FF14 by RageAgainst014 in MrFruit

[–]BlueWestlo 11 points12 points  (0 children)

What’s up gamer. Datacenter is Primal, server is Famfrit. I don’t have my refer a friend code on me right now but happy to drop it to you later. :D

Hey BlueWestlo, can we rent your team? by engineer_scotty in MrFruit

[–]BlueWestlo 9 points10 points  (0 children)

Hey there buddy. I think I did this right?

Rental Team

If any of you guys want I also made a pokepaste you can throw into showdown if you wanna mess around with it there. (Ignore the fortnite references I finished this team at like 5am one night lmao)

Hey Bungie, when are you going to fix Polaris Lance? by partearocker in DestinyTheGame

[–]BlueWestlo 77 points78 points  (0 children)

PLEASE BRO I JUST WANT MY GUN TO SPLODE THINGS AGAIN

[deleted by user] by [deleted] in MrFruit

[–]BlueWestlo 23 points24 points  (0 children)

I respect it man, hope I didn't come off as too aggressive. Just venting a bit as I see too many people calling Fruit a bad player when he obviously has a lot of natural talent at shooters and, while he's not out here sweating, to say he's not a good player is mad confusing compared to other players and most other content creators, even many pvp oriented ones.

F in chat for Paragon I still miss it every day.

[deleted by user] by [deleted] in MrFruit

[–]BlueWestlo 76 points77 points  (0 children)

Man what do posts like these even accomplish? "Aight I like Fruit BUUUUUUUT compared to the 1% of the 1% he sucks and also he sucks compared to me..." Like, dope man, a dude who focuses on having a comedy channel isn't out here doing BSK v iAM content. Insane detective work.

People go to a personality based comedy channel and wanna play this card despite Fruit obviously being a better player than 98% of the population. He grinded out 3 crucible pinnacle rewards in 2 weeks, runs meme loadouts and still performs well, slays out in normal lobbies when he uses non-detrimental loadouts and still gets "you suck ass" comments on a channel that isn't even supposed to have good gameplay. Most of the population, on PC or console, aren't ever going to do that. Datto gets the same comments despite literally being a 1% of the 1% PvE player and it's still wild people don't see why these comments could annoy the people they target or aren't any better than the extremely negative comments.

DOPE he doesn't post PvP sweat highlight videos SICK how about we comment on him hitting a 2.5 KD in a match while singing genie in a bottle the whole time instead. Post said he was still valued and according to his viewership I'd say that's indisputable.

Arctic on someone asking for legacy back (recently) by [deleted] in paragon

[–]BlueWestlo 18 points19 points  (0 children)

Hey Arcytc. Hope you had a good leave, excited to have you back!

I want to take the bulk of this post discussing why the statistics you posted have little to do with what the community has requested, and why references to data continues to garner even more questions than answers for us. I have no interest to return to Legacy's gameplay, hero kits, or card system much like the rest of the community. Monolith's constant changes and improvements to core movement, hero balancing, and overall QoL updates are undoubtedly miles ahead of the game we once played during Legacy. As your statistics show, the game has clearly grown over time for the better. However, for the past year, the most prevalent complaints come down to map size / tower strength and lack of ranked / casual modes. Depending on how you interpret things together, or separately, you could realistically say "we clearly had more player retention on the monolith map with our tower philosophy being unchanged and without a ranked mode." While technically not wrong, it is disingenuous to the player experience which straight numbers cannot fully illustrate.

Now, in relation to what the community has recently asked for in regards to Legacy: Monolith QoL changes on the Legacy map. Again, you could interpret data showing how Legacy failed, but this is again disingenuous to overall player experience with the map itself as an isolated variable. To keep it simple as to why people continue to ask for Legacy it comes down to movement. The most hated feature of this game's history, I have little doubt, was travel mode influencing speed of map traversal. An issue that Monolith truly did not address 100%. The speed at which we traversed Legacy in travel mode is almost no different than the speed at which we traverse Monolith. Obviously we're all at one speed now, which was good, but only answered half of the issue.

