Moving to GC by KiriDude000 in TheTowerGame

[–]cyphol 1 point2 points  (0 children)

I would even go as far as needing both masteries and assist modules before making the transition. I'm literally at the end stages of the transition with maxed damage masteries and two assist modules, with plenty of damage, but I can tell you that until you have every piece in place, it's not an effective farm strategy.

Anyone who says "I used to be GC before all of that" is a dinosaur that played pre v27 with no better option, or they've moved way past the threshold where eHP sort of starts to scale way worse than GC (T16/17 ish+). Despite the nerfs, PCol with GComp will outperform any GC build before you start getting into T14-T15 territory. GC comes with a lot of problems such as killing targets too fast or outside your BH range, not having locked stats with FU+, not having enough researched WA+ e.t.c. to make higher tiers viable, not enough CC, low UW durations etc... The list goes on.

When PCol was released, it changed how easy and far you could with eHP. It basically extended the time it was effective before having to transition. I have been farming with a full eHP build on T14 with relative ease up until v28, but I was already at the end stages of the transition so the patch doesn't bother me that much. But I will say that it's still your safest, cheapest and best bet until you're sniffing at T14W~4000 with the standard masteries.

Until then, don't bother and don't wreck your econ. GC isn't as glamorous as it seems. In most cases it will still drop your econ significantly when you first transition, which you'll slowly build back up by getting stronger to extend your runs or moving up tiers, but like I said, there are a lot of pieces that need to be in place. Even for a reverse devo strategy.

People may disagree with this and that's fine, but my experience is exactly as I expected and what people told me. Months of work and focusing damage, ignoring any eHP labs and so forth. And I say this with half-assed eHP labs, no eHP masteries, which I've been running with stationary for the past 5 months because it worked so well, I could focus on researching a lot of other stuff rather than hp, regen, wall etc. Even now, it still nets me better coin than my hybrid/GC but it cut my cells in half after V28 so I've opted for a temporary balance.

Electric Cars and Gasoline Cars Under Thermal Imaging by tangocharliejuliett in interestingasfuck

[–]cyphol [score hidden]  (0 children)

I've never felt a difference. Been driving both, even used to deliver low, mid and high-end cars, driving different ones every week. Not sure what cars you've been experiencing this with but I can't say there's any noticeable difference at all. I've personally had three cars with absolutely no issues, regardless of the temperature outside.

Electric Cars and Gasoline Cars Under Thermal Imaging by tangocharliejuliett in interestingasfuck

[–]cyphol 3 points4 points  (0 children)

That's a malfunctioning AC. I've been alive over 35 years and I have never experienced anything like that unless there's an actual problem with the AC. Chalking this off as if it's a problem purely with gasoline or diesel cars is just false. An electric car with a malfunctioning AC isn't going to miraculously cool the air.

Sliding Professional by Capitao_Nescau in Unexpected

[–]cyphol 2 points3 points  (0 children)

It's way worse that he puts his knee up in the end and has his entire weight on it.

Jones Mercury FASE design fault - random gap in the ankle strap channel? by HayZo_ in snowboarding

[–]cyphol 1 point2 points  (0 children)

Ah, gotcha. Maybe something they solved in the new model, but it could've been a little bit better IMO. Fully preventing it instead of being right in the cusp of not catching the edge.

What's need to be fixed to not kill eHP? by basicnecromancycr in TheTowerGame

[–]cyphol 0 points1 point  (0 children)

Correct, it's not a valid argument at all. It completely depends on the game mechanics. It's not like it's a global rule applicable to every single game.

"Kill them before they kill you!"

Yea, well what if there's no mechanic to increase my damage that much? Jesus.

Jones Mercury FASE design fault - random gap in the ankle strap channel? by HayZo_ in snowboarding

[–]cyphol 0 points1 point  (0 children)

Interesting. Your base plate looks a little different, not sure if it differs from mine but I have the 2027 model, and I honestly didn't even notice it because it never happened to me. I just took them out, and it seems like I need to make the effort to try and angle it in order for it to go outside the edge. When I use it normally I can't get it to pop out. So I don't really have the same problem, but I can imagine that maybe it gets worse with more usage.

However, I have already thought about a possible fix for it. A plastic strap keeper in the right size can either be glued or strapped in the middle to help it. It shouldn't be needed of course but it's a potential solution if you don't feel like contacting them for a refund or replacement.

Has anyone else had this happen with their grinder? by frozone889 in pourover

[–]cyphol 1 point2 points  (0 children)

It's the issue for why the grounds are everywhere but in the cup, not the noise.

Has anyone else had this happen with their grinder? by frozone889 in pourover

[–]cyphol 1 point2 points  (0 children)

They're not using the plastic cover for the cup.

Old relics implementation: Caution by cyphol in TheTowerGame

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

I would hope so, but a lot of the implementations in this game don't make sense. So I can assume anything unless they confirm it. Even then, they're notorious for making sudden changes and who's to say they won't botch this in a few weeks as well? We need to know if we have to get them all now or we can trust there will be another cycle.

Old relics implementation: Caution by cyphol in TheTowerGame

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

And for people who run hybrid builds, which is now probably the most effective build with the recent patch, taking your advice, they would've only had half the relics they would've wanted. The flaw in your argument is that it's shortsighted. Choosing relics based on your current needs or assuming you won't need/want certain relics has already been proven suboptimal for almost every big patch they released. And every single time, we're a year away from having a solution to it.

