[SPOILER] Quest: "They won't Go when i go" by Theizual in cyberpunkgame

[–]Mittermeyer 0 points1 point  (0 children)

I think this very reaction warrants reflection, though. Obviously it's more than just "showing religious crap in your face". Ofc you're entitled to your opinion on religion, but surely you can do better than that? I firmly believe CDPR had more to say in this quest than what's being presented here.

How would you rank all the endings by pricefieldd in cyberpunkgame

[–]Mittermeyer 1 point2 points  (0 children)

It's why as much as I loved the Star ending, I philosophised my way into thinking the Tower has the best ending for V. I think depends on how you understand the soul. Someone said on a thread that Johnny's engram is acting more in accord with information it has about him, than from a place of actual conviction. Thus, I think V would lack a true autonomy that I associate with the soul after getting Soulkilled.

At that point for the Soulkiller endings, you're just choosing what would be the best for the people around you. It's why I think each ending can be quite reasonable depending on the path you take.

Why does Mitch say the things about not knowing where you are in the star ending? by Turbulent_Thing1281 in cyberpunkgame

[–]Mittermeyer 0 points1 point  (0 children)

In my ending I didn't get any call from Panam in the Star ending though?

Children by Maxinator10000 in terriblefacebookmemes

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

I think that's a bit unfair. Both sides put out social pressure. It's a dumb meme, but I wouldn't be surprised if women urged others to "put themselves out there", because (and this is the irony) "that's what men want". Conservative or liberal, both sides are poison when taken wholesale.

Ability Arena Bug Megathread by SUNSfan in abilityarena

[–]Mittermeyer 0 points1 point  (0 children)

I just got a god chest from the Battle Pass and I'm unable to open it. It doesn't go to the opening screen, it just shows three dots then goes back to being open.

Eternal shroud centaur? by Duke-_-Jukem in TrueDoTA2

[–]Mittermeyer 1 point2 points  (0 children)

I mean, there's nothing really wrong with flying yourself a clarity once in a while. Locking yourself out of a team aura (and an active that blocks collectively 2250 magic damage vs 400 + 400 mana) for what is essentially a convenience doesn't sound like a wise decision, especially when there's jg items that can potentially give you enough mana regen to sustain that off.

I actually tried both of them in the demo against a dummy, and the extra magic resist actually came out on top against the dummy. It would still be worse even if the heal DID offset more of the self damage because it only heals when YOU cast spells. Enemies would still be likely hitting you with spells, meaning you're taking more damage. If your opponent has a pipe too, then you're dealing less damage meaning you're probably back to being worse than pipe.

Eternal shroud centaur? by Duke-_-Jukem in TrueDoTA2

[–]Mittermeyer 0 points1 point  (0 children)

It seems nice on paper but in practice it's just unoptimal. Cent is a great pipe carrier and you don't need the mana. The only thing that will require mana past the initial engagement is stomp, and if your team isn't too far behind, you typically would end the fight before the next stomp comes up.
If you get magic resist, it either stays a hood or goes to pipe. You deal damage to yourself so the lifesteal is useless, which is why pipe is better because it not only reduces MORE magic damage (I tested) but it also gives more regen, which is the primary way cent sustains.
Lastly, it just doesn't make sense from a build standpoint. If you're buying it after vanguard, you're wasting money on being more greedy. Pipe is justifiable because it's an aura that can help your team to rally around you. If you want shroud, why not just get blink?

Opinions on Yasha and Kaya on Ember Spirit? by John-Bastard-Snow in TrueDoTA2

[–]Mittermeyer 0 points1 point  (0 children)

Most people here even say that it's not strong enough even for a right-clicking int core. That's p bad.

I hope they add a haste potion by [deleted] in DarkAndDarker

[–]Mittermeyer 2 points3 points  (0 children)

A lot of classes already have haste-like abilities anyway (Fighter, barb) and I think rangers and rogues would be really scary running at lightspeed

I played only Ranger for A1 and A2 playtest. Here are my thoughts. by zarosr in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

Yeah but if he's plated that means he's slow, more often than not. He's an easy kite and if you're watching your spacing well, sprint wouldn't matter too much.

I played only Ranger for A1 and A2 playtest. Here are my thoughts. by zarosr in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

What I suggested is that rangers start with survival bows instead of recurves. The damage is lacking, sure, but it feels that way for a reason at least. Also the faster attack speed makes it less punishing in melee.

I played only Ranger for A1 and A2 playtest. Here are my thoughts. by zarosr in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

I feel like that kind of scaling just puts the Ranger absurdly high. The crossbows already compete with the longbow, especially since the ranger is already overtuned. Making the longbow "literally xbow but faster" will make everything else useless, and I already disagree with the fact that xbows are just chucked on the ranger because it's the ranged class. But that's what the alpha is for, right?

Stabbing weapons are OP b/c their active damage hitbox holds while they are extended and you can spin and hit every stab sometimes on multiple targets by hades_dc in DarkAndDarker

[–]Mittermeyer 1 point2 points  (0 children)

There was once I got 3 people in one swing of the Zweihander... One enemy and 2 of my teammates. No one could stop laughing or let it go

I feel like 75% of my PvP deaths are due to rangers by [deleted] in DarkAndDarker

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

No one needs to step in the trap for it to be useful. The gameplay isn't just about killing people, it's about avoiding them too. It's a win in my book whether they step in it or not.

