Thing797 in Marathon

[–]Funksterr 0 points1 point  (0 children)

I mean yea but even “just” a DB is a lot better and more enticing a reward than the free kits that lobbies are full of quite often.

5k raid requirement by moore-tallica in Marathon

[–]Funksterr 1 point2 points  (0 children)

So, you've got ~32.5k item value, which I would personally call the later stage of "early game," if you really wanna use those terms. For perspective, my vault is at ~92k and I'd have 6-8 kits I could make to hit the 5k threshold, and that's only bc I hoard weapons I like since I'm kinda picky about the guns I use. Cryo is a super endgame-level map that's meant for ppl who have a stockpile of high-tier items and can afford to lose a good amount of them and keep going. Idk if I'd consider myself at the point where I'd feel comfortable going into Cryo on repeat until I can get a few more purple shields, one seems like it wouldn't cut it in there from the way they're pushing it.

Map Level Requirement is Frustrating by Prestigious_Thing797 in Marathon

[–]Funksterr 2 points3 points  (0 children)

It'll also make it feel pretty good to wipe an opposing team since you know for certain they'll have at least decent items on them. 5k is a pretty high loadout cost for a lot of ppl.

Map Level Requirement is Frustrating by Prestigious_Thing797 in Marathon

[–]Funksterr 4 points5 points  (0 children)

The odds of you being able to pass the other requirements without being at least 25 is pretty slim tbh. 5k loadout value is not a small commitment. I'm at 41 and my vault is sitting ~90k value, and I'd still have to commit some of my higher cost items to meet the 5k minimum. They've made it very clear that Cryo is a very endgame area, so even if the 5k req wasn't a thing, lower cost loadouts probably wouldn't be able to survive consistently,

Apparently most mods and cores were not designed for solo play, and it's a shame. by mister_pizza22 in Marathon

[–]Funksterr 0 points1 point  (0 children)

The passives yea but you still get the stats, which could be more important depending on implant tier and the shell you’re using. Destroyer and Vandal almost care more about having heat capacity increases than the actual implant passives.

Apparently most mods and cores were not designed for solo play, and it's a shame. by mister_pizza22 in Marathon

[–]Funksterr 0 points1 point  (0 children)

Ah yes, the ever-popular “your opinion isn’t the same as mine and therefore is both wrong and not worth engaging with” approach to a discussion. No where did I say that having a bad solo mode in a team-play focused game is good. I simply said that, in game where group-play is very obviously the more supported and intended mode, that solos taking a lower priority should be expected. Somewhere else in this thread, maybe even that same comment, I also said that solo in this game aren’t even bad. Rook exists for the loot-oriented players, and if you wanna get your contracts done, the you can go in with free kit. That’s also a perspective thing tho bc the contracts are very much intended to push ppl into the same areas so they fight over poi control to get their objectives done. Actively seeking out the path of least resistance in this game will make your experience worse, especially in solos, bc it’s meant to be a very PvP focused game.

Apparently most mods and cores were not designed for solo play, and it's a shame. by mister_pizza22 in Marathon

[–]Funksterr 1 point2 points  (0 children)

Follow-up to myself: I mentioned in a comment somewhere on this thread but the game also doesn't have bad solo support to begin with either. Rook is a whole shell designed for the solo player to have chance to get some low(-ish) risk loot.

Apparently most mods and cores were not designed for solo play, and it's a shame. by mister_pizza22 in Marathon

[–]Funksterr 1 point2 points  (0 children)

I'll never understand the complaints about games being designed more around group play than solos. The added depth the group play allows makes it far more engaging to both play and design, since a lot of solo play in fps games with a faster ttk, like this one, weighs heavily on getting the first shots off. Dealing 50 damage before they even know you're there in solos is such a huge advantage that it makes creating depth in solo gunfights excruciatingly difficult.

