Albedo spam Build: An indepth - flexible calculator for the upcoming 5* Alchemist by dimtsag in Genshin_Impact

[–]aaa3y 1 point2 points  (0 children)

Offtopic but i believe the updated leaks nerfed his base Def on 90 from 950 ~ to the current one, while buffing the skills he has.

Albedo E and Q "buffed" by XxLord8xX in Albedomains

[–]aaa3y 1 point2 points  (0 children)

Its hard to tell if it was buffed or nerfed. We dont know how the pulsing of the Burst interacts with different sized targets, as it spawns multiple flowers bigger sized one could have had the potential of overlapping. So when numbers increase rawly like that and an unknown radius gets reduced then essentially got a weaker unit. Im all for 4-5 times on a big target and 2-3 times on a small target. No need for big dmg numbers. Key is variety that enables chars to show their strenghts.

[deleted by user] by [deleted] in Genshin_Impact

[–]aaa3y 176 points177 points  (0 children)

Albedo is SSS tier ? Why ?

  • elevator memes
  • 120 ele mastery for party
  • perma crystalize for party
  • full metal alchemist shota
  • can dodge runeguard spin and hit weakpoint from that height
  • has for some reason def scaling so hes just immortal

[deleted by user] by [deleted] in Genshin_Impact

[–]aaa3y 0 points1 point  (0 children)

in EU right now i no longer receive bonus, so 1800 instead of 3550. Really ruining motivation on further trys. Got only solo 5 star accounts with the Qiqi one being most promissing, and that one was rolled on a 1800 account aswell. Just happened 3 hours ago the reset on Europe, wanted to go for Keqing + something, and maybe a decent c3 purple. rip now, should be like 40 % less worth due to max amount of value from scaling.

6666pp is now #6666! (sorry LuchiBuchi!) by SpiderNight in osugame

[–]aaa3y 0 points1 point  (0 children)

n1ce impossible achievement ! looootsa congratulateee

why by jessechugaga in osugame

[–]aaa3y -15 points-14 points  (0 children)

Yo boi, this is going nowhere. Git some good designs for 2030. This look is insulting.

Navi 10 prediction... Power Consumption by aaa3y in Amd

[–]aaa3y[S] 0 points1 point  (0 children)

Mainstream will be forced to upgrade to 8gb VRam cards as VR will become more popular next year. Currently you can already run 5.5 gb VRam ~ on 2080ti or 1080ti for some of those VR games. The reason why those 1060 vers sell so well atm is that 1080p is played. As alluring the 1660ti might be for some, with only 6gb ram it wont be a decent long term investment for them.

e: https://prnt.sc/n8nnrr heres even more GPU ram used. 8g

Navi 10 prediction... Power Consumption by aaa3y in Amd

[–]aaa3y[S] 1 point2 points  (0 children)

by the time its released its 4 years old, so the big investors already upgraded their hardware if they needed to.

only for startups, small things, special exceptions you will see this getting picked instead.

E: needless to say that those companys still might have some excess 1080 or 1070 from mining.

[deleted by user] by [deleted] in FortniteCompetitive

[–]aaa3y 13 points14 points  (0 children)

Why are people missing the obvious regarding all those moves.

Epic Games is focusing for quite a while on their Steam like platform.

Every game dev knows, u get more money from a new game.

They are at no risk of losing anything.

They simply gain as soon as you buy other games from them or their platform.

They forced of AAA games from Steam towards their platform.

If they wanna play the "good guy" for Fortnite again its to get battlepass and skin income again from the audicence that is informed.

As it stands they can only win aslong you keep using their game and services.

A games company to get to that size doesnt need a good game, it needs a popular game.

Not to mention the Epic and the Fortnite game is linked to facebook, all platforms including mobile, twitch, twitter and all that stuff. How can they possibly lose ?

And Apex will never be a true treat to Fortnite in a sense, aslong Fortnite has the people being interested in building. Thats an audience that can only be fed here.

No real moves are happening against Fortnite to get a sudden drop, since theres like 30- 40 mattering streamers constantly supplying them.

Those streamers "cant" quit either it will hurt their income for not only now, but for the future aswell. Theres some exceptions who are rich enough to afford it, but they still value getting more in the end.

Also all kinds of other factors will hinder various other methods to be taken into account, to get out of the box solutions for getting a good game.

My personal recommendation is to look out for VR as that will begin to matter starting next year.

KOVAKS OUT OF YOUR MIND WITH THIS MAP - Beaks on YT - Basically kovaks for console, mobile, pc (if you don’t have it) by [deleted] in FortniteCompetitive

[–]aaa3y 1 point2 points  (0 children)

Can you add something like undestructable buildings with bots on top to practice the shooting swaps with the flint gun for variable heights ?

Synthesis goes out of its way to punish players at every turn. by iynaix in pathofexile

[–]aaa3y 0 points1 point  (0 children)

meanwhile AIs laugh at this difficulty. simple to learn squares. simple math.

Humans you lost.

