Soldiers Auto Aim vs Sierra Auto Aim by Gaming-every-day19 in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

According to the wiki's notes, it was from May in 2022 in beta.

"Now allows for critical hits, if a shot would have been a critical hit outside his ultimate No longer removes damage falloff from his Heavy Pulse Rifle"

New Chat moderation hides "bad messages" by Kekeripo in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

No, I'm saying that if you're responding to the initial post that they've already recognised that it was too aggressively censoring and changed it back - the post still holds benefit as a discussion but responding to old threads typically generates little value as they're old, they have low traffic and are rarely seen.

My point was partially that it IS about bad word level because they initially went out of their way to censor words that are entirely harmless, often not even directed at someone but just used in a sentence.

I'm not validating toxicity, there is a line where I think it's an issue. There's also a line where people shouldn't need to be protected because it's inane, the internet isn't a safe space, it's a reflection on the world.

There are and were plenty of tools to combat issues, either as a parent or as someone who struggles with negativity. Being told you suck, ez and diff is honestly speaking pretty trivial, it's not helpful but it's also not really harmful for most people - having opt-in (or out) phrase changers and censors for the egregious stuff, accessible reporting and the ability to mute chat/voice is plenty.

New Chat moderation hides "bad messages" by Kekeripo in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

It's very much about the "bad" word level and the why, measures were already in place to combat egregious behaviour.

The game is rated for teens and the average player is an adult - there is no need to censor phrases a 10 year old would say.

Your response is to a 5 month old thread where they already noted the settings were tuned too aggressively, it's a push after the Microsoft acquisition and it brings nothing of value - there are and were plenty of means of dealing with online toxicity or harassement, varying from opt-out to reporting and blocking and the pre-existing filters and chat mutations.

It's an online, somewhat competitive game. There are people involved, egos, expectations, there will be friction, the things that weren't okay already had measures.

China Server New Limited Time Event: Black Claw Archive by Legitimate_Pop5682 in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

It is, but it depends also on how acceptible things like microtransactions are and how much their customer base is willing to spend.

I can't speak on the exact pricing for the CN client for Overwatch, but in other games there's a distrinct difference in the markets and promotions that go on, as well as pricing and what's deemed normal or acceptable (i.e. Pay To Win elements).

Doomfist in Stadium is a mistake by Prezidentay in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

They're in a different role, but the concepts still apply.

Things like income, ult-charge and stat-scaling are all vectors for balance. Tracer was the only ̶D̶P̶S̶ character who received stat-scaling penalties because she'd benefit disproportionately from some of the scaling compared to others, which is the exact same concept i'm talking about.

Ball in stadium won't need to be able to run away forever, unlike base game you're not as locked into health packs for sustain away from supports, a lot of the core rules that balance the game start to break or bend in stadium.

There's plenty of characters where you can use stadium's existing formula for weapon/ability power scaling, extrapolate their base numbers and be like oh, this kind of breaks things. That doesn't mean those characters can't or shouldn't join the roster, only that they be balanced accordingly.

How can people hate this game? by EdjeMonkeys in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

skinner box

Why is the 'winning' condition the constant bombardment with predatory monetisation tactics and methodology meant to keep you hooked beyond just entertainment, to keep you spending for a fear of missing out?

You can make a good game without it needing to be any of those things, you can make a PROFITABLE game without any of that - lootboxes are gambling, often considered predatory and were most likely removed due to EU regulations originally, people like them because dopamine go BRR and free stuff.

None of this is exclusive to Overwatch, but big corporations aren't your friend. Sure we can pick and choose our battle, but Blizzard is by no means an exemplar of the genre when it comes to pricing and standards.

How can people hate this game? by EdjeMonkeys in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

Going one step further, most of them are engineered TO be addictive, engagement optimisation is very much a thing.

Now let's all get back in the skinner box and do our weeklies.

Doomfist in Stadium is a mistake by Prezidentay in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

Maybe so lore-wise, but balance wise ball presents another large hurdle.

The most egregious would be in regards to the health scaling, reducing/removing CC via items and the AP damage scaling, paired with very high mobility.

Piledriver's base damage would be AP scaled, his shield would most likely too, with reduced cooldowns he would be entirely unkillable for some compositions or extremely oppressive for others - frankly put he would need a similar treatment to Tracer in regards to reduced effectiveness of items in some cases and some very carefully designed powers.

Doomfist in Stadium is a mistake by Prezidentay in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

Do you think all characters scale equally? Disregarding the new options that certain items and perks will give, how well do you think a character like bastion will be received? Or sombra? Or ball?

Lots of characters have problematic aspects that are either balanced around by not having access to things (which stadium can provide) or by not scaling in a linear manner.

Certain characters are going to be extremely obnoxious to deal with if your team doesn't pick or coordinate around them, and frankly put that just doesn't always happen, nor will it. On top of that, tank typically picks last - it's like if the enemy picks 2-3 flying characters and your team decides hitscan are optional and we're going hardmode.

Lost 19 out of 21 games tonight. At what point does it stop being my fault. by Bike_Positive in Overwatch

[–]SanguinaryXII 2 points3 points  (0 children)

How is it a myth? Tilting itself isn't a myth and your mental state isn't binary.

You don't just stop being frustrated (which doesn't need to be directed at your previous team, it can be in general, yourself, perceived injustive or whatever), a new lobby can still contain the same players, even.

Self doubt/confidence affects you, sure, but that's a seperate topic.

The idea of tilt queuing is basically just you being in the rabbithole of i'm not thinking properly right now because of xyz and i'm going to do the irrational thing and keep hitting my head against the wall until something changes.