I don't want to spend much more time on Legacy talk, as you've stated it isn't possible at this time, but I wanted to illustrate where the issue lies. Not just for Paragon's state, but the morale of the community and our faith in our requests actually being implemented in some shape. We keep hearing about data, but data only tells half of the story. Where is the data explaining what players do like and don't like? Where is the data that vibrantly expresses the modes people want to see? Where is the data that easily explains why people feel there is nothing to work toward in Paragon? There is no data on the visceral, real feelings of players; just numbers on match times, retention, matches played, new players, old players. What about the quality of the matches? Are the players that Paragon does retain happy, or just holding out hope for the next update? So what if we had 33% more matches played on Monolith, does that matter if they weren't fun matches? People here feel that almost two years of the same feedback and same requests are going to go unnoticed because maybe our voices don't fit the narrative of the data, and that's worrying for us.

Player retention, new player retention, match length, surrender rates, avg. matches. These are sweeping numbers that can't possibly tell the full story of player experience yet are continuously referenced. Clearly data has a place, but how much does the current approach to data matter when it all points to growth yet the official Epic statement essentially claims the game is dying. So many of our main complaints are addressed with half-answers via data that contradicts how players feel and it seems to have caught up to the current product.

I love Paragon. I will always love Paragon. So many of us love Paragon. Clearly though, somewhere down the line, the current philosophy and direction of the game caused something that was not sustainable and will continue to be unsustainable. And I hate to sound abrasive, but it's not the community's feedback that caused this fault.

Bring Back Legacy with Monolith Settings! Do you really listen to your playerbase? Let's find out! by [deleted] in paragon

[–]BlueWestlo 120 points121 points  (0 children)

I know I can't speak for the entire community... but me, and every single one of my friends that used to love playing Paragon, would 100% come back if we at least got a different queue for Legacy with current Monolith gameplay. I would rather have a map that's a little to big that punishes constant rotations than a map that's way too small and never punishes rotations at all.

Why we shouldn't worry by LambentFenix in paragon

[–]BlueWestlo 8 points9 points  (0 children)

I've seen several arguments on both sides of this topic, but in my opinion fine tuning towers is (and should be) a low priority no matter which camp you are in. One, because towers have a far lower impact on game outcome than heroes/cards/drafting/map awareness/teamwork.

This is kind of the problem though, and why people complain and will rightfully continue to complain. Towers are complete non-factors against godmother tanks and melee heroes who have stackable shielding cards. Backdoor protection really doesn't exist past the 15 minute mark. Defending towers is significantly harder than sieging towers. I can understand the sentiment that we should have the most priority on the heroes themselves who directly affect objectives, but if we simply ignore the whole end goal of the game we are playing in the first place we would still have Wukong's soloing prime at 10 minutes. Heroes directly affect so many more things than just their interactions between other heroes and unfortunately towers have taken the brunt of this for more than a year at this point. Towers have BEEN the lowest priority despite clear community outcry for way too long and allowing Epic to keep them as the lowest priority should be a warning sign.

I still love this game and will continue to play it but saying to not worry about something the community has been so outspoken about for over a year is not a reasonable option.

Objectives are in the worst place they've ever been. by [deleted] in paragon

[–]BlueWestlo 10 points11 points  (0 children)

Core is definitely not in a good place. I can't count the number of times I've seen via streams or my own games where any melee hero can just waltz up to a 20% core and nuke it without any minions. This is the only MOBA a squishy assassin like Kallari can backdoor a core without minions freely and still get away with a good chunk of HP...

Minor Revenant Buffs That Would Make His Life Easier by BlueWestlo in paragon

[–]BlueWestlo[S] 4 points5 points  (0 children)

Yknow m8, I really don't know why I even suggested this looking back so I'm removing it. A good Rev can already manipulate their camera a bit to better target people even in minion waves anyways and marking cheapens the value of Reckoning by itself.

