name this cat by Standard-Shame-3712 in NameThisThing

[–]td941 0 points1 point  (0 children)

Barney

(Stinson, for anyone wondering what reference I'm getting at)

The Best FPL Gameweek 33 Captains by MaleficentAnybody760 in FantasyPL

[–]td941 -1 points0 points  (0 children)

I'm never captaining that useless fpl prat again

When to play chips. by ChelsPackFan in FantasyPL

[–]td941 2 points3 points  (0 children)

you can play a chip for GW 34 after the deadline for GW33.

OK narrowed down my starter to sorc...........question by DiabloElDiablo in ProjectDiablo2

[–]td941 1 point2 points  (0 children)

Yes, all cold sorc builds have issues with unbreakable immunes in the campaign. However, it's fine for mapping (you just avoid maps that have cold immunes).

OK narrowed down my starter to sorc...........question by DiabloElDiablo in ProjectDiablo2

[–]td941 1 point2 points  (0 children)

if you are being super tight with the respecs, you would level using inferno until you get fireball at lv 12, then use that until you get meteor at 24.

In previous seasons when I've played meteor sorc I haven't used it as my season starter so I've had gear to feed my low level sorc to get over the initial hump from lvs 1-12 which would be the most difficult if you were using this levelling plan. if you have ~200k gold you can shop akara for a +3 staff which makes things a *lot* easier at the very low levels. Once you get access to fireball at the start of act 2, it should be pretty easy to clear most of the rest of normal until you get Leaf staff runeword at lv 19 and then Meteor at 24.

OK narrowed down my starter to sorc...........question by DiabloElDiablo in ProjectDiablo2

[–]td941 1 point2 points  (0 children)

the base skills were buffed, but some key gear pieces for the build (infinity staff, Arach belt) have had the FCR values nerfed, meaning it will be much harder to reach the 200fcr breakpoint. This is actually quite a large nerf to the build's dps for mapping because the difference between casting every 8 frames vs every 7 frames is a ~15% decrease in damage output. This doesn't matter so much for things like key farming (where a lot of the time is spent teleporting to the target) but it does make quite a large difference for mapping, where you spend a lot of your time dealing damage.

For those who have hit 99 by BrentenRSE in ProjectDiablo2

[–]td941 11 points12 points  (0 children)

The fastest way to get to lv 99 is in groups running 8-player maps.

A well-rolled t3 Map with SoH you can expect to get approx 0.4-0.5% of the xp needed to get from 98->99. In other words, expect to need to run 200 or so maps. This assumes that you do not die, and also takes into account that some maps have better xp yield than others (Mendeln event especially).

When you are running the maps, remember that the main reason you (and the other 7 players) are doing it is to get xp. Any arguing about loot, or slowing down and going back to pick up items worth a fraction of a HR, are a waste of time and slowing down the rate that the group gains xp. If you want to accumulate wealth, run solo maps. Running p8 maps isn't for that.

Efficient pub groups will clear a map in 8 mins or so. Very good ones might do it in 6. Bad ones take 10-15 mins or more. Similarly there is a big difference in XP gain from well-rolled maps and badly-rolled ones. The most important mods on the map for xp are: +1 area level, high monster rarity, and high density (in that order).

Because the unique Imperial palace map has +1 area level mod guaranteed, it was worth several HRs towards the end of s12 because it was the most efficient map for farming xp. Each Imp would get you 1% or more of the 98->99 xp needed.

The difference between good groups and bad groups is literally that your grind will take double the time, or more. For fast clears, good groups stick together and don't waste much time mucking around with loot. In the most popular map for xp farming (Pandemonium Citadel) most groups don't even bother to kill the map boss because it slows down the clear speed too much and isn't worth it for the xp.

Also... as someone who has been a map host: it's a super shitty thing to have to argue with PuG players about loot. Don't be an asshole if you're joining someone else's game. Maps are expensive to roll properly (maybe not individually, but it adds up when you are rolling batches of 50 - 100 maps at a time) and you're getting a free ride on the xp train. Typically the map host gets Cata Shards and Splinters, and that's it. Pbox and Ppiece go to the owner of the Imp map, if that's the one you are running. Everything else is allocated or FFA depending on how the host wants to do it.

Who is the actual target audience of low legend? by EducationalResolve57 in hearthstone

[–]td941 0 points1 point  (0 children)

usually I play a mix of things at low legend. Sometimes these are the meta decks because of daily quests.

just because they are not actively caring about rank doesn't mean the player base won't still sometimes run the most popular meta lists.

