Free Slots - Play Online Casino Games & Slot Machines for Fun

free online slots with bonuses for fun

free online slots with bonuses for fun - win

This Week At Bungie 1/28/2021

Source: https://www.bungie.net/en/News/Article/50040
This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.

Introducing: Seasonal Challenges

Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
  • Provide a guide to new, returning, and veteran players for what to do today/this week.
  • Guide the player through the Seasonal content, week-over-week.
  • Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
  • Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
Image Linkimgur
Here’s a quick breakdown of how this feature works:
  • Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
    • Some of the Challenges deal with the Seasonal content.
    • Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
  • These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
    • As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
  • Completing each Challenge awards XP, contributing to your Season Pass ranks.
    • Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
  • Defeating Primeval Envoys in Gambit
  • Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
  • Gaining Infamy or Valor ranks
  • Acquiring the ritual weapon and its cosmetic ornaments
  • Winning rounds in Trials of Osiris
  • Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.

Seasonal Challenges Bright Dust (All Players)
  • Free Seasonal Activities – 6,000
  • Seasonal Extra – 4,000
  • Total – 10,000 Bright Dust
Season Pass Bright Dust
  • Free Path – 7,500 (All Players)
  • Paid Path – 3,000 (Players who own Season Pass)
  • Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
  • 120 Bright Dust per ritual vendor, per character, per week
    • 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!

Back to the Sandbox

Image Linkimgur
Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
  • Auto Rifle
  • Scout Rifle
  • Pulse Rifle
  • Submachine Gun
  • Hand Cannon
  • Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
  • Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
    • Reduced camera movement from firing a Submachine Gun by 24%.
  • Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Guns with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
  • Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
    • Increased Rocket Launcher damage by 30%.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
    • Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
  • Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
    • Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
    • Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
  • While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
    • Increased ADS flinch to Snipers when taking damage from other players
  • Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
    • Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
  • Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
    • Ace of Spades
    • Tarrabah
    • Hawkmoon
  • Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
    • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
  • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.

Crimson Days

Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.

BugTrax

Image Linkimgur
For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
  • Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
  • The Double Trouble Triumph is unobtainable.
  • In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
  • During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
  • Hunter legs clip through the Ten-Grasp Sword Sparrow.
  • In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
  • The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
  • Weekly and daily elemental kill bounties have stopped rotating off of Void.
  • When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

[Bird Noises Intensify]

Image Linkimgur
It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
Video Link
Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
Video Link
Movie of the Week: …That’s a lot of Hawkmoon
Video Link
As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Credit Where It’s Due

Image Linkimgur
Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️‍🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
submitted by DTG_Bot to DestinyTheGame [link] [comments]

[God Field] How the Game Works for EN Bros

About God Field

So recently I noticed that 5th gen, Pekora and Matsuri have started streaming/playing the game God Field. Suisei & Shion also joined in to play on Pekora's stream. Pekora also mentioned potentially doing a tournament for the game (not confirmed yet though). It seems like we might continue to see more streams of this game within Hololive.
However, I haven't seen anyone TLing any stream clips, which is a shame since it's a very funny game, made even more entertaining when Hololive members are playing it! I suspect it's because the game isn't well known to the overseas audience, so I decided to make this guide for TLers and EN fans who are interested but don't understand the game. I've provided examples from Hololive streams so that you can practice following along.
If you don't know anything about God Field, in short, it's a party card game. You could say it's like the Mario Kart of card games, and by that I mean it's a mixture of skill and unfair RNG mechanics and lucky card draws. The game also has the weird ability to make players start role playing, somehow due to its weird "God" theming and its unusual card and status names. You'll see players start to say silly things as they attack each other cards like "Goodbye Sword" or inflict weird status effects like "Fog". But these aspects are what creates very hilarious interactions and dialogue between the players, some of which I'll include at the end of this guide as a bonus.
You can also play the game for free here, but there's no tutorial, so I recommend reading this guide as you go.

Basics

The goal is to get your opponent's HP to 0. There are two main card types, attack (攻) cards and defence (守) cards. During your turn, you use attack cards to attack an opponent. The opponent can use defence cards to defend against it. 1ATK is equal to 1DEF.
EX: Suisei attacks Pekora with the 14 ATK "Violent Flail" (a very fitting card for her). Pekora defends with "Iron Armor", a 5DEF card, so she takes 9 damage. (https://youtu.be/LugGHWGuVIc?t=3161)
When defending, you can stack as many defence cards as you want at once. But for attacking, it's a bit different. You can only use 1 attack card normally, but you can combine "combo attack" cards to make a stronger attack. You can tell if it's a combo attack card if it has a "+" in its damage, for example "+3 攻" or "+3 ATK". Note that combo attack cards don't have to be used in a combo, they can also be used as standalone attacks.
EX: Polka attacks Lamy with a monstrous 10+13+10 card combo, a total of 33 damage. Lamy defends with a 1, 3, and 9 DEF combo, a total of 13 DEF, so she takes 20 damage. (https://youtu.be/LugGHWGuVIc?t=3314)

Elements

Some cards are color-coded, meaning they have an element. Elemental attacks can only be blocked with an elemental defence of a certain element. Fire & water (red & blue) counter each other, and stone & wood (grey & orange) counter each other. Elemental attacks are very hard to deal with, because you often won't have the specific elemental defence needed in your hand. Elemental cards themselves are also more uncommon than non-elemental cards. Note that you can use elemental defence cards to defend against non-elemental attacks too.
EX: Lamy attacks Botan with "Fire Crossbow", a +4 ATK fire card. Note that she used a combo card by itself instead of making a combo, which was actually a good play, because it preserved the card's element, making it so that Botan needed water element defence to defend it. Of course, Botan didn't have it, so *she took 4 damage. (https://youtu.be/LugGHWGuVIc?t=2603)
*This is a funny moment during a 3v3 team game of "Botan/Polka/Suisei" vs "Pekora/Nene/Lamy", where Botan says she'll "be a wall" for her teammates, and proceeds to get brutally focus-fired by the opposing team. More on why that happens later.
Actually, there are two more elements that behave quite differently: light (yellow) and dark (purple). Light cannot be blocked, and can substitute as Fire/WateStone/Wood for both attacks and defence. So it's like a wildcard element, as well as being virtually undefendable (a few cards can block it). Dark can be blocked by anything, even by non-elemental defence, but it kills the opponent if even 1 damage goes through. As you can imagine, both of these elements are very scary to deal with.
EX1: Shion attacks Pekora with "Justice Lance", a 5 ATK light card. Note that none of Pekora's defence cards are lit up, showing that they can't be selected, because again, light element attacks are unblockable. (https://youtu.be/LugGHWGuVIc?t=5623)
EX2: Botan attacks Nene with "Killer Fork", a 5 ATK dark card. Nene didn't have any defence cards, so she died despite having 24HP due to the dark element's instant kill effect. Note that Botan likely knew she had no defence cards, because in the early rounds of this 3v3 team game, Team Suisei/Botan/Polka all attacked Nene, causing her to use her up defence cards early on. (https://youtu.be/LugGHWGuVIc?t=2977)
You might be thinking that if you combine something like +10 ATK cards with a 5 ATK dark element card, you have the recipe for an OP combo. But actually, stacking attack cards of different elements will cause the entire attack to become non elemental, so you'll lose the "dark instant-kill" effect. However, there are combo cards which are elemental, so if you're lucky enough to get a +5 ATK dark element, you can combine it with a 5 ATK dark element to create a very lethal dark element attack.

Tip for Following Along as a Viewer

It can be hard to add up all the cards and consider the elements for a given interaction, especially when the players play very fast. Some cards are also both attack and defence cards, meaning they have an ATK and DEF value, making it extra hard to understand if you don't know the kanji. So as a tip, the game itself will show the total ATK, total DEF, and elements of a given interaction. It's shown below each of the two "card columns" of the field.
And as mentioned before, usable cards will light up in your hand, so you can tell if the streamer was forced to take an attack because they had no cards to play, or if they took it in purpose to save their cards for later.
EX1: Polka attacks with a 9ATK card and +10 Light ATK *card. Remember that non elemental and light don't combine, so it's actually just a non elemental attack altogether. Note the "19 攻" near the bottom left, showing the total attack, and the fact that it's black means that it's non elemental. On Nene's side, it shows a black "15 守" , meaning the total defence is 15, and is also non elemental. (https://youtu.be/LugGHWGuVIc?t=2679)
*The light card Polka used is called "Meteor", hence why Polka says Suisei's catchphrase in reference to it.
EX2: Lamy attacks Botan with 3 wood ATK and +1 light ATK. Since light substitutes as wood, you can see in the bottom-left that it becomes an orange "+4 攻", or in other woods, a 4 damage wood attack. Once again, Botan is unable to defend, since elemental defence is very rare. (https://youtu.be/LugGHWGuVIc?t=2926)

AoE Attacks

Some attacks have a "%" in their damage, for example "50% 9ATK". What this means is that they have a % chance of hitting each opponent with that much damage. So with "50% 9ATK", if you're in a 8 player free for all, you can think of it as flipping a coin for each of your 7 opponents, and if it lands on heads, they get hit by 9ATK. Depending on luck, the attack can either hit everyone, miss everyone, or do some mix of hitting/missing. AoE attacks are all elemental by design as well, making them extra annoying.
EX: Polka attacks Pekora/Nene/Lamy with "Rain Deity's Sword", a 50% 9ATK water card. And to her luck, it successfully hits all three of them. (https://youtu.be/LugGHWGuVIc?t=2771)

Spells

Spells work basically like how they do in RPGs; they cost MP, and they can be used infinitely. You'll notice after a player uses them the first time, that the card stays in the bottom right of the player's hand. It's sort of like they "learned" the spell. Most spells are simply elemental attacks that cost MP, but there are some other unique effects they can do as well. In general, spells are much stronger than regular attack cards in this game, since they're essentially infinitely reusable elemental attacks. But they're usually hard to use since MP is a somewhat uncommon resource, and spells themselves are uncommon as well.
EX: Pekora vs Shion. Pekora has a measly 2HP, and Shion uses the spell "Ice", a 4ATK water spell that costs 2MP, to finish her off. Luckily, Pekora draws "Moonlight Shield" just in time, which reflect spells, and manages to survive. But if you recall, spells are reusable, so Shion just uses "Ice" the next turn. Miraculously, Pekora draws "Moonlight Sword", which also can reflect spells, and survives yet another turn. Finally, for a third time, Shion casts "Ice", but this time Pekora is all out of luck. (https://youtu.be/LugGHWGuVIc?t=5637)
Spells actually have an interesting side effect. Because of how card draw works (you replenish the same amount of cards that you use), when using a spell, it counts as if you "used it" even though it remained in your hand. So your hand size will increase by 1 every time you use it, meaning it gives +1 card advantage. So if you have a cheap cost spell, you can cast it many times over the course of a game to continuously increase your hand size - and thus create a massive card advantage over your opponent. If you've played card games before, you'll realize that this is a very powerful effect.
EX: Pekora attacks Shion with a 6 ATK wood spell. Watch Pekora's hand in the bottom-left, and notice that she gains a card slot in her hand when she uses the spell. Also note that her hand is much bigger than the default hand size, as she's already used the spell a bunch before. (https://youtu.be/LugGHWGuVIc?t=5152)

