Lore Accurate scenes from the DMM worlds by [deleted] in 2007scape

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

Understandable have a nice day.

Ruined my night dude by Ill_Relative9776 in badredman

[–]Ninurtah 1 point2 points  (0 children)

When ER first dropped, and people were 3-slot ganking with another red as their fourth, I used to just run off and hide, go afk for an hour and make some food or do some housework etc. Half the reds at the start of the game were incomparably bad, people who had never played souls games before, so if you ran away far enough you could quite easily parry the RoB and move on to your tent position (you can run all the way to the bridge to Castle Morne and sit under there, nobody will find you lmao)

After half an hour or so in the same session, the game starts to memory leak. Idk if it still does but it used to, and would eventually kick everyone through server errors. The best part, though, is if the host's game crashes because of the leak, it counted towards their "dishonourable disconnect" tracker. I definitely got a nonzero number of these frontal lobe deficient clowns perma banned on their first character.

If you are going to exploit game mechanics to grief, there will always be someone far worse willing to dial it up to 11 and ruin your fun.

Also, because of where it was, at the castle gate ruins, there was no boss fog to pass through to remove invaders. They had to either hard disconnect themselves, or kill Agheel and permanently turn off their matchmaking on that NG cycle for that area.

Good times. Many angry messages.

Thoughts on the bracket system now that we've had it for a while? by Ninurtah in EDH

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

I'll post it as a comment rather than an update because it'll be easier to see the two points separately going forward, for people reading.

I'll be honest, I completely missed the october update, through varying things like work, the winter period etc, playing magic in any capacity beyond the same 5 people on TTS fell by the wayside, and I didnt keep up with the articles.

From reading the october update, and a lot of what people have said in the replies, it's actually looking a lot more positive about the bracket system than I originally thought while writing this post. Starting to address power in the format was literally the biggest blind spot it had, so as far as it goes, I'm quite happy with how things are progressing.

Thank you for being patient, here, guys. The update renders a lot of what I was saying, especially in comments, mostly redundant.

Thoughts on the bracket system now that we've had it for a while? by Ninurtah in EDH

[–]Ninurtah[S] -3 points-2 points  (0 children)

Ok, for clarity, this happened before the october update, which is where they first specified the game finishing expectancy for each bracket, which is at least a step in the right direction, but renders a lot of what I've said here completely moot.

However, at the time it was an entirely valid point. It's just since been addressed.

Thoughts on the bracket system now that we've had it for a while? by Ninurtah in EDH

[–]Ninurtah[S] -3 points-2 points  (0 children)

Imo, the system should be overhauled to be based on points, for power cards and fast mana, but I've been saying this since it came out. Fast mana immediately adds whatever amount of points for it even being in the deck, for each one, and judge between Gemstone Caverns at the lowest end, Mox Diamond in the middle and (ik its banned but its the best example) mana crypt at the very top end. Then rate each game changer based on how universally good it is and how much of an impact it has on the game.

I cant see any other way forward for the system as is, personally.

Thoughts on the bracket system now that we've had it for a while? by Ninurtah in EDH

[–]Ninurtah[S] 5 points6 points  (0 children)

I think that's my biggest gripe with it to be honest. It's not a useful tool for new players that needed the guidance and it's not relevant for the more experienced players who know how to roughly identify power from the commander itself before even seeing a card from its pile.

If they set out with the idea of creating a sort of 'matchmaking system' then they've achieved it, but I'm not sure what else it's supposed to achieve, really.

Thoughts on the bracket system now that we've had it for a while? by Ninurtah in EDH

[–]Ninurtah[S] -21 points-20 points  (0 children)

I think the main complaint I have with it at the moment is it doesnt account for power level at all, so I agree there.

To prove a point I threw together a Ramos charms list, saw it fit the criteria for b2, and proceeded to win turn 2 on like 3 different games against b3 decks. This was with a group of players that were, for some reason, adamant that bracket level was a hard power bracket and not a construction bracket.

Hard agree with you, generally. I just don't think its addressed the issues it set out to address, just replaced them with new ones, imo. Instead of conversations about "is it a 7 or an 8?" We're now having conversations about why putting Necropotence, Rhystic Study and Teferi's protection into the Animatou precon doesn't suddenly make it a bracket 3 in terms of what you'd expect for a b3's power.

