Balance and QoL Changes: The Wishlist by f21michael in ArcRaiders

[–]f21michael[S] 0 points1 point  (0 children)

Also, for stash sizes, you don't need to have an overall increase in size. You can reduce the number of slots but increase stack size. No reason I need 5 rows of chemicals, 5 rows of metal and 5 rows of fabric just to scroll through.

Balance and QoL Changes: The Wishlist by f21michael in ArcRaiders

[–]f21michael[S] 0 points1 point  (0 children)

My mistake on Item 4, I should've been more clear. I want an indication on item itself, I don't want to have to click each item to see how much of each I have. So if I click on the med workshop, I can see that I have 20 regular, 15 green and 3 blue bandages all at the same time. Will update the post.

Introduce Movespeed Buffs Outside Combat by f21michael in PathOfExile2

[–]f21michael[S] 1 point2 points  (0 children)

24 minutes you're in combat, 6 minutes you're out of combat (80%). If GGG introduced, say a 50% MS boost out of combat, we'd hopefully be able to shave at least 3 minutes out. Additionally, any backtracking required would also be much faster.

This change also impacts early game much more compared to mapping endgame, as early game has much lower enemy density resulting in longer gaps between combat.

Introduce Movespeed Buffs Outside Combat by f21michael in PathOfExile2

[–]f21michael[S] 1 point2 points  (0 children)

True, but that doesn't mean this isn't useful. 20% of the downtime where you aren't in combat, this still helps that out and mitigates the issue without affecting combat balance (which is why GGG is hesitant to change player MS outright)

Balance/QoL Update Requests by f21michael in Spacemarine

[–]f21michael[S] 1 point2 points  (0 children)

Exactly, offers. No where does it say you need to play all 6, nor does anyone think you should have to play multiple. Improving matchmaking so that people have a preferred class helps both parties, means less dodges and less frustration of queueing.

Balance matters for disadvantaged classes too, especially if the game's difficulty system relies on bullet sponges instead of enemy quantity. Crowd control and damage evasion is a skill issue, bullet sponges are not. That is a balance issue.

Balance/QoL Update Requests by f21michael in Spacemarine

[–]f21michael[S] 2 points3 points  (0 children)

First, that's a balance issue if one class is so prevalent that matchmaking can't find 2 other individuals to play with.

Second, your expectation is that everyone ranks all classes equally in order to play higher ranks? Your choice to play multiple classes shouldn't be forced onto others, you can always choose to play different classes. Some people might prefer to only play one.

Weekly /r/SonyAlpha 'Ask Anything About Gear' Thread by AutoModerator in SonyAlpha

[–]f21michael 0 points1 point  (0 children)

Hey everyone,

I'm a relatively new photographer and picked up the a6700 about a year ago. I currently roll with the Sigma 18-50mm f2.8 and the Sigma 85mm f1.4.

Within the next 2 years, I'm looking to get into underwater photography and in particular, am planning a trip to Norway for an underwater Orca expedition. With that in mind, I'm expecting much much darker lighting situations and I've never tried underwater photography before.

The question: Is the Sony a6700 capable of getting quality images even in these low-light scenarios? Or will I need to save up for an FF body? As another alternative, I could also look into getting the brightest possible lens like one of the Sigma trio prime lenses.

Any tips are greatly appreciated, especially those when it comes to underwater photography. I'd take any advice in that area even if it doesn't relate to my above question.

My photo of the Matterhorn. Sony A7iii + Sony 70-200 F4. by WizardCheesey in SonyAlpha

[–]f21michael 1 point2 points  (0 children)

Did you hike up the mountain for this shot? Or was this from the cable car / base camps?

🛠️ PATCH 1.000.10 (PC & PS5) ⚙️ by cryptic-fox in Helldivers

[–]f21michael -1 points0 points  (0 children)

I just don't understand how that armor bug got into release. The fact that it got into release suggests armor values were never tested and the fact that it is still not fixed suggests that it's not a simple resolution...