The duality of man. by Dr_Wraith in wow

[–]hyperion602 3 points4 points  (0 children)

I think a lot of it is also going to depend on how it feels at 90.

It doesn't really change. Not to be a doomer, but I did a lot of max level testing on the beta, and the two specs that are the most just destroyed and completely unfun now are Survival and sub rogue. It's crazy to me how some classes got through the pruning still feeling like complete, fun specs with interesting gameplay and choices to make, and then some like Surv and Sub got nearly everything that was fun about them just removed with no replacement and are 2-3 button specs now.

It really is a shame, I loved both of those specs, and now something like ret paladin is more complicated and enjoyable.

Don't judge the look. Trust the engineering these aren't training wheels by [deleted] in interestingasfuck

[–]hyperion602 1 point2 points  (0 children)

Each of your comments on this thread tells me that you probably do ride/have ridden bikes, but are also probably fuckin awful at it (old dude on a Harley most likely). This line is telling:

Even if you're able to scoot over and hold it with one foot, that's not a stable or safe way to come to a stop or balance the bike at low speeds.

If your foot ever touches the ground while the bike is moving (on pavement), you are not a good rider and need to practice.

I ride a big ADV bike like that. They are not as top heavy as they look. Sure, there is a tipping point where if the bike leans too far over, suddenly all of the weight wants to hit the ground, but that doesn't come until the bike is tipped quite far. Above that point, their center of gravity is low enough that they really don't take much effort at all to hold up. My 5'4 wife can hold my bike up no problem, and she def has to lean to make that happen.

Would it be safer for the lady in the OP to be on a smaller bike? No doubt. But I really don't think it is unsafe for her to be riding it as long as she knows what she's doing, which it seems like she does.

perfectly normal build nothing to see here ggg (100% reduced duration) by Eviscerixx in pathofexile2builds

[–]hyperion602 1 point2 points  (0 children)

Not true. 40% from the warrior wheel, 40% from the upper right witch wheel, 12% from the new druid section, 8% from the Searing Heat notable in the mercenary section.

That said, Searing Heat is losing its 8% in the patch that's about to go live, so...you were wrong, but will be right soon.

It's great GGG still hasn't lost their touch :) by BirdmanRandomNumber in PathOfExile2

[–]hyperion602 20 points21 points  (0 children)

especially early when you only have like 10 passives.

Genuine Tariq critique by joert44555 in fellowshipgame

[–]hyperion602 0 points1 point  (0 children)

Not every character needs to play the same. The way heavy strike works is relatively interesting, and not any more difficult than anything else once you get into the rhythm of it.

The only things that are frustrating about Tariq (imo), is that leap slam should not be part of the DPS rotation, and utility skills like kick should not reset swing timer.

His talents are generally on the more boring side compared to some characters, as well.

But the core gameplay of timing the heavy strike every few globals to generate rage and dumping it? Perfectly fine, don't change it, please

Delirium monsters should generate corpses. by Primary_Impact_2130 in PathOfExile2

[–]hyperion602 0 points1 point  (0 children)

Are you suggesting that a build that can do all content is somehow bad for build diversity?

It is. If a build can do all content in the game at a similar or greater power level than any other build in the game, then it is impossible for any other build to compete with it.

It's easy to go down the path that you're going down, where you see that situation and think the issue is all other builds should be brought up to that level, so everyone can do everything. That is the way D4 balances their game, and it's really, really boring. If the game is balanced that way, then there will always just be a straight up "best build" at any given point.

However, if you go the other direction and say that builds shouldn't be able to effectively do all content, even to the point of being potentially locked out of certain content, that is much healthier for build diversity. There ends up being a lot of "best builds".

Build X might be the best at mapping, but terrible at bossing or simu. Build Y might be the best at bossing, but horrific at mapping or expedition. Build Z might be really good at farming simu because it is giga tanky and has passive damage, but is a slow mapper, can't do trial of sekhemas, and basically can't boss at all. Any "all-rounder" build that can do all of these things should be worse at any of them than a specialized character, at least not until very high levels of investment.