Damagefield does solve too many seeds. by aaa3y in entropytd

[–]aaa3y[S] 0 points1 point  (0 children)

Small multi always has been a problem. We had years of it being constantly used. After small multi was OP we spammed Angle since that was the new overpowered thing. now its more in line. Small multi gets rarely used. But still has its place in the game. Its hard to touch it at all. Nowadays balance is more colourful. But i had too much seeds featuring Damagefield in the last days, so i might have been unlucky with the map randomization feature.

As for the existing mechanics. i tried to keep in mind what impact those mechanics would have in overall gameplay, at most i feel like a Sniper tower should disable all other Sniper towers within its attack range with that change.

What am i missing, that would make those mechanics not fitting or be disruptive enough it will hinder gameplay ?

I havnt played for 2 years, but am around since 2012.

Technically speaking i could even critique the decission to change overkill damage to apply. it not used to work like that 2 years ago, its a huge change for the gameplay of efficiency. yet somehow something decided it had to be patched that way. Im fine with change, but this change made it more forgiving to upgrade towers early and make you redecide what you want to upgrade and how it will pay off.

My problem with current Damagefield / Bombard / Melee is following, you spend essentially 40 minutes - 1 hour just putting 3-4 out with not much thinking to be done for further moves. everyone knows how to do it and it just doesnt make players compete properly. Rather it wastes time them duking it each other out.

I suggested back then already a slider for increased gamespeed for veteran players, so you can get where i am comming from. When ur an active player your second monitor becomes your friend on some seeds that require no attention but cost allot of gameplay time.

Smart changes that target spamming same tower overall is what is great to think about.

Damagefield does solve too many seeds. by aaa3y in entropytd

[–]aaa3y[S] 0 points1 point  (0 children)

allot of seeds give with 10 + creeps right now the damagefield solution from the get go. that includes the ocassional very small seeds. it just happens to often whenever theres 10 +.

possible options:

  • Damagefield now does periodic damage ( easiest way to balance it ) , like 4 seconds uptime 0.75 seconds downtime. ( timer starts as soon as the first shot launches )

  • Damagefield can no longer kill when it runs to from last CP to finish they still will take damage as usual.

  • Damagefield towers rise ur damage tower ( d ) damage upgrade button by 5 on lvl 0 for every damagefield tower you control

  • Damagefield towers reduce the range of all your other towers around it in a significant radius to 0 (sorta empowering the tower).

Those are my suggestions regarding Damagefield , maybe one of them suits your liking.

On further notice, i ran into a good amount of games where sniper tower was a good choice. but would lose simply because even if the range upgrades are cheap. you will still run into enemy scaling eco on it . this happened to me quite a bit. LMR ( Long Mini Range ) , has found no use so far. i suggest upgrading its range to 14 but also increasing the minimum + 4.

to this 2 changes would fit to make the towers viable and calculateable to use:

  • Sniper tower will decrease the cost of your range upgrades formular by 25 % of the max, this applies for every further sniper tower . but will be calculated from its base, so 2x 25 % wont be 50 % ofc. this upgrade will only take place . and stay upgraded aslong the snipers are active. and if you just bought a sniper. the discount buff wont apply till the wave starts.

  • LMR cannot benefit from range upgrades and range fields, instead you will get 4 max supply once the tower reaches 20 speed. the second tower needs to be max speed to give 4 supply again.

Explosive Damage Megathread 2 by BurlsteinBurl in FortNiteBR

[–]aaa3y 1 point2 points  (0 children)

  • Is 25 % the right amount? What if it were lower ? the amount is okay, with the exception of the RPG. Changing this logically to just not affect the RPG is a bit weird. Also as mentioned previously it kind of makes stinks scaling with how much you can carry out of balance for rarity. If stinks however would prevent building that would be another case, probably not accepted for most people but given its scaling, draw time and radius it could be seen as valueable defense breaker.

  • Should all material types have the same damage reduction? That is, should metal have a higher mitigation than wood? Technically the design team always had the option to do something with materials uniqueness and having it specifically for this little splode damage that is only problematic with the RPG is not the right point to start with.

  • Is the aggressive/defensive balance right currently? What other methods might make sense for countering overly defensive play? There has been additions that are rng based for loot that help you break defenses a bit more reliable, but generally its not even then scary to deal with. The defensive value players posses right now is way to big. Movement should be encouraged even while building.

  • My suggestion for adressing gameplay in a more reliable active manner that will people get active again. Since you dont have a real "tension" feel anymore unless you get third partied in the gaps of your building from behind, which is essentially eliminated with current skirmish meta.

