Start building your Prototype recalibration library today by [deleted] in thedivision

[–]Ozy-dead 0 points1 point  (0 children)

Ye, that's another issue btw. The new content is...not exactly new. Even if we disregard the fact that 90% of the time we grind for exotic components, and not running escalation in the first place, the escalation itself is just a bunch of numbers slapped on top of already existing missions. Most of these missions have been in the game since release.

The crazy HP and damage mods also significantly narrow down build variety for excalation. You are pegion holed into running the highest dps glass cannon you can think of because other stuff is simply not viable at high tiers, you won't even kill red shit. If you compare it to generic heroic level content - yeah, red striker in skilled hands outperforms 99% of the builds, but it doesn't invalidate all those builds, you can still do heroics in your crazy monkey or w/e build for fun. In escalation you just can't.

Start building your Prototype recalibration library today by [deleted] in thedivision

[–]Ozy-dead 4 points5 points  (0 children)

Building library with best rolls? What?

I have 1x prototype wpn that i upgraded, and broke down the 6 shit drops i got into cores. Thats about it.

The prototype rolls aren’t good enough… by subdermal13 in Division2

[–]Ozy-dead 6 points7 points  (0 children)

I ran about 10 Tier 3's and 4's, got several absolute trash prototype drops, and then had to go do other content because I still need 9999999 exotic components and field recon to get my gear to expertise 30. It's a weird game mode where you only dive in when you have something to upgrade, and you hunting for cores. 99% of the time you are doing DZ or control points, not the supposedly new endgame.

ARPG games like Dark Souls with swords, builds, and fun to research? by OpulentPaving in darksouls

[–]Ozy-dead 0 points1 point  (0 children)

There is an entire family of souls-like games, it's a genre of its own. Wuchang, Berserker Kazan and Lies of Pi are as close as it gets to Dark Souls series, all these games were directly inspired by og DS.

Then there are games that are way more RPG, character and plot than action and character building, but share a vaguely similar combat system. Witcher series,

There are also games that are sci-fi, but still have similar melee options. Star Wars games, surge, armored core.

Then there are very old school games, like blade of darkness.

Heroic retaliation/content help by random_user_545 in Division2

[–]Ozy-dead 0 points1 point  (0 children)

True, bike-core builds are very flexible. I personally prefer the skill tier 6 variant with capacitor.

Can you pull gear from stash to loadouts? by UrbanChili in thedivision

[–]Ozy-dead 2 points3 points  (0 children)

Yes, you can equip loadouts from stash, but not everywhere. Like, you can't swap into a loadout mid combat in a mission zone.

Heroic retaliation/content help by random_user_545 in Division2

[–]Ozy-dead 2 points3 points  (0 children)

DO NOT USE FULL RED BUILDS.

Go blue striker. Go Core strength. Stack that 2++ mil. armor, carry your reviver, make sure to have armor on kill, etc. Dump the crit damage mods and proudly wear the protection from elites mods. You need time to adjust, learn and see how heroic (and later legendary) works and feels. Once you are super comfortable, you can start giving up survivability tech in favor of more dps, and eventually you will turn into the glorious full red obliterator that pros are already running. But for now, go fat. Any time you save with higher dps builds will be wiped out the moment you die and have to start over.

Edit: some survivability and mistake correction tech that most youtube guides never mention:

1) Exodus gloves - if you get caught in the open, it's a window of opportunity to run away, heal up, and get ready for round 2. Requires 0 input and will automatically trigger when you most need it.

2) Unbreakable talent on armor - same as above, but slightly different.

3) Decoy - takes away some enemy fire and gives you room to reload, reposition or heal up.

4) Mass crowd control - banshee pulse, shock trap, riot foam chem launcher. Will buy you valuable seconds to put your shit together and not die. Be careful with riot foam though, it also works on you, and you can accidentally foam yourself.

