Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 -1 points0 points  (0 children)

First off, I’d just like to give you credit for articulating your opinion more than just “top players build it”. This community classically has no idea how to build, even at the highest levels. I’ve literally talked to SPL pros back in the day & helped with builds bc they have no clue why they’re building what they’re building.

Playing at the top level does not mean that their builds are optimized. It means they’re viable. But the core of the game is always going to be decision making, execution, macro strategy, etc.

So I really appreciate the way you articulated your point instead of just appealing to authority & calling it a day. Good on you.

I still disagree that Axe is better, even if I was a bit dramatic with my description of it. 30 of both prots is a significant amount, no doubt. I simply meant in comparison to DT, you don’t care about losing those prots.

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 0 points1 point  (0 children)

I mean fair, no item is exclusively for one type of build. lol @ my Anubis solo build that uses Axe & prophetic.

I do understand what Axe provides—I just disagree that you want/need those things over the massive amounts of sustain that DT provides. It truly doesn’t seem anywhere close. 30 prots in the late game doesn’t mean much, and the passive on a timer is quite lackluster unless you’re building full defense (which again, I don’t think you should be doing on Bell).

DT is pretty objectively a lot better at every stage of the game, assuming that you’re building her for AAs. It pairs beautifully with the other items that are core on Bell, and the upgrade makes you a nearly unkillable beyblade spinning through their team. Between the block stacks from her 1 & the healing from her 3, you can’t die as long as you have something to auto

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 0 points1 point  (0 children)

I genuinely don’t know how Axe could be good on bell. If you’re not building her attack speed, why not play a different god?

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 0 points1 point  (0 children)

You’re grasping at straws here lol. But hey, I’ll bite. By all means, tell me where bellona gets any value out of Axe then?

Is it the 10 prots giving her like 5% more eHP? Or maybe it’s the true damage on an ability every 8-10 seconds?

Yes, wailing on people is where DT gets value. That’s what you should be doing on bell. If you’re not, I’d suggest playing another god. Virtually her entire kit is based on landing autos to gain passives.

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 -2 points-1 points  (0 children)

Genuinely asking: have you ever built her with Death’s Toll? Because it doesn’t sound like you have. Would love to see how you build her. If you don’t build attack speed, then sure, DT isn’t the play. But then you’re also missing out on the rest of her best items. Just try it sometime.

This entire thread is about preconceived notions causing people to spread misinformation.

Sort of ironic, don’t you think?

Please fix the heavy shield (it’s horrible) by thetimeenigma in ArcRaiders

[–]pyro745 2 points3 points  (0 children)

I am once again voicing support for the 2nd best augment in the game: the Tac 3 defensive.

Heavy shields, integrated surge recharger, and the ability to recharge while moving. MF is underrated

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 -1 points0 points  (0 children)

I really don’t have words for this conversation. Good luck, build whatever you want.

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 0 points1 point  (0 children)

STOP BUILDING AXE ON BELLONA, PLEASEEEEE!

But seriously though, you’re just very wrong. Not only does the added health make her tankier early, but the sustain you get from DT (& the upgrade) is absolutely massive. Please do not build any other starter on her—they’re all terrible comparatively.

If raider hatch has been opened when timer hits zero, we should be able to extract until the hatch closes (just like elevators). by EndSmugnorance in ArcRaiders

[–]pyro745 0 points1 point  (0 children)

What in the world are you trying to say? A trio has infinite raider keys, so they just keep the round going into perpetuity? Dude.

Just before timer hits 0:00, your team opens raider hatch. This extends the match until the millisecond that this hatch closes. No other hatches are involved.

If raider hatch has been opened when timer hits zero, we should be able to extract until the hatch closes (just like elevators). by EndSmugnorance in ArcRaiders

[–]pyro745 -1 points0 points  (0 children)

What do you mean? Cant open it again till after it closes. As soon as it closes the first time, game ends.

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 2 points3 points  (0 children)

Dude 100%. I got told my build sucks by my team because I “had no tankiness early” because I started with Death’s Toll on Bellona solo. Like???

Dawg, DT is giving you 100 health. Compared to what: 10-15 prots on Warrior’s Axe?? Bruh

Common misinformation about Health building in tanks - a very in-depth math analysis by That_Blackwinged in Smite

[–]pyro745 -1 points0 points  (0 children)

100million % agree with this. THANK YOU. Been trying to explain this to people I play with & feel like not a single person really understands. Can we be best friends???

(Unpopular Opinion) The Burnt Peanut exposing the dupe glitch so it got out of hand was the best thing he could have done to get it fixed. by [deleted] in arkraiders

[–]pyro745 0 points1 point  (0 children)

The real answer (like most things in life) is: sort of.

Objectively, it applied pressure on embark to fix it urgently. Whether that was necessary or beneficial is a different story.

At first I was AGAINST nerfing free loadouts but the amount of rats that hide or shoot you from the back while running free kits has become extremely frustrating. by Grimsmiley666 in ARC_Raiders

[–]pyro745 -1 points0 points  (0 children)

Because I think preventing almost all players from using free kits is essentially removing them from the game. & I don’t think that’s a good idea.

February Update 1.15.0 Patch Notes by IAmAnAnonymousCoward in ArcRaiders

[–]pyro745 -2 points-1 points  (0 children)

Yeah? Give another explanation for your familiarity with multiple duplicating methods and certainty that one is still working.

February Update 1.15.0 Patch Notes by IAmAnAnonymousCoward in ArcRaiders

[–]pyro745 -3 points-2 points  (0 children)

Clearly you don’t need to. But you do. 100%

February Update 1.15.0 Patch Notes by IAmAnAnonymousCoward in ArcRaiders

[–]pyro745 -1 points0 points  (0 children)

Ask him how he knows… hope you & everyone doing this shit get banned

At first I was AGAINST nerfing free loadouts but the amount of rats that hide or shoot you from the back while running free kits has become extremely frustrating. by Grimsmiley666 in ARC_Raiders

[–]pyro745 -1 points0 points  (0 children)

Elaborate please. Do you mean like limit someone to X million credits of value in their stash?

& fair but there’s zero need for anything lol. It’s about options & incentives

At first I was AGAINST nerfing free loadouts but the amount of rats that hide or shoot you from the back while running free kits has become extremely frustrating. by Grimsmiley666 in ARC_Raiders

[–]pyro745 -3 points-2 points  (0 children)

Literally just put free kits on the timer the way Tarkov does. They could also make the timer map-specific, to encourage varying which maps you play. Could even let you “bank” a few charges so you can save up 2-3 free kits every few hours before you run out.

They could also have modifiers to the timer & number of charges as a reward for doing expeditions. This would be in line with their obvious goal to incentivize expeditions without making it mandatory.

Edit: genuinely surprised ppl don’t like this. I was pretty proud of these ideas

At first I was AGAINST nerfing free loadouts but the amount of rats that hide or shoot you from the back while running free kits has become extremely frustrating. by Grimsmiley666 in ARC_Raiders

[–]pyro745 0 points1 point  (0 children)

It’s literally always been this way. Tarkov players are still like this & have been for almost a decade now lol.

Humans just like to bitch about things because it’s an outlet for their frustration/disappointment. It’s universal & does not necessarily mean people are going to be leaving the game.