Statuses

There are very non-traditional status effects in this game, so I'll explain each one:
Fog: The background becomes blue, and various things become blocked with a blue fill. You can't see what cards other players play, unless they're attacking you. You also can't see anyone's HP/MP/Money, besides your own, and you cannot select who you target when you attack.
EX: Shion uses the "Fog" spell on Pekora. Pekora actually has a consumable that can cure it called "Heart Shell", which can cure all statuses, so she uses it. But "Heart Shell" is single-use, and if you recall, spells are infinite use, so Shion just casts "Fog" again right after, since the MP cost is low. The interaction itself is funny, with Shion constantly teasing her about "absolutely wanting Pekora to not be able to see~" (https://youtu.be/LugGHWGuVIc?t=5547)
Dream: All cards you draw have a 50% of being "disguised" - meaning they can actually be a different card then what it visually appears as. It'll reveal what the card really is when you use it. A "disguised" card will have a misty filter on it. Note that cards can't turn into cards of another type - meaning you can't defend with a defence card, but then it turns into an attack/spell/consumable card with 0 DEF. It'll always turn into another defence card. And if it's an elemental defence card, it'll turn into an elemental defence card of the same element. This makes it so that you can't play a "wrong" or "invalid" card as a result of dream.
EX: In a close game of Pekora vs Matsuri, where both players have 7HP left, Matsuri attacks Pekora with a 11ATK combo. Pekora's only defence card is a potentially fake "Flame Boots", a 3DEF card, so she thinks she will lose, especially since elemental cards tend to have low DEF, so even if it's fake, it'll still probably turn into another weak card. However, it's actually revealed to be "Flame Armor", a 12DEF card, so she survives with excitement. (Volume Warning https://youtu.be/LugGHWGuVIc?t=4706)
Flash: You can only use up to 1 defence card when defending.
EX: Polka hits Botan with *"Horror Wheel", a +11 ATK card. Botan counters with "Uranus Ring", which inflicts flash to whoever damaged her, so Polka gets the "Flash" status. Then, Lamy attacks the "Flashed" Polka with the 9 ATK "Power Halberd", which is difficult to defend since she can only play 1 defence card. To top it off, Polka's under "Dream" as well, meaning she doesn't know if her 1 defence card will be good enough, since it may change into another, weaker card. This interaction shows a special yellow text (まぶしい) that translates to "bright". So while getting hit, Polka says "It's bright! What's with this brightness?" (https://youtu.be/22rt5Xnte6k?t=1043)
*You might be wondering why Polka used a combo attack on its own, since unlike in the previous similar example with Lamy, it's non-elemental, so it should be better to combine it with another attack. It's because she was new to the game - Nene actually starts explaining it to her about "+" and "combo" cards during that timestamp after she plays it.
Dark Cloud: If you're hit with a % attack, it has a 100% chance of hitting.
EX: Shion hits Pekora with "Flare Axe", a 50% 10ATK fire card. Pekora is already under Dark Cloud, so she gets hit. This interaction shows a special purple text (不可避) which translates to "inevitable", as in it's inevitable the hit will land. (https://youtu.be/LugGHWGuVIc?t=5967)
Cold->Fever->Hell->Heaven: These disease statuses give -1/-2/-5/+5 HP per turn. They're related in that diseases can get "worse" at a 5% chance each turn, or when you catch another disease. When a disease becomes worse, it turns into the "next stage" disease. Meaning cold turns into fever, which turns into hell, which turns into heaven, and after heaven, you'll simply die.
Heaven is quite odd since unlike the other diseases, it gives you HP per turn rather than dealing damage per turn. But instead you have a 5% chance of dying at the end of your turn. So it can create some thrilling situations where a player is nearly unkillable because of the +5HP per turn, but also can die at any moment if their luck turns bad.
EX: Lamy uses "Heaven Herb" on herself, which gives +20 MP, but also puts herself under "heaven". Note the +5HP that appears after as a result of "heaven". Polka questions the play at first, since heaven is very dangerous so you'd rather give it to someone else, but then she realizes you can cure it later. So Lamy used it as a desperate way to heal herself, as her HP was running low. (https://youtu.be/LugGHWGuVIc?t=3144)

Common Keywords

There are some common card effects that are important to know.
Bounce Attack/Spell - Redirects an attack/spell to anyone in the game, even to the person who bounced it! A quirk of this mechanic is that the attack/spell will become unblockable if you bounce it and it redirects to yourself.
EX: During a team battle, Polka uses the light element spell "Meteor" on Lamy. Normally, light is unblockable - but Lamy plays "Sky Helm" which bounces spells. It then bounces to... (https://youtu.be/LugGHWGuVIc?t=3010) Polka's ally Botan, causing Polka's attack to kill her own teammate, who only had 7HP, and no way to counter light element.
Reflect Attack/Spell - Reflects the attack/spell back to the attackecaster. Fairly self explanatory, but it's good to be aware of, as it's the common cause of funny moments, along with "Bounce".
EX: Pekora vs Shion. Pekora has only 7HP and is on her last legs, while Shion has 22HP. Shion plays "Ice Age", a 75% 30ATK water spell. Shion thinks she just won, as it's nearly impossible to deal with 30 water damage. But... (https://youtu.be/LugGHWGuVIc?t=5268) Pekora uses "Moonlight Sword", which is an attack card that can also be used as a defence card to reflect spells, and makes a comeback.
Cast Spell w/o Cost: You can combine a card with this effect to cast a spell for free. This is why you'll see players occasionally cast a spell without enough MP, and combine it with a seemingly unrelated armoweapon.
EX: Polka casts the spell "Meteor" which costs 7MP on Lamy, but she only has 1MP. She then combines it with the consumable card "Spiritual Doll", which allows a spell to be casted with no cost. (https://youtu.be/LugGHWGuVIc?t=3074)
Block Attack/Spell - It allows you to fully block certain kinds of attacks, regardless of how high the damage is.
Counterattack - A defensive keyword that activates upon receiving damage. You'll see counterattack on a set of cards known as "Elemental Planet Rings", like the "Uranus Ring" mentioned before. They all have very different effects. Some effects scale based on how much damage you took, meaning you might intentionally take more damage to boost the effect. A common mistake is to use defensive cards with a counterattack card, because it may weaken the special effect.
EX: Pekora vs Shion. Shion counters Pekora's 11ATK "Gravity Mace" with "Saturn Ring", which counterattacks with double the received damage, as stone element. So Pekora was countered with 22 stone ATK. If Shion instead tried to fully block the attack while using Saturn Ring, it would've dealt no damage. (https://youtu.be/LugGHWGuVIc?t=6025)
Inflict "X Status" on Damage - If the attack deals at least 1 damage, it'll also inflict a status.
EX: During the 5th Gen FFA, Lamy attacks Polka with "Bogus Spear", which has "inflict Dream on hit". Polka gets scared, saying "I have to completely defend this!". Earlier in the stream, nearly everyone had spent a long time under the effects of "Dream", so she was afraid of experiencing it again. It's a very scary status to be afflicted with. (https://youtu.be/22rt5Xnte6k?t=4301)

Consumables

These are mostly cards that simply heal HP, MP, or cure statuses. Though there are actually some with much more wild effects, like the "Heaven Herb" mentioned previously. An interesting part about these cards is that you can use them on someone else, so for example you can heal allies in team matches. One more notable feature is that they're in a separate category from attacks or spells, and this game only has blocking cards that work against attacks and spells. As a result, there is no way to block consumable cards.
EX: Continuing from a previous example, Pekora uses "Heart Shell" to cure her teammate Lamy's "Heaven". She was afraid that Lamy would die from heaven, leaving her in a 1v2 situation, so she waited a few turns for it to heal her, then cured her. (https://youtu.be/LugGHWGuVIc?t=3237)

Money

You may have noticed that both players and cards have "¥" on them. "¥", or money, is used for three specific cards: "buy", "sell", and "exchange". These cards are fairly common, have very unique effects, and can be OP when used right, so I'll explain them thoroughly.
Buy: target a player, then the game chooses a random card from their hand. You then have the option of buying that card from them. The real power of this card comes from its glitchy side effect - similar to spells, after buying a card, it actually increases the buyer's hand size by 1. But unlike spells, it also decreases the seller's hand size by 1, meaning this gives a +2 card advantage. You might notice a player's hand size becoming extremely small or big, as a result of multiple uses of this card. Needless to say, this card is extremely powerful.
EX: Pekora gets lucky and manages to buy Shion's "Real Ghost Sword", a 12ATK lifesteal card. This effect is very powerful and essentially means the card has 24ATK in terms of value. (https://youtu.be/LugGHWGuVIc?t=5331)
Sell: choose one of the cards in your hand, and target a player to forcefully sell it to. It has the same side effect as "buy" cards, meaning you lose 1 hand size for using it, and the opponent gains 1 hand size. So at first it seems like a terrible card since it has -2 card advantage, but it actually has its uses. For example, what happens if you sell a $30 card to someone with $0 money? The victim is forced to buy the card no matter what. If they're too poor, they pay in MP instead. If they have insufficient MP, then they pay in HP. So they can actually die from being too poor to buy a card. So when used on a poor player, this card actually becomes an unblockable MP drain, and/or an unblockable attack.
EX: Suisei says "Peko-chan, Peko-chan, looks like you don't have any money right now" and then sells her an expensive Heart Shell. To add insult to injury, she already has two Heart Shells, and because she has no money, she lost 15MP instead, which she crucially needed because she has 3 useful spells in her hand. (https://youtu.be/LugGHWGuVIc?t=3217)
Exchange: allows you to freely exchange your HP, MP, and money at a 1:1:1 ratio. This card is pretty straight forward, and doesn't have any crazy side effects like the others. The thing to note is that there are very few ways to gain HP/MP/money in this game, so this card is one of the most versatile cards in the game and combos well with all HP/MP/money cards.
EX: Shion vs Pekora. Shion has been using the spell "Treasure", which costs 5MP but gives 10$, to reach a total of $60. And as her HP runs low, she uses "exchange" to turn 60$ into 40HP and 20MP. As a result of this, while taking Pekora's attacks, she was able to fully heal herself, and leave herself with 20MP for a strong spell later, all the while increasing her hand size by a lot due to spamming the spell "Treasure". (https://youtu.be/LugGHWGuVIc?t=5798)
These cards all belong to the "trade" category, so like "consumables", they aren't considered an "attack/spell", so they cannot be blocked.
Note that money is not used to play cards, this value is strictly only for buying and selling. Cards don't have any cost to play them (except MP for spell cards).

Guardians

Certain cards will allow players to summon elemental guardians, which have a 25% chance of casting cards after every opponent's turn. The cards they cast depend on their element, the dark guardian for example will randomly choose between 5 dark element cards. Also, guardians don't need MP to cast spells. Guardians have a 10% of disappearing when the player they belong to gets hit. There's also a money guardian and a healing guardian, which are less deadly since they don't attack, but still are quite annoying if left alone for too long.
In general, guardians are a huge threat, as it's impossible to keep up with the amount of elemental defence cards needed to block their elemental attacks. The value they generate over time is so threatening that players in a team or FFA game will often start focus firing you for having one.
EX1: Pekora uses "Guardian Sealed Jar" on her teammate Lamy, to give her a guardian. She gets the darkness guardian, which has the potential to win the game on its own by constantly sending out dark element attacks. However, its threat causes Lamy to get *brutally targeted by Team Suisei & Polka, and eventually the guardian falls (Summoning https://youtu.be/LugGHWGuVIc?t=3042) (Disappears https://youtu.be/LugGHWGuVIc?t=3115)
*If you remember, Lamy had to use "Heaven Herb" on herself before due to her HP getting low. This was from the same game and happens right after this. So her HP was getting low because of the guardian her ally Pekora gave her.
EX2: Remember the Botan moment from before, where she says "I'll be a wall for everyone!" in a 3v3 game? The reason she said this was actually because she played "Guardian Sealed Jar" before, and thus you can see she has a guardian icon next to her on the top right. So she was playfully speaking to the fact that she drew the opposing team's aggro. And indeed, she ends up taking the brunt of the opposing team's attacks and dies first for her team. (https://youtu.be/LugGHWGuVIc?t=2603)

Apocalypse

There's an optional setting in the game where when a certain number of turns pass, the apocalypse starts. When this happens, the background changes, and there's a high chance of drawing "devil" cards, which have various effects, most notable of which is just straight up receiving unblockable damage. It's basically a "hurry-up" mode - a way to stop games from being too long. Another fun interaction is that since devils count as cards, you can actually: draw a devil, take damage, devil gets discarded/used so you draw another card, you draw ANOTHER devil, take damage, and repeat. So you can simply die from endless devil damage, all from one card draw!
Pekora/Matsuri/Polka didn't use the setting, so there are no examples of it. But I explained it in case one of them uses it in the future.

Playing The Game

Within the RNG, the game has some interesting mechanics and strategy, which I've tried my best to cover. But if you want to understand the streams fully, I ultimately recommend playing the game yourself, as there's many unique card effects that I haven't covered. In addition to effects, knowing the card names and draw rarity adds much needed context to what the players are saying. There are times when players will play multiple powerful rare cards in a row, which adds to the hilarity.
The game is free and playable on browser and mobile. There's a "bible" on the top-right where you can check card effects and rarities, and modes where you can play vs AI, with friends, or with strangers. This game is very fun with friends, but is boring alone IMO. However, there's no tutorial, and the UI is confusing, so you should familiarize yourself with the game first before introducing it to friends.
It also has a NND style chat, so if you're wondering about the floating text that sometimes appears, it's the hololive members typing it.
The game uses odd "God"-themed terms for things, which I avoided using in the guide to prevent confusion. But you'll need to know them to play the game, and the players themselves make references to it, so here's a chart:
God Field's Terms Regular Game Terms
Artifact Card
Curse Status
Miracle Spell
Sundry Consumable
Ascension Death
Seizure Death by Heaven
Forgive Allow (allow an action to happen without playing any cards in response)
Pray Pass (if you have no attack cards, pass and draw a card)
Bible Glossary / Card Library
Gift Rate Draw Chance
Phenomena Global Effect
Prophet Player
Hidden Melee Private Lobby
Again, one of the charms of the game is how it makes the players "role-play" as they attack each other with unethical cards combos and statuses, so I'm hoping that whoever TLs any clips can capture the nuance and wordplay well. Thanks for reading!