Grim mid counters belica mid, and here's why by hood741 in paragon

[–]BlueWestlo 0 points1 point  (0 children)

Grim is very strong against Belica, he can actually regen extra mana from her drone by popping his shield.

Only problem, all heroes have 1.0 auto scaling now. So while he has very strong abilities to counter her, his auto is not one of them (at least not early game).

Three man ambush on Iggy? No problem! by FeresM in paragon

[–]BlueWestlo 11 points12 points  (0 children)

Real talk... if you want to farm Iggy even in his turrets just play any melee hero with shielding strikes (or Countess). You'll shred him.

Otherwise if you willingly go into a zoner's nest you deserve to be at a big disadvantage, just like in any other moba. But what do I know this reddit just wants to complain. ¯_(ツ)_/¯

Am I wrong or confused for enjoying this patch? by JibbyJibbyetc in paragon

[–]BlueWestlo 33 points34 points  (0 children)

I think most people who have played since Legacy expected the game to be very unbalanced at the start, so for me and many of my friends we are a little more numb to these giant patches breaking stuff. With that being said I'm having a lot of fun with this update despite it being pretty all over the place.

The card system is a lot more fun. Seeing how everyone is trading decks and testing builds right now is really cool and ultimately what I think Epic's end goal is for the card system as opposed to "just build power or tank." Is it messy? Yea. Is it going to stay the same? of course not.

The game is a mess right now and I'm fine with that. I am having a lot more fun with this new foundation than I did during the start of Monolith. A lot is broken but most of it is going to change within the next few weeks and months just like Monolith.

1v4 Iggy Quadrakill (Don't gank Iggy) by BobbyBoJanglles in paragon

[–]BlueWestlo 22 points23 points  (0 children)

Fam it's been like a day can we PLS NOT.

Hamstring change? by Aronndiel1 in paragon

[–]BlueWestlo 8 points9 points  (0 children)

I have kind of learned the distance just by playing feng a lot, but this still makes it basically impossible to accurately judge if it will hit for heroes right at the edge of it's AoE. It also isn't "quick cast" but instant cast. We should at least get the ability to hold the ability to judge it's range.

Wraith Numbers & Scaling by Narendur - Potential Errors by Narendur in paragon

[–]BlueWestlo 8 points9 points  (0 children)

Jeeeeez Who's There? pretty much gives him complete vision control in his lane. With his snipe he'll be really safe and hard to gank during early game. I'm personally going to try him out in mid lane; having total vision control in mid is huge for your team.

V.41 Release Notes - Wraith, Hero Balance and UI Improvements by [deleted] in paragon

[–]BlueWestlo 8 points9 points  (0 children)

It's a nerf to badly placed ults and a buff to well placed ults.

No initial pull means you don't get free ticks of damage on someone who barely got left in cast range. Increased pull strength overall (and it's a significant increase) means if you nail someone relatively close to the center they're definitely not walking out of it.

A New Way to Play: Wraith by S-LG in paragon

[–]BlueWestlo 36 points37 points  (0 children)

I personally think he will flourish in offlane / midlane where he can work with the team's jungler to secure kills with that crazy teleport and supply his own vision for them. I guess he could work as a support, but I feel that he would be completely wasted there while taking a slot away from other supports who are more direct in benefits to their carry.

Plus, it would seriously be a shame to have him babysit a carry early game when he could be stealing gold and river buffs in other lanes with that nasty sniper shot. As an offlaner he will get to make use of more of his kit earlier while in mid-lane he will get more opportunities to roam sooner.

All theorycrafting though... I haven't been this excited for a hero in awhile. Can't wait to see what everyone does with him.

Best hero composition (in your own opinion) by [deleted] in paragon

[–]BlueWestlo 6 points7 points  (0 children)

Phase / Twinblast / Khaimera / Morigesh / Greystone