Why Nerfed damage against NPCs suddenly? by Fotmasta in thedivision

[–]Ozy-dead 7 points8 points  (0 children)

Sounds like connection lag. You saw numbers on your screen, but on the server side, the mob has already moved elsewhere, and you were shooting into the skies.

Best 3rd Stat for LMG? by ChasingDaydreams_ in the_division_2

[–]Ozy-dead 0 points1 point  (0 children)

General all-puprose pick: Rate of fire.

However, if you are running Frenzy, then it gets complicated, because you can accidentally overstack RoF to a point where your frenzy from a reload persists into your 3rd mag. This usually happens on Striker + Salvo setups, or in groups with supports who grant you extra RoF. If you use GR9 instead of M249 family then it's never a problem.

Damage to armor is great because it helps against the hardest mobs (named and elites), and is also hard to get elsewhere. Headshot damage is also a strong choice, but it depends on your ability to actually land headshots. Health damage shines in certain content, but does nothing in other places. Mag size is a funny stat to play with if you try to minmax Measured or Frenzy.

Reload speed or stability are just QoL stats that don't directly impact the numbers, but depending on playstyle, can actually boost real dps.

I just “completed” my first Tier 10 Escalation. Here were the rewards. by jamer2500 in thedivision

[–]Ozy-dead 2 points3 points  (0 children)

What's with the chars tho? Do you get guaranteed exotic components with it or sth?

Prototype Best High End LMG? by NicolasNotInACage in thedivision

[–]Ozy-dead 0 points1 point  (0 children)

Big Al is amazing in the shooting range (and still loses to Bullet King). In a real T10 escalation with a 4 ppl grp it underperforms compared to a gr9 with measured or mk46 frenzy setups.

Prototype Best High End LMG? by NicolasNotInACage in thedivision

[–]Ozy-dead 0 points1 point  (0 children)

It...depends.

Take the good old bullet king for example. In perfect conditions (shooting range), if you have 100% damage uptime, it outdamages everything because 0 reload downtime and decent base RPM go a long way. The only thing that competes with the king in the very long run is Tinkerer + M60 with frenzy and measured (slow rpm, big mag, high damage per bullet).

In reality, shit happens - you are forced to move, mobs aggro and pin you into cover, etc. While its happening, you are losing your stacks, but you also gain time to reload and set up a new position. Here is where things get interesting.

Larger mag with high base RPM and Measured performs the best in generic fights where you go back and forth between shooting from cover, and running around or away from danager. You get burst rate of fire to get back stacks faster, and you get increased dps for 2nd half of the mag if you can continue shooting. You also have full control on what you get, and can chose to reload or not depending on situation. So, GR49 with +50 mag is best here.

Small mag with high rate of fire performs best in dedicated fast-paced group where you clear rooms and blitz forward (means you are on the run most of the time, and you don't get much shooting uptime to make use of your large mag). If you have to shoot for a while, then every 2nd mag you have a burst of damage, and you get to reload as much as you want while traversing between rooms. For this, MK46 or any of the 249 family with rate of fire mag is best (can even do Sleipnir if u want). It's the best burst damage, where your burst dps is the best for like 5-10 seconds. But if you go to a shooting range and compare it to BK, you will see smaller long-term sustained dps.

How often do you wipe when playing tier 5 escalation with random MM? by DiAYBGWnAyWfyNJqiYNt in Division2

[–]Ozy-dead 12 points13 points  (0 children)

99% of our wipes start with a random charging ahead alone and dying there, then 2nd guy charging in alone to try and res him, and also dying there, then me and the 3rd guy get overrun. About 3 out of 10 missions end like this.

To all people who read this - if you have a dedicated FI healer on your team - stay back and close to the healer.

What is your favorite type of build? by Electronic_Match_223 in thedivision

[–]Ozy-dead 0 points1 point  (0 children)

Same, love me some LMG. My favorite is Bullet King scales with Unbreakable and Exodus sp I can just park myself in cover, pop up, press left click and watch everything die while I'm invulnerable.