Bonus: Stream Highlights

submitted by catsobi to Hololive [link] [comments]

Outriders - FAQ

Hey guys. So as we are slowly edging closer to release and the demo, in my boredom I've decided to create a simple FAQ as I find myself answering a lot of the same questions.
Some of these answers are lifted directly from PCF, some are just info I'm aware of myself. I will try to keep it updated with any questions asked in the comments.
Included are General questions, Demo info, Gameplay info, QOL info, and Crossplay/Multiplayer info.
EDIT: All updated now, if I have missed anything obvious I'll update this when I'm made aware.. thearcan feel free to do with this thread as you see fit
 

GENERAL

 

- When will Outriders be released?

01 April 2021

- What Platforms will Outriders release on?

Outriders will be available on PlayStation 5, Xbox Series X, PlayStation 4, Xbox One and PC (Steam & Epic). Outriders will be released on Stadia at a later date.

- What kind of game is Outriders?

Outriders is a 1 to 3 player, drop-in-drop-out co-op, third-person-perspective shooter set in an original dark and desperate sci-fi universe.

- Where can I watch the Outriders reveal trailer?

Right here. This is also on their official channel with plenty more in depth info on the game.

- Is there an official discord?

Yes here

- Is Outriders a Free-to-Play game?

No. Outriders will only require a one-off purchase of the game.

- Is Outriders a Games-As-A-Service?

No - Outriders will be a complete experience out of the box.

- Will Outriders feature Micro-transactions?

No. However the pre order bonus will be able to be purchased separately afaik.

- Will Outriders support Smart Delivery on Xbox? Will we get a free upgrade to PlayStation 5?

Yes. Anyone who purchases the game for Xbox One or PlayStation 4, will get a free upgrade to Xbox One X, Xbox Series S and PlayStation 5 respectively.

- Will Outriders support Cross-Play?

Yes. Outriders will Fully support cross-play, meaning you will be able to explore Enoch with any of your friends on any other platform. You can play Outriders from start to finish with your friends regardless of what system they own.

- Will there be DLC?

At this time we don't know, if the game does well, hopefully we will see more of Enoch.

- Will my PC be able to handle Outriders?

See here

- Why was the game delayed?

See the official response here
 

DEMO

 

- When does the Demo release?

25th February 2021

- What will the demo include?

Final details have not been announced yet. But we know it will be the first few hours of the game.

- Will my demo progress carry over to the full game?

Yes - but there will be progress caps in place. At this moment in time we know there will be a level cap, world tier cap and story progress will be capped.

- Will the demo feature crossplay?

Yes
 

GAMEPLAY

 

- Can I play all classes?

Yes, you should have 6 character slots available.

- Will I have to replay the story for each class?

Yes, as far as we know.

- Does each class have multiple skills/powers?

Yes each class has 8 skills total. Only 3 can be equipped at one time.

- Why can we only play in groups of 3?

PCF found that groups of 3 hit the sweet spot for balancing, optimisation and visibility, especially with some much going on in battle.

- How does difficulty scaling work?

The game utilises a world tier system. There are a total of 15 World tiers. In essence the more you kill, the longer you survive, the higher the world tier you unlock. Each world tier increases difficulty, but also your rewards. This can be adjusted up (to the max you have unlocked) and down at any point.

- How does endgame work?

Endgame consists of 14 expeditions, all fresh content. In essence, get to the end as fast as you can on the highest difficulty you can for the most rewards. See more here

- What if I miss a loot drop?

There is an auto loot feature in game.

- Why don't enemies drop loot in expeditions?

They do. It all just goes to the chest at the end. See clarification here

- Does that mean if I fail an expedition I don't get any loot?

No, as per the previous linked comment, you still get this loot even if you fail.

- Can I transfer loot to another character?

Yes, there is a stash system.

- How does crating and mods work?

See Here Approx 16 mins in.

- Is there an in game achievement system?

The game will feature accolade system which is something in between achievements and battle pass. It will reward you for doing actions you would normally do in gameplay with small cosmetic rewards so if you need extra motivation to repeat few side quests and spend more time in the game here it is. The system will give only cosmetic rewards and there is no way to buy your progress, it is also completely optional but completionists can have nice fun with it.

- How do armour stats work?

See an official breakdown here

- What weapons can we use?

From what we have seen you have Pistol side arms, and equip 2 primary weapons. So far we have seen Assault rifles, LMG's, Shotguns, Sub Machine guns and a variety of rifles including Snipers.

- Can I play the whole game solo?

Yes, the number of enemies etc scale depending on how many people are in your party. Expeditions are designed for 3 players, but should still be doable solo. See clarification here

- Is there PVP?

No.
 

QUALITY OF LIFE

 

- Will there be in game comms?

No - at this time there is no in built chat or ping system. See further explanation as to why this is here

- Will there be loadouts?

No, not at this time.

- Will there be a transmog system?

No, not at this time.

- Are there colourblind settings?

Yes, I believe so.

- What are the next gen upgrades for Xbox Series X and PS5?

Nothing has been confirmed yet, but we can expect some optimisation benefits etc. Suggestions that we should know for certain by the release of the demo.

- Do I have to be online to play?

Unless something has changed recently, I believe you have to be online to play.

- Is there a mass dismantle system in game?

Yes

- Is there an item protection system in game, such as item locking?

No.

- Will players be able to mod/hack their saves etc?

Alls saves are server side, so this shouldn't be theoretically possible.
 

CROSSPLAY/MULTIPLAYER

 

- Can I turn crossplay off?

Yes

- Is there a social hub?

There are hubs in game. However they will only be accessed by yourself and those within your matchmaking party.

-How does joining a friend work?

The game operates on a host based system. You join and play in the hosts world. Host migration systems should be in place if the host dc's. You can join any friend at any point once the prologue is complete.

- How does scaling work when I join a friend?

As you are in the hosts game, you play at the level and world tier setting they are at. So you will either feel OP or under geared if you join low/high level friends retrospectively. See more here

- How does loot work in a friends game?

Loot is instance based for each player. Loot drops depending on enemy level, which is in turn based on world tier. So if you are joining friends playing on substantially lower or higher world tiers. Loot drops in essence won't be much use to you.

- How will I invite cross play friends?

They have said they will utilise a friend code system.

- Is there a cross save system?

Only between similar systems - eg Xbox one to Xbox series x, or PS4 to PS5. You will not be able to cross save between platforms, eg from Xbox to PC, or Xbox to PS.
submitted by b4rn5ey to outriders [link] [comments]

Guilds : Feedbacks on an important and neglected part of Dauntless

I think it’s well known now for everyone that PHXL wants to push slayers on the “community side”, i mean playing with friends/randoms/guild mates instead of solo (Slayer Link / no Private Matchmaking), but the main community feature we should have available in the game to be able to play with other slayers, Guilds, is useless.
Imagine World of Warcraft with Dauntless Guild interface. Imagine Dofus (Don’t know if it’s a game known in US/Canada) with Dauntless guild interface. A LOT of games (and I would say all online games) are dependent on their guild system because it’s the spine of those games to meet friends, to organise parties/fights, to share items/golds. We need this in Dauntless.
(I don’t want to enter into the debate like PHXL should allow private matchmaking for people who want to play solo. I’m just here to talk about guilds :D)
I can read a lot about “Trial rework” but not about “Guild rework” and I truly think the game needs updates about Guilds more than Trial’s. (Sorry Trial friends). Trial rework will impact something like 5% of the playerbase ? Where guilds can impact something like 80% of the playerbase. (Let’s assume that 20% of the playerbase wants to play solo from time to time and don’t even want to invest into guilds)
The content that can be added just by making guilds attractive for players is really huge, and I assume that PHXL doesn’t measure the impact and contents that will be triggered by adding a true meaning/utility for the guilds.
I’m not a fan of “public only” matchmaking but this doesn’t bother me too much. The thing is, I would rather have a big incentive to play with friends (Like Slayer Links but 7 days is kinda too much). If we can get some xp bonuses when playing with guild mates (Like +2% when with 1 guild mate, +10% with 5 guild mates) i’m sure PHXL will meet their objectives : We will play with friends/randoms from our guilds etc…
I understand why PHXL wants us to play with other slayers and remove private matchmaking (also the fact that it allows us to have really fast queue time) but the way it was handled was kinda … meh. Having incentives and getting “rewarded” (not necessarily getting physical rewards but friendly environment with only friends, nicely design UI …) to play with friends/guild mates will be enough for a majority of slayers to play with other slayers and not solo.
I mean, i think it’s a better way to handle this by adding incentives (XP bonus/specific events/User Friendly UI) than just forcing us to play with other slayers by removing private matchmaking.
One concrete example I have is the UI/Process to join friends : If i log and see a friend in HG. I need to text him, he then has to invite me, and when i have accepted it he has to quit his current HG to go to another one. So when i log in i’m like : Ok i will solo Esca. We need a process where we can just check our friend list, see friends on HG and just click on join.
(UI is an important topic and we have several examples in the game right now where we are blocked/limited by the UI so people have to find another way to do things... Joining friends is a first one, not being able to purchase X curiosities or X pots at the same time is another one.)
Currently guilds are useless for a lot of reasons and need some love ! Guilds are something like a second friend list rather than real guilds.
Guild UI is really not enough developed and misses a lot of information like :
Also as i stated earlier, we don’t have any contents linked to guilds :
Those are the main issues I see but I'm sure redditors will be able to add some they have in mind in the comments !
Please let me add some suggestions/ideas that can be added to the game to make guilds interesting. (Sorry here i won’t put housing/gardening … let’s be realistic. The game is not ready for housing, we need basic features first !)

User Interface :

A last idea, could we also have a specific tab to have a “guild trial leaderboard”. We should be able to see who performed the best in the current trial based on our guild mate list.
Lots of people don’t bother being in the top 100 EU but better have some competitions with friends. If we can have a dedicated leaderboard just based on guild mate that would be really fun to compete on trial with funs without the pressure of being (or not) on the global leaderboard.
UI needs to be focused first. Being able to have all the features we want (even housing Kappa) with this UI won’t meet the point. We can be 100, all playing, we need to be able to see who is playing what, if we can join, …
I’m 100% sure the reason guild is so underused currently is because the UI makes it so hard to identify who gave up the game 2 months ago and who played yesterday that every guilds end with so many inactive slayers that active slayers will try to make their own guild that will lead to, again, 80% of inactive slayers impossible to manage and kick properly with full knowledge and again and again ...

Guild upgrade :

Currently, guilds are limited to 100 members. I don’t know if there are some technical issues behind this.
Upgrade is a common feature for guilds in video games by the way.
Guilds can have a specific level from 1 to X, every level you earn Y slots for members to invite.
We can also imagine unlocking some features for the guilds like banners/bonuses for all members in a “Guilds Path” …
Leveling a guild could be done by sharing xp you get from Behemoths or investigating rams. Each slayer could spend rams for his guild that the officers will be able to spend for the guild to select the upgrades they want.
Having a way to have our own “Hunting Grounds” for the guild (that we should pay for ofc) would also be a nice idea. I don’t know if it’s doable or not but i saw some partners talking about this.
Hidden behind some criterias like : “Need to have more than 80 members”, you can buy “HG servers” where only your Guild mate can go.
Each upgrade can be locked behind several criterias like : “ Lvl 20 / 2 000 000 Rams / 40 members “ whatever, but the possibilities are important here.

