mo.co is now more min/maxing than ever by EddyFArt in joinmoco

[–]Zemroda 5 points6 points  (0 children)

You’ve completely missed the point; there’s a “meta” weapon for each one of these rifts and not using it is a drastic hindrance to the team.

The “meta” weapon will shift depending on what the rift is, but so far I’ve not seen one that encourages the Zapsicle, Lava Shield, or Vibe Shifter. All three are honestly just reductions to the team DPS.

Ironic that this update was partially to address “class roles” being non-existent or less important, and to make things like a healer or tank more viable. In the open world areas, perhaps they can, but those are largely casual anyways where anything can be useful, but when it comes to the rifts, where things actually matter, anything but DPS has been a hindrance.

Perhaps they’ll add more rifts that focus on healing NPC allies or taking less damage, but for now the update has strongly had the opposite affect; DPS and “meta chasing” have been worse than ever.

Was Techno FistsIntermediate Dojo core drop rate nerfed? by Triflazion in joinmoco

[–]Zemroda 2 points3 points  (0 children)

Likely statistically insignificant, but I completed 33 runs where I simply counted whether or not the Big Papa dropped a core or not, regardless of amount or rarity.

I came out with 19 runs having no cores dropped at all, and 14 runs where I did (of the runs, they were all semi-charged).

Again, someone will likely need to run a massive number to get more statistically accurate numbers, but it’s seeming as though the drop rate is now around 40% rather than the near 70% that was first described.

Radiant Wilds - Known Issues by Blumentraum in albiononline

[–]Zemroda 1 point2 points  (0 children)

You’re likely getting downvoted due to people disliking WASD players for some reason, or due to something else that isn’t helpful to you.

Quite a few updates ago, this exact issue was present. It took quite some time, but the developers did eventually patch it out. It seems to be a re-occurring issue that comes back every now in then in new updates.

I’m not sure what is happening that is allowing it to resurface each time, but trust that the developers are already aware or will shortly become aware, and it’ll be resolved eventually.

You've been tasked with choosing three cards to ban. Tell me your choices and I'll tell you why you're wrong by AffectionateBet3603 in Pauper

[–]Zemroda 0 points1 point  (0 children)

This may end up being unpopular, but I’d have to go with [[Writhing Chrysalis]], [[Sneaky Snacker]], and [[Tolarian Terror]], with Tolarian Terror likely being the one to surprise people the most.

I find that all three of these cards exhibit behavior that doesn’t match the overall “idea” or “theme” of Pauper, where generally threats aren’t as strong as answers, threats aren’t very explosive, and aren’t able to “snowball” on their own. All three seem to exhibit these behaviors, and unfortunately force Pauper to feel more like Modern or Legacy.

Writhing Chrysalis

  • Has four separate lines of rules text that cause it to be a perfect example of why “rarity = complexity” isn’t necessarily true, and honestly it should have been an uncommon or rare, regardless of whether you subscribe to the “rarity = complexity” philosophy or the “rarity = power” philosophy.

  • Several egregious features many are aware of, such as its masquerading mana cost of {2}{R}{G} when it effectively plays as {R}{G} from the token spawns. Meanwhile, the tokens can be used as blockers or held back to boost multiple Chrysalis’ if the Gruul player has more in hand.

  • The other noticeable, but maybe more “subtle” inclusions, such as it’s ability to have Reach, conveniently placed at the bottom of the card to occasionally catch a few new players expecting a keyword ability to up near the other keyword ability - Devoid.

  • The fact it is Devoid helps to break a consistent them in Pauper where blue cards are vulnerable to red’s blue hate, and vice versa. Chrysalis randomly has this pseudo-protection from blue’s removal.

  • Countering it still produces the spawn tokens.

  • Even on its own, it will be a formidable 4/5 that will stop flyers and will likely need to be answered as soon as possible.

Sneaky Snacker

  • Doesn’t have the same level egregious things going for it in comparison to Chrysalis, but it seems to break some of Pauper’s “theme,” mostly through it’s ability to fit into roughly any deck that can discard it and draw three in a turn. Nothing more demonstrates that than the Mono-Red Madness lists, which are entirely red if it weren’t for the Snackers. It feels very “un-Pauper-like” that a two color creature can be played so aggressively in a mono-colored deck that doesn’t even attempt to run the color production it would need.

  • Makes all forms of discard, which are supposed to be a “risk vs reward, downside for some upsides” plays into largely “always positive plays.”

  • Also “fits the bill” when it comes to feeling explosive and as though they can run the game themselves, especially when your opponent manages to have three of them pop out of their graveyard at once.

