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Posts posted by Yomo Kimyata
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Even though I completely recognize that my solutions are 100% spot on and should be implemented immediately, I understand that not everyone has my infallability.
So I *strongly* recommend against ever making decisions based on a (shudder) poll.
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26 minutes ago, Ukase said:
It’s the new currency for 27:4. 1,000,000 gourds = 1,000 Yin’s Zucchini = 1 Mako’s Pumpkin.- 2
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15 hours ago, thunder_crane said:
Which is what I was told but when I brought up that SomeGuy has his in Clobber it seemed to spark some discussion. Kanil swears by him and I found a few other threads that seem to have rotations beginning with Clobber:
The only time that I am fighting one opponent is when I've already put down the rest of them! I haven't crunched the numbers for a pure single target optimal chain, but for mixed use I'm *very* happy with putting it in Shatter. Although, this does give me an excuse to craft up an alternate build for single target only. By switching after all the lowbies are gone, that might shave a few seconds off defeating AVs.
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How about a command that puts you n touch with a therapist that is covered by your insurance to help you figure out why you don't get along with strangers on the internet?
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My experience with the Crit ATO is that I put it in Shatter. Generally, I would like to get as close to a guaranteed proc activation as possible, and I would like to follow it up with a big hitter. Shatter has a 45 degree arc, and it is pretty simple to get three or more enemies in that arc, which usually leads to a very high chance of activation
Since my AoE chain is Shatter, Crowd Control, Whirling Mace, repeat, that puts the Crit on Crowd Control, which is nice.
Since my ST chain is Shatter, Clobber, Jawbreaker or Pulverize, repeat, that puts the Crit on Clobber, which is fantastic.
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Having been summoned, I would like to complain about the misleading title of this thread. This debate is hardly “great.” I’d accept “pretty good” as more accurate.
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Would it be worthwhile to add more invention sets with these characteristics? It's a lot of work but it would make building more modular.
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Oh no, I don't need to go down this rabbit hole right now.
However, I see that I am judged to be significantly more funny than I am confusing. All part of the five year plan...
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1 hour ago, arthurh35353 said:
Would it really hurt you to be AFK kicked at 30 minutes? At most, it would be an annoyance and you'd probably want to plan your time on more consistently.
Me personally? If it was in regular missions, yes absolutely. I appreciate your concern that I should plan my leisure time more consistently, but my ability to plan even a ten minute session without interruptions which, frankly are much more important than this game, is impossible. Appreciate your privilege, my friend!
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19 minutes ago, sbloyd said:
Wouldn't reinstating the AFK timeout during AE fix that?
That would, but there's the argument that it would hurt a lot of casual players as well. For example, I don't team that much because due to various complications, when I'm playing I will frequently and suddenly need to AFK. Many times a session. I don't do it in AE missions, but I could see how some might. Also, I would have zero problems if they did reinstate it.
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1 hour ago, Bionic_Flea said:
It might go something like this:
I was thinking more like:
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7 minutes ago, Ukase said:
So, uh, no to any kind of dance off.Boooo!
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1 hour ago, Andreah said:
I use these macros. They won't open cards any faster than the rate limiter allows.
In the past, I was able to open packs as fast as I could click the macro. That would occasionally cause it to stop opening them for a long while.
In recent months, I have not been able to open another pack until the fourth card in the current pack is turning over. I can click the macro, but nothing happens. It still may stop opening packs for a while, but this is less common than before. It also makes opening cards much slower and more tedious.
I've never used the macros, just click and whatever, but yeah, try to open faster than one pack ~5 seconds and it hangs and takes even longer. So opening 100 packs now takes, like, carry the 5, at least a minute and a half! Ain't nobody got time for that.
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5 hours ago, Ukase said:
[stuff]
So what are the negative impacts from a farmer using emp merits to get reward merits? Is it because it's easy for them to do and other than the build, doesn't require much effort? What is it they want from the afk farmer? To stop using the server resources? All they have to do is say so, and set a policy of "no afk-farming if the server load is greater than 250" or some arbitrary figure.
[stuff]
I simply suggest our HC devs state clearly what they're after. Then we can try to intelligently discuss how to get there from here.
Hey dude!
Of course I thought of you when both the first and second iteration of these proposed changes were announced. But what I'm about to suggest isn't a response to you, directly, so please know I'm not trying in any way to cause offense. I'm responding mainly to the two un-stuff sections above.
I see a lot of "who does it hurt?" arguments in these forums. And the answer, of course, is "I don't know". Maybe the team has done a deep dive on /AH data and think there are way too many converters in the system (which I totally think is true, that there are too many, not that they've done a deep data dive). Maybe one person said, "You know, AFK farming really grinds my gears!" And I still don't know.
