Speed Kills, or should I say the lack of Speed? To answer your original question, which seems to have been callously ignored by respondents so far, you should say "The lack of speed kills". You're welcome.
lukkas_ROCKUS
[quote]If your opponents can afford to upgrade to giants, they could have just bought a mageslayer with money to spare. You'd probably lose either way.[/quote] CONCUR!
UB is imbalanced: No. Health builds are so effective that there are very few alternative builds that are viable: Yes. Change please! Giants are overpowered: No. If your team hasn't been able to capitalize on an enemy DG who has been holding on to 16K GP, you've been losing the entire game. Giants are simply the manifestation of your opponent's domination and your fa
[quote]Directly from TF2 developers. http://www.teamfortress.com/post.php?id=2477 Put other's experience to good use i say.[/quote] +1 Karma for excellent rhetorical technique: Appealing to authority!
[quote]test is thrown off immensely due to impact of Ooze, which specifically debuffs the stat that the damage stacking beast is stacking. i admire your dedication but these results seem to prove little other than the fact that Ooze severely impacts the auto-attack stat, which we already knew from reading the tooltip. [/quote] Want to see the same numbers ran with a non-Ooze build? Link to a guide and I'll re-run it according to the ability progression i
[quote]wtf so nothing I say has any bearings cuz you are a professional troll?? ok you are obviously a well adjusted kid. im out of here[/quote] Sigh. Another person loses to the troll... If you're angry or sad, troll wins. Point for Foreshadowed.
The anecdotal evidence is clear: health stacking rapes DPS stacking. But for giggles, I calculated the life expectancy of an Unclean Beast stacking health items versus an identically specced Unclean Beast stacking DPS items. At every level, the health UB wins. For anybody who was on the fence, hopefully this will help convince you that buying as many +health items as possible is really the very best idea. The scenario is two UBs duking it out to the death.&nb
Let's say I've got Furious Blade. It procs and I've got 30% attack speed increae for 5 seconds. If it procs within that 5 second timeframe, will I then have 60% speed increase? Or maybe 69% increase?
Admin, can we just delete this thread? Inhumane shame and embarassment is being heaped upon my head...
[quote]No, that's completely wrong. It's counter-intuitive - I'll give you that - but the 32% is the actual change between you and your opponent. It's not theory-craft, it's hard reality. Taking the flag from your opponent means that the health difference between you and your opponent changed by 32%. Before you cap the flag, your health was 87% of your opponent's. After you cap the flag your health is 115% of your opponent's. 1.15 / 0.87 = ~1.32, hence the 32%. The 0.87 comes from 1 / 1.15 so
[quote]You and opponent both have 1000 health normally, two possible scenarios: You have Flag: 1150 Health. +15% more health than opponent. They have Flag 1000 Health, but THEY have 1150. You have ~15% less health than opponent. The net change is actually About 30%. Same reason that Erebus' bite is a health swing = double the damage value (unless you use it at full health, like a foo). Same is applied to Grunt xp. The differenc
[quote]Woppin, +1 for those very good points. The map isn't symmetric, and that can cause problems; I feel like posting that in the ideas section for rebalancing.[/quote] CONCUR! I gave ou +1 as well. I've got a new strategy to go execute...
[quote]All the enemy has to do is land one stun on you and you're going to die without some HP stacking. Saying you'll run away if you become the focus is one thing, but if TB does one of his dandy shatter combos on you good luck getting away alive.[/quote] Ya - already noted in OP: "If you keep dying, you're overextending. Sometimes, especially against chain stunners, you can't help it. Shy Reggie loses. Nobody's perfect!"
[quote]This thread is poison. Are you trying to make people worse? Flag locking is spectacularly powerful and you should be locking from level 1. On cata for example, someone should be locking the experience or hp flag every single time you cannot hold it. Flag locking is so cheap and the benefits of many flags are just that good. Take the experience flag: 1.2 bonus multiplier to xp but it's not quite that simple. Your xp with the flag in terms of your opponent's xp is 1.2 / (1 / 1
[quote]I tried constant snipe builds. This will become obsolete in mid game. The enemy will just stack HP and HPS, and vs a half way decent team this will not work. They will become aware of what you are doing very quickly.[/quote] Ya, that's my concern. Only played two games with it. Worked great those two games but we'll see if that continues to play out.
[quote]What I also see alot is players capping the flags on the side in the enemy base early in game (war rank CONCUR!
I play some teams who buy flag locks early, like levels 1 - 3. I think this is a waste of money. 250 GP is important early when you're racing towards your 1500GPish item. Unless a specific flag is required for your strategy (short cooldown on TB), don't waste your money so early when gold is sparse. A good time to start locking is when enemy buys priests. You invest 250GP to lock the middle flag in Cataract. This buys you the time to go farm the priests
[quote]Not a fan. It just isn't reasonable to be level 10 and still under 3k hit ponts. I do like that you focus on Mines (Far too many snipe builds that neglect them) but you don't have the HP to use them in combat and live.[/quote] Ya, OK. I know, I know. SQUISHY! That's noted. Was noted in OP. To reiterate, this build is not intended to stand and fight. This build does two things: Constantly Snipe for persistent DPS. This
[quote]that's some major squishy stuff. Probably want to max out sniper scope with a build like this[/quote] Very true, very squishy. Max Sniper Scope is a good thing to go for after lvl 11.
OK. So I've been complaining about how **boring** it is to play against a hypothetical shy Reggie . The legitimate problem (that many people have noted) is that being a shy Reggie isn't a feasible way to win a game. I played a couple rounds today with a Shy Reggie build and preformed well. Team won both times and I got the most favor points at each round. Shy Reggie build</st
OK. So I've been complaining about how **boring** it is to play against a hypothetical shy Reggie. The legitimate problem (that many people have noted) is that being a shy Reggie isn't a feasible way to win a game. I played a couple rounds today with a Shy Reggie build and preformed well. Team won both times and I got the most favor points at each round. Shy Reggie build <span style="font-size:
[quote]The game is a big cheese stick. Have you listened to the things the characters say? It's hilarious--and intentionally cheesy. Esp. TB and Reg.[/quote] Ya, that's pretty true. I actually like TB's lines. Reg? Not so much.
Have you considered pounding your ragequit button over and over again? I find that Reggie can never touch me after that. I mapped mine to 'Q'.
[quote]Imho this item spoils the whole game. got 2 games whcih lasted 1 hour because the teams were quite even and everyone used HoL and it was just a run and hide >,>[/quote] CONCUR!
[quote]I fail to see how limiting Hol encourages stratagy, it will certainly encourge more trips to the crystal which on alot of maps is a quite a trek which means you'll be spending 20-30 seconds daydreaming while your walk all the way home[/quote] When a resource is scarce, people learn to use it more creatively. I keep picturing stereotyped Africans making radios out of spare parts as the most colorful example. With HoL, health and mana are nearly inexhaustible (provi