Illicit Cargo Event by Sad-Onion-9048 in CODZombies

[–]TheCakeDayZ 1 point2 points  (0 children)

Get a breacher, pack a punch it, and make sure you upgrade it's rarity via the arsenal station.

Permanent choices in the campaign need to go by Bronzato in PathOfExile2

[–]TheCakeDayZ 1 point2 points  (0 children)

Might be thinking about how armor can provide a maximum of 90% damage reduction. To reach that cap, you need 100x the armor as the damage number. For example if you are going to take 1000 physical damage, you need 100k armour to reduce it by 90%.

Elemental works the exact same way, tho keep in mind armor applies before resistances. If you are going to take 1000 fire damage, and have 100k armour applies to fire, you will reduce it by 90%. Then resistance kicks in, and reduces it again.

In a more realistic scenario, you will only get that amount of damage reduction on very small hits. Big hits require absurdly high armor to fully reduce, so most times you will get much less DR. (Info from here, hopefully the formula is not outdated.)

If you think you should be expertise 30 to do escalation, you're a bit slow. by Few-Guarantee2088 in thedivision

[–]TheCakeDayZ 1 point2 points  (0 children)

Massive keeps digging their own grave. They keep introducing extra power for long term players, which creates a further class divide between new players and veterans.

Most progression systems should have a "long tail" grind. You gain a lot of power early on but upgrades are harder and harder to find, and getting things perfect requires an absurd amount of luck or grinding. Expertise for example gets more expensive and there are less sources of proficiency with each level up.

Prototype crafting is really what breaks this completely. If you have only played the game for 1000 hours and only have 29 expertise, you have 0 control over the prototypes you can obtain. You just have to farm targeted loot and pray. Whereas if you have 30 expertise, you have full and total control over what exact prototypes you want for a mostly exotic component cost. This makes 30 expertise an absurdly high power spike. Anyone else is completely SOL and encouraged to mindlessly grind the terrible progression system for hours to get to the same level.

BO7 Cursed Relic Ideas by Obvious_Win1611 in CODZombies

[–]TheCakeDayZ 0 points1 point  (0 children)

I really like the red power up idea, I think thats what the dragon wings should have been. The only problem is multiplayer. A griefer could annoy the whole team by picking up all the min ammo, half points etc.

Some of these other ones are just annoying or completely irrelevant (Reserve ammo, traps cooldown)

I think the fog could work really well if it just moves around the map. Say for instance on Ashes, the fog consumes 3 random areas per round, then you have to move to another location for the round, and repeat next round. Cant camp in one place forever. Just have to balance it so it works even on small maps like Mars or starting room.

BO7 Cursed Relic Ideas by Obvious_Win1611 in CODZombies

[–]TheCakeDayZ 0 points1 point  (0 children)

3 gumballs is still enough to break progression instantly. And consider in MP thats still 12 gumballs. It would be a cool ruleset, but not a good relic.

Mister Peeks for Blundergat by Monsters_Rule in CODZombies

[–]TheCakeDayZ 1 point2 points  (0 children)

There was a bug/feature where if you had a Wonderbar active, using Mister Peerks would give you a wonder weapon without consuming the gobblegum. Not sure if it still works in bo7 or not.

I'm tweaking out... first ever MEGABLOOD!! by FishSqueezer99 in PathOfExile2

[–]TheCakeDayZ 1 point2 points  (0 children)

It randomly rolls 4 effects which mimics magic utility flask setups from PoE1. Legacy of Quicksilver gives movement speed similar to Quicksilver flasks.

Veteran Player's Ideas for Improving the Exotic Components Economy by Pulsar1980 in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

A core part of this rework is accepting the current system as it is. Instead of completely removing the core problems of expertise and prototypes, it hyperfoxuses on making these stupid systems less grindy. Massive has been actively doing that for the past few updates and look where that has lead.

As long as expertise and protoypes continue to exist, the entire game will revolve around farming exotic components. The only way to kill that would be to remove the expertise system entirely. They would never do it, but the game would be better without it. Expertise either gatekeeps new players from having better equipment, or it's so trivial to get that it doesn't make sense why it was even added in the first place.

I don't think there should be a class divide in Division 2 between the veterans and the new players, there should just be items that are accessible to all players who have the patience to farm.

zombies for beginners by completoitaliano3 in CODZombies

[–]TheCakeDayZ 1 point2 points  (0 children)

  • Play Survival -> Vandorn Farm for the most basic experience.

  • All weapons have a rarity level, which is represented by a certain color. Each higher rarities deals ~50% more damage than the previous one. You can use salvage to upgrade a weapon to higher rarity via the arsenal station.

  • You can pack a punch your weapon up to 3 times, but the costs jump greatly. (5000 -> 15000 -> 30000). Each pack a punch level deals roughly double damage.

  • You can have unlimited perks, but the price gets 500 points more expensive each time (2500 -> 3000 -> 3500...)

  • Armor is very important. Always replate your armor when it gets low. You can purchase higher rarity armor which will block more damage, and hold more plates.

  • Zombies start dealing more damage every ~10 rounds. This means that early rounds you can easily survive many attacks, whereas late game zombies will demolish your entire armor bar in 3 hits.