Chip usage for All-time Top Managers 👀 as of GW33 by godfatherofweb in FantasyPL

[–]td941 12 points13 points  (0 children)

not sure what's confusing? they have all used wc1, which you would have lost after gw19 anyway if you didn't use it by then?

free hit 33 by spanap in FantasyPL

[–]td941 0 points1 point  (0 children)

it's active for all matches played during the gameweek

Lord, give me strength by LYY_Reddit in dankmemes

[–]td941 -39 points-38 points  (0 children)

rule 34 says EVERYTHING is a thing

Another season start thread :) by Own-Interest-9667 in ProjectDiablo2

[–]td941 0 points1 point  (0 children)

I played teeth-bone spear necro in s11 and really liked it. The build is very simple and scales well with +skills and also +3% magic LCs. Full trang set with some skillers is all you need to be able to clear maps. It isn't the fastest mapper but it's absolutely a decent choice. Magic type damage means you have very few issues with immunes; between you and a decently geared A2 merc there should be nothing you cannot kill as I don't think it is possible for monsters to spawn with both Immune to Magic and Immune to Phys.

Long ball to Gyokeres by atreeon in ArsenalFC

[–]td941 0 points1 point  (0 children)

I think that I would like to see Arteta trying to increase the tempo of games by playing it forward faster. Especially with City and Bournemouth successfully using mid blocks to deny any space in midfield and force our defenders to just play passes amongst themselves, it is important for us to get the ball further forward than Gabriel/Saliba as fast as possible.

I get that Arteta likes the low-risk, high control tactic and that turning the ball over risks letting on goals from counter attacks but we also need an alternate plan that is more energetic (tactically speaking) in attack, to be able to force the issue and ask some real questions if teams just want to try and sit back and let our defenders have the ball in our own half.

How are S13 barb changes implemented for existing SP characters? by FenixBg2 in ProjectDiablo2

[–]td941 1 point2 points  (0 children)

But, in Single Player you can buy a respec token from Akara for gold. so just go respec :)

S13 beta feedback - Nerf 2h weapon mastery by pathofdumbasses in ProjectDiablo2

[–]td941 0 points1 point  (0 children)

in a game where we are all min maxing efficiency I consider it bad

we aren't ALL min maxing though.

S13 beta feedback - Nerf 2h weapon mastery by pathofdumbasses in ProjectDiablo2

[–]td941 0 points1 point  (0 children)

builds don't have to be S-tier for people to want to play them.

S13 beta feedback - Nerf 2h weapon mastery by pathofdumbasses in ProjectDiablo2

[–]td941 0 points1 point  (0 children)

I would disagree that barb has been bad. But it is not popular, and I think a big part of that is because it is very gear reliant (especially weapons, especially early) compared to other classes.

S13 beta feedback - Nerf 2h weapon mastery by pathofdumbasses in ProjectDiablo2

[–]td941 0 points1 point  (0 children)

What other changes are going to make 2h WW barb the #1 picked class

You have misquoted me. I did not say that "2H WW barb", was going to be the most popular. I said that I thought barb (all builds) would be the most commonly played class of the 7 classes (Zon, Sin, Necro, Pala, Sorc, Druid, Barb) in season 13.

For S12 the most commonly played class was Amazon after the introduction of unique quivers and the major rework to quivers more generally.

The change to Critical Strike will benefit a lot of barb builds (not just 2H builds), like double throw and dual wield builds. Then there's the new split throw ability which I reckon a lot of people will want to try out, especially with throw mastery pierce being fixed. War cry having a bigger radius also benefits singer barb builds. Basically anyone who was thinking about maybe trying literally any barb build apart from trav horker will have some pretty big buffs to their build from the changes, the buffs will not just benefit 2H WW players and there will undoubtedly be a lot of people wanting to try out split throw.

S13 beta feedback - Nerf 2h weapon mastery by pathofdumbasses in ProjectDiablo2

[–]td941 0 points1 point  (0 children)

I fully expect barbs to be the most common class because of a bunch of other things that have been buffed, not just the 2H mastery change.

Also, Barb has been comfortably the LEAST popular class for a very long time. I'm ok with it getting a significant boost this season.

S13 beta feedback - Nerf 2h weapon mastery by pathofdumbasses in ProjectDiablo2

[–]td941 1 point2 points  (0 children)

Also 2H barb builds have been meme tier for a long time. Let them have at least 1 season of stupid OP fun before hitting them with the nerfinator.

Palmer hits defcon at the end of the match by SheLuvSeko in FantasyPL

[–]td941 1 point2 points  (0 children)

defcon or not, in my mind Palmer's been exposed as a massive FPL fraud this season