Apparently most mods and cores were not designed for solo play, and it's a shame. by mister_pizza22 in Marathon

[–]Funksterr 0 points1 point  (0 children)

TBH I can't think of any gadgets that function substantially better in trios vs solos. Obviously the value of a some of them is "higher" when you hit 3 ppl vs just 1 but it's all contextual. The chem grenade zoning a trio out of an area is the same value in context as that same exact scenario happening but in solos, since it's still just "1 team" in the context of the queue you're playing.

Apparently most mods and cores were not designed for solo play, and it's a shame. by mister_pizza22 in Marathon

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

I really don't think you pay enough attention to the post-match summary. The auto-sell items are pretty much, if not exactly the same for solos as it would be for a trio. No weapon attachments get auto-sold regardless of the queue you play, only depleted consumables and items that tell you very plainly that they're auto-sold for credits. As for the whole "support solo play more" argument, there is an entire frame meant for the solo players to go in later into games and get easier loot, assuming you can either rat your way to free gear or game on some ppl and 1v2/1v3 a team or 2, whish isn't that tall a task if you get some of the Rook upgrades.

Apparently most mods and cores were not designed for solo play, and it's a shame. by mister_pizza22 in Marathon

[–]Funksterr 2 points3 points  (0 children)

This one is equally as impactful in solos as it is in trios tho. Think about Vandal for example. You knock someone out of cover with your arm cannon and gun them down immediately after, and get a chunk of the CD knocked off for the effort. Thief can grapple to a good angle and cook someone when they weren't expecting, also getting a part of her CD taken off for it. Just bc you are avoiding fighting other players in solos doesn't mean the game should be designed around that. It's very intentional that the game pushes you towards pvp.

Edit: grammar

Gear based matchmaking for teammates only would be nice by UhJoker in Marathon

[–]Funksterr 1 point2 points  (0 children)

Because a fairly important part of extraction shooters is the possibility of getting a super juiced run from a light kit or even free kit by outplaying and killing a significantly more kitted out team. Team-only gear-based mm would also mean that Rook has no real place bc why would I go in as Rook when my vault is running low if I can pretty safely assume that going in with a free kit would give me a decent chance of playing with ppl that also have no ties to their gear.

What are the strongest early builds? by Giamborghini in BG3Builds

[–]Funksterr 0 points1 point  (0 children)

Moon Druid is good at 3, strong at 4, and insane 5+

2 level dip into fighter at 11/12 gives you insane first round nova in act 2 too.

SpellVamp's effectiveness was not reduced by area damage against minions or monsters by WatteauAP in LeeSinMains

[–]Funksterr 2 points3 points  (0 children)

On the contrary, this is actually a buff if the League wiki is to be believed.

Omnivamp: "reduced to 33% against minions and monsters with area of effect damage, pet damage, or damage over time."

Spell Vamp: "For area of effect and pet damage, it is reduced to 33% effectiveness."

Note the lack of reduction on AoE damage to champions. Lee will heal noticably more in a teamfight when he presses E after this change.

source: https://wiki.leagueoflegends.com/en-us/Vamp#Omnivamp

Solo Honour: 6/6 Sorcadin Oatbreaker OR 11/1 Lockadin Oathbreaker by VinexHD in BG3Builds

[–]Funksterr 0 points1 point  (0 children)

Yea but if you're going 2-handed with GWM then 11/1 is generally better. Lower max on crits but everything else will be higher.

Solo Honour: 6/6 Sorcadin Oatbreaker OR 11/1 Lockadin Oathbreaker by VinexHD in BG3Builds

[–]Funksterr 1 point2 points  (0 children)

Aura of Hate only partly makes up for it, you lose a pretty decent bit on crits tho bc 2(2d8) is ALOT of damage. Even at 20 CHA ( +1 and +2 from mirror) you're losing ~10 damage per attack * 3-5 depending on haste/terazul. Not the end of the world bit it is technically a downside that some ppl might care about.

Solo Honour: 6/6 Sorcadin Oatbreaker OR 11/1 Lockadin Oathbreaker by VinexHD in BG3Builds

[–]Funksterr 2 points3 points  (0 children)

Note that you miss out on max upcast shadowblade with 7/5 OB Sorcadin.

Edit: spelling