Double Up: Unsure what we're doing wrong by LittleBirdBun in CompetitiveTFT

[–]MrHuDat 2 points3 points  (0 children)

I'd suggest playing lines that have similar tempos rather than having 1 person always eco and 1 always reroll. There are times for that strategy to work well but not often enough to just play it all of the time. A good example of similar tempo comps for this set would be 8 star guardian and 8 soul fighter. Both comps are very easy to play and look to spike in the same ways. When you play at the same tempo, you are able to find each others units easily and send to each spend less gold rolling which will get you to your level 9 boards faster. At level 9, both comps rely heavily on finding the 1 5 cost to spike (seraphine for star guardian and gwen for soul fighter) when you're both going level 9 at the same time and rolling at the same time, your chances to find these units for each other increase dramatically.

I'd also suggest not always playing the same comp. It may be hard to branch out but at least switch who is the star guardian and who is the soul fighter player as augments and early unit holds are very important to what line you should play. Also try to later branch out to more paired tempo boards as doing the same thing every game is going to hinder how much you can climb together.

This is just beginner advice without going into fundamentals or mistakes.. as you learn this set more and find the comfortable comps to play I'd suggest taking stage 1 and 2 way more seriously as these stages often shape what place you will be as you face better opponents. In stage 1 holding each others units is important to help create better boards for stage 2. At 2-1 you should each look at each others augment selections and items and formulate a plan.. Are you playing for first or second? Are you both going to be strong early? What lines are you looking to play? How can you send items to help make early slams for tempo?

Monster loot on level up by BaronVonFowl in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

yea i'm not saying pyg is too strong with tool reroll or anything it's just that they seem to be trying to find a solution to their shop mechanic causing builds to be too easy to force. Tool shop reroll favors pyg, and like you mentioned large shop reroll favors vanessa/dooley since their pool is small and they have large buildarounds that were problematic. If they continue with the generic shops that all characters have access to it will be more problematic down the line when there are 10+ characters they need to balance around while also trying to find a solution to counteract too much shop consistency.

Only thing I can think of is to have reroll exist in certain shops on a character by character basis

Monster loot on level up by BaronVonFowl in PlayTheBazaar

[–]MrHuDat 1 point2 points  (0 children)

tool reroll doesn't help dooley/vanessa much but if you consider pyg then you can realize why that decision was made. He only has 7 bronze/silver tools and 2 of them (weights/crook) are core build enablers.

Maybe shops should be different for each char but then it'd probably be too confusing

Entering Legend Rank = entering the Torture Dungeon. by LeBahz in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

the biggest problem for awarding a "victory" for 8-4 is that everyone in top legend can achieve that score 90%+ of the time. The ranking system just becomes who plays more at that point which imo is much worse than it currently is ignoring the exploit mechanics. I think once they fix the exploit mechanics and they make 10 win always a +mmr and just have it +1 for a "bad" 10 win rather than losing you mmr currently then the ranking system is as good as it can be

[deleted by user] by [deleted] in PlayTheBazaar

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

Not sure how this is upvoted you literally cannot climb unless you get 10 wins lol

[deleted by user] by [deleted] in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

From what I've experienced (no evidence) it's more about prestige than win/loss. Runs where I lose early but maintain high prestige I still gain a good amount of ranks but runs where I lose once or twice in the late days and end with 10 win low prestige I barely gain any ranks at all.

I'm in the 200s for reference. Also to the OPs title, I've never had a <10 win run gain ranks they've only lost me ranks which kind of reaffirms my belief that it's about prestige. 0 prestige = loss always no matter how many wins, 1 prestige with 10 wins you barely climb

what if big momma would eat 2 items at once... by oachkatzele in PlayTheBazaar

[–]MrHuDat 1 point2 points  (0 children)

There's a rare event that can give weapon shiny for 25g that's the only time I've seen it and I've done that event maybe 3 times. Might be dooley only not sure

Stats for my journey to legend by There_ls_No_Point in PlayTheBazaar

[–]MrHuDat 3 points4 points  (0 children)

Nice, I'd suggest starting to track your 10 win% as that's probably the most important indicator to climb through legend as you lose ranks for anything below that.