Features :

Guilds are suffering from the same ailments than Titles : Noone can see it and you can’t flex with it enough.
One of the reasons people want to join a guild is to be able to flex (alongside the opportunity to organize parties, discuss etc… but i already discussed those points in UI/Upgrade part). I mean : I joined a guild, we make it to the maximum level, we have unlocked all the upgrades, we are well known by slayers because we have good results in trials, … I want to be able to show that when I'm in Ramsgate or in Public HG or in Trial leaderboards.
First of all, Guild Tag should be displayed on the Trial Leaderboard with Slayer names.
We then need to have blazon/banner shared by all guild members to be able to share the same colors/identity for all the members. “Ho ! This color and sigil, isn’t it the “Crab Worshiper Guild ?”
We could also have an option to share our blazon/guild name in a better way next to our nickname because currently it’s 4 small letters below the slayer name and you don’t even pay attention to it, never.
Finally, as i stated above, having some HG servers dedicated to guild would be great (if doable and if that’s something PHXL wants to do) but at least matchmaking could try to match guild mates in priority in Ramsgate/HG to make sure you will find your guild mates as much as possible in the game.
I will just add one last thing about sharings ressources. I really don’t think we should be able to trade rams/aether hearts/merits… with other people because it would break the game for newer slayers. But what about having a way to share pots with the guild ?
What if I can buy some pots, put them in the “guid inventory” so that my friend can take them to be able to farm ? It would lead to some guild efforts for people who want to perform in trials and people who don’t want to to also participate.
Sharing pots won’t break the game as it won’t allow newer players to be able to progress too easily or too fast in the game compared to being able to share aether heart or rams.
I played WoW for a long time and some members were dedicated and happy just to farm to make sure raiders will have enough consumables to raid.

Events / Rewards :

Slayer Link & Slayer Path have opened a lot of possibilities for the guild and I will try to share some ideas about events/rewards that can be added to the guilds to give them some utilities also.
A system near Slayer Link can be implemented at Guild level on a daily/weekly basis.
With one or several objectives linked to specific rewards like :
Each objective will unlock rewards for all members. Classical rewards like bounty tokens, rams, pots …
It will ensure guild members to participate in those weekly events to make sure objectives will be hit and rewards will be distributed to all members.
Second idea will be something near Slayer Path but for guilds. I already talked about this in “Guild upgrade” part but to sum-up. The idea is just to make people invest time/resources in guilds to be able to invite more members or just to unlock specific bonuses like “Gathering bonus” or “XP Bonuses when playing with guild mates” in something close to Slayer Path.
Those bonuses don’t need to be that big but can be locked behind some grind/lots of resources needed to, again, give objectives for guild mates to farm and create/upgrade their guilds with friends.

TL/DR :

PHXL, you want us to play in teams and not solo ? Please give us the tools to make it happen ! Removing private matchmaking will hit the point but it’s the hard way to do it for the playerbase. Give us community features, ways to play all together !
I have the feeling that guilds have been forgotten by PHXL as we cannot hear anything from them about it and i deeply think PHXL is missing a shot here as guilds will add :
Currently guilds are locked behind a User Interface badly designed (at least incomplete) and preventing us from being able to manage efficiently members activity (Joining guild mates, checking inactivity, being able to see who is doing what).
Guilds are also locked with a limit of 100 members max but that could be increased with a leveling/upgrading system of the guild to add some grinds for people/community to make their guilds the guild they want with special cosmetics/rewards to flex around Ramsgate and other game modes.
Guilds can also be the way to add dedicated servers for HG (near private servers but not for only one player, for a guild !) and to add new features like “Slayer Link” for guilds with achievements to make every week/day and share resources such as pots for people trying to make it to the leaderboard !
PS : OFC there are a lot of possibilities with guilds such as housing, guild leaderboards, gamemode around guilds … But I wanted to focus on “doable” and “easy” things to add to the game that can be done in a reasonable timing. (Not a dev so, sorry if it’s not that easy :D) Feel free to share your ideas if you have some to share !
submitted by Kahinh to dauntless [link] [comments]

Diablo Immortal AMA with Wyatt Cheng (Lead Designer) and Caleb Arseneaux (Lead Producer)

