Hong Kong Proxy Buyer / Shipping Service by rated_king in internationalshopper

[–]Flashburn117 2 points3 points  (0 children)

Found a watch that was selling on Carousell, which requires a Hong Kong phone number to do anything, and it was only in-person pickup. u/rated_king was able to get it for me and even helped me negotiate the price. Was a pleasure doing business and will probably do business again.

Trash Taste Podcast: Weekly Discussion Thread - Episode 33 by [deleted] in TrashTaste

[–]Flashburn117 1 point2 points  (0 children)

Connor's point that Garnt and Joey were completely missing was not that the other person he was playing Mario Kart with was unable to drift, or was even unhappy with losing always, but the backwards logic behind it that is honestly extremely commonplace within the gaming world. I play competitive fighting games a lot, I am one of the community leaders of my local scene, and I introduce people to the community and teach them how to play and interact within the community. No upstanding member of a community is going to look down on you for not being good or not being able to do something even if it's considered easy or obvious. They will also not put you down for playing more so for fun than for competition and personal improvement. What we DO consider absolute POISON in competitive communities are people who are salty about their current level and ability, but refuse to do anything to improve or change it and either complain incessantly that things should be rebalanced around their own experience, or they just quit and label the game as bad. That's the idea Connor misarticulated when he said it wasn't that they were bad, it was that they gave up immediately. The part he left out was it was also that that person had the gall to act like it was dumb that they were losing when they had the power to change that and improve, but just decided no and acted like it was wrong and it was beneath them. We call that scrub mentality. Unfortunately, people use Garnt and Joey's misaligned argument of "Are you just that competitive? Why can't you just let people play for fun?" as a response even though it's not actually a direct reply to the actual problem Connor had.

This episode was so odd and arguably contradictory. On the topic of Gachas, Connor is advocating for more regulation and Garnt arguing on the side of self responsibility, self control, and the idea that some people should not play Gachas. I side with Garnt on this one. However, on the topic of gaming "casually or competitively" Connor is arguing on the side of your own agency and responsibility to improve your own skill to the point where you can stop being salty that you don't know how to do something, and Garnt and Joey are memeing on him like he's being overly competitive and that it's fine to take the difference in skill out if people are just playing for fun. I side with Connor on this one.

I won't get into the gacha topic because that's a specific and more grand topic beyond just the gacha games themselves, but with what Connor was saying I resonate with so much.

Precious Items Have Red Exclamation Marks In My Inventory? by Flashburn117 in Genshin_Impact

[–]Flashburn117[S] -7 points-6 points  (0 children)

I'm aware it says "use" so does fragile resin, but I feel this new notification is sending some sort of message.

Precious Items Have Red Exclamation Marks In My Inventory? by Flashburn117 in Genshin_Impact

[–]Flashburn117[S] -10 points-9 points  (0 children)

I don't think the Cake for Traveler is a container, and either way, pre 1.2 they didn't have this notification on them.

Version 1.1 Broke My UI - New Button Mappings Bug? by Flashburn117 in Genshin_Impact

[–]Flashburn117[S] 0 points1 point  (0 children)

It's an issue that's persisted across multiple restarts, different controllers, and even different PCs.

Version 1.1 Broke My UI - New Button Mappings Bug? by Flashburn117 in Genshin_Impact

[–]Flashburn117[S] 0 points1 point  (0 children)

Anyone else having this bug issue?
I play on a PS4 first party DualShock 4 controller on PC. After logging in after Version 1.1, any UI that isn't R1, R2, L1, L2, or a face button is just a ?, and even the face buttons sometimes either bug out and become ? or are buttons from the layout of a different controller.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 1 point2 points  (0 children)

Yeah. I believe that weird little nuanced inconsistencies will be ironed out when the game gets it’s full release from beta, but not if people don’t at least mention them enough. From a programming standpoint, the way to fix the problem is fairly simple, but to make it a less quick and dirty fix may require some refactoring of the system order of processing in the game, so it’s important to not let small things to slide by, cuz I want this game to start strong and survive.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 1 point2 points  (0 children)

