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My Warlock is in an abusive relationship with Tommy's Matchbook and yours can be too! With the following build we explore the wonders of new seasonal mods, the charged with light system, self-damage synergy, and masochism.

Hey Guardians!

I’ve been a long-time lurker on here, but I’ve been having so much fun with this build I created that I just couldn’t help but share it. This build uses one of my favorite exotics, Tommy’s Matchbook. I fell in love with this gun the moment it came out and have used it enough for my warlock to be considered a masochist. But as much as I love Tommy even, I must admit the gun has some serious flaws. The most obvious of these being self-damage (duh), and an abysmal reload speed. So, my goal was to solve these flaws while also creating a synergistic build of my favorite class (warlock) that could take on high level content. This is the result.

Ok so what will you be able to accomplish with this build?
· You and your allies will be able to have a consistent character speed boost
· You and allies will have a 100 reload and boosted handling consistently
· You will have a consistent 50% damage reduction
· You will be able to heal yourself in large chunks on demand
· You will have boosted grenade damage and cooldown
· Your allies will receive boosted grenade cooldowns
· You will be able to stun overload champs
· Break barrier champs’ shields
· You will have a 30% modifier boost to your super damage (in our case chaos reach)
· And you will have the option to add and additional 25% damage modifier added to all your ability damage to frozen or slowed targets (pretty sure this includes your super haven’t tested yet)

I know that seems like a lot but if you stick with me, I promise to break this build up into small bites to make this as simple and painless as possible. Still here? Dope let’s get started.

Subclass:

Starting things off with our subclass we are going middle tree Stormcaller. Most warlocks go the bottom tree void walker route and for good reason. Devour synergizes incredibly well with Tommy as it solves the self-damage problem pretty well. But we won’t be going this for a few reasons A. we have other more effective tools to solve the self-damage problem, B. it doesn’t address Tommy’s reload, and C. bungie unfortunately hates Nova Bomb and it simply can’t hang with some of the other super options warlocks have at their disposal with some of these new seasonal mods and exotic support we got. These and the reasons below are why we are going middle tree Stormcaller.

Pulsewave:

This is the big one. In bungie terms Pulsewave does this “being critically wounded triggers an energy wave that boosts yours and allies’ speed”. What that actually means is you and your allies get a plus 100 to your weapons reload stat, a pretty generous boost to weapon handling, and a speed boost that is comparable to killing wind, oh and all of these boosts last ten seconds. All for the low low price of being critically wounded (shields depleted) which we were going to do anyway thanks to Tommy.

Chaos Reach:

While Tommy is an add clearing machine it’s not great at burning through bosses or generating quick bursts of damage. Luckily, we have this monster of a super. One of the best damaging supers we Warlocks have at our disposable, the Kamehameha absolutely shreds bosses and majors. Plus, we got a few fun new tools to make it even better, more on that in the mods section.

Ionic Trace:

This is just gravy at this point. Ability regen on kills, easy, straightforward, always helpful. Not much more to say here, it’s great.

Grenade and Rift:

My recommendation here is the pulse nade, the consistent ticks of damage means overloads stay stunned for longer. However, if you want to just drop a ton of damage storm is also great (just be careful not to kill yourself with them). As for rift you gotta go healing. We take lots of damage with this build so it’s never a bad thing to have another source of healing on demand.
Now that we know what abilities we are working with let’s talk exotics and other weapons.

Tommy’s Matchbook:

This is the center piece, a beautiful 720 that when you hold down the trigger for 20 rounds ramps up to 99% more damage, you filthy animal! While ignition trigger is doing its thing, we take burn damage which we can reduce by hip firing. Thanks to the catalyst while we are being burned our health recovers much faster too. Something that Bungie doesn’t tell you is this thing’s in air and hipfire accuracy is nutty, but that’s old news for most of you.

Verity’s Brow:

While we are burning through targets with Tommy we are also charging up this exotic. The exotic perk death throws goes up every time you get an energy weapon kill and stacks up to five times speeding up the recharge rate of your grenade and boosting its damage. This plus ionic trace should keep your grenade topped off very often. Plus, every time you throw a grenade you also get to boost your fireteam members grenade recharge. For those of you keeping score, that’s a max reload buff, grenade recharge rate, and speed boost your giving your teammates. Who says warlocks can only play support with middle tree dawn?

Geomags (Alternative Option):

I feel like I’d have to turn in my warlock card if I didn’t mention this as an alternative to Verity’s. This thing is nutty and with the mods we are going to use to boost chaos reach later on it only gets more powerful. Wouldn’t blame you if you wanted to go this route but I personal prefer the team aspect and utility of Verity’s.

Kinetic and Heavy weapons:

For your Kinetic slot you should be using a sniper, any sniper works but if you want my personal favorite for this build, I would use a Succession with recombination and reconstruction. This acts as a baby Izzy and is great for quickly swapping to and deleting majors and barrier champs. If you aren’t lucky enough to have one of those don’t worry any other kinetic sniper with perks focusing on single shot damage and auto reloading (pulse monitor is really good with this build too) will do just fine. As for your heavy slot this is really a personal preference thing. LMGs synergize with sustained charge, but swords and rockets are also super solid. I am mainly using my heavy as another way to take down big non boss targets, so I personally use my old Falling Guillotine (yes, I know this isn’t season of the arrivals. No, I don’t care).

Mods:

OK this is where things start to get a little complicated, so for simplicity sake I will be doing the mod break down armor piece by armor piece showing affinities and energy consumption and then writing a description for the mods used. This is the point where all the parts really start to come together and turn it from a concept to a full-fledged build. I’m going to go into this assuming you have at least some general knowledge about the charged with light system but if not do yourself a favor and find a guide on the basics. My personal recommendations are Fallout Plays’ and Ehroar’s guides, which you can find on their respective YouTube channels. With that disclaimer out of the way let’s dive in.

Helmet:

Affinity Solar
Ashes to Assets 3 cost (2x)
“Gain bonus super energy on grenade kills”
As we are a grenade-based build having a stack of A2A is super helpful for regening our super.
Taking charge 3 cost
“Become charged with light by picking up orbs of power”
Since Tommy can generate orbs of power off of multi Kills this is one of two ways we will get charged with light.
Minor Discipline 1 cost
Not necessary but a small boost to discipline can only help.

Arms:

Affinity Solar
Anti-Barrier sniper 6 cost
“Sniper rifles you are wielding fire shield-piercing rounds and stun barrier champions. Sniper rifles deal bonus damage against barrier champions”
Pretty straight forward. A tool to eliminate barrier champs (or that one phalanx that really deserved to get its head taken off)
Sustained Charge 4 cost
“Become charged with light by rapidly defeating combatants with auto rifles, trace rifles, or machine guns. Additional copies of this mod increase the time allowed between combatants that are defeated.”
Multikills, in this case three kills in rapid succession within roughly three seconds of each other, charge us with light. Since we are burning through adds with Tommy this is a reliable way to get charge with light from range. If you aren’t in a position to run in and grab an orb this will allow you to still charge up. You may wonder why run both sustained charge and taking charge? For me it’s more of a consistency thing. With this build you need to be charged with light pretty much the whole time and sustained charge provides a way for you to do that at range whereas taking charge allows you to leave orbs to pick up in a pinch when you can’t get kills or to guarantee that you end every fight charged with light and ready for the next engagement.

Chest:

Affinity Void
Stacks on Stacks 4 cost
“gain an extra stack of charged with light for every stack you gain. –10 recovery”
This is another ease of use and consistency thing, with this you have some room for error with how you go about your engagements and if you play it right you will always be able to use both Heal thyself and protective light which we will talk about soon.
Sniper Reserves 3 cost (x2)
Don’t think I need to explain why this is helpful. We use a sniper, so we want more ammo. You could also use this for your heavy weapon of choice, it’s up to you.

Legs:

Affinity Solar
Recuperation 1 cost (x2)
“replenishes health each time you pick up an orb of power”
This perk is hella underrated this doesn’t trigger regen which is great because Tommy would stop that almost immediately with its burn. Instead, this provides quick huge burst to your health (don’t have the exact numbers but trust me it substantial) further solidifying the playstyle of leaving orbs around as little healing and charge with light checkpoints.
Heal Thyself 4 cost
“while you are charged with light, grenade final blows heal you and consume one stack of charged with light”
Think of this as you oh shit button. Instant healing for when that orb is too far away, or a rift will take just too long to activate. This can be a crazy helpful tool for staying alive and while it isn’t the main star of the build its great for survivability and synergizes well with what we are trying to do. Note, your oh shit button does deal damage to you and can kill you if it hits you before it kills an enemy. Just to be safe make sure your targets are aren’t all up in your grill when you throw.
Recovery 4 cost
Needs no explanation, if recovery isn’t your jam pick a different stat, I just like it when all the numbers fit perfectly.

Class:

Affinity Void
Volatile Conduction 6 cost
“Grants bonus arc damage if cast while critically wounded. Lasts until the end of the super activation”
When bungie made this mod they were like Chaos reach is good, but it can be better. 30% better to be exact. While these are normally a pain in the ass to activate and often feel super clunky forcing you to let yourself get hit before activating your super, we have no such limitations as we are in an abusive relationship with our primary. This is some big boy damage especially when stacked with debuffs, geo mags, and Focusing Lens which I will mention at the end.
Surge Detonators 2 cost
“arc grenades disrupt combatants, stunning them, delaying ability regeneration and lowering combatant damage output”
Your oh shit button doesn’t only save your ass but stuns champs for long durations thanks to the continuous ticks of the pulse nade. Better yet this will be damage boosted too. Thanks to death throws often all it takes is one nade to just straight up kill a champ. Excellent utility for any content with the annoying teleporty boys.
Protective Light 2 cost
"While charged with light, you gain significant damage resistance against combatants when your shields are destroyed. This effect consumes all stacks of charged with light. The more stacks consumed, the longer the damage resistance lasts."
If Tommy is the star of this build than protective light is the glue that holds it all together. You gain a 50% damage reduction when in the red which allows us to just chill at low health no problem and gives us the time, we need to activate healing abilities. This last for 5 seconds on one charge and 10 with two but this will almost always be using two charges. This mod does so much for us, it lets us safely maximize the damage of Tommy, consistently apply pulse wave, and lets us be crazy tanky after we heal. You may think protective light clashes with heal thyself but since it can’t consume charges while the perk is up, we will still be able to utilize the nade healing as well as still having a backup five seconds after the fact if we take too long to get charged with light back.
Alternatively, you can swap Heal Thyself with sustained charge on your legs and replace sustained charge and your helmets solar affinity for protective light and a void affinity. This leaves room for Focusing Lens on your class item allowing you to sacrifice the ability to stun overloads and heal yourself on grenade kills with a 25% modifier buff to all your abilities on targets effected by stasis freeze or slow. This decision all comes down to team composition and activity. That being said you haven’t lived until you and your homie running stasis absolutely nuke a boss with the most powerful chaos reach super known to man.

Playstyle:

So, what does this build look like in action? Let me paint a picture for you. We lay into some ads with Tommy and get charged with light times two from a multikill, ignition trigger tics us down to the red and we get ten seconds of 50% damage reduction, a speed boost, and max reload. You use your newfound speed and damage reduction to run in and pick up the orb Tommy dropped from that same multikill and get sent back to like 80% health with 5 seconds left on your pulse wave and protective light timers and a fresh stack of charged with light x2 you burn through more adds with the rest of Tommy’s ammo and reload it in like a second. Repeat until you find the boss and nuke him with a chaos reach that is 30% more powerful. This damage increase is a modifier which means it can still stack with other modifiers, one buff, and a debuff for some absolutely crazy numbers.

TLDR:

Put these mods on your armor and use these weapons for a highly synergistic build that focuses on survivability with Tommy’s matchbook and middle tree Stormcaller.