Hello folks,
Today folks who are part of the technical alpha for Diablo Immortal had the opportunity to ask questions in an AMA style format for Wyatt Cheng (Lead Designer) and Caleb Arseneaux (Lead Producer). Below is the full text of the AMA. Enjoy!
sVr: Will there be seasonal buffs or events ? (RedDragonFlayer)
Caleb Arseneaux (Lead Producer): So we are definitely looking to have a variety of cool events. There's actually one event in the game right now which is the Challenge Rift Event. You can see this on the left side of the main menu. The backend that drives that event can and will be used to run new events in the future. Maybe we'll make Halloween a special thing?
sVr: Will PvP have a reward system? (RedDragonFlayer)
Caleb Arseneaux (Lead Producer): We have more plans for PVP that we can't talk about just yet. But I hope you guys have been able to check out the Bilefen Zone Trial. One thing I can say now is that none of our PVP plans are going to move the game towards an eSport. What we want is a fun place that players of all types can gather and have a good time killing each other.
sVr: We have runes, however, they are just materials currently. What about Runewords and what made you "not include" them? (Swootcandy)
Wyatt Cheng (Lead Designer): No current plans for Runewords. Runewords are super cool, but their functionality overlaps a bit with Legendary items. We wanted to include runes as a consistent thematic element so using them as a reagent in the crafting recipe seemed cool.
Leviathan: Can you speak towards Hardcore and if it will be in? If not, philosophies on why?
Wyatt Cheng (Lead Designer): Hey Levi. Not only does Diablo Immortal extend character progression, but it is also an inherently social experience, in that we want to encourage players to join guilds and build in-game friendships. Having your buddy permanently disappear from your guild because their character died in an unfortunate and gruesome way could be a fun idea for some, but it's not the experience we're looking for, so we do not currently have plans for Hardcore mode.
MuggleMama: Is there a reason some legendary gear needs to be identified but some does not?
Caleb Arseneaux (Lead Producer): Sometimes we identify the gear when you get it from somewhere like the free track on the Battle Pass, but the legendary drops from the rest of the game should be unidentified. Right now there's actually a bug in the game that makes this inconsistent, and we'll be fixing that in the future.
Leviathan: Some of the people on my stream notice (and love) that many of the sounds are from old Diablo games. Are they placeholders or there to stay? Great nostalgia.
Wyatt Cheng (Lead Designer): All the sounds you hear are intended to stay unless we have a reason to change it. Personally I love the nostalgic sound of gold falling on the ground.
Leviathan: Will there be a transmog system or ways to customize characters so that people can differentiate themselves from one another?
Caleb Arseneaux (Lead Producer): We are not currently looking at a transmog system but we do have a couple things which are similar. The first is that we are looking at a way for your to manage your legendary powers more easily. No details to share about this right now but stay tuned.
The second is that we are planning to have full body cosmetic outfits. These will be available as a real money purchases in addition to being on the paid track of the Battle Pass.
sVr: What are your plans to "circumvent"/"restrict" the continuous powercreep inherent to ARPGs (with each major content patch)? (Demonic Eevee)
Wyatt Cheng (Lead Designer): Hey sVr. I'll answer in two parts. We plan to cap Paragon progression and gradually raise that cap with each new content update. Legendary powers are designed to scale and will carry forward to higher level versions after content updates as well. Gems and Legendary Gems can also be unsocketed and carried into a new sweet item in the future. The second part would be with regards to the numerical tuning. Without diving too deep into the math right now, one of the reasons we have both "Attack" and "Offense Rating" as well as "Life" as well as "Defense Rating" is so that these attributes can scale linearly over time, while still making you feel more powerful. Normally you need exponential numerical growth to really feel the power difference, but the dual-attribute system should allow us to avoid crazy large damage numbers over time.
Leviathan: Will the Bestiary have statistical details on enemies (like if they have Armor and such - could help with gearing/more info) or be more flavorful/lore based?
Caleb Arseneaux (Lead Producer): The Bestiary entries are going to show more about the lore of the creatures than gameplay related details. We want to reveal more of the world every time you get a new page.
Leviathan: How is the Power stat on items calculated? What does it take into consideration?
Wyatt Cheng (Lead Designer): Power is calculated from all the stats on your item. The attributes on your item (strength, int, fort, spirit, willpower) are all 15 points each. Your particular build might value one attribute over another, but we didn't want to try and guess which ones you are looking for so they are all weighted equally. Then there are extra points added for magic and legendary properties. Again, we try not to make judgement calls on which property you might want for your character, the points added varies with the level of the item but not with the property itself. Finally, sockets are given a base score (I believe it's 48? Don't quote me on that) to make the socket appealing. Ultimately the "Power" of an item is supposed to give a rough gauge of which item might be better for somebody who doesn't want to do a lot of math but the actual best item might differ for somebody who wants to do a lot of min/maxing.
Dredscythe: Reforge seems to be unlocked at 45 (current level cap). Is that the plan when 60 is the new level cap, or can we get access at lower level 30, 45, etc.?
Caleb Arseneaux (Lead Producer): Reforging is available when you get a Legendary item to Rank 6, not when you reach a certain level. It might not be common to get to that point before max level due to the amount of crafting materials needed to rank up your items.
Dredscythe: The XP to level ramps up after 30 quite a bit, what’s the plan going forward looking at 60. Aimed for play time in hours range?
Wyatt Cheng (Lead Designer): I can't give any specific time amounts because we'll be analyzing data and feedback from the Tech alpha to possibly go back and make adjustments to the 1-45 experience as well. However, a few high level goals: (1): The amount of XP and time required to level post 45 continues to increase in the same way that things increased after 30. (2): We like the way level 1-20 feels in that it's very fast which is great for getting people into the game. (3): As a singular data point the last level from 59 to 60 should be about 2.5 hours for most players.
Neinball: Is it possible to use the phasing tech when interacting with quest givers/story points so that we don’t get swarmed with mobs while unable to control our characters?
Caleb Arseneaux (Lead Producer): In Technical Alpha we have an issue where sometimes you are attacked by mobs while you are in a dialog sequence with an NPC. We definitely will be fixing this in the future.
echohack: Upgrading individual items and gems is a major shift for Diablo Immortal from previous games. We currently know about several upgrade systems: Gems, Legendary Gems, Charms, Reforging, and Salvage. What limits are being put into place to prevent Pay2Win from dominating these upgrade systems? Are there some upgrade systems that will be driven by gameplay only, and never influenced by monetization (such as the current Blacksmith / Salvage system)? (Chaosteil)
Wyatt Cheng (Lead Designer): Echohack, great question! When we set out to make Diablo Immortal one of the first "tentpoles" we laid down is that the gear should be earned strictly through gameplay. I think the question understates just how important gear is (and by extension salvage/rank up) and how it affects gameplay... it's the majority of your power. I think it's worth noting that I don't think the "hunt" part of the item hunt feels strong enough yet and we hope to tune it more after the Tech Alpha. sVr alluded a bit to this in feedback he gave relating to the stats on items (still waiting for you to send over your details sVr!!!) The "magic" attributes that roll on items such as "+3% damage for your primary attack" don't feel impactful enough yet, and the attributes that initially appear on an item might be a bit light compared to the attributes gained from rank-up. Beyond items, Paragon is another example of a system you use to upgrade your character solely by playing the game. We don't have XP boosts and that was a conscious decision. At its core everything you do in Immortal is tied to gameplay: how you progress, acquire gear, earn various items, etc. all have to be done by actually playing the game, there's no way to bypass that.
echohack: Will bluetooth controllers, or other mobile phone controllers such as the PS4 / PS5 / Xbox / Nintendo Switch Pro / Razer Kishi be supported?
Caleb Arseneaux (Lead Producer): We get this question a lot! During Technical Alpha we're focused on making the best mobile experience for our players. However, because it's been such a common request from the community we hope that we can test controller support in the future.
Lord Fluffy: It seems pretty clear that a lot of assets were reused from Diablo III? I assume work wasn’t done to actually recreate these assets exactly as they were in D3. So, assuming you’re somehow importing them... why not import everything to give us a a way bigger pool of Elder Rift maps?
Caleb Arseneaux (Lead Producer): We are still in active development on the game, so the assets in Technical Alpha now will not necessarily be the versions we ship with. I'll talk about environments for a second because you brought up Elder Rift maps. The game engine for Immortal is in many ways capable of higher quality in art than we were able to achieve in Diablo 3. On top of that, we have a large talented art team that have their own creative ideas on how Sanctuary should look in Immortal. So between the tech and the team we have invested a lot in making new zones that have never been seen before, but also recreating zones you have seen so they are fresh and reflect our commitment to quality.
echohack: Can you talk in more detail about rewarding players for exploration? Specifically, can you talk in more detail about Lairs and "Legendary Monsters" (name?) -- these seem very interesting!
Wyatt Cheng (Lead Designer): The Lairs are intended as fun side dungeons that are rewarding to explore when you come across them but not quite common enough to explicitly farm. Ideally when you're out in the world for other reasons, like main questline, a Zone Trial, or doing bounties you see a Lair and think "ooooh! Shiny!" and jump in, but we don't necessarily want you to wander the world aimlessly looking for them as your top priority. With regard to Legendary Monsters, they're a bit similar to Lairs in this regard, but with the possiblity that you may or may not ask some guild mates to come and join you if they're online. I'd love to know if you all think we're close on these goals.
echohack: Is the current hub-and-spoke model for towns similar to what we will see at release? (ie: Westmarch the main hub with minor towns in other zones)
Wyatt Cheng (Lead Designer): Yes - the way the minor towns are set up with Westmarch as the capital city is the plan for release.
Lord Fluffy: Would Blizzard ever consider a pay to play server of Diablo Immortal where you couldn’t pay to win?
Wyatt Cheng (Lead Designer): Hey Fluffy! We really want to introduce Diablo to as many players as we can around the world, and we believe the best way to do that is with a free to play game. It's also important for us to make one shared experience and not split up the community. I was watching your stream when you were pushing Challenge Rifts and I know some concern was brought up that this wouldn't be as enjoyable for you when the Crests are ultimately purchasable in the future. In that regard, I think an important note is that Challenge Rifts are not going to be the ultimate end game that Greater Rifts are in D3. I don't want to spoil anything right now, but I will say it includes both PvE content and activities for larger groups of players. Grats on getting #1. BTW, in Australia there's a Barbarian who cleared 40. :wink:
sVr: For the remaining 15 levels to 60, is each class going to see new skills? (or are the current skills stretched over to 60)?
Wyatt Cheng (Lead Designer): The tech alpha does not include all the skills characters will be able to learn when the final version of the game is released. There are 2 additional skills per class and we are hoping to add more skills to each class post-launch as free expansion content.
Mugglemama: Will phasing be used to reduce the number of people you see in places like Westmarch? Or will it become overloaded with players?
Caleb Arseneaux (Lead Producer): There are a few things we're doing to help combat having too many players on screen. First, when many players are in the same zone at once we do spin up a second copy of that zone and divide the players between the different areas. Secondly when a large number of players are on the screen at once we do some dynamic culling of players who may be farther away from you to help performance. Even right now we are hanging out in Westmarch and you can see how characters fade in and out depending on their proximity to you. We will continue to tweak and improve this system so that points of interest in Westmarch are not overcrowded.
ECHO Gaming: How will the battle pass work across multiple character accounts. If you purchase the pass will it only work for one character per account or across all characters on that account.
Wyatt Cheng (Lead Designer): Hey Echo. The current plan is that you purchase the Battle Pass once and it unlocks the benefits and paid reward track on all of your characters. Pretty sweet right? While we're on the subject I want to clarify that we are currently thinking of a monthly battlepass that starts at the beginning of each month and ends at the end of the month. During tech alpha the duration is set to 2 months only because we didn't want the battlepass to reset partway through the tech alpha in the event it goes past Dec 31 (duration of tech alpha still TBD. We are getting lots of good data and fixing bugs on the backend as it relates to server stability and other behind-the-scenes stuff).
Orelus: Will there be additional zones with upcoming patches once released or any plans for another classes joining the roster?
Caleb Arseneaux (Lead Producer): Yes! We are planning for more of everything. New Zones, new Dungeons, more legendary items, quest lines and bounties. We will even be working on new Classes to add. All of this will become a part of the game for everyone to enjoy for free without purchase.
Raxxanterax: How will the sharing of resources (if at all) be implemented into the released version of immortal? Currently our paragon levels seem to carry over to other characters, will anything else? Shared stash? Any other shared resources?
Wyatt Cheng (Lead Designer): Hey Raxx, I lurked in your stream on Saturday, it was nice to see you enjoying the game. Right now most of the progression is done on a per-character basis. Before I dive in I want to caveat that this is definitely an area of design that might change (or might not). We would love for more things to be shared between characters but the problem we ran into is that we also have bonuses (such as bounties, first kill of the day, battlepass) that reward you for activities on a daily/one-time basis. We don't want the best way of progressing your main to be rolling up a stable of alts and then funneling all the resources into your main.
Neinball: So after starting up a new character: is it meant to be a whole new experience (no shared currency, completely reset battle pass, etc) per character or a limitation of the alpha? And do paragon levels on those new character only unlock at max level?
Caleb Arseneaux (Lead Producer): Paragon is shared across characters but only unlocked when those characters reach max level. We did this to have a more meaningful leveling experience similar to World of Warcraft when your main character is the primary focus. We wanted to to make sure that a level 33 Demon Hunter and a level 34 Wizard had reasons to group and tackle hard challenges and create a social environment that is beneficial to the game. If that level 33 Demon Hunter had 300 paragon points to spent they would not need to engage in leveling the same way.
Leviathan: Has there been anything from the reports, videos, streams, that has surprised you in the alpha whether pleasantly or unpleasantly?What do you think of the alpha thus far, community reaction, etc.
Wyatt Cheng (Lead Designer): I'm really overwhelmed by the positive reception. It's definitely been a busy two years and it's very rewarding to be able to "show don't tell". I think one moment that gave me a chuckle on Sunday was opening two streams at once (I think it was Gregg and Raxx?). The two of them were partied up. I was on my anonymous-smurf account and joined them in the party. But then Gregg booted me from the party! LOL. Fortunately I could hear Gregg talk in stream about how I think he was poking around the UI.
Caleb Arseneaux (Lead Producer): We've been saying that "playing is believing" mantra for a long time. It's great to finally see you all play the game and hear their reaction. I've been watching multiple streams constantly for days and it's only made me more excited about making this game! Also I really thought I was good at CR pushing until a few days ago :frowning:
Lord Fluffy: Will there be end-game currency conversion? hitting that arcane dust blocker on the alpha right now and the progression slow down feels pretty bad. Just playing for rare drops and having thousands of reusable parts.
Wyatt Cheng (Lead Designer): Tuning the materials is one of the areas we're looking at for technical alpha. Things are constantly in flux during development, and the ratios of crafting materials is an area we wanted to learn more from this test. I don't know if running out of Arcane Dust feels any better than running out of Scrap Materials (you're always going to be blocked by /something/). One solution is to provide a conversion mechanism, but another solution is to provide different activities for different resource types. Maybe activity X is good for parts, activity Y is good for gold, and Z is good for Arcane Dust. All that said, it's awesome to see people getting to this part of the game, and this will definitely help inform decisions for the next phase of development.
Raxxanterax: How important are clans going to be? In Diablo 3 theyre mostly just another looking for group channel. Are clans in Diablo Immortal going to have more importance?
Caleb Arseneaux (Lead Producer): Guilds in Diablo Immortal are a great way to group up with like-minded players and we have achievements to help guide some of the activities. But I have to say that we have larger plans for social groups beyond what Guilds are in Technical Alpha. Can't say more than that today but we are excited to share more in the future.
Megax: What information do you intend to add to the bestiary? I couldn't find a way to decipher what power each rare and elite monster brings with it. The icons help but it is still not the complete information
Caleb Arseneaux (Lead Producer): The Bestiary will contain lore information on the many enemies to defeat in Immortal, but will not contain gameplay details. The Elite monster powers are dynamic every time they are spawned in the world. I think it's a good point of feedback that we should make sure that these powers are easily understood by our players.
Wudijo: Do they plan on trying to do a low config version for like 2-3 years old phones?
Caleb Arseneaux (Lead Producer): During Technical Alpha we intentionally have a pretty narrow list of supported devices that help us test compatibility, performance and stability. At ship our game will support as many devices as possible. And even after installing the game, you can customize the graphics quality to suite your preferences.
Wudijo: Items being the root of Diablo, will they add primal kinds of items in DI?
Wyatt Cheng (Lead Designer): There are no current plans to have Primals (or Ancients) in the game. That said, we do want to add more content after launch and Primals and Ancients are certainly on the table. However, I think systems like that are more interesting when they are also tied to new content (new ways to interact with the game).
Wudijo: At BlizzCon they said a fully fledged mobile game with no PC version, is it still the case or will this change?
Caleb Arseneaux (Lead Producer): We are focused on creating the best mobile Diablo experience. We are excited to bring the epic action rpg elements to Diablo veterans and newcomers alike on their mobile devices.
Wudijo: If there are no primals, what would be the other version, like uniques kinda replacing legendaries in D4, but for DI?
Wyatt Cheng (Lead Designer): For launch I feel the item system we have with game-changing legendaries and the rank up system is fairly robust. We do need to examine and tune the numerical values on attributes but no major changes planned right now. (but this is tech alpha, so things are always subject to change)
Wudijo: Considerations for another skill slot for movement or utility skill only?
Wyatt Cheng (Lead Designer): We have explored that but no current plans. We're pretty happy with the control scheme right now and want to avoid adding too much more complexity.
NotPatrick: What is the design intent, pacing and soft limits for your gameplay and paid systems? For example, gear upgrading and the amount of crafting material, paragon, and how to engage with the market?
Wyatt Cheng (Lead Designer): The short answer is we want the game experience to be enjoyable for both players who want to remain free and those who choose to spend money. How all of these systems interact with the player experience is something we're paying close attention to, and tuning them will be important to get the balance right.
Caleb Arseneaux (Lead Producer): Hey everyone I'm going to sign off for now. It was great hanging out and getting to answer all of your questions. I just want to say that this Technical Alpha is just a part of the game we are making and have much more to reveal in the future.
Wyatt Cheng (Lead Designer): Thanks for all the great questions. A few extra tidbits of information that I picked up from watching videos and streams over the past few days.
Auto-navigation is unlocked for a zone when you complete the main questline for that zone. That's why it's not obvious at first, but then available later (most often when a bounty sends you back to a previous zone). We could do a better job communicating this.
I don't know how many of your found Guild Achievements, but I've already made a note that we need to iterate on the UI here. If you open up your guild page and hit the arrow to expand to full screen, there's a UI for guild achievements.
Thanks again for all the great questions and I'll see you around!
submitted by echohack4 to Diablo [link] [comments]

This Week at Bungie - 11/5/2020

Source: https://www.bungie.net/en/News/Article/49751
This week at Bungie, we’re beginning our descent to Europa.
Every release, we have a long conversation about what we should show players leading up to launch, and what we should leave for players to discover. We want to build up the sense of wonder as a new Season or expansion makes its approach without spoiling everything that’s coming. With just a week to go before launch, we’ve almost reached our destination.
Video Link
Our Beyond Light Launch Trailer went live last week. A ViDoc, exploring Beyond Light and Season of the Hunt, is available for your viewing pleasure. We’ve released our Season of the Hunt calendar to help you plan out your days for the next few months.
Image Linkimgur
All that’s left is a quick preview of patch notes and a maintenance timeline. After that, we leave the rest to you.

