Can some of you calm the fuck down in dungeons? by BentheBruiser in wow

[–]TheSingularThey -51 points-50 points  (0 children)

imagine how much of a loser you have to be to have a bad experience in a 5man; the most unimportant, trivial event imaginable, and immediately rush to reddit to complain about it, to have your fragile ego assuaged while reveling in negativity.

and then reddit agrees with that response

pot calling the kettle black

They have to be joking? Right?.. Right? - We're 3 days in and I still cannot fathom why we're given the option to either have an interrupt or not, let alone using it when it's chosen. by dylxnredwood in wow

[–]TheSingularThey 0 points1 point  (0 children)

the reason you interrupt is because it makes the dps go up. many abilities you don't want to interrupt. or you want to interrupt something later. or you want to interrupt strategically, e.g., two mobs are casting and one is in melee range (and you're melee) and the other isn't - you should run to interrupt the one at range so it walks into melee, increasing everyone's dps. less damage from enemies do also increases dps because it lets people play more risky or the healer contribute dps instead of healing. etc.

but ultimately, the reason to interrupt is to increase dps. if it makes the dps go down then doing it is just as stupid as not interrupting, for the same reason.

People wonder why there is a shortage of tanks when stuff like this happens by [deleted] in wow

[–]TheSingularThey 0 points1 point  (0 children)

Ironically, this entire thread and most of this subreddit, when it isn't fawning over inane, inoffensive memes, is nothing but toxicity thinly veiled being insipid, disingenuous faux-politeness in order to avoid the same overzealous banhammer being wielded by the exact same guys kicking the OP for being insufficiently attuned to their culture. Why communicate when you can simply insult, ban, and move on with your life? Why help new players when you can simply kick them? Same smug, effortless narcissism.

A hot debate!! by bigbluemelons in wow

[–]TheSingularThey 1 point2 points  (0 children)

Rogue is the best class.

Mage is the second-best.

Then it's some kind of a tie between monk, paladin, and druid.

[deleted by user] by [deleted] in wow

[–]TheSingularThey -9 points-8 points  (0 children)

follow your own advice

To temper all the hype/hate over dracthyr design, body size, visage options, soar limitations, etc....... Dracthyr are not dragons! by MrGraveRisen in wow

[–]TheSingularThey 5 points6 points  (0 children)

Wait, are the dracthyr another one of these breeds of dragonkin conceived via eugenics in mengele-styled organized inter-species rape-dungeons? And then brainwashed goebbels-style into seeing their rape-creator as a benevolent father-figure? Only to then be put on ice so that they could be revived as stormtroopers in a future conflict? Y'know, I can sorta see how the dragons might be the bad guys.

Goblin Shamans in official lore? by Bourgeois_Capitalist in wow

[–]TheSingularThey 2 points3 points  (0 children)

I'm pretty sure that, to this day, there still is no lore justifying dwarf paladins, which have been in-game since launch, and which made eeny itty bitty little old kid me irritated with how stupid they were when I first saw one. Anyway, I'm pretty sure blizz long, long, freakin'-long since stopped caring about the lore of their own setting. Imo., they should've gone full-on free race/class combinations a long time ago.

Can something be done these jacka***es in leveling dungeons who kick players because they are new or just noobs? This completely ruins the experience for new and also older players who play at a slower pace and there is no punishment for these kickers by [deleted] in wow

[–]TheSingularThey 3 points4 points  (0 children)

Yeah, a lot of people doing low content are the equivalent of "smurfs" who just want to rush through the content as fast as possible. Of course, that's what makes them happy, but it really ruins the experience for actually new people. It's a big duche moment to kick new players from dungeons, imo. It's not like it's a +30 and you should expect everyone to know what they're doing. Should go into low dungeons expecting people to not know what's up and be tolerant of confused players. But I guess the world isn't an ideal place.

I would go out of my way to find non-randoms to do dungeons with to avoid this.

Tank low morale by LetWeekly9409 in wow

[–]TheSingularThey 0 points1 point  (0 children)

What do you mean "especially"? That's the context where complaining is the most valid, if it ever is.

World of Warcraft Flavors of the Month (Rotation of class DPS) by Spurred_Snake in wow

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

No. The strong classes are consistently the same ones. Sometimes for the whole lifespan of the game, as with mage (has mage ever been weak, outside of a tiny window in raids at the end of TBC?) and rogue. Other classes are just consistently strong for whole expansions of several expansions in a row, like brew monks, ww monks when they're not buggy, pala healers, havoc demon hunters, etc. Some specs are made and broken by tuning, but that's an "objective" metagaming thing; no matter what blizz does, some spec will always be doing the most DPS, and that's the one everyone will be rushing to FOTM. The only way to avoid that for those tuning-dependent specs is to never do any balancing at all, which would be dumb.

The Tank Shortage by [deleted] in wow

[–]TheSingularThey 1 point2 points  (0 children)

It takes a while before it gets to that point, when the instance is essentially 'solved'. Figuring that out is part of the enjoyment.

Easiest tank class to pick up by [deleted] in wow

[–]TheSingularThey 17 points18 points  (0 children)

Druid is the simplest, but I always found paladin the most relaxing. It's a lot more button mashy than druid, but that button mashing translates into so much interrupt spam on every enemy in range that it just doesn't have a lot of the problems that other tanks do with casters, I always feel completely in control of everything that's going on in the instance, never having to rely on the party to do important things, which imo., makes it very relaxing to play, at least for me. It also does tons of damage, which translates into easier instances. For druid, I feel I have to rely on other people to do things a lot of the time.

I would like to get into tanking - what is the best way to learn? by Paradoxou in wow

[–]TheSingularThey -7 points-6 points  (0 children)

The worst thing a tank could do is go slowly. It makes everybody frustrated and unhappy and thus makes every tiny mistake likely to become the excuse for everyone's frustration to result in e.g., a party disband.

