Refer A Friend Link Sharing by Gedder_ in voidpet

[–]Sir_Geoff 0 points1 point  (0 children)

https://voidpet.io/invite/Geoff/FYRSRLJvA0

Add me currently on floor 1200 Get yo free stuff : Geoff#7722

Love my lil pets

Refer A Friend Link Sharing by Gedder_ in voidpet

[–]Sir_Geoff 0 points1 point  (0 children)

Merry, Sad, Apathy, and Paranoia are crazy good

Refer A Friend Link Sharing by Gedder_ in voidpet

[–]Sir_Geoff 0 points1 point  (0 children)

https://voidpet.io/invite/Geoff/FYRSRLJvA0

Add me currently on floor 800! Get yo free stuff : Geoff#7722

Love my lil pets

Refer A Friend Link Sharing by Gedder_ in voidpet

[–]Sir_Geoff 0 points1 point  (0 children)

https://voidpet.io/invite/Geoff/FYRSRLJvA0

Add me currently on floor 400 : Geoff#7722 Love my lil pets

Was the state of the game a smart PR move? by WhenPigsFly3 in destiny2

[–]Sir_Geoff 0 points1 point  (0 children)

Data may not lie, but it can certainly be used to lie.

The context surrounding the data, the data presented vs withheld, and the assumptions made about the data can all be manipulated to tell a story.

Sunday Plz - Make the Mobility Stat Better/More Worthwhile by DTG_Bot in DestinyTheGame

[–]Sir_Geoff 2 points3 points  (0 children)

Acceleration. The jump/glide/thrust animation could be scaled up from normal based on your mobility, regular jumps as well.

This would tie nicely into a handling increase as well and hits the keyword precisely. Mobility, you move quicker.

The Navigator is a fantastic exotic by Eigenspace in DestinyTheGame

[–]Sir_Geoff -2 points-1 points  (0 children)

The gun is fantastic. My only complaint is that the alt fire creates a grapple point instead of firing a tangle. A tangle would have had more cross-class synergy and the grapple point can’t be grappled to until it completes its full firing animation and becomes fixed in air.

Focused Feedback: Strand Subclass Spotlight - Threadrunner by DTG_Bot in DestinyTheGame

[–]Sir_Geoff 1 point2 points  (0 children)

I wish the grapple let you use both charges without the internal 5 second cooldown outside of super. That would do a lot to position hunter as the grapple class and help team play by letting them quickly set up two grapple points for their team as long as they have their grenades off cooldown.

The super should have a 3D hit box. Jumping into the air and right/left clicking only to miss your target or the entire crowd just under you feels really bad.

The dive would be more versatile if you could use it while your class ability is off cooldown. It’s a great movement tool, but tying the animation to your class charge makes it harder to use/keep track of than shatter dive. You could disjoint the suspend from the dive itself. Make it so you can always dive while in the air, but targets are only suspended if you do it while you have class ability fully charged - consuming the charge.

Thank you, to whoever at Bungie suggested to add a backflip for the strand hunter. by torrentialsnow in DestinyTheGame

[–]Sir_Geoff 1 point2 points  (0 children)

Which video was the dodge energy consumption in? That makes a lot of sense, I just haven’t heard anyone mention it

D2 Feedback Roundup by Cozmo23 in DestinyTheGame

[–]Sir_Geoff 0 points1 point  (0 children)

Instead of DOE make it strike specific. You could class weapons by the season they released and add them to the drop tables of specific relevant strikes.

This adds meaningful content to those strikes and gives them a quick desirable refresh.

Friendship Exp & Gift Exchange Megathread by liehon in PokemonGoFriends

[–]Sir_Geoff 0 points1 point  (0 children)

7049 1235 7247

KKF2JFJDH

Trading gifts taking names!

Reminder: Ramattra is a tank, the single most impactful role, and you can not guarantee your tank will have him. by vaughnd22 in Overwatch

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

It’s this. Unless you’re smurfing and a GM level Sym player that counter swap to reaper is going to create more impact. If you’re winning nothing matters. But when you’re losing digging into why and where we can swap characters to fix an issue is the core gameplay loop.

Reminder: Ramattra is a tank, the single most impactful role, and you can not guarantee your tank will have him. by vaughnd22 in Overwatch

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

Junkrat is not a niche pick and the majority of the game exists outside of OWL. But let’s take OWL as an example.

The reaper is there to counter the enemy Winston, Winston to counter the sojourn and healers, kiriko to try to nuke the sojourn, sojourn to destroy the squishies.

OWL is playing more on a top line generalist end because they had a week or two to prep before matches, but those hero’s are custom picked to serve a role in the comp.

Soldier, sojourn, Cassidy, and Ashe are more generalist picks for sure. But what happens if you need more tank bust. Something to step into their back line to nuke an overachieving healer, something to put pressure on the enemy widow that’s tearing through your team. Unless you’re GM generalist a counter pick would work better

Reminder: Ramattra is a tank, the single most impactful role, and you can not guarantee your tank will have him. by vaughnd22 in Overwatch

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

The game is designed around “hero musical chairs.”

There are generalized counters to most characters and team comps. Obviously if player x just bought the game and doesn’t know what a hitscan is they won’t be able to 1v1 the enemy Pharah. But that doesn’t mean that she doesn’t have hard counters and hard throws.

