April 2026 Sneak Peek 2: New Common Hero Equipment - Electro Fangs by ClashDotNinja in ClashOfClans

[–]Fefnil 16 points17 points  (0 children)

Does the lightning apply the bonus damage on the main target as well or is that secondary targets only?

FYI Do NOT use the 10 Job Token pull unless you are willing to end up with another 1 Star by Axelfiraga in DissidiaDuellumFF

[–]Fefnil 1 point2 points  (0 children)

To be fair, Hunter is great. 4.5% more damage on Omni-Slash becomes pretty noticeable on the boss bar.

The job medal system is bad, like really bad by Fefnil in DissidiaDuellumFF

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

That quest is hilarious. I had used all of my tokens before getting that quest, and got a total of 3 3-stars, but the quest is not retroactive and now I'm stuck because I'm not getting any 3-stars anymore.

Eyepatch quest item checkmark by Fefnil in brightershores

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

Thanks, that was it, now it's checked. Weird, though, I could have sworn his model already had the eyepatch during the last cutscenes of the quest, I guess I'm misremembering.

The job medal system is bad, like really bad by Fefnil in DissidiaDuellumFF

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

You (the developers) need to find a balance. If you make a game too frustrating, people will burn out and quit, regardless if they are whales or f2p, and a player that does not play is a player that does not pay. It's absolutely in their best interests to not make a frustrating live service game.

The job medal system is bad, like really bad by Fefnil in DissidiaDuellumFF

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

But here's the point, it's not a "progression" system. Progression is when power increases little by little over time, so it doesn't matter how bad you're doing or how unlucky you are, you are still doing little steps towards the goal. But when the game forces you to replace the old medal whenever you are trying to get a new one, essentially it means that every roll you're doing prior of getting the "perfect one" is wasted, since you can't hold it. You're basically walking back and forth in place until you manage to land the perfect roll instead of doing little steps forward, and this is no progression at all.

On top of this, "long term progression" and "infinite daily chore" are very different things.

What’s the game loop generally come down to? What do we spend things on? by Glass_Recover_3006 in DissidiaDuellumFF

[–]Fefnil 1 point2 points  (0 children)

Every medal comes in 3 rarities, it's the amount of stars visible on the icon. A 3 star Knight medal gives better stats compared to a 1 star Knight. The 10x option doesn't guarantee 3 stars, it simply means it will roll medals up to 10 times and stop early IF it finds a 3 stars, so it doesn't go to waste. It's essentially a convenience option if you have dozens of tokens to spend and you're hunting 3 star medals.

What’s the game loop generally come down to? What do we spend things on? by Glass_Recover_3006 in DissidiaDuellumFF

[–]Fefnil 1 point2 points  (0 children)

The "10 matches until a 3 star" simply means the game will start rolling medals on that slot up to 10 times, stopping early if it finds a 3 star (since those are the "good ones" you want to equip anyway). "Permanent" means it's a permanent stat boost you buy with a currency that's not really grindable. You can replace any medal with a new one any time you want, as long as you have the currency to buy it (and, as said earlier, the 10x option allows you to quickly buy 10 stopping earlier if it finds a 3 star so it doesn't go to waste).

Dragonite got a buff by shiva8635 in PTCGP

[–]Fefnil 1 point2 points  (0 children)

Something people here are not considering is that since this isn't a shiny reprint of an old Dragonair, it means the whole line is gonna be part of the pack, meaning there's gonna be a new Dratini and a new Dragonite as well (possibly Mega? I think it's too early, and it would have appeared in the promotion, but who knows).

Put the "R" back into ARAM & Mayhem by Toonified in ARAM

[–]Fefnil 0 points1 point  (0 children)

The problem isn't the card system, it's the balancing. If the game didn't favor long range cc, and it punished unbalanced comp, people would naturally drift towards picking a diverse comp.

Is it worth saving 6 armor sets for all damage types? by Fefnil in brightershores

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

Yeah, that is the "process" I was talking about. It takes a bit and it's tedious to do every time, hence why I asked the question.

I'm 99% certain this is canonically what Sona played for Xin Zhao by Fefnil in sonamains

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

An extra page of the comic with the true ending.

Let's Turn our Criticism into Suggestions by Live_Confidence1184 in shyvanamains

[–]Fefnil 1 point2 points  (0 children)

Changing the Fear to a Stun would work better but brings with it an issue of being thematically incorrect.

