Anyone else severely lacking jobs due to the quarantine situation? We had just started to pick back up after a slow January/February and then just flatlined. I still have to come to work and work my normal amount of hours. I would make more on 60% unemployment. Just wondering if everyone is going through this.
Gotta be PS4 only for now, 'cause that's what I got.
I love Rocket League - I've put a ton of time into that game; the responsiveness and skill ceiling is excellent. Absolutely loved Hollow Knight, Celeste, Dead Cells, and Hyper Light Drifter, but wasn't really into Guacamelee. Enjoyed Crypt of the Necrodancer, but wasn't a huge fan of Binding of Isaac or Enter the Gungeon.
Really liked Bloodborne, but had more fun with Sekiro because I don't really like fiddling around with unique builds and optimizing leveling choices; I prefer mastering a more limited moveset; too many options give me analysis paralysis. Nioh was pretty fun for a while, but I think Sekiro spoiled me.
When I owned a Switch, I had a great time with BOTW; it kind of ruined all other open world games for me. I tried Witcher3, RDR2, and Horizon Zero Dawn but wasn't really a fan of any of them. I've tried playing God of War a few times, but can't seem to get into that either, despite its universal praise.
I cannot... keep reading on reddit ➡
Cluster Jewel is one of the most creative and build enabling item in the game since the introduction of influenced items. It creates so much more build diversity and I really enjoyed it. The mechanic fit in perfectly to GGG game design which is diversification but also the jewels itself balance out by making you spending passive points (which is a significant opportunity cost as well). The more you use cluster jewels, the more you potentially lose out on passive tree nodes and not to mention the pathing points towards outer jewel sockets. Whoever designed this really deserved a pay rise to my opinion.
Please GGG do not make these jewel be a league mechanic. I have been enjoying my build enabled by cluster jewel and I DO NOT WANT MY BUILD ENABLER to be gated by being "League-exclusive" or the low 10% league mechanic occurance (if Delirium make into core game). I want cluster jewel and only cluster jewel to be available as it is right now even at mapping.
I understand some unique clust... keep reading on reddit ➡
Sometimes game developers come up with a game mechanic that is just so mindboggingly bad, you start to wonder why that person even got his job.
Personally, I've hated the daze mechanic in world of warcraft with a passion since the day the game came out. For those unaware of what it does, every enemy that hits you in the back has a chance to slow you down immensily and knocking you off your mount if you're on one. This effect can chain indefinitely, so you're basically not allowed to run through groups of mobs even if they are quite a bit lower level then you. The savior of the world, destroyer of evil titans who is wearing the most legendary items of gear, has to watch out for that one lower level bird because that one bird WILL ruin your day.
Are there (or were there) any mechanics in other games that made you want to throw your monitor through the nearest window?
I enjoyed Breach, and I really enjoyed Legion. However, I've not been playing Delirium much if at all despite the quarantine and time to play,, after coming off a league like Metamorph. I think in the end, I just prefer what Metamorph brought to the table, a mechanic that rewards you to focus on good single target, and not needing you to rush through the maps in order to maximize reward. You can play at your own pace, no need of worrying about backtracking (after they quickly made the organs auto-pickup), and the existence of a second boss after each map just feel so good. Not to mention the markings of all elite packs and bosses on the minimap, that was pure QoL goodness.
I know many in the community likes to zoom zoom, but I feel that PoE already has enough mechanics that incentives good clear speed, I'd definitely prefer to see more league mechanics that takes things slower (without sacrificing the reward), more emphasis on single target and less zoomzoom.
I recently moved into a new apartment, and I’ve been putting together a bunch of new furniture, couches, nightstands, chairs, etc., and I really suck at it, I get frustrated and it seems to take me a while. What confuses me about this is that I’m mechanically inclined and fix semi trucks and heavy equipment for a living everyday, so what’s so challenging for me about putting together a couch?! Any other mechanics who can relate?
Ornn is the only champ with brittle but the mechanic itself has a lot of room to grow. It was pitched as a way to empower cc but it's mostly been used as a free sheen proc without the cool down to blow up carries. Why not remove the bonus damage? Having just the knock back and potential to layer cc should be more then enough if buffed a little bit. Tenacity exits, brittle should be the counter to it; instead we have hyper tanks 2 shoting carries from off the screen.
