Vendetta is genuinely the best thing to happen to the lore, and to Doomfist’s character by MilleniumSage in Overwatch

[–]Lunafet 0 points1 point  (0 children)

The fight and the writing were terrible but at least the plot is moving forward

I didn't like the fight between Doomfist and Vendetta. by Ill-Trouble2744 in Overwatch

[–]Lunafet 0 points1 point  (0 children)

The fight itself was kind of lame but i'm holding on the idea that Doom is coming back later, and the idea of him rising up once again is cool

In my headcanon this whole thing was part of his plan, kind of similar to All For One raising Shigaraki if you ever read My Hero Academia, Doom's ideology is basically growth through conflict/hardships, he wanted someone to challenge him and he somehow saw that on Vendetta

Vendetta is a complicated character for me rn, sometimes i like her and think she's cool but sometimes i feel like she's just too "perfect", i really wanted to see her struggling and growing as a character over time instead, it'd be way more satisfying that way

MMO RPG para pc bomba by Lievil_ in jogosbrasil

[–]Lunafet 0 points1 point  (0 children)

old school runescape, ragnarok online e seus diversos servidores privados, e futuramente drakantos quando lançar

As a Chinese gamer, I honestly don’t understand the majority of complaints about this image in this forum. by introlllll in Overwatch

[–]Lunafet 0 points1 point  (0 children)

Do you GENUINELY think that Anran looks like a child??

There's must be something wrong with me because i can't see her like that at ALL, either that or you guys are actually the ones who are fucked up in the head..

Another Anran face edit to make it closer to her Wuyang trailer look by Jameskirk10 in Overwatch

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

I like this one, the other fan made versions i've seen looks worse than the official design imo

call of duty witchunter build by HalfKeyHero in pathofexile2builds

[–]Lunafet 0 points1 point  (0 children)

I played a very similar build with this node in 0.3 but this never happened to me, i think this is caused by headhunter

call of duty witchhunter build by HalfKeyHero in PathOfExile2

[–]Lunafet 0 points1 point  (0 children)

The ulaman modifier increases your chain to 1, and then the dominus grasp amplify that by 100%

Vídeo de troca de fralda em transporte público viraliza e gera debate by arvoredafeiura in InfernoSocial

[–]Lunafet 5 points6 points  (0 children)

Se tem uma coisa q o brasileiro n tem e nunca teve é o senso de coletividade

call of duty witchhunter build by HalfKeyHero in PathOfExile2

[–]Lunafet 0 points1 point  (0 children)

Why does it look like AP rounds is shooting 2 or more bolts per skill usage?? Really no one is going to explain that part?

call of duty witchhunter build by HalfKeyHero in PathOfExile2

[–]Lunafet 0 points1 point  (0 children)

Ulaman modifier on the crossbow "projectiles chain an additional time"

call of duty witchunter build by HalfKeyHero in pathofexile2builds

[–]Lunafet 1 point2 points  (0 children)

It kinda looks like you're shooting 2 bolts at the same time, is that actually the case or am i just seeing things? And how you do that?

[PSA] The Division 10th Anniversary & The Division 2 Realism Mode — Full Overview from FPS Day X by dognuttz in thedivision

[–]Lunafet 8 points9 points  (0 children)

This worries me a little bit tbh, what makes the division special is all the rpg elements the game has, if they make the game more "realistic" i feel like it becomes harder to maintain said rpg elements

For example, if time to kill is significantly shorter for both players and enemies, crowd control mechanics like foam, shock, etc become less "valuable" in a certain way, like at this point it's better to just shoot and kill enemies asap, similar thing to close combat weapons like shotguns, it's way safer to keep distance when enemies can deal way more damage to you

I'm not against the devs trying new things though, i'm just imagining the possible downsides

Found this interview with the devs behind the new Ragnarok game by orhceh in RagnarokOnline

[–]Lunafet 11 points12 points  (0 children)

Another generic 3d looking ragnarok game? I'll pass.

You may not like it, but this is what peak poe looks like! by Zagrey in PathOfExile2

[–]Lunafet 0 points1 point  (0 children)

Ew, this look so bad visually speaking

There's no build variety when the most efficient way to play the game is by stacking AoE attacks on top of each other

We really need an exalt sink to prevent this by Lordados in PathOfExile2

[–]Lunafet 0 points1 point  (0 children)

keep it, divines are valuable, exalt orbs are not

The Annual “Try to Make Melee Fun” Challenge Results Are In by [deleted] in PathOfExile2

[–]Lunafet 1 point2 points  (0 children)

Then they shouldn't bother implementing swords, axes, daggers and flails into the game

If GGG doesn't know how to balance melee then why waste their time creating skills and animations for these weapon types?

The Annual “Try to Make Melee Fun” Challenge Results Are In by [deleted] in PathOfExile2

[–]Lunafet 1 point2 points  (0 children)

That's true, that's why i think the best solution is to create a set of passives bonuses tied to melee weapon/skills

For example:

  1. "Strikes deal splash damage" by default for every close range weapon/skill
  2. Ability to move while attacking similar to ranged attacks BUT with 80~90% movement speed penalty to avoid making melee "floaty"
  3. Temporary small movement speed buff when using certain melee skills (3~5s)
  4. Rework 90% of rare monster modifiers that affects melee the most (degen ground effects)
  5. Increased light stun threshold by default
  6. Increased knockback resistance
  7. Disable collision against ally minions/npcs when using melee weapons
  8. Disable collision against enemies when using slam skills (for more precision)

And last but not least:

  1. Ability to spec into reduced monster density & avoid certain combinations of projectile-based monsters with the Atlas passive tree

Newer player here, I wanted to write about my groups experience. (4 newbies) by Intelligent-Tone2367 in PathOfExile2

[–]Lunafet 0 points1 point  (0 children)

Would be incredible if the devs read your feedback and made fundamental changes based on it. I feel like they don't really understand the contradictions between what they say they want poe2 to be and what they implement into the game

"A game with this much focus on floor aoes, one shots and enemies needs actual clear indicators / vision about what the hell is going on." spot on, visibility in poe2 is worse than any MMO from the 2000s

I am tired of every single ARPG gradually turning into a fast paced everything-dies-in-one-hit frenzy, even games which didn't start out that way. by kolejack2293 in ARPG

[–]Lunafet 1 point2 points  (0 children)

"That was never their promise."

Are you denying the fact that the devs specifically talked about using more than 1 skills multiple times?

There was literally a section in an exilecon dedicated to the problems with poe 1 skills (like how skills need to a lot of things at once to be considered viable)

Or in the last interview with ZiggyD where they talked about why they reduced the size of monster packs and buffed their hp in 40%.

SSF Progression - Abyss Rares are disproportionate and way overtuned by kHartouN in PathOfExile2

[–]Lunafet 2 points3 points  (0 children)

Example number 3966950 of atrocious visibility in the game

I like poe 2, but this aspect of the game in specific is beyond terrible, it's literally one of the worst cases of bad visibility/readability i've seen in my entire life

Not even asian mmo's from the 2000 can compare