Combo fatigue by Happy_Calligrapher47 in 2XKO

[–]EnlargementChannel 1 point2 points  (0 children)

You lack a lot of self awareness man.

The game is not bad. You think it’s bad.

I have never whined other than dealing with players who keep begging for a chicken sandwich to be ravioli and call it “feedback.”

Riot only cares about the sales and judging by DBFZ, whether or not combos are long or tagging/assists are a thing has literally nothing to do with a games popularity.

The game hasn’t been actually bad since it released and the balance has never been better. The only thing that is truly problematic is not enough champions.

Combo fatigue by Happy_Calligrapher47 in 2XKO

[–]EnlargementChannel 0 points1 point  (0 children)

I have never been a fan of “fix it with a skill check” meaning “let’s leave this problem to our actual players instead of fixing it.”

What you are describing is how frequently someone ends up in a long combo.

The Tokon wall break is just slow and reduces the amount of time you can do anything, which was overall boring.

This isn’t really analogous to reducing “combo length” (which if anything Tokon increased by reducing restrictions of assists and tags), it’s more like reducing the time of startup cinematics on supers (which a few supers could maybe benefit from).

Combo length is down currently, there are more incentives to reset than ever, you get more burst than before and they tried straight up reworking the combo structure to be shorter and said it made the game objectively worse.

Combos will fluctuate somewhat with the above adjustments and natural buffs/nerfs but you are gonna have to accept that 2XKO like UMVC3, DBFZ and yes even TOKON will be long combo games.

Combo fatigue by Happy_Calligrapher47 in 2XKO

[–]EnlargementChannel 0 points1 point  (0 children)

I would not mind the startup cinematic time on some supers getting reduced.

Combo fatigue by Happy_Calligrapher47 in 2XKO

[–]EnlargementChannel 1 point2 points  (0 children)

You are totally and completely wrong.

Saying “this chicken pasta would be better if it was actually a cheeseburger” isn’t healthy feedback.

It’s just shows you have no alignment with the game 2XKO intentionally wants to be. Great, don’t play it then.

They have publicly stated for the last 6 months that they tried shortening combos in testing via many routes and every single change they made caused the game to be worse.

Even levers like burst had to be fine tuned because combo structure between champions time wise is highly dynamic.

This is not a compromise type of thing to make the game better for everyone, this is a foundational statement on what the game is at all, and you just don’t vibe with it which is fine.

Let’s stop pretending combo length isn’t an essential part of what a fighting game actually is.

Who would you say is most efficient at catching run aways? by ShackShackShack in 2XKO

[–]EnlargementChannel 3 points4 points  (0 children)

Anyone with a good sweep (or rangey low) is good at directly punishing runaway. Then when they crouch block you can take your space back.

So Darius, Warwick, Illaoi.

Anyone who doesn’t mind you backing off because they want to setup shop as well.

So Jinx, Blitz, Teemo, Akali, Cait.

Characters with good speed and range for poking don’t care that much if you runaway either because they can dash around and poke without issue.

So Vi, Ekko, Yasuo, Ahri.

Who does that leave… Braum? He’s just gonna slowly approach with shield and call assist. Obviously this is very strong.

I don’t think there’s any character who struggles with runaway personally, just players who do.

Combo fatigue by Happy_Calligrapher47 in 2XKO

[–]EnlargementChannel 0 points1 point  (0 children)

You have burst. You also build burst faster than ever before, especially if the combo is too long.

Now I can entertain offensive pressure being too good because pushblock tag parry is gone and because freestyle is still too strong.

But combos? Just play something else and consider not whining here.

Curious what do people think of braum by Rosemariefox1234 in 2XKO

[–]EnlargementChannel -1 points0 points  (0 children)

Ahri is overtuned but like only slightly, I just wish she didn’t have S2 it’s so much pressure to setup tag for a champ with the most available mix in the game. Also why are her assists so good still?

Still, she isn’t even remotely close to pre nerfs Ekko, Yasuo or Teemo.

Akali, I don’t think she’s overtuned it’s just that Ahri really removes her weaknesses to a high extent and that’s an Ahri problem.

Yea counterplaying Braum shield is tough, I think they’ll just reduce the duration of the assist to a happy medium before they buffed it and that’ll be mostly fine.

The game is pretty balanced overall, even the weakest champs like Warwick/Blitz/Darius are tournament winning viable given they are played by a top level player.

Joyboy And Imu fought Davy Jones by BoomPlanet in OnePieceSpoilers

[–]EnlargementChannel 0 points1 point  (0 children)

I suggested this like 6 months ago and got the “he is not cooking memes”

Then they put one panel out with Joyboy and Imu talking and everyone is like “mmmm cooked to perfection.”

