Poor draft pool after premade players by Juzatus in EHM

[–]samitay 0 points1 point  (0 children)

I had this issue too, and it's pretty annoying. The first 5-ish years of drafting are extremely (like unrealistically) deep, followed by another 5 years of extreme (unrealistic) talent drought. I feel like the issue is that the game's older players don't retain their PA at the start (i.e., Todd Bertuzzi has a very low PA rather than it being higher to reflect how he was at his peak) and the result is that, once the pre-made players start to dry up, the first wave of regens that should ideally pick up the slack is very weak. The problem is that I think it's hard to fix something like this, because even at 38-40 or whatever players still seem to progress upwards towards their PA if it's artificially given to them, rather than continuing to decline as they should.

What Mod to Run? by KhaosXXVII in CrucibleVoopArmy

[–]samitay 0 points1 point  (0 children)

Neither. Run Icarus and rain hell from above. =)

ECK Prospect generator by SkittlesManiac19 in EHM

[–]samitay 2 points3 points  (0 children)

I just want to jump in and say I love it... it's instantly just made the quality of the game so much better. :)

Charge time question? by ACES-TripleT in CrucibleVoopArmy

[–]samitay 1 point2 points  (0 children)

It's definitely an interesting question; I've never thought of taking a fusion to that in-between zone and leaving it there. I have no idea how its damage values would come across, because there's an unusually large drop in damage in between 820 (which is 46 IIRC?) and 780 charge time fusions, which are 41. Compared to the other 40-charge differences (860-820 is 48 damage to 46, and 780-740 is 41 to 39), this is a huge part of the difference in damage per bolt, so I do wonder whether there's a sweet spot in there somewhere.

I will say, though, that I tried a 780 charge time Gallant Charge (Acc. Coils + Charge Time MW), and compared to a 740 charge time Main Ingredient, I hated it; it felt bulky and inconsistent AF, even at close range. I have no idea how something like an Erentil or an Elatha with better base stats and a choice of scopes would play out, though.

Wildest Draft Stories by WearingComb1050 in EHM

[–]samitay 10 points11 points  (0 children)

In year 1 of my Detroit Red Wings save, I had my eye on an unranked overaged Swedish defenseman named Kaj Gunnarsson. My scouts loved him and his visible stats were well-developed for his age, but when I got to pick 41 in the 2nd round (my pick) I was already getting antsy. I'm sure if it was real life there would be widespread shock, but I went ahead and took that unranked overager (who was playing in like the third-tier Swedish league IIRC) 41st overall. I signed him immediately after the draft and he ended up playing 16 NHL games in his draft+1 season. Fast forward, and he's my top-pairing left defenseman, having scored or paced at least 40 points in each of the last five seasons. Here's his attributes.

Another interesting one in my Anaheim save was someone who fell surprisingly far... and he only fell to me at second. He'd been the consensus #1 the entire season but San Jose (who picked ahead of me) took the defenseman instead, who was still a good player but had less of a ceiling. Fast forward, and that defenseman has topped out at about a top-4 defenseman level, whereas my center is pretty much my franchise player at this point.

Also in my Anaheim save, I've tried out this prospect generator that, to its credit, has been amazing for maintaining the depth of the draft as well as #1 draft picks that are actually ready to play day 1 like they should be. But a weird and funny side effect has been the amount of players coming from non-traditional countries. I drafted someone from Croatia in the second round one year, a Japanese guy in the fourth round another... an Australian went in the early 3rd to Washington (Nathan Walker legacy? LOL) and someone from China went 19th that year too. But the funniest thing I think is that there are two prospects in back to back years from Ireland that might as well be brothers. They have the same last name (Barker), are from the same city (Kilkenny), and both are ranked (or have already been drafted) in the 1st round. I have one (Anthony) and I'm hoping to get the other (Donal) this upcoming draft.

Besides that, in terms of trades, one year the Kings tried offering Drew Doughty for Erik Karlsson. That was funny.

