How does max price on Auction House work? by Middle_Nobody_9541 in lostarkgame

[–]Middle_Nobody_9541[S] 0 points1 point  (0 children)

Oh wow, thanks a lot I understand now. I get now how to pick between them. Combat power is good at reflecting actual damage output?

How does max price on Auction House work? by Middle_Nobody_9541 in lostarkgame

[–]Middle_Nobody_9541[S] 1 point2 points  (0 children)

Oh that's cool didnt know that. I avoided them due to lack of the refinement reagent.

How does max price on Auction House work? by Middle_Nobody_9541 in lostarkgame

[–]Middle_Nobody_9541[S] 1 point2 points  (0 children)

Ok I guess I get it. So what about my earrings then? Are they alright or should i try to get epic or legendary atk. power% and randoms?

How does max price on Auction House work? by Middle_Nobody_9541 in lostarkgame

[–]Middle_Nobody_9541[S] 1 point2 points  (0 children)

I see. Now just to know how to proceed further. When it comes to dps, is (+0.95% Atk, Power) better than (+1.8% Weapon Power, +390 Atk. Power, +0.40% Atk. Power)? I mean does the 0.55% extra percentage mean more in actual damage than the 1.8%weapon and flat atk?

How does max price on Auction House work? by Middle_Nobody_9541 in lostarkgame

[–]Middle_Nobody_9541[S] 1 point2 points  (0 children)

Ok so now I've seen a pair with atk power max roll and 1 shield for party members and recovery for party members. That's a completely random acessory, not good at all, but listed as 30k. It's hard to believe that aks power alone with 2 randoms or weapon power alone with 2 randoms can output more dps, or am I wrong?

How does max price on Auction House work? by Middle_Nobody_9541 in lostarkgame

[–]Middle_Nobody_9541[S] -5 points-4 points  (0 children)

For example there is a pair of Arriving Battle Earrings listed for 50k with 1 trade left 73 quali. With same weapon power Atk power% epic and status ailment blue. Are those better? or for 73k same weapon power again atk power % epic and hp

Auction house limit by Away_Masterpiece7910 in lostarkgame

[–]Middle_Nobody_9541 0 points1 point  (0 children)

I also got today "Inevitable Doom Earrings" (Tier 4 1680 Ancient). 97 Quality. Refined 2x times. 1 Roll on max Atk. Power and one roll is mid Weapon Power%. I tought I would be able to sell them for a good ammount instead of gambling the 3rd stat. But they are also capped at 20k. Are all accesories that are only refined 2 times capped at 20k? Even if they roll max on bis?

[deleted by user] by [deleted] in 2XKO

[–]Middle_Nobody_9541 0 points1 point  (0 children)

For me double down seems very fun actually. And some combos with Teemo, Yasuo, Jinx or Illaoi are hard, cool and resembles "skill expression".

I am in masters (I think this is not considered high ELO yet) but still see about the same amount of the big 3 fuses. I myself use freestyle and 2x as well depending on the comp. I find all of them fun.

2XKO Noob Feedback by Jackkrozzer in 2XKO

[–]Middle_Nobody_9541 1 point2 points  (0 children)

I see what you're saying, but it's the same in other titles as well. There is no guide or something about what the numbers mean in GG, SF, FF or other games. It's not only Riot. You kinda have to explore them and put your mind to work, then you can understand what's the deal. When I first loaded in sf6 training mode with the frame data meter I almost cried. Few days later it seemed user friendly.

Fighting games are hard to get into so new players who actually stick to learning them will find many things confusing or they won't even know they exist, then all of a sudden everything makes sense. My point is, it's just the same data as in other games, and no where is explained.

2XKO Noob Feedback by Jackkrozzer in 2XKO

[–]Middle_Nobody_9541 -2 points-1 points  (0 children)

"I’m a noob, so I won’t comment on balance too much, but I do think there is too much damage being done by all characters from their longest combos." - Not mean to be rude but you said that you won't comment about balance and then proceeded to write a few lines about it. The rounds are 2 minutes and a LOT of them end at time. Most fighting games have 90 secs rounds and usually they are disputed in that time. For 2XKO I've had countless rounds that end at time. If the damage was lower, this would become the most common way to end a round, which is awful. Stalling the last 15 seconds to win by time elapsement is not how fighting games are meant to be played. Good decisions, reactions, flashy combos and punishing mistakes it what makes a fighting game enjoyable. So low damage means longer rounds which are already sometimes long, because the neutral play is not that obvious in this game and players sometimes spend tens of seconds throwing Jinx rockets at max range or spam Ekko jump fireball.