Consider this a petition to remove this entirely. I want to vomit.
Veigar's head size should increase with his passive stacks. To cast spells, you have to be smart. It means more AP - smarter you are, smarter you are - bigger your head. Thank you all for coming to my TED talk. (excuse bad cropping and photoshop skills)
Its so much more fun to play it now, especially the biggest change was the timer stop at other master encounters. And its also very rewarding. Ty for the fixes ggg. Sirus needs some love too and the league will be just perfect
It is understandable that you can only bring a handful of people to infiltrate the hideout on foot. It makes sense since the bandit head honchos are elusive and would pack up and leave if they saw a big army or crew of cavalry coming down on them (on the other hand they show up and make a fuss AFTER you've wiped their camp, maybe just take a hint and ditch? I dunno).
It also makes sense in a game design sense, since it allows for a different mode of play, leading a small pack of elite fighters instead of leading an army.
In principle, hideout fights are a fine, if not overused, mechanic in early-mid game Bannerlord.
The execution choices absolutely beggars belief.
You can't pick your crew. This is a heavily specialized mission that require a very special skillset of the infiltrators, but instead of a simple transaction menu for picking your crew, the game brings all your companions (regardless of whether they are well equipped or skilled fighters at all) + a few... keep reading on reddit ➡
max res, 5000 HP, 10% phys reduction, on T4 maps currently.
I frequently get 1 shot to things that feel almost invisible in the horde of shit going on screen. ill be walking along at full HP with no enemies, stop to pick up an item than just die.
The random spike damage of the league mechanic makes it VERY obnoxious. Ive played this game forever and this is the first time I've felt truly cheated. My current character has more deaths to server side lag oneshots from yesterday than a few of my 90+'s combined.
I thought it would get better when i got to maps and the DDoS stopped, it doesn't. I remember the devs saying they wanted the challenge to be tanky mobs and for it to not feel overly rippy... i can safely say they missed that mark. I shouldn't be getting 1 tapped by hallucinations from off screen for just picking up an item.
The trading site is very slow, sometimes even returning an error, but that's been known for a few days.
Another thing that wastes us a lot of time is buying currency. The first 30 or so listings on most currencies are either sold/afk/pricefixers. And this is becoming more of a problem with the increasing number of players.
I don't want to make this post too long but i'll try to give an example. Imagine all players who try to buy ex will message the listings on the site, in order. Let's see some numbers
- if 5 players want to buy 1ex at the same time, the slowest of them will have to message 5 people
-if 50 players want to buy 1ex at the same time, the slowest of them will have to message 50 people
Of course, on average you will have to message half of that, but you can see how this scales to our dissadvantage, even when there are also proportionately more people selling ex as there are buyers.
And this is if consider most listings to be real. A lot of them are just pricefixers... keep reading on reddit ➡
> WWE and The Revival are battling for intellectual property rights since it appears The Revival is leaving next month, with AEW looking to be the likely destination. WWE has filed for trademarks on the terms The Mechanics, which was the name they used before the Revival and the term “No Flips, Just Fists.” The team was trying to get a trademark for the latter term.
This seems almost too easy for a gold sink. Normal players wouldn't feel a difference.
Trading 100m of items in one day would only cost 100k and being able to trade one BIS for another BIS should cost at least that much.
Currently I can kill rune drags with Justiciars, dump that for Bandos to kill Vorkath, dump that to get Arma for Zulrah and so on with 0 penalty unless I dump it for low price.
Even the rich players moving Tbows would only pay a 1m tax on a fucking twisted bow.
Literally no individual player would feel a difference and removing 1.5 trillion from the economy a year would keep it quite stable, much more so than improved death mechanics would as I highly doubt players die that much
Every once in a while, I'll pick up an older game that is regarded as a classic that I wasn't able to play at the time of release. I can have my fun with them, but sometimes it's obvious that some of the mechanics are a little outdated. One of the things that turns me off the most in older games is something like random enemy encounters in dungeons. It's understandable why such a mechanic was used given earlier hardware, but I get so frustrated when I'm trying to solve some puzzle in a dungeon only to be constantly interrupted by enemies.