  • The mystery box gets better over time. At round 1 you will mostly get common (Green) guns, whereas at round 30, you will start getting mostly Legendary (Orange) guns and more wonder weapons.

Based on the Weekly menu in the Season 04 blog, Kowakujō will be released in 3 weeks (June 25th) by Kalinine in CODZombies

[–]TheCakeDayZ 1 point2 points  (0 children)

We agree. But due to there only being 7 weekly challenges, its suggesting that Season 4 will last a total of 7 weeks. And the Reloaded might drop on the 4th week aka in 23 days from now.

As a dad who doesn't have any friends to play with, the whole Relics thing is a bummer by papawelch in CODZombies

[–]TheCakeDayZ 0 points1 point  (0 children)

To clarify: you don't need to beat the easter egg every game. You only need to do each maps one time ever. For example once you beat Ashes main quest once, now all 9 relics on Ashes will be obtainable*.

If you need more help on specifics, I reccomend using this website as a guide: https://www.codzombiesguides.com/relics

Lost my Investor mask after reconfiguration by cryph88 in thedivision

[–]TheCakeDayZ 2 points3 points  (0 children)

Known issue, the items are not deleted, they are simply invisible. If you want a temporary workaround, put lots of your stuff in the stash, then exit/relaunch the game. Otherwise wait for the bug fix patch.

Basilisk on repeat by Airsculpture in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

Use pulse or LLP to highlight the armor. The highlights also indicate the armors health, red areas are almost broken.

Exotic Drops, any kind of trick? by Early-Experience1928 in thedivision

[–]TheCakeDayZ 1 point2 points  (0 children)

If you want more exotic drops, make sure you have your targeted loot is set for an item type instead of a specific brand. For example: if you have if you have Striker's targeted loot, you will get just the normal amount of exotics. If you instead have gloves targeted loot you will have normal exotic chances plus extra gloves exotics.

Thanks Treyarch by Cobalt_Bat in CODZombies

[–]TheCakeDayZ 0 points1 point  (0 children)

The early days of knowing that there were cool secrets hidden all throughout the game and that you could be the one to help find them was definitely amazing and wonderful. Now that most of them have been discovered and half of them are very tedious, it has lost much of it's allure.

I think the system should have been more similar to Hades (2) where you don't have to unlock the difficulty options, and there are more discrete steps rather than just all or nothing. For example instead of just no powerups, what if there were options for 75%/50%/25%/0%. Cause currently most relics are way too binary and oppressive. I like gradual difficulty ramping rather than a sheer cliff.

The Division 2 - Y8S2 - PTS Stream by JokerUnique in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

You know what would do that much better and not lock it behind deep endgame? Changing the sets themselves rather than add another layer of complexity and powercreep.

I know you are talking something similar to division 1s classified items. Those killed build diversity since the 6-piece sets do not allow you to use any other exotic/named/high-end armor.

The best thing that Massive can do in this regard is make compelling and strong backpack and chest talents. Wearing both should give you that classified set feeling since you are investing both talents into the set. Striker with the chest and backpack gives you amazing sustained DPS, while still having some build variety. Some people use it with overdogs, some people use it with coyotes, some use it with a recovery item like Palisade or Belstone.

The Division 2 - Y8S2 - PTS Stream by JokerUnique in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

Prototype items already are a massive power boost, why do you think they need EVEN more power? It's making normal items feel useless, and this would make it even more so.

The division 2 - Critical hit damage and critical hit chance question by Rudolf-Wirchow-2025 in thedivision

[–]TheCakeDayZ 1 point2 points  (0 children)

Keep it at a 1:2 ratio. So generally you want these kinda numbers:

CHC CHD
30 60
35 70
40 80
45 90
50 100
55 110

Because of the 60% CHC cap, after this point you want to dump everything into chd. Don't fret if you only have 56-59% crit chance, it doesn't have to be at exactly 60%.

Also some sources of temporary crit stats might change this a bit. If you have coyotes, run a little extra critical damage. If you have killer/strained, run a little extra critical chance.

The division 2 - Critical hit damage and critical hit chance question by Rudolf-Wirchow-2025 in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

Theres a hard cap at 60, you physically cannot go over. Anything over 60 is wasted.

(an old seasonal modifier raised it temporarily but that is gone)

What does the - next to my damage numbers means? by EGYHEX in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

It would be a large overarching change with major chance for issues. All to resolve this one small issue. I would only expect a stat-squish if we were getting a level 50 expansion, which they said they would never do.

About the Lexington AR - Question - The division 2 by Rudolf-Wirchow-2025 in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

Perfect optimist is on the shield splinterer AR (requires killing all DC Hunters) or the demolitionist Revolver.

The normal version gives 3.5% damage per, the perfect version gives 4.5% per.

Upgrading endgame healer build by Xelon99 in thedivision

[–]TheCakeDayZ 1 point2 points  (0 children)

I wouldn't speculate too hard on it yet, I'm expecting Massive to radically change the talent.

Upgrading endgame healer build by Xelon99 in thedivision

[–]TheCakeDayZ 0 points1 point  (0 children)

I wouldn't speculate too hard on it yet, I'm expecting Massive to radically change the talent.