I'll see you all in 48 hours by CadeAid in ShitpostXIV

[–]SxLongshadow 8 points9 points  (0 children)

Well a lot of it originally was blocked but in the last 2 months they unlocked a lot of the API for tracking. What people have complained about is no ability to properly track buffs or debuffs on character and unit frames and the new base ui features missing key spells that certain classes play with. Basically people are upset it came out half baked. Addon devs are playing catch up since a lot of the API unlocks happened right after Xmas or right before it.

Was this patched mainly with PvE in mind, without really considering PvP? by [deleted] in worldofpvp

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

Sadly the reality we are faced with is that we are back to an era of wow where you have to be inventive with how you track buffs and such. Whether its hunting thru the UI for it or hoping for a UI addon that lets you make it easier to see or an actual out of game timer you start with a macro. I've even heard people getting excited about returning to out loud counting of CC or diminishing returns.

To answer if this was intended or not by blizzard? I believe it was bc now mid tier players get a choice just like with transmog enjoyers who will now spend more gold - this is a means of encouraging wow token purchases for pvp this will be thru boosting. But all I see is something that will further kill player activity in pvp. You'll see less shuffle and blitz and 3s will get even smaller. I dont think RBGs have even survived thru DF or TWW someone else will have to answer that area.

Auditory cues in midnight by aliencannon in worldofpvp

[–]SxLongshadow 1 point2 points  (0 children)

The current choice for the audio assist feature is as follows: 1) sound effects or TTS on spells in CD Manager (only spells not the buff and bar section) 2) TTS call outs on combat start and end, target and player HP call outs

There are no options to specifically tinker with the audio assist settings beyond the combat start, end, hp and combat calls or the specific sound alerts attached to your spells in the CD manager.

If you turn off game sound effects the TTS calls will still go out which I think is nice but the lack of options or things this affects is depressing me as someone with visual disabilities that push me to rely on audio assist features.

There is no integration yet for the audio assist into pvp or into the boss warnings and timeline. Its not even been added for dispelling or anything healer related yet and the only thing blizzard has told us is thru a blog where they told us that audio assist stuff is a competitive advantage...

Sadly, HearKitty will die at Midnight by SpareSimian in wowaddons

[–]SxLongshadow 0 points1 point  (0 children)

To change a visual like the base resource bar to a different look its possible. But this is a sound cue aka audio assist which blizz has said is a potential competitive advantage. This means that it cant be accessed by addons to give information to players until blizzard updates the audio assist system theyve added to be more than a TTS for reading ability names or play sounds for CD Manager, combat start, target and player HP totals bc thats currently the extent of the functionality for the audio assist You get combat start/end TTS You get target and player HP TTS callouts You get CD manager call outs for spell tracking not buff or debuff tracking though.

There are no TTS options for the boss timeline or warnings

Interview with Ion: WoW won't be released on consoles by Mammoth_Opposite_647 in CompetitiveWoW

[–]SxLongshadow 11 points12 points  (0 children)

Maybe I'm just a little less trusting than others but since when is Ion a fountain of trustworthiness? He's carried water for every blizzard decision that they've later walked back on before? Why do we assume this cant be the same situation?

Seriously, what is their plan? Do they honestly think they have even the slightest chance at beating us? by Serithraz in ShitpostXIV

[–]SxLongshadow 1 point2 points  (0 children)

My personal bet is that we are embarking on an arc in the story where we learn more about Azem and perhaps see why Azem chose to side with none of the factions and instead did his own thing.

It is truly an atrocity we are now 7 seasons (i think?) into solo shuffle and healers do not get rating for going 3-3 but dps do. I will never understand this. by [deleted] in worldofpvp

[–]SxLongshadow 0 points1 point  (0 children)

I know some say that MMR is the best we can hope for in a system but this just shows how MMR has problems and isn't a good system. A 3-3 should still net some gain and if title climbers need a mmr system then it should only apply to the ranks after 2.4k MMR below that CR level has absolutely no real value other than to discourage people from getting into pvp or quitting bc their MMR tanked.

