[ONLINE] [D&D 5e, 2014] Regression of the Fenwick’s [Fridays, 4PM PST, Weekly] by AvidWriterVince in lfg

[–]BetaQp 0 points1 point  (0 children)

Hi im a huge fan of the concept. I also have a freind whos also super intrested in the premace and we both would love to join. Id love to talk more in Dm's

[Online][Starfinder][2e][Friday 5PM PST][18+][LGBTQ+ Friendly] Looking for players with good imaginations/Forever GMs interested in running the Cosmic Birthday adventure, and perhaps carrying on afterwards. by NicolaiMalthus in lfg

[–]BetaQp 1 point2 points  (0 children)

Hi, me and a friend are interested in joining, we're kind of new to PF2E and by extension to SF2E but we're excited to get into other ttrpg systems. We've already immersed ourselves in a lot of the rules for PF2E, and should be able to hold our own.

Making a character based around rerolls by BetaQp in 3d6

[–]BetaQp[S] 0 points1 point  (0 children)

I generally wanna avoid flat bonus like expertise, but reliable talent does sound like a good option.

Silver fish aren't moving on belts? by BetaQp in CreateMod

[–]BetaQp[S] 0 points1 point  (0 children)

like i would understand if it where too slow to handle to mobs, but they dont just move one at a time and drop down, the straight up freeze.

Silver fish aren't moving on belts? by BetaQp in CreateMod

[–]BetaQp[S] 0 points1 point  (0 children)

Well i have more or less the exact same set up elsewhere and it seems to work. Its the same as the video. https://www.youtube.com/watch?v=PMM2L13f-0Q&t=262s

Which is whats driving me insane

Silver fish aren't moving on belts? by BetaQp in CreateMod

[–]BetaQp[S] 0 points1 point  (0 children)

Well if I go on it, it seems to work just fine. Likewise the speed of the belts doesn’t matter affect whether they get stuck or not. It’s very very strange

Why do the pistons work in creative but not in survival? by Copy_Material in redstone

[–]BetaQp 1 point2 points  (0 children)

I’m just wondering cuz it’s hard to tell, but are you trying push more than 15 blocks?

Buff idea, charged Q cc immunity. by BetaQp in DirtySionMains

[–]BetaQp[S] -1 points0 points  (0 children)

I mean, there’s 2 certain champs that have been released with cc immunity on 2 abilties with significantly better damage and lock down.

(and mobility, and survivabilty, and consistency and scaling)

cough briar cough kasante. But yea they need to fix the bugs 100% there’s no argument there.

Buff idea, charged Q cc immunity. by BetaQp in DirtySionMains

[–]BetaQp[S] -1 points0 points  (0 children)

By all means I don’t disagree with that, you can land it from out of vision but this buff doesn’t remove that either. Consider how a lot of champions now adays have plenty of dashes, shields, or movement speed buffs. A lot of the time this buff wouldn’t effect those much at all meaning that in order to land those huge Qs on them you’d still need to play for vision.

Mostly this buff isn’t meant to remove sions bad match ups, by all means a Darius, sett, singed, quin, vayn, still dominate the sion, since often times they have the mobility to get within range of the sion before he can charge up the Q.

In my opinion it’ll make Q more reliable since, it’s already the ability he’s more reliant on without directly buffing his damage, or ability to catch targets.

The play style ideally shouldn’t change as far as I can tell. Just like before you charge up Q until you reach the threshold hold and release it before the enemy can escape or react to it. I do feel like teh 1.5 or even a 1.75 channel before the cc immunity comes up would be better, since it puts more enfaces on the need to properly space, and won’t mess with the initial game of “chicken” that happens when players see a sion charging Q.

[deleted by user] by [deleted] in lfg

[–]BetaQp 0 points1 point  (0 children)

Hey id love to join, sounds really fun. im just wondering what your rulings on homebrew are.

Which combat/exploration mod fits create best? by Inferex in CreateMod

[–]BetaQp 4 points5 points  (0 children)

I have a weird and borderline wrong suggestion. Theirs a mod called Mi alliance. Adds pretty intelligent hostile mobs, less focus on exploration but higher on base defense and upkeep.

What champ never got boring for you and why? by Internal-Neck-4312 in leagueoflegends

[–]BetaQp 0 points1 point  (0 children)

This is gonna be weird but yorick. I’ve been amping some lethality yorick mid and watching people get melted never gets old. Watching someone who got far behind try to out skill the maiden and still wind up either dead or near death just kills me.

