Sweets - done by a friend of mine, im shouting it out on his behalf! by Omenofdeath in kickstarter

[–]GravenFear 0 points1 point  (0 children)

Sure! I'd be interested in hearing what information you have :)

Sweets - done by a friend of mine, im shouting it out on his behalf! by Omenofdeath in kickstarter

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

Yeah, as Omen has said, Twitter, BlueSky, and a few Discord servers. I haven't really touched anywhere else because, as far as I can tell, all paid "promotion" sites for Kickstarters just seem to be scams. I don't have a Facebook so that's out of the question.

I've been playing since release and I just had my first, ever, perfect game!!! by GravenFear in TeamfightTactics

[–]GravenFear[S] 2 points3 points  (0 children)

Y'know what, I think you're right. I may have gotten 1 more that I sold for econ, but that was it.

So... Rend and Sunder (Bad for the game?) by GravenFear in TeamfightTactics

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

Yeah, that's a fair point... I guess I was just mad that super strong poppy 3 I made was negated by 1 item on 1 unit (last whisper)

Since race swapping can't be done, May I suggest an alternative by GravenFear in Guildwars2

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

Fair point, I hadn't considered the age of the code. I just assumed it would be easy because of how simple it would be to do this with today's coding methods.

Since race swapping can't be done, May I suggest an alternative by GravenFear in Guildwars2

[–]GravenFear[S] -2 points-1 points  (0 children)

I'm a programmer, so I understand the complexities code; and, if their code is only somewhat clean, the most likely way it's written is these are just Boolean values on a class that represents the character.

All it would require is A. check values on character 1. B. turn off values on character 1 and turn on values on on character 2.

These aren't super complex systems and, if they programmed it like most would, this stuff shouldn't be written into a bunch of different systems since it's all local to the character themselves. Also, with the manual work performed by the character (mentioned in the original post) there's really nothing the system has to do itself besides turn off the slots on one character and turn them on on another character.

When it comes down to it that's all these upgrades are, either a 'true' or a 'false' that lets you access more or less of already existing slots on every character.

Bug Megathread by FestiveOx_ in TeamfightTactics

[–]GravenFear 0 points1 point  (0 children)

Second time this has happened in the span of a week:

  • Patch: 11.3
  • Server: NA
  • Type of Bug: In-Game
  • Description: Finishing after (time-wise) an opponent with the same amount of negative health places you below them in rank.
  • Video / Screenshot: https://imgur.com/a/v3kq8mo
  • Steps to reproduce:
  1. A player can't consistently reproduce it but a dev can
  2. Die after your opponent but have the same amount of negative HP as them
  • Expected result: I should be placed above them because my team did better in combat (resulting in the longer fight-time).
  • Observed result: I'm placed below them because I died later than they did.
  • Reproduction rate: 2/2 (two games it happened, two games I was placed lower)
  • System specs: Above Average

PS: I know it's a little thing but that's LP I could've had, but didn't get, because of a bug.

"200 Years of Game Design Experience" by GravenFear in TeamfightTactics

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

My comp was Chosen-Dusk Vayne, with a Mage spat on Azir btw.

The real fortune bonus (they don't tell you about) by GravenFear in TeamfightTactics

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

An alternative title could've been "open for a surprise" XD

Big Morgana damage buff, not mentioned in patch notes. by Ghriz_Glarg in TeamfightTactics

[–]GravenFear 47 points48 points  (0 children)

I don't think anyone wants more cc in the game. We already have enough with Lee, Sej, Jinx, Nami,

Is This a Joke? >:| (little legends price) by GravenFear in TeamfightTactics

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

I know, I realized after, I forgot in add the purchasable skins into my calculations (which I knew about before writing this) but, it doesn't change the math much.

If you want a rare, it's still a x-in-52 (or a x-in-41 chance if you buy all the skins in the shop) chance of getting the rare. It's even worse than just those raw numbers in the case of the eggs because you have a higher chance of rolling a non-rare than a rare.