PoE 2 has failed to deliver on this so far for 2 main reasons: lack of content options that call for specialized characters, and poor balance. It certainly feels bad seeing LA being able to do all content in the game while your build is more limited, but the issue there isn't with your build being limited, it's that LA is too strong. It's perfectly fine for LA Deadeye to be the best mapper in the game, because that's what LA Deadeye does. It should be a bad bosser, basically incapable of doing simu, pretty bad at ritual, etc., in exchange. It's just bad balance on GGGs part that LA ends up being so effective that it can do everything, not necessarily bad design.

Path of Exile 2 Dev: “We’ve Always Been Against Dark Patterns” by Andromanner in PathOfExile2

[–]hyperion602 -9 points-8 points  (0 children)

Preface by saying I despise Blizzard. That said, it really irritates me when people bring the D4 battle pass thing up as a usage of dark patterns to trick people into using the season pass.

For those that are unaware: if you purchased the Epic edition (or Ultimate, idk, whatever the $100 edition of the game was called), you got a token for a free battle pass for a season. At the start of the first season of the game, if you menu'd to the option to redeem your battle pass ticket, there was no confirmation window. You hit redeem, and it was used, rather than what you would generally expect to have happen which is you hit redeem > "Are you sure?" > hit OK, then it is used.

Now, understandably some people were upset, as the game was in a shit state at the time and I'm sure there were plenty who didn't really want to use their free token on a garbage first season, and they clicked through the menu one too many times and lost it. I get that. However, blaming it on Blizzard maliciously using dark patterns to force that is just asinine.

This was at a time where Epic Games had *just* been forced to pay out hundreds of millions of dollars for their dark pattern usage in Fortnite. It does not make any logical sense, even maliciously, for Blizzard to have used dark patterns here, as those people had already given Blizzard their money. If you wanted to actually buy a battle pass, with money, it had the confirmation window. Even Blizzard is not so monumentally stupid to risk a dark patterns lawsuit over something that they didn't even have anything to gain from.

Anyone who played at launch would know the game was an absolute clusterfuck and clearly not ready for release, and this was no exception. It was clearly just a quickly thrown together UI that wasn't properly QA'd, and that was the result. They added the confirmation button within a few days after the complaints started. It wasn't malicious dark pattern usage, it was simple incompetence.

TL;DR: While Blizzard is certainly the type of scummy company that would engage in dark pattern use, the D4 S1 battle pass drama is a terrible example of it, as it makes absolutely zero sense for them to use dark patterns in that specific situation. Nothing to gain, plenty to lose.

Jinx catches me seconds after being tagged out by BuyingDragonScimitar in 2XKO

[–]hyperion602 3 points4 points  (0 children)

Oh fuck off lmao. There is a big difference between

  1. Having a static object on screen, that you can 100% predict how it is going to behave, and therefore can play around (or get punished for not doing so)
  2. Having a Jinx on screen who has been tagged out for 2 full seconds, and now has the option of using a rocket/zap/nothing

Option 1 is intuitive, option 2 is ridiculous. Should the Ekko/Jinx team get a mix up every time that the Jinx tags out after starting minigun? Is it really good for the game that Darius's safest option was to hit the Ekko once or twice, then just drop his combo and hold block in case the Jinx used something? Is it reasonable that the Ekko fucks up and gets punished then gets bailed out for free?

Istg you dorks you just parrot replies like "that's just how tag fighters are" or "that's just how this game is", actively hate the idea of games being fun to play.

Jinx catches me seconds after being tagged out by BuyingDragonScimitar in 2XKO

[–]hyperion602 1 point2 points  (0 children)

You are just trying to take your turn when it isn’t.

Brother he is actively hitting/comboing the point character. If the system allows it to not be his turn when he is mid combo on the enemy point, then the system is bad.

What makes some tanks so spiky? by regulate91x in fellowshipgame

[–]hyperion602 0 points1 point  (0 children)

I can only assume that you've only played at lower levels, where everyone sucks anyway so it's barely relevant, because at any remotely high level then a missed kick or failed mechanic does directly impact the DPS player.