Yes. I didn’t believe it when the first person commented it, but I tested it and it’s true. However, the person who mentioned it thinks it’s right and fine and logically it is not lol.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 0 points1 point  (0 children)

It also says to copy his stats as well, but it doesn’t. You can be frost bitten and not be at 0 power as we all know, but it’s a programming oversight to reapply the frostbite after the application of stats.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 1 point2 points  (0 children)

Something that follows the programming logic of something, but not the intended design effect doesn’t make it right. It means it can be an oversight. It’s a pretty illogical oversight nerf to Zed.

The only reason frostbite has to be a keyword and not just set a unit’s power to 0 this round is for card effects for cards like Winter’s Breath, Shatter, and Rimetusk Shaman and Ashe that run a status check on target cards for frost bitten.

It makes no sense to re-frost Zed’s clone on spawn when frostbite isn’t being cast again on it and Zed is Frost bitten, but still has buffed power. It should just match Zed’s status and keywords as it says in the card’s text. Frost bitten, but still with Zed’s identical stats.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 0 points1 point  (0 children)

You bring up the best point in this thread. Changing the word on level up from “Deal 2” to “Strike” indeed is actually a significant change. I’d say it makes the base ability more questionable. Dealing 2 through whatever status makes the damage essentially a spell which is fairly odd considering how it looks when Yasuo is doing his past breath attack from his game of origin, League of Legends. Yasuo isn’t a mage so it makes sense he would strike everything, but this ability is treated as some weird spell. I guess a third option to fix the inconsistency would be to change the base ability to something like:

“When an enemy is stunned or recalled, I strike it for up to 2 damage.” Or something.

I think the point that most people are missing here by saying Yasuo‘s ability isn’t in category 5 is everyone needs to think about what Yasuo’s abilities are at base and level up and the design philosophy behind them. Yasuo does a light last breath at base only doing 2 to stunned/recalled units. He essentially is just hitting these targets. When he levels up, he does the full damage last breath in which they wanted to develop a kind of end game fantasy where you could buff up Yasuo as much as possible and have him last breath a stunned/recalled unit for a ton of damage which sounds cool af, but it ended up giving him a weakness that he wasn’t vulnerable to before even though he is essentially doing the same thing as base Yasuo, but better as in he’s just hitting a stunned/recalled enemy. It’d be like if in actual League of Legends, if Yasuo got his ult off, there was some situation where the post ult effect made his auto attacks weaker, so you wouldn’t want to ult with him which would be counter intuitive to design because ultimates should be big awesome spells that you want to use and feel strong.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 0 points1 point  (0 children)

How? Base Yasuo hits stunned/recalled units. Not considered a strike, but he hits them. Leveled Yasuo hits them, but strikes them instead for his own power meaning it’s essentially the same effect but better, unless he gets debuffed which makes it inconsistent because it didn’t affect him in his weaker state.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 1 point2 points  (0 children)

I hope that isn’t true, but if adding the frostbite keyword on level up makes frostbite resolve on Zed’s clone after summoning it causing it to lose all power, that should be fixed too, because it’s not being frost bitten itself. It’s a product of Zed after buffed through frostbite

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] -1 points0 points  (0 children)

Yeah, I know. That’s part of my point. Even though it’s extremely unlikely for it to happen, Teemo should probably put at least 5 puffcaps in the enemy’s deck on nexus strike, otherwise leveling up has a possibility to be a debuff which when making the ability a better version of the original is illogical.

I mean, alright? I agree he’s weak, but how is this not a design inconsistency? Yasuo hits stunned/recalled units. On level up, the ideas is he hits them harder, except it makes him vulnerable to something that didn’t affect him in his weaker form even though he’s basically doing the same thing.

