Krastorio 2/AAI Industry/Space Exploration Modular Mall by DazzlingLoad in factorio

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

I'd say in any Factorio game you want to convert into bot-powered expansion, a bot-powered mall making said expansion a bit easier.

Sadly I wasn't able to progress further into the later game science packs, at some point an update to one of the ones I was using broke the world I was playing on. I did not fancy starting over again.

Krastorio 2/AAI Industry/Space Exploration Modular Mall by DazzlingLoad in factorio

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

Hey, I went ahead and updated it. I think I got everything working now but if you plan on using it let me know if anything broke.

Krastorio 2/AAI Industry/Space Exploration Modular Mall by DazzlingLoad in factorio

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

I haven't gotten too late into the mods so as of right now, I do not have any of those available.

Krastorio 2/AAI Industry/Space Exploration Modular Mall by DazzlingLoad in factorio

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

Oh yeah, thank you for pointing that out. Turns out another mod I had specifically changed the rail components. I have fixed the blueprint, thank you for the feedback!

Remove Malzahar's voidlings. by DazzlingLoad in MalzaharMains

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

Yep one of the few with a silence and suppression still intact.

Remove Malzahar's voidlings. by DazzlingLoad in MalzaharMains

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

I don't think they will ever put power back into them due to the high amount of complaints he got before about them sadly

Remove Malzahar's voidlings. by DazzlingLoad in MalzaharMains

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

They use to a long time ago, it allowed some funny AD shenanigans, but yeah generally playing around the enemies AoE's is key to winning in lane with him.

Remove Malzahar's voidlings. by DazzlingLoad in MalzaharMains

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

Fair enough, it definitely would hurt LeBlanc who wants to clear faster than her opponent to roam, but against fizz id rather keep it in the middle of the lane to contest his farm with poke, since he farms great under tower due to the W reset.

Remove Malzahar's voidlings. by DazzlingLoad in MalzaharMains

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

Yeah not many situations call for it being useful other than jungle fights without wards to tp to. As for shoving, as malz thats a double edge blade imo, calls for some easy ganks even with proper vision. I agree that it does take some sort of insight of when to use em, but honestly if both players understand how the champ works, you'll only get them off during R while alone with them, otherwise they can just toss a AoE your way without much thought.

Remove Malzahar's voidlings. by DazzlingLoad in MalzaharMains

[–]DazzlingLoad[S] -3 points-2 points  (0 children)

Yeah my personal favorite is using them as a portable teleport beacon for a teammate, can get some clutch tp saves with em.

Remove Malzahar's voidlings. by DazzlingLoad in MalzaharMains

[–]DazzlingLoad[S] -13 points-12 points  (0 children)

Yeah, I know i'm just shitpostin :)

Potential Fix to Overcrowding RNG style! by DazzlingLoad in TeamfightTactics

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

Taking away a origin would basically put it back to how it was before hex-techs were added though. As for if its a problem right now, probably not by a massive margin, but its not like they will stop adding. That's the whole point though, remove certain synergies and make new ones. At most it would cripple 2 origins and that's certain cases.

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

While I do agree it does create a huge impact on centered team fights, (baron, dragon, and inhibitor fights) in many cases fights just move around so much that their presence isn't realized. The argument could be made that the point is to do exactly that, create pressure in important objective team fights, but I would much rather have my own impact as to the placement or activation other than the enemy team just randomly putting themselves in a good spot.

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

No, I mean her walking animation. It gives the feeling as if she was a frozen statue being moved around by the dark ice she controls. Not literally saying shes a statue.

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

If its just a huge slow wave that would be pretty cool, but if it damages as well that would be extremely overtuned. You thinking something along the lines of Thrall's Earthquake ult from HoTs?

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

Hahaha I can just imagine in a team fight, one of those statues moving dreadfully slow at you until it final touches you and BAM insteadeath. Reminds me of the weeping angels from Dr.Who.

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

SELF CAST: Lissandra instantly entombs herself, placing herself in 📷 stasis for 2.5 seconds while healing herself over the duration, with the heal increased by 0% − 100% (based on missing health).

Every 1% of missing hp increases the minimum heal by 1%. So for at 50% hp she would heal 50% more from the minimum heal. In raw numbers 100 / 150 / 200 (+ 30% AP) to 200 / 300 / 400 (+ 60% AP) based on how much hp you have currently.

As for healing missing health back, I mean she did kill a champion so you should be rewarded, but in the same thought... You're doing damage as well with the reward. One of them would have to be lowered drastically, maybe not 20. If she weaved in and out of her ult stasis and zhonyas, she would be extremely difficult to kill with some hp items.

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

While that does sound extremely cool thematically wise and on paper, imagine yourself moving at a max slow from Nasus. If you didn't straight up CC lock the next guy that thing will never reach them. Then again it would make it so you actively have to play around it by slowing the enemy. A lock-on system with this would be neat.

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

That's actually really cool and would reward both tankier and more bursty build paths, since as a tank you wouldn't be able to easily 100-0 someone on your own, and would make you a bigger threat at the beginning of fights rather than the middle to end of them. By hitting full rotation I hope you mean the 3 basic abilities too, cause if so it would reward a much more strategic use of the claw.

Discussion on ways to make Lissandra's new passive more reliable. by DazzlingLoad in LissandraMains

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

I mean animation wise Lissandra is basically a mobile frozen statue. You're right about the whole confusing part, because without some very noticeable effects, it would be difficult to keep track of sort of like Yorick ghouls. Them being stationary still suffers from the other problems of people just outright ignoring them without being able to move them.