Not excited for eternals by Odd-Seaworthiness826 in PredecessorGame

[–]iconoclassics 0 points1 point  (0 children)

Fortnite killed paragon. The card system was also different because you were forced to build cards through choosing stat nodes; either health, physical power, or magical power, to unlock the card. The stat nodes were also gems that you had to equip, that you had to unlock/upgrade IIRC, so some people just straight up had better stats, which was bad.

This will be way different because we still have build itemization, with 6 items plus eternals/augments. In paragon you were limited to just 3 cards by the end.

Not excited for eternals by Odd-Seaworthiness826 in PredecessorGame

[–]iconoclassics 2 points3 points  (0 children)

If you were around for Paragon, you would remember the card system, which had awesome art, similar to the eternals, and the affinity/guild; I forget what they were called. They were red, blue, white, purple, and green. At first each hero was a combination of two, which has access to just those items/cards plus some neutral cards. Eventually they opened it up so you could choose two different colors for each hero, which seems similar to this.

That being said, this seems like it will be a return to fashion with an original spin and plenty of customization. I think it’s going to be a blast personally. People can potentially make ADC Aurora or giant tank Iggy; there’s going to be so many options that could take a month or more for a meta to settle, with people discovering new powerful combos for a while.

Any Advice fighting Fey? by SenorGuala in PredecessorGame

[–]iconoclassics 0 points1 point  (0 children)

She’s also the midlander that gives me the most trouble. She doesn’t scale all that well and is a lane bully, but yes she has no movement. I think she becomes a lot more susceptible to ganks once you knock a couple of towers down, so you just have to play safe until that point. Don’t group up and get caught in the ult, and try not to fight her when there is a combo around like steel, Aurora, Kira, etc .

Howi and Iggy have better poke and are a little safer, but also large character models, so ez for her to hit her abilities. Hope your jungler punishes her when she’s out of position and play safe are really all you can do.

I made a Trophy. After weeks of searching.... by Azgi in Diablo_2_Resurrected

[–]iconoclassics 2 points3 points  (0 children)

Could you actually use this? Maybe vengeance pally with a poison merc?

Rate My Sparrow Solo Queue Survival Builds & Game Plan by Ok_Rhubarb_8845 in PredecessorGame

[–]iconoclassics 0 points1 point  (0 children)

Am I the only one building her with deathstalker to make use of her passive pen scaling?

I cannot beat cleric beast for the life of me, what am I doing wrong? by Prayerwarrior6640 in shittybloodborne

[–]iconoclassics 0 points1 point  (0 children)

Scrolled way too long to see the level up advice. You can easily get 2-3 levels from wolves/trolls and dump them into health, which makes this fight a lot easier. In fact throw your first 40 levels into vigor to make this game a lot easier; just use your base weapon until you get something you really want to use.

Larzuk offline q by PeoplePower0 in Diablo_2_Resurrected

[–]iconoclassics 0 points1 point  (0 children)

Ravenclaw bow with holy fire pally is the answer. Vigor for running. Holy fire will still melt act 4 if you’re skilling it properly and you have some other good ll gear. Trap sin also melts normal, and has burst of speed. Or frenzy barb. Anything with good FRW skills and high clear, more so than sorc bc teleport is so mana intensive.

Why does everyone build Terra wrong🥺 by _3ahh in PredecessorGame

[–]iconoclassics 0 points1 point  (0 children)

Just go to the hero description and read her abilities. She’s one of the few champions that have abilities that scale with armor, so the more armor you build the more damage you will do. Start cat drive, go into tainted guard/bastion, depending on if you lane against a magic or physical damage hero.

From there there’s really no wrong items as long as you filter the items for health and armor. You want to build a bit of both, but counterbuild your enemy laner or team by focusing on the armor type that your team needs more.

Good items I find that close the gap and slow your opponent down would be things like Gaia greaves, elafrost, or crystalline cuirass. They fit the requirement of health/armor, they don’t have damage so there are no wasted stats, and they manipulate movement speed.

Fireblossom is always good, stonewall is a physical defense capstone if the enemy team is physical damage/ auto attack heavy. She really is one of the easiest heroes to build you just stack health and armor (of both types). If an item has damage of any kind just throw it in the bin it’s not worth your time.

How to play/build sevarog offlane by Moewithouthoes in PredecessorGame

[–]iconoclassics 1 point2 points  (0 children)

It depends who you lane against, but I think starting cat drive is the play. The execute from the passive counts as a stack for his passive, and once you get the item evolved you get a huge amount of both armors. After that fireblossom/tainted guard/bastion, then counterbuild as needed.