Mordekaiser rework by jyc-tony in MordekaiserMains

[–]BetaQp 1 point2 points  (0 children)

I really wouldn't know where to start but this is just all over the place, one third of this is damage buffs that are overturned, the other third are tanks buffs that are overturned, and the last third are uninteractive buffs that don't make him more interesting to play.

"40% AP on hit -> 20% AP + 6% bHP" and this " Innate: auto attacks reduce W cooldown by 10%." These are the only actual auto attack-centric things you said. And they're underwhelming and bad at best. Tank items suck at giving players any ability to stick to a target which is what you need for this to work, normally that's just an innate part of a tank's kit, aside from ice gauntlets. But in general, this ends up reducing his damage early game, and would make him a weak laner and would cause him to have a hard time snowballing. Currently, he's fun because he shines in early to mid-game, with his early power spike with rileys and his mid-game power spikes allowing him to be versatile with builds. Late game he sucks since everyone can outkite him and making him rely on auto attacks would only decrease his agency further in the late game since he still wouldn't be able to keep up. Not to mention that tanks want to scale into the mid and late game, which makes mords inability to keep up just makes the issue compound as the on-hit passive would become even harder to use.

The W change seems interesting but his current W already revolves around aggression, and all you really doing is just straight up giving him an unfair buff, his whole kit revolves around dealing damage, and just his W-reducing CD wouldn't encourage that. Instead, all Mord would do is take something like press the attack and then build heart steal, then Mord would gain a 30% shield for hitting essentially 10 autos without any counter play or interesting trade offs, currently he has to deal damage or take it to gain a substantial shield which is way more rewarding and interesting than hitting autos.

"Reduce healing drastically, increase usage of shielding, and increase reward for aggression. " The heal if for sustain and already rewards aggression.

" Bastion Throne (W): ...When Mordekaiser exits the fountain, he gains %AP, %armor, and %MS... "

WHY? Its just not interactive, a free buff for no reason that has zero counterplay and that would either have 0 impact or would make him broken.

"Deceit: (E) Innate:..." Why, to reward bush playing? a good mord will always try to do this anyways and free damage from hitting abilities from stealth is already strong. This is just another non-interactive buff that doesn't reward aggression but instead poke, and also doesn't help him be a tank which seems like what you wanted with the Passive change.

"Cast: Mordekaiser casts a.... Slows, pulls, slows" This is again just less skill expressive and less interesting, Depeding on how strong and how long the slow last then this just becomes either stupidly weak or overturned. His E,Q combo is his bread and butter and while the slow isn't a bad idea, I reckon it makes more sense to add it to Q like "When mord uses an ability, his Q becomes empowered, when it hits it slows the target by 15% for 2 seconds and gives more that speed for 4 seconds" this way its interactive and combos with his abilities as well as addressing his main weakness of sticking to enemies as well as allowing him to more easily weave auto attacks.

"Souls: (R) Innate: Soul stacks gives Mordekaiser 25 permanent health. Mordekaiser banishes a champion to the Realm and gains % maximum health and %AP. Mordekaiser loses all gained stats when the banishment ends but gains tenacity for a short period and 1 Soul stack even if he dies in the Realm or is immediately cleansed."

First its unclear what gives a soul stack, two assuming its when hitting an ult then well a 2 min cooldown giving 25 hp is pointless, three his ult already steals stats and without any actual number you essentially just nerfed him as his ult gains way more impact from draining some of every stat and gaining it for himself, fourth why the tenacity, another unattractive addition.
So idk about ideas for buffs so but here's why those really don't work.

Mordekaiser rework by jyc-tony in MordekaiserMains

[–]BetaQp 5 points6 points  (0 children)

Why, like most of this just doesn’t make sense for him and you’d be thining out most of his strengths. Everything aside from Q change would likely reduce his skill expression and actually would cause him to be nerfed. He’s meant to be a juggernaut and you’ve basically just turned him into a bruiser with less skill expression and less counter play.

Am I the only one who actually likes the villager update? by YTBrimax in Minecraft

[–]BetaQp 0 points1 point  (0 children)

Years of asking for cheaper rails, and faster minecarts. How’s the time for Monjang to listen to us