It’s All in the Patch

Over the last few weeks, our goals have been to set expectations. We’ve covered the Destiny Content Vault, upcoming Sandbox changes, Gambit tuning, and more. These updates aren’t mind-blowing or overly game changing, they’re just nice little morsels to chew on in the final days leading up to launch. In any case, we hope you like the following quality of life appetizers before your meal is delivered on November 10.
Archives
Beginning November 10, two new kiosks will be available in the Tower. First up, the Quest Archive will be found next to the Postmaster. Our hope is that this removes some of the confusion when trying to track down the odd quest that you previously discarded. Additionally, this will be the place for any veteran players to pick up the New Light Quest on November 10, if they have a strong desire to experience new player tutorials and the (re-)introduction to the Cosmodrome.
Image Linkimgur
Next up, the Monument to Lost Lights Exotic Archive will be found by the Vault. Here, players may acquire various Exotics and Legendary Pinnacle/Pursuit weapons that were once available through now-retired quests. As many of these Exotics were tied to lengthy quests or difficult objectives, we wanted to make sure their prices reflected those previous efforts. Players will need an amount of Glimmer, destination materials, masterworking materials, and an Exotic Cipher or Ascendant Shard in order to purchase the Exotic or Legendary which they desire. We’re also introducing a currency, Spoils of Conquest, which can only be acquired when completing raids. This currency will be required for Exotics previously tied to Vaulted raids.
Image Linkimgur
In the past, Exotic Ciphers were very limited in nature. While you can expect one to be available as part of the Season Pass, Xur will also offer a quest to earn one Exotic Cipher on a weekly cadence.
Now, let's move on to some traditional patch notes...
Crucible
  • Trials of Osiris
    • Trials of Osiris Power level requirement increased to 1210.
    • Added ADEPT weapons and weapon mods to Flawless chest rewards.
    • Additional information here (link TWAB).
  • Maps
    • Added physics blockers to some out-of-bounds areas on Altar of Flame.
    • Added physics blockers to some out-of-bounds areas on Exodus Blue.
    • Added physics blockers to some out-of-bounds areas on Cauldron.
Player Identity
  • Login screens now have a dark background.
  • Updated the full-screen menus to have a dark background style.
  • Player waypoints now display Season Rank, HUD waypoints.
  • Added toggle functionality to the character screen, allowing the player to make a choice between Light and Dark subclasses.
    • Character screen visuals updated depending on player choice between Light and Dark.
Character Creation
  • Changed selection from "Male" & "Female" to "Masculine" & "Feminine."
  • Guardian head and hair models have been replaced with improved versions.
    • Several color swatches have been changed to better represent the applied color.
    • Player’s previous head selections are still used.
Misc
  • Fixed a bug that prevented online friends from showing up in the roster on Stadia for players with more than 100 friends.
  • Fixed a bug that occasionally prevented players from earning progress on bounties when joining an activity in progress.
  • This most notably impacted Iron Banner bounties and could cause players to have their Artifact Power bonus enabled during Iron Banner matches.
A few Sandbox changes that we missed in our Sandbox preview
  • Traveler's Chosen
    • Reduced muzzle flash intensity.
  • Point of the Stag
    • Increased Point of the Stag's Max Power Level to 1310.
  • Divinity
    • Fixed a bug that prevented some weapons from dealing precision damage to the Divinity cage (e.g. Eriana's Vow).
  • Hunter Dodge
    • Increased Hunter's Dodge cooldown by a few seconds.
    • (E.g. Tier 4, old cooldown: 22 sec. New cooldown: 26 sec.)
  • Anti-Champion Mods
    • Anti-barrier rounds will now penetrate Taken Phalanx shields.
    • All Anti-Champion mods have been shifted to armor, rather than taking a weapon mod slot.
  • Orbs of Light have been changed to Orbs of Power as they can now be consumed by Light and Dark subclasses.
Before we end our patch note preview, we do want to call out the collectors among you who have been talking about the impending removal of Expired Ramen Coupons from your inventories. We know this one stings a bit. It’s a byproduct of us cleaning up inventory systems and doing general maintenance.
We want to a provide a parting gift before these coupons are tossed into the bin. These coupons can’t be redeemed for spicy ramen, but they can decorate your desktop for as long as you desire.
[4k – SPICY RAMEN COUPONS]
Image Linkimgur
…and there we have it. Full patch notes will be released on Tuesday around launch time. Stay tuned!

Novembrrrrrrrrrrrrrrrrrrr

With a new expansion coming next week, we also have a fresh update coming to Bungie Store! We’re entering the holiday season, so it’s a pretty good time to start gift shopping for your favorite Guardians out there in the world.
Image Linkimgur
Starting November 9, upgrade your arsenal of collectibles and gifts at Bungie Store with new exclusive products and free in-game emblems with purchase, including the Destiny 2: Beyond Light Original Soundtrack!
Cosmic Alignment (Available November 9 through December 4, 2020)
Image Linkimgur
Between Stars (Available November 9 through February 9, 2021)
Image Linkimgur
Shattered Harmony (Available November 9 with purchase of Destiny 2: Beyond Light Original Soundtrack)
Image Linkimgur
Follow @BungieStore on Twitter for more deals and discounts to be announced every Friday in Novembrrrr from The Drifter, The Exo Stranger and Variks.

Let’s Talk Maintenance and Pre-Loads

Image Linkimgur
Next Monday, November 9, Destiny 2 will go offline for an extended maintenance period. We want to give everyone ample time to download Destiny 2 Update 3.0.0. Our teams are prepping for the launch day assault on our servers. Destiny Player Support has the full timeline for maintenance, downloads, and more. Read up, spread the word, and get ready for Beyond Light.
This is their report.
UPDATE 3.0.0.1
Next Monday, maintenance for Update 3.0.0.1 will begin. Below is a timeline of events:
  • November 9, 3:30 PM PST (2330 UTC): Background maintenance for Update 3.0.0.1 will begin.
  • November 9, 4:00 PM PST (0000 UTC): In preparation for downtime, players will be removed from activities and will be required to download a small update before logging in again.
  • November 9, 6:50 PM PST (0250 UTC): Sign-on for Destiny 2 will be disabled.
  • November 9, 7:00 PM PST (0300 UTC): Destiny 2 will be brought offline for expected maintenance. Players will be removed from activities and won't be able to log back into Destiny 2 until 9 AM PST on November 10.
  • November 10, 9:00 AM PST (1700 UTC): Destiny 2 Update 3.0.0.1 will be available across all platforms and regions. Players will be able to log back into Destiny 2.
  • November 10 12:00 PM PDT (2000 UTC): Destiny 2 maintenance is expected to conclude.
For more information, please visit our Destiny Server and Update Status help article.
BEYOND LIGHT PRE-LOAD
Pre-load for Update 3.0.0.1 will be available prior to the game’s release. Below are pre-load timelines and instructions based on platform:
PlayStation
Beginning on November 8 after 8 PM PST (0400 UTC), users can start pre-downloading Update 3.0.0.1 by:
  • Navigating to Destiny 2
  • Pressing the “Options” button
  • And selecting “Check for Updates”
In an effort to decrease server load, some PlayStation Plus users may be able to pre-download Update 3.0.0.1 starting on November 7 after 8 PM PST (0400 UTC) if they have auto update/download enabled on their PlayStation 4. For instructions on how to setup auto update/download, please click here.
PLEASE NOTE: BUNGIE RECOMMENDS THAT PLAYERS SHOULD NOT DELETE THEIR CURRENT VERSION OF DESTINY 2 ON THEIR PLAYSTATION CONSOLE TO SPEED UP THE PRE-DOWNLOAD PROCESS.
Xbox
Pre-load for Xbox will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. For instructions on how to setup auto update, please click here.
PC
Pre-load for PC will be available shortly after Destiny 2 is taken offline for expected maintenance at 7 PM PST (0300 UTC) on November 9. Update 3.0.0.1 should automatically be put in the Steam download queue once it is available to pre-load. For more information on managing Steam downloads and updates, please click here.
STORAGE REQUIREMENTS
Below are the updated storage requirements for Beyond Light:
Platform |Destiny 2 Install Size |Storage Space Needed for Installation | |--|--|--|--|--|--|--|--|--| Xbox Series X|S|65.7 GB|65.7GB| PlayStation 5|70.78 GB|70.78 GB| PlayStation 4|70.78 GB|171.68 GB| Xbox One|65.7 GB|65.7 GB| PC|69.7 GB |186.2 GB** |
** PlayStation 4: Includes current installed version of Destiny 2 (100.9 GB) + Update 3.0.0.1 pre-load (70.78 GB) = 171.68 GB*
*** PC: Destiny 2 Install Size may vary based on languages installed, size shown is maximum size possible *
** PC: Includes current installed version of Destiny 2 (up to 116.5 GB) + Update 3.0.0.1 pre-load (up to 69.7 GB) = 186.2 GB*
DESTINY CONTENT VAULT AND THE END OF SEASON OF ARRIVALS
With the start of Year 4 and the introduction of the Destiny Content Vault on November 10, certain items will be deprecated from player inventories that correspond with Vaulted destinations, activities, and campaigns.
Players should review our help articles on items being deprecated at the start of Year 4 and items being removed at the end of Season of Arrivals for more information on items, quests, and currencies that will be removed from player inventories at the start of Year 4. Some items listed can be used or turned in for rewards, such as Glimmer, weapons, and armor, so be sure to do that before November 10.
Additionally, certain Titles will become Legacy Seals and unavailable to earn at the start of Year 4. Players should be sure to equip the following Titles before November 9 at 7 PM PST (0300 UTC), after which they will be unavailable to earn. For more information, please visit our Year 4 Triumphs Update help article.
Seal |Title | |--|--|--|--|--|--|--|--|--| A Shadow Rises|Shadow| Reckoner|Reckoner| Black Armory|Blacksmith| Destinations|Wayfarer| Lore|Chronicler| Undying|Undying| Dawn|Savior| Almighty|Almighty| Arrivals|Forerunner| Moments of Triumph 2020|MMXX|
BUNGIE REWARDS
With the release of Beyond Light on November 10, certain Bungie Rewards will no longer be available to earn. These include the ‘Eclipse Sunset’ and ‘Sunset’ emblems, the Year of Shadowkeep Artifact Coins, the Moments of Triumph t-shirt, the Raid Ring, the Prophecy Dungeon Hoodie, the MMXX Seal, and the Forerunner Seal.
Players should be sure to earn these rewards by November 9 at 7 PM PST (0300 UTC) and claim these rewards from the Bungie Rewards page before November 13 at 8 AM PST (1600 UTC).

Encore

Image Linkimgur
Before we kick off a new year of Destiny content, we have a final round for Movie of the Week. 2020 isn’t over yet, but we’ve had a blast watching community-created content throughout Shadowkeep and its associated Seasons. Many thanks to those who’ve submitted their footage (and art!), as it’s kept us sane week over week.
Here are your final Movie of the Week selections before Beyond Light brings some Darkness to the table.
Movie of the Week: Thanks, Taken!
Video Link
Movie of the Week: Festival of the Lost, Parting Shot
Video Link
Movie of the Week: Give ‘em a hand
Video Link
Movie of the Week: SEVENTH COLUMN!!! ...AND ANOTHER ONE!
Video Link
Movie of the Week: It isn’t over until it’s over
OMG can someone explain this please?!?! Like wtf just happened🤷‍♂️🤷‍♂️ @A_dmg04 @Gladd @BungieHelp @Xbox pic.twitter.com/aYNfaeG7WM
— TG DuAc (@TGDuAc1) November 2, 2020
Next week, we’ll have a new companion section for Movie of the Week. We felt it important to give the same spotlight to the artists of our community as we’ve been giving to those who create fun videos.
To throw your hat in the ring, submit your content to the Community Creations portal on Bungie.net. If you also post your content to social media, tag it with #DestinyMOTW or #DestinyArt. We’ll snag a few winners each week and grant them some fancy new emblems.
We’ve been here a few times. What was once months became weeks. Weeks have become mere days. Five more sleeps stand between you and Beyond Light. Well, that’s if you can even sleep the night before launch. I know I probably won’t. Many of you have been on this journey with us from the start. In the last year, numerous Guardians have begun their journey through New Light. No matter how long you’ve been a Guardian, we can’t thank you enough for playing.
Stay hydrated. Be healthy. Treat yourself well.
We’re almost there.
See you starside.
-dmg04
submitted by DTG_Bot to DestinyTheGame [link] [comments]

Los Santos Summer Special FAQ, Links and Discounts!

Rockstar has released their brand new Summer Special DLC including a ton of brand-new vehicles, missions and clothing items available for purchase.
Some previous links to get you sped up on the DLC:
This thread will become a host for all the further official announcements by Rockstar, reputable datamines and user-made content by our very own members such as R* Editor clips, screenshots, guides and the like! FAQ will be included here as well. So if you're busy at work and can't play yet anyway, give these links a look!