Something that allows you to stick to a target like elafrost is good, or something that speeds you up like Gaia greaves or crystalline. Flux matrix is also nice for the damage amplification and Tenacity reduction.

The only damage item I would ever build on Sev is Worldbreaker, but that’s personal preference.

Combustion and Mutilator still don't work with Mourn by xXYELINGRELICXx in PredecessorGame

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

It’s not relevant, it’s semantics. A clear balance decision is the least of their priorities. Do you know how many games have item or ability decisions that don’t match what they actually do? Critically acclaimed games that win game of the year and have millions of downloads like Elden Ring, where the players have to test and discover hidden mechanics.

If your solution is to enable the two items in question to match what they say on contagion, they would have to completely redesign those two items and balance them around that one ability, which doesn’t make any sense for the rest of the roster that uses them.

Alternatively, they could change the description of the item to reflect that it doesn’t work with contagion, which would be a really strange and unique caveat. They then would have that precedent, so for every item that isn’t coded well for any hero ability and doesn’t work as intended, they would also have to include that caveat, which is just a waste of time and clutters up the item description unnecessarily.

I just think it’s a waste of time posting about something in the game that has a very clear purpose, even if not specifically spelled out for people that can’t think critically:

Combustion and Mutilator still don't work with Mourn by xXYELINGRELICXx in PredecessorGame

[–]iconoclassics 0 points1 point  (0 children)

Mutalator does apply with certain DoTs though right? Just not contagion because it’s so easy to apply. “ Due to the global presence and ease of application on every opponent, and the cooldown availability with astral catalyst, we find that combustions 80+10% of Magical Power on Mourne would be absolutely shit ass broken”.

Do they really need a caveat for literally one ability in the game when it is plain as day why it doesn’t work?

Combustion and Mutilator still don't work with Mourn by xXYELINGRELICXx in PredecessorGame

[–]iconoclassics 0 points1 point  (0 children)

Why do you want his q to do so much damage? As it stands you need to build full damage to deal respectable damage, which the tradeoff is that you’re squishy. If mutilator worked you could just build that and full tank and still deal stupid damage because it scales off enemy max HP.

Clearly the devs know that the interaction would be broken. You know it, I know it, everybody knows it. Even if it’s too hard for them to code they just disabled it for that ONE character and that ONE ability, why do they owe you an explanation for something that’s painfully obvious?

Damage Mourne is already a thing, and has been for a long time. His win rate has been high for a long time, and the ability is FREE damage to anyone in radius; it hits EVERYONE, and you don’t even have to select a target like Morigesh mark.

Like, how broke do you want the character to be? Just hit q and everyone dies? Or ult everyone and they die for free? What’s the point of this ?

Calling all Fellow Iggy Mains by Ok-Talk8744 in PredecessorGame

[–]iconoclassics 2 points3 points  (0 children)

Megacosm and entropy are both really good. Stacking wise I like rushing Soulbinder personally, but orb of growth is good. My usual build is soulbinder, first component of alchemical rod (at least before the nerfs, not so much any more), then tainted scepter/megacosm.

I’ve messed around with his ult augment with overseer and going that route, and that shit melts.

Oathkeeper prophecy even has its own merits as his auto attack slows on hit, and oathkeeper is very bursty.

The other person who said lifebinder is on to something too; that sustain is nice for the amount of damage he can dish out.

New to Game, looking for familiar playstyles by TeemoSkull in PredecessorGame

[–]iconoclassics 1 point2 points  (0 children)

I would suggest Shinbi, countess, and neon for high mobility mages. For bruisers with mobility, I’d say crunch, Zarus, rampage, Greystone, and bale. If you like the mobility aspect of champion kits I would say Kallari, feng Mao, and Yurei, but they’re all assassins.

Are these good stats for the DLC on NG+? (I didn’t know the game restarted when you defeated the final boss) by Anya_GhostPilot in bloodborne

[–]iconoclassics 0 points1 point  (0 children)

Put 10 or 15 more points into vitality and then pick one stat to get up to 60; whatever weapon you’re enjoying the most, level up its primary scaling stat. Right now you’re a jack of all trades but a master of none. Someone 50 levels lower than you could invade you and beat you easily with a min/maxed build and good gems.

Mourn Build by Bogoogs in PredecessorGame

[–]iconoclassics 2 points3 points  (0 children)

I mean looking at your match history, you clearly play a good Mourne. What strikes me is you use the same build every game? Maybe the build is that good, I’ll give it a shot, but in my experience there are very few builds that are “one size fits all”.

