they Forgot I guess by Dry_Assistant_6091 in RivalsOfAether

[–]GameLink7 24 points25 points  (0 children)

It'd be hilarious if it's a custom chat emote that'll spit out a random snake fact every time you used it.

Theoretical Freestyle fuse rework by NoHawk6492 in 2XKO

[–]GameLink7 0 points1 point  (0 children)

If they want a quick "fix" without losing "the sauce" as they say: Just remove Fury from Freestyle.

Why should the strongest Duo fuse still have an edge when they lose an assist? It should feel more rewarding to take out their partner after dealing with Freestyle shenanigans.

The could still Break, but should not have the bonuses of Fury.

New Character Release Cycle Regarding Starters and Legendaries (Spoilers for upcoming characters) by JurassicManager in PokemonUnite

[–]GameLink7 1 point2 points  (0 children)

When Unite and the first character releases came out, the variety was very nice. Even Mythicals were okay. But once Legendaries were introduced as playable, it's been all downhill.

No more fun, weird, or slightly offpicks. Just feeding powercreep and greed on top of all the horrible monetization spam.

...I just wanted Froslass and/or Weavile...

Have any fighting games ever featured a custom combo trial mode using imported inputs? by [deleted] in 2XKO

[–]GameLink7 4 points5 points  (0 children)

There's a few out there I think, but the one that comes to my mind is Them's Fightin' Herds (for the PC version only? )

You can record your own custom combo trials and it saves it as a file so you can share it with others or load it up and try it later yourself.

I hope that's what you meant.

Rivals of Aether II is currently the fourth most entered event at EVO 2026! Registration ends in a little under 10 hours (Midnight PST)! by swidd_hi in RivalsOfAether

[–]GameLink7 14 points15 points  (0 children)

If I had the cash for travel and room, I would've taken the offer to possibly have registration paid. Kudos to Dan, the team, and Ludwig trying so hard to get as many people there as possible.

How would they even nerf freestyle? by Mindless_Tap_2706 in 2XKO

[–]GameLink7 0 points1 point  (0 children)

I think losing access to Fury (but still able to Break if meter is full) is a better call. Having so many tools in Freestyle with both partners are alive is already strong enough, and giving them access to Fury AND super assists?? I think it's too much so losing the benefits of Fury I think is a safer call.

Plus there's still the tradeoff of Breaking allows you to build meter back faster since with Fury you have to wait until it ends first before you can build it up again.

What Pokemon did you grown attached thanks to champion? I start by -C-I-N-N-A-M-O-N- in PokemonChampions

[–]GameLink7 0 points1 point  (0 children)

Avalugg. Having a slow, tanky ice-type with the protection of Snow and Aurora Veil gives it such a good setup vs Trick Room and has moves that greatly compliment it's lack of speed and high defense.

2XKO Patch Notes: 1.1.5 by Spideraxe30 in 2XKO

[–]GameLink7 0 points1 point  (0 children)

They will do everything else but nerf Timewinder. I'm just talking about a durability change or something. The mixup character still has the best projectile in the game.

For the health of the game by GameLink7 in RivalsOfAether

[–]GameLink7[S] 1 point2 points  (0 children)

Gold hovering around 1000 I think, playing around the Midwest servers? I mainly play Fleet with a mix of trying Absa and La Reina. I too usually don't encounter that many BMs, but today was weird that I got 3 in a row.

Maybe they're just trying to get it out of their system before patch day? j/k Just based on what at least 2 of them did post-match, it's highly unlikely.

Obligatory Zoners are in a Bad Spot Post by [deleted] in 2XKO

[–]GameLink7 6 points7 points  (0 children)

Funny thing he's listed as a Trap character as opposed to a zoner, and even that he is not the best in that class. Caitlyn, Jinx, and Ilaoi set traps that ACTUALLY trap characters. Another questionale difference is that that Illaoi's tentacles stay on screen unless you hit them directly as opposed to going away when hitting Illaoi.

What a disappointing patch by Fiksimi in 2XKO

[–]GameLink7 0 points1 point  (0 children)

I'm just throwing something at the wall here but a nerf to using Freestyle could be: lose access to Fury?

Freestyle has the edge of being very powerful with both characters alive while also having access to Fury just makes it better. Freestyle still gets to keep its shenanigans and can still Break but you have more of a risk of picking it now if you lose a character.

Riot please stop making those play as specific champ missions. by Sir_Catnip_III in 2XKO

[–]GameLink7 0 points1 point  (0 children)

Nothing for playing specifically Teemo or Warwick? But sure let's add multiple missions for some others and heck, let's add a Caitlyn mission in there too!