Helmet:
Affinity Solar
Ashes to Assets 3 cost (2x)
Taking charge 3 cost
charged with light.
Minor Discipline 1 cost

Arms:
Affinity Solar
Anti-Barrier sniper 6 cost
Sustained Charge 4 cost

Chest:
Affinity Void
Stacks on Stacks 4 cost
Sniper Reserves 3 cost (x2)

Legs:
Affinity Solar
Recuperation 1 cost (x2)
Heal Thyself 4 cost
Recovery 4 cost

Class:
Affinity Void
Volatile Conduction 6 cost
Surge Detonators 2 cost
Protective Light 2 cost

Exotics:
Tommy’s Matchbook
Verity’s Brow or Geomag

Conclusion:

And there you have it. This was definitely longer than I was expecting but hopefully not too hard to get through. If you made it to the end thanks for bearing with me and hopefully you have fun trying out this build or some variation of it in game. This is my first time ever posting something like this so if you have any suggestions or feedback please feel free to share. Likewise, if you have any other cool synergies and want to talk build crafting hit me up, the charged with light system is one of my favorite additions to this game and I am always trying to brainstorm my next build.
Edited to fix information regarding chaos reach dps and fixing my inability to spell.
submitted by WinglessBrdz to DestinyTheGame [link] [comments]

[1.1 Update] Complete List of Verified Perks (Working / Not Working / Partially Working) [WIP]

Update: All items and perks testing completed. Still updating based on feedback as it comes in. I'll update the text below soon.
Update: Added a tab for bonuses per skill level and attribute level
Update: Tested the non functioning (Partially or Not Working) perks/items for the 1.11 hotfix. Several changes noted in the change log. I think I'll reserve testing the whole list for more significant updates, but definitely looking out for people posting/messaging about things they found that are not working/working. Already got 1 perk not working that was before.

Up to date Perks and Items and Skill Levels Testing can be found here: Link to Spreadsheet

Hope you guys find this helpful!
Reddit list last updated: 1/26/2021

Body - Athletics

Body - Annihilation

Body - Street Brawler

Reflexes - Assault

Reflexes - Handguns

Reflexes - Blades

Intelligence - Breach Protocol

Intelligence - Quickhacking

Technical Abilities - Crafting

Technical Abilities - Engineering

Cool - Stealth

Cool - Cold Blood

submitted by iCheekz to cyberpunkgame [link] [comments]

I heard you guys like reading patch notes... So how about a fake one?

General / QoL

Gameplay

Gacha / Shop

In Consideration

Items

Coop

Battlepass / 12 Episode Anime

Quests

Elemental Reactions

  • Vaporize's Steam deals aoe damage
  • Overloads damage (electro->pyro) now deals x1.5 (pyro) damage
  • Overloads damage (pyro->electro) now deals x2 (pyro) damage.
  • Overload's knockback decreased significantly
  • Superconduct's damage (electro->cryo) now deals 2x (cryo) damage
  • Superconduct's damage (cryo->electro) now deals 1.5x (cryo) damage
  • Superconduct's negative armor debuff is moved to Melt
  • Melt gains the negative armor debuff due to the sudden temperature change, making surfaces brittle.
  • Melt damage consequently reduced. (pyro->hydro) at x1.4% , (hydro->pyro) at x1.8%
  • Geo New Reaction : Smoldering Rock or something (pyro->geo)(reverse not applicable) deals x0.3 (pyro damage) on top of crystallize
  • Geo New Reaction : Mud or something (hydro->geo)(geo->hydro) deals x0.1 (geo damage) on top of crystallize, slows enemy movement
  • Geo New Reaction : Snow or something (hydro->geo)(reverse not applicable) deals x0.2 (cryo damage) on top of crystallize, slows enemy attack speed
  • Geo New Reaction : Seeds or something (dendro->geo) deals x0.1 (dendro damage) on top of crystallize, restores 3% of your hp. Or entangle. Prevents enemy movement (can still attacc and cast spells)

Enemies

  • Enemies inside domains and abyss have their return-to-spawn-point-then-regenerate-to-full-health disabled.
  • Enemy AI a bit smarter. Those with mobility skills (whopper, smol geovishap, cycin mages) won't follow you to drown in the water. The game will not check if you are wet , but if you are in a swimming state.
  • Enemies attack cycle improve. Fixed bug when enemies stop attacking. Baedou Problems.
  • Hydro Abyss Mage's and Hydro Fatui Gunner's Hydro Barrier now takes the same damage rate/ratio from opposing elements (cryo,electro) for consistency.
  • Hydro barrier new opposing element : Geo. It makes it harder to maintain the water shield due to the mud soaking up the water and adding weight.
  • Boss Childe's Spirit Whale Attack generates water in the sides of the arena, pushing you towards the center. You must have enough stamina to keep dashing to the sides before he does this, or you will have to perfectly dodge the spirit whale attack.
  • Hydro SamaChurl now heals at a rate of +300/HoT per AR Milestone instead of percentage. This is for when you are hunting a LawaChurl Bounty that is near dead and healed to full health in 3 seconds. Having a fixed amount of healing ensures that it is big enough for the intended smaller enemies and portionally good enough for large enemies. The other option is to use different healing ratios for small and large enemies.
  • Queen of Pain , I mean Cycin Mages have a stagger window when they are about to cast their almost-undispellable shield
  • Zed , I mean Shadow Fatui Agent makes use of his shadows to dodge your attack sometimes.
  • Smol Geo Vishap now drops less geo shields
  • Smol Geo Vishap now uses his rolling attack near you, not 150m away from you.
  • Smol Geo Vishap now burrows a bit less frequently
  • Ruin Hunter doesn't stay in the air up and raining artillery forever , in consideration of bowless comps
  • Fatui Cryo and Hydro Gunner Turn Rate Reduced by 10% when on Spray Mode.
  • Primo GeoVishap now has a tired/exhausted animation, instead of standing still and looking at you and what life could have been for 10 seconds.
  • Primo GeoVishap spin attack now has a 0.2 dodge window (previously none) and Spin Radius Decreased by 100m.

Characters

  • Dvalin's Cutscene when you dispel his barrier is removed and much smoother. He just falls in place and no clipping.
  • Character's "Main Stat" is now visible in attributes. Previously you can only know it when ascending or when using google, or if you really have a big brain.
  • All characters passive talents are now combat related.
  • All characters now have their own cooking/exploration/crafting/smithing talents. It is possible not to have OR have multiple talents in each category. We get it , everyone can taste what a good gravy is, but not everyone can make a good gravy.

Ayaka

  • Alternate sprint binded to a different hotkey.
  • Yes I came from the future.

Albedo

  • Elevator can be activated to go up and down by using the F key.
  • C2 stack counter / indicator via particles (think of razor geo sigils)
  • C4 plunged attack covers albedo's sword in geo energy (like noelle, but smol)
  • C6 crystallize shield has a different shape (leaf)

Amber

  • Increased ultimate radius by a tiny bit.
  • Allow targeting of ulimate by holding the ultimate button.
  • If baron bunny is present in the ultimate radius, it will absorb all pyro damage and deal it as bonus damage when it blows up.
  • If baron bunny was "charged" with pyro rain and hit with a C2 charged shot, it will trigger a micheal bay explosion animation.

Barbara

  • Restored Barbara's Energetic Voice Lines
  • New Lines sold seperately as Dark Barbara™ , comes with a Dark Dress
  • C6 Revive indicator is now visible as a buff.
  • C4 now generates flying energy particles instead of instantly regaining energy. Mind you that this is a fucking nerf to this piece of shit healer that freezes you. It's just that there's no flying particles when you use this hero.

Beidou

  • Casting the elemental skill applies a strong taunt and re-initializes enemies attack loop.
  • Bullet Time effect added when triggering a perfect counter, when playing in single player mode.
  • The ultimate's chain lightning deals tiny spark damage if it didn't jump.
  • C2 chain lightning has a different color.
  • C4 buff is triggered when you do a perfect counter (Taking damage to activate a skill promotes bad gameplay)
  • C4 perfect counter grants the maximum damage bonus
  • C4 shield has a different color.
  • C6 has aura on the ground (inspired by Dota 2's Necrophos , but purple)

Bennet

  • C6 Ultimate pyro infusion just adds pyro damage to your attacks, and won't convert them fully into pyro.
  • C6 Ultimate restores up to 100% hp.

Childe

  • Improved manly posture when in aiming mode
  • C4 Riptide slash and flash uses different coloparticles/animation
  • C6 has an indicator when it works and when it is available

Chongyun

  • Cryo Field's Cryo infusion just adds cryo damage to your attacks, and won't convert them fully into cryo.

Diluc

  • What seriously? You really want more?
  • Fuck this guy in particular
  • Elemental Sword Duration Indicator added
  • C6 his flames has some bluish tint

Diona

  • Fixed shield duration bug and increased by additional 1.1 seconds per claw.
  • Shield ratio based off max hp increased by 10%
  • C2 reduces skill cooldown by -2 seonds (press) and -4 (hold). The coop shield is added by default out of the box. Anything coop should not be locked behind a paywall because it will hurt the game and fanbase.
  • C4 has been reworked to grant normal and aimed uncharged shots 25% chance to deal charged attack shots.
  • C6 radius is increased and uses a different color.

Fischl

  • Ultimate now deals tiny bit of damage per 0.2 seconds tick when making contact with enemies (aside from getting hit by lightning once)
  • Ultimate can fly/pass through thorn walls. I'm looking at you Dendro Samachurl.
  • Shadow Raven Let Night F---!!!
  • C4 Ultimate hp restored now scales off damage dealt by the ult.

Ganyu

  • holding the elemental skill allows you to aim and won't make you backdash
  • C4 Freezing Field changes color intensity per damage increase
  • C6 free frost charged arrow now works with normal unaimed attacks.
  • C6 uses a different particle color. Sometime it turns into a bazooka.

Jean

  • Reduced Increased swaying of boobs by a tiny amount while holding the skill. You can kinda feel them slapping against your face. You can almost describe their softness and warmth in a minimum of 10 pages apart from you going sommelier describing how deep her sweat tastes like.
  • Jean's Charged Attack Launch Height is too damn high that you cant even hit the enemy, so - Reworked Jean's Charged Attack : Holding the attack button launches the enemy in the air. If you keep holding it down you will perform 3 slashes in the air. If you let go early you will stay on the ground.
  • Base Attack Increased by +5
  • Jean can now pick up the slimes dropped by enemies and use it against them for a bighead move
  • Ultimate radius is increased
  • Ultimate Wall Mechanic Reversed. Enemies are now trapped inside. When you use your skill (usually to regain energy) you can air-wall slam them. Block Projectiles from outside.
  • If any of you actually played jean support, a normal person would use ult to heal, cast skill to regain energy, then switch back to other characters. It doesn't make fucking sense to push them outside your wind arena because you want to fight inside the swirl/healing zone.
  • Ultimate swirls every 0.2 seconds , depending on what elements are inside. Field Changes Color Each Time Like a Disco Ball
  • Ultimate now slowly succs enemies to the center(without lifting them up)
  • Ultimate Damage is consequently reduced.
  • C1 Uses a different colored windblast
  • C2 Buff Indicator
  • C4 uses a different color wind field
  • C6 Ultimate is now an aura and moves with you. To break away from "buffed area" convention.
  • C6 Ultimate will get you to keep the windsaber for the ult's duration
  • C6 Shield Buff Indicator via Particle and Status Icon

Kaeya

  • Base attack incresed by 5
  • Elemental Skill (Hold) Sprays Ice , think of Igni but Ice in Witcher 3 or DND's Burning Hands
  • C2 Icicles light up when you defeat an enemy indicating that it really works
  • C4 Barrier is of different shape
  • C6 uses a different icicle particle for bling purposes

Keqing

  • Aiming mode feels a lot smoother. You can aim while moving and cursor immediately shows and the kungfu pose is only done when throwing the stilleto.
  • When in single player mode, casting your ultimate produces a bullet time effect.
  • C4 Buff Indicator
  • C6 Description is confusing as fuck.
  • C6 Buff indicator
  • C6 Makes your sword light up like a lightsaber.

