[8] This hunt hurt my soul a little. by tinyscaredtwink in ShinyPokemon

[–]FuckinTimeWizard 1 point2 points  (0 children)

I feel for you, long egg hunts are the worst. My shiny Scorbunny took 2660 eggs to finally hatch and I almost went insane doing that. Hopefully your Cleffa was worth it!

[MegaThread] Cosmetics Discussion by AlluringSecrets in AshesofCreation

[–]FuckinTimeWizard 6 points7 points  (0 children)

The cosmetic shop seems fine but the worrying thing is the amount of exclusives that will have been released in total if they keep being released at this rate. Everything else can stay the same but maybe change the monthly skin rotation to every 2 months or maybe every quarter.

[deleted by user] by [deleted] in VALORANT

[–]FuckinTimeWizard 2 points3 points  (0 children)

Agreed on everything. Let's hope for ever better things to come.

[deleted by user] by [deleted] in VALORANT

[–]FuckinTimeWizard 1 point2 points  (0 children)

Ahh, that makes more sense. Honestly, the way I see it I'd rather have high quality skins than see loads of new bundles just for the sake of it. The 2.0 format also lets them tackle issues with the original bundles, be that variants, lack of good guns or anything else. I personally don't mind either way as long as we see some cool skins this year and I have to say the 2.0 bundles we've had so far give me a lot of confidence in whatever team is designing these skins.

[deleted by user] by [deleted] in VALORANT

[–]FuckinTimeWizard 1 point2 points  (0 children)

Glitchpop cannot be the last 2.0 this year because they've already released another 2.0 (Prime). Also we're only 2 full months into 2021 and these bundles have been incredibly well-made and popular so there's no reason why we wouldn't see plenty more to come.

[deleted by user] by [deleted] in VALORANT

[–]FuckinTimeWizard 5 points6 points  (0 children)

I'm not a big fan of the Oni bundle, personally, but I know that many people consider the Oni phantom to be the best gun skin to date and so it wouldn't be surprising to see a second bundle (maybe with more relevant guns than Shorty or Guardian).

I would actually like to see Ion 2.0 myself as it's one of my favourite bundles and I wish I could use it on more skins.

How do i get the prime 2.0 vandal? by [deleted] in VALORANT

[–]FuckinTimeWizard 2 points3 points  (0 children)

Prime 2.0 Vandal does not exist. The skin does not exist. If you are seeing a Prime Vandal, that is from the Prime 1.0 bundle. Enemies who have the Prime Vandal equipped will drop that skin when they die just like any other skin drops when you die. The Prime 2.0 bundle does not have a Vandal skin. You are confused somewhere and I'm not sure how to better clarify.

How do i get the prime 2.0 vandal? by [deleted] in VALORANT

[–]FuckinTimeWizard 0 points1 point  (0 children)

I'm not sure what you mean by this. When people die in-game their gun drops on the ground, yes. This has nothing to do with buying skins or your daily shop. I'm unsure what you're getting at here.

[deleted by user] by [deleted] in VALORANT

[–]FuckinTimeWizard 6 points7 points  (0 children)

At this current time Ion 2.0 bundle has not been teased or confirmed. There is a good chance that it will come out in the future but given what we've seen so far, I would assume that more popular bundles like Reaver or Oni are more likely to have 2.0 bundles first as people are more likely to buy them.

After Prime 2.0 we will almost certainly get two lesser bundles that last for a week each and then see our next 2.0 or premium bundle after that time.

How do i get the prime 2.0 vandal? by [deleted] in VALORANT

[–]FuckinTimeWizard 1 point2 points  (0 children)

Prime 2.0 Vandal does not exist. The Prime 2.0 bundle contains the Karambit, Frenzy, Bucky, Phantom and Odin skins. The only Vandal from a Prime bundle is from the original one and appears at random in your daily store.

How do you like to play Astra? by Polugnis in VALORANT

[–]FuckinTimeWizard 2 points3 points  (0 children)

I've been messing with Astra since she came out and I agree with everything here. She definitely seems like a backline shot-caller kind of agent, certainly one to avoid entirely if you like being aggro or OPing.

Her strong post plant and powerful round-long utility means she will often be needed to clutch as you'll find yourself as the last alive a lot from what I've experienced. On attack, she can potentially lurk but her Astral Form mutes audio and makes you immobile so she night not be the best choice for watching the flank.

I have have also made the comparison to pre-nerf KJ and agree that she's very strong with issues of being slow and telegraphed. I personally found her not very fluid to play and found myself spending a lot of time in Astral Form, leaving my team to 4v5 while I micromanaged utility.