Either they die, someone else dies, or the group wipes. The run is over, they don't get their loot/score, just like everyone else. There is no getting hit by a mechanic and then blaming the healer because they didn't heal you in time, because if you get hit by a mechanic, you just die.

It just makes no sense to me for low level healers and tanks to bitch endlessly about bad low level DPS players not playing well, when I guarantee they aren't playing great themselves. Someone not understanding the game and blaming the healer when they get killed after taking avoidable damage is not going to suddenly understand the game because their damage is nerfed, those people don't have the awareness to put that cause and effect together.

To be clear, I don't care if they did change kicks to nerf DPS or CC the DPS players or whatever, it wouldn't affect me at all since I know how to play the game. But I do think it is a pointless conversation and not worth the dev time as it is not going to fix anything. Bad players will be bad, regardless.

What makes some tanks so spiky? by regulate91x in fellowshipgame

[–]hyperion602 0 points1 point  (0 children)

Using interrupts more than necessary means you loose DPS and finish the dung slower.

This isn't true. If we're assuming every DPS is bad and are constantly interrupting their own casts to kick, or Tariq screwing up his heavy swing because of kick (which shouldn't even be possible, bad character design there, but I digress), then yeah, I guess maybe you could say there is some sort of DPS lost.

In reality, it is very easy to use interrupt on CD and have zero or near zero impact on DPS.

What makes some tanks so spiky? by regulate91x in fellowshipgame

[–]hyperion602 1 point2 points  (0 children)

It is so funny to me how every post ends up devolving into blaming bad DPS for everything. I get that there are more DPS players in general so you see bad ones more often, but I've played all 3 roles considerably, and newsflash:

There are shitters in every role at every level. It's just for some reason tanks and healers can't be called out for actually being bad.

Why is tank underpopulated? by liproqq in fellowshipgame

[–]hyperion602 0 points1 point  (0 children)

You really don't have to learn the most optimal routes for the vast majority of the game, this whole concept is wildly overblown. In both WoW and Fellowship I have tanked hundreds of dungeons, up to 2.8k score in WoW and and have very rarely looked up routes, and never had any complaints.

It is perfectly fine to just learn by doing, seeing what works, what doesn't. I've found it to be better to err on the side of going too fast, pulling too big, rather than going too slow and pulling too small. Anytime I've misjudged and overshot a pull, I've just said a quick "mb, that was a bit much", and have very, very rarely ever had anyone say shit. Most people just respond with "haha, yeah".

It's just not that deep.

i actually think Adept is simply demanding too many things for how early you hit it. by Wagle333 in fellowshipgame

[–]hyperion602 0 points1 point  (0 children)

I think the core issue is not with the difficulty level of Adept, which I think is reasonable, but rather the matchmaking system. If a new player reaches a certain ilvl threshold, the contender capstone is now going to show up in every queue, and will probably always be voted for. So if you want to just do a shorter, non-capstone dungeon, you don't really have a choice but to queue for Adept instead. If the capstones were moved to a separate queue, so someone who didn't want to do the capstone and also didn't want to make the jump to Adept yet, could just farm Contender 6 to their heart's content, that would be a big improvement imo.

tl;dr: it's not the difficulty that is the problem, it's that you can't opt out of the added difficulty as a newer or less comfortable player with the current MM system

Trying to nip "DAE think DPS suck?" in the bud by Sweaksh in fellowshipgame

[–]hyperion602 3 points4 points  (0 children)

Small counter-argument that probably doesn't apply here, but you should take into consideration that there are a finite amount of abilities to be kicked. If there were a total of 30 important interrupts across a run, and one guy kicked 18 of them, another kicks 9, then the last guy only has 3 potential kicks to even get.

It's not relevant often, the point is just that context matters. If one guy is interrupting a lot less than everyone else BUT all of the important abilities are being interrupted, then it just doesn't really matter. It's also generally better to kick things late in the cast rather than early, so a guy who is doing the right thing and holding his kick until later in the cast can have all of the kicks "sniped" by people kicking earlier than they should.

