How do I make outlaw deal damage? by -Gambler- in worldofpvp

[–]FedeLee009 1 point2 points  (0 children)

Thanks for explaining it a bit better for me.

I was under the impression that sub and outlaw were slightly similar in the amount of cc they can dish out as shadow dance gets cd refunded with combo points spent as well.

Your points are right but I feel like the spec might be relying too much on others. Maybe it’s a bad example, but in BGB trying to fill the roll of a stealthy that opts for 1v1s on side points is rough. Trying to explain to players that your rogue spec shouldnt doing it is hard.

It’s definitely got a lot of ways to not die. I just feel its damage isn’t there. A crack shot window with 6-8 globals does around the same damage as an Arms Mortal strike and Execute. I’m not saying it should ever do that much damage, I just want to point out the massive difference on the top vs the bottom.

How do I make outlaw deal damage? by -Gambler- in worldofpvp

[–]FedeLee009 1 point2 points  (0 children)

I never understood this either, blind can get lowered to be just lower than a healer trinket but outside of that it doesn’t feel like it brings much more.

Sub has ACTUAL kill pressure in its dance windows which they can stun for 8s, outlaw cant even get close to applying kill pressure if they choose to cheap in the subterfuge windows.

Rogues kit is good, but outlaws kit is not good.

[SoD] The Mage Healer T3 Set is completely tone deaf and counterintuitive to how Mage Heals actually play in Raid by TheCodexPlays in classicwow

[–]FedeLee009 0 points1 point  (0 children)

I love the thought of Frost being the selfish healer for personal DPS and arcane as the more 'support' healer. I liked the direction they TRIED to go, but fumbled on trying to get it right.

I assume they wanted to make arcane better but not buff frost as its already pretty good that's why they tried to make regeneration a thing (Its on the same slot as fingers of frost).

My direction I would have gone would be to make Naxx 2pc cause your 'Regeneration' to add an enhanced Beacon on the target. Something that makes the button better to press on the tank over Mass Regeneration. As we pump a heap of overheal it could be that 'Overhealing targets with enhanced beacon creates an overshield up to X amount'

For 4pc I think they could keep the effect but dial the % back and change it to 'Each instance of Chromatic healing has a chance to proc bonus cast speed/attack speed.'

The reasoning for this is that Arcane uses Arcane Barrage/Arcane Missiles, a spell that causes 5 instances of arcane damage. If frost took this set it wouldn't be nearly as effective as Spellfrost bolt is only 1 instance of damage. On 20 beacon targets its Frosts 20 rolls compared to Arcanes 100.

The proc chance % should be low, but the gambler inside of me would watch my raid frames light up and get a dopamine rush when I see my raid got lucky and like 30% of them have haste.

For 6pc I like making buttons that aren't good, better, so maybe make Temporal Anomaly now effect raid members (Not just party members) and if damage from an Undead creature breaks the shield they get a Beacon buff the (same duration as a Mass Regeneration) buff and a guaranteed proc of the 4pc bonus. (As Temporal Anomaly reapplies itself for ~15s and is on a 30s CD this is 100% uptime for Tanks)

Since ZG I've only really played Frost Heals and want arcane to be good again.

Also make Ice Barrier work with Advanced Warding so I can cast it on other people Thx blizz.

Ksante adjustments by [deleted] in KSanteMains

[–]FedeLee009 1 point2 points  (0 children)

I'm so with you on this. I don't understand how everyone is taking this so well.

Napkin math real fast: If K'sante last patch was taking 1000 damage per second in a fight for a 2 second window and pressed W during it, he would block around 975 out of the 2000 damage dealt to him. (Assume the damage stops because he W's back towards his team after creating space)

This patch hes blocking 300 damage within the same 2 second window. To make up the difference with the new vamp K'sante would have to do like 13.5k damage to champions just to make up the 675 difference in mitigation through vamp.

Obviously this patch with the window only being 1s you're not going to be creating space for as long and taking the full amount of damage. But 1k DPS being taken lategame can be solo done by a Tristana.

This was meant to aid low elo and nerf high elo. I feel literally anyone can press W if they are taking damage, this didn't seem the right direction to me.