Klee

  • Imroved Torch/Bonfire/Campfire and the likes Lockon (if there's any to begin with)
  • Throwing Jumpty Dumpty provides 0.1s iframe during her spin
  • Ult is now no longer greedy. Pyro satellites remain when you switch characters, making our lovable klee open up for support options. Child support.
  • C4 is now manually triggered, Pressing q again will make her explode, bigger damage based off remaining duration. less duration left, less damage.
  • C6 klee uses different bombs

Lisa

  • A lingerie shop is opened in Mondstadt to change her pantsu, socks and garter belt style and colors. Black Leather Tight Suit™ Sold Seperately.
  • Option to wear glasses as a Librarian added.
  • Climbing voice volume is re-mastered in asmr microphone, in all languages.
  • Requires "i am of legal age" consent in the user center
  • Elemental skill (press) aoe slightly increased.
  • Base attack increased by 15.

Mona

  • Alternate dash is now binded to alt key.
  • Hydro Puppet now deals half damage upon cast and half damage upon explosion.
  • C6 normal attacks use a different attack animation.

MC (Anemo)

  • Palm vortex can be casted in midair to break your fall (but not propel you up)

MC (Geo)

  • When you overlap geo boulders (aimed mode) it will trigger the geo explosion of the older rock, then replace it with a new one

Ningguang

  • Holding the skill button surrounds her in mini jade screens , unable to perform any action until it is released or ends. Useful for cinematic stuff. Imagine tanking childe's whale attack. Or someone wants to recreate triple rashomon scene.
  • C6 has a chance to use different attack animation.
  • C6 star jade now resembles a primo gem.

Noelle

  • Elemental Sword Duration Indicator added
  • C1 heals have a special effect and voice line when conditions are met.
  • C2 upgrade uses a different charged attack animation.
  • C4 uses a different barrier color
  • C6 upgrade uses different ult (possibly red with the same hue as her skirt) color.

Qiqi

  • C2 reworked as -15% attack debuff
  • C4 reworked as -20% elemental resistance debuff
  • C6 cooldown/availability indicator.
  • C6 has a different bling/color

Razor

  • Transformation Duration Indicator added
  • C1 increased damage now really works
  • C1 now has a buff indicator that it really works
  • C2 now has a special crit indicator
  • C4 armor shred now has a (claw mark) armor shred indicator that it really works
  • C4 (hold) has increased damage so it doesn't feel left out. It also has electro explosions similar to when you mine an electric ore as a special effect to indicate that you are C4 and have a big PP.
  • C6 covers your sword with electricity (like diluc) when it is charged and ready
  • Yes I play razor a lot.

Sucrose

  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • Improved lock on when blowing off dandelion flowers. Idk how she keeps missing them even at point blank range, Hell , at any given range.
  • C1 if you overlap the wind nukes the second one will be a 0.1s delay then it will go off with a slightly bigger radius
  • C2 ult has a different color
  • C4 has an indicator that it works
  • C6 buff indicator

Venti

  • Wind current generated by skill (hold) allows him to fall slower without gliding, and allows him to shoot wind lasers. Ehe
  • C2 Charged Shot produces a bullet time effect when shot at point blank or if all 3 arrows hit a single enemy. Sometimes he draws the holy lyre and it transforms into a primitive shotgun.
  • C4 buff indicator.
  • C6 uses different vacuum color

Xiangling

  • Ultimate deals additional damage when cast at point blank because you get stab and bonk while she is twirling her spear.
  • C2 last attack leaves a flaming trail special effect (inspired by kyo or iori from king of fighters)
  • C6 upon cast, Xianling automatically does a speed-up full normal attack combo and then releases the pyronado normally (while covered in flames or some shit). If you are in single player mode and there are no other enemies within 150 radius the ult will cause the screen to black out, like in legend of legaia.
  • C6 during the ultimate if it contacts with gouba's flames it produces micheal bay effects while raining carpet bombs and shit.
  • Yes flat is justice.

Xingqiu

  • Floating Swords Duration added
  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • C4 Allows you to hold the elemental skill for double backflips (inspired by law from tekken) cooldown is 1 month.
  • C4 Elem Skill leaves a faint rainbow (when ulted)
  • C6 Swords emit faint rainbow color. Rainbow power motherf-

Xinyan

  • Hitting large enemies counts as 2 enemies.
  • C1 buff indicator
  • C2's level 3 shield has some bluish flames
  • C6 charged attack uses a diffent attack animation or has an indicator that it works

Xiao

  • Transformation Duration Indicator added
  • C2 now leaves a trail of anemo energy that deals tiny bit of damage , trail lasts for 1 second and deals at 0.2s intervals.
  • C6 plunge attack counts large enemies as 2.
  • C6 plunge-attack-no-cooldown-empowered-dashes uses a different particle color and produces a bullet time effect when used for the 3rd time onwards. useful for cinematic purposes
  • C6 during the bullet time you can sneak in a normal attack once per dash
  • Bullet time is always disabled in multiplayer

Zhongli

  • Increased pillar aoe by a tiny bit
  • Generates energy particles per pulse, maximum of 1 enemy per pillar
  • Base attack increased by 5
  • Travelers can redeem promo code "WHOSYOURDADDY" for additional +5 damage, regardless if they have the hero or not.
  • Attack ratios increased by 3% per attack category.
  • C1 has a slightly bigger dong eherm statue
  • C4 Chaos Meteor errrr I mean Order Meteor has a different rock color
  • C6 shield uses a different color , come on you get the drift already.
  • C6 Meteor is affected by the element of the barrier you are wearing. The element is dealt as secondary damage, primary damage is still geo. (flaming space rock?)

Why different coloparticles/animation when you have C1-C6 upgrade?

It makes whales feels special, and it gives F2P players something to aspire for. It makes you want to spend with all the bling. Particle recolor is easy peasy and can be deployed within minutes. Attack animations on the other hand are time consuming. It almost always put smile in people's faces when a whale shows up in a ferrari. "Dude check this out a C6 GeoDaddy joined my domain run. Look at the size of his statue. Oh my what a BIG meteor."

Why are you doing this?

It's just for my amusement. I'm still adding random thoughts now that 1.3 has launched. I don't care if nothing gets implemented. I would nut hard in my shorts with QoL and alleged bug/bugfixes mentioned in this post more than anything.

Afterword

Leave your thoughts below. Sorry and not sorry for the broken engrish , feel free to copy and paste whatever, use it wherever idc as long as it doesn't annoy or harm someone. Translate it in your language etc. No credits needed etc. Let your mind flow

After-Afterword

  • Thanks for the awards and all kinds of reception
  • You guys are awesome and insane that's a shit load of awards thank you.
submitted by lordpuza to Genshin_Impact [link] [comments]