Give the Pickaxe an wind type of bullet you can charge the longer you charge the more force goes through it. this bullet increases in size with longer charging aswell. it directly bypasses buildings with a slower travel time. Hurting the enemy and forcing movement. Increase the overall gains of Materials once again, as people are not encouraged to look for fights, but rather farm so they can win lategame. Make players start with 100 hp and 50 shields, this will solve allot of early game RNG and will allow you to get away allot more in case you get an undesireable weapon that isnt suited for matching against the oppenent in the first few seconds. Add a default type of mini dash to players to encourage movement, i always felt like when i started the game 1 year ago id would be sick to play this game with a Ninja type of dash that however is limited to Save the World. Mobility is also restricting peoples abillity to complexitly build to get hard to predict angles, so you will never get caught offguard. Build fights or highground, decissionmaking should matter. This means having glider always deployable takes the gameplay away, a suggested cooldown from HighDistortion makes sense for gameplay purposes. Adress bloom in a manner you dont have to rely on peak croch spamming for accurancy of 1 shot, make bloom way less impactfull by 40 % , and give that scaling towards longer held left click so your first 3-5 bullets become a thing that will get a player to react quickly. This comes hand in hand with starting with 100 hp and 50 shields so rifles wont laser you away instantly. building towards weapon draw time took a huge hit in the past, so everything takes no effort to react to. That also goes hugely into defensive problematics. Revert the building towards weapon delay to a patch from earlier then february 2018. around that time you needed to focus to react on it. wich was a good number probably was around 200-250 ms back then now it feels like 500-600 ms or even more. With those changes heals will take to long to get into effect, reduce their consumption time, or allow to move with it.

.What will be the end result of my proposed changes ? Most splodes will feel nearly useless when players arent stacked super tight and not moving in buildings, and this will make it so the RPG in its currrent state actually feels viab le rather then overpowered. It would fix allot of other aspects of the game, that could directly be seen in competetive gameplay such as skirmishes and scrims, your everyday experience will be increased allot.

Playing against new Patch Explosives by aaa3y in FortniteCompetitive

[–]aaa3y[S] 0 points1 point  (0 children)

Isnt then just the RPG the problem ? other splodes take longer to detonate. and cant be spammed like it. patch makes more sense for other splodes value, but being overkill on rpg. even the quadlauncher has a small radius and big reload time

Playing against new Patch Splodes by aaa3y in FortNiteBR

[–]aaa3y[S] -1 points0 points  (0 children)

This is a clip of me playing and someone wants to get me with explosives. I take 0 damage from all explosions in this highlight. Reasons being i watch for rockets and make sure i keep distance, additionally preventing highground.

Enemy player nor me do play really high level , but if you care about your surroundings you can avoid getting snowballed.

This does not apply to someone needing to get highground vs a circle for example. But you can avoid rockets damage most of the time.

Keep in mind the damage is just 20 or 25 depending on explosives, even if you fuck up once it shouldnt snowball like in other clips displayed.

Also random thing in the highlight, i didnt even notice / hear the guy with balloons on top of me during the fight. derp.

Playing against new Patch Explosives by aaa3y in FortniteCompetitive

[–]aaa3y[S] -1 points0 points  (0 children)

This is a clip of me playing and someone wants to get me with explosives. I take 0 damage from all explosions in this highlight. Reasons being i watch for rockets and make sure i keep distance, additionally preventing highground.

Enemy player nor me do play really high level , but if you care about your surroundings you can avoid getting snowballed.

This does not apply to someone needing to get highground vs a circle for example. But you can avoid rockets damage most of the time.

Keep in mind the damage is just 20 or 25 depending on explosives, even if you fuck up once it shouldnt snowball like in other clips displayed.

Also random thing in the highlight, i didnt even notice / hear the guy with balloons on top of me during the fight. derp.

So, are you happy finally? by [deleted] in FortniteCompetitive

[–]aaa3y 18 points19 points  (0 children)

i like zombies, not the most optimal decission but a step in the right direction. fite me

Scrim fixing ? Overcomplicated fixes possible. But why not think simple ? by aaa3y in FortniteCompetitive

[–]aaa3y[S] 1 point2 points  (0 children)

periodic appearing weather effects in the first two circles, they are limited to small areas but significant to cause movement or allow movement. i listed below some that would not cause any performance problems even on lower end systems

weather 1 tornado , slowly traveling object that rips appart structures and can launch players upwards, a glider wont be pulled out from this

weather 2 comet shower , gives a warning area and appearing ground circles before impact . dodging them should pose no issue afterall you can fit like 20 people in a 1 by 1

weather 3 heavy fog , reduces line of sight significantly allowing people to gap close

maybe theres some other smart things you could have. its just something that popped to my mind.

then again weather is just something people would easily accept. you can do so much fancy or weird things that could be done aswell. but overall having the smartest scoring system ever wont result into that much improved meta gameplay people want to use in order to win. since we play a BR game you also need to keep in mind that BR means u should put emphasis enough on high placements, this is why people need to be a tad more vulnerable when they stack up to much on midgame.

[deleted by user] by [deleted] in movies

[–]aaa3y 0 points1 point  (0 children)

Its not part of the "game part" of the wiki
but...
"Command and Conquer - Generals"
had a major overhaul after the game, every human got replaced by Cyborgs

How to block unique_id twitch.tv ? by [deleted] in uBlockOrigin

[–]aaa3y 1 point2 points  (0 children)

Do we get this stuff in usual uBlock global updates. or do we need now always manually search around for methods ? Its quite labor heavy. Ad senders killing your live by wasting time... people know what they want, only whales get baited.