It got me thinking as to whether or not something like this is objectively worse than more modern games which allow you to at least see enemies walking around before they attack you. For me at least, I can't see too many benefits to the random encounters, but perhaps someone else might enjoy it.
This thought also occurred to me as I played through the Hitman series. Having played them all except Codename 47, the newest 2 are perhaps my favorite. Com... keep reading on reddit ➡
I know GGG's vision is "Wraeclast is a harsh and unforgiving place" but I'm really wondering how we went from Metamorph, arguably the best league in PoE to date with the great map sustain, rewarding league mechanic with players agency and the new atlas that felt GOOD when you didn't have to fight for maps...
to Delirium where I have to take a pretty much automatic 10% xp fee in every single t14+ map to barely get maps at awakening 6 with 100% completion bonus - all the while playing a very tanky LL ES miner that can do juiced T16s without issues.
the awakening bonus nerf combined with the master missions nerf combined with the lack of league rewards combined with the removal of white maps for conqueror procs is just horrible, especially during progression. way to go overboard.
I hope they fix this mess soon, because I can deal with Wraeclast being hostile but not with the developers being unfair.
I'm not even being plagued by performance issues on my new laptop, so I can't imagine... keep reading on reddit ➡
We want to thank everyone that helped by playing TFT: Galaxies on PBE, and giving us lots of feedback. We wanted to take a moment to talk about the “Galaxies” mechanic system, and give you an update based on how PBE went.
We put two Galaxies on PBE (Neekoverse and Purple Haze) as a trial run to see the impact they’d have and, more importantly, if they were fun. Overall, they’ve been doing well - they seem to be leading to higher variance in games, more interesting decisions to make, and some crazy (often hilarious) outcomes. We’ve also seen that some of you are pretty disappointed to play on a normal game, which is a good sign that you want the variant experiences that Galaxies will provide. We got a lot of great feedback from all of you based on this, and are going to be making some changes:
There will be zero Galaxies on patch 10.6. We will then launch the Galaxies mechanic in patch 10.7 (around two weeks after launch). We want one patch to get a hold on what the... keep reading on reddit ➡
I've found in my games that players can be a little stagnant when it comes to describing their actions in combat, even the more rp heavy players. And as much as I enjoy ad libbing combat, i feel it kinda robs my players of a big part of their characters. Fighting style can add so much to the flavor, and personality of a pc. With me managing so much, it can be hard to think these things up on the spot like what that player is thinking of in their head when all they give is "I attack"
So I thought on it for a bit and came up with the idea of giving my players a +1 to damage on attacks they give ample descriptions on what they would like to do, so long as they keep it varied. A +1 isn't really game breaking and at most will only rip through roughly 15-20 hp per fight which can be balanced by adding 1-2 extra skeletons or goblins in the fight. And the +1 isn't a huge buff so that players who maybe aren't super comfortable with coming up with things won't feel at a super disadvantage for n... keep reading on reddit ➡
Let me start with a disclamer: Im not asking for a complete removal of one shots. Some enemy attacks need to be very threatening and significant enough to cause us to build defenses. But these attacks need to be balanced so they are fair and fun to fight against
Delirium league has way too much bullshit right now. I would have thought that ggg learned from last league about poor visibility and one shots, but evidently they havent.
Delirium features tons of on death effects (porcupines) from monsters that absolutely will one shot you.
It also features a stacking debuff that slows you down, making it impossible to dodge those monsters and their one shots.
It also scales those monsters health up to insane values so you can barely kill them unless you have top tier dps..
This combination of a lack of control (slows), lack of an ability to react (one shots, poor visibility) combine to create an uneccessarily frustrating league where it shouldnt be.
Edit: dont even thin... keep reading on reddit ➡
I’m not going to call Sett OP, but he is certainly very strong. However, I feel as though his Grit mechanic was the most interesting part of his kit and it is kind of wasted in its current iteration. That being said, I believe I have some ideas that are both thematically correct and would create a healthier Sett for gameplay purposes.