2021 Mock Draft V6 - Deshaun Watson trade edition

1 - Jacksonville Jaguars - Trevor Lawrence, QB, Clemson - At this point, the only way Lawrence wont go first is if the Jags somehow write the wrong name on the card.
2 - New York Jets - Justin Fields, QB, OSU - Zach Wilson vs Justin Field has become a hotter debate in recent times, with mocks seems to split 50/50 on which of the 2 will go before the other. This one will likely end up coming down to preference, but personally I prefer Field’s upside and athleticism. Still, it’ll probably end up being a close call overall.
3 - Carolina Panthers (via MIA via HOU - sends 1.08, 3.73, 2022 CAR 1st, 2022 CAR 2nd, for 1.03) - Zach Wilson, QB, BYU - This seems like a lot at first glance, but I’d bet on the Panthers being much improved next year with the return of a healthy McCaffery and Joe Brady/Matt Rhule having another year to establish their system. What that means is that if the Panthers can improve at QB, they could be a legitimate playoff contender. Teddy Bridgewater is not the answer, and IMO when you have someone as good as CMC, you need to give him a good QB. The Panthers don't want to end up like the Vikings, sticking a bunch of mediocre at best QBs next to their stud RB.
4 - Atlanta Falcons - Trey Lance, QB, NDSU - I know there’s a large portion of Falcons fans who really want to go anywhere but QB here, but how much longer can Matt Ryan play at a high level? With the 2022 QB class still full of question marks, grabbing your guy of the future right now would be a prudent move. Its instant gratification vs long term strategy. And with the success of raw QBs at the next level under proper development, Trey Lance looks like a solid bet. He’s got a great arm, and plays smart enough to only have a single interception in his college career. There’s a serious ceiling here, and he could absolutely benefit from learning from Matt Ryan for a year. Arthur Smith completely revitalized Tannehill as well, so maybe he could turn Lance into a stud.
5 - Cincinnati Bengals - Penei Sewell, OT, Oregon - Seems like it ends up working out for the Bengals, who really need to protect Joe Burrow. There’s been whispers that teams have Rashawn Slater over Sewell currently, but I partially chalk that up to prospect fatigue. IMO Sewell’s the best OT in the class, and although he’s got areas he can improve, his body of work is utterly dominant currently. If he can polish up his technique and stay healthy, he’ll be a godsend to the Bengals OL.
6 - Eagles - Ja’Marr Chase, WR, LSU - DeVonta Smith has been crazy this year, but it seems like people have forgotten Ja’Marr Chase was just as dominant last year too. Honestly, the Eagles really can't go wrong here with either WR, but IMO Chase is more of a sure thing to be dominant in the NFL, as minute of a difference as that is.
7 - Detroit Lions - DeVonta Smith, WR, Alabama - After that insane performance against Ohio State, I don't think the Lions can pass up on Smith here, even as bad as their defense is. With their entire WR corps being possible FAs, they need to find replacements ASAP, especially if they cannot find a way to agree to a deal with Kenny Golladay. As for Smith well, he’s a beast. Plain and simple. Y’all saw what he did to Ohio State in just one half.
8 - Houston Texans (Via MIA via DET - Sends Deshaun Watson, 2022 HOU 3rd for 1.08, 2.50, 2022 MIA first, 2023 MIA first, Tua Tagovailoa, salary fillers) - Kwity Paye, EDGE, Michigan - The Dolphins send away Tua + a ton of picks for a shiny new franchise QB, and the Texans begin their rebuild. First up is addressing the defensive line. JJ Watt is very likely gone, Whitney Mercilus is done, and Jonathan Greenard has disappointed. They need someone who can make a serious impact, now. Kwity Paye has been one of the most dominant players in college football, with an insane pressure rate, and is a supposed athletic freak who runs a sub 6.8 3 cone at 6’4’’, 272, with some claiming it being as low as 6.37. No matter what the time ends up being, it's utterly insane for someone of his size, and he could likely play the same role that Watt does for the Texans.
9 - Denver Broncos - Micah Parsons, LB, Penn State - The Broncos do really need CB, but there’s a pretty big hole in the middle of the defense next to Alexander Johnson. Josey Jewell isnt a 3 down LB, and it's really hard to pass up on Parsons here, an elite LB who can be the tonesetter of the Broncos defense from day one. Pairing up Parsons and Johnson should give Denver two monsters in the middle of the defense.
10 - Dallas Cowboys - Caleb Farley, CB, Virginia Tech - Now that Dan Quinn’s the new DC, meaning that they’ll be running a ton of Cover 3. And with how much Quinn loves his physical/athletic CBs who can play both man and zone, Caleb Farley is the natural pick here IMO. He’s sticky as glue, with fluid hips and a size profile that NFL teams dream of, perfect for pattern-match that should be used a lot in Dallas next season. His zone coverage does need a little work, but the Cowboys will likely be doing mostly spot-drop zone, which is pretty simple to pick up, and outside of injury concerns, Farley should be a huge help for the Dallas defense.
11 - New York Giants - Jaycee Horn, CB, South Carolina - The Giants love their press man coverage, but were forced to run zone a lot last year due to how bad their cornerbacks were outside of James Bradberry. Jaycee Horn fits their preferred scheme, and also shores up that huge hole at CB2 that they have. No CB in the class is as good as disrupting WRs at the LOS as Horn is, and he’ll be a great addition to what was a surprisingly good defense last year.
12 - San Francisco 49ers - Patrick Surtain, CB, Alabama - The 49ers have 0 CBs under contract next year. They need building blocks now, especially with Robert Saleh now gone. Patrick Surtain fits into their zone heavy system perfectly. He’s got elite ball skills, is consistently disruptive, and can stick to WRs like glue. He’d be the perfect guy to replace Richard Sherman if the 49ers cant bring him back, and should be able to slot in at CB1 or CB2 immediately.
13 - LA Chargers - Rashawn Slater, OL, Northwestern - Slater’s a guy who's been getting a ton of hype in recent times, with some even putting him above Sewell. How much of that is real and how much of it is smoke? Hard to say at this point, but I do know that he’ll be an upgrade no matter where he slots in for the Chargers. Protecting Herbert should be there #1 priority right now, especially for the terrible LA OL. Slater should be a fantastic player for the Chargers from day 1.
14 - Miami Dolphins (Via Minnesota Vikings - sends 1.18, 3.82 for 1.14) - Jaylen Waddle, WR, Alabama - Miami goes ALL in here. With Watson now on the roster, their window is now, and they treat it with urgency, giving up some more draft capital to grab the last of the 3 main stud WRs in the class. Jaylen Waddle fits what Miami needs right now, a speed demon joystick who would be what Will Fuller was for Watson in Houston, a connection that was lethal even with Fuller being injured constantly. Watson to Waddle should be one of the deadliest partnerships in the league, turning the Miami offense into a high powered scoring machine.
15 - New England Patriots - Mac Jones, QB, Alabama - Mac Jones is a guy who’s worked his way from fringe QB prospect all the way up to R1 guy. I'm not sure if the NFL likes him as much as most people in the draft community do, but he’s a smart QB who was instrumental in leading the Crimson Tide to a National Championship. I’d say he grades out pretty well at all the important areas of being a QB, like his arm, going through progressions, that kind of thing. This only big flaw IMO is his ability to extend plays, but the Patriots have the OL to shore up that weakness. The main question here is how will Mac Jones play without any solid WRs? The Patriots receiving corps is barren, so that will be something that must be addressed soon.
16 - Arizona Cardinals - Wyatt Davis, OG, Ohio State - The Cardinals offensive line seems to consistently lose at the LOS, something that was a huge part in them not making the playoffs. With that in mind and all of the top 3 CBs long gone, they grab the mauling OG out of Ohio State, an absolute mauler who can hit hard to create space in the run game. He’s a great fit for the Cardinals run game, and should give them some of the nasty they’ve been lacking.
17 - Las Vegas Raiders - Jeremiah Owusu-Koromoah, LB, Notre Dame - It's hard to say what the Raiders will go with, as Mayock has not been on the job that long, but this is a pick that I agree with Daniel Jeremiah on. The Raiders lack that dynamic linebacker who can move around and cover everything, and JOK should be able to line up all over. He’s perfect for an NFL that seems to value positionless players more, and especially for a Raiders defense that’s going to be stuck against Travis Kelce for the near future.
18 - Minnesota Vikings - Gregory Rousseau, DE/DT, Miami - When your sack leader is a guy you traded away half way through the season, there's a problem. That Vikings defense was inexcusably bad this year, even with the loss of Danielle Hunter, and basically cost their offense a shot at the playoffs. They need to add some juice to the pass rush ASAP. Gregory Rousseau would be perfect, a raw and crazy athletic player who can line up all over the defensive line to wreak havoc. Considering Minnesota turned one athletic freak into a stud, they should have confidence that they can make Rousseau great too, and he’d be a wonderful addition, especially considering the fact that the Vikings have moved around their edge rushers to exploit mismatches, most notably against the Saints.
19 - Washington Football Team - Christian Darrisaw, OT, Virginia Tech - There doesn't seem to be a solid answer at QB available here for Washington, so they look to bolster up their trenches in order to replace the departed Trent Williams. Darrisaw has the size and length to be a fantastic NFL tackle, along with an extremely strong anchor and some great agility for his size. His technique needs to be cleaned up a little, but he could easily lock down the LT spot for Washington in the future.
20 - Chicago Bears - Rashod Bateman, WR, Minnesota - Allen Robinson is gone, leaving a huge hole at WR1 for Chicago. Seeing as there’s not really a great way to fix Chicago’s QB situation, they instead look to try and make the most of their closing window. Rashod Bateman should come in and be the WR1 for Chicago, a great route runner with sure hands who can snag a ball and some more yards after the catch. Hopefully Trubisky builds a much better connection with him than he did with Arob.
21 - Detroit Lions (Via IND - sends Matthew Stafford for 1.22, salary filler) - Zaven Collins, LB, Tulsa - The Lions defense really needs help at LB. Jarrad Davis is probably starting again, but Tavai really shouldnt be. Zaven Collins can step in and be the best LB in the Lions from day 1, an absolute freak athlete who can cover, can stop the run, and even has a pass rushing upside. He’s the perfect chess piece for the new Lions defense to build around, and should be an immediate impact player from day 1.
22 - Tennessee Titans - Daviyon Nixon, DT, Iowa - The Titans need pass rush in every capacity, and that includes from the defensive line. Jeffery Simmons is a monster, but he doesn't get much help. He’d pair up great with Daviyon Nixon, a freak athlete out of the B1G who excels most when he gets to pin his ears back and just attack the QB. His ability to cause issues down the middle should help alleviate the Titans pass rush issues somewhat.
23 - New York Jets (Via SEA) - Kyle Pitts, TE/WR, Florida - The Jets just need to add weapons to their team at this point. Their WR corps has little promise outside of maybe Mims, and their TE corps is equally barren. Pitts addresses both of those issues at once. Able to play all over the lineup, Pitts can work as both a huge WR and a TE, able to consistently beat coverages and get catches against defenses. He’ll be a great weapon for Fields to utilize, a truly dynamic threat who could be one of the best receivers on the Jets from day 1.
24 - Pittsburgh Steelers - Liam Eichenburg, OT, Notre Dame - A lot of the Steeler’s tackle depth, most notably starting LT Alejandro Villenueva, will be lost to FA, and Pittsburgh needs to address that ASAP. Liam Eichenburg isnt the most athletic OT with a crazy high ceiling, but he’s a solid technician who should be able to start from day 1, perfect for a contending team like the steelers.
25 - Jacksonville Jaguars (via LAR) - Samuel Cosmi, OT, Texas - The Jaguars need to protect their investment, especially with Cam Robinson a question mark to be back due to his poor play. Protecting a young QB should be the #1 priority after landing one, and Cosmi is a tantalizing prospect to add. He’s got plenty of athleticism and a frame that’s waiting to be filled out, a solid pass blocker who can deal with speed rushers really well. He’s a high ceiling prospect who could become a great LT and lock down Tlaw’s blind side for the future.
26 - Cleveland Browns - Jaelen Phillips, EDGE, Miami - Sometimes it just feels like the Browns defensive line is just Myles Garrett. That can't stand. The Browns need to give Garrett some help in the pass rush, and that's why they pick Jaelen Phillips. There’s a lot of injury concerns here, but if Phillips can stay healthy, he’s an absolute MONSTER in the pass rush, having notched 8 sacks in just 5 games this year. If he can stay on the field, he and Garrett should give opposing offensive lines some serious headaches.
27 - Baltimore Ravens - Alijah Vera-Tucker, iOL, USC - The Ravens need to bolster their offensive line more. After the loss of Marshall Yanda, the Ravens offensive line has taken a notable step back, and Ronnie Stanley’s injury certainly didn't help there. AVT’s easily BPA at this point, an interior beast who is a stone wall with excellent hand usage. He should be able to make the Ravens offensive line even better, and boost their already lethal run game to higher levels.
28 - New Orleans Saints - Kyle Trask, QB, Florida - Im sorry, I don't think Taysom Hill is an NFL level QB. Especially not for a title contender. Drew Brees is retired, and I doubt Winston will be back. That means QB is the most glaring hole in NO. Kyle Trask might never be Patrick Mahomes, but he’s a good solid player who can make accurate passes, adjusts to pressure well, and is willing to extend plays. With the Saints filled with weapons and talent, Trask should be a good enough game manager to help the Saints be contenders for the rest of their window.
29 - Green Bay Packers - Levi Onwuzurike, DT, Washington - Kenny Clark and Keke Kingsley are building blocks along the defensive line, but the Packers could afford to add some depth. Onwuzurike has been mocked in the first by DJ, and he tends to have his ear to most NFL team’s pulse. Onwuzuriki’s calling card is his length and athleticism, which combined with his explosiveness and motor results in him just running over people at times. He does need to improve his power and add more consistently, but the addition of Onwuzurike could make the Packers defensive line a force as good as the Steelers DL.
30 - Buffalo Bills - Travis Etienne, RB, Clemson - The Bills just need playmakers especially in the run game, and Etienne is one of the best pure playmakers in the class. He’s an explosive threat who must be addressed at all times, or else he could break free and gash the defensive for serious yardage. His acceleration and contact balance make him a problem to tackle, and with supposed 4.3 speed, defenders won't be able to catch him once he gets into open space. He’s no slouch in the pass game either, putting up solid production at Clemson and flashing the ability to run a few option routes. The Bills already have their Jim Kelly and Andre Reed in Josh Allen and Stefon Diggs. Time to add the Thurman Thomas of the trio, and turn Buffalo into an offense that can toe to toe with the Chiefs.
31 - Tampa Bay Buccaneers - Jalen Mayfield, OT, Michigan - Donovan Smith is very likely gone this year, meaning that Tampa would have a hole at one of the tackle spots opposite of Wirfs. No matter if they move Wirfs to LT or keep him at RT, Mayfield would be a great get opposite of him. Mayfield’s a dependable run blocker who has good feet, and although he's not finished just yet, if Tampa can utilize his athletic gifts to the fullest, he’d be a great compliment to their current franchise OT.
32 - Kansas City Chiefs - Joe Tryon, EDGE, Washington - Joe Tryon’s another player who is apparently well regarded according to DJ. He’s shown flashes of being a great pass rusher, but he’s really still a WIP in most areas, especially as a run defender. However, he does fit the mold of what the Chiefs want in their pass rushers, standing at 6’5 262. Kansas City does need the help on the EDGE, and they can afford to take a gamble here, considering the Mahomes led offense should be able to easily cover up any defensive deficiencies for the next few years.
submitted by kcheng686 to NFL_Draft [link] [comments]

Thoughts/review on Cyberpunk 2077 after 400 hours gameplay.

Firstly, just wanted to say that the 400 hours is me restarting the game...four times over? I've also not been following this game, I knew it was coming out but I put at the back of my mind, never gave into the hype and only bought the game when a guy from work was talking about it.
Gameplay TL;DR:
Game is broken. By level 50, enemies either did 1 damage or buffed me to do more damage. Some of the guns are insanely fun but break the game. It's fun, but if you want a challenging experience wait till some good addons come out.
Story TL;DR
Main story is quite short, it's not effected by any side quests you just get different endings that you can choose, one ending feels more finalised but open to a sequel/DLC the others either just end (which is intented) or just end on a "To be continued."
Romance quests are very good but the romance is just do quest, sleep with them, end of romance, apart from one character.
Some of the side quests are VERY VERY good however and the overall theme of Cyberpunk is in my opinion, excellent, it's just let down by the main plot.
Bugs/Glitches TL;DR:
No crash to desktop, main problems were only for those strange people like myself who play non lethal but some of the endings are bugged, one of the end cut-scenes is bugged.
Overall TL;DR:
I think if you really really want to play this game, play it. I had a lot of fun and got my moneys worth, though I would be lying if I didn't say that I'm not dissapointed with the end product. If you're on the fence and you're reading this to see if it's worth £40-50 then I would say don't get the game, wait till next year when the modding scene has expanded more and all the DLC has come out, get it on a sale.
When the ending cutscene is bugged and after what...3-4 patches and the lead dev has said how proud he is of the PC version, I would say that it's best to hold off.