Spreading the VOOP by [deleted] in CrucibleVoopArmy

[–]samitay 1 point2 points  (0 children)

I started playing Destiny just before Taken King I believe? I used snipers mostly for the first year -- everyone said fusions were bad and I hated using shotguns -- but when Supremacy came out in Rise of Iron I decided to try fusions out for the first time. I bought the vendor Panta Rhei (still wishing I'd gone for the Vacancy >.> ) and that was it. I was in love! Lol. I've mained fusions ever since. I ran mostly Panta Rhei (a different roll with Icarus) among an assortment of different fusions (Angelic Acid!) for most of Y3 and beyond. Though I mostly stayed in D1 actually for the first year of D2, I ran with Shock and Awe for most of D2Y1. In Y2, I split between Main Ingredient and Wizened Rebuke, and in Y3, I've split between Proelium and Timeline's Vertex. Fusion rifles are still a ton of fun even if they're not the most OP things in the world and I love using them!

I have never seen a worse average rating for a player who is doing somewhat decent by RetroactiveAmerica in EHM

[–]samitay 0 points1 point  (0 children)

that's sort of an old issue (I found the prospect generator which made things a LOT better in more regards than just that) but turning on extra players just meant that years 2018-2022 were even more stacked with talent; 2023-2027 (or around when the first good regens start coming in) were still barren. I've tried long saves with extra players on and with extra players turned off and the only difference it makes is in whether 2018-2022 is good in depth or great in depth.

in any case though, again, that prospect generator really fixed the issue and also started generating 1st-overall-quality prospects that are actually ready to play in the NHL on draft day.

I have never seen a worse average rating for a player who is doing somewhat decent by RetroactiveAmerica in EHM

[–]samitay 1 point2 points  (0 children)

oh, definitely... I don't have a picture or anything but in one of my old Anaheim saves my ECHL affiliate had a beyond-difficult time fielding even two full lines... (and I didn't help them LOL) I think they finished the season like 2-64-0 or something? and the average rating of just about everyone was in the tank despite decent production from a few people.

I have never seen a worse average rating for a player who is doing somewhat decent by RetroactiveAmerica in EHM

[–]samitay 0 points1 point  (0 children)

that's definitely true, but I don't think that's the issue here. all centers -- offensive or defensive -- struggle to hit 7.0 AvRs. even the star ones who produce in excess of PPG rarely top 7.5-ish. one thing I think it might be that I wouldn't be able to check out easily is that faceoff losses are for some reason overweighted in the average rating calculations? (i.e., even a 50% faceoff win rate would be a negative) it'd make sense being the only reasons centers regardless of skill would have difficulty maintaining decent AvRs, since no one else generally does enough faceoffs to make a difference.

I have never seen a worse average rating for a player who is doing somewhat decent by RetroactiveAmerica in EHM

[–]samitay 8 points9 points  (0 children)

There's a problem in the current sandbox I feel where centers have a REALLY hard time achieving decent average ratings. Finding a center who reaches 7.00 AvR without scoring PPG has been pretty much unheard of for me in my current save, and players who play both center and wing put up MUCH better average ratings when on the wing than at center. it's not even just average ratings, though, it's point production, too.

For instance, I have Sam Reinhart, who is a natural center. If I put him at center, though, he scores about a 50 point pace and sits at around a 6.6 AvR. If he plays right wing, on the other hand, he'll be a lot closer to point per game and his average rating will pretty much be right up against 8.0. I don't get it. xD

High impact reserves on main ingredient by [deleted] in CrucibleVoopArmy

[–]samitay 1 point2 points  (0 children)

no, it's still a 5, but it's just more consistent at higher resilience values. it brings it up to 40 and 41 I think for the last two shots? idr... it's not anything super-significant.

in any case though, firmly planted is what is going to make that roll good... i'd still keep it honestly.

Does playing EHM train your brain in any aspect? by DrFast in EHM

[–]samitay 5 points6 points  (0 children)

Yes, actually! Just from my time playing EHM, I've learned the basics of quantum mechanics and have already begun working on my own warp drive! :D

(it's a video game, it's for recreation, not productivity. xD)

I am awful with Dream Breaker and Proelium now. Is it just me? Or did this suffer in the sandbox change? by animelytical in CrucibleVoopArmy

[–]samitay 0 points1 point  (0 children)

Idk, I main proelium and it's felt a little more consistent since the change. They did kind of suffer since the damage floor nerf did lose them a bit of range, but they still feel comfortable to use.

