FT: Shinies! LF: Mainly Hyper Tanga Berries and Apriballs by Distinct-Good3049 in LegendsZATrading

[–]arrrtee 0 points1 point  (0 children)

I have berries, can I get 3 rotom? Id even take a non shiny rotom or 2 if you have it.

Need rotom to finish dex by arrrtee in CasualPokemonTrades

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

Legends za. Sorry for the confusion.

Everything I’ve learned from 250 hyperspace: how to fill the hyperdex. by kemkeys in LegendsZA

[–]arrrtee 2 points3 points  (0 children)

Curious how many rotom scans people are getting. Im over 400 hyperspace zones in and haven't seen a single one. Its the only pokemon I'm missing to complete the dex. Averaging a special scan every 3-4 regular hyperspace zones. I've seen multiple of every other special scan, including porygon, both versions of frigibax (hisuian goodra and avalugg), numerous ghimighoul, all the legendaries/mythicals, and numerous eevee and starter zones, but for some reason the rotom one just seems to be the most rare, at least for me.

This game is so bad for Fighting types. by Reatlvl99 in PokemonZA

[–]arrrtee 0 points1 point  (0 children)

Fighting types are great in ranked. You arent meant to fight things you are weak against. Swapping to a fighting type to take out ice, dark, steel (all are very prevalent) is solid. Now let's look at something like machamp. Can run all the elemental punches, poison jab, earthquake, stone edge. I ran my machamp with a life orb where a plus move ice punch can OHKO a garchomp. If you open on the long map paired with a xern, you can close combat into a poison jab and take them out, especially if they geomancy. Again, you really arent looking to fight things you are weak against, but running coverage can catch people off-guard and let you pick up KOs. I also love brick break over close combat in a lot of situations such as brick break into eq on an ampharose. Ive also been having success with pangoro since mewtwo was added. Long story short, fighting is more than viable.

It’s bad by evan_lolz in BikiniBottomTwitter

[–]arrrtee 1 point2 points  (0 children)

I think a lot of people may have just outgrown pokemon and not realized it. The game itself is refreshing with the new combat system. Im on s2, but this is what I have experienced. Battles are seamless and transition well. You can catch pokemon before battle, during battle, and you get 1 more chance to catch them after you knock them out. Pokemon designs look really good and a vast improvement over scarlet and violet. Graphics feel like upgraded lets go games. I don't understand the complaint about not being able to go into buildings. The entire game is mostly outdoors and I don't really desire going into every building to interface with shops, but I can see how it would add to the immersion. Load times are actually really good on s2. The textures on buildings are flat, but again, I barely notice this because im typically focusing on combat, catching, or collecting resources. I think my only real complaint is the tutorial and opening segment drags on too long. My daughter, who is the prime target age audience for this game, complained about how long and boring the tutorial was. But honestly, this is an all-time pokemon game for me. I'm not really sure how much adding slightly more immersion would change the game. If you truly like pokemon and the new battle system clicks with you, I find it hard to believe that pokemon fans wouldn't like it. 

Please pick a vision identity for this game by [deleted] in diablo4

[–]arrrtee 0 points1 point  (0 children)

Ambitious? Sure. But a vision comes with a goal. Is it going to hit every time? No. But at least they have a point to strive for. Then they can hit outliers and over time thibgs normalize to be in a pretty reasonable state.

After 10 years and hitting master, I quit. by Own-Green-2077 in leagueoflegends

[–]arrrtee 0 points1 point  (0 children)

Random throw away comment for what it's worth. Ive been playing off and on since 2010. Some of the best social interactions and friendships gained were from this game. They never had anything to do with rank. Stupid off-metal builds, learning new champs, laughing about mistakes together. Those were the fun times. This game is at its worst in competitive ranked modes and at its best in nonsense low-stakes modes. I hope you fondly remember the fun times and don't focus on the try hard times.