General Information

As of about 10AM UTC the update is out now on consoles - it seems to be about 2GBs in size. Will update soon! Edit: Now available on all platforms from what I can tell.
Feature Updates & Improvements

New Content and Discounts

New Content:
Legendary Motorsports:
Southern San Andreas Super Autos:
Benny's Original Motorworks:
Kudos to klegnut for the upgrade costs.
Clothing:
Thank you to Cpt_Foresight and Azarenas for the new clothing info!
Podium Vehicle:
Double GTA$ and RP Activities:
Discounted Content:
Time Trial:
RC Bandito Time Trial:
Thanks to Biomixels for the time trials.
Premium Race:
Twitch Prime Bonuses:

Links

FAQ

When will the DLC drop?
Soon. Rockstar usually pushes updates around 3:30AM EST or 9:30AM UTC. Check this helpful map showing all the timezones.
Does the DLC cost money, how can I get the DLC?
The DLC will be made automatically available through whatever launchestore you have the game on. Those using the Rockstar Launcher can expect to see their games updated first, so be ready for that.
What can we expect?
Judging by Rockstar's announcements and timelines, this DLC won't be massive. They've confirmed new business battles and yacht missions, probably comparable to the previous client jobs we've gotten with the Terrorbyte.
Additionally they've teased some cars, of which we've gotten images of a new supercar, a musclecar and an F-1 car. Some new race modes have been mentioned as well. It's safe to assume that the content will be dripfed in stages, especially the more interesting items might be left for later.
Have the Acura NSX and new Toyota Supra been added?
Some images of the Toyota Supra and Acura NSX being converted at Benny's have been floating around - these are fake and have been put into circulation by a clickbaity asshole who shall not be named.
Are weekly updates on Tuesdays starting now?
Probably not. Rockstar always goes a little off their usual schedule with DLC drops and this is probably the same thing. It's hard to say if the sales will already change this Thursday, but I'd recommend y'all reek the benefits of the sales before you regret it.
What's going to be on sale next? / When will the next sale be up? / What's going to be in the next DLC?
If any Rockstar employees are on this sub, we'll let you know.

User Submitted Content

Informative:
Snapmatics:
We're also hosting a Summer Special DLC Discussion Megathread which will be unlocked once the DLC has dropped to keep discussions related to the release of the DLC and first wave of content in one place. Have fun playing everyone!
submitted by Dan6erbond to gtaonline [link] [comments]

I mined my first Ethereum nickel (0.05 ETH)! Here’s my journey and some lessons learned

There are lot of new to mining folks here, I’m one of them. Here is my journey and some of the lessons I learned

Why did I go here?

When Bitcoin hit $40k I finally decided that cryptocurrency isn’t going to go away. And if it’s not going to go away I should look into it. The sad thing is that in the early early days of bitcoin I had played with getting a miner going. I even got to the point where it was happily mining away on my computer. But then I had to get back to work and when my computer rebooted I never started it up again. What a loss!
I should also call out, the EtherMining guide is really good. If you are starting your mining journey it’s very helpful

The Wallet

I made the investment in a Ledger wallet. I’ve seen the reddit post that made it to all about poor souls that lost huge amount because of some hack or thievery. If I’m going crypto I’m controlling the keys. I did some research and determined that Leger or Trezor are the best cold wallets. After which I read on Ledger’s site that you shouldn’t mine directly to ledger because it can’t handle a large amount of small transitions (more on this later). Did some google and went with Mew for my mining software wallet figuring I’ll transfer to ledger after.
Here I learned about the magic 20 words or a Mnemonic phrase. Unlike banks, Ledger and Mew don’t hold your account. They are simply devices. If Mew is installed on your phone and if you lose your phone you’re screwed and you can lose all your holdings. Unless you can rebuild your wallet with the Mnemonic phrase that is. Alright, good stuff. I have mine and a safe wallet

And Ethereum?

Of course first I looked into mining bitcoin again. What? You need an ASIC miner these days? Holy shit they cost how much? Alright, who’s number 2. When you start researching about Ethereum it’s pretty freaking cool. This thing could overtake Bitcoin someday and you can mine it with a GPU. Hey I have one of those!

The card

I have a 2070 super which I got shortly after they were released for under $500. I’ve been using it for video games and it’s great. Who knew there would be a run on GPUs and the cards worth more than I paid for it!

The Pool

I quickly learn that solo mining is a fool’s game with Ethereum, you need a pool. I went with Sparkpool simply because it was the largest. As the new guy I don’t need to be trying out the newest pool, I want stability. I also wanted to stay anonymous, turns out all you need is a deposit address. Nice

The miner

Fees to use a miner? The heck? I’m not afraid of a CLI, let’s go with the free one. I download the latest Ethminer. Now we hit the first real challenge as the example configurations were all over the place. After some trial and error I settle on a .bat that does;
ethminer.exe -P stratum1+tcp://
[[email protected]](mailto:[email protected]):3333

We’re mining!

On Sparkpool you can search by your wallet address. After ~10min, there I am. Cool! I’m mining! Change the sleep settings on Windows and I’m mining while I sleep. Now when can I get my earnings? Let’s see they pay out at 0.1 ETH….. Let’s do some math…. Yeah that’s not happening for a long time. Ahh, they pay out on the 28th of the month even if you don’t make 0.1. Just got to wait. And this is where I was for a few weeks

On to Upgrading

I’m mining, what a fun start. I’m not in a position to put together a rig though. Maybe there’s some reasonable changes I can make

The Miner

Let’s start easy, the miner. I see post on EtherMining that Phoenixminer is just the best (I’ve since read the same thing for about 3 different miners). Ok, I don’t like the idea of a fee but I have stats at Sparkpool, let’s see what it does to the average. Around this time I found the guide on EtherMining and learned about adding commands to my .bat file for etherminer or phoenixminer as well. My .bats now start with
setx GPU_FORCE_64BIT_PTR 0
setx GPU_MAX_HEAP_SIZE 100
setx GPU_USE_SYNC_OBJECTS 1
setx GPU_MAX_ALLOC_PERCENT 100
setx GPU_SINGLE_ALLOC_PERCENT 100
Turns out I do get a bit better results with Phoeixminer. Nothing amazing but it is better. And the reporting in the CMD prompt is better. I can see information on my card and hashrate. Cool!
I also finally take the time to find my electricity bill to see what I’m paying. My cost per kWh is 0.09, lucky me! Plug that into mining calculators online, I’m ok. At least I’m not losing money.

How about a 3070?

Alright, this is fun and all, but what if we can could do more. My computer has some more PCIe slots. How much could I make with a Nvidia 3xxx? Turns out betterhash let’s you know. You can plug in any card there and get a hash estimate. Turns out I could make over $100 month with a 3070. At $600 the card would pay for itself in 6 months!
….There are no freaking cards for sale. Anywhere. What the heck. How late am I too this game? And the ones that are available, they want $980 for a 3070? I look deep. I make the half hour trip to Micro Center and get told to try coming in at 8am every day and I might get lucky. Not looking good.
Finally I recall I used to order stuff from CDW at my old IT job. I hit pay dirt! They have a 3070! It’s expensive but it’s not $900. Card ordered! (Since then, they’ve been out of stock. I got lucky)

Upgrade issue #1

I need to make room for the 3070. My 2070 Super is a 3 fan and it’s long. There’s not room in the 2nd PCIe slot in my case for the long card. I end up moving everything around and break off some plastic from the hardrive cage, I got it in!
I have a 3rd PCIE, can I put a card there? Not unless it’s super thin, the power supply is right under it. Looks like I’m limited to 2 cards for now.

Upgrade issues #2

My new 3070 is extra wide (PHY uprising edition if you care). The fans literally sit on the 2070. And with both cards in there my computer is hot! My computer feels like a heater right now. Let’s google on how to deal with heat. I learn about and download MSI Afterburner. Pretty cool tool! Not only can you see the temperature you can adjust a lot of settings on your GPU. I spin up my miner and start MSI afterburner. Ok, the 2070 is doing fine, let’s see how the 3070 is doing.. 90 degrees, ok, ok. Wait it’s Celsius, holy crap! What the heck! That’s 194 degrees F! It’s gotta be that wide ass 3070 making the fans sit on the 2nd card. The cooling air it’s sucking up is coming straight from the 2070…
I switch the cards (why did I break my hardrive cage?). Now the 2070 is back in the first slot which is not ideal, I liked the idea of using the 3070 for video games.. Spin up my miner, we are doing better. Both cards are in the mid 70s Celsius. That’s fine right? Do some googling… Crap, no it’s still too hot…
Time to upgrade the fans in the computer. Another half hour trip to Micro Center, I get a 140 and 120 size fan. I also get a fan controller because I noted that I only had 1 free fan plug in on my motherboard. The fan controller ends up fitting perfectly in a hardrive slot, like it was made for it. Fortunately I overbought my PSU and I have plenty of power slots for adding one offs like a fan controller.
Alright, I’ve filled every Fan spot on my case, there are 5 fans going…. And there blowing wrong…. After redoing everything because I messed up the fan directions…. (Remember kids, air should flow front to back and heat rises) Let’s try again!
Spin up the miners…. I’m under 70 degrees Celsius! Progress, progress. But high 60’s is still in the danger zone. Here is where I find some nice post in EtherMining on MSI afterburner settings. Raising my fan speed to almost 80, cutting my power to somewhere in the 70s, raising the memory clock to +500. Now I’m at 63 c! And my hash rate went up as a bonus!

Here I am and where I’m going

If you’ve made it this far, it’s been a learning journey for me. There are some things I can still do better at but I think I have the basics of Ethermining down. I’m happy with where I’ve gotten. I’ve also learned a ton about crypto currency.
Going forward, I might change from Sparkpool but I’m still on the fence. From EtherMining I know everyone and their mother is going to Flexpool. But I’m a small player (~100 MH/s) and waiting for 0.2 ETH for payout would take a long time which is risk. And I’m not sure what the PPLNs type plan would net me.
I’m also considering using the address for my ledger for my proceeds. It’s going to go there anyway and I would like to avoid fees from moving my coin around. I know ledger cautions about large amounts of small transactions but with a pool the payout is only once a month so I don’t think it applies. If the ledger can’t handle 12 deposits a year then I need to find something else anyway.
You know, I might have gone big but with staking being the future of Ethereum, the rising difficulty level of mining, not really having a place to put a rig or honestly the funds for one, I think I’m going to stay a small player and just see if I can eventually pay back this 3070 I bought. In the end it’s been a ton of fun and added excitement to the monotony of being quarantined to a house all day. Thank you for the forum post and the new hobby!
Were you entertained? You can always send things to 0xAD0cd237BDE28AF4Dc4E0D913285e74217384e29 (worth a shot)
submitted by teljaninaellinsar to EtherMining [link] [comments]

Challenger 1-Cost Reroll Guide and Comps for Set 4.5

Hi everyone, I’m RamKev or KevinRamen, NA Challenger. You might know me from my Dusk Vayne guide for Set 4 or from the latest GSTV Challenger Series tourney this week where I pulled off a win with Talon. With the mid-set update coming up, I wanted to write a general guide for what I believe is one of the stronger strategies during the early part of the set – rerolling for 3* 1-cost carries (it’s also my favorite way to play the game). I want to go over the general cadence of rerolling, including important decisions like when to roll and when to level, and share a list of units that I believe are carry-worthy for the new set.
 
This is my Lolchess for reference: https://lolchess.gg/profile/na/ramkev
 
Before I get into any of the specific details, I want to go over my general philosophy behind the cost-benefit tradeoffs of rerolling for 3* 1-cost carries.
I believe that one of the main draws for 1-cost reroll comps is their early and somewhat irregular spiking point compared to comps that rely on more standard carries. From my experience, you will for the most part be spiking hard at some point during round 3 when you hit one or several 3* units. For comps that rely on higher cost carries, standard roll-down points are around 4-1 or 4-5, which means that in a typical lobby, you can very likely streak up until round 4 carousel. Assuming you hit, this basically grants you an enormous injection of gold in the mid-game from streaking and being able to greed levels as a result of board strength. This strength is exacerbated even more during the early set, where most people are still not familiar with traits or units and are playing weaker boards during the mid-game as a result.
 
Rerolling for one-cost carries is also a great way to abuse the chosen mechanic in set 4. If you are playing around a 1-cost carry, it should always be a chosen unit, because not only will it get the chosen stat bonus, but essentially being given 3 copies of the same unit all at once makes the path to 3-staring that unit so much faster. It also makes the decision of when to sell and reroll for chosen a lot easier because you’ll be playing the same chosen throughout the entire game.
 
Unfortunately, you are taking on some risks by choosing to reroll for a 1-cost carry. The biggest one is sacrificing in-game flexibility. If you decide to commit, then if you don’t hit, you’re basically screwed. There are no backup plans. A 2* 1 cost carry will be nowhere near enough to carry you through the mid game, and if you end up having to spend all of your gold trying to hit a 3*, then it will take a while before you can start levelling back up, giving the rest of the lobby a chance to out-scale. If you get unlucky, it is very easy to go 8th, whereas playing flexibly which gives you several backup plans. In addition, it is very easy to lose health while rerolling – You will most likely be lower level than the rest of the lobby and can potentially lose early fights by several units. That is why it is crucial to play the strongest board you can while still maintaining decent econ. If you end up losing too much health, then even if your board strength is good, one bad fight can knock you out. Finally, and this applies to some comps more so than others, you are susceptible to being out-scaled in the late-late game. Many one-costs are lacking in large-scale AOE that the later game units can provide (Samira COUGH COUGH). This either means you should look towards replacing some of the current units you are using with more useful legendaries or you should look towards levelling to 9 and replacing your chosen with a legendary chosen.
 
