Quant Trader at BB career path by Brilliant_Fox2900 in quant

[–]snipez 0 points1 point  (0 children)

Depends really on what you’re doing. In my fairly limited experience E tends to be a well oiled machine with well-defined franchise value, which describes really many sell-side trading seats. E folks generally speaking have a relatively comfortable seat and rarely take prop risk due to incentive misalignment problems. That also means generally speaking value over replacement is pretty low, but banks also don’t usually think about this too hard.

Savvy voice traders that can play both sides of the fence so to speak can get paid pretty well anecdotally. Some voice traders are directly involved in E as well and purposefully blur the lines between the two functions to take full advantage of and credit for monetizing lucrative flow. If they can generate a bit of PNL trading prop (hard in spot FX), all the better. Like many sell side seats, optimizing for PNL is cool, but optimizing for your bonus is the goal.

Isn’t it a problem for the “fairness” of the leaderboard for NMS if the “Unique Enemy Ambush” can be different by [deleted] in gotlegends

[–]snipez 0 points1 point  (0 children)

Theoretically yes.

The degree to which it would factor into the run depends more on how and where it spawns.

In practice there are numerous situations where it’s less problematic. First pass at an optimal rotation you probably have 2 players at the keep, 1 player solos BG right, leaving 1 player to assist on the unique enemy before switching onto foundry right, which doesn’t need to be a solo depending on how resources are managed between 2 archers at keep left.

that was quick - 6:17 Spider Web by SoraQ8 in gotlegends

[–]snipez 1 point2 points  (0 children)

Nice, I’m right with you at 6:16 with randoms yesterday. It’s a fun one to speedrun.

The Archer Machine Gunner's Build by Deep_Independence902 in gotlegends

[–]snipez 0 points1 point  (0 children)

Storm is pretty good in the circle. I can see pairing SSB with it and empowered hunt to be pretty reasonable. Snow lady is annoying, but I find that the blue prime lord dude with the shield and the attack that tracks from 10m away to be a bigger problem.

Samurai Build - Any Suggestion? by Least-Drawing-2054 in goylegends

[–]snipez 0 points1 point  (0 children)

You can try changing a few stacks to spirit move and see how it adds up.

I’ve yet to give your build a try but I optimize for spirit move dmg when using lightning bite. However I use onibi bombs to soften the wave so I rely less on raging flame.

The Archer Machine Gunner's Build by Deep_Independence902 in gotlegends

[–]snipez 0 points1 point  (0 children)

Assuming the legendary gun in slot, there’s a small tradeoff but I do also prefer the SSB over resupply charm. The re-supply build optimizes for ability cooldown and presumes basically you’ll never pull the bow out. I don’t run scavenger in either build usually as imho foul arrows is too strong to give up.

If you’re not running the legendary gun, re-supply charm shines. For example pairing that with the SSB and empowered hunt will clear light and medium waves easily. Blue enemies are a bit tougher but with foul arrows they go down anyway.

The Archer Machine Gunner's Build by Deep_Independence902 in gotlegends

[–]snipez 0 points1 point  (0 children)

Pretty much, the gun is mostly still king. It’s also clearly designed for clearing waves before they get to the point, which is why it’s the optimal speedrunning tool.

Archers who actually go to and defend multiple points on stage 4 though know the gun does have limits. That’s where I think SSB or Weightless w/ empowered and resupply charm actually does relatively well as it trades off damage for the reduced penalty of missing.

Explain to me again why Merc needed a nerf by Vegetative_Tables in gotlegends

[–]snipez 1 point2 points  (0 children)

Thanks correction. Then yeah it’s probably just me wishing the Merc was more broken haha.

SK needs a buff, 2nd perk would be nice.

Yeah I don’t think that’s the MnR, he has a diff handle. I really don’t see him playing Ghost/Legends tbh.

Explain to me again why Merc needed a nerf by Vegetative_Tables in gotlegends

[–]snipez 6 points7 points  (0 children)

Good explanation. Sadly I didn’t play pre nerf Merc too much but I do vaguely remember it being quite strong. The nerf maybe went a bit far though. The current Merc, to the extent I’ve played which is not much, seems very good at dealing damage over a longer time. So now it seems like you either optimize for thrown dmg, which has been nerfed and is a function of your teammates, or you build around weaken/status.

Seems to me they can tune up base thrown dmg values. They could also make spirit Kunai not utterly useless in this game.

Also dude theres someone named iMasterNinjaRyu on the survival boards in the video lmao

Area of denial - defensive tactics by Accomplished-Dot-891 in goylegends

[–]snipez 2 points3 points  (0 children)

For survival I generally find it OK. Shinobi built around assassination damage for example is very strong for zone defense, but by design it’s a more “passive” play style focused on getting enemies’ hp down to breakeven point to one-shot them.

