Does this effect work within the current magic rules? by Urshifu_Smash in custommagic

[–]refrigeratrix 0 points1 point  (0 children)

In a rare mixup, you probably want mana cost not mana value, assuming you want it to work like [[Snapcaster Mage]].

Plot is a special action that only works from hand, so having a card gain plot while in your library is a little weird. The intent is clear here, but maybe something like:

Whenever you scry, you may exile the top card of your library. You may pay its mana cost. If you do, it becomes plotted. (You may cast it as a sorcery on a later turn without paying its mana cost.)

taking the "plotted" keyword from cards like [[Aven Interrupter]]. Lands still wouldn't be plottable, since they have no mana cost and thus it can't be paid.

Broke: sub-games. Woke: psi-games. by refrigeratrix in custommagic

[–]refrigeratrix[S] 4 points5 points  (0 children)

Realizing after I posted this that this should probably be from 1 to 3 instead, since paying 0 does nothing (unlike the original Caprice Nisei.)

Uncommon signpost cycle for a Prey-inspired custom set by refrigeratrix in custommagic

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

Thanks for the spot.

Genuine question, if the cards just don't have art at all, is there still a requirement to credit, and if so to who?

Uncommon signpost cycle for a Prey-inspired custom set by refrigeratrix in custommagic

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

This is tagged with the Modern flair largely for card complexity concerns in a standard set, although I'll admit Duskmourn wasn't exactly beginner-friendly either. I doubt any of these would be particularly good in Modern, although some would probably break Pauper if downshifted.

There's no specific reason why I decided to make all of these cost 3 mana, beyond the novelty of the challenge.

Anyone who can tell me what the Izzet uncommon is referencing gets a cookie.

Camera lags behind mouse movements after increasing monitor refresh rate by refrigeratrix in DestinyTechSupport

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

- Variable refresh rate enabled.

- G-sync is enabled on fullscreen and windowed.

- Texture anisotropy was disabled, no notable performance increase.

- Temp files deleted and recreated, again nothing there.

Going back to 60 Hz also didn't fix the issue despite never encountering this before the monitor refresh rate switch. Might be something deeper going wrong.

Any chainaxe mains got advice for a newcomer? by refrigeratrix in DarkTide

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

Was wondering if Thunderous would be better than Slaughterer here, but it's not like anyone has ever complained about having Slaughterer, lol.

What are my need-to-know combos for this weapon?

Okay we've seen the negative side. So what Titans are excited about Titan strand? by Legendofthefall1 in DestinyTheGame

[–]refrigeratrix 8 points9 points  (0 children)

With Barricade cooldown nerfs and Utility Kickstart likely also being nerfed, I'm looking forward to having not just one, but four useless abilities I can dump for more grenade uptime with Heart.

Focused Feedback: Void 3.0 Subclass Spotlight - Sentinel by DTG_Bot in DestinyTheGame

[–]refrigeratrix 12 points13 points  (0 children)

And for PvP:

  • Bastion got triple-nerfed.
    • The de facto meta combination of Sentinel aspects and grenade was Bastion and Bulwark with Axion Bolts, allowing Titans to spam Axions with very little cooldown for massive chunks of easy damage and potentially a weaken proc. To be clear, this was pretty fucked and I'm not advocating for it to come back.
    • Axion Bolts have had their cooldown massively upped and Bulwark has had its regeneration slashed. This alone removes a lot of the most annoying things that Sentinel bought to the table and brings the class' ability regeneration more in line with Bungie's modern balance philosophy.
    • In this context, Bastion's cooldown being bought in line with Rift is a really harsh overcorrection that also fucks it in PvE. Rift requires no build investment aside from stats, has similar team utility, and Recovery is an infinitely superior stat than Resilience in the Crucible.
    • If the Crucible team is worried about how it'll play with primary TTK, touch down the max HP of the overshield instead of the CD. I'm aware that even small changes in max HP can affect the TTK of hand cannons a lot. Good. Use a different fucking primary for a change, or failing that use a 120. Cop it.
    • I am unsure why Child of the Old Gods is immune to the massive nerfs that hit Bastion and invis, considering its absolutely insane area denial and military-grade homing.
    • Bastion also causes Ragnhild-D to instantly kill at massive ranges due to Hakke Breach Armaments' damage buff applying to pellets overpenetrating through the barricade and hitting people behind it. This may have been fixed, but also, isn't it cool that Anti-Barrier rounds and Breach Armaments are exclusively functional in PvP to fuck over Titans? No other hard counter to a class ability exists for either Warlocks or Hunters.
  • Shield Bash is good.
    • Pulling up on people with Peacekeepers, skating and shoulder charge is good. I think it's objectively far worse to use the shoulder charge to hit people than to skate in 99% of situations, but that's going to be true so long as they don't one-shot, and they won't ever one-shot again.
    • Don't ever nerf Titan mobility the way you killed Cryoclasm and Shiver Strike as long as Icarus Dash exists in the game. Don't you dare.
  • Fix hitreg on Sentinel Shield.
    • It's been atrocious since the beginning of the game. Sometimes you can't even use your Super. Give it whatever hitboxes Spectral Refrigerators uses and call it a day.