IMPORTANT DECISIONS – ROLLING, LEVELLING:
Rounds 1 and 2:
The first and most important decision you’ll have to make is whether or not you actually want to commit to a reroll comp. This decision should almost always be made before Round 2 Carousel (and preferably before 2-1) and depends on several factors: Chosen unit, number of units, and items. There are no set-in-stone rules here (I believe that decisions in TFT should never be static), but I have a couple good rules-of-thumb that I use to give myself the go-ahead, ordered in terms of how strong they should signal you to go down the reroll route (3 and 4 are pretty iffy and can be high-risk since your odds of hitting are lower):
  1. If you have 6 or more of your chosen unit by carousel
  2. If you have 5 of your carry unit by carousel, including chosen, with one good component
  3. If you have 4 of your carry unit by carousel and can make a core completed item for them
  4. If you have a chosen unit with good items, and are uncontested
Again, you should not take these as strict guidelines. Sometimes it’s better to level, push an early win-streak and transition in the mid-game. Sometimes you might want to test your luck just for fun. These are just some good heuristics that I personally have found success with in set 4 and on PBE.
 
Rolling/Levelling:
NEVER ROLL BEFORE KRUGS!!! This isn’t just advice for rerolling, this is just general advice. No matter how you’re playing the game, you should NOT be rolling before 2-7 unless you somehow have 7 pairs or something ridiculous like that.
For Round 2, I usually don’t put any money into levelling, since this decreases your chances of naturalling 1-cost units. However, there are exceptions. If you happened to have pre-levelled during 1-3 and find a 1-cost chosen that you already had a 2* for, then you can still consider rerolling for that unit. Likewise, if you already have 7 copies of a unit and think you can push streak by playing an additional unit then you can level to 4 during 2-1/to 5 during 2-5 while still rerolling for that unit during Round 3.
 
General Eco guidelines:
Nothing set-in-stone here, but if you are still level 4 by the end of Round 2, you should be around 40 gold and pushing 50 by the start of round 3.
 
Round 3: If you have committed to rerolling, then this is the round where you have to make many micro-decisions that will ultimately determine how successful you’ll be in the lobby.
 
3-1 Roll-down:
In most reroll scenarios, you’ll be level 4 at 3-1. At this point in the game, you should be asking yourself if you want to roll some gold here and at what point you want to stop. You can donkey-roll all of your gold in hopes of hitting a 3. There are a couple benefits to this – you’ll hard spike incredibly early, and your chances of hitting are probably highest at this point in the game. I usually do not try to do this unless I have 7+ copies of the unit, because if you don’t hit, it is very hard to econ back up. Instead, I’ll roll a bit of gold to stabilize my board (usually staying above 30 gold). This means upgrading the rest of your units while also looking for your 1 cost carry. I tend to do this quite a bit, since it will preserve health in the long run, and you’ll be able to get closer to your 3 unit. Finally, you can choose to not roll at all. Feel free to do this if you think your board is strong enough and you have enough of the unit you want where you’ll be able to hit it easily without having to lose econ (6 or more).
 
3-2 through 3-6:
Rolling:
During these rounds, you want to econ back up and slow-roll for your 3*. When doing this, I want to emphasize a very important point that I believe many people in all ELOs have trouble understanding:
Health is the most important currency in the game.
People tend to forget this fact, ESPECIALLY when they are slow-rolling, even though I would say that it is even more important to keep this point in mind when you’re slow-rolling. What this means is that you should not be tunnel-visioning to stay at 50 gold. If you’re losing rounds by 5 units every time, you should be rolling a bit already until you have better frontline. If you’re 1 unit away from 3*, you should be rolling aggressively to hit. Don’t come crying back to me when you lose the game because you lost 80 health by the end of Round 3 while sitting on 50 gold for the entire game. Learn your in-game tradeoffs and adjust your value system accordingly.
 
Levelling:
You’ll be level 5 until your 3*. Once you hit, then you can think about levelling to 6 and ultimately 7. You should ALWAYS be keeping win-streak in mind when you do so. Are you strong enough to greed levelling until later? Does levelling make your board significantly stronger at the cost of 1 or 2 gold in interest? These are the types of questions you should be asking yourself.
 
Round 4 and Late Game:
At this point, most of the important decisions should be out of the way. Play the game as you usually do, focus on levelling to 8/9, positioning and looking for upgraded units/synergies. This should all be standard stuff. If you fall off early, you might have to roll at 8 for upgrades/replacement units. If you’re streaking, you can push 9 and look for legendaries. If you fall off in the late-late game, you can consider selling off your 1-cost chosen for a 5-cost chosen if you have the gold. This type of knowledge should be universal, regardless of what comp you’re playing, reroll or not.
 
Comps:
Carry Worthy: (first synergy listed is better IMO)
 
SyphoneDivine Nasus: A very strong carry unit throughout all points in the game. Ideally you get a JG + Titans on him, so he’ll be dealing tons of damage while becoming unkillable. I’ve seen a lot of people making the mistake of putting Gunblade on this unit. He does not need additional healing, he already gets that from the Syphoner trait. It is far better if he is itemized for DPS and tankiness.
 
Yasuo: Very standard comp that basically carries over from Set 4. Looking for items like QSS, Titans, IE, Last Whisper, etc. The only difference is that Xin has been replaced with Tryndamere, meaning it will be a bit difficult to get 6 Duelists online in the early game. You’ll probably have to make due with other enlightened/divine/syphoner units and synergies until you find that last duelist that you need. Hard spikes with Yone + Lee in the late game.
 
Mage Brand: This is basically the new Nami. You want a Ludens on him for sure since he benefits a lot from the CC-boosted damage. Then you’ll probably want some mana or defensive items to fill out the rest of his slots.
 
Divine/Vanguard Wukong: Good ol’ Bonkey Kong. He benefits a lot from AD/AS items. In Set 4, I would avoid playing the Vanguard chosen version of this unit, but with the changes to Vanguard, I can see him doing very well with lifesteal + Rageblade.
 
Dragonsoul/Sharpshooter Tristana: I have tried several times to make this unit work since she’s basically the Vayne replacement for 4.5. I think Shiv is probably the best item for her, since she gets an attack speed steroid as her ult, so she’ll be cranking out the autos and dealing tons of AOE damage.
 
Spirit/Assassin Diana: Haven’t had the fortune to play reroll Diana in any PBE games, but from what I have seen, she is very capable of popping off. Itemizes similarly to Moonlight Diana.
 
Untested: Duelist/Enlightened Fiora: This is a chosen I abused a couple of times on PBE. If you get a JG and a mana item on her, she is an absolute smurf, dodging damage and CC while dishing out tons of damage. However, she’s being changed on live so that her chosen stat is HP instead of Mana, so I don’t think she will be as good. Important to keep in mind that her damage comes from her ult, not her autos, so you want to itemize for AP and mana, not AD. She falls off hard in the late game, so you’ll probably want to transition to a chosen legendary.
 
Mage TF: I’m still not too clear on how good this is in the new set, but with the decreased Mage synergy thresholds, this could be viable. However, TF is a unit that has very inconsistent damage and targeting, so I tend to avoid him as a late game carry.
 
Cultists: You can potentially reroll cultists and play for 9 cultists in the late game with Sivir buffing your Galio. Haven’t really tried this, so I’m not too sure how strong it is.
 
Garbo Tier:
Sharp/Warlord Nidalee: This unit as a main carry is trash. The fact that her spears can miss completely means that her damage is way too inconsistent.
 
Conclusion:
Hopefully this guide helps everyone out! I know I didn’t really go into details about the specific comps, but if you have any questions, feel free to ask.
I’m also gonna plug myself on Twitch, I do free coaching and try to stream most of my games:
https://www.twitch.tv/kevinramen
submitted by kevinramen to CompetitiveTFT [link] [comments]

free online slots with bonuses for fun video

Fun free slots 🚀 Have you tried playing online casinos ... Slots with bonuses - Play games online at Slotozilla.com ... Online Slots Bonuses & Ratings - YouTube Online Slots Free Bonus Online Slots Fishin Frenzy Bonuses ... Free Online Slots No Deposit Bonuses for US players ...

Casino.com (Top Free Online Casino for Slot Bonuses) The Best Play for Fun Free Slots – Comparison of the Top 10 Online Slot Machines. With more than 1100 free online slots, you might be wondering which one of them can be considered the best. Although that’s a complex evaluation, we’re experts in the field of reel-spinning games and have added some great suggestions. From jackpots That’s why most of the games you can find here are free slots to play for fun. However, we also support other kinds of casino games, including: Free slot machines; Online Roulette; Online Blackjack; Video Poker; We are always working on expanding our library of free casino games. Right now, it’s mostly dominated by slot machines, but we plan to add more games like bingo, baccarat, craps or Many free online slots with bonus rounds give you a realistic feeling of exploring another world. Each spin opens up new horizons, new temptations, and new opportunities. We invite you to play free slot games with bonus rounds no download no registration. It’s a unique chance to try all games and bonuses for free and without the tedious process of registration! Show more. Show less. 40k. 31k Play Free Online Slots for Fun at SlotoZilla! If you are going to play free slots just for fun, it's probably still worth mentioning that with free slots, anything you win does not transfer to your bank account, you're literally playing for pure entertainment.The winnings are in virtual credits and are not withdrawable; but hey, you aren't risking anything either! 2000+ The best free online slots: play the best free casino slot games for fun online only with no download, no sign up, no deposit required.Bonus rounds and free spins bonus available now! The best play free slots for fun online: new or popular free slots 7777, Australian pokies, 3d slots from IGT, Aristocrat, Microgaming, NetEnt, Betsoft and 15 world-known providers. Free Slots – Play 7780+ Free Online Casino Games. You’ve just discovered the biggest online free slots library. Like thousands of slots players who use VegasSlotsOnline.com every day, you now have instant access to over 7780 free online slots that you can play right here. Best Free Slots Experience! 7777+ Instant Play Online Slot Games for Fun Play on PC/Mac/Mobile No Signups! No Downloads! No Deposits! New and regular casino Free Online Slots With Bonuses For Fun players might have noticed how there’s been an increase in the number of online casino websites. All these websites have different services and games, but have one thing in common – they Free Online Slots With Bonuses For Fun all offer players with different types of casino bonuses. Video slots – Video slots are the most common online slots for free. They are known for having several in-game features, bonus rounds, special symbols, and mind-blowing gameplay . They also have a range of themes with unique storylines, soundtracks, and HD graphics. There are two reasons that free online slots are hugely popular. First, these are entertaining games. Gone are the days of lining up bars and 7’s. With these slots, you’ll find interactive bonus games and colorful themes. Secondly, you can win real money by playing free casino slots — without having to risk any of […]

free online slots with bonuses for fun top

[index] [973] [8595] [7625] [4808] [4084] [1168] [1050] [5266] [3161] [3765]

Fun free slots 🚀 Have you tried playing online casinos ...

💲BONUS💲 Links in COMMENTS 👇🎰 👇🍒 🎁 grab your exclusive instant bonus here & play real money online slots now!I got a free spins bonus on millionaire wi... Play free slots for fun. No download, no registration is required with instant play feature.Top 10 Free Slot Machines:10. Ariana9. Cool as Ice8. East Of The ... The biggest collection of FREE slots to play online. List of games: http://www.slotozilla.com/free-slots/bonuses all free bonus slots best free bonus slots b... Get €1000 BONUS + 125 Free Spins at Vulkan Vegas Casino ⬇️👇⬇️👇⬇️http://vipvulkanclub.pro/zw/f3wFkDzIdQc Subscribe to Youtube channel ⬇️ ... At the online slots bonuses and ratings channel we rank, rate and review classic and video slot machines. We also offer awesome bonuses so you can play free games. No Deposit Bonuses April 2020 - Free Online Casino Bonus Codes★ Red Stag Casino - $10 FREE - use bonus code "TENNER" - http://safestonlinecasinos.org/redstag...

free online slots with bonuses for fun

Copyright © 2024 m.kasinobest.shop