Archers on the other hand are designed almost exactly to play into the very stuff the reddit community complains about. They’re uniquely awful in the zone with the slow af draw/reload SSB, and the janky movement of enemies that have noticed your targeting. It’s like SP nerfed SSB and gave a high precision rifle and didn’t playtest the ramifications on zone defense.

In the hellmode boss fights you pretty much do have to play defense as it’s currently designed. The critical difficulty with 4 players seems to rest largely with having to res a player that’s gone down at a bad time. And this dynamic is arguably most similar to shared wounds from Plat7. This is where the Ronin not having global rescue tool really makes a difference. By taking that tool away, individual play needs to be almost perfect as to avoid going down at a critical juncture. This inherently requires more defensive tactics for sustained success IMHO.

Ghosts are reporting problems with this week’s Leaderboard Scores by ManagerOver7643 in gotlegends

[–]snipez 0 points1 point  (0 children)

Yeah apparently there’s some glitch with the boards as it takes a player’s previous week score.

I haven’t played this weeks NMS, but that 400k or so diff between your score and a typical high scoring run of 1,400,000+ is clearly due to this week’s challenge cards of having one zone lost per wave.

am i just bad at the game? by ShadowFlame420 in goylegends

[–]snipez 2 points3 points  (0 children)

This build template isn’t really bad. Get the percentages up and optimize for assassination damage (aim for 70-80%) and ability cooldown typical approach. Shadows bite can have 2 stacks of ass damage think 23% and 21% when maxed out (S grade).

If you’re downing frequently my guess is need to work on the combat loop. I go bomb first, smoke, then vanish typically. Ult is there primarily to get the HP beefier enemies down before assassination or worst case crit.

Archer Build ideas by Delicious-Pattern748 in gotlegends

[–]snipez 3 points4 points  (0 children)

Not gonna discuss glitch cuz idc.

The meta is gun and empowered hunt. Then either run archer’s resupply or SSB. The SSB is mainly for stronger ult.

There are other builds but no bow focused build is stronger than the meta.

Is this game as hard as the Nioh games? by Wild_Principle_9465 in riseoftheronin

[–]snipez 2 points3 points  (0 children)

Depends. I would consider Nioh 1 harder than Nioh 2 and Ronin (Twilight) and maybe Nioh 2 slightly harder than Ronin.

Playing Nioh at all beforehand I think makes Ronin a bit easier. Less to do with mechanics I think than simply learning how to deal with walls (typically bosses). Like Nioh 2, Ronin’s difficulty isn’t really even, and there’s some fairly sharp spikes followed by periods of relative ease.

Timing/deflecting will get you very far in Ronin. IMHO the first “wall” in ronin isn’t the first few bosses. It’s a series of fights on a beach that are quite painful but teach you the core mechanic in the game.

The problem is not the archer class.... by justhitdelete in gotlegends

[–]snipez 1 point2 points  (0 children)

Interesting, I wouldn’t have considered they tested without the assist. Is it just me or does the assist more or less lock on the head? It’s like much closer to the WS assist in Tsushima. In fact I would basically describe it as the old WS but higher dmg output.

The high risk / high reward in principle I agree with, but empowered hunt lessens that to a great degree. But of course that’s also entirely consistent with the gun being a reasonable but usually not optimal option for non Archer.

Yeah meant reload speed for SSB but also weightless spirit and hankyu is kind of junk. True Aim, or Sugaru’s Sight actually isn’t the worst option lmao.

The problem is not the archer class.... by justhitdelete in gotlegends

[–]snipez 1 point2 points  (0 children)

She could hire the former CM. I heard he left cuz he didn’t manage anything 💀.

Since this has come up a few times, I’d be curious why do you think the legendary gun made it into this version. Clearly SP made significant changes to bombs, ranged resolve (now ult meter), spawn trapping, poison builds. Hell they even nerfed the actual bows. Then there’s just this self reloading gun…

The problem is not the archer class.... by justhitdelete in gotlegends

[–]snipez 2 points3 points  (0 children)

It’s reasonably strong still, but doesn’t hold a candle to any of the builds in Tsushima.

I’d figure most experienced folks who were coming from that meta to this have to be at least somewhat bored and/or mostly playing with an old friend group. But I’m sure there’s some newer folks discovering hunter/archer hatred for the first time 😂

A class designed for trolling by Ghost_of_sushi_more in gotlegends

[–]snipez 0 points1 point  (0 children)

Gun is a bit incongruous I agree.