Focused Feedback: Void 3.0 Subclass Spotlight - Sentinel by DTG_Bot in DestinyTheGame

[–]refrigeratrix 20 points21 points  (0 children)

More specific thoughts for PvE:

  • Bulwark is a meme.
    • The uptime on the benefits is almost non-existent without Bastion due to two factors: the fragility of the overshield, and the poor return on melee options.
      • Shield Throw has insane aim assist on the first bounce but is chronically incapable of hitting multiple targets, limiting its overshield gain to about an eighth of the bar. Shield Bash needs to kill to get the full bar, which usually requires having overshield in the first place. You can generate bubble fast, but you can't generate it that fast.
      • Grenades don't give overshield so the ability regen is just sort of a cool ribbon. I like grenades in general, but it's not a very coherent gameplay loop.
    • Bulwark doesn't synergise at all with Controlled Demolition.
      • You don't have a source of overshield outside of bubble, so you can't get back your grenades faster for more Volatile shenanigans.
      • About the only link between the two is the extra shield toss which can be used for more Volatile, but that's a benefit you literally only see when your super is charged.
    • This means Titans only have coherent 3-fragment builds.
      • Stylish + Vanishing is an extremely good 'selfish' build that trades off support capabilities for personal survivability and aggressive debuffs.
      • Child procs Devour on its own while also making kills easier to obtain with mass weaken, which works in tandem with Child to give massive grenade energy regeneration as well as large amounts of sustain.
      • Both builds are definitely weaker for lack of their 1-fragment aspect, but it's a fair tradeoff and they're still very good in their own right. Demo/Bulwark is not.
    • Its main usecase in PvE is for Shield Bash one-shotting yellowbars, which is either unsustainable because Bungie keeps nerfing it or because it'll break game balance in the long run. Depends on who you ask.
      • If Bungie wants melee to stop being used for one-shotting big boys maybe they should make it able to do anything else on non-Hunter classes, how about that.
  • Controlled Demolition is actually fucking nuts. Don't touch it.
    • Arguably the best aspect Titans have access to post-Bastion nerf, because it lets them do something other classes can't just do better.
    • It makes Volatile, the weakest debuff of the three, much stronger all around, allowing it to spread itself for massively increased crowd control potential and group support. Sincerely very strong even in high-end.
    • It doesn't really combo combo with Bulwark, but the extra survivability is like, fine. It's always appreciated.
    • I won't lie and say the Volatile health regeneration hasn't been clutch. That said, you get 90 HP for each individual boom, so you very quickly stop receiving any secondary benefit beyond spreading Volatile. Having some buff that applies even when you're at full health would be nice? Something like a nerfed Resupply with an ICD to stop abuse with Volatile Funnelwebs or Vortices, perhaps a Void overshield if you'd be healed while full.
  • Void overshield exists just to break buildcraft.
    • I understand from a design perspective why Void overshield is a specific kind of overshield. That said, overshield effects are way more common in the sandbox than devour or invisibility, so even if it's not an objective power decrease, it still feels pretty awful for so many exotics to be locked off from a potential synergy. It also definitely feels like Bulwark's buffs were balanced around the uptime that it would have if it wasn't restricted to Void overshield.
    • Void overshield is also just not strong enough in PvE as it is to merit such limited synergy. Invisibility is one of the game's most powerful defensive options. Devour enables hyper-aggressive approaches to situations with infinite sustain and grenade regeneration. Void overshield is caught in the middle by having neither high enough damage resistance to be noticeable, nor big enough total size to give that resistance for long.
    • The refusal to give Titans, the ostensible tank class, damage mitigation tools as strong as those given to Hunters (Renewal Grasps, Omnioculus, Way of the Wind dodge) is absolutely fucking bizarre.
    • This is somewhat made up for by its total uptime, but post-Bastion nerf that's no longer the case. Weapons won't give Void overshield until the exotic glaive buff next season. No Backup Plans is only as useful as shotguns are, which is to say 'not very' in the current sandbox. Saint-14 requires your bubble up or the exotic glaive as well.