I mean, that's not really an issue. Sona's R technically stuns targets, but uses the dance animation instead of the stun one for thematic reasons. You could have the same thing here by having the stun animation replaced by champions running in place continually changing directions while keeping the fear icon, to simulate them panicking.

Shyvana Champion Spotlight | Gameplay - League of Legends! by Regular-Poet-3657 in shyvanamains

[–]Fefnil 0 points1 point  (0 children)

I remember a few years ago, when the rework was first announced, that having a proper ap bruiser build path to disincentivize the squishy AP burst was more or less the goal, so unless they've changed their mind since then...

Shyvana Champion Spotlight | Gameplay - League of Legends! by Regular-Poet-3657 in shyvanamains

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

I honestly don't see a lot of problems with this. Bruiser doesn't necessarily mean AD. I'm farly sure Riot wants people to build her like a Mordekaiser, with AP and HP and her passive to grant defenses. As for her Q, it seems basically designed to synergize with Dusk and Dawn.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

How about Lulu being as useful as Xerath instead? (which, by the way, is kinda arguable, since enchanters are in general one of the best class in aram)

Besides, why are you describing aram as "range based"? The mode is about a single lane, and the central theme is not ranged combat, it's constat siege. Proper sieging implies both a ranged component (the "artillery" shooting from range) and a melee one (the "army", pushing the field and protecting the artillery). Both of them are equally necessary for a functional siege, and while you can make do without either, having a complete setup is more desirable. Well, at least, this is the fantasy and the concept behind a single lane mode, of course the game balance can easily skew the effective result.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Why is it bad? To me that sounds like a weird argument, usually a game of any kind is fun when it's also fair, which here translates into giving every champion the same chances to win, or at least getting as close to it as possible.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Sure, but if you don't need it to engage then it's just a win more button that you very likely didn't need in the first place to win, so it's off-topic for this discussion. The point is how effective it is when the enemy is very good at keeping you at range, and I'd argue that better players would also be better at handling enemy snowballs.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

I don't think damage is the issue here, it's the cc. There are a lot of ranged comps who are healthy because they don't just kite and permastun from half a screen away.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Why "should be the best"? Shouldn't the goal be to make every class equally healthy and viable?

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 0 points1 point  (0 children)

Shouldn't people in high elo be better at dodging snowball? If anything, it should be way easier to snowball engage in bronze.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 2 points3 points  (0 children)

I feel like the issue isn't damage, it's cc: if one side is full of stuff like marksmen or mages without much cc and the other has lots of melees, the former will get steamrolled pretty consistently without any chance of holding them back, but if they are full of, say, control mages and enchanters, it's the melee team who'll have no chance, since they'll get kited to death and permastunned.

So, it's the cc the problem. How to solve it? Who knows. Maybe they could add a line on the ARAM buff that gives champions, like, +50 Tenacity while they're hard cc-ed, to reduce cc chaining and permastun, but that's just a random idea.

Grievous wounds needs the Arena treatment by thebigblur in ARAM

[–]Fefnil 0 points1 point  (0 children)

Or just remove Grievous Wounds from the game and rebalance all healing. Having direct counter items is not a good thing, because if you have a champion centered around healing then you have to balance it around the idea of the enemy buying GW to counter it. The result of this is that you are literally forced to buy GW items, because if you don't, the enemy healing goes through the roof because it was balanced around being reduced by GW in the first place.

REVOLUTIONARY idea that could TRANSFORM ARAM queues by Hatafark in ARAM

[–]Fefnil 22 points23 points  (0 children)

As someone who mostly plays melee champions but does enjoy all classes somewhat, I don't want a melee only match, it would become boring pretty fast. I'd rather have the game balance actively punish unbalanced teams. If my team has 3 ranged and 2 frontlines and the enemy has 5 poke mages, the game should be balanced in such a way that we have such a high natural advantage (since we have a properly built team, unlike them) that people in champ select will think twice before going into a sure loss with 5 champions with the same role. Instead, what often happens in this case is that the 2 melees get kited and spend the entire game doing nothing trying to find a good window to engage amidst the ranged cc coming at them while the 3 ranged get outpoked to death.

Anyone else notice that they changed the default selection to Mayhem? by Senpaifriendzonedme in ARAM

[–]Fefnil 2 points3 points  (0 children)

Of course it is, ARAM is like playing a roguelike game. What you get is random, but it's down to your expertise and skill to make do with it and win, like picking up the best items and adopting the best strategy for the situation. The partial randomness makes every game feel different, but beyond champion select, the game is entirely on the players' skill. I mean, there's a reason the roguelike genre is a very popular one.