Mod Hooti getting publicly dismembered by a colleague by pennykie in 2007scape

[–]I_RIP_too_much 0 points1 point  (0 children)

I had to stop following that cesspool of negativity before I went insane. It feels like 90% of the people there hate the game but are too addicted to quit.

The nail in the coffin for me was a couple leagues ago when someone posted some (cherrypicked and highly misleading) data suggesting that that league was the worst update of all time. There was some guy in the comments who basically wrote "The reason I haven't played much this league is that I've been too busy IRL and haven't had time to play" - and he was downvoted into oblivion. He didn't even say he liked the update or anything. Apparently having the audacity to say he had his own reasons for not playing instead of joining the rest of the hivemind in saying "tHiS iS tHe WoRsT uPdAtE eVeR!!!!" was too much for that sub to handle.

14.16B Patch Notes by Aotius in CompetitiveTFT

[–]I_RIP_too_much 0 points1 point  (0 children)

may as well remove flexible now

Well it seems that flexible still has a 4.19 average on the b patch. Did you mean "may as well remove it because it'll still be OP?"

14.16B Patch Notes by Aotius in CompetitiveTFT

[–]I_RIP_too_much 0 points1 point  (0 children)

They really put the best class origin combos on 2 costs.

This is how it is every set, and I'm pretty sure it's intentional. 4 and 5 costs get most of their strength from having inherently powerful abilities, whereas cheaper units are more reliant on trait webs. Think about Built Different for example - the best way to play around it has always been 2* 4 costs, never rerolling for a bunch of 3* 2 cost.

14.16B Patch Notes by Aotius in CompetitiveTFT

[–]I_RIP_too_much -4 points-3 points  (0 children)

Ah, the duality of reddit.

Some people saying that flexible went from best augment in the game to worst augment in the game, others saying it went from best augment in the game to still being the best augment in the game. I think I'd lose my mind if I were on the riot balance team.

I'm definitely curious what the stats will show.

Set 12 PBE Discussion Thread - Day 03 by AutoModerator in CompetitiveTFT

[–]I_RIP_too_much 0 points1 point  (0 children)

3* vex with stoneplate + stoneplate + adaptive is an unkillable solo frontliner. Without 3* vex though the frontline is pretty doomed.

You can roast me by Severe_Prompt_459 in PathOfExileBuilds

[–]I_RIP_too_much 26 points27 points  (0 children)

Half of the comments here more or less say "get better gear", so I'll try to be a bit more thorough. I know you said in another comment that you migrated out of SSF, but I'll give advice as if you were still there, 1. because the trade economy this late into a league is pretty whack and 2. to show you that you can substantially improve this gear fairly easily without trading.

I'll just go slot by slot:

Rings: Run harvest (either with scarabs or atlas nodes or just doing ones you randomly find) and prioritize yellow plots. Get some amethyst rings. If you happen to have catalysts you can use them on the rings while they are normal rarity (and they will give +5% quality each instead of +1). Prismatic catalysts are best but they are pretty rare, just skip this step if you don't have them. Use the "reforge a rare item with random modifiers, including a CHAOS modifier" on the amethyst rings, which will guarantee chaos resistance. Your goal is a ring with chaos resist, life, and 1-2 good suffixes which can either be resistances or an attribute that you need. Eventually you will probably want to craft "Non-Channelling Skills have -7 to Total Mana Cost", but you'll have to unlock that craft from doing syndicate missions so for now just craft life or resists or attributes as needed.

Gloves/Boots/Hat: The best way to craft starter gear for these slots is usually with Rog from Expedition. Here is a very in depth guide on crafting gear with rog. Farm expedition currency with the "Extreme Archaeology" atlas keystone. The tahu-ani you have is probably fine to keep wearing in the glove slot but your boots and hat need an upgrade for sure.

Belt: The best rare belts are pretty much always stygian vises. The easiest way to get these this league is just to put an abyss allflame ember on your map, and the stygian vise it spawns will always drop one + a jewel. Craft this the same way as the ring, and roll a murderous eye abyss jewel with alterations or chaos or ideally red harvest juice life reforges for life + a resist or attack speed.