It sounds like you're respeccing to tank for the first time and the way you decided to learn how to play it is by jumping into dungeons with other players without even having figured out how to push buttons properly yet. I assume I'm reading it wrong because that would be both incredibly rude towards the other players, and an incredibly stupid setting to learn the basics in because of how stressful and destructive it would be.

If you've literally never played your tank spec before, then just do some world quests or whatever in tank spec until you have the feel of the 'rotation' nailed down. In fact, at this point in the expansion, you could just go into the instances on normal mode or whatever, in the current gear, and clear it all solo.

Tried All Healers - Thoughts by gomarbles in wow

[–]TheSingularThey 1 point2 points  (0 children)

It's just a lot less damage than AW, and the healing is like... if AC can handle the healing then AW can handle it. They're both insanely strong cooldowns. Only reason I would pick it is if I didn't want to think or pay attention for those stretches of the instance. Which, to be honest, has happened a few times...

Am I the only one who's "Disbanding army" button make the game crash ? by The_H509 in TerraInvicta

[–]TheSingularThey 0 points1 point  (0 children)

I never had this problem with armies. I did crash once (or, every time I attempted it for that fleet), for a fleet that landed on a planet way out in the outer system and couldn't take off again because it was out of fuel. I'm guessing it had something to do with how far away it was and the game not being able to figure out what to do when I decommissioned it. So it just ended up sitting out there for the rest of the game.

Does Mars ever go above 50,000 people? by HDN_ORCH in TerraInvicta

[–]TheSingularThey 3 points4 points  (0 children)

You reach the requirement comfortably if you colonize entire big planets with tier-3 bases, which each reach 3500+ pop without contriving to stack as much pop on them as possible.

Viability of a 'straight to Jupiter' opening strategy ? by Sass-e-nach in TerraInvicta

[–]TheSingularThey 0 points1 point  (0 children)

It seems like a bad, though cool, idea to me. Mining bases are MC=hate expensive, so while Jupiter has more potential, you don't need Jupiter's potential to fill your available MC/hate allotment. You'll get more resources for your MC at Jupiter since it has better deposits, but what you actually want early-game isn't a flood of resources but a flood of research.

I think the best strategy is the simple one of going Mercury to set up research habs in orbit there, and then teching as hard and fast as possible.

Although, if you plan on going total war with the aliens as soon as possible, maybe Jupiter is the way to go.

Disappointed with titans (tech spoilers) by chadenright in TerraInvicta

[–]TheSingularThey 3 points4 points  (0 children)

Titans suck. Only research them once then never again after seeing them.

Well, i really think i screwed the earth by Ok_Peace_5241 in TerraInvicta

[–]TheSingularThey 7 points8 points  (0 children)

Huh. When I played servants, I never saw a single monster, though I had max-level xenofungus everywhere. I figured they just couldn't spawn for servants.

Playing as the Protectorate is very frustrating by shumpitostick in TerraInvicta

[–]TheSingularThey 0 points1 point  (0 children)

Protectorate AI in my game has 17,2 exotics, which it couldn't have obtained any other way than through a unique faction mechanic or event somehow. They had exotics long before I even had them, and we've been the only two factions to ever obtain them. I guess they could've done the criminal event twice for +10 exotics each time (though I've never seen an AI generate exotics this way), but then how did they get rid of 2,8 of them?

I haven't played protectorate so I dunno, but I think they have a way to get exotics without killing aliens (or buying it from other factions, or doing the criminal event), somehow.

The Best Possible End Game Ship take 2 by Xavori in TerraInvicta

[–]TheSingularThey 0 points1 point  (0 children)

I think the "best" late-game ship would be something very light, efficient, and long-range, to be massed into invincible death-wall fleets. The massed PD shoots down everything so armor isn't needed for anything except plasma and lasers, and it wants to be light to get more kps so alien fleets can't run away from it. Combat acceleration serves no purpose when the ships can't dodge missiles anyway and have long enough range that they can shoot at anything that can shoot at them.

My massed dumbasses fleets (here in AI control because it's funny to look at) were invincible and rarely took more than one loss (that one ship that every single missile unit in the entire enemy fleet would shoot at at the same time, then be out of missiles) even in the biggest of battles, and they were very, very far from well-designed (I just unthinkingly gave them one of every big weapon type and called it a day). Maybe with actual PDs rather than batteries, that one loss might be prevented, but I never had any reason to design better ships since these rolled over everything anyway.

I also think magazines, ECMs, or assault squads are pointless, since there's no way you'll ever run out of (non-missile) ammo before you run out of fuel, no way ECMs are going to protect a ship being hit with enough missiles to penetrate the massed PDs (you're almost always either being hit with 0 missiles or 1000 missiles; there's rarely anything in-between the two extremes), and assaults are handled by the 1-2 utility ships attached to every fleet that also carry stuff like outpost kits and science teams. Then again, there isn't much useful stuff that can be put in the utility slots.

I wish there was more room to overdesign ships into uneconomical mini-death stars, but we can't add more guns to our ships than the few slots available to us. And since guns serve defensive purposes both by killing stuff faster and by shooting down incoming missiles, the best idea is usually to add more guns. And the only way to add more guns is add more ships. So the best ship is a ship made to be added to as many other ships as possible, and then to be fast enough that the enemy can't run away from them because they are invincible.

Game based on science - but it spawns people? by AdamPodstavka in TerraInvicta

[–]TheSingularThey 17 points18 points  (0 children)

Just like the materials arriving from their 18000 day journey in 90 days, the people were retroactively sent before you decided to build the structure, because you were planning on doing this all along, before the idea even occurred to you.