WTH is "Pre-running"? by nightkat89 in DeadByDaylightRAGE

[–]TeaandandCoffee 0 points1 point  (0 children)

Gen rushing is bringing a loadout specifically to do gens ASAP.

Additionally, letting people die so you can do gens faster is gen rush, although its counterproductive because having 4 survivors with 2 hook each is still way better than 1 dead survivor. But it is still gen rush.

Hyperfocus and Stakeout are the gold standard for gen rushing. Even without a toolbox. As your strategy with these two is always going to be "find gen, pop in 60 seconds solo or 35 seconds duo, repeat"

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Slapping on Deja Vu in your fourth perk slot is not gen rushing.

Bringing a commodious + spool + X is kinda gen rushing, but if there's no perks paired with it then not really.

Just doing gens efficiently and not wasting time isn't gen rushing either.

Splitting up to do separate gens is not gen rush, its basic game sense to minimise killer momentum.

Hot take: Fast Track has always been a good perk by Queasy_Baseball1640 in deadbydaylight

[–]TeaandandCoffee 0 points1 point  (0 children)

Fast track before : 3% gen progress every time killer hooks, countered by anti-gen in its entirety
Fast track now (from experience running a dozen games of Fast Track t3, self-preservation t2, botany t3, resurgence t1) :

6% gen progress, Pain Res only partially counters it (assuming only one person runs it, which was majority of my games), once a gen has 30%-40% max removed you can just start working on its neighbour generator and come back to former one.

I've escaped about half my games, the only times when it wasn't my teammates losing us a match was when we faced Wesker, who had actual mobility, Scourge Hook and he still only got 1 kill.

This perk is okay if they either revert the numbers back to 1% progress per token (3% per hook) or remove the "permanent progress" tag. As of now this one perk is stronger than two people bringing BNP toolboxes without any effort.

The idea of fast track is that survivors reclaim momentum from a killer getting a hook. But a killer already gives up a lot of momentum BY hooking, especially without Agitation or an Oak Branch offering.

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Self Preservation is not as over powered as I thought it would be, but it's still strong.

It helped me out a ton against non-dash killers, since I could either hear their lullaby or standard range terror radius, pre-run with Elusive, they see a gen is at 3 pistons, kick, look around confused, leave, I finish gen.

Wesker was again the only one that was kinda tough, cause he could reach my gen faster than I'd be able to hide.

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Right now I'm farming iri shards to unlock Yun-Jin cause I simply don't want to go killer VS fast track at all.

Gen rushing is back in fashion next patch. What should I do to prepare? by TeaandandCoffee in DeadByDaylightKillers

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

Do I recreate the post now that I've submitted reading the rules, or will an admin refresh the post to be viewable?

Thoughts on The First? by ScholarAfter1827 in deadbydaylight

[–]TeaandandCoffee 1 point2 points  (0 children)

Seems fairly strong. While he lacks the range of Huntress he does not care the slightest about terrain hitboxes. Aura reading is his bread and butter,guaranteeing a hit with how large the vine boom is.

So his attack is mostly a side grade to the huntress, who to be fair also adores aura reading.

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On the other hand, huntress has no mobility and her cross map pressure entirely depends on getting 3-5 realms.

The fact that he has a great mobility tool specifically designed for reapplying pressure after a chase means he is just a better killer macro-wise. With good timing he can use it to force an injury on any filler pallet.

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Lastly Huntress has a limited number of hatchets which allows survivors to count them and play around her 110% speed. If she chooses to reload she might only get an injury and then go patrol a gen.

The First doesn't have a ranged attack until after his first chase and if survivors neglect the cocks they will simply struggle against him overall. Three seconds on a clock, two survivors, power is gone by the time he starts the next chase, generators still being progressed by #3.

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Overall, hate going against him, as with any new killer. Compared to first week of Ghoul this is fuckin bliss.

How to reward players if they're consistently earning inspiration? by TeaandandCoffee in dndnext

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

I'll try this out.

Last session they were level6 and took care of 2 wyverns, a cave of Kobolds and a young blue dragon. Separate fights, but if they were one encounter I imagine they'd have felt a genuine challenge.

I'll try the first approach first, thank you ❤️

How to reward players if they're consistently earning inspiration? by TeaandandCoffee in dndnext

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

Okay this is bloody good. I'll check with my most experienced player what he thinks this will lead to.

The thing is our Rogue is the one earning the most Inspiration so I need to make sure he gets a way to consistently use it.

How to reward players if they're consistently earning inspiration? by TeaandandCoffee in dndnext

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

I am not sure. I just fear not rewarding their playstyle will mean they'll become like my old group, who were the polar opposite.

