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noctred

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noctred
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  • Best Thread of 2018

    hugemelll wrote: »
    snip

    nah dude he has a full +20 set stashed away for occasions like these just so he can troll us stalkers after the fact.
    Saphree
  • Best Thread of 2018

    Legit or not, it's jealousy either way mostly because there's no solid proof against him. People only mentioned his stats and other basic things so far that may also happen in a normal run. On top of that he might have changed his gear after clearing the raid so he could troll the stalkers who noticed the server message.

    There's also no counter about how many times he tried to clear the raid before he memorized it, because you know, everything is possible if you watch it or try it often enough. With higher stats it's easier but that doesn't mean it's impossible with lower stats, you might just need to change your strategy.

    LMAO
    Saphree
  • Best Thread of 2018

    nah man best kai NA.
    QuinqueArixSaphreeElusiveDawn
  • Is a 'Hell Redeemer' event what this game needs?

    It's actually dismissive to everyone - casuals and hardcores alike, f2p and whales alike.

    I'm fairly certain there are zero parties on either NA or EU even remotely capable of clearing hell modes currently. It's just a literal waste of an event across the board.
    Lion86QuinqueJinyieOrder5ZeroheartSirRFI
  • Onslaught...

    Issues with Onslaught in my eyes, in no particular order -

    1. RNG statue distribution. It's possible, though not super likely, for one person on the trailing team to get every statue from every relevant kill. In a meta where you ideally want to be able to throw three statues at once and continue stacking from there, having only one statue at your disposal when you finally get an opportunity to turn the match is pretty dumb. It's much more common for only two people on a team to see statues while the third player never does - happened to me plenty of times.

    Suggestion: statue distribution should always be prioritized to a player who does not already have a statue.

    2. RNG statue debuff distribution. Got 7 statues down on your side but they're all stam drain and/or slows? You have a decent chance of surviving, especially if you have classes who have high mobility or don't care about stamina. Got 3 statues down on your side and two of them are floaters? Hope that either a) you have at least two players alive, or b) the statues are stacked on top of each other. There's no rhyme or reason and RNG ultimately determines your fate once the statues start going down.

    Suggestion: at the very least, there should be a way to distinguish which statue applies which debuff the instant they land so teams can prioritize before **** hits the fan. Beyond that I dunno... you can't really let players manually choose the debuffs as then we'd only ever see one type of statue.

    3. Floaties. God forbid two players die, invasion on your side, three statues go down, and the last player alive picks the wrong statue to sit on. There's a good chance your whole team will end up stuck in the rez > float > death loop till the end of the match. Might as well go afk. I understand that dying late game should be punished - that's fine. What's not fine is zero counterplay. You can't control rez timers either so... one person resurrects, gets insta floated, dies. Next person resurrects, gets insta floated, dies. Repeat till the match ends. Quality gameplay boys.

    Suggestion: remove staggered rez timers (have a static timer that ticks globally for the whole team instead) or provide brief immunity to status effects when a player resurrects so they don't get insta fcked before they can even respond. Preferably the latter as the former comes with its own set of issues.

    4. Character disparity. Really a few cases to be made here. For one, the mode's all about front loaded damage - characters who have it will be able to snowball the match faster and will simultaneously be able to drive comebacks harder than characters who don't. Characters requiring setup for their damage are at a natural disadvantage and are a borderline liability when **** hits the fan and you need to clear your map quickly. For two, being able to ignore stamina, either offensively or defensively, is huge in the clutchiest of clutch situations (read: not situations where jacksht is happening and you have time to regen a full bar of stamina after each normal kill) and, again, can turn certain characters into a borderline liability while exaggerating the effectiveness of others. For three, being able to rage on demand is similar in effect to ignoring stamina in terms of what it does to a character's effectiveness, especially when it comes to ramping after a death.

    Suggestion: no idea dude. I never actually expected this mode to balanced from a character perspective.

    5. No statue limits. I mean to be honest I don't even feel good when I win a match after being behind for 8 minutes because one person on the other team made a small mistake and 20 seconds later there are 10 statues down on their side of the arena and they all get spam floated to death. It's just dumb. Mistakes should be punished but they should be punished in such a way that they're still recoverable. Currently, RNG may dictate that they're irrecoverable.

    There should be some kind of limit on the number of statues that can be down at any given time, either total or per-debuff type. If the latter, it would also help remove the situation where you drop a half dozen stam drain statues and the hurks on the other team laugh and clear them like they were never there.

    6. Rage. On its own, I don't have a problem with rage - you take a risk for a bigger payout. Fine. The problem really is the way that rage interacts with statues. Specifically, once the window opens for a team to start throwing statues, rage acts as a double whammy - it lets you farm more and more statues at a crazy high pace and just flood the other side of the arena, and it lets you quickly overtake the match in points while the other team is getting molested by more statues than they could ever hope to clear unless they get unnaturally lucky with debuff distribution (or you do something stupid like throw all the statues in one spot).

    This is, in my opinion, probably the worst interaction in the mode. I don't wanna say remove rage because I think it's a cool mechanic but it's just poorly thought out in combination with the mode's other mechanics. Outside of statue limits, I dunno what the fix is.

    --

    There's probably more stuff I forgot about but that's what stands out in my mind after playing up to ~2600. In its current state, I just can't take Onslaught seriously - though I imagine it was never meant to be taken as such in the first place.
    LillieVirideQuinque