Gameplay:
I played purely on Very Hard and tried a no kill playthrough which...I couldn't do all the way due to certain sections of the game but for majority of the game I didn't kill anyone. What I liked about the game is that it didn't say "Oh well, you best get used to the taser weapon or the stun gun, because that's all you get!" like so many other FPS RPGs that offer that, I was using shotguns, sniperrifles, assault rifles, SMGs...anything, really. That's good!
My build:
https://nukesdragons.com/cyberpunk-2077/character?v=1&a=if4ig&s=iiifff44iigg&p=h42h83hd1hg2hh1u11u41ua3uh1b13b32b42b72b83b93bc1bd2be2bf2a01a41a62a81a91ab3ah1ai2aj1ak1al2w01w11w31w63w72wa3wb2wc2n01n21n43n73n82na1nc2nf1nh2s51sc1sk1c01c11c42c61c72c82c93ca2cb1cc1cf2r32e62eb2eh2ei1 If/When I replay, it will either be:
https://nukesdragons.com/cyberpunk-2077/character?v=1&a=a9kck&s=111999kkcckk&p=p02p11p21p32p42p51p61p72p81p91pj1pa1pb1pc2pd2pe2pf2pg2ph1pi1q01q12q23q41q51q63q71q81q93qa3qb3qd2qe1qf3qi1aa1ab3af3s31sa1sb1se2sf1si2sj1c01c11c32c51c61c82c93cb1cc1cf2cg2ch1ci1eh2
I did make my gear and I put all epic armour increasing mods into the slots, then with my weapons all epic crit chance or if they had 100% crit by default, Crit damage. I used Qiant Sandevistan which would slow down time and lowered the CD on it so I could use it every 19 seconds.
To put this into perspective of how this was at level 50, the most damage done to me was the end boss and it was about...20-30 damage, other than that, everything was 1 damage. With Katana and Cold Blood I had about 14-15k armour, with just the Katana it was about 6k and with any other gun it was 5k armour. I got this by upgrading everything to as far as the game would allow which when you hit 50 is just one extra upgrade. My health thanks to the consumable perk and health perk was about 850 to 1k with all consumables. My Cyberware made me immune to bleeding, my perk made me immune to poision, if I took shock damage my armour would increase by 10% and I would take no damage and fire would increase my damage by 10%.
So...I took 1 damage with a 800+ health pool, I could kill everything very easily dealing about 24k damage on some enemies and I could slow down time and kill everything before they could even react. This is on VERY HARD.
"Why complain about it being broken if you broke it?"
Because I was told that the secret ending was very difficult and I was also told, by the game, that in very hard, you have to use EVERYTHING to survive. The problem is the game devs...for some reason...lets you out level all the mobs in the game, at level 50 the only "yellow" enemies were two mechs on the secret ending and the end boss, all of which died super quick anyway because the damage is broken.
The other problems I had and the other reason I hit 50 was I was told "Do the sidequests, they effect the ending." and with the Cyberpsycho being all about keeping them alive, I thought "There's gotta be a moment where she comes in and helps me or someone out." But...nope, you don't get anything other than money. Nothing happened when I did all the police side quests, nothing happened when I did all the races, the only quests that did matter were two side quest chains, Panam and Johnny...maybe the boxing ones.
"But you get tons of cash!"
If you go down the hacker route, it's kinda pointless because you get all your hacks via crafting or random drops from terminals.
"Ah! But you went guns blazing, all guns, must've cost a ton to get all your armour up, weapons and ammo!"
Afraid not. Once you get the epic grenade blueprints you can make your set for a lot of your upgrades, you just buy cans of soda from vending machines and take them apart which doesn't cost that much anyway. The legendaries are a bit difficult, granted and that's why I said the boxing quest chain is actually very useful if you want to play a non hacker route.
Outside of upgrades once you get any weapon mod and the perk that grants a 20% chance to get an extra item when you make gear, you're set as they all use the materials you get from soda cans or random junk items.
General view
I suppose when it's all said and done, I can't say I didn't enjoy the gameplay. I played 400 hours of it. It is to easy and if I wanted to do a "All guns blazing" build again, maybe just stick to epic gear. If we get a new game plus or some difficulty mods that would be perfect, something like enemies using tech weapons more to shoot through walls, more smart weapons hitting you behind cover, more netrunners hacking you all the time and having them stun/blind you or something, just anything other than setting you on fire...a cyberware mod makes them buff you for crying out loud.
One of the main reasons I went the gunner route was because I saw so many great guns I thought, at the time, I couldn't use so...I will say that with my build, all the guns I had, it was a lot of fun, I really really enjoyed it...it's just far far to easy, I wanted something to say "Ok, you think you got this, let's put it to the test!"
Story:
I didn't really know all that much about Cyberpunk coming in, I love Bladerunner and Ghost in the shell, distopian stories where it has a message and hopefully a nice ending.
Cyberpunks story was good, there are some side quests that I will remember, I won't say which ones but I will say that if you like story, it's good to pick them up. There aren't that many of them, a lot of side quest will be just "Kill the dude. Steal the thing. Hack the thing." with a text being sent to you on why you should care, most of the time I didn't really care all that much but those that did offer something a bit more, did make me pause and think about it, even think about them as I walked away from the game on what was the "best" option.
The romances are...ok. There is certainly more effort in Panam than the others, who, do have their own quest lines and they're the best quest lines in the game but Panam, as a romance story line does seem more fleshed out. The others are sadly very much a "Do my quests, then do me, ok see you at the end of the game!" Panam fights alongside you, you both go on a big character journey together and the fact she joins you in one of the best endings says a lot. A bit dissapointing for me, as I liked Judy and one of her endings was very nice but when I saw what Panam got...argh, was frustrating.
The main plot itself is unfinished. If you can be bothered (like I was) do all the side quests, everything, then do the main plot. Not only will you find that during your time the main plot is very short only about...10-15 quests? Of which none of the side quests you can do effect them, at all, no dialogue options that I could see, none of them alter the story a bit...nothing. The endings aren't effected by sidequests either, you get extra endings, two if you do two side quests but that's it.
I won't spoil what the endings contain, but I will say, for the sake of saving your time if you're reading this before doing them, that the secret ending is pointless and lazy. It's basically one of the endings but they removed the NPC's from the ending and just spawn some mechs, then after that you get the same boss fight you would get regardless of the ending and then you get a rehashed ending of another ending and an epilogue from another ending. Basically they just took apart the endings and stuck them together to get the "Secret" ending, you get about...a few bits of dialogue from a character but...it's not that great honestly.
The biggest problem is this is a "The ending will be in the DLC!" kinda game, where, even the main character points out how pointless the whole thing was. I HATE these kind of endings, the only saving grace is that...I HOPE, this is going to be in the free DLC they're doing this year.
Glitches and Bugs:
At this point in time, I came across TONS of bugs. Nothing that crashed me to desktop par once (which is a deal breaker for me if it happens to many times) the only issue I did come across was playing non lethal, where, if you grab a enemy and drop them during stealth...for some reason, they are more prone to glitching and exploding in a bloody mess. If you stand and drop them, make sure the ground is as flat as it can be, you might, MIGHT be ok. The other thing to do is enemies would show the death animation (no breathing) BUT if you pick them up, drop them, turn around, sometimes the animation will change to show they're still alive. If you hit them whilst they're on the ground, even if it's a stungrenade touching them, yes, touching, not exploding, you throw a grenade at them and it bounces off of them, they die.
Cars would smash into concrete, textures would take ages to load, sound would be to loud from time to time, some dialogue had the tech distorted effect some didn't, Tech guns randomly not charging up to shoot...all of which I could ignore as they either didn't effect me to much, I could fix by saving the game and reloading or were just funny.
When the endings are bugged, that to me is very different and that's what made me go from "This is one of the best games I've played!" to "They just stop caring."
So during the "Bad" ending, dialogue wouldn't play I just saw text, I had to reload a save to make it work. On the "Good" ending, during a quest I was told to drive a vehicle and then park it in a tent, the only problem is I couldn't do it because an invisible wall was blocking it and I would just flip over, I couldn't get out to continue the quest or fail it, but luckily you can skip it. Then on the "Good" ending, on the very last cutscene I drove into the sunset...literally into the sunset as the Vehicle was driving on the skybox.
When you haven't even tested the ending, worse, you say "We're proud of our PC version!" it's such a slap in the face, yes, I'm sure these will be fixed...I hope, but I don't want games in the future to be like this, I want a finished game, certainly if you're asking £40 for it. The free DLC better be something decent and not "Paint your car!" but either way, the damage has been done and it's a real real shame. This game deserved to be polished, it has so much potential and there's so much to like here it's just sad to see it be this...messy and uncared for.
Overall:
400 hours of gameplay, do I regret it? ...No? I mean, I've come away disappointed because of how bad some of the flaws are, more so with the lead dev saying how proud he is of the PC version but...I would be lying if I didn't say that if they brought out new game plus, there was some mods that made the game a lot harder...I wouldn't go back.
I will play Male V romancing Panam as I have a very strong feeling that's the "intended" storyline and though my choices won't matter in the end, there would be some things I would do differently. I did enjoy my playthrough, I like Judy as a character I just wished I could do more, like...something as simple as hang out on her couch and watch TV with her would've been fine, doesn't have to be grand and epic, just simple character interactions...which you get through quests with Panam.
Could I recommend this game to others though? Not really...If the glitches and bugs was just the odd here and there, ok, fine, it's an open world game with amazing graphics, sure, you will get some problems..but when your endings are bugged? Nah, it's not acceptable.
Maybe some people can look past it, I would like to but I just feel...like a chump. Here's hoping it gets better, they did say they were working on it more and didn't find it acceptable but...not sure if that's just console, we'll see.
submitted by Thurinn to cyberpunkgame [link] [comments]

My 2021 WFT Mock Offseason (This is really long)