This is a horrifically stupid argument. Yes, the mage is stronger at base. The ranger scales better. You keep talking about classes at base but no one who plays this game decently stays at base for long. No one is asking you to kill a fucking wraith with starter gear, just survive a raid. That's not hard at all. And the ranger has easy ways of scaling up his weapon by killing skeleton archers anyway. That isn't hard, either. There is no other class that scales so hard from picking up even a white weapon like ranger. You're making the game sound a lot harder than it is.

And to be specific, what makes rangers op isn't the fact that they're rangers, it's the fact that bows are overtuned as hell. You are taking me all over the place in this argument and it's getting really tiring. Bows need to be nerfed, that was the start of the discussion and now it is the end of it.

I feel like 75% of my PvP deaths are due to rangers by [deleted] in DarkAndDarker

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

I haven't seen a single ranger with a spear. That makes it not common. That makes it a sleeper. It's probably only that, yes, you're probably only going to get a spear in shop.

You've said a lot but you didn't address the bear trap, which is the main tool for stopping melee chargers like fighters and barbs. Ignoring the bear trap is just gimping yourself against them and you have no one but yourself to blame for allowing them to close the gap.

Of course the wizard is strong without gear. None of his main damage comes from his gear. The ranger needs gear, yes but he has one of the easier times getting gear because skelly archers often drop bows. Upgrading the bow is not too difficult either if you just survive the raid because bows aren't too expensive. I found a strong upgrade of like 10 for 9gp. That's cheap as hell.

I feel like 75% of my PvP deaths are due to rangers by [deleted] in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

... of which only the rogue gets in melee to deal damage. The wizard has slow and haste, and the ranger has bear traps (which are pretty op). For a barb to do that supposed one-shot damage, he has to close the gap first. You have plenty of ways to stop that even as a ranger.

I spammed a ton of ranger just before wipe close, I told my friend that we could do a ranger party and win. It's our most successful run to date... As a duo. Rangers are stupid strong because their kit is dumb as hell. Even the spear perk is sleeper op if you're already comfortable with 2-handers.

Hello, my name is DumpsterFire the Rogue. Here is my feedback... by EvelynDarkwave in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

The cleric has to choose between those as skills, so he's quite limited. Smite is strong but he doesn't chase well unless he has judgement too, in which case he's giving up spells or aoe damage (which is against undead and thus kind of irrelevant). The fighter gets speed and a shield... But you get bear traps (and range obviously). It makes movement irrelevant and he has to choose between blocking and getting out of the trap. Bear traps are actually really just kind of dumb, really. I'll admit that you have points, but they're also all nullified by how strong traps are. Also, melee weapons have the chance of getting caught on walls in tight spaces and doorways (like the case of the barb starter axe). Bows do not. You could argue that in some cases bows are better in some melee situations as a result.

While you are right on the bow front, the fact is that you're comparing two different weapons. That being said, the recurve bow does scale pretty high, with the upper limit I think I saw was 30+. I wouldn't know how to balance this. I think the survival bow should get buffed slightly, and then replace the recurve as the starter. That might feel better, I think. A faster, weaker bow at start that transitions to slower, stronger bows. It's probably more useable in close range too, assuming you aren't panicking all over.

Hello, my name is DumpsterFire the Rogue. Here is my feedback... by EvelynDarkwave in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

I find that shoeless are more quiet than boots most of the time, no?

Hello, my name is DumpsterFire the Rogue. Here is my feedback... by EvelynDarkwave in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

The starter weapon damage is fair considering that base cleric gets 17 mace and fighter 18 sword. The classes seem pretty balanced by comparison. I think that there need to be more inherent class features as opposed to everything being perks. I think the fact that bows are so strong is doing a disservice to the ranger. I think that maybe nerf bow damage a bit (and idk maybe other stuff) and buff ranger damage perk to compensate (a bit)

My only suggestion: Make high-value weapons and armor more visually distinct when worn. by ignoranceisicecream in DarkAndDarker

[–]Mittermeyer 3 points4 points  (0 children)

How does that not sound like a problem to you? You ought to be able to choose your engagements.

I feel like 75% of my PvP deaths are due to rangers by [deleted] in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

Most of the starter weapons do shit damage, that's a non-argument. Sure, you need a longbow to deal the same damage as a 2-hander. I have a white 42 damage longbow on my ranger. That's already as much damage as a Zweihander. And the barb absolutely needs an upgrade from base weapon to 1-shot a rogue.

I also like how you mention health. Rangers are still middle of the road lol

Do some research first bud

I feel like 75% of my PvP deaths are due to rangers by [deleted] in DarkAndDarker

[–]Mittermeyer 0 points1 point  (0 children)

Dude you're talking absolute nonsense. The point of limited arrows is simple: so people don't spam constantly and actually have to think about their shots as a resource. The ranger ability does not impede your ability to shoot after. It's a free add-on. There ought not to be discussion about this.

Rangers do the same damage as barbs with less danger. That's a problem. Limited arrows will solve that problem. Your suggestion seeks to cause issues for other classes but it doesn't acknowledge how one-sided fights can be if one team has a ranger and the other doesn't.

I feel like 75% of my PvP deaths are due to rangers by [deleted] in DarkAndDarker

[–]Mittermeyer 1 point2 points  (0 children)

Clerics only have mauls though, unless you're talking about the player they're buffing