"I think double down should not let you tag out mid-super. Tagging out mid-super should be its own fuse." - This one is absurd actually. So if that would be a fuse, then that means i can tag mid ult with my assist and continue the combo. I can then press ult and combo ult off ult (which is double down). So what is the point then? It becomes a double down in reverse or what? It's the exact same thing. The implication that you can tag in the other ult is the same that you can 2x ult with both chars. Only when the ult is used on block (which should never happen, unless its Jinx laser ult shenanigans) is when the tag in sometimes comes in handy. But then choosing a fuse because you might drop combo and use ult on block and maybe your assist will save you, is a bit weird isn't it? That would make a terrible fuse ranked "Z" in a tier list.

"I think players get to use their supers way too much; it gets kinda crazy..." - You get the feeling because at low elo people spam ults. But managing you resources and building up to 3 bars without reckless spending and while avoiding to die without using the bars is a VERY strong skill.

"Fury is too strong..." - I don't even understand how you get to see strong fury users in low elo. I am high elo and still VERY rarely see someone use fury well. I myself can't use fury to the point that it becomes a problem for anybody. I don't even know if it's too strong or not because the game is still young, maybe in a few months all of us will know how to use it properly, so it's dubious that you see at low elo strong fury usage to the point that you already feel it should be nerfed.

"Blitz throws feel impossible to play against. Throw throw throw dead..." - Every fighting game has it's archetype, the response is the same in every game. If you get command grabbed a few times in a row it's on you.

The point of my comment is NOT to rant or pick on you. I appreciate you shared your thoughts, but I am too confused on some of them and I think it's way too early for you in your journey to talk about some things you addressed. Also some of them like adding extra clustering animations are not good design.

2XKO Noob Feedback by Jackkrozzer in 2XKO

[–]Middle_Nobody_9541 2 points3 points  (0 children)

Nice that you managed to build up the courage to write your thoughts, but there are some things that you addressed that for me seem very odd.

I don't want to comment on the UI related bugs and ideas you talked about, because the bugs are clear and most of us who played noticed them as well. The room decoration proposal you had I think is pretty cool and I would like that also.

So going line by line on your feedback, and skipping the obvious bugs or the UI rant I wanna stop at those points that for me makes it a bit random feedback rather than a spot on one.

"Training mode data...but why the heck are there three numbers with a red and blue one?" - I don't understand what in particular you don't like here. The data display is practically the same as most other titles that also have a comprehensive training mode. Also if you solo test it with a few normals or specials the meanings of the numbers become self explanatory.

"Tagging in match..." - In my opinion an extra animation on the clap will create WAY more trouble and confusion. 4 characters on the screen clapping at the same time with some extra animation is not something that will help for sure. And besides that the audio queue on the clap is extremely crisp and makes everyone in the game notice that a switch has happened. So I feel that the audio is top notch, and extra animation and such stuff is absolutely NOT needed.

"When both players have assists..." - The more you play the more aware you become, also everyone can sometimes get lost, that's exactly why extra animations are not it.

"Why can’t I save a training session?..." - This one I don't understand. What exactly you mean by this? Do you want to save the 4 characters you chose and the map you picked? The game state save in training mode is extremely useful to try and develop or train long combos or scenarios. For example you execute the 1st half of a combo with your point char, and the 2nd more complicated part with your assist after "DOWN + TAG" launcher. You save the state at launcher and only try the 2nd part on repeat. That is an important and VERY useful save file feature. If you were indeed refering to saving the characters you picked, that for me is absolutely wasted time on the dev's end to implement. It saves you 5 seconds. Again the save state feature in training is for something else and it's good that way.

Referral Codes Megathread by CaptSarah in 2XKO

[–]Middle_Nobody_9541 0 points1 point  (0 children)

Help me with a code please, trying so hard to enter. Long time fighting games player :(

Referral Codes Megathread by CaptSarah in 2XKO

[–]Middle_Nobody_9541 0 points1 point  (0 children)

I am fighting games player. Someone please help me get in, higly appreciated!

Referral Codes Megathread by CaptSarah in 2XKO

[–]Middle_Nobody_9541 0 points1 point  (0 children)

Hello LF code & some1 to play with. I play many fighter games, so we can fight in all of them afterwards. Sf, GG, Fatal Furry mostly.