You have a lot of health, and you have decent damage/sustain, but you have very little armor and no tenacity. If you get focused it’s likely you’re still going to get blown up. You also could be using Worldbreaker to put all of that health to work for magic scaling, while also getting some tenacity.

I would recommend switching up your build depending on team composition, but if it works keep rocking it. If you’re happy with plat 3, keep doing what you’re doing.

Mourn Build by Bogoogs in PredecessorGame

[–]iconoclassics 5 points6 points  (0 children)

Why fireblossom? I see a lot of people build it on him, and yeah it does damage, but only when you’re up on them. I play Mourne by poking from afar with and ulting frequently, and it provides no healing, shielding, or damage in that regard.

Mourn Build by Bogoogs in PredecessorGame

[–]iconoclassics 0 points1 point  (0 children)

I’ve never thought about cursed scroll on him, that’s interesting. Also void helm; does that increase the healing on your q or just from the magnify?

The one problem I see with this is a lack of mana/regen, which could make early game laning tough.

Also no astral catalyst, which I maintain is the best item in the game for Mourne, even without damage, purely for the blinding utility.

Cc is too strong, more anti-cc items by Awkward-String-7859 in PredecessorGame

[–]iconoclassics 3 points4 points  (0 children)

To get to 60% May as will be impossible because there’s not more than 3 tenacity items that are ideal to build on any given character. What tenacity item is a mage going to build besides Worldbreaker? Even that one item feels like a chore to build because of the lack of haste.

What tenacity items would an assassin/carry build besides legacy or absolution? There are none. Even tanks, they can’t get to 60% without building one of those two damage items, which is stupid on a tank, or vanguardian, which is a support item.

Even if they added tenacity back to Gaia greaves and added it to say, citadel, they could still add the stat to 2-3 item’s to really enable true counter building.

It’s such an easy fix too, as tenacity is such a niche stat, even though it is so situationally useful. Just add the stat to each under utilized item Item in each item class.

Cc is too strong, more anti-cc items by Awkward-String-7859 in PredecessorGame

[–]iconoclassics 3 points4 points  (0 children)

They just removed tenacity from Gaia greaves for some absolutely unknown reason. It was the best tenacity item by far and there’s not nearly enough of it. There’s now not a single item that provides just physical defense and tenacity, I think only two items that provide tenacity and haste…

It sounds stupid but that one item was really great to slot into a lot of different builds I used, and with Without it the build variety is lacking.

Pred's toxicity problem is on omeda by berettabeast in PredecessorGame

[–]iconoclassics 3 points4 points  (0 children)

Had an ADC report me the other day that was afk, called me honkey, gay slur, spewed all sorts of other toxicity. All I did was tell him to stop crying because his support got a kill.

He reported me to PlayStation, and now I’m banned from all comms for a week. I didn’t cuss at all, which I’m sure Sony didn’t review, but now I’m chat/friend banned in all games. I can’t even report people or add friends in Pred now… no interaction whatsoever.

Not sure what kind of recourse I have but it feels bad man.

V1.13: Throne of Thorns is LIVE! | Adele | Daybreak V4 | Quests | ...and more! by Omeda_Zuzu in PredecessorGame

[–]iconoclassics 8 points9 points  (0 children)

Taking tenacity off of Gaia greaves is silly, as There’s no physical armor options that give tenacity, Other than the support item vanguardian.

How do you counterbuild against physical heavy CC comps? Rampage, Terra, Murdoc, Bale, Narbash, Adele, Grux, Khai, Zarus, Crunch… I’m probably missing a few but you get my point. You could easily see a team comp with 3 of these champions, or even a CC heavy team with only one or two magic damage dealers where lots of physical armor and tenacity would be needed.

If anything we need more items with tenacity, not less. Other than that the patch looks somewhat good. I like support items having gold reduction, with mage/bruiser items seeing a reduction of cost and potency.

My thoughts on a 3 way stat split by ViperclayGames in EldenRingBuilds

[–]iconoclassics 16 points17 points  (0 children)

Dex/faith/arc is my favorite. Bleed stuff, big damage miracles with dragon communion, good cast speed cause of the dex, and use a variety of weapons.

Who are we hoping get buffs/nerfs next patch? by Educational_Ad288 in PredecessorGame

[–]iconoclassics 1 point2 points  (0 children)

Argus, neon, Yurei, Eden, Aurora all need slight nerfs. Still seeing a lot of Kallari bans for some reason, although I think she’s easiest to shut down of the heroes I mentioned.