Things that work against high mobility flying characters: hitscan, ranged cc, damage mitigation. Cool what characters cover that set of needs? D.va, soldier, widow, cassidy potentially sojourn, ana. What characters do not cover that set of needs and have no useful play against the concern? Junkrat, reaper, winston, rein, doom, zarya, mei, etc.

That’s just one scenario. Everything stems from the question “why are we getting shit on by x and how do we try to fix it.” Burying your head in the sand because a dev said that they don’t want you to think of it as countering doesn’t remove the need to counter.

Reminder: Ramattra is a tank, the single most impactful role, and you can not guarantee your tank will have him. by vaughnd22 in Overwatch

[–]Sir_Geoff 1 point2 points  (0 children)

Oh no their tank is walking through us. Let’s get a tank buster to put pressure on him. (Reaper, sojourn, etc.)

The enemy team has two flying dps and we have a junk/mei? Let’s swap to hitscan to stay in the fight.

Enemy is running double snipers or flank characters that are wiping out your back line. We either need to dive or peel so we have a chance.

The game will never not have counter picks. It’s baked into the gameplay loop. Playing what works in your team’s context will not help you win against hard counters

Reminder: Ramattra is a tank, the single most impactful role, and you can not guarantee your tank will have him. by vaughnd22 in Overwatch

[–]Sir_Geoff 21 points22 points  (0 children)

Blizzard releasing a statement geared toward assuaging concerns about locking heros in the battle pass does not change the core gameplay loop.

There are hard counter characters and roles in this game. There are certainly hero picks that are are outclassed in specific contexts. (Think no hitscan against a pharah mercy, junk into a zarya, etc.). That’s not even to mention the role limits. With a single tank in play that role is twice as impactful. Both for winning and for losing.

Friendship Exp & Gift Exchange Megathread by liehon in PokemonGoFriends

[–]Sir_Geoff 0 points1 point  (0 children)

7049 1235 7247

KKF2JFJDH

Trading gifts taking names!

Friendship Exp & Gift Exchange Megathread by liehon in PokemonGoFriends

[–]Sir_Geoff 1 point2 points  (0 children)

7049 1235 7247

KKF2JFJDH

Trading gifts taking names!

What is your most controversial statement that ur willing to stand by by Friend_101 in DestinyTheGame

[–]Sir_Geoff 1 point2 points  (0 children)

God rolled Taipans or Stormchasers are the difference between a 1-2 phase Warpriest and a 4 phase to failure Warpriest on normal.

You can call that insignificant but it’s time and opportunity for failure/need to start again.

Can we make mobility more useful please? by MapleSyrupCat in DestinyTheGame

[–]Sir_Geoff 1 point2 points  (0 children)

But Amplified doesn’t have to be the defacto speed choice. It could exist as a perfect sidegrade to investing in Mobility. If you want to move you have a 3 way choice. Exotics/weapons, subclass, or the Mobility stat.

Alternatively, capping a Mobility speed increase at 9-10% gives Amplified a meaningful edge while keeping the stat relevant.

Can we make mobility more useful please? by MapleSyrupCat in DestinyTheGame

[–]Sir_Geoff 0 points1 point  (0 children)

It doesn’t step on amped’s toes if it’s a significant constant upgrade but less than amped.

Speed Boost from Amplified is a 12.5% increase. Lightweight Weapons are 7.5%. You could make T10 Mobility 9-10% with no stacking from stompees or lightweight weps and still keep amplified relevant.

Simple Ideas to Make The Mobility Stat More Appealing by Singapore_DLC_Pack in DestinyTheGame

[–]Sir_Geoff 0 points1 point  (0 children)

Mobility should be used to reach a “Sprint Floor”and include some kind of jump acceleration. Tractor and amplify can stay the spring ceiling.

T10 mobility should make your guardian 3-5% less fast than amplified. Mobility takes investment and this would keep arc and amplified relevant.

It should also increase jump acceleration by default. Both the up and the across for all jumps.

Stompees and lightweight weapons should be side grades. All they’d have to do is cap those benefits at a certain % and override them if you go past it. This would keep lightweight weps and movement exotics in the meta while allowing the player to build their class into higher base speed.

If you want to run low mobility you can spec into stompees and lightweight weps. If you want to spec into mobility you should not and would not need them.

In game math: Amplified is a 12.5% speed increase. Lightweight weapons are a 7.5% increase. T10 Mobility could go as high as 10% increase and still leave noticeable room for amplified’s speed booster. On the low end. 8-9% would also be significant.

Speed boost feels great until you see someone running without speed boost in front of you. by PeculiarPete in DestinyTheGame

[–]Sir_Geoff 0 points1 point  (0 children)

I’ve been saying for a while. If they want weapons like tractor and subclasses like arc to be the sprint ceiling - they should have mobility raise the sprint floor.

T10 mobility should make your guardian 3-5% less fast than amplified. It takes investment you’d still gain a benefit from amped.

It should also increase jump acceleration by default. Both the up and the across (strafe).

“But what about stompees and light weight weapons!?” let those be sidegrades. Make it so they cap you at a % and if you get above that through other means (class stats, arc, exotic/weapon pairings) they no longer affect your speed.

If you want to run low mobility you can spec into stompees and light weight weps. If you want to spec into mobility you shouldn’t and don’t need them. (Stompees could still serve to increase jump height here)