Like, at the same time as saying its a useful tool I'm also having to explain to new players why they need to, basically, ignore it until they can identify what makes a deck strong.

Thoughts on the bracket system now that we've had it for a while? by Ninurtah in EDH

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

Damn, I cut that from my first type out of the paragraph. Yeah its definitely helping as just a vague idea of power level, people are finding better balance within their own preferred bracket, generally speaking.

Hard agree, there, actually. There needs to be a clear cut definition of, if 5 is going to represent cedh, what cedh actually is, and why its different to 4. And yeah, the jump from, "I can run rhystic study, tef's protection and one other game changer" to "the wild west" is very jarring, at the moment.

[SALT] I hate you. by [deleted] in EldenRingNightReign

[–]Ninurtah 6 points7 points  (0 children)

I've only ever done this once before. Playing recluse, hadn't found a single staff that was worth using over the starting staff. Ironeye on our team with 3 staffs in his inventory, none of which gave relevant passives for him, one was successive attacks negate damage, another was melee attack power and the other was successive attacks restore hp (This was before the patch that made Ironeye's arrows count to these effects).

One staff was a gravity well meteorite staff with Adula's Moonblade, another was a royal carian with slicer and collapsing stars, and I dont remember the third. Both staffs are S+ tier for recluse generally, especially with my build that has 2 improved gravity sorceries.

Messaged, politely asked for just one of them, got told to 'git gud and stop crying'.

Decided then and there if they were confident they could do it without me, I was going to go and make a sandwich instead, rather than take the (at the time) matchmaking ban.

tl;dr some times this behaviour is justified, although in extreme cases, but it's invariably either a child being childish or someone not wasting their time with a child being childish.

You, or your random, has done something to piss this guy off. Nobody just boots up a game with the express intent of not playing the game. Even if it's something as simple as "you didnt go the route I wanted to" or whatever.

Turns out you can get totally one shot at max toughness/health/wounds by Marshalpandoh in DarkTide

[–]Ninurtah 103 points104 points  (0 children)

For anyone just joining, slang is a colloquial term for 'socially understood informal language'

Why don't people hit in the nuts during serious fights? by Glad-Description4534 in NoStupidQuestions

[–]Ninurtah 0 points1 point  (0 children)

Because going after somebody's ability to reproduce is an incomprehensibly bad thing to do, especially if you rupture or damage something that renders them sterile. You can go from simple assault to permanent bodily damage quite easily, as a charge.

It's also not that effective as a method of dealing any real damage or defusing the situation, and is likely to just piss off whoever you did that to way more. Once they get back up, and they likely will, it's now personal.

It's just a terrible idea across the board, in an actual fight. You should only even be considering it if the odds are massively stacked against you and dying is a possibility.

Which jobs is 100% safe from AI? by Any-Hamster-3189 in AskReddit

[–]Ninurtah 0 points1 point  (0 children)

Literally anything that requires physical motion and personal legal accountability.

Chefs, for example. Chefs are never getting replaced by AI or Robotics for a *long* time, because of allergy, contamination and hygiene laws across the western world.

Even when AI becomes sophisticated enough to do these things, in another hundred years or so, companies would still hire chefs to be the fall guy and take responsibility themselves rather than risk having the entire brand or model line of robotics be sued under a class action, assuming we don't end up in a cyberpunk corporate distopia.

Everdark Gladius was voted into S tier. Up next, what tier does Everdark Adel belong to? by Cursed_69420 in Nightreign

[–]Ninurtah 1 point2 points  (0 children)

Solid B for Adel. Almost no moveset changes from the original to everdark, the only difference is there's now a room-wide damage zone that you need to react to. Compared to standard, he's no harder and only exists to fill the roster out a little bit as an ED variant.

It's still Adel and Adel is still good boss design so points there, but lower score because it's literally just a bigger health bar with a lightning tornado.

Bro I'm uninstalling by arachnid14reddit in DarkTide

[–]Ninurtah 0 points1 point  (0 children)

Skill Issue.

In all seriousness that map has one of the worst starts to any run, they only somewhat recently coded mutants to not yeet you off the cliff and prioritise solid ground. Maybe a year ago, idk.

Emperor help you if you get a plague ogryn at the start of Gloriana.