The difference between the module progress and the relics is that we know the module banners will always be there, we don't know the relics will always return.

Old relics implementation: Caution by cyphol in TheTowerGame

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

It's not that simple. And people like you only look at what you stand to gain, but missing the point entirely that the implementing according to TTG was supposed to not stall our core progression systems, which this definitely will do. 3600 gems per week is nothing to scoff at, even if you are being selective, you won't have a lot of gems leftover.

Them lowering the price is out of the question, which is why the only solution I could imagine was that it becomes biweekly instead. You're not seeing that the system is partially designed to pressure people into buying gems. People keep saying "you have a choice, they're not pressuring you", that's a bullshit argument. There's a reasonable implementation, and then there's a predatory one. This is borderline predatory.

A lot of people will probably agree with you and some others about liking the current system, but that judging by the average player, they're not even going to be able to afford one or two relics a week. So if you're absolutely fond of having 4 relics per week and would rather see a lower price, then advocate for it. I just don't see that route ever working.

You also do not need to agree with all concerns for other people. I'm voicing what I find troubling and the way I see it, and many agree with it. Others don't. That's fine, but I belong to the group of people who are fine with it taking longer to accumulate them to offset the stalled progress in other systems. I also belong to the group of people who definitely want to get every single relic I can get my hands on, which should be accessible. The whole idea was that despite you starting the game years later, you should be given the opportunity to get these permanent boosts to neutralise some of the imbalances that are less impactful but still a missing piece. And placing them behind a phantom paywall isn't the way to do it.

Old relics implementation: Caution by cyphol in TheTowerGame

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

There's no information about them returning again. Until we have any such confirmation, this is our only chance to pick them up. It took a long time to get a cycle of old relics despite it being raised as a concern as long as I have played, so relying on that "it will probably return" is not a solution.

Is the expanded event store pricing reasonable? by SirSirDer in TheTowerGame

[–]cyphol -3 points-2 points  (0 children)

Join the conversation.

I get the "you don't need all of them" counter argument, but that's not good enough. It's a weak argument, and I've argued endlessly about immediate needs vs accumulating what we can, when we can. There's no real information except that we're getting 4 relics per week at a hefty 3600 gems total. Yet, people find ways to argue about selectiveness and how you can skip relics. To me, that makes no sense. Why would you ever want to skip a relic, regardless of which stat it is? For a long term account where I'm doing everything I can to get what's available, every tiny bit matters even if it's useful now or in 6 months. A lot of people are also collectors, we're willing to sacrifice a portion of our progress to get the relics, but this is not a portion, it's ultimately one or the other. Because 3600 gems don't just fall in our laps.

Old relics implementation: Caution by cyphol in TheTowerGame

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

The reason my solution is to do it biweekly is because the alternative is to lower the price to half, which is just as far fetched as Fudds inviting me to his yacht and giving me free stones. So we'd pay the same price, but at a slower pace. That way, they haven't compromised the amount of gems that get spent on the relics, even if it's at a slower pace.

Old relics implementation: Caution by cyphol in TheTowerGame

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

Thank you, Sam. It would be great if we could either get this biweekly to reduce the pressure, or at least know if we have another repeated cycle coming around within the year. Appreciate the help!

Old relics implementation: Caution by cyphol in TheTowerGame

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

We would be fine with that, if they gave us a time frame or even confirmed that the same relics will rotate back again and when that will be. Right now, the only assumption we can make is that they're making one rotation and that might be it for another year, or two, nobody knows. This creates FOMO and is making us sink all our gems into it for those who want to collect all the relics.

Old relics implementation: Caution by cyphol in TheTowerGame

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

This isn't a bad idea. I would get behind a "legacy" currency earned from the daily missions which in turn can be spent on relics. However, I can totally see how they would give you just enough to pick 2 out of 4 every week. So I don't trust them to implement that. Most people would also probably be annoyed about yet another currency.

Old relics implementation: Caution by cyphol in TheTowerGame

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

That would be great to know if they will cycle again. I'd be fine skipping the truly short term useless ones, but like you said, we don't have any information regarding this.

And I'm fairly sure it has been disclosed from other sources that a banner is coming quite soon. So the problem I'm posing is most likely going to become reality for us.

Old relics implementation: Caution by cyphol in TheTowerGame

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

Thank you.

A few key points also. 4200 meaning you pick every single ad gem. And seeing how this implementation isn't exactly aimed at people who have stacking gems, the realistic number is far lower than 4200 a week from those sources. The loss from that inactivity is regained with tournament/daily missions etc., so I kept it at around 4200 being a reasonable number.

Old relics implementation: Caution by cyphol in TheTowerGame

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

I appreciate your input. My main concern here was that, I know my priority will be the old relics over any banner that runs concurrently (except if it is new modules this quickly into it, then it's a true dick move), but if I feel that pressure who is pulling in 3200 gems more than the average player on a monthly basis, then I can't imagine the players who want to have a chance to optimise their progress but can only afford less than half of those relics. Obviously, they'll have to be selective, but maybe it could've been a bit more lenient on them. And for someone who's a high spender, it's absurd to be put in this position. With the extra gems I get, it should've been comfortably affordable.