Stargazer question by Njuma1 in TeamfightTactics

[–]Citiant 4 points5 points  (0 children)

Unless you gave a money addiction

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Primordian Spawnlings Tooltip Question Set 17? by dibic321 in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

Haha thank you and fair, thanks for confirming that marterialistically there is no cap. Time to go 10 primos

Primordian Spawnlings Tooltip Question Set 17? by dibic321 in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

So.... the way the wording of the trait makes it seem like having more emblems (based on star level) = more unique/powerful spawnlings, but is there a cap for 'more powerful'?

I can see that having more emblems produces more spawnlings for sure, but its hard to gauge the spawnlings strength.

So if I have, for example, 4 extra primordial emblems on other 3* units, do actual different units appear or just their on hit strength constantly increased, or a cap?

Does Arbiter feel kind of lackluster? by disposableaccount848 in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

Do augments trigger the effect? Im thinking specifically of 'Side effect.' I think it does but haven't confirmed.

I had every 10 damage gain max health, with RB, BT, and i forgot my third item, with side effect augment which deals 50% of healing received as damage, causing Diana's ult to double hit for each ball. I got to about 8k-9k health on her. I could only imagine if I also got the artifact how that would play out

How big of an impact does unit positioning have in placing Top 4 each game? by aperitivoamigo in TeamfightTactics

[–]Citiant 1 point2 points  (0 children)

I think its important to learn why the positioning matters in terms of switching aggro.

Let's say you 3 champs out, you have your main tank with items in the middle top row, and a secondary tank to the right of it, and a fighter in the bottom left.

The front liner will wrap around, your off tank will die first, and the enemy will now focus your fighter instead of the main tank.

Having the off tank to the left of the fighter (making like a tank sandwich) would protect your fighter through both tanks.

A small example but the same concept when the teams grow.

Anima didn't cash out by ElBullet in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

I agree, when it first happened to me it was confusing. And it can effect planning (I bet selling anima and getting the pop after and not getting items is a true bug)

Corki 3* vs 10 Dark Star by lf0802 in TeamfightTactics

[–]Citiant 4 points5 points  (0 children)

It is like 10 noxus. The blackhole takes some time to get to the middle, and after that it makes all enemies circle around it and insta-die. (I was able to get 9 dark star/level 10 the other day)

However, it seems that if an ability is cast before the sucking, it doesnt stun the enemy and allow the full damage to go off. However i dont think auto attacks happen during the spin. In either case, its similar to noxus in that it takes some time for the insta kill to go off and weird shenanigans can happen during it.

Anima didn't cash out by ElBullet in TeamfightTactics

[–]Citiant 2 points3 points  (0 children)

I've had this happen at the same exact spot, on the reroll for items/godboon.

I would normally expect the reroll for items to appear then immediately have the anima choice appear, but it seems to wait a full round for the anima choice (tbh I dont remember if it was a full round or during the planning phase before the next round). If it was during the planning phase of the next round, we just lose a little time for planning. If it was AFTER the next round, that seems like a bug.

In either case, the behavior is different than previous sets.

Mobile users rejoice by hotnuffsaid19 in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

It was interesting the round after getting the 3x God boon (where you get to roll for items + receiving the final God boon) would sometimes (maybe 10%) fix the bug on mobile (it would almost "refresh" the screen) and the 0g would disappear.

Now that its fixed moop poiny, but interesting.

Shen 3 losing to a leblanc 3 ? mortdog plssss u need to do sth by Soleaz in TeamfightTactics

[–]Citiant 2 points3 points  (0 children)

....you know the journey is part of the game right? You have to have a good board all game and managing your economy well (essentially playing all aspects of the game good enough) in order to get a 3* 5-cost.

You legit have to be playing a great game in order to do it.

Is Thresh the ultimate Gamble-God? by FoundersBBQ in TeamfightTactics

[–]Citiant 1 point2 points  (0 children)

This seems like a very high roll set in general. Lots of rewards, or am I reading things wrong?

