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#191
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More importantly, you do realize there are only two skill trees available to each hunter? Even if every hunter is given the maximum 34 points, there would still be 10, reasonably distinct builds. |
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#192
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#193
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<sigh>...
Hard as it may be for you to believe, I'm not rationalizing. I'm enjoying myself. Sit down with your therapist and see if you can spot the difference. Yes, I do prefer this way. Why? Because I like making hard choices. My guys have flaws. Weaknesses. One small tactical slip and could they go from kicking a** to needing a replacement in a single turn. That's exciting. So yes, it's their weaknesses as much as their strengths that give them personality. And if I want to explore different options, then hey, I can make a whole new team and have fun starting all over again. As David pointed out, different people like different things. It's a grand old world. Then my work here is done. |
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#194
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And according to that, do you think it's interesting to choose Cold Blood for a Hammer wielding hunter (Charger build) ? I've noticed that the Fleet Footed skill is worth a point (about 30% proc) but what's about Cold Blood skill ? |
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#195
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(armour toughness)/[1-0.008*(armour resistance)] where resistance is in percent (e.g. 5% = 5, not 0.05). This gives you a likely 'damage handling equivalent'; that is, how much unmodified damage the armour can handle without failing. For your examples, I get (and someone check my equation!): Light: 840/5 vs 680/30 --> 875 vs 895 (2nd is better) Or Heavy: 5200/5 vs 3700/45 --> 5417 vs 5781 (2nd is better) Or Medium : 2600/10 vs 2280/15 --> 2826 vs 2591 (I rearranged your numbers because in the original, the 2nd was obviously better) However, don't rely on this too much, since this analysis is based on handling large numbers of hits, and against tougher enemies, resistance becomes more important, since some hits would be one-shot kills, especially in the lighter armours. In general, the heavier the hit, the better it is to have higher resistance. So choose your armour not only on the stats but what enemies you're likely to expose your hunter to. |
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#196
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With Scouting, you get Fleet Foot (+1 AP chance/move), Improved Metabolism (+1 AP), Recon (+2 AP first few turns) and Sprint (for positioning and getting out of tight situations). Take Hunker Down from the Survival tree, add a lvl 2 Stimpak, put some Light armour on him and he's a beast. You could have at least 16 AP your first turn (likely more), and still leave him harmlessly exposed to a round of shots for a two-turn total of at least 24 AP. Or save those skills for later and you get at least 18 damage-free AP over two turns. I tend to use my Hammer to dart in and out, rather than standing around soaking up damage. So he's always moving, and Fleet Foot's a better choice for that. But I'm playing hardcore, so I can't afford to leave my guys exposed. The downside is that apart from one or two short bursts, your Hammer ends up mostly standing around doing nothing. And he's totally ineffective on large, open maps. With Combat, Second Chance and Cold Blood are both useful. Crippling Shot would rarely be used, though, and Massacre only sometimes, I suspect. I think this would work for a non-hardcore build. Put heavier armour on him and he'd be a lot of fun when he gets up close. |
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#197
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You routinely commit the fallacy of assuming I don't know how studies, statistics, etc. function, or context for that matter, yet I'm all but certain I'm at least as versed in the field if not mopping the floor with your gadfly self. You want relative positions, OK... Raise or don't raise the level cap since 98% of the player base will never advance their teams past levels 6 or 7 anyhow so the upper game couldn't possibly matter to anyone who counts according DaviddesJ. Don't worry about adding any more weapons and content because, who cares, most of your players will never experience it anyhow. And Blizzard? That company who rakes in billions putting the lions' share of their efforts catering mostly to less than a fraction of a percentage point of their players, they're idiots
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#198
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You're taking one of those "best of all possible worlds" positions that are usually, by their nature, logically weak. They released the game with a maximum of 9 points for builds, so we all have to put on our thinking caps and come up with the best solutions giving 9 points, and for gamers, yes, it's fun. However, it's kind of silly to assert that if they'd released the game with 14 points or 17 points or whatever that you wouldn't have come to the exact same conclusion: You enjoy the game so, ergo, the game design must be the "best" possible game design as even with those limited points you would still be making hard decisions and creating hunters with weaknesses. Your claims don't pass the proverbial smell test. You can't even create a hunter with a little bit of everything with less than a level 22 cap, and that's just a little bit. So the reasons you give for why 9 is better than 10 or 12 or whatever are baseless assertions at their core. |
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#199
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Only just started playing this, but can somebody let me know if this has been retina updated for the new iPad?
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#200
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There's not much point in raising the level caps if you don't also add more difficult content for those higher level characters. You already trumpet how easy it is for you to beat everything in the game now, surely you aren't going to be satisfied with stronger characters beating the same enemies even more easily. So the path of raising the level cap in order to add more difficult content for higher level characters is one way of continuing to grow and expand the game, but it's one that only serves a small fraction of the player community. Compare that to other ways of expanding the game, such as adding more skills that everyone can use, at whatever level they are, and you see why a lot of people in that 99% might not prefer what you consider to be the only approach. |
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