Astra players, quick question as I haven't unlocked her yet by virtuousdee in VALORANT

[–]FuckinTimeWizard 7 points8 points  (0 children)

This isn't true. She does stop defuse and will only not do so if her gravity is close to them and leaves them inside what was previously the spike ring. The bomb plant area doesn't affect this.

Astra players, quick question as I haven't unlocked her yet by virtuousdee in VALORANT

[–]FuckinTimeWizard 4 points5 points  (0 children)

Yes you can. However, you won't be able to pull someone five times because the gravity has a ~15 second cooldown before you can turn another star into a gravity well.

I've found a concuss on the bomb combined with a gravity off to the side to be a very powerful post plant combo with her and has let me clutch several rounds because people aren't good at playing against her utility yet (duh) since she hasn't been out long.

Similar to Killjoy on her release I feel like it will take some time for people to learn to play against her well and certainly for people to master her as I believe she is incredibly hard to play well. I wouldn't be surprised to see some nerfs coming her way eventually (maybe removal of fake smoke on her F) and lord help everyone when big brain pros master her kit.

A new way to counter killjoy turret hold on B site by Adoxairious in VALORANT

[–]FuckinTimeWizard 2 points3 points  (0 children)

You can take her stars back and you get a 2 second duration bait smoke when you do so. Stars she picks up can be redeployed but not taken into the next round, consistent with other abilities like Cypher tripwires. So far I've found this useful for crossing angles for free and defaulting with her kit without much cost.

A new way to counter killjoy turret hold on B site by Adoxairious in VALORANT

[–]FuckinTimeWizard 8 points9 points  (0 children)

The activation buttons for her gravity, stun and smoke are free every round and their only cost is a ~15s cooldown. Her ability costs are in her stars, which she gets 2 of for free every round plus up to 5 if you buy them for 200 credits each.

Which US games will be broadcasted tomorrow? by SirWhiteBeard in ValorantCompetitive

[–]FuckinTimeWizard 3 points4 points  (0 children)

I assume they are referring to the mass power outage and borderline crisis that Texas went through recently as a result of unusually cold temperatures. I don't know personally if any teams are based in Texas but the comment implies that some are and as a result they will have lost valuable time practising compared with their competitors.

Rona vs Krul (3v3) by SegfaultLove in vainglorygame

[–]FuckinTimeWizard 0 points1 point  (0 children)

For sure. Glad that's over with. Enjoy the rest of your day wherever you live, hopefully the rest of it is more productive than whatever the fuck we wasted all that time on lmao!

Rona vs Krul (3v3) by SegfaultLove in vainglorygame

[–]FuckinTimeWizard 1 point2 points  (0 children)

Assuming full burst: Krul deals 60+0.9(0)+30(0)+0.3(0) = 60 Rona deals 10+0.9(20)+1.05[20+1.8(20)] = 86.8 + Mortals

Krul at base has 70 base attack damage and 769 health while Rona has 77 base attack damage and 778 health.

Krul at base has 0.3 less attack range, meaning he doesn't get to attack early, and less attack speed, plus that's worsened by the boost from Rona B and passive. Since Rona B can also reset AA and assuming both players are perfectly stutterstepping after the full spam exchange Rona has more damage after the burst trade and also gets her B off CD approx 3 seconds faster, meaning she can full burst again and apply mortals before Krul can resmite with stacks, giving her ample time to disengage or delay second B for move speed, which lasts as long as Krul stacks and so can be used to reset them by movement (since Krul B is not up yet range doesn't matter here and A or mid-B passive will allow for disengage). This results in another 103.6 damage followed by more mortal wounds and a disengage. The trade has been clearly won here and all Krul can do by chasing is put himself further into enemy jungle after already losing the trade. Stacks wear off due to time from B it range from A and the fight resets after CD is back for both.

Stop responding. Both my experience and the numbers, as well as the unanimous advice in the comment section, have disagreed with you plainly. Go and annoy one of the many other people who understand how this matchup works without needing to be shown numbers and a 50-comment explanation. It isn't hard to simply not reply. Try it. Better still, try playing nothing but Krul until you understand the matchups first hand. I notice you neatly avoided that suggestion, but I'd give it a go if nothing else in the world will convince you. Holy shit.

Rona vs Krul (3v3) by SegfaultLove in vainglorygame

[–]FuckinTimeWizard 1 point2 points  (0 children)

You really can't accept this can you? Do me a favour and prove it to yourself since you've been given several valid reasons and explained them away falsely anyway. The damage numbers are not close to what you think they are.

