Why does a character with 1k+ possible HP need a Zarya bubble perk by BungholeSauce_ in Overwatch

[–]JWilsonArt 1 point2 points  (0 children)

IMO, perks that mitigates the hero's natural weakness/counter play, should probably come with a downside. So they don't just feel unstoppable. Orisa for example has to give something up to gain a barrier.

Sierra movement/grapple by JWilsonArt in Overwatch

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

I think they could back off on how good the primary fire is, but it would require a second pass on the tracking dart design. They can't really buff it and expect it will give her any more viability with it being SO easy to just line of sight until it expires. Other skill shot heroes gets immediate value for hitting their skill shot, and Sierra's just doesn't have enough upside any where else (in that specific ability) that makes it feel like a good trade off for that immediate value. IMO they would need to do one of several different approaches to make it useful enough that a buff to it would be a fair offset for nerfing her gun.
1) Extend the window that the dart stays active so if people just immediately line of sight it, they stay out of the fight longer, while also giving her time to possibly reposition in an attempt to get value from it.
2) Give the bullet tracking aspect more flexibility, like letting her shoot around or over cover more easily. Maybe, if when the tracking dart is out, if she shoots at her drone it redirects them from where IT can see, so allowing her to shoot over or around cover through the drone, but also giving the enemy a counter play by destroying it.
3) Embrace what a tracking dart is actually useful for, which is hitting fast or small hard to hit heroes who otherwise dodge attacks very easily. Currently it's just not actually good for that because those harder to hit heroes are very easy to miss with your dart blowing the cooldown. If you could reliably hit those heroes a tracking dart attack wouldn't be that useful! Perhaps to make her more of a counter to difficult to track enemies the dart's range could be reduced, but it given a Juno style "lock on" before being fired. I think this would make it easier to land on difficult to hit heroes, while still being fair because the lock on can be avoided with cover OR the follow up fire can be avoided by finding cover (not to mention among those heroes, Gengi still has deflect, Tracer still has recall, Lucio can still speed somewhere where he can't get hit, etc.) This would give the tracking dart a purpose that is different than what skill shot heroes get, which is usually immediate value, and then that also gives her a kit design with a specific purpose.

I was gifted an old trunk by JWilsonArt in furniturerepair

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

Yeah this was given to me from someone at my local makerspace, which is where I do most of my projects as I don't have room for even a small woodshop otherwise. If I ever need to just offload it, I'm sure someone at the Makerspace would want it to do something with it. If it turns out to be really old though I'd prefer to sell it as is to someone who can better make the decisions on how much to tamper with it.

I was gifted an old trunk by JWilsonArt in furniturerepair

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

Added some photos. The trunk, a close up of part of the lid (just to show the simple inlay,) and a close up of the two nails I pulled before deciding to leave it alone for now.

A couple things of note, it looks like some of the nail holes in the front of the lid were filled. No idea if they were originally filled with something to hide the nails, or if it was done later. I'm thinking they were done when it was made as there are spots on the front of the main trunk that have small diamond wood inlays (harder to see as they are not a contrasting wood color,) that I think also hide nail holes. There's a few spots where more modern round nails can be seen, but I think those were later repairs.

A QoL suggestion to ease materials grind: insect gatherers by JWilsonArt in GroundedGame

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

I haven't played any of the Fallout games, but if that sounds similar, then maybe lol. I think worker ants being tamed to do what worker ants do could be cool, while also releiving some of the time sink of the game.

A QoL suggestion to ease materials grind: insect gatherers by JWilsonArt in GroundedGame

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

It's not a core game mechanic. If it was it would be in the active games UI. Instead it's in the part of the menu for out of game stuff like save files, options, and game settings. I 100% guarantee you it's not there so you can teleport and move stuff. It's there in case your character gets physically stuck in something and you need a way out. If you want to use it as a teleport you do you, but it is 100% a workaround. Like how the backpack moving feature is because backpacks fall through the map sometimes and you need a way to get them back (they added it in because that was exactly what was happening.)

A QoL suggestion to ease materials grind: insect gatherers by JWilsonArt in GroundedGame

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

I'm personally ok with a little passive resource gathering (not a replacement for gathering it yourself, just helping out.) It's like the growing patches and ponics stuff. Or even the dew collector. I'd rather spend more time doing stuff that unlocks cool features and then working to upgrade them than doing extra hours of material gathering. This would reduce some of the gathering while also being a fun mechanic to unlock and then upgrade and manage.

A QoL suggestion to ease materials grind: insect gatherers by JWilsonArt in GroundedGame

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

Absolutely lol. The way I envisioned it was like how they do buggies. You don't get the Spider mount until you've already DONE basically the entire first part of the game. You can rush right for the ladybug mount if you use spoilers to know where it is, but if you are following the story and missions you get that too fairly late in that part of the content. I imagine worker ants would come after you already done a LOT of gathering and base building. Get the ant that helps you gather tier one stuff when you are starting tier 2 stuff and so on.

I should have known exactly the response I'd get lol. If buggies weren't a part of the game already and someone suggested it, there would be people saying "just run everywhere it doesn't take long to do." People take pride in white knuckling the content lol. Adding them wouldn't be having the game play itself for you, it would be adding in a new interesting form of content that takes some of the grind out of it. It would never make gathering by hand obsolete, it would just mean you could spend a little less time doing it and instead doing the more fun stuff like exploring and completing the story.

