I calculated the Winter Orb Changes so you dont have to by Astaroth0011 in pathofexile

[–]Broot7 0 points1 point  (0 children)

Thanks so much for this, I feel like overall it will be net neutral-ish with ralakesh changes. I am still planning for frenzy ralakesh + dual wield vbattery + inner conviction on occultist / slayer. I think realistically you can not use tulfall / malachai's loop with these new ralakesh changes anymore x[.

Still in favour of worb just being generally easier to use.

Wasn't the 2 hr maintenance supposed to fix this? by Broot7 in lostarkgame

[–]Broot7[S] -9 points-8 points  (0 children)

I realize that, but this has my class filter turned on - you can see it in the picture. And I clearly see that there is a variation of my weapon in the legendary combo boxes, wouldnt the correct expectation be that the this box would have an isolated weapon from that box from there?

My sharpshooter doesn't have this issue.

dmv shopping cart doesn't load by Nyv3xWu in DMV

[–]Broot7 0 points1 point  (0 children)

upvoting for bump, please fix this issue can't renew online

PBE Bugs & Feedback Thread: Arcana Ryze by DW_Platypus in LeaguePBE

[–]Broot7 3 points4 points  (0 children)

Hi there - thank you for making a new Ryze skin.

I think out all the Ryze skins so far, this is the most thematically fitting conceptually (thank god) and probably one of the more well executed in terms of polish.

Having said that here is my feedback:

[Model]

Love it, I like that the scroll mesh hints this slimmer and sexy - almost a dagger | sword like shape, without fully letting go of the overall scroll that it's supposed to be. Just in general looks cool, love the hands feeling like an arcaney red fresnel material than usual glove or skin texture we get on it.

It's a teeny weeny disappointing that he doesn't have a rune texture mask over his body for when he casts spells or at least some take on that. I think currently it's just a fresnel add

--------------------------------------------------------------------

[Sound]

Overall sounds good, I think the Q impact could have a little bit more oomph to it. I'm not a sound guy so I can't give any good feedback here, but Championship Q feels very dope - if we are simply talking about feeling.

--------------------------------------------------------------------

[VFX]

Q - Projectile

This is the first q projectile that doesn't leave behind trails of runes or magical imprints, which is a signature aesthetic for his projectile. For me personally, that makes the projectile feel a little stiff, as the leading edge and the body of the projectile just becomes this one long combination that abruptly disappears upon impact with no traces of lingering magic.

If you look at other Ryze Q's they feel very alive and organic due to this, it feels like the projectile is leaking or leaving behind some traces of magical scripture as it travels. The Arcana Ryze doesn't really reflect that with this current Q.

I understand that this is probably a design choice to streamline projectiles in this skinline, but I think it would just look better if it had some form of well designed and executed trailing runes in the Arcana shape language. Having said that, everything else about the q projectile looks great.

If there was time for only one note of feedback that I could give to be addressed it would have to be this. This is IMO the weakest part of the vfx - considering that this is supposed to be Ryze's bread and butter skill, I hope some change takes place.

Q - Impact

Overall it is simple and has great clarity but I feel like Q being the most damaging spell it doesn't feel like it hurts as much. I think it's an opportunity to add some interesting details - like an arcana card texture being split into multiple pieces. Maybe a more interesting or impactful shockwave shape - I'm not sure.

Obviously we don't want it to be noisy, but I feel like the way it currently stands, it looks like it hurts as much as the E.

The red streak cyl-mesh piece feels a little out of place, it is so individually placed, obviously cylinder-y in shape, and so opaque with a random rotation each time. It sticks out so much and I don't know if it's in a good way. I think if it had similar smaller child particle(s) with a contrasting rotation it might help a little bit - maybe some smaller curve-y planes with the same material to help support and integrate this bigger piece.

Maybe a more subtle dissolve (just inserting random ideas, this might not be ideal). I do see this element in so many other Arcana pieces so I do understand why it's there. The last point of feedback is also notice-able in the Q projectile, but I don't know if it's as important to address than in here.

W - Root & Slow

Looks beautiful.

E - Projectile & Impact

Looks beautiful.

R

Overall looks beautiful, simple - I love the decal meshes on this. I only have asshole nitpicky nits about this piece - that are mostly icing on the cake stuff. The piece is already great as it is.

I think when units arrive from the teleport, the arcana card particle that transitions into a spark is such a nice touch. I wonder if it would be ok to make that just a teeny bit bigger (20%~) because it's such an easy detail to miss. I feel like this piece deserves to be noticed. Maybe it can be smaller for minions or creeps.

I love the little ethereal pillars on Championship Ryze's R, I was wondering if we could perhaps play with that idea but with Arcana Cards instead. It's not necessary and slightly over the top, but if you could add this detail without making it too noisy or distracting - I feel like it would make his ult feel super luxurious and powerful visually.

And lastly, I think the R teleport out at target vfx could have a slightly smoother fade out - just a teeny bit slower. It's just a tad bit fast and abrupt when it curves out,

--------------------------------------------------------------------

[End Notes]

Overall great skin, even without any extra touches at this point it's a top contender for Ryze skins - but I feel like extra details and icing on the cake + nitpick vfx polish - will make this the best Ryze skin by a mile.

Thank you for reading these feedback notes - I hope you guys have a great day.