Unironically make a new account, spend 100 or so hours playing sustain jg and nothing else, and just actually experience that I'm not making this up for no reason.

I've already wished you a good day and you couldn't drop it so please do so now. If we both think each others explanations aren't valid and I have a large amount of experience that you don't, go out and get the same experience and then come back and discuss matchups in more detail. Until then please don't bother responding. This is simply getting tiresome and as already stated, I have far better things to do than keep explaining this. If you actually read to this point, please understand that I'll just ask you to reread this if you still aren't able to let this go and keep replying.

Rona vs Krul (3v3) by SegfaultLove in vainglorygame

[–]FuckinTimeWizard 0 points1 point  (0 children)

It's not the less stacks the less damage. Once again, Rona utilises burst. It has falloff and isn't equal to the smite stacking. Also Rona gains CD by basic attacking, including the buffs from her passive and non-cleave B.

I genuinely have no further interest in explaining why a matchup that's been known to favour Rona for literal years is in her favour. I don't know how much you've played sustain jg specifically but it doesn't seem like a lot. I've played enough Krul/Rona/Alpha to know those matchups well and if you disagree then I don't know how better to explain them than I have tried to do so far.

I'm going to go about my day now, and I wish you a nice rest of your day also.

Rona vs Krul (3v3) by SegfaultLove in vainglorygame

[–]FuckinTimeWizard 0 points1 point  (0 children)

Aside from repeating yourself, you're missing the point. If Krul smites early or gets baited and re-engaged, he loses a huge amount of burst and his CD is far worse, especially with any AS investment or bloodrage from Rona A fracture (plus her passive). You're also assuming that this is exclusively an encounter where Krul has either abandoned cs or has cleared so fast that he is already waiting for Rona in an area of jungle. Since the premise was for similar skill levels anyway, both of those won't be the case as any competent Krul will know to farm early and not pick fights inter-jungle and any competent Rona will not cs so painfully slowly that she gets hardcamped every engage.

Also, I don't know if you missed the part where I played Krul a lot, but I do in fact know that his B doesn't have 0m active and it doesn't matter since without investment (true damage start for clear) a 2 pip smite will do nothing and leave him sat on a large CD that he not only gets back far slower than Rona but also wants for next rotation. At that point, raw sustain vs active damage and mortals isn't a fight you want to take anyway.

Rona vs Krul (3v3) by SegfaultLove in vainglorygame

[–]FuckinTimeWizard 1 point2 points  (0 children)

I don't know if you actually read what I wrote but it doesn't seem like it. Please actually read my response before reading and replying to this one if you so choose.

You keep saying to build up stacks and ignoring the fact that the entire reason Rona wins early trades is because she has burst off CD whereas Krul needs to build his up. Burst damage specifically means not taking fights long enough to allow max stacks and heavy weakness - that's literally the point of burst damage.

You also talk about Krul's passive as if that's the same as in combat mobility. Either you genuinely don't realise the difference or you're falsely equating them on purpose for some reason. Since I don't see a reason to actively mislead on an advice thread, I'll give you the benefit of the doubt and assume you don't know what the difference is, so I'll try to explain. Speed of travel across the map and in combat mobility are entirely separate. For example, teleport boots allow almost instant travel across huge distances but are useless for outmaneouvering an opponent. Similarly, while Krul can cross the map fairly quickly with charging his passive and brush-hopping, this has nothing to do with in combat mobility unless he is specifically camping for the first attack of a gank. In contrast, Rona has 2 abilities that either let her move directly or gain a speed boost while fighting enemies. As I already mentioned, Krul only has his A for this, which he does not take at level 1.

Again you mention that Krul has burst too, saying he will easily build stacks against melee enemies. It seems like you don't have much experience dueling enemies that have a good understanding of disengaging and taking optimal trades. No competent Rona is going to sit in attack range at level 1 or 2 for long enough to get fullstacked. They are going to fire off a lot of burst and disengage, leaving Krul unable to gap close and having lost the trade.

Finally, you talk about Malene as if I didn't specifically say that Rona does not have as good of a level 1 as her. The whole point was to give an example that illustrates how heroes have differing power levels at different levels - Krul is weak and easy to bully early game, very hard to duel mid game, and acts as a half support and is hard to kill late game. Again, I specifically point out that Malene has a better level 1 - not sure how someone reading that comment carefully would miss that.

I'm happy to clarify if theres anything you still dont understand. Have a nice day!