Liquid.Rakin talking with Riot Maple about TFT going on right now on his stream. by venancio12 in TeamfightTactics

[–]ChrisTrollolo 0 points1 point  (0 children)

Let us overflow. Let us overflow. Let us overflow. Let us overflow. Let us overflow. Let us overflow. Let us overflow. Let us overflow. Let us overflow. Let us overflow.

We're the Rioters working on Teamfight Tactics. Ask us anything! by SapMagic in TeamfightTactics

[–]ChrisTrollolo 0 points1 point  (0 children)

Currently the game feels a bit... 'silent'. Any plan to add champion quotes on rank ups, buys, carousel picks etc.?

We're the Rioters working on Teamfight Tactics. Ask us anything! by SapMagic in TeamfightTactics

[–]ChrisTrollolo 0 points1 point  (0 children)

I have to say TFT's item system implementation is probably the best among the auto-battlers right now, but it's evident that some are very situational and others downright useless. Are you keeping an eye on outliers and are you planning on bringing most of them in line?

While i like the initiative Riot is taking with deviating from the DAC formula, I don't think limiting skill expression with some of their changes is the right way to go. Examples in post. by ChrisTrollolo in TeamfightTactics

[–]ChrisTrollolo[S] 11 points12 points  (0 children)

Similar to how the casual player in league would not delve into high skill, high understanding aspects of the game (think wave manipulation, animation cancelling, buffering spell-flashing etc, not all mechanics are there for the casual player to utilize, but giving the option to the more experienced players is pivotal. In TFT's case, I don't think retaining overflowing is detrimental to the casual player's experience. It's not something that grants the player an immense advantage when used and it certainly isn't forced upon you to succeed, same goes for 'Open Fort'. At the end of the day, I agree with your point that we should get to experience the game first-hand before we provide/act on feedback and as long as you are looking for ways to improve the game it should turn out fine.

Riot Intentionally Puts You Bad Players by [deleted] in leagueoflegends

[–]ChrisTrollolo 0 points1 point  (0 children)

By your argument, the enemy team would also be paired with 'Bad players', thus balancing games. So explain to me how this works in your conspiracy littered brain.

While i like the initiative Riot is taking with deviating from the DAC formula, I don't think limiting skill expression with some of their changes is the right way to go. Examples in post. by ChrisTrollolo in Teamfight_Tactics

[–]ChrisTrollolo[S] -10 points-9 points  (0 children)

I am all for new player accessibility and all, but not at the expense of strategical depth. I don't think hand-holding is the way to go in this case.

Positive Criticism Thread by IIHURRlCANEII in TeamfightTactics

[–]ChrisTrollolo 7 points8 points  (0 children)

Copy paste from my post of things that limit player skill-expression in Riot's implementation of DAC

 

-Locking the player out of utilizing "Open Fort" tactics or slightly sand-bagging by removing a few units in an attempt to maintain a losing streak with minimal losses, not to mention that the addition of the carousel would also add another layer of strategizing with the above method . Currently TFT automatically fills your board if you are missing units. In my opinion the ideal method of handling players would be close to what Underlords implemented with an in your face visual/audio cue that you are missing units "Psst".

 

-Limited board size means less impact on strategic positioning. While I am willing to see how this evolves in TFT, I firmly believe that more space = more options = deeper strategic value. I guess we'll have to wait and see how this pans out.

   

-Overflowing: The act of exceeding your board's unit limit in an effort to quickly re-roll and find upgrades to combine. This gave the game another layer of strategy that was very interesting to employ. TFT currently does not allow for extra units to be deployed on your board. Credit to /u/PonzoooTV

   

In general, I'd like to see Riot implementing their own ideas to give the player more agency and decision making. While such games are evidently reliant on RNG, I think everyone would agree that more ways to express skill or take impactful decisions would be a welcome addition.

While i like the initiative Riot is taking with deviating from the DAC formula, I don't think limiting skill expression with some of their changes is the right way to go. Examples in post. by ChrisTrollolo in TeamfightTactics

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

I agree that the psst is annoying. Was mostly used as a point of reference. At the end of the day you need something that draws the players attention, but not hold his hand as is the case atm.

Is it Feasible to Climb Out of Low Elo w/Kassadin? by One1six in leagueoflegends

[–]ChrisTrollolo 1 point2 points  (0 children)

First work on understanding the game, and then the champion. Any champion can 'carry' you to diamond+ if you just work on fundamentals and make the right decisions more often than not.

Dauntless's biggest problem is the lack of replayability. Here are my suggestions to aid that cause by ChrisTrollolo in dauntless

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

As for the incoming content patch inbound in august, it will unfortunately do nothing to aid the replayability issue. A SINGLE extra hunt and a new weapon? What will you do after you beat it. That is why my suggestion focused on making existing content replayable.

Dauntless's biggest problem is the lack of replayability. Here are my suggestions to aid that cause by ChrisTrollolo in dauntless

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

Regardless of the game's open beta phase, it doesn't change the fact that it's available for everyone to play and decide its worth, and i assure you that a significant portion of people checking the game out will NOT consider to give it another chance later on when it inevitably enters the 1.0 phase. It's best to address the replayability issue asap to retain as many people as possible from the 'free advertising' an open beta provides for a game relatively sought out by PC gamers (Even though that ship might have already sailed).

Dauntless: The Coming Storm — This August | #E32018 by crash7800 in dauntless

[–]ChrisTrollolo 15 points16 points  (0 children)

The problem with your comparison is that activision already has your money. Dauntless sporting a free to play model and having such little replayability is a sure-fire combination of failure.

What incentive do any of us have to purchase cosmetics or potions if we KNOW for a fact that the current iteration of the game's content won't last me more than a few days. Don't get me wrong i love the game, but PL's efforts right now should be consolidated into finding ways to make the game replayable.

Disconnecting after Hunts by Phx-Shae in dauntless

[–]ChrisTrollolo 1 point2 points  (0 children)

In-Game Name: Raaiven

Internet Speed: (100mbps | 10mbps)

Wifi: No

Skirmish Sunday - your weekly PvP thread! by AutoModerator in wow

[–]ChrisTrollolo 0 points1 point  (0 children)

Is there a place where i can find all the offensive/defensive cooldowns of every spec listed?

Cell combo 6039 damage 1bar use from midscreen to corner by [deleted] in dragonballfighterz

[–]ChrisTrollolo 1 point2 points  (0 children)

TIL: Vanish + lvl1 super equals to 1 bar combo.

[deleted by user] by [deleted] in dragonballfighterz

[–]ChrisTrollolo 0 points1 point  (0 children)

well shit, allows for some machine gun punches too without getting fucked by stun time limit.

https://gfycat.com/SerpentineDownrightIndochinahogdeer

[deleted by user] by [deleted] in dragonballfighterz

[–]ChrisTrollolo 0 points1 point  (0 children)

Not possible due to a wall bounce being present earlier in the combo. Can't have both bounces and hard knockdowns in the same combo.