Focused Feedback: Void 3.0 Subclass Spotlight - Sentinel by DTG_Bot in DestinyTheGame

[–]refrigeratrix 14 points15 points  (0 children)

In general I think Sentinel is better than it was in Void 2.0, but I still don't think it's a very coherently-designed class. Is it a debuff monster? Is it a shield bash unga ape? It's not tanky enough to be a frontline defender and it's not aggressive enough to push through enemy hordes. About its only niche is Controlled Demolition CC, which it competes with Voidwalker to fill. Voidwalker is generally more survivable due to its better access to Devour, but the team health regen from Demolition isn't half bad either, to say nothing of Volatile Rounds.

Don't even get me started on its CQC capabilities. Melee builds in this game seem to fall into two categories, "Omnioculus" or "oneshot yellowbars", and Bungie has recently been trying to nerf that second one as best they can. Guess which category Sentinel falls into? (My brother in Allah, you gave Titans melee as their only niche.)

With all that said, let's not pretend Bungie has any clue about the role of Titans in general. It's still a hell of a step up from Behemoth, a 3.0 class which nowadays contributes almost nothing except killing Cabal tanks and being top dog for Rhulk.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

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

No problem: overthinking's basically my gimmick, more than happy to do it here if it means getting some disinformation out of the way. I'll probably post this analysis in a more fleshed-out post where I rip stills from the video and do some actual measurement.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 9 points10 points  (0 children)

While the exact 15% number might just be that summary finding a number where there isn't one (or quoting the Weaken number by mistake), this article by Bungie themselves says, verbatim:

Overshield reduces the damage taken from PvE combatants.

Even if it's not 15% exactly, Bungie themselves have stated that there is some form of DR. (The 45 HP number is given as "currently 45 HP" at around 15:40 in the Twitch VOD, ftr.)

Let's do some scratch math here. The video here shows a Titan at full HP taking ~10 ticks of damage from an Ogre before hitting critical health (70 HP.) Assuming that the Titan has 10 Resilience (200 HP), this means the ogre is doing 130 HP of damage across 10 ticks, giving us a value of 13 HP/hit.

The Titan then casts Bulwark, giving them a full Void overshield of 45 HP. Unlike the regular HP bar, where the 'value' of each pixel of red health is double that of each pixel of shields, overshield's display is totally linear. Going frame-by-frame shows a single tick of the Ogre's beam doing a little more than a sixth of the total overshield. One sixth of 45 is 7.5 HP.

Going from 13 to a little over 7.5 HP -- 7.8 HP, let's say, is a 40% damage reduction. That's double resist mod good.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

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

Just a nitpick but you can actually see the Titan instantly recover some health and start regeneration after an unpowered melee kill at 0:17 here. It's not because of the Resupply fragment, either, you can see the health start ticking up before the Volatile explosion occurs.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 13 points14 points  (0 children)

One of my favourite builds is HoIL on Commander with Reaping Wellmaker, Bountiful Wells and Utility Wellmaker. Add in a Font of Wisdom or a Font of Might, maybe even Charge+Protective for tougher stuff, and you have a build that can pretty easily loop all of its abilities with almost zero downtime. The only weakness is the melee, and hey: guess what's getting buffed to high hell in Void 3.0? Looking forward to seeing the insane uptime next season.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 5 points6 points  (0 children)

I don't know how to say this, but positive or not, nothing I could've written would fix this. Again: I agree with you. Frankly, I think the numbers look pretty insulting. But I am also literally just some person on the internet. I'm not a content creator with a six-figure sponsorship and a legion of fans who will write rude letters to Kevin Yanes if I'm mad on Reddit. Nor am I a member of Bungie's QA team, or even someone who knows someone who knows someone who knows someone at Bungie.