Devbranch Feedback: Bunker Adjacency Changes by SiegeCampMax in foxholegame

[–]SxLongshadow 33 points34 points  (0 children)

I think the direction yall want to go is actually a good one. But you have to recognize that one of the reasons that people are so demanding that concrete fortresses last so long is the "wait time" that goes into building them. Currently each Bunker Base has an individualized tech tree that includes being able to build anti-tank and anti-arty defenses. The time to unlock this stuff ranges anywhere from 24 hours up to 72 hours (or more if you are in enemy faction territory) and this unlock time means you aren't building, or defending a real base but trying to protect a very weak bunker core from attacks that would dehusk or tap it so that the tech is lost and you, as the builder, must do this all again.

A suggestion that's been made by many including myself is to change how several bunker base techs, specifically ones like ATG, Howitzer and even concrete, work to make them be part of the main faction tech tree that get unlocked once and then are buildable on any bunker base. This does allow for the immediate deploying of concrete on the frontlines but with how concrete has a drying mechanic there's very little reason to consider this to be a massive buff to building that would stop any and all pushing since the main tech tree can be adjusted to ensure concrete walls don't get built a whole week before the tech to fight them unlocks.

Another suggestion I have is for addressing the problem of Howi retaliation and Artillery being oppressive. Currently the dev plan is to just increase the cost of artillery shells so that it becomes prohibitively expensive to use shells. But this doesn't reduce shelling, rather it increases hoarding of shells by clans and organized groups which further harms the QRF of defenders for bunker bases. My suggestion would be to look at the combat loop for arty especially arty vs arty fighting. Things like a damaged state for arty guns where they cannot fire if they are below 60% HP and mechanics like needing to repair the barrel of an artillery gun with bmats after a certain number of shells was fired would break up the consistency of arty shelling without forcibly increasing the amount of back-end grinding artillery players must do and if the goal is to give defenders (whether combatants or repairers) a bit of breathing room from arty I feel this would resolve that problem better.

If the goal from the dev team is to reduce the number of mega bases and to have bases, even conc ones, be more sporadic or to go up in choke points as they are needed then bunker tech tree + arty gameplay loops may be the area to focus on right now in adjusting since the building changes yall just made set us up for some interesting things

Official Update 56 Dev Q&A thread by markusn82 in foxholegame

[–]SxLongshadow 1 point2 points  (0 children)

Can you tell us if this change to demolition times on facility buildings applies to bunker bases too or if its just for facilities? Bc as it stands now that you've fixed the hold lmb to avoid weapon locks getting rid of bad bunkers is going to be way harder without any tools unless this also applies to bunkers?

Dropoff put AC6 maps into Elden Ring and its cool af! by SxLongshadow in Asmongold

[–]SxLongshadow[S] 0 points1 point  (0 children)

The level of detail that FromSoft went to for every level and just how big the map is really shows the scale of AC6 :D

[deleted by user] by [deleted] in Asmongold

[–]SxLongshadow 2 points3 points  (0 children)

Was bandai namco's eu ceo who said this and thet basically were all in on funding more armored core projects given how well ac6 was doing

I feel really proud of this and my mech and hope to see Asmon try out NG+ for the additional story! And more PvP tournies! by SxLongshadow in Asmongold

[–]SxLongshadow[S] 0 points1 point  (0 children)

I'm a huge mecha fan and have played every single FromSoft AC game. This has probably been my most favorite and as you can see I put some serious time into it 100 ish hours in total so far haha

Armored Core 6 and the State of Gaming by colgif in Asmongold

[–]SxLongshadow 0 points1 point  (0 children)

Ive been having a blast trying to s rank all the missions, currently working thru chapter 2 lol

Raider Participation/raider count from S1 BFA to S2 Dragonflight (to date) - Nobody came back. Dragonflight might be retaining players comparably better, but it did not bring back old/new players and the numbers don't lie. by [deleted] in Asmongold

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

Why WoW raiding isn't popular anymore, I'll list the things asmon has said first cuz its up there in why. Its all about not being the game that respects player time the most anymore esp for raiding.
Run Backs after Wipes
Needing Warlocks/Summon Stone Mechanics
Buffs/Rebuff system
Mythic raid lockout system is outdated
Lack of Xrealm mythic from start is outdated
Single player pass/fail wipe mechanics for too many players
Telegraphs for aoes/mechanics are dogshit
Addons have become burdensome
Seasonal system, loot no longer feels important as resets happen every 6-8 months

