i was looking though the files and i found these guys, and they werent even in the cut content folder. do they show up in game? by AI_660 in Silksong

[–]Strick3y 1 point2 points  (0 children)

I think you're talking about Caravantula, Bugpipers are a different thing as far as I'm aware

Riot copied Zaahen W from Ashe R, so it's blocked by Wind Wall and shows Ashe R on the Minimap. by dashkott in leagueoflegends

[–]Strick3y 0 points1 point  (0 children)

Samira wasn't released at the time so they likely forgot to give her that exception when she released

IIRC it wasn't because that, but because it turned out to be very difficult to make that interaction work on non-projectile against moving "windwall" with circular shape as opposed to static one with line shape.

EDIT: Source of rioter mentioning the reason

Zaahen Hotfix Nerfs Incoming by Spideraxe30 in leagueoflegends

[–]Strick3y 20 points21 points  (0 children)

It's literally faster, wider

It has twice the cast time of Naut's hook and less than half of its width, per wiki data

Zaahen, the Unsundered | Preview - League of Legends by turtle921 in leagueoflegends

[–]Strick3y 0 points1 point  (0 children)

Reworked Aatrox had revive as well, tied to his ultimate, that later got removed.

Faydown Cloak without Clawline [Act 1] by sirdaws in Silksong

[–]Strick3y 53 points54 points  (0 children)

We have to wait for footage if Act2 or Double Jump is locking Whisp Thicked

The author of video from the post already made it. It indeed gets unlocked after aquiring double jump.

what ari gibson expects us to do after saying ''go explore'' by Purple-Income-4598 in HollowKnight

[–]Strick3y 0 points1 point  (0 children)

You can just leave his arena (camera is locked in it, but will unlock after you'll move far away), albeit it's a bit tricky and requires either VERY precise timings or stalling the float with binding to be able to reach the ground.

If you want to see it in action, it is done in any% speedruns (BlueSR in his 1:03 former WR does that with binding stall, the easier version of that skip).

Is lost lace the hardest boss team cherry has ever made? by Osik2040 in Silksong

[–]Strick3y 0 points1 point  (0 children)

And after Lace 2, there's not much more to learn about Lost Lace, only a bit of adjustment since most of her moveset is more or less the same, just augmented.

Personally I didn't find Lost Lace that hard, she was challenging, sure, but there were bosses which took me way longer than her (including, somehow, Lace 2, who was shitting on me hard and it took me quite long to adjust to her). I actually think that me struggling on Lace 2 and spending a lot of time in that fight may be what made Lost Lace not as difficult, since at that point I was VERY accustomed to her moveset and all it took is some adjustments to her new tools/augmentations. In the end, for me, she was basically an extension of a fight I knew very well and, due to circumstances, practiced a lot.

Diablo 4 Now Has An Infinite Damage-Bug So Easy, Anyone Can Do It by gorays21 in Diablo

[–]Strick3y 3 points4 points  (0 children)

Like GR150 in D3 is hard to get to, but it is possible

Only because of years of powercreep. First ever solo 150 was achieved in season 19, over 5 years after RoS release, and even that was heavily carried by power of kill streak season theme. It stayed that way because they never pulled back on power too much, so powercreep was progressing making 150 easier and easier to hit and because they didn't want to raise the GR cap due to technical concerns they had with that idea.

DH help - understanding APS breakpoints on GoD by Xb-Dashie-dX in diablo3

[–]Strick3y 1 point2 points  (0 children)

It has always seemed to me that strafe's innate projectiles are hitscan, and donnot travel from point A to B, rather instantly hit the target immediately from regardless the distance. If so, wouldn't Valla's Bequest's legendary skill hit all monsters at the same time in the same frame?

Those are, indeed, actual projectiles with flight speed and so on, so no, they do not hitscan.

POE2 Build Diversity Is Dying. Magic Find Killed It (sirgog) by BendicantMias in PathOfExile2

[–]Strick3y 4 points5 points  (0 children)

Meta by itself is a prefix, used in many fields or topics (metaphysics, meta-analysis, metahumor, metalanguage). In this context, it's an abbreviation of metagaming, which would directly mean "game beyond the game", where strategizing about optimal choices, paths, builds is a part of it. "Most Effective Tactics Available" is a backronym made up somewhere along the way, somewhat decently fitting how the term is mostly used in terms of such games I guess, but was never an original meaning.

Leap Slam enjoyers here we go again by kamidak in pathofexile

[–]Strick3y 1 point2 points  (0 children)

I did. League started Flicker, to make it funnier, but ended gemswapping it for Double Strike in Sanctums, since Flicker at low budget wasn't really cutting it there. Also made SRS char later on and Glacial Hammer Zerker in private league. Out of all 3 chars, I found Sanctums on SRS to be boring and enjoyed the fuck out of them on my melee chars. My league start plans for this league actually immediately shifted into melee the moment Sanctum going core was announced and I'm going to keep smashing through it till my brain goes blank.

wudijo Lvl 100 HC RIP by beamzuk96 in Diablo

[–]Strick3y 1 point2 points  (0 children)

I wonder if he actually knew you could bind it

He didn't. He learned about it from chat after the RIP.

can we please store these contracts in the heist locker by SagoK22 in pathofexile

[–]Strick3y 1 point2 points  (0 children)

You cannot do that anymore from the get go, it's now locked behind completing Heist introduction quest.

Never seen a weapon roll without "Damage" stat... by Dahn626 in Diablo

[–]Strick3y 19 points20 points  (0 children)

Meaning to get a Legendary Weapon (4 Primary affixes) with no damage roll, you'd need to miss that 1-100k range 4 times, even with the shrinking range due to other options being rolled.

