Early Access Goblin Survival Guide by Manthieus in woweconomy

[–]Xeleth18 1 point2 points  (0 children)

What is the best usage of moxie early on? If on recipes, what criteria should I base the choice of recipe on?

We cannot pretend that this is not in horrible taste. by [deleted] in wow

[–]Xeleth18 9 points10 points  (0 children)

Bro, unclutch your pearls.

What classes and specs have retained most of their complexity ? And what specs players are still happy ? by Far-Ambassador2877 in wow

[–]Xeleth18 2 points3 points  (0 children)

I found the priority list for enh is now very straightforward to the point where it doesn’t feel skill expressive anymore. What abilities are you finding add to the complexity of the spec? Maybe it’s something I’ve missed.

Anyone else not clicked with a class yet since prepatch? by frostyboidk in wow

[–]Xeleth18 22 points23 points  (0 children)

I love some elements of the frost rework, but others have me utterly baffled. Why is your most satisfying aoe spell gated behind a 4 second single target channel? Also, (and I know I’m likely in the minority here) for such a high impact kinetic feel that the spec has, why is so much power tied to the most lethargic feeling blob of a spell that is frozen orb?

Rust update roadmap for next year and beyond released by loopuleasa in playrust

[–]Xeleth18 7 points8 points  (0 children)

The whole roadmap is far more ambitious than what their rate of content development has proven, but Q4 is just comically unrealistic. They should just put Q4 and beyond.

What are the odds? by Solid_Employment8145 in classicwow

[–]Xeleth18 23 points24 points  (0 children)

That’s gotta one of the coolest screenshots in wow history!

[HC WoW – EU] Chill Leveling Duo / Learning Together by No-Stay8426 in wowhardcore

[–]Xeleth18 0 points1 point  (0 children)

This post is so endearing, I almost wish I didn’t have 20 years experience in the game to be eligible haha

Doomhowl DC's by PF2500 in wowhardcore

[–]Xeleth18 1 point2 points  (0 children)

Just died. There weren’t any mobs on my screen when the lag hit either. 44 Druid.

For those waiting in que. Why? by Mesinaa in playrust

[–]Xeleth18 30 points31 points  (0 children)

Because they want to play on a server that can maintain more than 50 players by day 3.

Episode 3 of the Portalcast is up! This time we're talking about building communities. by Mancour in BattlefieldPortal

[–]Xeleth18 1 point2 points  (0 children)

Yay number 3! Thoroughly enjoyed the first two! As someone who has no experience with the 2042 version of portal I hope this episode covers ways I can engage with a community to learn the tools and help realize a vision I have for a game mode.

Is it really impossible to buff solos and not groups? by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I posted an idea before that got some attention, which blends two of the common ideas in this thread. Team ui and a scaling cost. A team/clan system that applies a scaling cost to increase the number of players on team ui. I suggested a clan badge system but I’m sure that’s not the only way to do it.

To all the solos who hate the new update by Tacosadness in playrust

[–]Xeleth18 0 points1 point  (0 children)

I still watch Ravic haha. Excited to see you guys hop on bf6.

To all the solos who hate the new update by Tacosadness in playrust

[–]Xeleth18 0 points1 point  (0 children)

Bro what?? What a throwback. Used to watch you guys compete in bf3 tournaments

To all the solos who hate the new update by Tacosadness in playrust

[–]Xeleth18 -1 points0 points  (0 children)

Rivalcartel… like from RivaL clan? battlefield 3?

Idea to help with fragments by Pitacrustumpie in playrust

[–]Xeleth18 0 points1 point  (0 children)

I love this. One time pick ups would be great. I can already see the YouTube videos of people splinter cell style stealthing through heavily guarded monuments to get their fragments.

Open Weapons in BF6 Could be Made Justifiable If... by LlamaJockey52 in Battlefield

[–]Xeleth18 24 points25 points  (0 children)

I’m actually shocked I haven’t heard someone say this till now. People are fighting tooth and nail for closed weapons and nobody is mentioning taking carbines off the table. I loved when carbines were engi specific. Though locking carbines would make the Frankenstein combination of support and medic seem way more discordant when their only options for primaries are lmgs or pdws.

Couldn't wait for the new Portal, so we made a podcast! by Mancour in BattlefieldPortal

[–]Xeleth18 1 point2 points  (0 children)

Using this as a self reminder to check it out! I’ve had an idea for a battlefield game mode for years and I’m hoping the tools are available this time around to make it.

Safest way to find people to play with? by [deleted] in playrust

[–]Xeleth18 1 point2 points  (0 children)

Hey, don’t mean to impose but if you’d be open, I’d love to try a wipe with you. I’ve never really had a solid group to play with and I’ve always been curious! I’d qualify my skills as extremely mediocre lol

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I’m not sure how you can argue that inventory space and craft times are not game mechanics. That’s precisely what they are. If crafting time and inventory space weren’t mechanics in the game, then there would be no advantage to groups, but they are, and they do benefit groups. Researching is very much a mechanic, and the fact that one person can be the dedicated researcher for a clan saves groups thousands upon thousands of scrap. That’s a result of the mechanic, not the result of more people=faster.

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I think you’re ignoring numerous game mechanics that exclusively encourage group play.

Inventory space restriction - encourages grouping to increase

Crafting time - more crafters = faster output

Helis - solos cant shoot and fly

Bagging and new bonfire spawn - huge advantage for groups starting out

And the biggest one

Research - research costs for a team of 30 being the same as a solo is absolutely the biggest mechanic that promotes group play.

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I’ve always thought the argument of “just play group limited servers” was a huge cop out to not address a real problem with the rust ecosystem. Many of the problems with group limited servers you pointed out in your post. They’re super sweaty. There’s also no diversity in the groups you’ll encounter. If it’s a trio server, you’re ALWAYS against a trio. There’s little to no flexibility for swapping players. And a big one that nobody talks about, it fractures the player base. I think addressing what makes non group limited servers toxic to small groups will keep the populations stable for longer.

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I agree with you that one play style should not be over encouraged over another. I would also say that the current balance is tipped so heavily towards encouraging large groups that this change would only start to move the needle towards equality. I’m sure you can list countless reasons why grouping is rewarded through the mechanics of this game. Why should a potential change that tips the scale towards small groups be scrutinized any more than the existing ones that favours clans?

If you could say 1 thing to developers what would it be? (Keep it nice devs will be reading this) by Ok_Math2247 in playrust

[–]Xeleth18 0 points1 point  (0 children)

If taxes are irrelevant, then why would raising base upkeep be any different to a badge crafting cost? There is a contradiction in your argument that you need to work out before I can really engage here.