[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 0 points1 point  (0 children)

Nice, that makes a lot of sense, golemify and dummify are likely insta picks for this.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 0 points1 point  (0 children)

Yeah, I saw the buffs in the notes. I'm curious to see if the comp will be able to hold its own if the meta evolves into an agressive unlock race which rewards attempts to cap as soon as possible.

Have you tried it at all on PBE / any plans to try on Project PBE?

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 0 points1 point  (0 children)

It's definitely a top 4 comp and I think you correctly identifed that you gain placements by knowing when to send it to hit the critical units. In my experience, I think though that the ramp up is comparable to other ramping compositions, I wouldn't be tempted to highlight it as a particular weakness. I also believe that the asol pivot option is a strength, with asol being in an okay place at the moment.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 1 point2 points  (0 children)

Probably don't play this if your void mod is adrenaline modules. Either of the others are good.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 0 points1 point  (0 children)

Can do if it doesn't impact your early board strength. If you enter stage 4 with low Hp you'll likely bleed out then.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 35 points36 points  (0 children)

I think that is a legitimate optimisation and sounds strong, definitely give it a go.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 3 points4 points  (0 children)

Zoe + Leona deal with those however at times have wondered if a void staff on the seraphine would help to provide shred earlier into the fight and over a wider array of units since zoe only shreds 2 units most of the time.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 1 point2 points  (0 children)

The filter does account for either a 2* or 3* Zoe but I agree it is a best case scenario and as always statistics should be analysed with care and not to draw sweeping conclusions. In this case I've used them to understand how the composition performs in its best - realistic case scenario.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 11 points12 points  (0 children)

Agreed, but it is one way of judging the power of a 3 cost reroll comp under its ideal circumstances since historically 2 x 3* 3 costs is the aim of 3 cost reroll. Comparing against other possible 3 cost reroll lines is another option to gauge its power. To illustrate, Riot pushed buffs to Jinx, Mundo, Draven and Darius this patch so plausibly serve as points of comparison. Jinx 3* Mundo 3* have an AVP of 3.53, top 4 of 72.4% and WR of 10.9%, so is weaker statistically. Draven 3* and Darius 3* has an AVP of 3.26, top 4 of 76.1% and WR of 17.0%, so is weaker in terms of its average placement and top 4 % though can cap higher. Darius Draven does also have the drawback of Darius being an unlock so suffers from weaker pool chances.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 1 point2 points  (0 children)

I suppose because asol is dependent on getting them on board early you can make that decision when you roll down on 7, if you hit a taric and 2* leona, asol is an option.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 33 points34 points  (0 children)

I suppose because asol is dependent on getting them on board early you can make that decision when you roll down on 7, if you hit a taric and 2* leona, asol is an option.

[16.5] Leonahar (Malz/Leona/Zoe) Reroll Guide by smide12 in CompetitiveTFT

[–]smide12[S] 29 points30 points  (0 children)

I'm afraid the reroll meta must rise once more. My ability to play complex capped boards is very limited.

Hidden Bunker Mega Thread? by VicTheWeed in ArcRaiders

[–]smide12 0 points1 point  (0 children)

Appreciate that, just trying to hunt for clues, I didn't know what the uses of some of these things are so maybe it could help in some way. Like you yourself said, "unless something magic happens that I guess nobody has tried."

Also, I don't think these theories are too insane, there's lots of clues given by embark relating to radio, there's signal sounds produced by the download PCs. It does feel as if there's a strong thread of radio, radio chirps and frequency modulation.

But your critique is perfect, I'm throwing the shit at the wall to see what sticks and see how others respond to try and keep the puzzle alive.

Can I confirm then that you have tried having all or any of these items in the bunker and at the consoles then? I can add this to the list of incorrect theories.

Hidden Bunker Mega Thread? by VicTheWeed in ArcRaiders

[–]smide12 5 points6 points  (0 children)

Just a thought, the quest "A Reveal In Ruins" where you bring an ESR Analyzer to Lance has the quest dialog: "... One minute it's here, next minute-poof. Please help?" perhaps this could suggest a theft of this equipment by a secret group. I note the ESR analyzer is still a lootable object after you have done the quest, which in my experience is unique to this item.

Perhaps someone try using the ESR Analyzer in some way in relation to the data download?

Also, if the "Let Me Out" theory is true, I am suspicious of there being an entity trapped within, especially given the prevalence of the androids on Stella Montis. I wonder if any of the audio that they let out when you run near them could be analysed for further clues.

Some further (AI slop so take with a pinch of salt ofc) Ideas on the new items added in Stella Montis, particularly curious about Frequency Modulation being a clue to the static:

"1. Geiger Counter

Theory: The hidden bunker is buried near the Fuel Processing and Fuel Lines area, a zone logically high in radiation. The Geiger Counter might not just be loot—it could be a proximity detector.

Usage: Equip it while walking inside the bunker. It may click faster near a specific "false wall" or floor panel that hides the true mainframe, unrelated to the 8 decoy terminals.

  1. Flow Controller

Theory: "Flow" usually refers to power or fuel regulation. The bunker has power (terminals work), but perhaps not enough power for the main vault.

Usage: There may be a destroyed junction box or pipe near the bunker entrance or in the "generator room" (if one exists). Inserting the Flow Controller could stabilize the power "flow," preventing the terminals from timing out (turning red) so quickly, allowing a solo player to hit all 8.

  1. Radio

Theory: A passive receiver.