I have all kinds of ideas about what does or does not make a healthy Homecoming experience (mostly from the /AH and economy side) and I share many of them with, well, anyone who will listen. In fact, these forums are one of my favorite parts of this game! But I also know that since I am not a decision maker, I'm not going to get too bent if they don't follow my suggestions, even though THEY ARE THE RIGHT SUGGESTIONS! But there is no doubt that they made a lot of QoL changes, most for the better, that may not be so good for a population of ?10k active accounts? I'm just guessing on that number but I think it's not a terrible guess.
But this isn't a cheerocracy, sadly. And I understand the HC team may not know what their goals are, or may not know how to articulate them without hundreds of people saying "who does it hurt if...". I, for one, do not know.
So I guess I don't really have a point, other than saying, I really enjoy trying to fix problems, and I've really tried hard to not get bent out of shape that people aren't listening to THE RIGHT SUGGESTIONS!!!
Also, I'm considering re-issuing my dance-off challenge to you where we each put up 500bn inf and winner takes all!
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It got a lot worse for awhile, and it seems better now but it's slow enough that I have a hard time maintaining enough focus to click slow enough for an extended period of time.
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100% agree. Very well said. Top to bottom.
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On 7/18/2022 at 12:59 PM, BrandX said:
I say go for Staff/Bio. Two powersets with stances in each one! Also, I don't recall seeing it used much, so uniqueness!
On 7/20/2022 at 12:48 PM, Without_Pause said:DB/ea. I feel like Claws needs less recharge while DB needs more for me to pull off the needed combos. /sr has a higher base recharge, but in decent enough sized mobs, /ea can win out. Plus, /ea offers -recharge so in essence it offers a greater net change in recharge between you and the mobs. (I see lightpunch added this before I finished)
Savage/ice. Yes, it is better on a Brute, BUT, Savage is offense heavy with lacking mitigation. /ice adds in a def based set and the ability to keep mobs around you with the -speed which will be nice for all of the DoT action you are bringing. Both sets are end friendly and Savage brings its own +recharge which again pairs nice with the -recharge /ice offers.
StJ/stone. Stone is one of the best overall armors. StJ is a rather well balanced set in terms of ST, AOE, mitigation. StJ has maybe(I forget) the second best cast times outside of specific attach chains. The biggest issue for its AoE is the size of the AoEs. /stone adds in a damage aura to help fill in that hole.
Global: Without Pause
On 7/20/2022 at 1:09 PM, Xandyr said:The only scrapper I have is an Energy Melee/Ninjitsu. It is a solid choice. With Energy Melee, it's mainly ST damage, but WOW! The crits are insane! And while it's mainly ST, Ninjitsu gives you enough defense to dodge most attacks while you're slaughtering mobs one by one. The Heal and the +end recovery are Godsends, as they recharge just quick enough that you'll have them up when needed.
The most fun part about this combo is seeing when ET or TF crit, and you brag to your teammates about doing 1200-1500 points of damage (or more). It's flashy enough to keep your interest, but not a "I'm the absolute best ever and nothing will kill me". It's nice having a bit of a challenge. It keeps the blood pumping. Will you die? Maybe. But IF you do, you can guarantee that you made it difficult for the enemy to do so, and you took several baddies with you.
I've been thinking about making another scrapper. However I'm almost afraid I'll be disappointed in any other combo.
global name is Scarlett Angel
Thank you for the input, but to qualify for the payout, I need all eight (or twelve) matchups! Feel free to repost or just edit your initial posts, I'm not fussy!
Thanks everyone so far!
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I used to subscribe to one of two views regarding the dev team.
1. They are a well organized team with strong communication skills and the ability to manage a few thousand people. They have significant amounts of data that they are able to analyze in real time and make well informed decisions about how to improve the playing experience of all.
2. It's just one dude eating cheetos in their shorts making unilateral decisions because that's what he or she felt like at the time.
It's probably somewhere between these two, and it doesn't feel like it is consistent over time.
I'm a trouble shooter. I shoot trouble. (Don't worry; it's non-lethal. I use sedatives and release trouble someplace far away from me and ideally near the backyard of one of my enemies.) I'm actually quite good at it. I cannot make the assumption anymore that the folks running the show are going to make good decisions or ones that have been simulated or sufficiently tested. I don't worry about who they are in real life, and don't worry if they are also regular posters under different names. And I'm ok with that because I have to be. Because the alternative is spinning up my own server and I have zero interest in that.
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I will generally tip the bartenders a goodly amount, but whoever is running Pocket D also needs to make sure they are being paid a living wage in salary and benefits.
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14 minutes ago, Zeraphia said:
I have a conspiracy theory that you're making this post in an effort to game the system via your market manipulation techniques.
You cannot outrun your crimes.
I have Sprint 3-slotted.
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Ten tokens would get 10 characters to 36.
Proposal for a new command: /timeout
in Suggestions & Feedback
Posted
I figured this would also be a great way to add thousands of new players. Could you imagine how incredibly useful this service could be to so many people who are desperately in need of help?