Intro:
(I want to start by saying I was inspired to do this by u/quixotikdylusion)
What a year 2020 was for this team, it had plenty of bad but there was a lot of good and a lot of progress that was made. I think the biggest thing is that we have a good coaching staff, especially on defense, that can cover up some of the flaws on this team. Besides that, we have a good core and some good depth as well. However, there are still areas that need to be addressed and fixed for this team to take the next step.
Offense:
First, the most important position: the QB position. When it comes to QB I view it as either you have a top 12 QB or you have no QB. This is why losing out on Stafford changes things. In my opinion, the only guys left that are worth going for are Dak, Carr, and Watson. I would much rather start the year with Heinicke and Allen than:
  1. Trade a first or second for Mariota/ Wentz/Darnold (if you want a reclamation project you already have two in Heinicke and Allen and you don't have to give up any high picks for them)
  2. Overdraft Jones/Trask (there are too many good players at 19 and you have too many holes besides QB)
If we can't get one of those guys I would rather go into the year with Heinicke, Allen, Montez, and a veteran QB. If Heinicke turns into a star you have your QB of the future, if he burns out then
Second, this team needs WR help. Terry McLaurin is a star and is a great X receiver but besides him, there is no one on this team that scares you. This team could use a Z receiver and a Slot receiver. Cam Sims was the Z last year but I view him as a WR4 rather than a WR2. Steven Sims was the Slot last year and I would be annoyed if he's the starting Slot in 2021; I would either cut him or have him as a WR6 behind Harmon and Cam Sims.
Third, this team needs a TE #2. Logan Thomas had a good year and looked to be a good starting TE option for the next couple of years. However, there is no depth at the position. Jeremy Sprinkle is a terrible TE and every time he is on the field bad things happen, Baugh and Hemingway would be out of the league if WFT didn't pick them up. This team desperately needs someone to backup Thomas.
Lastly, the team could use some depth at OL and RB. At OL, we could use a backup guard because Wes Martin is terrible. At the tackle spots, we could pick up a developmental player since both Moses and Lucas are going into their age 30 seasons next year. At RB you don't really need anyone but I would look to upgrade over Peyton Barber and to do so I would add a young bowling ball style power back who can help you in those short-yardage situations.
Defense:
On defense, the priority should be to bring in two new LBs. In the 4-3, you need three LBs (WILL, MIKE, and SAM) and right now you only have one in Cole Holcomb. Holcomb is more of a WILL backer but because of how poorly the others played he was asked to play the SAM. This offseason you need to get a MIKE and preferably a SAM because Bostic and KPL are not good enough.
The second priority should be to add a true centerfielder FS. Del Rio likes to run cover 1 and cover 3 and in both of those coverages, you need to have a deep middle safety. Apke last year was the first one who played this role and he was terrible at it, Reaves was next and he played better but you can still upgrade the position.
Lastly, you can get depth at positions like CB and Edge. If you let Darby go you have a real need at corner and it becomes your main priority but he likes the staff and the staff likes him so he probably gets resigned. However you still need depth at the position, Moreau is not going to get resigned and Stroman/Johnson as your CB 4 and 5 is a recipe for disaster if a starter gets hurt.
When it comes to Edge you need replacements for Kerrigan and Anderson. To replace Kerrigan, you should bring in a rotational pass rusher. When it comes to Anderson, the loss might be shrugged off as who cares but it’s lowkey a bigger deal because you lose a rotational run defender and the guys on this team that are supposed to replace him, like Toohill, are not good enough.
Offseason
I used OverTheCap for Free Agency and The Draft Network for the Draft
Before Free Agency
Cut Alex Smith: It was a great story and is an inspiration but you cannot pay $23 Mil for below-average QB play. I hope he retires and we don't have to cut him but he probably won't retire so I would cut him and save $14.7 Mil.
Free Agency
Each player will be listed in this format:
Name, Position, Contract Length Full Salary (includes signing bonus), Signing Bonus, Total Guarantees
2021: Cap Hit, Guaranteed Money for that season. 2022: Cap Hit, Guaranteed Money for that season. (So on if applicable)
Description about the signing.
Resigned
Brandon Scherff, OG, 4 years $60 Mil, $15 Mil, $35 Mil
2021: $12.75 Mil, $8.75 Mil. 2022: $14.75 Mil, Fully Guaranteed. 2023: $14.75, $7.75 Mil. 2024 $17.75 Mil, $3.75 Mil
This is a really tough decision because Scherff is often injured and he is a guard. However, this team has been devoid of top talent so when you have a guy that's as talented as Scherff you should look to keep him. Also, he did just make 1st team all pro and this OL looked way better when he was in the lineup. So all in all I think you have to pay him and this contract is a 3 year deal with an out in 2024 and that isn’t a bad deal for either side.
Ronald Darby, CB, 4 Years $40 Mil, $10 Mil, $20 Mil
2021: $9.5 Mil, $7.5 Mil. 2022: $8.5 Mil, $7.5 Mil. 2023: $10.5 Mil, $2.5 Mil. 2024 $11.5 Mil, $2.5 Mil
Darby played solid last year and so he gets rewarded with a new contract. Good corners are really hard to find so if you find one it's best practice to keep them in town. This contract is about the same as the Kendall Fuller contract and I think that is what Darby’s market value will be. Now there are injury concerns with Darby and so that's why this deal is structured to give you an out in 2023, so if he regresses/gets injured all the time you can easily cut him.
Taylor Heinicke, QB, 2 Years $13 Mil, $2 Mil, $6 Mil
2021: $5 Mil, Fully Guaranteed. 2022: $7 Mil, $1 Mil.
The legend of Heinicke is coming back. As I said above, in my opinion, the best realistic option is to bring back Heinicke and see if he's the real deal or not. If he is, you just got yourself a franchise QB but if he is not you move on after this year. This contract is structured to give you 3 options:
  1. If he is good, you have your QB and a bonus is that you don't have to pay him a lot in 2022, that is important because A. That buys you time to negotiate the deal so you don't have to do a Kirk Cousins 2.0 with the franchise tag B. Gives you plenty of flexibility to make a splash in Free Agency
  2. If he is decent but not good enough to be the starter, you can still keep him around since the contract is relatively cheap for a backup QB. (Go after Dak)
  3. If he is terrible, you can easily release him and save $6 mil. Then either you draft a QB or you go after Dak Prescott who would inevitably be coming off the second franchise tag
(Edit: As I was writing this, Taylor got signed by the team for 2 years $8.75 Mil. However, I will still be counting the contract I gave him instead of his IRL contract when it comes to the salary cap)
Nick Sundberg, LS, 4 years $5.57 Mil, $1 Mil, $1 Mil
2021: $1.325 Mil, $250k. 2022: $1.370 Mil, $250k. 2023: $1.415 Mil, $250k. 2024: $1.460 Mil, $250k
Yeah, Sundberg is not leaving Ashburn. He has been great on the field and off the field in the community. (Should've won WPMOY last year) He gets a nice pay raise and the team is set at LS for the next 4 years.
Dustin Hopkins, K, 1 year $1.07 Mil, $0 Mil, $500k
This is a one year prove-it deal for Hopkins. He was terrible last year and cost the team many wins so I thought about letting him walk. However, it was just one year, and he’s been good every other year so I would try and see if he can get back to old Hop. That being said there is no chance I would pay him more than $1 mil, if he wants anything more I am happy letting him walk out of the building
Kevin Pierre Louis, 1 year $2 Mil, $500k, $1 Mil
KPL is coming back but in a reduced role. I don't think you should be actively starting him but he is an above-average backup and I would bring him back at $2 Mil.
Cam Sims, WR, 1 year $2.24 Mil RFA Tender, 0, $2.24 mil
Kyle Allen, QB, 1 year $850k RFA Tender, 0, $850k
I would pick up both options, both are cheap and both are above average for a WR4 and a QB2.
Free Agency
Corey Davis, WR, 4 years $47 Mil, $12 Mil, $25 Mil
2021: $11 Mil, Fully Guaranteed. 2022: $11.5 Mil, $8 Mil. 2023: $12 Mil, $3 Mil. 2024 $12.5 Mil, $3 Mil.
The big splash in Free Agency is to bring in the former Titans receiver. Davis is a former top 5 pick who had a breakout year in 2020 and is just entering his prime (he is 26 years old). I think Davis is a great option in free agency cause I think you are getting a guy who is going to get even better over the next couple of years for relatively cheap. He also is a guy who fits the profile of what you need at WR, this team desperately needs a big body Z receiver and Davis fits that since he A. played the Z in Tennessee and B. is 6’3. Now if Davis doesn't live up to expectations, you can cut him at the end of 2022.
Denzel Perryman, ILB, 2 years $13 Mil, $4 Mil, $6 Mil
2021: $6.5 Mil, $4 Mil. 2022: $6.5 Mil, $2 Mil.
At times last year, this team's run defense was poor and that was mainly because of how bad the LBs were in run defense. Enter Denzel Perryman to change that. Perryman got an 86.3 grade against the run by PFF, now PFF isn't always the greatest site but the grade shows that he is really good against the run. Perryman is also a true MIKE and that is also something this team desperately needs. You cannot have Jon Bostic be your MIKE if you want to have a good LB core. The best part about this deal is that Perryman fills the needs of this team at a cheap price.
Trey Burton, TE, 2 years $8 Mil, $2 Mil, $4 Mil
2021: $4 Mil, $3 Mil. 2022: $4 Mil, $1 Mil.
As I talked about above, you needed to get depth at TE and that's exactly what you get in Trey Burton. Immediate upgrade at the TE 2 spot and a guy who can do everything you want from a TE 2. Burton was graded as the best blocking TE in 2018 by PFF and in 2020 he was an above average blocker. Burton can also be a decent pass-catching option if you need to start him.
Demarcus Walker, Edge, 2 years $5 Mil, $2 Mil, $3.5 Mil
2021: $2.5 Mil, $2 Mil. 2022: $2.5 Mil, $1.5 Mil.
Demarcus Walker came into the league as a second-round Edge rusher who was picked by the Broncos, but he did not live up to expectations in Denver. However, that is because he was playing as a 3-4 outside LB and that was not his natural position. Once the Broncos moved him down from outside LB to the DL he started producing. In Washington, he could be a good rotational Edge rusher in the 4-3. He is still a guy with untapped potential so some growth could happen.
Jourdan Lewis, CB, 1 year $2 Mil, $500k, $1 Mil
This team needs depth at CB, especially NCB, and Lewis gives you depth. Lewis gives you depth because of his versatility, he can play both slot and boundary corner. Lewis is coming off of a really bad year but it is only 1 year and from 2017 to 2019, he was a solid corner. Because of this I would be willing to take a chance on Lewis, after all, he would be your CB4 at best and it's only a 1-year deal.
Blake Bortles, QB, 1 Year $1.075 Mil, 0, $500k
Backup QB who should be your QB 3 at best. I decided to bring Blake in instead of a guy like Alex Smith because Bortles doesn't have the injury concerns Smith has. Bortles is a decent option if both Heinicke and Allen get injured.
Alex Redmond, OG, 1 year $1.090 Mil, $0, $900k
Starting OG for the Bengals who wasn't anything special so you bring him in on a cheap deal to be a backup guard. He is better than Wes Martin and that's all that matters when it comes to this signing.
NFL Draft
Each player will be listed in this format:
Name, Position, College, Height, and Weight
Description about player
Round 1: Zaven Collins, LB, Tulsa, 6’4 260 lbs
The Bronko Nagurski Trophy winner is coming to DC. Zaven Collins is a great pick in many ways. First, as a player he is instinctive and that allows him to be good in both run and pass defense. In run defense, he will fill gaps nicely and in pass defense, he has great ball skills that allow him to cover most running back/tight ends. Second, he fills a position of need since he is a SAM LB and this team does not have one, right now Holcomb plays the SAM but this move allows him to move to his natural WILL position. The main concern with Collins is that he has mediocre speed, however, he has other tools that can make up for his speed and besides speed, he has good athleticism.
Round 2: Alex Leatherwood, OT, Alabama, 6’5 312 lbs
As discussed above, you have two good tackles on this team but they are both turning 30. So here in the second round, you take a good tackle prospect who with development could turn into your franchise LT. Alex Leatherwood is a tackle who is good against first moves in pass protection and he is also good as a run blocker. His main weakness is that he tends to get beat when guys use counter moves on him in pass pro. The good news is that good coaching can clean that up. This is a pick that may not help you this year but will help you in a couple of years.
Round 3: Andre Cisco, S, Syracuse, 6’0 203 lbs
This team desperately needs a center fielder FS and that's the guy you're getting in Andre Cisco. I talked about how JDR likes to call cover 1 and cover 3 and how there is no one on this team to play that deep center safety role, well Cisco thrives in the deep center role. Cisco is a ballhawk who plays really good coverage. Now you might be wondering how he fell, well he fell for two reasons: 1. He is a bad tackler and 2. He freelances sometimes. Now problem number one isn't a big deal for this team, you have 10 other guys who are good tacklers especially if you bring in Zaven Collins and Denzel Perryman. Number two is concerning but I trust JDR to reel him in and teach him how to play within the confines of the defense. While there are some problems to his game, the talent is there and it is just too good to pass up.
Round 3: Brevin Jordan, TE, Miami, 6’3 245 lbs
Now I know I have the team signing Trey Burton in free agency and I know that this team doesn't need 3 TEs but Brevin Jordan is just too good to pass up. Jordan is a player that can play all over the field and is a dynamic weapon that can be used creatively on this team. Jordan is an athletic player with good size and speed. He has good ball skills and hands as well. When it comes to route running, he is solid but still needs some development. The same can be said about his blocking. Sitting behind both Logan Thomas and Trey Burton would be beneficial for a guy who in the (near) future could become your TE1.
Round 4: Dazz Newsome, WR, North Carolina, 5’11 190 lbs
Dazz Newsome, starting slot receiver for the Washington Football Team in 2021. You finally find a good slot receiver. Newsome is the final piece to this top 10 receiver core of Mclaurin, Davis, and Newsome. Newsome is fast and shifty, when it comes to route running he runs crisp routes, and most importantly he has good hands. Newsome could add more routes to his game but besides that, there are no major weaknesses in his game. Newsome is also a punt returner so next year you don't have to worry about Steven Sims muffing any punts.
Round 5: Rashad Weaver, Edge, Pittsburg, 6’4 265 lbs
This may seem strange to take an edge rusher but you do need a couple of guys there to make up for the loss of Kerrigan and Anderson. The Kerrigan replacement was signed and Rashad Weaver is your Anderson replacement. Weaver is a good run stuffer and is a guy that you could rotate in on 1st and 2nd down. When it comes to pass rush, Weaver has all the rushes and tools in the bag but he lacks the bend and athleticism that you need. Weaver may not have the upside when it comes to pass rush but that's not what you are drafting him for, you're drafting him so that he can occasionally stop the run and that is something he can do.
Round 7: Thomas Graham Jr, CB, Oregon, 5’11 197 lbs
You always need depth at corner and that is what this pick is about. Thomas Graham Jr can come in and be a decent CB5 on this team. Graham Jr is a guy that has good technique, good timing, and good ball skills but he is not fast or agile. His athleticism lowers his ceiling but his traits raise his floor. A high floor player is what you should look for in a CB5 and Graham Jr offers you that.
Round 7: Spencer Brown, RB, UAB, 6’0 235 lbs
This man is built like a bowling ball and that's exactly why I am drafting him. Brown isn’t athletic and he can't catch. However, he has good vision, he is big and he can run between the tackles. Brown sounds exactly like a prototypical short-yardage back because he is one. Brown would be a younger, bigger version of Peyton Barber in this offense.
Post Draft Cuts:
Geron Christian, Peyton Barber, Jon Bostic, and Wes Martin were cut to save $2 mil. These players were expendable because replacements for them were either signed or drafted. Plus, $2 mil was needed to sign draft picks and leave some money over for UDFAs.
Final Salary Cap Numbers (Before signing draft picks and UDFAs but after all the cuts)
2021: $9,422,545
2022: $72,777,075
2023: $138,468,706
2024: $181,130,000
That concludes my offseason. Thank you for reading this post, I really appreciate it.
TL;DR
(Main guys)
Resigned: Scherff, Darby and Heinicke
Signed: Corey Davis and Denzel Perryman
Drafted: Zaven Collins, Alex Leatherwood, and Brevin Jordan
submitted by jerry17381 to washingtonNFL [link] [comments]