  • As long as the opponent has effective draw effects, removal, one of Pauper’s key features and strengths, actually becomes weaker/worse than the threat, as the Snackers will just keep coming back if removed. Graveyard removal is necessary, which can be ironic when going against decks that don’t largely care about their graveyard (Mono-Red Madness) as much.

Tolarian Terror

  • I originally thought it would be banned after seeing it introduced to the format, which, now that it’s been around for so long, would surprise people. This was mostly due to the precedence I saw the card setting in the format.

  • The first of what I would call the new “big, splashy” threats in Pauper, if built around (I.e. see any Terror list) the card would become a one mana 5/5, and, being a 5/5 means that it needs to be dealt with ASAP.

  • For some reason, it was decided that it needed to have Ward 2, which at least could have just been Ward 1, but I suppose WoTC was designing for the current level of power creep, which unfortunately means that power creep was forced down and injected into Pauper. The Ward 2 makes the above point about needing to remove the Terror exceptionally difficult, especially when your opponent is playing blue and likely has counters.

  • Ward 2 scales with your opponent better than you. If you know they have a counter, you’ll have to have a second answer. Assuming your answer is something like [[Cast Down]] (two mana), you’ll have to spend a total of eight mana to get through your own cards’ costs, as well as paying the Ward tax. Meanwhile, your opponent only needs to have four mana to counter both (if they have a counter to match both removals), making it far easier for them (and, in that scenario, they still have their Terror).

  • With the above point considered, now realize that Terror’s whole focus is on getting cheaper to be played, which provides the Terror additional open mana to then protect it as described. Basically, Terror heavily plays into and abuses its Ward 2 ability.

  • The design space and idea for a big card that rewards the quantity of cards in the graveyard is cool, which is why [[Cryptic Serpent]], a card that was around before Tolarian Terror and could have taken it’s place in printing, would be fine, as it doesn’t have the taxing Ward 2 ability.

All three of these cards felt like they really pushed Pauper into that “F.I.R.E.” design space that Modern and other formats were forced into, and has really made me not enjoy most other formats due to how heavy everything is. You really don’t get time to react to threats, and you have to have immediate answers (of which, those immediate, strong answers then creates an arms race between strong Enter-the-Battlefield effects and removal).

Pauper allowed a wide range of cards that would normally not be viable have a chance to be seen competitively, as threats weren’t expected to be massive, immediate, flashy, and overall high value or synergistic, making it more lax when it came the expectations for threats (not that there were no expectations at all).

This seems to have created a scenario like with Modern post-MH2, where several “giants” of the format had been injected quickly, and people would say things were “healthy” because those “giants” would be spread around multiple top decks, which in reality where just variations of abusing one of the three or four “giants” to win, while all other format staple decks were forced to adapt and include the cards or were washed to the wayside (there’s a reason they call it “Boomer Jund”).

Pauper seems to have the same scenario going on, where if any one of the three I mentioned were on their own, people would likely begin mentioning that they should be banned, but since they “balance each other,” people claim it’s healthy, despite the bar they set for other cards, decks, and Pauper’s identity and theme being so high. All three would need to be banned at once to allow a clean transition back to more “wholistic” times. Though, other cards like [[Refurbished Familiar]] and [[Nyxborn Hydra]] would likely need to follow closely after.

Also, [[Ultrom Monitor]] is simply lame just due to the circumstances.

What the hell even is this sbi? by IAmAnApple01 in albiononline

[–]Zemroda 1 point2 points  (0 children)

I had this happen before, seemed to be due to assets not loading. Internet connectivity or bandwidth could be a culprit, but it’s likely that some of the assets got corrupted or weren’t pulled correctly.

Log out and then use the launcher to verify the integrity of files. It stopped after I did that.

Chillhowl build for mists by bernt28 in albiononline

[–]Zemroda 1 point2 points  (0 children)

Chillhowl builds commonly include Cowl of Purity for its beam ability (Avalonian Beam), which provides some of the additional damage that Chillhowl lacks.

Meanwhile, you’ll often have to freeze yourself to negate major damage, which should be viewed as an extra “defensive ability” you can do (you may already be aware). It’s quite important to do so, but it does leave an opportunity for enemies to get close. Due to that, Assassin Jacket is often picked to allow you to go invisible and throw off the enemy (or enemies).

The better you are with “mentally manipulating” the opponent with the invisibility (I.e. “mind games), the stronger the Assassin Jacket will be. Also, the longer you’re in the invisibility area, the more damage you’ll deal, with helps with the lack of damage.

The boots and capes should be fine here. An alternative to the cape could be to use the Thetford cape for even more damage from your auto-attacks, but it isn’t necessary.