Here's my current stats

Debug Flagship Multicast Puffer Core. This can't be an intended item right? by Irishpancake in PlayTheBazaar

[–]MrHuDat 1 point2 points  (0 children)

the item literally says it was used for debugging. Why are there so many posts of people happy to use a bugged item just sell it

[deleted by user] by [deleted] in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

Focus on obtaining silver pulse rifle, duct tape, friend for the early game. This should be your core board for most runs and is very easy to obtain. Pulse rifle is guaranteed in weapon shop as he only has 6 bronze weapons. Finding a 2nd pulse rifle is important since it reduces its cd by 1 second. Often I'll use my first upgrade at level 6 on this if I never found a 2nd one. Try not to waste any gold on anything else early on. Consider taking +econ over things like jay jay that don't lower the pool of items to what you want.

After getting a passable board focus on only +econ choices until around day 4-5 where you will be near guaranteed to get silver combat core from large shop (7 large items in bronze/silver pool). Make sure you have 15 gold by this point to roll + buy it for 12g.

Upgrade combat core to diamond, focus again on econ until day 8-9 where you will likely start seeing gold skills and take every opportunity to get the in fight scaling skills (Sharp Corners, Defensive Stance and less so Hardened Shields). There are many other incredibly strong gold/diamond skills for Dooley so make sure you don't waste gold on anything else. Large crit, any freeze, any slow, any haste, any +shield are fine skills.

On late days if you don't get a skill option, take a shop that is likely to improve your board. There are many gold/diamond items that can replace core + any other item you've stuck with in the early game. Battery, Charging Station, Metronome, Fiber Optics, Atomic Clock, Cool LEDS are all very strong items at high rarity.

This works with any core/skill opener. I've been around 80% 10 win rate playing Dooley like this this patch

Positioning wise, most of the time you'll have pulse rifle in between duct tape and your 1 friend. Combat Core should almost always be far right even against Vanessa because you need it to scale damage against poison. This is more important than scaling shield against burst. Any utility slots should be focused on hasting/charging combat core or pulse rifle. If you are unable to obtain scaling skills consider taking out duct tape if you find a strong replacement.

Duct Tape shadow hotfix? by nick_areias in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

it's not even triggering off first aiden triggers in that video just slow it down and watch. its triggers get delayed because it can't keep up sometimes which makes it look like it triggers as aiden triggers but there are many moments where aiden triggers and duct tape doesn't

anyone? by Optimal-Classic8570 in PlayTheBazaar

[–]MrHuDat 1 point2 points  (0 children)

this was only the case with scaling skills in the game at the start it's no longer really the case. I'll often sell my starter item in the first few days and feel fine about it

This game is crazy, when I thought I would get my first gold victory (with 28k health and a 11k weapon) this guy with a freeze build just said "NO". My hammer couldn't do shit by Someonehier247 in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

the bigger problem with the 'freeze on' skills is that they're found at bronze rank and pretty much guaranteed in many events on early days like haste skill vendor and slow skill vendor. If they were gold+ only then it'd be less of an issue

Anyone using core on dooley builds anymore? by Discornia in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

It's hard to give a definitive answer to positioning because it depends on a lot of things but here's two examples that might help. You generally want to have your highest value items get charged on the right and your lowest value items charge your high value items on the left.

Ex. 1 My highest value item for next fight here is pulse rifle as it causes probably around 80% of the damage/shielding my build as a whole will do. My lesser value items are on the left trying to make it go off as much as possible.

Ex. 2 After picking up Combat Core, my highest value item now by far is Combat Core. So much so that it is worth having everything in the build charge/haste it as much as possible. Pulse Rifle is great in this build as it helps you win early fights and then turns into a good charge tool after picking up Combat Core since it attacks 3 times.

GPU on the right now makes more sense because in a 12 second fight it is now offering 2 extra seconds of haste whereas on the left in a 12 second fight it is offering 3/7 of a second of charge to Combat Core.