The Basic Weapons for Success: PvP

Hello all!
It's no secret that Destiny 2 has objectively never been more accessible to the average user, what with the game going Free to Play on all platforms and with crossplay coming later this year, it's safe to say we're more inundated with new guardians than ever. While the PvE scene is filled with helpful guides as always on what general guns are good to watch out for, what activities to grind in order to obtain your basic work horse weapons, the average kinderguardian will be walking into the Crucible playlist right now and have little to no clue what to utilise in order to keep up with today's weapon meta. To counteract this issue, this is a guide that will consist of how to obtain relevant guns for PvP success split up into 3 segments!

The 3 sections of this guide will consist of:

Tier 1: World/Playlist Drop Weapons
These are weapons that can drop through Strikes, Crucible or Gambit, and are available to all players regardless of whether they are solo or in a clan! If you aren't sure what you're looking for having just started out or if you've always written off PvP and just now want to get into it due to that slick looking Trials armor, this section will set you up with simple to obtain weapons that will treat you well.

Tier 2: Targeted Sources (Mid-Game)
These weapons' sources will come from specific matchmade activities (Altars of Sorrow, Iron Banner, etc.) While you will not run into these naturally and will have to go out of your way to do these activities, the weapons that drop from them will reward your investment. While these activities will be easier with a group, they still have solo paths to farming weapons.

Tier 3: Targeted Sources (End-Game)
In this tier, the weapons will either come from end-game PvE activities (Secret Missions, Raids) or end-game PvP activites (Trials of Osiris). Up until this section no weapons have required DLCs, however Tier 3 will assume you have access to all 3 DLCs and the ability to LFG for a group. If you are not used to end-game activities wherein you are forced to go out of your way to find a fireteam, being a solo player or new to the game, there are various ways to do so. Destiny 2 on PC has various LFG Discords and, though I am not an Xbox player myself, I've been told there is an in-game LFG system for those platforms.

A final note before we begin the guide: regardless of perk pools and stats, weapons are very personal! If you find a gun you feel works for you & you can slay out crucible matches with it then use it, regardless of whether it's the crustiest blue hand cannon you've ever seen. In addition, these tiers do not denote a gun's worth or effectiveness, only the ease through which you may obtain it: some Tier 1 guns may feel "better" than Tier 3 guns, it's all up to you.

Tier 1

Bottom Dollar: Void Hand Cannon, 120 RPM (Source: Gambit match completions)
Bottom Dollar is a potential drop from every Gambit match completion, win or loss. Its perk pool is gargantuan, with 12 potential perks in each main perk slot, however this works in the guns favour in that it has many potential usable rolls. Feeding Frenzy + Rampage, Quickdraw + Opening Shot, Rangefinder + Opening Shot, Outlaw + Multikill Clip or any combination of all these perks will provide you with a slow but reliable PvP Hand Cannon attainable relatively simply. Simply, however, does not mean easily, as the drop rate from the end-of-playlist-activity weapons is rather low & diluted with other world drop weapons at the moment.

Frozen Orbit: Void Sniper, 72 RPM (Source: Crucible match completions)
Frozen Orbit drops in the same way as Bottom Dollar, however instead may drop from any Crucible match completion. 72 RPM snipers usually have low handling, and so either Quickdraw or Snapshot Sights is considered essential by the majority of the community. If you land a Frozen Orbit with either of these perks it will do well as a high power-cap reliable PvP sniper, though as you will see, Aggressive Frame snipers can feel sluggish and heavy in comparison to some of the other snipers on this list.

Retrofuturist: Void Shotgun, 80 RPM (Source: World drops/Gunsmith Engrams)
Retrofuturist has the potential to drop through any legendary engram, and though it may appear bland, do not overlook this as a strong & reliable gateway into shotgunning. As a lightweight frame its handling is intrinsically higher, however Quickdraw is still an S-tier perk on any Retrofuturist. For your second perk column you can pair anything with Quickdraw, however for PvP either Snapshot Sights or Swashbuckler will most likely provide you with the best neutral-game benefits. For your barrel & magazine options, either Rifled Barrel or Full Choke are your best options for any shotgun, & Accurized Rounds for your magazine perk, though magazines do not massively affect shotgun consistency in PvP.

True Prophecy: Kinetic Hand Cannon, 120 RPM (Source: World drops/Gunsmith Engrams)
True Prophecy sports an impressive perk pool full of desirable traits, however is marred by its power cap. The gun sunsets at the end of this season, a phrase that will crop up multiple times, and means that its power will be capped at a certain amount for the rest of Destiny 2 unless it is reissued in a different form. While this does not affect regular playlist activities, anything power enabled will chew through sunset weapons, & it is heavily advised not to use them in any competitive scenario. If you do manage to land a True Prophecy you will be looking for any roll with Opening Shot or Rangefinder to pair with Rampage, Explsoive rounds or Timed Payload. Any roll will perform well, however these will provide the most consistent success.

Stars in Shadow: Solar Pulse Rifle, 340 RPM (Source: Crucible match completions)
Though it may not look like much, Stars in Shadow will eat alive anyone who underestimates it, and has carried me to the Lighthouse with its strengths. Another weapon with a deep perk pool Stars in Shadow has the potential for some incredible consistency, such as Firmly Planted + Headseeker, Killing Wind + Moving Target, Surplus + Demolitionist, and the incredible Outlaw + Kill Clip. If you see a Stars in Shadow drop, do not overlook it, as the time-to-kill of High-Impact Pulse Rifles is not at all to be overlooked, and Stars in Shadow will likely be the easiest attainable one for the foreseeable future.

Xenoclast IV: Arc Shotgun, 80 RPM (Source: Strike completions)
Xenoclast is an oddity in that despite it not rolling with Quickdraw it still presents a strong option in its diverse perk pool and Lightweight Frame for any aspiring shotgunners. Interesting perks include Slideshot/Slideways + Killing Wind, Surplus + Demolitionist or any Auto-Loading Holster roll. While Xenoclast will not stretch to the lengths that other PvP shotguns will, nor will it provide the best results, it is a solid Lightweight Frame shotgun that will get the job done while you search for something better.

Honorary Mention: Felwinter's Lie: Solar Shotgun, 55 RPM (Source: Monument to Lost Lights Exotic Archive)
No list of PvP weapons would be complete without mentioning Felwinter's Lie, however it may not hold its oppressive dominance over competitive Crucible for long enough to be considered an option worth recommending for numerous reasons. First of all, the shotgun sunsets at the end of the current season, and so you will get at most 3 more months of mileage out of it in Trials of Osiris & Iron Banner before the gun becomes unworthy of your energy slot. Second, its source of the Exotic Archive makes it a guaranteed drop, however for the hefty price of an Ascendant Shard it may not be the most accessible for a player first starting out. Its rolls of Quickdraw + Opening Shot cannot be beat, and the Shot Package perk providing it with a fixed spread mean that it is among the most consistent shotguns in the history of Destiny 2, but as far as competitive options go you would be better off not getting used to having this for too long.

Tier 2

The Palindrome: Void Hand Cannon, 140 RPM (Source, Nightfall: The Ordeal Completions *May require DLC depending on the week)
The Palindrome is a returning classic from Destiny 1, and while it may no longer be present in the Kinetic slot, it still packs some killer perk options. Outlaw + Rampage, Killing Wind + Rangefinder, Quickdraw + Rangefinder, even Overflow + Rampage if you want to get especially frisky. Its drop source is its biggest obstacle, in that it will only drop when it is the rotated weapon in Nightfall: The Ordeal, and depending on the week it may be a strike that requires DLC to own. If you own everything however, Palindrome will be a consistent and powerful option, its Adept version even moreso if you eventually brave a Grandmaster Ordeal.

Blasphemer: Kinetic Slug Shotgun, 65 RPM (Source: Altars of Sorrow Moon Event/Pit of Heresy Dungeon)
While there are technically two versions of the Blasphemer, one with exclusive perks dropping only from the Shadowkeep Dungeon and one with general perks, for the purposes of PvP you need only worry about one roll: Quickdraw + Opening Shot. This roll can be acquired through completion of the Altars of Sorrow public event in Sorrow's Harbour on the Moon when the boss that day is dropping the shotgun, or at any point if you find a group for the Dungeon, but either will award you with your new Slug Shotgun. While these are not as easy to utilise as pellet shotguns, their ranges can stretch farther and being in the Kinetic slot, there are many weapons you can pair with Blasphemer. As a bonus, as far as I am aware, Altars of Sorrow and their associated weapon drops are free to all players, and so even without access to Pit of Heresy you can still obtain this weapon regardless.