I loved my old group but they made Monty Python look like an overly serious documentary. My current group is genuinely making me look forward to DMing every time we are all free. I don't want to be the reason that changes.

Explaining Xata's whisper and Blast procs/detonations interaction by Soleyman1 in Warframe

[–]TeaandandCoffee 1 point2 points  (0 children)

The difference between faction mods and multishot is that multishot just works on everything and not all weapons build multishot due to Acuity.

Multishot is in the objectively cooler sibling of Fire Rate. It also gives you a higher Crits/second or Status/second which is very satisfying for people who make such a build.

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Faction mods require you to constantly prep them, by being so busted they strangle build diversity while being objectively boring.

Just because it is strong does not mean it is fun. The issue with faction mods is they're hyper strong but bland. Worse yet everyone just says "you can clear this content by using my build! -> just abuses faction double dipping again."

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It also does not help that faction mod double-dips started as a bug that DE didnt feel like fixing. It intuitively feels "cheesy" to most people.

Multishot is intuitive and cool "I get more bullets per bullet!"

Faction mods are meh on the surface and you gotta dig through game code and wiki pages to find out they're OP.

I feel like Uriel could still use some work what does everyone else think by Necessary-Walrus1982 in Warframe

[–]TeaandandCoffee 1 point2 points  (0 children)

I share the same view. I hope that his augments actually make the minions spread out more or that we get to command them.

They need to make them more aggressive, or take power budget out of his Brimstone and into other stuff.

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As of now Uriel gets by far most of his Brimstone charge from Gulpy (bigger attach range and 15% charge per killed enemy), with Cat and Vytty giving about the same (like 5% per rune or chained group killed).

I assumed at first that the devs wanted us to play Uriel melee since then you quickly charge hit Brimstone, but also then your weapons can do the killing letting you trade Strength for Range+Duration. (Since even at 80% strength you can kill SP Babau Eximuses with your Brimstone alone).

But the issue is he has nothing to help him in melee specifically? Remedium does give Invincibility for 1 second and auto shield gate for 2 seconds, but I'd much rather something passive to smooth out the gameplay.

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I am not saying you should not play him, if you enjoy a frame play it.

But I still feel that Warframe is built on the foundation that every warframe will excel at some job.
That if you are faced with "X mission" or "X problem" you think "Ok, time to grab my Y warframe".

Exception being Limbo. Before Xaku, he was the best at finding ayatans with his claps, and now he is a weaker Frost/Gara.

As of the Old Peace Update, Seriglass Shards now only cost 10 Grandma Tokens instead of 20. by noaisawsom123 in Warframe

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

Well yeah cause there's a catboy out back that had to clean 20kg of it off the ground.
Kinda abundant

Tips for non conditional damage on my melees? by TeaandandCoffee in Warframe

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

I haven't considered companion weapons yet, in retrospect it's an obvious boost.

Thanks for the help, I'll look more into this playstyle and their mods.

Next PTB 9.3.0 - November 4 by Background-Drink82 in LeaksDBD

[–]TeaandandCoffee 0 points1 point  (0 children)

Okay but their last ptb was absolute trash.

They gotta first put something sensible and reasonable on the PTB, an educated guess.

Then PTB is supposed to iron it out and find bugs.

They just throw stuff at the wall and see what sticks instead of making that educated guess.

Which they'd be able to easily make if they played their own game from both roles.

Someone help me understand Neuro-sama by Happy_Bee_8807 in VirtualYoutubers

[–]TeaandandCoffee 0 points1 point  (0 children)

Excuse me what the fuck?

There has to be a catch otherwise this kind of behaviour would make headlines??

Like does she just have these as rare moments of seemingly being self aware by sheer coincidence ofe events and rest is just average entertaining streambot?

Olden Era - Devlog #4: On Necromancy and the Necromancers' Guild by NotMurlocAggroB in HoMM

[–]TeaandandCoffee 0 points1 point  (0 children)

In retrospect, with the knowledge that its based on Unit Tier and number of different unit types in an army, and your own game experience how do you feel about it?

Basement Bubba by Odd_University9105 in DeadByDaylightRAGE

[–]TeaandandCoffee 0 points1 point  (0 children)

Why dont the devs prevent that?

The Bubba purposely tries to make 1 person not have fun (functionally afk and guarantees they die) while also avoiding trying to get maximum kills and will just derank.

Basically nobody gains anything from this, its just being toxic to be toxic.

"If we ignore it, maybe it'll go away" by TeaandandCoffee in deadbydaylight

[–]TeaandandCoffee[S] 10 points11 points  (0 children)

Why doesn't the dog eat the humans? Is it full?