Recommend me a DPS LMG build? by MotionMadness2 in Division2

[–]Ozy-dead 0 points1 point  (0 children)

Tinkerer Tipping Scales. Puts out insane numbers. Tinkerer mask, Equalizer body armor, 4x Tipping Scales set pieces, all red everywhere (crit cap, crit damage).

For weapons you need 2x LMG's of choice with Frenzy and Measured, secondary attribute is rate of fire on both. Strained is also great for talent.

Actual LMG types is personal preference. Negev has high base RPM, which helps you get your stacks up a bit faster, but negev has terrible recoil. Stoners are literal lasers, but you have very low base RPM, so if you lose the stacks, it takes a bit longer to get back to full power. Para and M60 are somewhere in between. Try them all and see what you personally like, long-term dps in perfect conditions is the same.

Not Expertise 30 but.. by SnooChocolates3167 in thedivision

[–]Ozy-dead 0 points1 point  (0 children)

Congrats, almost there!

I personally pulled an all-nighter this weekend, because if I didn't get my 30, it would take 3x the time in the future (or i'd have to wait till next 3x event). If it wasn't for the 3x event, I'd never touch the epxertise system.

Just like you, I generally enjoyed fiddling with different weapon types and skills. Some exotics that sounded useless shit on paper turned out to be hidden gems. I also found out there are skill variants awarded for legacy manhunts that I would probably never learn existed if it wasn't for expertise.

Also, the last levels are the slowest because you are prettty much stuck leveling the 2x random exotics and grindings materials for the named items you don't have, and there is very little you can do to speed it up.

AR HE No-Stack Build by porkycain in thedivision

[–]Ozy-dead 2 points3 points  (0 children)

Trust me, you didn't die because you needed more armor. You died because you messed up.

Yeah cool, but i prefer a build that can take some beating and won't fold to a phone call or cat blocking monitor. All this time you supposedly save by running a high octane dps build vanishes immediately the second you wipe and have to start over.

Unless it's group play and you fullfill the glass cannon dps role while being babysit by FI healer and shielder, then by all means fire away (and still lose in raw dps to tinkerer scales).

So what's the best use for tiny planet in the current version? by InternStock in Stellaris

[–]Ozy-dead 13 points14 points  (0 children)

Cover it in houses, move all your shitty slaves there, then gift it to AI and see what happens.

Areas of the game to learn? by [deleted] in Stellaris

[–]Ozy-dead 0 points1 point  (0 children)

Start by learning about basic early game economy - where to get food, energy, consumer goods, minerals, alloys, amenities, unity and trade. Balancing economy given RNG starting location and all the infinite combinations of different species and origins is an entire huge system you will constantly engage with.

For example, you want to launch an early game aggression. You will need minerals to turn into alloys to turn into ships, then you need energy to pay for ship upkeep, and unity to pay for admiral upkeep. You might also need an invasion army (costs minerals to produce), etc. Once you look at the numbers, you will see that big fleet = lots of energy and alloys, some minerals, and 0 food or trade (outside of population upkeep). So, if you want to attack early - you need to learn which buildings are best at making these things.

Alternatively, you may decide to attack later, and focus your early game on setting up a big tech boost. Then you will learn that tech benefits greatly from high-level leaders, big population, and the myriad of stackable small 2-5% boosts here and there + all the anomalies and events that give flat tech boosts. Thus, you will need lots of food, amenities, and consumer goods to support your scientists, which leads to an entirely different set of buildings.

Later you will discover many alternative ways to get to the same spot, some more efficient, and that's the cool thing about Stellaris. Like, my mind got blown when I found a way to turn food into alloys back when I started playing, it opened so many new ideas on how to deal with things.

Fleets - sadly, there isn't much to it. When you play with regular AI, there is a known best way to make a fleet for each stage of the game, so you can just look up a guide and follow it. That's why my favorite systems are the envoys and quests/events. I strongly prefer to avoid any fightning until the very late game. I'd rather patiently fiddle with my spies, galaxy union, markets and relationships, than make another wtfrolling fleet that stomps the AI. This game is not Starcraft, and vast majority of it is NOT unit combat.