Bite of the Fox: Kinetic Sniper Rifle, 72 RPM (Source: Iron Banner match completions/Token turn-ins)
Bite of the Fox is the first Iron Banner weapon on the list and it presents a unique opportunity in a Kinetic PvP sniper. Snapshot + Opening Shot will be a roll to prioritise, however the gun's ability to roll Snapshot + Moving Target may appeal to the more mobile Sniper Rifle players. The only other current Kinetic Aggressive Frame Sniper is locked behind Beyond Light's Deep Stone Crypt raid, and while it certainly does make for a good PvP Sniper, Bite of the Fox is far more attainable for the average player.

Adored: Arc Sniper Rifle, 90 RPM (Source: Forging Your Own Path quest)
Adored, while not the most unique of options, may be the only sniper some players use until it is sunset. Not only is it based on the fan favourite Sniper Rifle Beloved, it plays like it; with Snapshot Sights and Killing Wind Adored is a consistent, if potentially grind-gated option. Though the quest isn't necessarily complicated, if you choose the Crucible path to gaining Adored you will want some sniping expertise beforehand, however your efforts will be rewarded with the perfect pairing to any kinetic weapon for those longer ranges.

The Steady Hand: Kinetic Hand Cannon, 120 RPM (Source: Iron Banner match completions/Token turn-ins)
The Steady Hand provides a reliable, if slightly less powerful alternative to True Prophecy upon its eventual sunset at the end of this season. While Steady Hand's perk selection is lacking in comparison to its competition, an Outlaw + Swashbuckler roll presents some brutality, or my personal pocket pick; Quickdraw + Wellspring. There are merits to Quickdraw + Snapshot Sights too, however Steady Hand's main niche is simply being a reliable 120 RPM Kinetic Hand Cannon. It has a niche, and it fulfills it to great effect.

Extraordinary Rendition: Kinetic Submachine Gun, 750 RPM (Source: Battlegrounds Playlist/Chosen-Focused Umbral Engrams *Requires Season Ownership)
Extraordinary Rendition appears as the first PvP-oriented Submachine Gun on the list, and for good reason. Until recently, console/controller viability for Submachine Guns was next to none due to barely controllable recoil, however with recent changes the archetype is usable for short-mid range gunfights for a powerful pocket tool. Extraordinary Rendition lives up to its name with some extraordinary rolls, such as Zen Moment + Tap the Trigger, Overflow + Multikill Clip/Rampage, and a strong newcomer perk, Frenzy. Though definitely not viable on every map, SMGs are not to be overlooked, and Extraordinary Rendition makes a strong case for itself.

The Guiding Sight: Kinetic Scout Rifle, 150 RPM (Source: Iron Banner match completions/Token turn-ins)
The Guiding Sight presents a unique opportunity for a relatively easily obtainable yet incredibly deadly Scout Rifle option, with the right roll. Due to sitting just outside of the meta for many years, a good portion of the playerbase has written off Scout Rifles completely, however due to way in which The Guiding Sight interacts with the perk Iron Gaze, its stickiness will not let you down. For clarification, Iron Gaze is a perk which massively increases weapon target acquisition (which translates to aim assist in non-Bungie lingo) for the cost of range, however due to its intrinsic extreme range as a Scout Rifle, Guiding Sight reaps all the benefits with barely any of the drawbacks, as Bungie have removed all of the extreme range maps which would have utilised the lost range. If in your grind for Iron Banner weapons a Guiding Sight drops into your lap, give it a try, as it may surprise you.

Waking Vigil: Arc Hand Cannon, 140 RPM (Source: Dreaming City Activities/Shattered Throne Dungeon)
A tried and true yet incredibly deadly option, Waking Vigil has returned in updated power cap form to us this season, and it remains a high-tier Hand Cannon option for those so inclined. While the perk pool separation from Dungeon to other activities is not entirely clear, the rolls you will be chasing will be any combination of Outlaw/Rapid Hit + Opening Shot/Kill Clip depending on your playstyle. Rapid Hit + Opening Shot will present far more consistency, where as Outlaw + Kill Clip will provide lethality. As one of the only Hand Cannons left with Outlaw + Kill Clip, Waking Vigil presents a strong argument for why to go after it, plus both this and the next weapon should both be available to all players due to being drops from the Dreaming City!

Retold Tale: Void Shotgun, 65 RPM (Source: Dreaming City Activities/Shattered Throne Dungeon)
Returning along with Waking Vigil, Retold Tale's drop sources and perks are similar in both their effectiveness and lethality. Even in its updated form, the Shotgun can roll with Full Choke/Rifled Barrel, Accurized Rounds, Quickdraw and any number of perks in the in the second column, however a good combo to watch for is Quickdraw + Killing Wind for the extra bump to range. As far as energy Shotgun options go, Retold Tale will most likely be the go-to option for any serious shotgunners in end-game PvP.

Honorary Mention: Sturm: Kinetic Hand Cannon, 120 RPM (Source: Monument to Lost Lights Exotic Archive)
Sturm goes under honorary mentions due to requiring the grinding for an Exotic Cipher in order to be purchased from the Exotic Kiosk, however the grind is well worth it (plus it's available to all players!) While Sturm is an exotic it earns its place in the arsenal of any aspiring guardian with its monster set of stats, which are improved even further by its exotic catalyst. It may not be as flashy as Ace of Spades or Thorn, however neither of those can reach past 40 metres in the ways that Sturm can. For a non-sunset 120 RPM Hand Cannon option, look no further.

Tier 3

Hawkmoon: Kinetic Hand Cannon, 140 RPM (Source: Let Loose Thy Talons quest/Harbinger Mission *Season of the Hunt Content - Requires Beyond Light: Deluxe Edition)
Hawkmoon shares its strengths in much the same places Sturm does, with a couple of extra bonuses. First, the base stats of the gun itself are incredibly high and make for a consistent option to pair with almost anything. These can be improved even further by grinding for randomly rolled Hawkmoons in the Harbinger mission, though this is best attempted with a group of 3 people. Second, the Paracausal Shot perk both forces its user to pace their shots in order to make the most of it, effectively creating the perfect training tool for headshots. A well-rolled Hawkmoon will never sunset, and that immediately puts it at the top of many peoples' lists, meaning if you own the requisite DLCs to do the mission or you bought last season and never made the most of it, go grab yourself a Hawkmoon.

The Supremacy: Kinetic Sniper Rifle, 140 RPM (Source: Last Wish Raid *Requires Destiny 2: Forsaken)
Supremacy is a tried-and-true sniper rifle choice for many people. Having been in the game for many years and receiving continually increased power caps all the way to 1410, combined with an incredibly small perk pool, it is likely for a Supremacy to be both a reliable & effective choice for the Kinetic slot. Snapshot is a given, and most second column perks will be good, though some interesting things can be done with Kill Clip or Rampage.

Premonition: Void Pulse Rifle, 340 RPM (Source: Pit of Heresy Dungeon *Requires Destiny 2: Shadowkeep)
Premonition, having recently returned to us with an updated power cap, presents a far-reaching High-Impact Pulse Rifle option with solid rolls. Feeding Frenzy + HeadseekeRampage, Moving Target + Headseeker, Zen Moment + Headseeker are all solid options, and being in the energy slot means the Kinetic slot is freed up for a special weapon or Exotic. An all-around consistent choice for a primary weapon, Premonition remains one of my personal favourites.

Heritage: Kinetic Slug Shotgun, 65 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light)
On top of looking absolutely stunning, Heritage's consistency and feel make up for its somewhat difficult acquisition path. Though it cannot roll with Quickdraw, a Snapshot Sights/Reconstruction roll will ensure that in much the same situations you would be whipping out that Felwinter's, a Heritage will do so before the enemy even gets within spitting distance, and it will keep them that way due to the extra range Slug Shotguns provide.

Succession: Kinetic Sniper Rifle, 72 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light)
Sluggish but powerful, Succession manages to both look good and offer a Kinetic 72 RPM Sniper option with unique perks. Snapshot Sights in the second column means that the first column has room for perks like Moving Target and Slideways, or even Killing Wind for the increase in target acquisition. Though it may be unwieldy, Succession will put down anyone you throw it at with ease, provided you hit your shots.

Trustee: Solar Scout Rifle, 260 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light)
A surprisingly powerful option, Trustee makes up for a slower time-to-kiil by being both incredibly forgiving and consistent. Perk combinations are limitless, with Surplus + Wellspring, Reconstruction + Redirection, Reconstruction + Opening Shot, Zen Moment + Opening Shot, or even Zen Moment + High-Impact Reserves. As a faster firing Scout Rifle it has intrinsic Full Auto, letting you lay down on the trigger for as long as you want. Any time a bounty calls on Scout Rifle Kills in PvP, expect to see quite a few of these.

Sacred Provenance: Kinetic Pulse Rifle, 450 RPM (Source, Garden of Salvation Raid *Requires Destiny 2: Shadowkeep)
Aggressive Frame Pulse Rifles are notorious for hitting like a truck, and Sacred Provenance is no different. With a small perk pool and deadly perks combined with a great gunfeel, the only reason the gun isn't a no-brainer for Pulse Rifle users is its drop source. The greatest perk combination to look out for would be Rapid Hit + Kill Clip, though any combination would serve just fine when the time-to-kill is so relaxed. If you have one, make use of its extended range and give it a whirl!

Omniscient Eye: Solar Sniper Rifle, 140 RPM (Source, Garden of Salvation Raid *Requires Destiny 2: Shadowkeep)
Though nothing special, Omniscient Eye deserves a mention for its small perk pool & equally good feel. While energy 140 RPM snipers litter drop sources, Omniscient Eye brings a unique shooting experience different to most Veist Sniper Rifles that populate the 140 RPM archetype, and with snapshot it is impossible to go wrong. Where sniping is mainly based on feel for many people, Omniscient Eye may turn out to be your new slaying machine.

Igneous Hammer: Solar Hand Cannon, 120 RPM (Source: Trials of Osiris)
The first of two Trials of Osiris weapons on the list, Igneous Hammer represents the end-goal for many PvP players. A 120 RPM Hand Cannon with good range, a larger magazine and a superbly small perk pool populated by reliable combinations that complement the archetype means that Igneous Hammer is the obvious choice for a 120. Such combinations include Rapid Hit + Rampage, Outlaw + Rampage, Rapid Hit + One for All, or even Killing Wind + Moving Target. If you somehow manage to land yourself an Adept version enjoy the extra stats that come with masterworking, as this will be your first choice for an Aggressive Frame Hand Cannon for the next year to come in PvP.

The Messenger: Kinetic Pulse Rifle, 340 RPM (Source: Trials of Osiris)
A High-Impact Pulse Rifle in the Kinetic slot immediately put Messenger at the top of many aspiring eyes' lists, however the reasons for its desirability only increase when wandering to perks. While the second column contains various good options such as Kill Clip and Headseeker, the premiere perk is Desperado; a perk that increases rate of fire after reloading post-precision kill. While I could describe the perk myself, it's better to let this clip describe it to you. (Credit to TattooedFox) Outlaw + Desperado or Rapid Hit + Desperado is absolutely the way to go with Messenger, and if you decide to try your hand at Trials this weekend, you'll be delighted to find out that Saint-14's bounty is currently offering the Messenger as its reward, so go get one while you can!

Footnote: Where are all the heavy weapons?
Answer: Simple! Pick up whatever Machine Gun, Grenade Launcher or Rocket Launcher works for you and use it! Some people prefer specific heavies, such as The Wardcliff Coil or The Colony, however I find that the best heavy is absolutely the one that works best for you. Trying to force yourself to use something just because someone has said it's good would go against the whole point of this guide, and it's best for you to find one that gets you kills.

Closing Notes

Well, that was a lot of information! Feeling overwhelmed? Don't worry, the guide was designed with taking the tiers system into mind: once you feel you've got a handle of Tier 1's weapons, you can move up to attaining Tier 2's weapons, etc.
Though this was moreso designed with newer players in mind, this can apply to anyone, and even better if you get some use out of it. If the reception is positive I may design one for PvE, but for now enjoy reading!
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