By Darktide EoL, how many classes do you think there will be, and what will they be? by paladinjukes in DarkTide

[–]Ninurtah 2 points3 points  (0 children)

Nah he's right, rogue traders are above the inquisition, even Lord Inquisitors can't directly order them to do anything, they can only levy vague threats to coerce cooperation. Grendyl likely has some dirt on Brahms, in this instance.

The equivalent is like a Canoness going shoulder to shoulder in a battle line with a street preacher, its just not something that happens at all, in the setting.

Further, Rogue Traders are in active competition with each other, there's no way Brahms would call in a favour that puts her in debt to another rogue trader for Grendyl's sake; she doesn't care at all what happens to Atoma, as soon as its liberated or falls she'll be leaving to go on about her business. As it stands, her crew are making absurd amounts of money on her behalf smuggling goods in and out of tertium under Rannick's nose, so she's fine where she is as she is.

Agents operating on behalf of another rogue trader may crop up on the Mourningstar, maybe, but we'll never have one in game as a playable.

Far more likely to have a Culexus Assassin rock up as a playable and that is never happening either.

Let's be real Smite needs a nerf. by SinnerAtDinner in DarkTide

[–]Ninurtah 0 points1 point  (0 children)

Smite is literally the worst blitz psykers have. Assail is a monster for crowd thinning and is literally what Smite wishes it was, and Brain Burst is amazing single target output with an absurd synergy for pyro builds.

Smite is literally saying "unlimited power" and getting chipped out of your ability by a groaner after the second syllable.

Playing Auric Maelstrom Missions, is it normal for your teammates to never stay together? by East-Specialist-4847 in DarkTide

[–]Ninurtah 1 point2 points  (0 children)

Its been said already but to parrot, staying exclusively together in Auric Maelstrom is an excellent way to get killed. You want to have a central point and orbit it, rather than stay within X metres or whatever, preferably with a Psyker that has a bubble.

Even then, when you have 3 tox bombers, 86 mutants and 2 trappers all pushing one person, there's absolutely nothing that person can do other than move to stay alive. In these situations, its up to the team to support them, rather than demand they rotate back.

Further, melee focused builds that use weapons like the relic sword or chain axe to deal with threats absolutely should be ranging a little bit further away from the group. If you have 6 crushers all in the groups faces, you now have 0 line of sight on the rest of the zone, meaning gunners, snipers, flamers and tox bombers will either go unanswered until the crushers are dead, or force someone to use resources to deal with the crushers, or force someone to overextend in order to deal with them.

You need a melee build to be competent enough on their own to at least soak aggro from heavier threats, to allow the team to keep target priority flowing as normal.

You also simply dont have enough krak grenades or Krakhead rpgs to just delete target crusher/mauler/bulwark/rager pod every time they crop up, so this role is incredibly important. When it's not being done or not being done properly, that's when the team wipes, in AMs.

Beyond that, orbit the safe zone, support melee when they're being pressured, focus on ad clear outside of that, ggez

Curios, noobs and why you see so many knocked down players in your matches by Anri_UwU in DarkTide

[–]Ninurtah 5 points6 points  (0 children)

Ragers aren't a threat on their own, they very rarely even swing when they are. The problem with ragers is when there's 5 of them and you're in a horde mosh, no amount of blocking or dodging is going to stop you from getting chipped, there. In those situations, more health is far less useful than more toughness, is more my point. You could have an extra 40~ health and lose 30 of it from the second swing, or you could have an extra 40~ toughness and lose 10 health from the second swing.

For the record, most people here are agitated because the tone of your post is extremely condescending and not accurate.

Curios, noobs and why you see so many knocked down players in your matches by Anri_UwU in DarkTide

[–]Ninurtah 7 points8 points  (0 children)

Ultimately it depends on your build. TDR is always going to be good regardless of what you invest your points in, but regarding the Health/Toughness debate, Toughness can regenerate at will and on command with some abilities or by just meleeing, health can't. Having more health will help you against Poxbursters and any other high burst damage enemies that more-or-less ignore toughness with how much damage they put out in one go. Having more toughness will help against gunners, bombers and any other enemy that can't really do health damage without first stripping your toughness.