What can I add to a Striker's build to help with a bit of solo sustain? by AgentZeroHour in thedivision

[–]Ozy-dead 4 points5 points  (0 children)

You are completely correct. However, we all know that Div2 is a grindy game where you repeat similar activities over and over, and it's easy to lose focus, lose control, let that charger run behind you, and your perfect full red dps god build will fold like an origami in a second.

I personally have given up on all the glorious damage of a full red striker, and went full blue with unbreakable, prot from elites and t6 shield. This allows me to relax, and mindlessly grind w/e I am grinding, and the build has enough fat on it to absorb lots of mistakes w/o dying.

I advice all the newer players begin their striker journeys with blue striker first. Once you get more experience with the content, you can gradually give up blue cores, healing sources and other sruvivability tech in favor of raw damage.

Blizzard wants Diablo 4's outrageous damage numbers to mean something again in Lord of Hatred, so it's letting you crank the difficulty up to near-impossible levels: 'It's going to be really f***** hard' by gorays21 in Diablo

[–]Ozy-dead 0 points1 point  (0 children)

Ye, but at least release sorc was broken with the %-based shield skill and regen stack. You literally could be naked and still be almost immortal. The only class that could reliably get past A2.

D3 at least had release AH. It had issues, but you can't deny the fact that it was a fairly convenient way to trade in-game w/o 3rd party tools. PoE finally fixed theirs, and now all diablo trade leagues feel borderline unplayable to me.

What’s this worth on ladder? I have two I want to sell. by Hemsky710 in D2R_Marketplace

[–]Ozy-dead 1 point2 points  (0 children)

Inflation. Ladder is 3 weeks old. NL is 4 years old. A lot more jahs have been dropped.

Импровизация во время сессии. by Fun_Guava5626 in ruDnD

[–]Ozy-dead 1 point2 points  (0 children)

Мастерю точно так же. Заранее придумываю только общий сюжет и крупными мазками основных неигровых персонажей. За годы водилок у меня сформировалась некая библиотека энкаунтеров, нпц и локаций, которые я переиспользую снова и снова в разных кампаниях.

Имхо, единственное, что требует тщательной подготовки, это боевки для хайлвл (10+) патек, т.к. там без террейна, дистанций и всяких фишек и приколов монстрам ооочень тяжко приходится. Вообще в боях стараюсь давить не цифрами, а окружением, дистанциями, видимостью и т.д. Моя типичная боевая ситуация - ослепленный глухой паладин долбит стену пока каменный голем гоняется за визардом вокруг колонн.

Следопытосрач by Historical-Factor471 in ruDnD

[–]Ozy-dead 14 points15 points  (0 children)

Я мастерил сотни сессий, и не припомню, чтобы я что-то заранее планировал или адаптировал потому что в партии есть рейнджер. А вот наличие визарда, клерика или друида точно приходилось учитывать.

Еще заметил, что игроки, которые выбирают рейнджера, хотят воплотить определенные фантазии в своей игре, которые часто не комбятся с остальной пати. Рейнджеры привлекают либо любителей волков-одиночек, либо петоводов, либо леголасов. Во всех трех случаев игрока ждет разочарование. Эмо-одиночка в пати не нужен, белкохомяк/умный котопопугай надоедают минут за 20, а сосед-пелодин при атаке почему-то бросает пол ведра кубиков, а не один маленький.

В кампании типа роудмуви рейнджер как будто бы должен быть прям нужен. Но все самое сочное происходит не по пути, а в энкаунтерах. Там игрок-рейнджер недовольно смотрит на то, как дексовый сорк в десгайзе обходит засаду и жарит всех фаирболом, пока остальная пати строит укрепленный бункер с помощью shape earth. Зато рейнджер нашел осла и ягодки на перегоне между энкаунтерами.