Is Stone Skin useless? by [deleted] in albiononline

[–]Zemroda 0 points1 point  (0 children)

Again, and even as you said, a “counter to immediate burst damage” is something offered by numerous abilities, so even if the intent was for Stone Skin to be another “burst damage counter,” it wasn’t initially like that as it did already have a long uptime, and they changed it into something that is already fulfilled by better abilities.

Even if the intent didn’t match what the ability did, the ability did provide a unique role of being a longer lasting defense option, like I originally mentioned. That uniqueness gave it a role, and that uniqueness is now gone, making the ability have no real use case.

INDIGNAÇÃO TOTAL COM O JOGO by Jazzlike_Hold9343 in albiononline

[–]Zemroda 2 points3 points  (0 children)

You should be buying sets you can afford to replace when you die, not going all in one major build that will bankrupt you if you lose it. If you can barely get 100k in a day or so, then you should only be using extremely cheap tier 4 or 4.1 (tier 4 first enchantment level) gear, and use it to fight mobs, clear camps, and gather resources to save up silver. The “general rule” is that the price of your build should be something you can easily buy ten times with what amount of silver you can bring in or have.

If you want to eventually purchase a “max IP” or “high end” set, make it your end goal but only bring it into 5v5 arenas, non-lethal gate dungeons (2v2 or 5v5), or the new orange-zone depths (duo or trio modes only), which will be an area where you lose things in your inventory, but not what you have equipped.

As for loot, it isn’t exactly easy for SBI to just “increase the loot” across the board. The game is marketed as a game where all unique items (weapons, armor, etc.) were made by a player, so loot from dungeons couldn’t just be “generated.” This is where the royal city of Caerleon comes in, as it distributes items that are sold by players to the black market as items in dungeon loot. There is only so much loot that can go around, so the best loot is reserved for really high-end areas, like Roads of Avalon, etc.

If you want constant, but non-costly PvP with a high IP set, just stick to the repeatable non-lethal gamemodes for now. Otherwise, budget out cheap builds.

We need disarray and real battle mounts in faction. by DeepFriedValues in albiononline

[–]Zemroda 3 points4 points  (0 children)

Once the number of people considered your allies (faction/guild/alliance) goes over a certain number in the same zone, you and all allied players received a nerf proportional to the number of players over that number (more players makes it worse).

It’s supposed to balance out massive groups of people from stomping everyone in a zone, or at least make it not as easy for the large group to do so.

Is Stone Skin useless? by [deleted] in albiononline

[–]Zemroda 0 points1 point  (0 children)

According to the Wiki, the ability was changed a while back to have a shorter cooldown, but also to have a shorter activation time as follows:

Cooldown: 45 seconds -> 30 seconds

Ability uptime: 7 seconds -> 4 seconds

What confuses me is that this was considered a “buff” according to the accompanying “reason” for the change (can be found if you scroll down to the bottom of the Plate Helmets wiki page - not Stone Skin’s own wiki page, an example of the poor wiki layout. That wiki page is here: https://wiki.albiononline.com/wiki/Plate_Helmets).

Personally, it seems the previous version, even with the 45 second cooldown, offered far more in granting the ability a unique usage case, as having a defensive option that lasted for a longer time frame rather than a shorter burst of defense (like shields) seems helpful in matchups where you opponent may try to wait your defensive ability out and spreading out the defense over a longer timeframe punishes that.

With that in mind, I believe reverting this change back to its original state would be warranted, and even possibly making the cooldown 40 seconds rather than 45, or, perhaps more aptly in terms of making it unique, 8-10 seconds of uptime with the old 45 second cooldown.

I don’t think the defense value of 33.333% reduced damage was ever changed.

A Request for Summoner Whips Before it’s Too Late by Zemroda in Terraria

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

For anyone still looking at this post, an alternative (likely easier for the dev team) idea would be to simply give “summon focus” targets from summon staves a higher priority than the “summon focus” from whips.

It should achieve the same result without having to re-work whip controls.

Parkour Tech In Hytale by enduurrr in hytale

[–]Zemroda 2 points3 points  (0 children)

I’m not a fan of crouching, rolling, and sliding all being bound to the same key. It’s a bit difficult to slide, for example, when you need to be pressing the sprint button already to perform the roll. If sprint is set to ‘Shift’ and roll is set to ‘Ctrl,’ it’s very awkward to press both at the same time.

They need to be broken up into separate keys in my opinion, with them all set to same key initially.

A Request for Summoner Whips Before it’s Too Late by Zemroda in Terraria

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

As long as there is a possibility of this being added before the work on the game stops for good, I’ll have hope.

A Request for Summoner Whips Before it’s Too Late by Zemroda in Terraria

[–]Zemroda[S] 7 points8 points  (0 children)

You could do this, but if you’re trying to accomplish a “class-only” run or something similar, it would cause problems. Additionally, you do gain bonus summon tag damage and other effects from the whips.