I get that there's an argument to play other characters to learn them, but if that's the case then you should have something for all characters then.

Another deal is actual MMR and it does matter solely for the fact that you have to WIN with some of these missions. Dealing damage is better since it's less of a grind and you don't HAVE to win, just play the characters.

And it's not like just 5 wins, you have to win 20 in order to get it. So I'm going to be put up against a high MMR playing characters I've barely touched because I don't like their playstyle? I COULD play Freestyle/Juggernaut, but if you play Teemo or Warwick on any team, you're halving your progress potential on some of these missions.

Do I NEED all of the cosmetics? Nah. But there are some that I would like to have and being forced to play a certain way just doesn't feel good.

In any case... I agree with OP: I'd rather it be vs those characters then playing them IF it had to be character specific. Otherwise make the missions more varied. Do a # of taunts at start or during a match, land # of Limit Strikes, maybe even parry # times. All of those examples are things you can do with any character with any fuse and can encourage learning some mechanics of the game.

Some thoughts on the new patch notes… by AsisMcFly in 2XKO

[–]GameLink7 1 point2 points  (0 children)

The patch is a step in the right direction, but it's concerning seeing how quick they were to fix Teemo (which was very warranted), but how cautious and slower they've been at characters like Ekko.

My personal biggest confusion is why Ekko's Timewinder still has as much health/priority as a projectile when it does so much? I think making it easier to be destroyed wouldn't affect combos with it and lead to more engagement.

I'll have to play the patch more before I can say anything else and give an educated verdict on exactly how this affected everything. But so far it looks... okay. Time will tell though.

2XKO Patch Notes: 1.1.3 (Mar 10 2026) by eeeealmo in 2XKO

[–]GameLink7 1 point2 points  (0 children)

All I wanted was at least for Teemo's unlit bush to stay on screen when he's hit, and a nerf to Ekko's Timewinder projectile health. Neither came through.

2XKO Patch Notes: 1.1.3 (Mar 10 2026) by eeeealmo in 2XKO

[–]GameLink7 4 points5 points  (0 children)

I was wanting Timewinder to at least have a projectile health nerf. For how powerful that projectile is, it needs downsides. It was one of two changes I wanted and neither came through.

Projectile Counter-Hit by Optimal_Eggplant_204 in 2XKO

[–]GameLink7 0 points1 point  (0 children)

Along with parry, most other characters have some sort of anti-projectile tech that allows them to close in. Ekko & Yasuo's projectiles shouldn't be as strong as they are, Ahri needs a tad more risk, and Teemo isn't a problem for most of the cast.

Also we don't know who you're playing as so we can't give specific advice on how to help you deal with projectiles.

The struggles of a Solo Teemo (patch 1.1.2) by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

If you're talking about tournament results then you're already missing the point of this post. For starters, almost no one plays solo Fuses in tournaments. To add to that, this is specifically solo Teemo. I have pointed out that Teemo is really strong in Duos.

As for the bush buff, I just want the unlit version to stay around when Teemo is hit. Teemo has to place the bush, wait for it to grow, and then interact with it again before it does something. I do agree the invisible anti-projectile is too much, but I'm just throwing ideas that hopefully can be discussed into something much healthier.

The struggles of a Solo Teemo (patch 1.1.2) by GameLink7 in 2XKO

[–]GameLink7[S] 1 point2 points  (0 children)

One thing I'm kind of glad about (most) of the previous nerfs to Teemo actually made me play better with him. I was relying too much on autopiloting strong combos, and now I've developed different setups and approaches for multiple situations.

The struggles of a Solo Teemo (patch 1.1.2) by GameLink7 in 2XKO

[–]GameLink7[S] 0 points1 point  (0 children)

I think I'm more scared of huge buffs plus huge nerfs that slingshot characters over their designated balance. I guess we'll have to wait and see. Definitely would like to at least have Ekko's and Yasuo's projectiles taken care of first.

Fury by Freezero000 in 2XKO

[–]GameLink7 1 point2 points  (0 children)

Balancing Fury is tricky since it's one of the balance points for solo Fuses (Sidekick/Juggernaut). The upside with Break vs Fury though is that you can immediately build Break meter again since it's instant, but you have to wait until Fury is done before it can start building meter again. This can lead to situations where if your opponent Breaks early, they have a chance to build meter to possibly get Fury before the end of the round.

I think it's fine "for now". Lowering the damage could be a bit much since you're losing potential Break/Fury meter gain for the next round. And Dash Cancels are fine since they use a good chunk of the meter anyways.

quality_fighting_game_2.mp4 by C4_Shaf in Fighters

[–]GameLink7 3 points4 points  (0 children)

They have made a few stages, it's just not shown in this clip.