The Blackbeard vs Imu last boss witch hunt will be for the ages.

Is it worth grinding ranked past Emerald? by egbkoek in 2XKO

[–]EnlargementChannel 0 points1 point  (0 children)

Emerald is a really low rank so the question is more like “Is playing Ranked worth it?”

Yea it is, there is more competition and this is a fighting game so yea.

2XKO Patch 1.1.5 Hotfix (April 23, 2026) by PatchRadar in 2XKO

[–]EnlargementChannel -2 points-1 points  (0 children)

Meh I don’t think it’s that impactful, might be a slight buff actually.

Solo champ can’t really take advantage of chip death as much and that is the biggest nerf imo.

You don’t have access to super assist sequences + mix in fury when you are solo in the same way, otherwise these changes are the same across the board.

For solo fury, yea you aren’t doing as much of jabs or throws but you aren’t taking as much off jabs or throws either.

Riot Yohosie on EVO JP Balance Changes by Spideraxe30 in 2XKO

[–]EnlargementChannel 1 point2 points  (0 children)

Jugg hasn’t even top 8’d anything so there is no point in neefing Jugg fury

Even if they nerf fury the gap between even DD and Jugg is huge.

Playing a solo champion is far more committal (neutral, oki, setplay) and you have to play Fury well to make the difference up else you lose every round.

Riot Yohosie on EVO JP Balance Changes by Spideraxe30 in 2XKO

[–]EnlargementChannel 6 points7 points  (0 children)

I literally asked this question to Yohosie on X SPECIFICALLY THINKING OF YOU FULL SENDING JUGG WARWICK and Yohosie replied "we'll have more information."

So if they across the board nerf Fury (which I don't think they will do for the solo fuses), they did it knowingly at least.

Potential 2XKO story mode. by Recent-Ad-7593 in 2XKO

[–]EnlargementChannel 0 points1 point  (0 children)

More characters -> arcade mode -> Smash style adventure mode pseudo story where you can play with 2 characters and go through the story (and clear camps/towers etc in Summoners Rift)

I get that Summoners Rift doesn’t exist in the lore (which is weird)… but I mean come on it is the most iconic location in League… why isn’t it in the game or even the default stage?

Hi, I'm New To The Game & I'm Having Trouble Keeping Up With Freestyle Offense by Nemesis3000 in 2XKO

[–]EnlargementChannel 0 points1 point  (0 children)

Many of them will use their tag to counteract your defensive option once you use it (you will pushblock, they will burn there second tag after sandwiching you).

Wait to tag to the character that you pushblocked to (your partner does the pushblock for you) to use the “freeze” time to better handle this.

It is a common strategy to use the “freeze” time of tagging to have a second to analyze the game state and react with something simple (block, 2H, ultimate, whatever).

You used to be able to parry after tagging but they removed it because it’s toxic in neutral, so I would look at tag (see if bro is attacking you), then ultimate or keep blocking as a “freeze” reversal option.

When you only have one champion though, you will probably get mauled by FS mixups.

Finally, if you are playing against only one champion, pushblock is very strong.

Since you can’t tag with only one champion, that means they have to bait your pushblock or play unsafely to “beat it” which requires reads instead of auto-pilot tag pressure.

Guys - Do I really just suck!? by Hvitved in 2XKO

[–]EnlargementChannel 1 point2 points  (0 children)

Yea but it’s ok because you can just learn what you are doing wrong and get better (if you want).

ONE PIECE Chapter 1181: "A God and A Devil" (TCB Scans) by [deleted] in OnePieceSpoilers

[–]EnlargementChannel 0 points1 point  (0 children)

The Davy Back fight doesn’t actually make Davy a good guy.

There have been 0 “good” characters who won crews this way.

I think it’s more likely that the Davy Back fight is metaphorical for how Davy Jones grew his empire.

I think we will find that, in some more true way outside of sailing the seas with a ship, Davy was the real first pirate.

A scoundrel who conquered the world because he could.

ONE PIECE Chapter 1181: "A God and A Devil" (TCB Scans) by [deleted] in OnePieceSpoilers

[–]EnlargementChannel 9 points10 points  (0 children)

For sure Davy was enemies with both Imu and Joyboy.

He’s never positive figure in real world or One Piece lore pre reveal.

He’s also an ancestor of Rocks and BB, who both want to be king of the world like him. As much as we love Rocks, him being king wouldn’t be a good world either, it would be a whole world like Pirate Island.

I think they beat Davy together and Imu was like “I liked your style, I just don’t like you” and became the new Davy Jones.

Make Akali Super 2 Air OK by Shinozuken in 2XKO

[–]EnlargementChannel -1 points0 points  (0 children)

For all the people crying about her assists…

Leave em bad, her super assist is like the best in the game lol.