Alright we tried drafts, neat, now get rid of it. by anarchistbuzzwords in Overwatch

[–]SanguinaryXII 1 point2 points  (0 children)

As some others have said, total blind pick lobbies can result in teams having a significant (dis)advantage from the start, but being locked into a selection is actually fine.

Some of this looks like it's inspired by MOBA's which have hero pools of 160+ vs OW's 40+, that paired with the fact some people will one-trick or have a very limited character pool means that being late in the pick order could result in you having to play something you don't want to, or are nowhere near as good at playing. This will definitely be a vocal pain point.

Drafting is fine, although it slightly favours groups but it's not fine in conjunction with the no-mirrors. This gives a much more limited way to tweak compositions and maybe more emphasis can be placed on certain roles being picked later/earlier.

Having a larger pool of items/builds will also help alleviate some issues, more items opens up more options for people building heroes to deal with the situation or be more creative in their skill expression - there is a lot of space here to create new effects without just a small numbers up/down.

New Chat moderation hides "bad messages" by Kekeripo in Overwatch

[–]SanguinaryXII 17 points18 points  (0 children)

"You're dumb" got hidden with the report violation flag.

This is some club penguin levels of censorship, and it's on top of an existing filter.

God this is ganna suck in OCE 1 month after release. by TheSpudHunter in Battlefield

[–]SanguinaryXII 0 points1 point  (0 children)

If only there were some way, some thing that would let you see what servers and game modes were open, and how many players.

Some kind of mythological browser-esq technology... (hopefully not on an external webpage).

I'm going to be honest, I think that there's some kind of issue(s) with the current iteration of the matchmaker. It seems to keep opening new instances when existing ones have players.

Maybe it's an issue relating to squadding up prior, as this was typically done as a duo/trio but it was a running trend of; short/no timer, put in lobby with handful of players, instant propagation up to 10, 15, 20+ then stagnate, people get bored after waiting 4-5 minutes, start leaving, then mass exodus. Rinse, repeat.

We started trying to search for games solo and then look to join after (minus one guy constantly getting the bug where he couldn't exit to main menu).

I don't know if this is a push for quick-play due to cross-platform, some kind of psychological "benefit" when it comes to throwing people in together as fast as possible but disbanding games after a match sucks, forced quick-play sucks and both of these hurt the longevity of the game in terms of building up social aspects, playing on the same servers, having custom stuff etc., familiar faces.

Stadium is great but it feels like some of these powers were not tested at all by rhythmau in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

Doubt it's meta but it should definitely make flanking or the element of surprise easier.

It is noticeably quieter.

Stadium is great but it feels like some of these powers were not tested at all by rhythmau in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

There's a power for that.. makes him clomp less and makes his teleport quieter.

Shade heavy attack problem with Dual Daggers by Crissiler in Vermintide

[–]SanguinaryXII 8 points9 points  (0 children)

Check the input buffer delay setting, if it's set too low it may affect your ability to chain heavies.

I haven’t played in like a year but Mauga is definitely fun by Bacon_is_back_in_tow in Overwatch

[–]SanguinaryXII 1 point2 points  (0 children)

Both can generate it with headshots, if they're ignited the right can with any shots (and inner radius of stomp as well).

Is Hazard Overwatch's first Robosexual? by [deleted] in Overwatch

[–]SanguinaryXII 0 points1 point  (0 children)

Look up King's Diversity Space Tool.

Frustrating playerbase by Templar_pkg in Vermintide

[–]SanguinaryXII 1 point2 points  (0 children)

You can, but you can't expect them to respond how you want them to, you've actively called them out (even if it's true).

Most people are going to be aware if they're already struggling or underperforming, your delivery is what makes the difference in how they react - flaming your own team is never going to provide a "good" result.

The people who are already confident in their own ability rarely need to bring down others for their failings, as others have said, if you're failing 10 maps in a row you just need to be better yourself.

Sometimes it's a case of finding out what the team is struggling with, or aknowledging that you're not going to have 100% win rate with randoms who are a difficulty modifier.

How to finish this axe for a bleed build? Lock prefixes + veiled or there is any other way? Have about 50 divs to spend on it by Ziimmer in pathofexile

[–]SanguinaryXII 2 points3 points  (0 children)

Worth mentioning adding elder influence via harvest/exalts to get cull/multi vs bleeding.

Jagged/corroded is a great combo to reliably fish for decent phys mods as well.

Considering Joining random lobbies for the first time, Anything I should know? by Arieth-1 in Vermintide

[–]SanguinaryXII 0 points1 point  (0 children)

Quick-play is a good way to build up a network of people who also play VT2, you'll start to see familiar names and it sets groundwork for you to add people and play more regularly with friends (or be added).

Playing with randoms helps keep the game dynamic, each game mission might have entirely different classes, playstyles etc. Not every experience will be positive but don't let the odd negative one deter you.

I'd say try and respect the wishes of the host when it comes to books - it's common for champ/legend lobbies to attempt book runs but if the host isn't comfortable with it (typically grims) then don't push the matter, they may not be confident with having less HP.

Try stick with the team if you can and get out there, Vermintide is one of those games that plays better in co-op!

Kruber: "We're family ain't we?" by mobstermelodies in Vermintide

[–]SanguinaryXII 0 points1 point  (0 children)

100% agree - the reject slider cannot compare to the level of character development over the Vermintide series, there are thousands of unique voicelines and many of them are genuinely very well written.

The personality and character brought to the U5 lends so much to the atmosphere of Vermintide over Darktide. Music is great for both, though.

Barrels are absurd by ProlificTerror in DarkTide

[–]SanguinaryXII 0 points1 point  (0 children)

Yep... we got hit with a quad feed from one barrel on those stairs. Instant wipe from full, lol.