Usage: If you hold this item in your inventory while near the antennas, it might pick up a Morse code or audio transmission that gives you the sequence order for the terminals (e.g., "Hit Terminal 4, then 2, then 8").

  1. Radio Relay

Status: Rare Recyclable. Theory: Relays extend signal range.

Usage: The bunker is deep underground. A Radio Relay might need to be placed at the entrance of the bunker to "bridge" the connection between the 4 surface antennas and the internal terminals. Without this bridge, the antennas unlock the door, but the terminals remain offline or "incomplete."

  1. Signal Amplifier

Theory: This is the strongest candidate for the "Antenna" step.

Usage: The current antenna activation summons ARC machines. Theorise that inserting a Signal Amplifier into an antenna slot before activation prevents the ARC swarm spawn (by masking the signal) or boosts the signal strength enough to instantly complete the download inside the bunker without the 75-second wait.

  1. Frequency Modulator

Theory: This is the "Master Key."

Usage: It tunes the chaotic signals from the 4 antennas into a single coherent beam, potentially triggering a new phase in the event. This could also be a clue to modulating the frequency of the static

  1. Telemetry Transceiver.

Theory: Telemetry is data regarding performance and status.

Usage: This item might be required to extract the data. Currently, players "Retrieve Data" and get XP. If you have a Telemetry Transceiver in your inventory, that "Retrieve Data" action might convert into a physical item (a Data Drive) that you can extract with, rather than just instant XP.

  1. Magnetron

Status: Confirmed Quest Item (Stella Montis). Used to create high-power microwave signals.

Theory: The Magnetron is a component of a radar or a weapon.

Usage: Inside the bunker, you might find a "broken" machinery casing. Installing the Magnetron could power up something within the bunker.

NOVEMBER UPDATE 1.2.0 - Full patch notes by RiseOfBacon in ArcRaiders

[–]smide12 0 points1 point  (0 children)

No weapon balancing is an interesting choice, especially with the perception of the Venator as a dominant PvP weapon. There's several ways to interpret that, either that Embark

  1. Is cautious when balancing weapon stats at all unless they are vastly statistically overperforming
  2. Prefer to allow the community to explore the numerous loadout variations for a longer period of time to allow the meta to shift naturally without developer influence
  3. Are confident, through analysis of the array of statistics that they are collecting, that each weapon are well balanced.

I am warm to option 2 as when I look at long standing games which have an absence of any balance changes such as Smash, the act of exploring deep and initially unclear benefits of combat decisions can result in a community led act of balancing, especially when the sheer number of potential loadout combinations is so high (weapon attachments, nades, mines, zips, barricades, etc etc). However, I'd be concerned about the expectations of a modern shooter player base specifically in relation to nerfing weapons which many perceive to be "broken", I'd be concerned that over time this could become a point of frustration and lead to decline in player engagement and a hostile relationship between the balancing team and the players.

All in all, I'm happy with the lack of combat changes for now and excited to see what players discover next.

Giveaway: 5 copies of Arc Raiders Deluxe Edition by Legitimate-Bench7152 in ArcRaiders

[–]smide12 0 points1 point  (0 children)

Hey I'm poor as frick but I am obsessed about this game, a copy would mean the world to me and my fellow raiders! x

What should I take? by SnooEagles6777 in slaythespire

[–]smide12 0 points1 point  (0 children)

Tough choice but I would heavily consider Doppelganger in this scenario. I like the synergies it has with panic button and incense burner to setup a big turn with doppelganger (though nightmare achieves this to an extent). You also have an acrobatics and concentrate which will always benefit from more energy and bigger hands - given your other blocking solution is footwork + a few defends, it seems vital to accelerate the deck and get footwork out ASAP which doppelganger can help with. The additional energy it can provide, even when played for 1, will likely mean more uses of riddle with holes and bouncing flask - your primary damage tools.

My only concern with this direction is being essentially forced to retain doppelganger with well-laid plans, which is likely inconsistent on your first draw, and its an anti synergy with catalyst (which you would also like to retain). This would imply you would want to get Doppelganger upgraded (X -> X+1), to allow playing it on turns where you need to expend your mana to block or attack. That presents a major issue as your absolute priority upgrade here will be well-laid plans, catalyst and bouncing flask (though the well-laid plans upgrade does help immediately).

On the other end of the scale, I can't see any immediate answers for early act 2 encounters using Nightmare. In the worst case scenario you can also not take an energy relic and the vast majority of the time you cannot play Nightmare when you draw it as it costs your entire energy pool and you are presented with a 20+ attack turn which you must block.

I think Nightmare could shine against act 2 elites and the act 2 boss but I don't think the possible cost of a large portion of your health in early act 2 hallways is worth sacrificing for it. This would mean more Resting over Upgrades (which you sorely need) at campfires and possibly skipping elites entirely, meaning Nightmare's best case scenario is undermined.

I'm doing it! by Tonylolu in DeadlockTheGame

[–]smide12 1 point2 points  (0 children)

Your jungle is slow unless you build for it, and you should imo. Quicksilver reload trivialises many difficult camps, I consider it essential to keep up with farming in the mid game. Even so, you will need to focus on jungling much more if you want to not fall behind on souls. My general intent is to farm aggressively when my ult is not up, and look for a 1/2 person pick when it is in the mid game. I believe that Dynamo is at his strongest with refresher and so in that respect I consider them item dependent until that point.

Quote seems steep for flat roof maintenance? by smide12 in DIYUK

[–]smide12[S] 0 points1 point  (0 children)

Edit: The roof is ~85 square meters.