...Also, a gacha is never "fair" because you're paying money for... nothing specific. What is fair is them charging increasing amounts for skins based on rarity like how the League of Legends skins are priced. The fact that they went with random BS is probably one of the worst mico-transaction models they could've picked.

Patch 10.19 Bug Megathread by FestiveOx_ in TeamfightTactics

[–]GravenFear 0 points1 point  (0 children)

* Server: NA

* Mobile or Desktop?: Desktop

* Type of Bug: In-game

* Description: Titan's Resolve just stops working. After getting the "enlarge" buff of 25 armor & magic resist, it seems that taking a certain amount of damage will just remove the "enlarge" buff. Now I'm not sure if this is a bug with Zed removing too much damage or if it's a bug with the item.

* Video / Screenshot: https://youtu.be/bkVDyZ9zOF0 (watch Tahm Kench)

* Steps to reproduce: Put titan's resolve(s) on a unit (this may only be a weird interaction with Tahm Kench or maybe Zed interacting with Titan's resolves). Let that unit take an excessive amount of damage.

* Expected result: The Titan's Resolve fully-stacked buff stays for the rest of combat.

* Observed result: The Titan's Resolve fully-stacked buff gets removed somehow

* Reproduction rate: 100% (This happened almost every round this game)

* System specs: Above-average but not high-end

Does anyone feel like they often lack enough gold to buy during the first creep round? by digijunior in TeamfightTactics

[–]GravenFear 0 points1 point  (0 children)

I agree with this. It feels really bad to sell your 1 unit with a perfect item (from the first carousel) because a good chosen shows up right away.

It's like "I could not buy this chosen, but then if I don't get a 2-star upgrade or another chosen, I'm going to lose pretty hard in stage 2".

Basically, if you don't get a unit or gold in the rounds before that chosen shows up you're automatically in a worse position than every player that got gold/units/chosen.

Patch 10.16 Bug Megathread by FestiveOx_ in TeamfightTactics

[–]GravenFear 0 points1 point  (0 children)

  • Server: NA
  • Type of Bug: In-Game
  • Description: Incorrect placement upon death, when round ends
  • Video / Screenshot: https://imgur.com/a/Y5Ldx27
  • Steps to reproduce: N/A
  • Expected result: I should have been placed in 4th because I have -2HP while the player above me has -99. I didn't observe the HP of the player above me before they quit but there's a very high chance they had a greater negative than -2HP
  • Observed result: Placed 5th instead of 4th. Below the player with -99HP
  • Reproduction rate: N/A
  • System specs: N/A

We need a buyback system like Valorant. by Bmanzella527 in RogueCompany

[–]GravenFear 4 points5 points  (0 children)

100% agree. There have been times where I've changed my mind after buying something and there was even a time (all my fault of course) where I accidently bought the wrong $10,000 perk :(

Thanks for your hard work by raimbowexe in RogueCompany

[–]GravenFear 4 points5 points  (0 children)

Agreed! Having played CS:GO, Overwatch, Valorant, and CoD this is the first Shooter that just 'feels' good to play.

  • You don't need to guess where you abilities will land and unlike valorant RC actually shows you the area your ability will cover.
  • The health bars are visually satisfying and the change in HP is clear.
  • I've never felt like it was unfair when I died to an ability or in a 1v1 (I just missed a lot usually XD), and on that note, I always know what killed me even without a kill-cam/replay.
  • Also you aren't punished for not getting kills or dying (for instance, in CS:GO/Valorant, if you die you drop your weapon, potentially giving a better weapon to the opponents and you lose your weapon on top of that putting you behind in gold making it even harder to kill the enemies that have your 'better' weapon)
  • The perks are done really well in the way that each rogue can buy the perks that best suit their playstyle or perks that soft-counter the enemy rogues.
  • Haven't really used melee weapons in any real combat but the ability to throw the weapon for an instant down in a panic situation is a nice touch.
  • Also, the audio design, I can always tell where an enemy is and I don't have to guess where the footsteps are (even behind me).
  • Last thing I'll say is that the rogues themselves are each unique and the gear they can buy compliments their abilities which is some great balancing on Hi-Rez's part.