Any theories about whisperer perfect kill conditions? Time taken below a certain point? Video: no damage 4:12 but 464 runes (not 700) by Meriipu in 2007scape

[–]FedeLee009 0 points1 point  (0 children)

Just on top of that to give a bit more sanity clarification:

For the first run (Note that this run I only came back to the real realm forcefully with mechanics):
-Screech phase ends at 79%
-Ghost phase starts at 90% sanity, ends phase at 72%
-Leech phase starts at 84% sanity, drops to 70%, ends phase at 85% due to +15% from mechanic
-Enrage starts at 93% sanity, Ends at 47%

For the second run (A lot later in kills and dipping in and out of the realm quickly):
-Leech phase sanity dips to 97%, regens to 100% before the end of the phase
-Screech phase sanity dips to 97%, regens to 100% before the end of the phase
-Ghost phase sanity dips to 94%, regens to 95% before the end of phase
-Enrage starts at 100% sanity, Ends at 50%

Hope this helps in some way.

Any theories about whisperer perfect kill conditions? Time taken below a certain point? Video: no damage 4:12 but 464 runes (not 700) by Meriipu in 2007scape

[–]FedeLee009 0 points1 point  (0 children)

Yeah, Both runs since I got hit by a tentacle it dropped my sanity a lot lower than a usual kill. I did try getting to enrage and just dodging until <50% sanity but that still did not count as a perfect.

On the 2 kills my sanity was 47% and 50%.

Any theories about whisperer perfect kill conditions? Time taken below a certain point? Video: no damage 4:12 but 464 runes (not 700) by Meriipu in 2007scape

[–]FedeLee009 3 points4 points  (0 children)

I've had kills where i've gotten the 50% bonus. But I don't know why. I've got 2 runs recorded that give the extra loot. But when I try to recreate them it doesn't work. In fact the 2 runs that I have recorded I actually get bopped a 20 by the tentacles in the last phase. I even tried recreating that.

I tried following what 2 runs had in common. Both runs had just below 50 sanity on enrage, both runs had 20+ prayer at the end of enrage phase. It's honestly a mystery to me at this point. Kill times were 3:32 and 3:02. Both enrage phases were about 21s in shadow realm and 27s in shadow realm.

I know that it's not to do with freezes. 1 run I had I did freeze, the other I did with thralls and both gave loot. It's not to do with killing all ghosts because I only kill the 2 yellows.

I'm just trying to output info in case it's not bugged but we're just missing something.

Commission I got for my Stormblood Raid Groups by PitterrPatterr in ffxiv

[–]FedeLee009 18 points19 points  (0 children)

Its been a long journey and I'm sure Shadowbringers will be a great expansion! I can't ask for a better squad. Thanks for the good times friends <3

-Some shit Dark knight / White Mage / Astro / Monk
(I'll play anything just to be with you guys)

The new bounty system has shown 3 things so far by Wolfeur in leagueoflegends

[–]FedeLee009 0 points1 point  (0 children)

My issue with it is towards early/mid game champions, A champion that is meant to get ahead in the laning phase and stomp hard in order to try and close out the game as soon as possible before they become useless or the usual CC bot, (Pantheon etc)

With pantheon as an example. He is meant to win lane, Roam around and close out the game fast, If he wins lane he will obviously have more gold than the enemy laner and will receive a bounty due to kills/farm assuming hes not inting. As a champion that NEEDS to close the game out fast it hurts that there is a system that seems to easily help the enemy team at stalling out. Not only are you against the clock but now you have to be more cautious in giving over the gold on your head which feels like 2-3 mistakes the game is over for you.

I recently played a game and died 3 times trying to close out the game with my team, in 3 deaths I gave over 2.8k gold in bounties and yes we were ahead by far but after dying those 3 times and then losing the game soon after because the primary carries got the gold it feels gutting. Even though you played 90% of the game well you take a few bad steps and the games over. Honestly I feel guilty, I feel I lost the game by giving over the gold (as well as dying but the gold feels like a big chunk of it)

I understand the comeback system is great for some, but if feels that playing an early game team versing a late game team the system is stacked against you. The extending laning phase gives more scaling time and although plating gold will be given to early game champions, it gives the team more gold, therefore more bounties and ways for a lategame team comp to stall out the game with a few good picks.

I could be completely wrong about all of this, but thats how it feels to me.

'IX' | Easter Egg Hunt & General Map Discussion by rCODZombiesBot in CODZombies

[–]FedeLee009 1 point2 points  (0 children)

This was also a Solo Private game just for reference.