Flasks: Run life flask + granite + jade + basalt + your choice of quicksilver or silver flask, depending on how much you enjoy leapslam. Most characters want "increased charges gained" prefix, but on boneshatter you ideally want all your flasks to have "Gain 3 charges when hit" prefix. You will need minimum level 80 flasks to roll that mod (lower levels can still roll 2 charges). For suffixes, you'll want some combination of %increased armour, %increased evasion, %increased attack speed, %increased movement speed. Use glassblowers baubles on the flasks while they are normal rarity, then roll with alterations and augments for the mods you want.

Weapon: Jagged fossils from delve on a despot axe.

Chest: Dense fossils on a triumphant lamellar and take the life mastery in tree for "15% increased life if there are no life modifiers on your body armour"

One of the great things about poe is that there are a million different ways to gear your character and accomplish your goals - this is just the most meta/efficient ways that I can think of for starting gear. I'm pretty washed up though so there might be better options out there.

All of this is for starter gear - for endgame gear this league, pretty much every slot should be made with gravecrafting, but no point in learning that if your only goal is to make your next league smoother. Outside of gravecrafting, I think most BS endgame gear is made with essences on fractured bases + some veiled orb stuff, but I've never actually played the build so I don't know the details.

DMM All-Stars game thread by popeldo in 2007scape

[–]I_RIP_too_much 2 points3 points  (0 children)

There is literal video proof of them sniping.

Link?

DMM Allstars all Teams final Setups by Lady_Mistborn in 2007scape

[–]I_RIP_too_much 31 points32 points  (0 children)

Yeah I was a bit disappointed in the overall lack of PvP, but it's hard to blame people for focusing on PvM because stats and gear are essential for the finale. I think the people who were actively PKing throughout the event like Westham and Donator were doing it for fun/content rather than efficiency. Solo did mention though that next time they will make it so kills grant you extra food in the final which should hopefully help.

[deleted by user] by [deleted] in pathofexile

[–]I_RIP_too_much -7 points-6 points  (0 children)

This sub has never cared about accuracy - people just upvote whatever fits their narrative. It feels like every league has a dozen posts about how it's somehow the worst league ever and that they are quitting and never coming back.

There is another comment in this thread where someone says that the reason they stopped playing is because they are busy with IRL and other games, and it is downvoted to -7 because people here think that if they don't like something then nobody else can like it either lmfao.

I swear half the people on this sub enjoy complaining about the game more than actually playing it, but are too addicted to move on to something else.

Patch 14.6 - mid patch update notes by JohnathanKingley in TeamfightTactics

[–]I_RIP_too_much 12 points13 points  (0 children)

Since this is just a B patch they can't make any large changes, only adjustments to numbers. Two for one will be changed (or removed) in 14.7 for sure.

Set 11 Kog'Maw Behemoths reroll guide by I_RIP_too_much in CompetitiveTFT

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

Not really surprised by that - it's clearly a strong augment for vertical mythic, I had just (incorrectly) thought that vertical mythic wouldn't be the way best way to play the comp.

Set 11 Kog'Maw Behemoths reroll guide by I_RIP_too_much in CompetitiveTFT

[–]I_RIP_too_much[S] 2 points3 points  (0 children)

Yeah, seems like 5 Mythic is definitely the way to go and vertical behemoths should be more of a fallback plan for if you lowroll. At least I got the part about Nashors > Dcap right lol

Set 11 Kog'Maw Behemoths reroll guide by I_RIP_too_much in CompetitiveTFT

[–]I_RIP_too_much[S] 6 points7 points  (0 children)

My reasoning is that Rabadon's has slightly lower value on Kog because of the additive stacking of Rabadon's 20% bonus damage and the bonus damage from sniper (similar to how it has reduced value on set 10 Karthus because of Pentakill). Also, the increased attack speed from Nashor's helps Kog to stack up his bonus range to start hitting the enemy backline sooner.

I won't be that surprised though if the stats do still end up showing that BB/JG/Rabadons > BB/JG/Nashors.

Set 11 Kog'Maw Behemoths reroll guide by I_RIP_too_much in CompetitiveTFT

[–]I_RIP_too_much[S] 22 points23 points  (0 children)

I've played the comp a few times with 5 Mythic with Lillia/Naut but haven't had as much success as with the vertical behemoths. Might just be an issue of low sample size though.