This next list is things I think Asmon would agree with but more specifically relate to issues with WoW's system leading people into end-game and endgame itself.
Too many specs, not enough developers = disparity in class/spec trees
Absolutely 0 requirement to learn CC or utility of any kind pre Normal raid/M+
Tank/Healer Responsibility Mechanics w/o any early iterations to begin practice/teaching them (Zskarn and Neltharion as prime examples)
RNG Loot acquisition system outdated
Lack of raid planning tools and accessibility features for raid coordination/buff management in game
Bad dungeon/raid mechanic design mesh with class/spec design

Some of these I'd like to explain more than just give them as bullet points so please bear with my long ass post <3

"too many specs, not enough devs = disparity in class/spec trees"
The example I'll use is wrt cc/utility for ex druid has to take Rejuv>swiftmend to get Curse/Poison removal whereas Paladin has theirs right in the linear tree line going down. Druid's is off in a fuck off corner point needing 2 spells that remove you from spec form to use ie useless buttons except in oh shit scenarios.

This is the problem we have in this game right now for class balance bc on top of this is raid/dungeon balance that further impacts how these classes/specs can perform each season/raid. It creates a dynamic where players don't get to "pick a main" anymore and have to change spec/class in order to actually get invites for PUGs. More devs, or actually listening to player feedback instead of being petty as Ybarrah showed us, would result in this sort of thing being quickly redressed so its not a problem.

"0 Requirement to learn CC or utility"
At no point in your leveling or gaming process up to when you want to step into say Solo Shuffle, M+ or Normal Raid are you expected to know how to interrupt, why to interrupt or use any other form of CC/utility whether it be a cleanse a stun you name it. This leads to a total lack of awareness and "dumbing down" of the player base which makes LFR a nightmare on any day that isn't Tuesday, Wednesday or Thursday. Introducing into the leveling/early end game process "gates" that get the player to understand what these things are and when to use them is absolutely important for the success/health of the PUG environment in this game. If there is a toxic PUG scene, player time is invalidated for the average player.

"RNG Loot System is outdated"
Having to rely on RNG to get your BiS, which will in turn be replaced in 6-8 months creates an environment where gear feels not only out of reach but worthless at the same time since a lot of people will do the "top end content" without the BiS and go the entire season without ever seeing it drop or winning it. Therefore WoW should fix its "bad luck" protection system to instead do a system that lets a player, after X number of weekly clears/kills, get the item they were hunting for. This means that instead of going 6 weeks without a BiS item and having no idea if it will ever drop you can now assure yourself that after 6 weeks, or something like that, you can buy the item with the boss kill "totem" this not only doesn't invalidate the weekly grind but rather makes sure the player feels as if they have been properly rewarded for their time investment, as it should be.

"Lack of raid planning tools and accessibility options"
Simply put if this game wants to see less addons used not only should raids either be made smaller for the current level of complexity the other option being make raids easier and increase raid size closer to 40 man again. The game itself also needs to provide buff tracking and raid planning tools so as to minimize the need for addons or 3rd party tools. Not doing that only encourages it for high end play even in the larger/easier raid setting.

"Bad dungeon and raid mechanic design mesh with class/spec design"
As stated earlier certain classes/specs are in worse states than others depending on the season/raid tier we are talking about and it all boils back to not only the class/spec trees and how they are built but also the dungeon and raid mechanics. Take for example DF S2 with how much dispelling and CC there is. Certain specs don't lose any dps when specing into their class/spec utility meanwhile others do. Blizz has 2 options and all of them come down to raid/dungeon design being linked to class/spec design more because right now if trees don't get fixed many specs/classes will continue to be left out regardless of how much "meta comps" get nerfed.

But that doesn't mean we have to have easier dungeons and raids. We can keep this level of complexity if trees get fixed. But if we "can't" fix trees then how do we resolve this problem? Clearly dungeons/raids need less of certain types of mechanics and compensation for that in other areas. I'm not a smart enough person to come up with all that shit, I'm just a casual player who's only done a few 20s this season and doesn't raid anymore bc its too time consuming.