Currently, all Sett’s Grit does is provide him a burst of true damage and greater shield capacity on his W. It serves no other function than to be a resource for a singular ability and I think that’s a bit of a waste since it is an interesting mechanic that could serve to really make Sett a more unique character while also giving him distinct highs and lows.
I obviously don’t have all the numbers right on these abilities since this is a mock-up of a mini rework isolated entirely on The Internet so just bear with me on this.
> New Grit: Sett stores 100% of post-mitigation damage taken as Grit on his secondary resource bar, up to 50% of his maximum... keep reading on reddit ➡
[Update] I have new information on the area transitions and elderseal, so I edited all the parts that mattered.
[Update 2] Added a section about supercritical state, corrected or expanded information in various sections.
[Update 3] Added information about Safi's thresholds for heals and nova mechanics thanks to the incredible work of Tidus69.
[Update 4] HUGE update ongoing - we finally found a way to check the energy values of both Safi and the areas (thanks once again to the madman himself Deathcream for that); expect the area drains & transitions section to be updated a LOT in the following days.
[Update 5] Added a table of contents and a "siege tips (tl;dr)" section.
For the past couple days we've been running Safi with overlays, analyzing speedruns and datamining to try and see more clear into how the siege actually works. I want to share here our findings so far in hope you can improve your siege experience.
If you happen to have actual data to confirm or d... keep reading on reddit ➡
So you pass through the mirror, and have a timer until it ends.
You found an Alva on the way? Just ignore and rush through it because if you enter the mist will fade.
You found Jun on the way? Oh nice let's kill the syndicate - they die - damn i need to go fast i can't stop and see the options right now I should go and finish map then go all the way back.
You found Zana on the way? Oh damn I can't check her right now, i must go fast and then go all the way back.
Theres an Einhar beast on the way? I need to go through if it takes too much time to kill it the mist will fade.
You found a Legion? Can't waste time on it need to go and come back later.
Some loot is dropping but I can't keep picking up everything i want because otherwise the mist will fade.
Found Cassia? Lol
The only mechanic that is fine is Niko.
Imo there should be no timer, you should just keep going until you can't handle it anymore and press the button on the bottom right. You know, the better... keep reading on reddit ➡
After having played Spiderman for the PS4, open world games do not feel the same anymore. It's not that Spiderman has a luscious open world, with interesting side quests and brimming with complex content. Far from it.
But it looks great and feels great to travel from one place to another collecting backpacks, taking photos mid-air and stopping crimes while at it. Going from point A to point B is fun.
I understand that most games are limited to the setting and that Spiderman has the luxury of having a main character that can swing from one side to the other really fast. In RDR2 you're forced to ride a horse which gets old fast. Driving cars in GTA 5 can only be enjoyable for a while, for example.
Having said that, which games do you guys think reach that level of great traversal?
Now I’m pretty sure we can all agree on, nearly all AC games have mediocre AI however in terms of overall stealth I pick unity.
I think it has the best level design and enemy placement. It also has the best assassination animations and the smoothest feeling. You also have multiple gadgets and there was a cover system. Now the AI is mediocre but it does get challenging due to the enemy placement. Origins and odyssey do have forts but as a relatively decent stealth player I find it easy to exploit the AI and find ways around, unlike unity.
What game do you think has the best/most challenging stealth mechanics?
I'm talking about game mechanics that are so bizarre, they actually make you say "Why?" out loud. I'll start.
Pokemon R/S/E (Gen 3): One of my favorite bizarre mechanics of all time involves catching a Feebas in gen 3. For those who don't know, generally Pokemon can be found on a per-route basis. (e.g. "Where do I catch a Pikachu?" "There's a 5% to catch one in the Viridian Forest!")
In order to catch this thing, you need to go to route 119 (Picture) and look in the river that spans the entire zone. Unlike normal Pokemon that can be found anywhere in a route, Feebas can only be fished up 6 random tiles in the river. Do you know how many tiles the river has? 446. (1 step in any direction = 1 tile of movement)
You can't just encounter him either, you have to fish for him. Think that's bad enough? He only has a 50% encounter rate on his tiles, meaning if you fished once on every single tile, it's still possible to miss him.