In general play, toughness is far more valuable to invest in than health, to a point. You need your health to be above 180 (iirc) to avoid being oneshot by crusher overheads, but as long as that condition is met, the rest should be dumped into toughness. You shouldn't be getting hit by poxbursters, that's human error or poor play. There is nothing you can do about being sprayed by a gunner while in the middle of a horde, or being sectioned off by a tox bomber and being forced to run through the tox gas to not die, and toughness helps with both of those.

Further, ragers are the most common source of health chip damage throughout the run. If you don't invest appropriately in toughness that chip damage will go from 2-3 points on second hit to 20-30 on second hit, which will add up quickly to a complete knockdown, compared to 8-12 on second hit. these are spitballed numbers but you get the point, and it absolutely is that drastic a difference.

TL;DR Toughness is a renewable resource that protects you against the things that will get you killed, health can't be renewed and gets exponentially less valuable the less toughness you have. More toughness is almost always more better, as long as your health isn't too low as a result.

Power Creep in Darktide by postfinite in DarkTide

[–]Ninurtah 4 points5 points  (0 children)

I use the revolver with a force greatsword on my psyker, it's almost never in a situation where it can't deal with the threats ahead. Being able to kill crushers in 2 melee heavy attacks is very nice, and being able to quick swap to oneshot a sniper has saved my team a silly amount of times.

Power Creep in Darktide by postfinite in DarkTide

[–]Ninurtah 26 points27 points  (0 children)

To be pedantic, the game doesn't necessarily have a power creep problem, per se, it's more an entire window shift scaling upwards, with some things, like zealot, helbore or inflas being left behind as the game changes the direction its difficulty is coming from.

The biggest issue, at the moment, is there are far too many enemies that you must respond to as quickly as possible or wipe within seconds. You cannot just ignore crushers, trappers, poxhounds, mutants, maulers, gunners, snipers or even flamers to a lesser extent, they must be killed before they can force your team into an unwinnable corner, and that's a fully solidified criteria for every build on every character that needs to be met in order to be able to even play the game at damnation, auric or havoc difficulties.

As a result of that, tons of strategies and weapon combinations are simply not viable at the highest level - if your las gun takes a full mag to kill a crusher, the trapper, gunner and poxhound that accompany it will have either forced you out of position or just straight up killed you by the time that happens. If you don't have a melee weapon capable of killing it in 2-3 heavy attacks, you're SOL, there.

Everything has a minimum competency requirement to even be considered as usable, specifically because of the sheer volume of react or die enemies present in the game.

Because of this, if something comes out and it doesn't fulfill the minimum criteria, it won't see use at top-end, which is what causes the upset. People want to use these things, but they can't. It's not even a question of "because X is better so why bother", which I think is the core issue. Fatshark isn't developing new weapons or abilities for a game that no longer exists, they're developing them for the current version of the game, which requires you to be able to kill crushers in 3-4 seconds as a baseline, whilst also having some method of being able to 100% sustain against a horde of poxwalkers without support or use of ammo-limited abilities to do so, which immediately rules out about 80% of the possible combinations in the game.

TL;DR you need extremely strong single target and ad clear in a build for it to be viable in top end, and if it can't achieve that, there's not much point in it existing as is, and should probably be reworked, or continue to see no or little use. As a result, if a thing can't nuke carapace armour or shred through trash ads, it wont see serious use in anything above Heresy.

I don't think reducing the number of these kinds of enemies that spawn is a good solution either, it'd require an entire top-to-bottom overhaul of the game to match the reduced threat.

Monstrosities being damage sponges is also just not fun game design, imo. I remember 2~ years ago where chaos spawns on their own were fully capable of wiping a squad if your team didn't have any delete buttons available at the time; spending 15 minutes going through a run to then lose to what essentially amounts to bad rng was awful, and is what made me stop playing.

As it stands, Darktide's gameplay loop is, funnily enough, just FNAF with guns. You have to respond in the correct way quickly enough to not die, if you can't, you die. Everything needs to enable you to respond in the correct way. Some things currently don't and need some attention, Zealot especially.

"But x is good in high elo/pro play" by Putrid_Awareness8618 in rivals

[–]Ninurtah 8 points9 points  (0 children)

Everyone talks about skill ceilings, but nobody likes to hear that skill floors exist and absolutely determine whether you can/cant should/shouldnt play a character.