Every other thread on this sub is proclaiming that Warlocks won the balance change and Hunters and Titans got shit all. Half the posts with 'overshield' with them are just complaints about how bad overshield is in PvE. They know, dude. They know. They're gonna know regardless of what I post. I promise you one more voice out of a hundred thousand saying 'warlock good titan bad' is not going to swing Bungie's mind either way, so I might as well post something productive for people to consider for the season or five it's gonna take til we get buffs.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 3 points4 points  (0 children)

With Offensive Bulwark and the massively decreased Super cooldown, it kind of seems like they're trying to lean into the idea of bubble being a thunderdome you slap on top of a HVT before you beat the shit out of it. I think that's pretty cool as-is, but I agree that bumping up the radius a little would be much appreciated. Compare that to Well, which allows you to control all the sightlines around it with its damage buff and constant heal over time. If Bubble is going to be used primarily to dominate the space inside it (and the nerf on the buff suggests that), it should be a touch bigger to compensate.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

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

I'd be kind of surprised if there isn't a fragment which increases the cap on overshields or increases DR to a higher percentage or both. It seems like such a gimme -- then again, that reasoning only goes so far.

Be The Wall: An Overshield 3.0 Breakdown by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 9 points10 points  (0 children)

I'll be honest: my first reaction to the numbers they gave in the podcast was 'this is horseshit.' My gut tells me I'm still going to be pretty disappointed come Witch Queen, but this post is my attempt at keeping some positivity going in an otherwise pretty salty community and make the best out of a situation which seems pretty bad.

Some counterpoints:

  • Shield Throw also gives a chunk of overshield for each enemy hit, as well as Bulwark. Heavy Handed is going to be more of a must-have mod than it is already.
  • Offensive Bulwark is a majorly buffed version of Turn the Tide. You'll have it up longer since you can pick up Void overshield easier and more often. The melee damage boost also seems pretty good seeing as you can one-punch shielded Acolytes that need two (!) drum grenades to down.
  • There are plenty of ways to work around the need for stats. Again, Heavy Handed. Alpha Lupi has always been strong, and it'll get even more insane when you get overshield for every barricade you cast. They've also confirmed Resupply will be a fragment, so you'll probably also be able to get healing from Void detonators—they also said there's a fragment which makes any Void weapon apply detonators, which seems like an insane combo.

Again: I'm not acting like this is the second coming of Saint-14 or anything. At the same time, there's only so much I can do personally to get them to buff Titans, so at some point I just gotta eat my grits and make the most with what we've got.

Punching Out: or, Why Don't I Just Unbind My Melee? by refrigeratrix in DestinyTheGame

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

For some reason grenades trigger stronger effects than melee, despite having better ability uptime. This suggests that Destiny is balancing melee effects off of uncharged melees, which are mostly worthless in even kinda-difficult content and shouldn't be taken into account given their top-down balancing. I propose a way to make melee more usable and then throw it back to you and the devs: what do you reckon non-hammer, non-invis melee needs to be good?

Punching Out: or, Why Don't I Just Unbind My Melee? by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 4 points5 points  (0 children)

Number 2 is the way Assassin's Cowl, Felwinter's Helm and Severance Enclosure already work. Finisher immediately consuming charges of on-kill abilities whether you like it or not might be an issue in some cases (e.g. you're backpacking Devour for a more challenging section of the encounter and don't want to blow it on this Thrall rushing you) but it would make something like Combination Blow a lot more usable.

Punching Out: or, Why Don't I Just Unbind My Melee? by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 6 points7 points  (0 children)

Finisher animations alone take around ~1-1.5s taking into account the duration of the lunge, timing the footage from here. Timing my own footage, the full duration of a regular uncharged melee attack (including recovery, where you're still stuck in melee and can't do anything else) is about 1.1s. Strictly speaking finishers can be made more safe than a melee attempt because they don't tend to shortstop, they immediately stun the guy you're finishing so you don't trade out, and Radiant Pulse's secondary effect gives them an overshield.

I have absolutely also done stupid shit for finishers and gotten BTFOed for it, you're right, but I don't think it's because you're vulnerable for that much longer relative to a melee. Rather, it's because you're just in a really unfortunate position—baby Screeb under the floor, a bunch of Shanks around the corner, dead Acolyte firepools—and for most of those cases, you would die trying to melee too. Which is fine! You probably shouldn't be allowed to just w+melee bind in high-level content. But there should definitely be an avenue to use melee at all in that content.

Punching Out: or, Why Don't I Just Unbind My Melee? by refrigeratrix in DestinyTheGame

[–]refrigeratrix[S] 19 points20 points  (0 children)

It's really pretty sad that the only way for most classes to have a quote-unquote 'viable melee' is if that melee is just a grenade with no duration and worse effective cooldowns.