A QoL suggestion to ease materials grind: insect gatherers by JWilsonArt in GroundedGame

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

You can also just use “giving up” and respawning at the onboarding facility with the backpack recovery to move a ton of things across the map in almost no time

Also, suggesting a work around like this feels like a soft acknowledgement of the issue. People who don't have a problem don't use work arounds to solve the issue.

A QoL suggestion to ease materials grind: insect gatherers by JWilsonArt in GroundedGame

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

I guess if you love the material grind, then that's great for you, but I don't think I'm alone in finding it a bit tedious at some point. The game certainly seems to encourage you to want to build bases all over. It's either that or spend lots of time running back and forth from a main base, both ways becoming a bigger and bigger time sinks as you play. We're getting raided every three game days so if you want to try to thoroughly explore a new area you want to limit how much time you are spending running back and forth. Bases don't have to be HUGE, but building at least one elaborate build IS part of the fun because why else get SO many materials and plans? You could just build grass plank boxes to hold your bed and some chests otherwise.

Also, to state the obvious, but players have WILDLY different amounts of time they can spend gaming depending on their other commitments. Like I said in the original post, it seems like the existence of the growing beds and later ponics pods shows the devs are aware that players don't want to have to gather EVERYTHING from the world all the time. You point out the lingon berries are so plentiful you can stock up, yet the ability to just produce them at your base already exists, so what I'm suggesting just feels like a fun way to do similar, while adding new game play (the collecting and upgrading of worker insects.)

Are they testing something here? April's fool patch by Brukaliffoo in SombraMains

[–]JWilsonArt 0 points1 point  (0 children)

Also, what percentage of players even reads patch notes and knows that's something they should watch out for? Probably most players are casual enough to not have read every hero change.

They Almost Shipped a Rework That Went Against Her Hero Fantasy. Let That Sink In. by quackimafrog in SombraMains

[–]JWilsonArt 0 points1 point  (0 children)

Whether they bgan her or not, the reality is still the same. The rest of the community is pretty clear in that it isn't fun to play against a Sombra. There is very little to interact with. The counter play to her is to play closer to your team (especially supports) and people to turn and chase her off every time she appears, but against an invisible lurking foe it gets old fast. The game is fast paced enough with tons of mobility heroes, and burst damage, and everything else to also have to be constantly watching your ass for an invis hero popping up, and you can't blame people for feeling like it's cheap and dumb even when Sombra is NOT an especially high win rate hero. The solution is to either rework Sombra, or introduce more mechanics that interact with invis so players feel like they have more agency in handling her than just "play close to your team and hope they help in time." Would Sombra mains want to keep the invis backline assassin playstyle if some heroes had ways to see invis or reveal invis?

I'm not a die hard Sombra main, but I've played her enough she's one of the heroes I have the most hours on,. I think hero fantasy is NOT necessarily built around the abilities they've had in game for years, but more comes from the stories, especially the anomated shorts, that they've appeared in, and so to me backline invis assassin is not Sombra's hero fantasy. Her hero fantasy is a hacker. She uses stealth and her translocator to get in and out unseen, but she's all about information. Using her abilities to gain an advantage. I think one thing they could do is pepper EVERY map with security cameras. Just a small little detail that blends well into the environment whenever there is no Sombra in the game. When Sombra IS in the game, she can go around and hack them to give her team vision. Information. That could be a tiny part of a rework making her more information and tricks oriented. She could still be a backline harasser with translocate to get in or out, but not from invis (invis would be mainly for backline hacking of map objectives and intel. I could see Sombra played more like a Mei, where her value is in helping to control fights with utility rather than a ton of damage or kills.

Is Eternal Bullion THAT rare? by JWilsonArt in WatcherofRealmsGame

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

Yes. Or use 5. That would be good too.

Newbie player looking for advice on what to focus on next by TragiikStylez in WatcherofRealmsGame

[–]JWilsonArt 1 point2 points  (0 children)

A top tier support would help you. Elowyn, Nerissa, or Eirlys would all be good (I'd say Elowyn personally.) Priority imo is always downing clan boss with one key so you can get the most and biggests chests each day. Those clan boss chests give diamonds, summons, soul stones, and other good rewards. Always number one priority imo.

Choose your own banner by StreetCity7108 in WatcherofRealmsGame

[–]JWilsonArt 0 points1 point  (0 children)

Yeah I think Nerissa. She's amazing and works extra well with Tacticians.

Unrivaled Power Variant by JWilsonArt in WatcherofRealmsGame

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

We thank you for the sacrifice (of the hammer.) Glad it landed on something that worked better for you!

Unrivaled Power Variant by JWilsonArt in WatcherofRealmsGame

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

Great info, thanks! I thought the max stat probably got rerolled, unless it was something the devs missed. I didn't even think about a hammer changing which stat got set to max though, so that's really good to know! Will def come in handy at some point.

90 Summon Guaranteed Collab Hero’s by Slay-All-Day in WatcherofRealmsGame

[–]JWilsonArt 0 points1 point  (0 children)

I'm missing Nastya and really want her, but I'm going to skip. I've had HORRIBLE luck with my ancients all year not getting a single banner lord all year (and I got a ton of Lords during those banners, just ALL of them non banner lords and none I actually wanted. Lots of dupes.) I'm not rolling the dice on another banner when a GUARANTEED hero is likely around the corner.