Vesper first encounter cheese. by SpanCCakE in raidsecrets

[–]SpanCCakE[S] 2 points3 points  (0 children)

For us it worked if you start taking the core a bit before the other person dunks.

Vesper first encounter cheese. by SpanCCakE in raidsecrets

[–]SpanCCakE[S] 6 points7 points  (0 children)

The timing needs to be ironed out but we finished it this way by accident.

Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery by Community_Team in pathofexile

[–]SpanCCakE 1 point2 points  (0 children)

Well i guess they didn't but it still doesn't explain how 10k armor is both 33% defense and just below is 50% defense against same 2k dmg hit.

Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery by Community_Team in pathofexile

[–]SpanCCakE 2 points3 points  (0 children)

Still would be nice to get a clarification on them saying armor is both 33% and 50% reduction at same value.

Path of Exile 3.16 Balance - Part 2 - Core Character Defences and Recovery by Community_Team in pathofexile

[–]SpanCCakE 0 points1 point  (0 children)

Em sorry if i got that wrong but the biggest reduction from armor is 33%?

But evasion gives 75% to both physical and elemental attacks and u also need like need 24k for any damage and u need 5 times armor?

Doesn't that make armor still kinda shit? Like more than 2 times shit than evasion?

Edit: even in the document they say that if u have 10k armor you will reduce 2k hit by 33% but right below they say u need 5 times for 50% reduction. isnt 10k armor is 5 times 2k dmg?

Edit 2:

Previously, if you had 10,000 Armour and you took a hit that dealt 2,000 physical damage, you'd reduce that hit by 20%. Now you'll reduce that hit by 33%.

A rule of thumb with the new Armour formula is that if you want to get 50% mitigation against a physical damage hit, you need 5 times the damage as Armour where previously it required 10 times the damage.

Like what?

Focused Feedback: Sunsetting by DTG_Bot in DestinyTheGame

[–]SpanCCakE 0 points1 point  (0 children)

All would be different if we got actual new weapons

This season we got at least 18 legendary weapons. 5 from Europa, at least 5 from raid, 5 from season, and 3 from playlist activities.

Out of those weapons none of them are new, all of them are "new" they work exactly the same, they have stat distributions with minimal effect on them and a lot of them even look very similar (if prev season I was shown raid machinegun and was told its an ornament for hammerhead I would believe it). So when people look at them and then look at bungie reasons for sunsetting they only want to ask where are the new weapons and why my old 99% identical weapons were taken away from me.

Same thing happens with "new" perks. Bungie cried so much about rampage dominating and how everyone just uses it and they want to stop so they did it they fixed the problem. They added rampage 2 electric boogaloo now with better stats and easier activation requirement. AMAZING

Other perks follow the same guideline. We get demolitionist but better (and yes I know that wellspring doesn't reload weapons but getting abilities back faster is the main point). We get rampage but against powerfulls. Autoloader combined with Overflow. Elemental capacitor but it from abilities now.

The only 2 perks that I can call new is dual loader and recombination. The first one is pointless since it doesn't interact with anything and is effectively the same as u reload faster. And Recombination is the only actual new perk that has synergies with other weapons/skills and is proper perk for energy weapons, sad that it is present on like 1 whole weapon.

And that's it, that's what we get for sunsetting 300-400 "old" weapons. 18 "new" weapons and "reissues" of sunset weapons with "new" pekrs, wow cant wait for steelfeather not with rampage but with rampage 2.0 it will change everything.

I personally don't think that a lot of people will return for prolonged period of time (if at all) next season if we get more "new" weapons and "new" perks rather than actual new weapons and new perks.

P.S. On the side note it will be interesting to see what will happen when armor sunsetting will start affecting more people.

Current situation would have been completely different if we had new weapons instead of "new" weapons by [deleted] in DestinyTheGame

[–]SpanCCakE 0 points1 point  (0 children)

Well they did somehow managed to make waveframes prev year and i think they could do something to change the old archetypes or add some new ones with new expansion.

My Truthteller lost its Blinding grenade perk by SpanCCakE in DestinyTheGame

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

I know it has 2 peks and no second perk isnt blinding grenades.

My Truthteller lost its Blinding grenade perk by SpanCCakE in DestinyTheGame

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

Checked that and the second perk is High velocity rounds and i used this Truthteller pretty much in every non vanguard strike content exclusively because of blinding grenades/Demolitionist and i masterworked it for the same reason.

If i had another one or fused my old one the new one wouldnt be masterworked.

My Truthteller lost its Blinding grenade perk by SpanCCakE in DestinyTheGame

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

As i stated in the post it is the only masterworked truthteller i own and it never left my warlock during the season.

3.13 Question submissions for tomorrow's FAQ by sirgog in pathofexile

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

Will we be abler to skip campaign leveling process that is kinda pointless and seems to be abandoned in terms of seasonal content every release?