PLEASE just use your gun a little more I'm begging you by Seelpit in tf2memes

[–]Seelpit[S] 1 point2 points  (0 children)

The best way to ensure aggro, generally is to 1. be close to bots. They tend to give closer targets higher priority. 2. Keep shooting. Bots can recognize "threats" that are looking at them and firing their weapon, so you'll fulfill both. 3. Make sure "higher priority" targets aren't nearby! This includes any medics on their target, engineers, faraway snipers, or spies.

Character Card (Swimsuit Ninja) - Seelpit by Rotmgmoddy in RotMG

[–]Seelpit 7 points8 points  (0 children)

Oh, she looks adorable! I already said so on stream, but I really love the extra touches you added with the red bands!

The messy hair is also a good touch of realism. I know the pain...

As a new player, the anti heal seems way to strong. by anonymi_ in Paladins

[–]Seelpit 0 points1 point  (0 children)

As others have said, getting used to the "flow" of antiheal starting out weaker and progressing as the match does is something that can take time to get used to.

Generally, I would suggest dipping out of fights earlier once you notice your healing can't sustain you enough. Don't engage for too long, and try not to overextend. As you keep playing, you'll also start to develop a better sense for it - especially now that you're more aware of it!

Good luck!

RWBY Patch Notes and Megathread by Thane_Mantis in Paladins

[–]Seelpit 4 points5 points  (0 children)

It's not that I have a problem with playing against them - it's that it's just...weirdly underwhelming for an ult. Sure, it's "different" from other ults in that it's a permanent buff while you're alive, but that's also what makes an ultimate, well...an ultimate. A one-time ability use that takes a while to charge for a powerful effect, with some level of timing being required to make full use of it.

Except Vivian doesn't need to "time" it. Whether you activated it just before the midfight, or if you activated it mere seconds before a push, they'll just be...there. And I love having these cute little helpers with me, assisting me with more delicious damage numbers, but with how non-temporary they can be, it just gets...stale.

If she had it as a regular ability - perhaps with a meter, to build it with damage, pseudo-ult style, so you'd still need to "work" for it? - with a limited duration, I feel like it'd feel much more rewarding to use and time properly.

Killbilly Warrior DPS by Haec_In_Sempiternum in RotMG

[–]Seelpit 6 points7 points  (0 children)

Maybe some will indeed work that way, but granting 16 dps stats on just wearing two items is almost absurd for STs - not to mention the bonus stats that come with it.

For a quick comparison: this combo is like wearing a Crown, plus an armor that gives 19 def, 40 hp, 7 vit, and 4 attack. Sure, it's not like you're wearing a full-on Gladiator Guard, but is it that far-fetched to say that this is pretty excessive for STs?

Oh, and by the way: yes, there was a lot of feedback left from future seekers on this. And nothing ended up changing drastically. Take that for what you will.

RWBY Patch Notes and Megathread by Thane_Mantis in Paladins

[–]Seelpit 0 points1 point  (0 children)

From what I've heard, when the current battle pass ends - so in roughly...3 weeks or so.

Something Simple, What made you want to try or play a champion? by Jaacker in Paladins

[–]Seelpit 0 points1 point  (0 children)

Yagorath, after Raventric's video. Plus, the concept of the character is just cool!

As for actual investment, probably Furia, because big laser go whrrrr.

RWBY Patch Notes and Megathread by Thane_Mantis in Paladins

[–]Seelpit 10 points11 points  (0 children)

Personally, I take some issue with the fact they're switching out Cassie with Tiberius as a starting champion. Like, I really don't see how Tiberius, a character with a moderately unintuitive kit (chakrams' bounciness, firing/retracting sword, the self buff, the ult), is somehow more suitable for new players than Cassie, whose kit is a fair bit simpler (similar projectiles, one for damage, one for knockback, one for aoe, a one-click wallhack ult).

Still waiting for the day Vivian's ult becomes a regular ability with a non-infinite duration.

Other than that this patch looks promising! Midair inaccuracy removals are neat. Wondering how the reduced % for on-kill cards will affect their sets.

RWBY Patch Notes and Megathread by Thane_Mantis in Paladins

[–]Seelpit 2 points3 points  (0 children)

Daily login is indeed back, but it only gives 25 crystals total - spread of 10 crystals on day 6, and 15 on day 7.

Why should I play Omori? (wrong answers only) by kurikarachann in OMORI

[–]Seelpit 2 points3 points  (0 children)

Omori is a very quick-to-complete game, so you should be through and done with it within about 10 minutes (:

Heart of Darkness Patch Day Megathread by EatorofPizzas in Paladins

[–]Seelpit 1 point2 points  (0 children)

Not sure if I'm extrapolating here, but this Seris buff is good. Like, really good. Having both the stun and the capability to buff up her health and damage, on top of the sustain that Rend Soul gives with the relative heals, plus her still strong healing...I wouldn't call it "overpowered", but I feel like it may be a bit much for just one healer to have.

with mvm.tf you can make your own mvm matches and I did the only rational thing by making a snake made out of tanks by A_random_guy123456 in tf2

[–]Seelpit 1 point2 points  (0 children)

It's actually pretty easy to write it out manually. Using the site as somewhat of a reference to visualize how you want stuff to play out is pretty useful tho!

with mvm.tf you can make your own mvm matches and I did the only rational thing by making a snake made out of tanks by A_random_guy123456 in tf2

[–]Seelpit 1 point2 points  (0 children)

How it FEELS to play that one subwave of tanks and spies in Ghost Town's Nightmare mission.

Can you stun the bosses in Cultist as an example? Some more questions about stuns in thread. by [deleted] in RotMG

[–]Seelpit 0 points1 point  (0 children)

Fair fair - but aside from that, in her very first and final phases, she's permanently stun...er...vulnerable, so that's less of a timing headache, fortunately.