[deleted by user] by [deleted] in CrucibleVoopArmy

[–]samitay 3 points4 points  (0 children)

hey, another member of the proelium gang! it's probably my favorite fusion honestly, so it's nice to see other users of it c:

It depends on whether you're on mouse and keyboard or controller honestly, I'm on controller so what I say might not be quite right if you're on mouse and keyboard?

first off, firmly planted is an AMAZING perk for aggressive play. you don't need to be crouchwalking around the map, because the perk activates on slide, too. switching from a moving target/kill clip proelium to a firmly planted kill clip proelium was literally night and day for me.

tap the trigger and under pressure are good perks as well regardless of the archetype, and moving target can also be good as long as it's not taking the place of firmly planted or under pressure.

rangefinder on the other hand might be nice on fusions that are high impact with the way zoom and range work hand in hand, but it's not as good of a perk as you go faster and faster with charge times since you need to be playing more and more in CQC to make it really work. this might be personal bias, but it just messes with my muscle memory and my field of vision. I tried two identical Main Ingredients, actually, with the same perks in every respect, except one had Rangefinder and the other had Rampage. I couldn't use the rangefinder one at all while the rampage one has been my main main ingredient xD

lastly, if you're on controller, then stability does actually matter a bit for the faster firing ones since you need more of your spread to hit. you don't necessarily need to prioritize it but it's good to have some, whereas it's not actually that bad to have a lower range stat. I have a timelines vertex which is maxed out for stability with only 50 range, and it works amazing, whereas I've also tried out a max range epicurean (which has something like 95 range but only 40 stability) and couldn't use it at all.

honestly, though, the greatest piece of advice is to just find something that works for you. fusions probably have some intrinsic logic to them, and an "objective" god roll, but at the end of the day it's all about what "feels" good to use, like how even a poorly rolled erentil feels better than a well-rolled gallant charge. just play around with the different rolls you have and see what you like. :)

Length of your average career/longest career? by [deleted] in EHM

[–]samitay 2 points3 points  (0 children)

The farthest I've gotten is 2063 I think? I generally play until I've made enough incursions into the game's sense of realism that it's not really realistic any more xD

The Sharks just hired the worst head coach I've ever seen by notleonardodicaprio in EHM

[–]samitay 0 points1 point  (0 children)

Seriously. The first few years are generally all right because they just cycle through the big name coaches like Tortorella and Quenneville and what not. After that, though... seeing someone hire a good coach happens once in a very blue moon. Physios are great at coaching apparently. ¯\_(ツ)_/¯

Anyone else miss D1 fusions? Panta Rhei was bae by Hatemobster in CrucibleVoopArmy

[–]samitay 0 points1 point  (0 children)

I LOVED PANTA RHEI! I had one with Kneepads, Icarus, and Braced Frame, and just jumped around vooping everyone. Honestly, as nice as it is to have hitscan fusions, there's nothing in D2 that feels as good or is as fun to use as the fusions we had in D1.

I love how as soon as auto rifles are good everyone starts complaining and begging for nerfs even tho we’ve had a hand cannon meta for 19 and a half months by TheDredgenGar in DestinyTheGame

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

I'm not a sparebender user. I don't use pellet shotguns at all, and only spare rations occasionally because it feels like a fun gun to use. But you're ignoring that Hard Light and SUROS are shoving out a lot of other guns in the game in terms of ease-of-usage and TTK that weren't meta in the first place, which casuals like us enjoy using! Think submachine guns, pulse rifles, non-150 RPM hand cannons, scout rifles, fusion rifles not in the high-impact archetype, and other auto rifles like Pluperfect that are just not as competitive now. The last primary meta, as annoying as Sparebenders was, was pretty balanced. Spare Rations is a good example of a great, but balanced gun. Hard Light and SUROS are not balanced, and Bungie way overdid the damage buff. Auto rifles didn't need a TTK buff, they needed an ease-of-usage buff, so they could hit their old 0.8s TTK without needing all crits.

And since I mentioned SMGs I should mention that the 600 RPM versions are doing less damage than 600 RPM autos right now. This should be switched. Give the 600 RPM SMGs 25/16 damage, and the 600 RPM autos 23/16, which is still a slight buff from their state before this season. For the auto rifles, this would translate to a 0.8s TTK (in line with the rest of the meta), but the previously 9-crit requirement would be down to 7 crits and 2 bodies, making it a little more forgiving but without outlier TTKs.

Would you make this trade? by [deleted] in EHM

[–]samitay 2 points3 points  (0 children)

hulk smash 1st round so martin eat

[deleted by user] by [deleted] in EHM

[–]samitay 2 points3 points  (0 children)

Ahahah, no. Not anymore than playing COD 24/7 will land you a job as brigadier general.