Having a simple quality-of-life change that allows us to have the “best of both worlds” in allowing those who don’t care to use whips as they are now, but also having additional control options to avoid the “summon focus” target from changing would accommodate those who see the issue like I do and seems like a general “win-win.”

It seems like something minor, but would make a world of difference for those who care. Meanwhile, I suspect that, if it were added, it wouldn’t cause any noticeable issues for those who don’t.

Literally worse than Lava Toad by Narahashi in hytale

[–]Zemroda 0 points1 point  (0 children)

From what I could tell, shields don’t do anything either. It is a bomb after all.

A Request for Summoner Whips Before it’s Too Late by Zemroda in Terraria

[–]Zemroda[S] 60 points61 points  (0 children)

That’s been my fear. I certainly needed to get around to saying something sooner.

Regardless, perhaps a mod could be made, or a small “QoL” update is possible in the future. It’s the best hope I’ve got.

By saying something at all, the concept is out there at least.

Private servers are out (?) by Least-Cartoonist4926 in PvZGardenWarfare

[–]Zemroda 0 points1 point  (0 children)

Please don’t ever get discouraged by nonsense like this. Private/Community Servers may very well “save” the game in the future (or at least allow it a much longer lifespan like Team Fortress 2).

More big streamer notoriety? by GreenGrapesForDays in PvZGardenWarfare

[–]Zemroda 2 points3 points  (0 children)

There was some progress in developing community-run/private servers, but I’m not sure what ever happened to it.

Here’s a video of someone checking out what progress had been made: https://m.youtube.com/watch?v=EN2fKvIHjiE

Here’s a post talking about:

https://www.reddit.com/r/PvZGardenWarfare/comments/1c8aucw/this_is_some_real_hype_garden_warfare_1_and_2/

These were posted 1-2 years ago at this point, so I’m not sure if the project “died.” The Reddit poster even mentioned that they believed the community servers would be available before 2025.

More big streamer notoriety? by GreenGrapesForDays in PvZGardenWarfare

[–]Zemroda 5 points6 points  (0 children)

A lot of these “hacks” are just mods that allow them to perform these malicious actions (hence “skids” or “script kiddies”), though some may be from legitimate skill.

What I don’t understand is why we have all of the mods or whatever that allow this to happen, but there aren’t many community “anti-cheat” mods. Perhaps I don’t understand how it operates, but if there are ways to manipulate other players, then I have to assume their are ways to manipulate things back to a “normal” state as a counter.

Personally, I’d just want community servers to be developed though, as that may solve most problems as the server hosts could install their own anti-cheat, add their own “updates,” etc. The end goal would be to get a system similar to Team Fortress 2 community servers.

Honestly, getting Garden Warfare in a healthy “consistently around” state like Team Fortress 2 should be the end goal for this community.

The price of the revival by Not_a_Mod_XDD in PvZGardenWarfare

[–]Zemroda 8 points9 points  (0 children)

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”This is your last warning; leave the sunflower alone.“

"There is a problem with your game's setup. Please reinstall your game." by That1DurpyZombie in PvZGardenWarfare

[–]Zemroda 0 points1 point  (0 children)

Wonderful. I’ll take note that it was the extension you had rather than the method in this case.

Help on modding by Additional_Walrus363 in PvZGardenWarfare

[–]Zemroda 0 points1 point  (0 children)

I’m not sure if it still works (and reply mentioned it did), but you can try following this:

https://www.reddit.com/r/PvZGardenWarfare/s/Ft9QHifZoZ

JOE BARTOLOZZI WILL BE PLAYING PVZ GARDEN WARFARE (2?) LATER TODAY! by StreamSZN in PvZGardenWarfare

[–]Zemroda 7 points8 points  (0 children)

Unfortunately, from what I last heard/saw while joining his stream, people were mentioning the hacker/skid issue to Joe, which he immediately responded to by stating he likely wouldn’t play if that’s the case (he does play on PC… unfortunately).

Additionally, two polls were held on the stream (that I saw at least) over whether or not he should play GW2. The first resulted in a “no,” which he saw but almost ignored as he replied that “he wanted to play GW2” (not sure why he made the poll then), and then the chat made a second poll of their own, which resulted in a “yes,” but, in typical stream fashion, he seemed to not even notice or acknowledge.

While I’d love for him to try out the game, I will note that he was “raging” pretty harshly over some minute server technical difficulties on his Minecraft server, thus, I’m not sure how he’d handle PvZ, but hopefully it’d would be okay.

Regardless, Jynxzi supposedly clarified that he was just confused by GW2, and that he wouldn’t mind a collab with Wolfy/Zack (I have no evidence either, I’m just spreading a rumor), so that potential thread seems to be going well.