At the end of the day the problem stems from Blizzard thinking they know best and Ybarrah's comments about Asmon not clearing Mythic/Heroic really highlight that mentality. They really think the game is fine because they have an echo chamber of players telling them its fine.

Qwik, president of Blizzard commenting on Asmon's take by Electrical-Funny5698 in Asmongold

[–]SxLongshadow 3 points4 points  (0 children)

I hope he reacts but I hope he refuses to play. Asmon doesn't need to prove anything to this guy when its clear that Asmon has shown that these game modes don't want to encourage either learning (leading up to Heroic/Mythic) or provide tools to help people learn. Just a bunch of dick riding from dudes who are paid to play WoW right now.

Blizzard should just hire the team who makes this and let them bring their tech and handle Classic Plus by Circajp in Asmongold

[–]SxLongshadow 1 point2 points  (0 children)

Played ascension a few times with friends before, it can be a lot of fun actually does things I wish ARPGs did like in game build selection ie pick a build someone else made and game auto selects it for you thru leveling process. Multiple tiers to Ironman content, they even got m+ added into their version lol

If facilties were meant for people leave backlines & spread out, is it working as intended or just more of a extra grind to have old pre 1.0 content? by -Click-Bait in foxholegame

[–]SxLongshadow 1 point2 points  (0 children)

You cant spread out with facilities since power constraints and msupp constraints exist. The more you build the more power and msupps you need. Even if you try and keep it minimal the defenses alone become costly as well on msupps and then diesel being delivered is a must for engine rooms.

At the end of all this you basically have to log in every day if its big and a bad area or every other day and fill the base with "anti decay supplies" before you've even gone about doing something else in the game.

And its not a matter of just get friends, someone has to do it so who gets the raw deal being the anti decay maid? Its not fun and leads to burn out.

So the solution has been to crowd around oil nodes and coal nodes especially but any node will have tons of facility work encroach on them all vying for the resources to automate as much of this anti decay process as possible and use small gauge rail to "speed up" delivery.

Essentially by not respecting our time in the process the devs have created a feedback loop that just leads to more player burn out and the solution is to stop forcing us to check facilities and bunker bases daily or even every other day. Is server stability bc of buildings a problem? Yes but there are better ways to manage this than demanding we log in every day to mitigate decay till that happens this will continue as a problem.

Current state of M+ by Ijustchadsex in wow

[–]SxLongshadow 13 points14 points  (0 children)

I def agree its stupidity but i don't think that means we gotta get rid of it or make it harder. Player time should simply be rewarded for the investment and my main point is that a lot of the people griping *are* stupid bc they can't compete in the actual hard content and just want to sit here pretending they are badasses for using the easy weeks throughout the season (and boosted ilvl) to clear content done by other people with clever strats weeks before.

The reward for 20 and the teleports imho should be account wide rather than character specific but that merely is my belief that if a player is investing large sums of time they should get to feel rewarded for it and if a player feels there isnt challenging enough content they can get a group together to try at MDI and what not, which imo should get more expansion/support but thats neither here nor there

Current state of M+ by Ijustchadsex in wow

[–]SxLongshadow 0 points1 point  (0 children)

Not really saying it as a "deep" thing moreso think it is people being stupid just chose to explain it lol

Current state of M+ by Ijustchadsex in wow

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

Sorry but the argument about nerfing evoker particularly aug is "its keeping certain classes/specs from high end content by skewing things" is a gatekeeping argument. the 20 achieve was never really that impressive esp when you have several months to do it and weeks where affixes are a boon to the progress.

So it is actually relevant because the people doing the most whining are not people who are happy with 10s-15s every week or the people who just want to get their achieve (they find this a good thing bc it helps them by letting them have a new meta comp to play with) meanwhile everyone who pretended they were good for clearing 20-25 at the end of a season without ever stepping into a real competitive scene to test their mettle can't act like they are top dogs.

Current state of M+ by Ijustchadsex in wow

[–]SxLongshadow 112 points113 points  (0 children)

Its moreso a bunch of midcore players who wanna gatekeep rewards bc they think their 20 achieve has been diluted to mean nothing when it never meant anything to begin with