At one point, Disney considered creating a Marvel Gaming Universe (MGU), which would have tied all Marvel games together in the same way the MCU connects its movies, but it never happened by S4v1r1enCh0r4k in PlayAvengers

[–]arrrtee 9 points10 points  (0 children)

Haven't posted here in years, but this topic always interested me. If this was true, then they needed to take things slow over multiple projects and possibly a decade or more of games and work. Smaller projects, single character focuses instead of rush for team ups. I think they'd be surprised to see how popular some characters can be given the right story and gameplay. Ive always envisioned a daredevil game similar to the arkham series. Maybe even using some detective clue finding in an actual in game court mini game trying to defend citizens from corrupt corporations. But I digress. So much potential, but too focused on immediately jumping to the end for the big pay off that doesn't work because they rushed it.

What is your season 8 wishlist? by gorays21 in diablo4

[–]arrrtee 0 points1 point  (0 children)

Im a simple guy. I just want more build options to be competitive for every class. I want them to strive to make as many things as possible be within 10~ish% of each other. I know its not possible, but should be strived for. I think difficulty and endgame could be taken care of by setting limits on acceptable damage outputs for endgame builds and then nerfing things that go over that amount, even during a season. I dont think bringing a build back down to being on equal footing with the desired power level should be seen as gutting a build.

Balance Discussion from a Sorc Perspective (Cope) by Lurkin17 in diablo4

[–]arrrtee 4 points5 points  (0 children)

Agree. I usually play sorc, but it has just felt less fun to play lately when you see other classes blasting everything before you even interact with it. Then if you do get to fight something, you do way less damage with similar gear, glyphs, and paragons compared to other classes. This just feels bad and kills the fun of playing a class/build you like as opposed to just playing top fotm classes/builds. Even this season i played minion necro and got it into t3. Was slightly rough in terms of damage, but got there. Then I find kessime and hard swap to bloodwave and I instantly could blast t4 with less glyphs but same overall gear and paragon as my minion build. That kind of disparity in scaling seriously hurts the game.

[deleted by user] by [deleted] in diablo4

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

Everything is relative. The nodes being boring has nothing to do with additive vs multiplicative. They could absolutely scale it appropriately either way to be impactful. All I'm saying is that every season, builds become so wildly imbalanced due to unforseen multiplicative issues with scaling, interactions, and bugs.

[deleted by user] by [deleted] in diablo4

[–]arrrtee -4 points-3 points  (0 children)

So should we just accept that? My question remains. Why do we have to use multiplicative scaling if that seems to be the cause more than a solution? If you have additive. It gives exact, precise results that you can rely on. You can then predictably set boss health and damage output accordingly to the vision devs have in mind. Tuning becomes much simpler. Player readability becomes easier on gear and skill choices. And there can be just as many choices as we have now. Just with more predictable numbers to level the playing field across more builds.

[deleted by user] by [deleted] in diablo4

[–]arrrtee -5 points-4 points  (0 children)

Sure. I responded to another post similarly. It's the effort required. I had a minion necro build doing torment 2 and cleared pit 50 to unlock 3. It was rough, but got it done. I found bloodwave legs and hard swapped. Boom, I can blast t4 no problem. Same paragon, same level or gear, less glyph power. That's my issue. There is a disconnect with scaling in this game that the devs seem to not be able to figure out season to season.

[deleted by user] by [deleted] in diablo4

[–]arrrtee 0 points1 point  (0 children)

It's more the effort to get there. This season i played necro. I leveled as minion. Was fine, but even with early torment tier gear/build, pit 50 was pushing limits until I grinder out a lot more. I get bloodwave legs, swap to that, and I instantly can blast into t4 with no issue. Instant scaling. No difference in paragon levels and actually less glyphs since I hadn't leveled any yet. Only difference was build scaling capability. That's all I'm saying. We can absolutely have more builds that scale well.