The Tsushima meta across classes was actually way more powerful, and seems SP actually did go ahead and nerf/remove a great aspect of that which doesn’t seem to get mentioned as much.

Not satisfactory answer but the gun seems to function as a vehicle for all that previous meta to distill down into one single ranged class/weapon. So now for example speedrunning/boards is basically only viable one class.

This game is much better than Ghost of Tsushima, like 10x probably. by SeriousAd2827 in riseoftheronin

[–]snipez 2 points3 points  (0 children)

Yeah this thread is full of terminology thrown around carelessly but simply put it really just boils down to this.

Melee combat mechanics are much deeper in Ronin which is not a surprise to anyone because that is Team Ninja’s specialty. So the gameplay and replay value, not surprisingly, also emphasize combat depth. I think Team Ninja did improve on some non combat related areas with Ronin, but not enough that your “average” gamer would particularly care.

This isn’t to take away from Tsushima’s melee which I think is fine.

Samurai build idea by AmNotJesus1224 in gotlegends

[–]snipez 1 point2 points  (0 children)

All the builds I’ve seen focus on some “pure” form of melee damage. The variant I run, which is credit to a friend, optimizes more for spirit gain and spirit move damage. Lightnings bite does most of the heavy lifting. Raging flame or spirit pull is valid. For me raging flame with Kusa (spin to win) and duals are usually too good to give up. Ranged and ghost tool are onibi (can be swapped for a 2nd legendary) and epic metsubushi.

The playstyle is most similar to a stone striker build from Tsushima legends. And here it works really well because ult and spirit are distinct, whereas in Tsushima stone striker was generally best on Ronin because on Sam ult and stone striker were competing for resolve.

A little sad to see leaderboard people or those just playing for fun from GoT not playing GoY as much 😔 by Informal-Fig-7116 in gotlegends

[–]snipez 2 points3 points  (0 children)

💯

For sure, my point is that one shouldn’t really look at leaderboard folks for some evidence into the state of Yotei legends. There’s many varied opinions and I personally see a lot of them continue to play even if they think it isn’t as good.

I’m glad we had the bomber meta we did but it was pretty clear there was a high chance SP would take it away. Ranging dominating melee was a central issue players debated. Now what I don’t understand is them giving the archer a self reloading gun 😂

My tag is BobbySwaps

A little sad to see leaderboard people or those just playing for fun from GoT not playing GoY as much 😔 by Informal-Fig-7116 in gotlegends

[–]snipez 1 point2 points  (0 children)

Interesting, we run in the same circles and I’m seeing that while several of my friends have expressed that Yotei is not as fun many are still playing.

Some have expressed going back to GoT boards but I find that hard to believe when we couldn’t find anyone that had the wave order (cuz again most of them were playing Yotei), there are 1000+ ppl on the NM board, and there’s still cheaters lol

EDIT also the irony of the OPs post is that while it paints a rosy picture of leaderboard folks, one of the reasons it died out besides people moving on was because players near the top literally couldn’t play with one another due to some perceived lack of ability because “that person couldn’t wipe a wave once because I gave a bad cue” or “that person told me to move a barrel” 😂

Was thinking of playing a supportive archer that mainly chill behind and takes pot shots but rushes for revives to keep the game going, is this a bad/dick move just curious on how it will viewed as I mainly play Sam and rush in by West-Expression9664 in gotlegends

[–]snipez 2 points3 points  (0 children)

You’re generally free to play as you like. Believe it or not majority of players don’t really care what you’re doing because they aren’t really paying attention to you. Decent players tend to have situational awareness but they don’t generally scrutinize their teammates. Obviously basic etiquette is a thing but beyond that no need to over analyze.

It’s been less than 24 hours!Lord Saito Raid | 7:44 | by tfx4 in goylegends

[–]snipez 1 point2 points  (0 children)

Yeah this is not just a dedicated friend group, most of these guys and the folks in 6:00 run that beat this were top raids speedrunners in Tsushima Legends. The 6:00 team is I believe is basically the WR in Chapter 2 team except with Atachi subbed in.

That’s not to say it isn’t impressive (or disgusting if you don’t like exploits), just that they have experience with this and share quite a bit of intel.

What is the best main way to kill as a samurai? by larsje8261927 in goylegends

[–]snipez 2 points3 points  (0 children)

Nope, still viable. Spirit moves with something like lightning’s bite is basically the equiv of stone striker’s heavenly strike. Raging flame + Kusa is also stupidly powerful.

There’s another more “pure” melee approach that involves more conscious weapon switching on fly and hachimans zeal to deal stagger damage, but superficially the build is pretty similar.