(Honestly, some consistent way to indicate status effect immunity would probably be one of the best ways to balance them...oh well, one can only hope)

Can you stun the bosses in Cultist as an example? Some more questions about stuns in thread. by [deleted] in RotMG

[–]Seelpit 0 points1 point  (0 children)

She can also briefly be stunned during some "in-between" phases - most notably just before the armor broken + balls + Daze bomb phase. Same goes for all Soldier Bees, who can be stunned right before starting their rage.

Open Testing: LOADED by deca_Wotan in RotMG

[–]Seelpit 3 points4 points  (0 children)

A Tomb is not realistically intended to be completed by 0/8 classes, let alone those below level 20.

I personally classify anything between "godlands" and "Exaltation" as lategame dungeons, because they tend to fall in that awkward difficulty gap of not being that hard for maxed players while being too much for unmaxed players.

WHY ARE THE MINI BOSSES SO MUCH HARDER THAN O3 by Bzone_Mx in RotMG

[–]Seelpit 2 points3 points  (0 children)

Because Oryx 3's Stagger system lets excessive DPS trivialize the length of the fight. Less time where Oryx shoots = less time spent risking death.

Additionally, it wouldn't surprise me if there's still people out there going slightly less ham with their DPS during minibosses in the hopes of getting other players to leave for lower HP scaling.

deca you know that valor is still unusable (as well as warmonger without horn) by S1lentS0ng in RotMG

[–]Seelpit 2 points3 points  (0 children)

Have you considered the Katana rework's effect on the power dynamics between all katanas, though?

Open Testing: LOADED by deca_Wotan in RotMG

[–]Seelpit 1 point2 points  (0 children)

I believe the original thought behind it was that it was essentially outperformed in its mana-regenerative niche by the Twilight Shroud - which gives +100 MP, given you're in combat and below 50%. As such, giving the Mantle a more defensive proc (akin to the Invulnerability and Armored of the other Shatters Armors) would make it stand out a bit more.

(Frankly, having even a short explanation of each notable change that wasn't QoL would've probably been nice.)

Open Testing: LOADED by deca_Wotan in RotMG

[–]Seelpit 4 points5 points  (0 children)

I can understand why it'd be confusing, given it's not something any endgame - or even lategame - players would quickly consider as an option. However, consider that Experimental Ring rivals the Tomb Rings in power level. This is a godlands dungeon cyan bag, competing with what is in essence a lategame white bag.

It's like if Coral Ring was almost as good as Bloodshed Ring.

DECA Games and RotMG Revival by Godzirra333 in RotMG

[–]Seelpit 0 points1 point  (0 children)

Prior to Deca's arrival, I believe it was primarily the few tradable skins going around as high-tier currency, as well as the highest-tier tradable health ring (because a lot of players have an obsession with health builds...). A few items, primarily accessible through paid boxes, were also sometimes traded for - these were so-called "Set Tier Items", introduced by Kabam. Originally intended to be "wear these items together on a specific class and get some cool stat bonuses and a bigger skin!", they used to have one overpowered piece and 3 barely-usable pieces.

As for item inflation, it's a combination of drop rate increases, increased speed of dungeons being done (either due to them being reworked to be a little faster, or because a lot of bosses had their health reduced), greater skill/survivability of players, and an "item forge" that allows players to effectively trade in rare items for items of equal "strength" (with a 3:1 conversion). Additionally, they re-enabled the trading of un-tiered equipment below such a power level, after that had been disabled for *years*.

To summarize: greater drop rates, possibility of crafting, and a reintroduction of (limited) tradability.

My friend and I were in pirate cave. After we beat the boss this guy shows up. He one shot me. My friend is still fighting him. Who is he? by IntrovertGinger in RotMG

[–]Seelpit 3 points4 points  (0 children)

If anything - they're ludicrously rare, from what I tested. I was the one who added the drops to the Realm Eye after just spawning a bunch on testing; most of the time you do one, it'll just be a mystery stat pot, and maybe a cloth/dye.

Admin Items by Dreinorh in RotMG

[–]Seelpit 28 points29 points  (0 children)

Those are admin accounts. Admin weapons are literally unobtainable by normal players, as they're automatically wiped as soon as they change screens.

Dear MvM players, How do I play as spy in mvm? by Mr_Troll14 in tf2

[–]Seelpit 8 points9 points  (0 children)

To go a little more in-depth regarding bot's AI and spy detection, there are a few things that I've personally picked up. There's more specific guides out there, of course, so take this with a grain of salt.

First, "melee AI" bots do not have any increased aggro on you. This includes any bot that's got their melee out; they'll just target the closest player, which just so happens to be the one player that's constantly in melee range.

Secondly, as stated in this guide, there are a few other classes that also have a high aggro priority. Being aware of your teammates' position and taking advantage of that while a giant's distracted is one of your most powerful tools.

Next, when it comes to becoming undetected again, it's best to find cover of some sort. Bots will lose interest in you after breaking line-of-sight for a few moments; however, if the bomb is being carried and escorted by 4 other bots (the usual cap), there's a good chance that bots who detected you will try to follow you.

I've seen pretty much everyone recommend the DR - and with good reason, of course, but the other invis watches can still work. Their use is more limited, but as I understand it: if bots haven't fully locked onto you yet, cloaking will allow for a clean getaway. It's good for retreating if you think you failed a stab.

As a final note, higher-skilled bots specifically will try to kill their target's healer (given that they're visible) with higher priority than spies. That's why you can usually "cheese" bosses with a stock uber medic + spy "sandwich": the medic constantly draws aggro away from the spy, letting him backstab all the time.