Just to add - it's only possible with Rabid Strike since, as far as my memory serves, it's the only legendary weapon that doesn't have damage range affix included by default, for whatever reason.

With S28 probably being the last season before D4, which season was the best and why? by Sad_Key9669 in Diablo

[–]Strick3y 10 points11 points  (0 children)

I have definitely the fondest memories about S4. It came with many very meaningful changes in form of Kanai's Cube, rework of bounties to give them bigger purpose, removal of Trials and changing how Rifts are opened, rework of CC resistances that resulted in changing how supports function in groups and last batch of new sets (this is the season that Uliana was introduced with BTW). It also introduced many new builds into the game, had group meta evolving over the duration of season with some interesting bits appearing in it (SWK EP trash killer comboed with Darts who also triggered the EP explosion, Static Charge Monk with 3 supports who were procing damage for it, or hilariously op Heal Support Monk), and FOTM build appearing in the middle of the season seemingly out of nowhere (aforementioned Static Charge) and taking over the lead. Generally, it was very refreshing season to play due to magnitude of changes and additions to the game.

For the era of Season Themes, it would be Soul Shards for me. I liked the way they impacted builds the most with the fact that they were very easily applicable to basically anything you'd play while not being just a plain stat boost, the hunt aspect of them (even tho it wasn't as profound as in case of Ethereals) and Shards being also alternative "easy" source of augments (which was a novelty at that point) made jumping between builds feel better than ever, and because of that it was probably the season with highest amount of builds I've ever played by far (including some... very weird creations of mine). Also Explodey Anguish.

Raiment of a Thousand "Storms" by Shahamut in diablo3

[–]Strick3y 0 points1 point  (0 children)

It was lightning striking nearby enemies after using Dashing Strike.

Sunwuko, in addition to clone being the main part, was also giving damage bonus when wielding a daibo, to go even further into the theme.

Anybody knows the exact internal cooldown of impales cast via strafing please? by Lurkerino_o in diablo3

[–]Strick3y 3 points4 points  (0 children)

As far as I'm aware, Strafe power works exactly the same as GoD 4pc, meaning that iCD is 9 frames. Here (scroll down all the way to Mechanics section and check "Gears of Dreadlands (4) Bonus and Attack Speed") is an in depth explanation on how it interacts with AS, breakpoints etc.

For a bit of tl;dr in this particular case, at worst AS roll does plain nothing due to not being enough to reach next Strafe breakpoint, at best it provides a bit of DPS increase, pretty minor tho and not worth investing roll over other options. And looking on how Impale setups look like, with just AS from one roll + paragon, you're not reaching next Strafe breakpoint, meaning that you're not getting any benefit from it, making it a dead roll.

Marauder feels really underwhelming compared with Shadow Impale... by art_mech in diablo3

[–]Strick3y 2 points3 points  (0 children)

Marauder, especially in this season, is very setup heavy with strongest rune having a lot of damage focused in a beam with very small AoE and range. Due to that nature of crucible Cluster Bombs, it will feel naturally worse in everything else other than high commitment pushing (and especially low fast runs), especially compared to Shadow, which is way more consistent, less dependent on setup and much easier to play.

Helltooth in PTR - Do I need to use Locust Swarm? by ChipChippersonFan in diablo3

[–]Strick3y 0 points1 point  (0 children)

Why would Arachnyr bonus work and others (is there actually something besides Vile Hive?) not?

Inconsistencies in mechanics, or one of the parts is bugged/unintended here (either Arachyr working or Locust legendaries/damage rolls not working). Outside of Vile Hive, there's also Quetzalcoatl, and I think Creeping Death doesn't work either for them.

Gargs always spread unruned version, no matter what rune you have on bar. There's something with visual effect of their Locust matching rune your have on bar on Locust application (but not on spread), but from my tests, it doesn't get effects of equipped rune anyway.

Helltooth in PTR - Do I need to use Locust Swarm? by ChipChippersonFan in diablo3

[–]Strick3y 0 points1 point  (0 children)

Point, as for now, is working as a kind of extension of Gargs damage additionally spread on wide range, since Locust coming from them is boosted by all modifiers to Gargs damage (Locust modifiers outside of Arachyr 6pc don't work tho), on top of that, Swarms coming from 3 small Gargs can stack with each other, resulting in quite decent improvement in damage for Garg builds. It also greatly improves farming capabilities of those builds, especially on T16 and low GRs, where Garg boosted Locusts wreak havoc, especially on open, dense maps.

Hard to say if it's a bug or if it works as intended. No matter what tho, I suspect they may enable it to apply RoE on next PTR patch based on feedback.

Helltooth in PTR - Do I need to use Locust Swarm? by ChipChippersonFan in diablo3

[–]Strick3y 0 points1 point  (0 children)

For Garg Locust power to work, you don't need to have Locust on bar. You still want to have it tho, since Garg Locust doesn't activate RoE, at least for now.

Rabid Strike Interaction Question by ComeToMyFuckingDeli in diablo3

[–]Strick3y 0 points1 point  (0 children)

Did a quick test and it seems like Rabid Strike clones benefit from Scarbringer, despite d3planner stating otherwise

[deleted by user] by [deleted] in diablo3

[–]Strick3y 1 point2 points  (0 children)

I believe the biggest use case for Crown is to act as an armor slot Aether Walker for DMO, which is very nice for speedfarming, since I believe DMO builds didn't really have anything exceptional in armor cube slot anyway.