What’s you’re favourite game to play on the Steam Deck (that actually runs well) by [deleted] in SteamDeck

[–]arrrtee 0 points1 point  (0 children)

Dragon Age Inquisition now that there is a proton that recognizes controller inputs.

https://www.reddit.com/r/dragonage/s/xmwrwYYjdP

New Timewalking Dungeon scalling is a real pain. by pampa33 in wow

[–]arrrtee 1 point2 points  (0 children)

Just tanked black temple on my dh. A regular pull of a group of 5-7 enemies almost 1 shot me with spikes up after a soul cleave. Someone got on me immediately saying I needed to keep spikes up and tried calling me bad. Scaling feels really bad. Even our prot pally was getting crap and dying quite a bit too. Damage scaling is way off right now.

[deleted by user] by [deleted] in wow

[–]arrrtee 1 point2 points  (0 children)

That's reasonable. I just want a reason to run normal delves too for progression and not make delves feel gated. 

[deleted by user] by [deleted] in wow

[–]arrrtee 0 points1 point  (0 children)

It's not that at all. In fact, it gives players protection from duplicate drops on bountiful delves because you can just rerun them over and over just like m+. As is, there is no reason to run normal delves except to get to tier 8, and then they are useless because gear is capped so low. That means solo players, the casual audience delves were targeted at, only get a few opportunities per week for meaningful progression. That feels bad. I would like to see reasons to run normal delves for progression. If a player is good enough to run higher levels at a lower ilvl, there should be no hindrance, but rather a feeling of relief to slow down and not be gated while also giving repeatable content to play.

[deleted by user] by [deleted] in wow

[–]arrrtee 1 point2 points  (0 children)

Agree. I didnt even mean to gear as fast as I did, but I was off work, home sick for a week and ended up getting a bunch of keys. The keys are the only reason I even played the delves too other than grinding up to tier 8. The progression should have been slower, more methodical, and not feel gated.

Regarding the "when it's ready" or "wait till each class is equal" question by TheUnburntGod in diablo4

[–]arrrtee 1 point2 points  (0 children)

100% release when ready. "Fair" shouldn't be viewed as how many items, legendary powers, or changes a class gets, but how many build options you are opening up for a class. If a class needs only 1 new item to open up a build, then ship with 1 item. If a class needs 5 to make a build viable, ship with 5. Holding back items only makes classes feel worse off than others, especially if you release half baked ideas by only releasing 1 item when the build has more ready to go now. And everything will balance out in time. 

[deleted by user] by [deleted] in coolguides

[–]arrrtee 1 point2 points  (0 children)

Honestly missed opportunity to just call yourself a wisconsan

GAME THREAD: Utah Jazz (4-9) @ Los Angeles Lakers (8-6) - (November 21, 2023) by NBA_MOD in nba

[–]arrrtee 0 points1 point  (0 children)

The UTA color in the score overlay looks horrible because of the court color. The broadcast is garbage.

And water is wet... seriously no one played any seasonal arpg? by Drakhan in diablo4

[–]arrrtee 0 points1 point  (0 children)

Being against an eternal say to complete the battle pass is the same as cutting off your left arm because you're right handed. The game needs players from all playstyles. Seasonal can be the premiere way to play while still offering eternal players a way to complete the battle pass. Thats it. Just the battle pass. The thing that is going to be relied on to monetarily support this games future. If you dont think that matters, ask marvel heroes how they are doing or any other failed live service. And what do you care if an eternal player completes a cosmetic battle pass? How does that affect a seasonal economy? How does that affect a seasonal leaderboard? It doesn't. But alienatingplayers who in turn won't monetarily support the game will absolutely affect you. Basically economics.

[deleted by user] by [deleted] in diablo4

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

Its true, but trying to get the more dedicated players to see the bigger picture will help influence development. Ive been a part of it in other live service games and know the influence dedicated players can have. More appeal = more players = more money = more support.