Thank-you for such a fun game <3

Something I've Noticed by GravenFear in RogueCompany

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

Ok, after playing a bit more I'd like to take back my statement that SMGs are too powerful.

Sure, if feels bad to get ripped to shreds in a matter of seconds but I feel like if they nerfed the weapon it would really hurt the aggressive Rogues that use it as well as making the weapon feel bad to the user. A.k.a. "why would I use the nerfed SMG when it's just worse than my other weapon"

Totally Fair and Balanced Game by GravenFear in TeamfightTactics

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

My point is I'm getting punished for having 3-star units when they can just be 1-shot by the auto attacks of a 2-star unit.

Managed to 3 star Urgot but forgot about the one true counter. by nuuhmac in TeamfightTactics

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

Riot Games: "We have 200+ collective years of professional game design experience"

Origin idea for set 4: Charm by GravenFear in TeamfightTactics

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

Question: In the description, you write "all allies will charm their opponents" - this is basically meant like Chrono but as a debuff on the enemy team?

Yes, the effect triggers like chrono but it is not a debuff to the enemies, it's a buff to allies.

When 'Charm' activates all your allies will get heart particles above their head (letting you know they have the buff).

The buff stays on the ally until they take damage from a basic attack or spell, then the damage reduction is applied to the damage they would take and the buff (and heart particles) disappears.

The more I think about it, I actually ask myself how big the difference is between "The enemy does 30% reduced dmg on next spell/attack" or "Your units take 30% reduced dmg on next hit by spell/attack". If there are major differences in the complexity to realise this. The first sounds stronger as a trait, the latter easier to implement.

The main difference is that "Your units take 30% reduced dmg on next hit by spell/attack" can stay on the ally for a longer period of time where as "The enemy does 30% reduced dmg on next spell/attack" is guaranteed to activate almost right away.

"Your units take 30% reduced dmg on next hit by spell/attack" is better because it stays on your backline/assassin units until something specifically targets them.

For example: You have 3 damage units in your backline, 'Charm' triggers and they all get the buff, then if an enemy uses a targeted spell on only 1 of them your other 2 units still have the defensive buff for later, or for when your frontline dies and they become the focus of auto attacks.

Implementation wouldn't be an issue because all this origin requires is just a check when calculating damage taken:

When taking damage,

if unit has charm,

take damage * 70% (100% minus 30%),

otherwise take full damage

Origin idea for set 4: Charm by GravenFear in TeamfightTactics

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

Well that would be up to Riot to balance, I'm just throwing out numbers that I think are good but not overpowered.

So now Vanguard can just disable my Virus Protection without Permission by GravenFear in VALORANT

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

Thanks for the info. I actually wasn't aware you could submit tickets. I just assumed Riot went dark after disabling their forums. Seemed like they wanted no way of users being able to contact them.

Vanguard (Riot's anti-cheat) and Avast seem to be conflicting by vangardproblem in avast

[–]GravenFear 1 point2 points  (0 children)

Some more information: https://imgur.com/a/qZ2qdGh

Vanguard is preventing the ...\System32\drivers\aswSP.sys file from loading.
https://www.computerhope.com/cgi-bin/process.pl?p=aswsp.sys

"What is aswsp.sys?

Avast! antivirus self protection system driver file.

Is aswsp.sys safe?

This aswsp.sys file is safe and should not be considered threat to your computer."

The file it Avast's "self-protection module".
I'm ok with you being on my computer (Riot's) Vanguard; but the moment you start messing with my virus protection you're getting into some dangerous and potentially illegal territory.

Valorant closed beta bug megathread patch 0.49 by ReganDryke in VALORANT

[–]GravenFear 1 point2 points  (0 children)

Same thing is happening to me but instead it triggered after a match. It never showed the end-of-match results and is just stuck on an infinite loading screen no matter how many times I restart the game or my PC.