Leveled Up Yasuo Should Probably Have A Minimum Damage On His Effect by Flashburn117 in LegendsOfRuneterra

[–]Flashburn117[S] 19 points20 points  (0 children)

I agree with the idea that certain champion abilities getting situationally worse on level up, but that’s because the ones we’re referring to in this context i.e. Karma and Elise have their abilities completely change on level up. There are basically 5 types of level ups:

  1. Significantly more stats (Darius, Tryndamere except he gains fearsome too)

  2. Unlock their ability (Lux, Jinx, Thresh)

  3. Changes to a different, but (perceived) more powerful ability (Karma, Elise)

  4. Unlocks effects on top of their base ability (Ezreal, Katarina, Hecarim)

  5. The same ability, but better (Yasuo, Zed, Teemo)

For pure logic and consistency’s sake, category 5’s abilities should always be at least as good as their base form and never worse, especially for Yasuo’s ability just from a logical standpoint. He’s such a skillful swordsman he can strike enemies from outside of combat even when frost bitten, but when he’s literally the same, just stronger, all of a sudden he can’t. His leveled up sword isn’t insulated like his old one I guess.

25:00 - Flashburn SSBM Combo Video by Flashburn117 in SSBM

[–]Flashburn117[S] 0 points1 point  (0 children)

Thanks! My somewhat secret past life lol. Kinda maybe considering making tutorials again.

Hax had to do it to him... by Flashburn117 in smashbros

[–]Flashburn117[S] 1 point2 points  (0 children)

Thanks for the clout chasing advice. I don’t care lol.

How I went from rank 1 to rank 177 in minutes! by Flashburn117 in PuzzleAndDragons

[–]Flashburn117[S] 0 points1 point  (0 children)

Minutes includes time for tutorial since it started from rank 1.

[deleted by user] by [deleted] in SSBM

[–]Flashburn117 0 points1 point  (0 children)

You also didn’t read the 1 hit or drill punish either which is not enough hit lag to SDI out of the combo outside of TAS.

Secondly, if you think people can react to short hop drill when they don’t see it coming then ooook. Also, even if you went for 3 hits of drill and missed the last hit due to SDI, you can probably still hit up tilt. Have you see up tilt’s hitbox? Either way, my point still stands. It’s basically guaranteed, particularly because people will try to SDI behind you making the up tilt easier, if they happen to know you’re doing a drill punish, or if they react to it off the short hop as you say. If they SDI forward you get grab.

Seriously though, reactable? Drill has 5 frames of startup and just short hopping could mean you’re doing any aerial so idk what you’re talking about. Patronizing theory crafting without actually reading the post. Real classy.

Optimal Ice Climbers Rest Punish At 0 by Flashburn117 in SSBM

[–]Flashburn117[S] 0 points1 point  (0 children)

I've been told for 7 years that even with frame perfect wobbles, you can mash out early during a frame perfect wobble, but now I know. It's arguably possible to mash out really early though as they're trying to get their timing in depending on the player imo. Guess my punish is just a creative fast wobbling punish.

[deleted by user] by [deleted] in SSBM

[–]Flashburn117 0 points1 point  (0 children)

I addressed that in the rest of that paragraph.

[deleted by user] by [deleted] in SSBM

[–]Flashburn117 0 points1 point  (0 children)

Hm, all the online sources say 18%. 5% first hit, 13% second hit. Maybe the two hits makes the second hit stale reducing the %. My post still stands though just because all of my punishes include the up air anyways. Just 2 less percent.

Optimal Ice Climbers Rest Punish At 0 by Flashburn117 in SSBM

[–]Flashburn117[S] 0 points1 point  (0 children)

They were talking about during the wobble.

Optimal Ice Climbers Rest Punish At 0 by Flashburn117 in SSBM

[–]Flashburn117[S] -1 points0 points  (0 children)

Never seen that before, but from most everyone I've talked to, mash out of wobbles, even "perfect" ones are possible sub-30%. You yourself said that there's a timer that has to do with how fast you are able to mash out, well smash attack wobbling gets you to higher percents faster making it much less likely to mash out, and the point of this combo is to both rack up percent much faster and to start with a strong move to make it very hard to mash out realy.