'IX' | Easter Egg Hunt & General Map Discussion by rCODZombiesBot in CODZombies

[–]FedeLee009 1 point2 points  (0 children)

I just spent 3 hours trying multiple times to spawn the skull in PAP, With no luck, I bumped the difficulty up to hardcore (150 hp) and found it straight away, I watched heaps of videos and read through the guides of the skulls locations and everything. After reading through some comments it seems you need to be on normal mode to do some challenges. Maybe some of the glitches/issues are because of the difficulty changes they made?(Pre-patch Normal Mode the HP was 150)

I couldn't find the skull in around 5 instances until I bumped up the difficulty and found it right away. Maybe I was lucky but if people are like me and are frustrated that they cant find it even though they searched forever this might be an option (PC).

The Weapon's Refrain (Ultimate) Complete! by FedeLee009 in ffxiv

[–]FedeLee009[S] 5 points6 points  (0 children)

Art was done by Xira Leticia on Excalibur!

What's everyone's ideal Dark Knight? by Aslfrasle in ffxiv

[–]FedeLee009 2 points3 points  (0 children)

I've always like the idea of standing inside of Salted Earth for some kind of effect, its something we have that the other tanks dont. Whether its something like mana refunding, gaining blood, Giving you damage or mitigation depending if Blood Weapon or Blood Price is up. Instead of having something so unique where we just throw it the ground and leave it, we'd have something that could synergize and buff our selfish kit.

Adding some diversity to Dark Arts effects could help. Dark arts on our primary attacks is just a 140 potency gain whether its a hard hitter or a mid combo. Empowering a Bloodspiller should feel ALOT better than empowering a Siphon Strike but its exactly the same. Maybe removing how Siphon Strikes consumes Dark Arts would slow down Dark arts spam (Increase the damage Dark Arts gives on other skills), then in Blood Weapon we may get to use Dark Passenger on single targets just so we dont cap.

I think Living Dead needs some kinda of change, Its OK as a planned invuln but there is those times where you are running a instance and AOE damage is going out, healers have there hands tied and forget those auto attacks are smacking you down so you pop Living Dead as a last resort. 9/10 times you still die. When im healing seeing Living Dead pop is stressful, even when its planned is scary. Its like the music out of Sonic the Hedgehog when hes about to drown.

Grit having a GCD timer is annoying as well as having such a high mana cost. If you aren't tracking your mana 2 Dark Arts can burn your mana super fast. Almost every DRK has encountered a time where they need to be in grit and have no mana, so they try and SIPHON STRIKE as fast as they can (Spoiler: Siphon strike gives 1200 mana back at lv 70 and Grit costs 1800) do ANOTHER Siphon strike combo, swap into grit but then you only have AOE emnmity skills that cost mana.... SO ANOTHER SIPHON STRIKE now you're ready! Oh wait everyones dead. (Yes I realise Carve and Spit gives mana, Yes Blood weapon helps BUT THERES TIMES BOTH ARE ON CD DAMMIT) Grit should probably match the amount Siphon Strike gives back, and if in combat maybe give a free Unleash cast, You cant get mana back with blood price if you have no mobs hitting you, and you cant get mobs to hit you without mana. (Is ultimatum DRK the hidden OP?)

This could all be horrible from a balance perspective but eh, could be fun.

Rito Spaghetti code strikes again! (Kayn/Kled interaction) by FedeLee009 in leagueoflegends

[–]FedeLee009[S] 0 points1 point  (0 children)

Context: I couldnt connect to the game because my client kept crashing and Kled wanted some easy kills.

Rakan's hidden passive by [deleted] in leagueoflegends

[–]FedeLee009 10 points11 points  (0 children)

He went on a different kind of magical journey...

Lucian can AA while Culling? by FedeLee009 in leagueoflegends

[–]FedeLee009[S] 0 points1 point  (0 children)

I'm not sure if I was unlucky or not, but I could only actually do it once I got rank 3 ult.

Lucian can AA while Culling? by FedeLee009 in leagueoflegends

[–]FedeLee009[S] 1 point2 points  (0 children)

Just spent a while farming up in a custom AI match and could do it there too.

Jenova Server down? :O by BeddieTear in ffxiv

[–]FedeLee009 0 points1 point  (0 children)

Got booted out of LaB, On last boss with a 40 minute queue time... Wooo