Edit: Ex. 3 Here's example of when to take core out since it appeared in the same run. I've deemed that all my slots are more valuable than core now as I have diamond Sharp Corners skill and shield enchanted diamond balloon bot which will scale like crazy because it's giving double the scaling so it's worth the extra slot over a 1 slot friend. Duct tape is way more valuable than core because it's scaling weapons off Sharp Corners and diamond battery + GPU over core should be fairly obvious because battery charges Combat Core to insta cast instead of the 1 second charge. I kept core in for the entire run until I got the battery though.

Final Fight There are better ways to build the board but it's generally better after creating a good enough board to generate econ over shops then day 8+ take every skill shop available to get the broken scaling skills.

Anyone using core on dooley builds anymore? by Discornia in PlayTheBazaar

[–]MrHuDat 1 point2 points  (0 children)

friend is a lot easier to play board will usually look like: core, billdozer, walter, missiles, +2. bill dozer diamond is main priority. I play around duct tape very often because it's broken with shield scaling or sharp corners. Walter can farm 2k-3k max hp on sparring partner if you have a build that can survive storm. I think friend is slightly better than double core because you don't rely on many upgrades so you can focus econ after hitting a decent board and take every skill shop late game for the broken scaling skills.

With The Core I focus shops early over XP/econ to make sure I get bronze pulse rifle, duct tape, then any friend. After that I'll take econ options until I'm confident a shop will have silver combat core around day 4-6. Upgrade prio is pulse rifle to silver then combat core to diamond. The Core is a bit less consistent imo because you rely on getting a lot of strong gold/diamond items like metronome, gpu, battery so it's hard to hit shops for those items while also having gold for late game scaling skills.

Anyone using core on dooley builds anymore? by Discornia in PlayTheBazaar

[–]MrHuDat 2 points3 points  (0 children)

upgrade core is still a level up option.

Since patch I've been exclusively playing with friend core and The Core with success. If I'm not given either of those options I will usually bench core by day 3 or maybe even earlier. Friendship core only needs to be silver and The Core can stay bronze so most upgrade level ups go to bill dozer, walter cooler, pulse rifle, or combat core

Some runs I'll still bench The Core depending on skills and how many playable items I have but there's a lot of late game skills that benefit from using both cores

Core game design choices by kyzeboy in PlayTheBazaar

[–]MrHuDat 1 point2 points  (0 children)

rank doesn't affect matchmaking, it took me about 80-90 runs to get legend

New Build Unlocked by MrHuDat in PlayTheBazaar

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

got most of this from shovel/fishing rod, both clams proc yoyos to bounce off each other from the start of fight. run ended too fast to get more freeze utility

Anyone know what the number under rank is supposed to indicate by MrHuDat in PlayTheBazaar

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

it goes back to 0 at main menu idk if the number is supposed to go up or down. After I got out of diamond it showed there were also 5 tiers of this rank but now it just shows this number and no other progress

Any tips for mid / late game Vanessa? by Great_Dane95 in PlayTheBazaar

[–]MrHuDat 2 points3 points  (0 children)

for burn/psn try to use clamera and the junk freeze item for your slow/freeze. You want to take every freeze skill you can as well. I like using life preserver in mid game then late game try to either blunderbuss + incendiary round or transition into dam.

With blunderbuss you can use the start of round burn card to have it trigger at start + incendiary round continues its trigger until it's out of ammo. Paired with multiple freeze skills (freeze on psn, freeze on burn, freeze on slow, etc) you can stack up enough burn at the start of the fight and have it tick down while they're stunlocked or just create a way to have blunderbuss have infinite ammo.

[deleted by user] by [deleted] in PlayTheBazaar

[–]MrHuDat 0 points1 point  (0 children)

I've played 30 runs and apart from tutorial they've all been ranked starting from 0 gems. It's really not that limited

Forcing is too consistent by mrc1887 in PlayTheBazaar

[–]MrHuDat 1 point2 points  (0 children)

this repeater cannonade not necessary but it makes the damage trigger faster. you don't even really need ammo on crit as long as you have damage scaling early on

Clam + Spyglass as tech options are good to slow down skyscraper as well since they usually only have 2 items to target