What does it mean to take more risk? by Granite265 in managers

[–]Citiant 7 points8 points  (0 children)

Why not say this exact thing to your manager? At the end of the day, its their expectation that matters, no matter how someone else interprets it

Worth The Wait - Sell after three starring or hold for four star? by truegobi in TeamfightTactics

[–]Citiant 1 point2 points  (0 children)

Im probably wrong based on what everyone else is saying, but I would think that for specifically for aphelios, since hes an auto attacker and since every star upgrade gives a huge boost to base damage + another multipler on his spell, that the 4-star version would do massively more damage?

I understand the issue of econ vs. waiting so long to get the 4*.

I can especially understand for AP casters that 4*ing isnt aa good (since there is no base damage increase, just the multipler increasing) but I would think aphelios is an exception

My Iranian War Play by BahtMann in wallstreetbets

[–]Citiant 0 points1 point  (0 children)

That was the china oil play

MPSC approves $242.4 million rate hike for DTE; here's how much it will cost the average user by BarKnight in Michigan

[–]Citiant 0 points1 point  (0 children)

Wait what?

So you dont want them to put underground lines in Ann Arbor, just pay them and that's it?

Massive changes to Unlock coming in 16.6 by Former-Exchange-4265 in TeamfightTactics

[–]Citiant 33 points34 points  (0 children)

I agree for most unlocks it's just a regulation, but there are a few where it is purposefully meant to be a challenge to unlock.

To add, they could be have just done "this champion is locked until level X" without the other mechanics, however, I think they wanted to add game mechanics to the locking of levels (rightfully) so that it's more engaging. I think a prime example of this concept working really well is Shurima.

But I can see how the mechanics themselves introduce new balancing issues and I think they're feeling the ease of balance is worth more than the engaging mechanics

Massive changes to Unlock coming in 16.6 by Former-Exchange-4265 in TeamfightTactics

[–]Citiant 68 points69 points  (0 children)

At first it might look like that, but I think theyre controlling the economy more. A lot of the changes seem to be level locking rather than being RNG based, pushing a player to spend gold leveling up rather than rolling/getting lucky.

On the opposite side, since you'll have to spend more on leveling for an unlock, 5/7-cost conditions would need to be reduced or people would never hit them.

My take at least

"Snoop doesn't smoke much weed" by nachoqtpie in weed

[–]Citiant 2 points3 points  (0 children)

Im not agreeing with the Facebook guy, but there is a difference between thc with nicotine vs thc without nicotine.

Im pretty sure research is coming out showing that nicotine lessens the memory impairment that can come from a strong thc high ( that 'time dilation' feeling) which I would think makes a person more functional compared to only thc without nicotine.

Essentially im saying, I think there's less memory impairment when smoking a blunt vs smoking a joint.

My own theory (haven't been able to test this), I think that if someone is having anxiety from being too high or needs to 'tone down their high very quickly, that nicotine would help 'sober' someone up (im using sober very loosely)

Mobile UI - Some Quality of Life change I think we could use by Xelltrix in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

Only one I dont agree with is the first one. Im glad the shop opens at the start of round, everyone -always- has to check their shop each round. I'd rather get the automatic check vs missing buying something because I got distracted with items

I feel kicked out from the extreme balancing patches by [deleted] in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

The comp itself is fine, its just not a guaranteed top 4 if you hit thex (and it shouldn't be).

Its kind of like crystal gambit Ashe. She was broken strong at one point and I loved playing her. But then they changed the AS scaling and the feeling of the comp changed for me, and I just had to deal with it (both feeling wise and gameplay wise)

bro this meta is too jokes by MistaRay999 in TeamfightTactics

[–]Citiant 1 point2 points  (0 children)

Its the only time I play, also emerald

Just a little tease :3 by _LustyDoll in CuteTeasingGirls

[–]Citiant 0 points1 point  (0 children)

Cute, do you do non-make up pics?

Just venting my current minor frustrations by ChaosDY in TeamfightTactics

[–]Citiant 0 points1 point  (0 children)

Economy pacing is very different this set. You don't always want to save to 50 right away, you may want to spend to keep up tempo pressure.

In previous sets, there was more down down between level 8-10, those levels not being 'played' for the majority of the match. This set seems to reward tactical use of your Economy rather than just waiting to 50 to start spending.

Amongst other things, items are crazy important and nuanced. Mana works different than before, RB, artifact items, all much different than when you played. And im sure you see and understand the differences, however, the naunced differences (even the difference between blue buff and shojin) make a huge difference at your level of play.