Also, these 6 tiles chan... keep reading on reddit ➡
I’m a 30 yr female and am tickled being called these names by a man or a woman. I understand many people don’t like it, but it really perks up my day. This person doesn’t know me from Adam, but they’re still willing to assume I’m a kind human and address me as such.
If you see a Psion, just punch the thing.
If you see a plate, just stand on the thing.
If you’re in the absurd scenario where there’s two plates then, i don’t know, make sure that you’re not all stood on one, so both progress at once? Insanely challenging concept I know.
If you see a boss/challenging enemy, just shoot the thing.
If you see an arc charge, just run the thing.
ITS NOT HARD PEOPLE YOU’RE WASTING YOUR OWN TIME AND EVERYONE ELSES.
TLDR: My local shop owner tried to get me to sell pay to win mechanics in an RPG and let his own players completely abuse the system.
So about a year ago now I get a message on Facebook from my local game shop owner, he says that he is working on a new RPG system that he hopes to publish at some point in the future and is looking for GM's to run playtest campaigns at the shop. He also promises incentives for running a game such as in-store credit and a free copy of the rule book whenever he gets it printed. I had met the game shop owner a few times before and had been shopping at his store for years, not to mention I was looking for a local gaming group, so I thought I'd give it a shot. I go to the store the following Friday and meet with him a couple of hours before we are supposed to have our session 0(which for this campaign was just going to be having the players make their characters and having the owner tell us about the campaign setting). He and I sit down at a table and he giv... keep reading on reddit ➡
Not an actual gameplay mechanic, more like a visual mechanic, like Zac stacking hp will get him bigger and Malphite stacking armor gets him bigger.
What if Thresh earned his green fire by stacking souls. Like in the start of the game he's basically a lifeless gray armor, and by the time, with his passive stacks, the flame would start to grow, giving him a more threatening look. Maybe it could have an effect on his skills effects aswell idk, since he just got a visual update, this could add to it.
What’s is it like? What’s the money like?
I get that they implemented the mod to make the game artificially harder or to increase difficulty, but when just being TOUCHED by one of these little shits sets your action speed to the speed of a dead cow then it becomes very frustrating. I do not have an issue with almost any league mechanic except these little paralyzing shits since it makes me feel like I'm a fucking slug in a high delirious map.
SeanB made a nice video about this, check it out here: https://www.youtube.com/watch?v=3s61mO47dCU
Hi all, because I noticed some of my friends aren't familiar with them yet, I summed up some of the lesser known mechanisms in SW. Let me know if I missed any in the comments.
Hey everyone! Resident Jhin main IKeepItTaco here. I've been playing Jhin since release for 4 years now and Jhin is the reason why I reinstalled league back then and continued to keep playing it. However, because I've been playing Jhin for 4 years now, I know all the ins and outs of the champion. Including all the little cool interactions and mechanics. Jhin is quite frankly pretty straight forward and an easy to grasp kit. He's not mechanically flashy so when I discovered a 4-year-old mechanic was removed. I thought I was seeing things and had to check back on everything.
What is the 4-year-old mechanic in question? Jhin's Q Dancing Grenade per kill increases the next bounce damage by 35%. Up to a total of 105%. Now a small detail that was known mostly to Jhin mains is that as long as the target dies BEFORE the next bounce then the damage would increase. You do not necessarily need to last hit the target with your Q to get the increased damage.
Example of co... keep reading on reddit ➡
As some of you may know, something big is coming at 7a PT on April 2nd. We are so excited for this set, and it's rules and mechanics, that we will be hosting an AMA on Friday, April 3rd from 10a - 11a PT right here on r/magicTCG.
This AMA will be focused on the rules and mechanics of IKO, and hosted by your friendly community team and members of Studio X -
u/wotc_clarke - that's me!
u/wotc_communityteam - Chris, our Community Manager for Magic TCG
u/EliShffrn - Eli, Rules Manager
u/HumpherysMTG - Dave, IKO Set Design Lead