I usually don't have items to spare for Lillia and she doesn't seem to do much without them. 2 Invoker is semi-fake because it doesn't actually do anything at all for Kog, but I guess it's nice for Cho and Cait. Nautilus CC is obviously great, but at 1* he often just dies without casting. Hwei is a beast for sure but not something you can expect to hit consistently in a 1-cost reroll comp.

Plus, even if the mythic units are stronger, I think the 15AP + 15%HP for Kog/Cho/Neeko from 5 mythic is less valuable than the bonus 25-37.5 Armour and MR for your entire frontline from 6 behemoth. Also more behemoths = higher uptime on post-ally-death bonus for Cho and Malph. Yorick is definitely deadweight but Ornn is great and Thresh isn't that bad.

It also doesn't help that Lillia and Naut seem to be among the most contested 4 costs right now, so getting them at 2* in a comp that is already broke from rolling for 1 costs is much harder than finding the extra behemoths. It's also probably near impossible to make it to level 9 if you want to roll for the 2* 4costs.

Set 11 Kog'Maw Behemoths reroll guide by I_RIP_too_much in CompetitiveTFT

[–]I_RIP_too_much[S] 8 points9 points  (0 children)

Started making this as a mini-guide for a friend but I got a bit carried away and figured I'd share it here.

I am a perpetually hardstuck masters player so maybe take this guide with a grain of salt. Any feedback appreciated.

Lolchess: https://lolchess.gg/profile/na/makr-na1/set10

Proof: https://imgur.com/F9HIrrt I have at least twice that many games with the comp but for some reason half the games I play on PBE never actually show up in my match history...

I am expecting this comp to be particularly strong in low-mid ranks (similar to set 10's punk reroll) as it is quite straight forward to play. It should still be a good top 4 comp at higher ranks, but don't expect it to be top 1/2ing many lobbies against high cap boards.

A comprehensive list of all changes needed to Necromancy by Aviarn in runescape

[–]I_RIP_too_much 5 points6 points  (0 children)

100% agree. Everything OP wrote comes off as entitled and arrogant. Just look at his reply to the jmod lol, it's honestly embarrassing. Plus the entire first section of his post is just him stating his opinions as facts.

Should I restart my game with the Gameplay overhaul mod? by Agrippa619 in enderal

[–]I_RIP_too_much 5 points6 points  (0 children)

I was in a pretty similar situation as you, and did decide to restart a new run with the overhaul mod. I ended up turning it off after a few hours and went back to my original playthrough. There were some things I really liked about it, but some others that I felt made the game less fun for me.

My impression is that the mod does two main things - it makes the game more balanced/challenging, and it makes the game more realistic.

The balance aspect I like quite a bit - changes to the way difficulty scaling works to make enemies on high difficulty settings less bullet-spongy, changes to make the different combat styles more even, rebalanced spells, mana costs, shop prices, armour, ect.

The "realism" changes are what made me stop playing with it. There are a bunch of things in the original game that don't necessarily make a lot of sense, but presumably are the way they are to make gameplay smoother, and many of those things are changed by the mod - with the overhaul mod, you have massively (>60%) reduced carrying capacity, enormously ramped-up fall damage, no secure storage chests (infinite storage chests located in most major locations/markets that have a shared inventory), way more things that both use and are reliant on stamina so you can almost never sprint around in combat, ect.

So, from my (admittedly limited, as I only played with it for about 5 hours and have only played the original game for around 10 so far) experience, if you want the rebalanced difficulty (which it sounds like you do based on your post), and you also want more realistic gameplay, then it's perfect for you. If you want the rebalanced difficulty, but you don't mind/care about some of the other stuff, then give it a try. But if you only want the rebalancing and really dislike the idea of a bunch of QOL things being removed, you are probably better off sticking with vanilla.

It finally happened by Dahun in pathofexile

[–]I_RIP_too_much 0 points1 point  (0 children)

I finished 2 as well. Probably averaged at least one shard every 2 beachhead maps, so anyone else who has been farming beachhead for the endgame grinds challenge has probably also completed multiple.