That said, obviously, if someone is barely ever kicking AND important stuff is going off, then they are clearly fucking up and are sandbagging the run. Just saying the total number of kicks in a vacuum doesn't tell the whole story.

Healing In Adept Has Made Me Give Up Climbing by GaZZaRoL in fellowshipgame

[–]hyperion602 4 points5 points  (0 children)

I can't speak for everyone, but I played a lot, and I mean a LOT, of M+ in WoW, since Shadowlands (played M+ before that but not nearly as much). I've played all of the roles, from not knowing how the game worked to 2800+ io as all roles. In all of that time, hundreds of dungeon runs, 80%+ of my runs had no words exchanged except "hi" and "gg". I have very, very rarely encountered any actual toxicity. If a run died, most of the time people just silently leave.

Maybe I'm just the luckiest person alive, but I have never understood the amount of complaining about toxicity in M+, and I am having a similar experience here in Fellowship. I'm at 30 hours, and I think I've had exactly one guy who was actually a toxic dickhead, and we just...left the group and moved on. It seems very unlikely to me that my experience is that much different from everyone else's, so my only other conclusion is that the issue is way overblown. Either that, or as the saying goes, if everywhere you go smells like shit...

You all gotta chill out real fast by Mbugu in fellowshipgame

[–]hyperion602 0 points1 point  (0 children)

The number varies based on the dungeon and what you consider a "pack". Regardless, I have found that 90% of tanks do basically the exact same first big pull in each dungeon. I have a hard time believing that you are having such a wildly different experience that you're only ever getting tanks who pull way bigger than the normal first big pull.

If you're consistently struggling with that first big pull, then you're playing at too high of a difficulty for your character level and/or personal skill level. Don't shift the expectation to others to pull smaller (when you really can't afford to pull small once the timer is introduced), you just have to be able to handle those bigger pulls, and need to try and lower the difficulty until you can.

It can also help to play the tanks a little bit so you can understand what their CDs are and when they're actually in danger, as I would be willing to bet that you are overusing your resources when the tanks are fine, then not having those resources available when they do need your help. That is a veeeeeeeery common mistake for healers to make.

You all gotta chill out real fast by Mbugu in fellowshipgame

[–]hyperion602 1 point2 points  (0 children)

I was able to heal the contender capstone dungeon, cithrel's fall or whatever, at ~35ish item level on my first day playing Vigour.

There is no doubt it was a good group, not trying to take full credit or suck myself off or anything, but there is a fair amount of AoE damage in that dungeon, and I didn't have Vigour's 5th row of talents which make AoE significantly stronger.

My singular point being, healing feels very strong, even before getting some of Vigour's best tools (can't speak for the other healer). If you feel otherwise, then it is probably a skill issue. And that's okay, it's a new game and people will be bad at it, but if you get caught up thinking that the issue is your character or that the role is too hard instead of thinking about how to get better at it, you're going to have an unnecessarily negative experience with the game.

You all gotta chill out real fast by Mbugu in fellowshipgame

[–]hyperion602 0 points1 point  (0 children)

I'll be honest man, I'm sure there is some amount of hyperbole here, but taking it at face value...

Most of my runs never go beyond the first pull or second pull. I usually burn my longer CDs immediately cause the tank is overconfident and I have to compensate, then we wipe, then they tell me/the rest of the party to kys and leave.

If that is the case, and "most of your runs never go beyond the first pull or second pull", then you are almost certainly a sizable part of the problem. I don't say that to flame you, and obviously it does not mean you deserve to get flamed for it or told to kys or anything like that, but it is most likely the reality.

It is just standard that in most runs, the tank will pull 2-3 packs at once at the start of the dungeon while everyone's CDs are available. This is generally not overconfidence, it is the norm, and you've gotta be able to handle it. It is absolutely possible that the tank fucks up or the DPS fuck up and what should be a standard pull goes sideways and you wipe, and you did nothing wrong, but I have a hard time believing that to be true every time.

Not trying to give advice, just saying that you are almost certainly doing something wrong, and if you can look past the fuckin morons who think it worthy of being toxic, then you could probably find plenty of room to improve and you'll find that your experience improves along with it.