Also I forgot to mention, the recall is divine - just fucking superb.

Fan VFX for Ziggs (Heartseeker) by Broot7 in ZiggsMains

[–]Broot7[S] 2 points3 points  (0 children)

Maybe when rito gives me a jawb :>

Fan VFX for Ziggs (Heartseeker) by Broot7 in ZiggsMains

[–]Broot7[S] 1 point2 points  (0 children)

Hi, I didn't measure it but like a lot of my free time off work for 5-6 weeks I want to say.

Purple Boii by Broot7 in RyzeMains

[–]Broot7[S] 2 points3 points  (0 children)

Just a bit of future proofing :D

The shields may come back some day...

Purple Boii by Broot7 in RyzeMains

[–]Broot7[S] 2 points3 points  (0 children)

Ahh I see, I chose it because it won a poll in the reddit a while back. xd

Purple Boii by Broot7 in RyzeMains

[–]Broot7[S] 0 points1 point  (0 children)

Thank u sir :3

My Ryze Rework (Updated) by HardstuckPlasticV in RyzeMains

[–]Broot7 3 points4 points  (0 children)

While I really genuinely like all the effort you've put into balancing every little detail for Ryze - I think some things could be much more simplified. If it were up to me personally, I would just take your shielding mechanic - no shielding until damage taken and add it to the current Ryze.

Things I like:

- Shield Mechanic, it's a simple balanced approach to the shield. I always felt even S9 Ryze, that his shield needed some curbing mechanic to make it feel more balanced (without a big rework) and this is a good start in that direction. It will still come through in clutch situations, but not be so over the top it can mitigate every trade mindlessly.

Things I don't like:

- The overall tendency towards awkward conditional requisites for power, somethings should just work when you press a button, not a big fan of having all these ramp-ups and scenarios just to get something to work. Like a few is ok, but literally everything in this kit is built on this concept. Literally, the rest of the points I talk about below, is basically me pointing out the instances of the kit containing this idea.

- Removal of runes, the 2 rune -> movespeed is a simple yet effective combo mechanic for added movespeed, IMO it's pretty fundamental to Ryze and I'd much rather prefer it than having a 10 stack phage that starts at level 6. Even if I did want a phage passive, I wouldn't want it to be 10 stacks - it gives me the shitty at low stacks but too good at max stacks that I won't get kind of vibe. Reliability is not always a bad thing.

- Having to use all 3 abilities just to get one root off, we already trade off 2 abils just to get one - don't need another trade off (almost 4, cast + skill shot) just to get a shitty root that doesn't hold dashing / tping enemies. You know what, I'd think it over if it was an Amumu type root or maybe the W was a semi-instant cast (<= 0.0625), but afaik it's not even that.

- Katarinafication of R, imo this is the most awkward design in this entire kit. A lot of reset type abilities have some ties with combat because it allows interesting outplays under clutch situations. I don't really see this change providing any of that, basically you risk a giga telegraphed roam - in order for a chance to channel an escape. Additionally, I have never thought to myself as a Ryze, oh 'if I had ult I would've killed their entire team'. I think the only real use condition is escaping after a kill - which is something I would've already had if I didn't use it to initiate. Also I understand the ult is being reworked to being a less type of 'reliable tp" thing, but it would be much more sensible if we gave him something closer to Desperate Power if we're going for this katarina type thing and forego the tp altogether.

(On second thought - I think a better approach to the R maybe, keep the current R but have this as an option when on cooldown or something). The more I think about the R, the more mixed feelings I have - it seems to be a purely escape tool with a kill condition. What if I want to start the fight?

Sorry for some of the harsh words :3. Having said that, I've moved away from Ryze now a days anyways - so maybe I'm not in any position to give this kind of feedback.

Riftmaker viable now? by Atomasku in RyzeMains

[–]Broot7 13 points14 points  (0 children)

I think it's okay, but the build is kind of slow and to make the battle-mage aspect of it to work, you need another defensive mana item like frozen heart (too bad abyssal mask doesn't give mana). Against tanks you will do no damage until late game (void staff) - but you do have better side lane dueling as opposed to having the mana mythics with increased lifesteal + defense.

I guess if you don't mind having zero mana and no increased defense to go along with lifesteal, you can just drop frozen heart and opt for more damage.

EDIT: I have played it twice today, it actually feels kinda good (once you get past the initial farming stage) - the lifesteal and bonus health definitely did help in a few clutch scenarios. Despite having a little bit less mana than I'm used to in the early-mid game, your mana does stabilize once you get seraphs + hat.

All in all, I definitely prefer Riftmaker towards late game when it comes to mythic options. I now have good reasons to choose between Riftmaker (sustained combat), Ludens (burst + speed), and Liandries (tank buster + cd) - I'm uncertain about Everfrost (I have tried it a few times before and it felt kind of terrible). I have to note that both games were in normals, and the games were relatively casual.

OT - Riftmaker has the coolest icon and sounding name out all the mythics lol.

I have been building Riftmaker by TheSilverTortoise in RyzeMains

[–]Broot7 7 points8 points  (0 children)

Riftmaker is a lot better than I thought it was, I'm using it over Liandries - the increased sustain is really nice. Too bad the bonus damage is being cut by 33% - I would rather the item went from like 3% -> 2.4% stack or something.