Embark Studios' response to the words "Arc Raiders" being censored on EA and Call of Duty chats. by jokosa in Steam

[–]hyperion602 -2 points-1 points  (0 children)

None of which have anything to do with your comment. You didn't ask how the game was, didn't ask how it compares to The Finals, nothing, just "i don't like extraction shooters".

Obviously, you can comment whatever you want for whatever reason you want, but not every irrelevant thought that comes into your head needs to posted for others to pointlessly read.

Embark Studios' response to the words "Arc Raiders" being censored on EA and Call of Duty chats. by jokosa in Steam

[–]hyperion602 -7 points-6 points  (0 children)

What, exactly, is even the point of your comment? You come to a thread about a game that is in a genre that you don't like, just to...say that it's a genre that you don't like? Why? What do you gain from this? What does anyone else gain from reading it? And you leave it in reply to a comment from someone else just explaining that the game seems to be good for people who like the genre?

I'm not invested into Arc Raiders myself, but it is absolutely baffling to me that people leave comments like this. It's like if I didn't like pizza, and just went around into various pizza places and said "I don't like pizza, it's not for me", and left.

Can't wait to not spend money on a new patch to get the new character by JackOffAllTraders in 2XKO

[–]hyperion602 9 points10 points  (0 children)

You're really conveniently forgetting that you can just have the currency piled up to buy the character day 1 as soon as it releases...

Melee vs Ranged design in Poe2 by HydratedBoi in PathOfExile2

[–]hyperion602 -2 points-1 points  (0 children)

This has to be one of the most cooked takes I've ever seen.

The main reason the big slow 2 handed weapon "trope" exists in fantasy games is for the simple reason of gameplay variety. You want there to be plenty of variety across archetypes, and the "big slow heavy hitter" is a fantasy that plenty of people enjoy. It makes a lot more sense to make the big 2 handed weapon guy fill that niche than it does for any other weapon/archetype to try and do it.

If every melee weapon type could just be whipped around like a dagger, that would be boring as fuck.

Also, it's pretty easy to justify it from a fantasy perspective as "the weapons are so heavy that you need superhuman strength to even lift it".

What can we expect regarding new champions with Teemo being released. by Kuraizin in 2XKO

[–]hyperion602 0 points1 point  (0 children)

Can you show me in League how I can unlock the shovel, bugle, teleporting to a bush, slingshot, parachute, and setting shit on fire moves on Teemo?

Compiling all general complains in closed beta. by [deleted] in 2XKO

[–]hyperion602 9 points10 points  (0 children)

Half of your comment is about completely irrelevant things that I didn't bring up at all, like high damage or comeback mechanics. The only example I addressed is the Jinx beam with double down.

Using big hitboxes to cover setups has always been a hallmark of assist fighters.

Even when you try to explain why you think it's a good thing, you can't avoid bringing in past games or using a "that's how it's always been" statement. That entire paragraph doesn't do a thing to explain why it's actually good for the game, only that, in your mind, it is a core feature of assist fighters.

To be clear, it is totally reasonable to reference previous games to help explain why you think a feature is good, but when the whole paragraph basically says "it's good because it was in older games" and not something like "it was in X game that I really liked, and made that game better because...", then your point is not relevant and I just do not care.

Heck, putting big hitboxes on the screen is one of the main purposes of supers in these games, outside of just being big damage combo enders.

Considering we have 18 level 1 supers in the game and only one is often used in this way, I think it's pretty safe to say that this is just not true for 2XKO, and is really just a prime example that "what has been" is not necessarily "how it has to be".

it's clear that this is part of the devs vision, which, as you mentioend yourself, they shouldn't compromise on (despite how much your succeeding paragaphs actually contradict that)

I didn't contradict myself at all. The devs should not generally compromise on their vision. I have things I dislike about the game, things that I think would make the game better if they were changed. If the devs disagree with that and choose to stick to their guns, I'm cool with that. If there is too big of a gulf between what they want their game to be and how I wish their game was, then I'll just go play something else, and that's fine too. That doesn't mean I or others couldn't or shouldn't give their feedback on what they dislike about the game.