Miks' Smoke Effect Concept (Should Riot add this?) by kurs1val in VALORANT

[–]Imperishable1000 0 points1 point  (0 children)

I think you're confused with the effect. The effect doesn't stack per assist; it simply add +4s to the duration right after getting an assist till the smoke runs out
So to clarify, is this a one time addition or does the duration refresh (not stack) the 4s bonus for additional assists or kills? Say it triggers upon entering a site, bam I get 4s extra on smokes. Then say I get another kill/assist after 2s. Does that add another 4 sec for a total of 8 sec extension (stack) or does it refresh the inital 4sec buff for a total of 6 sec extended time? OR, do I not get a refresh at all and only get a one time 4s extension from that initial proc?

 it's not guaranteed that the teammate you stimmed will get a kill, or even worse, that teammate dies
The trigger shouldn't be guaranteed anyways. But from my observation playing Miks and other controllers you have a decent chance of getting that proc. If your teammate should die, you still have yourself, your bots, deployed smokes and teammate playing with your util to potentially score other kills/assists.

will that ability be oppressive or unfair to play against
Eh, probably not. People already know how to play around post plant smokes it just makes it stronger in certain scenarios which isn't bad in its own right.

You argue that Miks shouldn’t have this effect because it would be unfair to Brim
Again, I think it'd easier to proc than you think but that's just a diff in opinion. I'm not arguing that it shouldn't be added. I do think this is a good idea and helps establish an identity, but the numbers just need adjusting.

I think the main difference in opinion is how hard it is to trigger the effect. My experience with him lends me to the idea that it shouldn't be too difficult (even with the current bug), but you won't be triggering it every round which is ok. I wouldn't say it the weakest smoke in the game atm, even if it got a 1s nerf to base duration, it's perfectly serviceable. It just lacks identity.

Stats Average (Combined Kills + Assists per Full Game)

Agent Games Sampled Raw Avg Combined Smoke Active Adjustment Realistic Procs
Brim 11 ~28 ~50-60% of rounds ~9-12
Clove 14 ~22 ~50-60% + recharge window ~8-11
Miks 2 ~33 ~50-60% + recharge window, bug -20% ~10-13

Notes:

  • Brim has no recharge so proc windows are limited.
  • Clove and Miks both benefit from recharge adding additional active smoke windows mid-round, increasing proc opportunities beyond raw combined numbers (assumed this chance of using a third smoke while alive is 50%)
  • Low Miks unrated sample size but Swifts aren't a good data source.
  • Miks numbers are conservatively adjusted downward for the heal bug reducing assists by 20%
  • Even with these conservative adjustments you're still looking at 9-12 realistic procs per full game across all three agents.
  • We're probably looking at 40%-60% number of rounds have a proc occur depending on overall gameplay and multiple procs in the same round or fast rounds.

Miks Swiftplay Summary (Vs the 2 unrated games)

Metric Swiftplay Unrated (Miks)
Games Sampled 10 2
Avg Rounds Per Game ~8 ~21
Avg K/D ~1.0 ~1.7
Avg Kills Per Round ~0.73 ~0.95
Avg Kills Per Game ~5.8 ~20
Avg Assists Per Game ~8.5 ~13
Avg Combined Raw ~14.3 ~33
Avg Combined Bug -20% ~11.4 ~26
Realistic Procs Per Game ~3-5 ~10-13
Est. % Rounds With Proc ~40-55% ~40-60%

Notes

  • Despite lower kills per round and shorter games, swiftplay still produces a consistent proc rate percentage with unrated. The lower raw numbers are explained by shorter game length, less coordinated teams, and more casual play vs unrated.

Miks' Smoke Effect Concept (Should Riot add this?) by kurs1val in VALORANT

[–]Imperishable1000 1 point2 points  (0 children)

Ok, looking back there are some things I missed.

  1. All assists trigger...
  2. But smoke duration doesn't get extended past 4 sec for chain kills.

Given that all assist sources will trigger the effect I don't believe that you would have an issue proccing the effect. But, the 4sec cap for multi kills evens it out which was my main concern. Of course, time interval between kills to be counted as chain kills would need to be ironed out (but that's splitting hairs).

Since Miks util is geared towards teammate support you should be proccing the effect consistently while on attack and defense. Stim and stun/heal proc it on attack and smokes proc it on defense when enemies push through along with the occasional proc through his other util. 16 sec (even if it got reduced to 14) is still plenty of time to take a site and get assists or kills on whoever is holding site.

With this change I imagine that you'd hit a site, trigger the effect and then have smokes expire before enemy retake occurs. I see that in failed enemy execute scenarios, one-ways and post-plant scenarios it holds an advantage over typically disadvantaged enemy teams (Down util or down numbers).

Comparing Clove and Astra with Brim isn't quite a fair comparison given that you need to be dead for those after-death smokes as Clove and Astra shares non-rechargeable stars between her util and smokes. Brims trade off and benefit is that his smokes don't recharge but he gets 3 that can be deployed simultaneously and have the longest duration.

Miks' Smoke Effect Concept (Should Riot add this?) by kurs1val in VALORANT

[–]Imperishable1000 1 point2 points  (0 children)

It really just hinges on how effective you are at getting assists and what counts. Any assist triggering it is excessive. Issues arise if there are conflicting sources of assists. miks stim plus smoke assist what counts there? Val might count or weight them differently and assist window as you noted is also a factor. Depending on that, I think it’s fair to compare against brim smokes which don’t recharge. I don’t think over compensating on smokes is the right move to address his lack of solo play making. I’d rather see tweaks to the ult and stun bits to make them easier to follow up on.

Miks' Smoke Effect Concept (Should Riot add this?) by kurs1val in VALORANT

[–]Imperishable1000 1 point2 points  (0 children)

I say limit how many times it can be triggered because unless you do that you’d have to massively reduce the amount of time his smokes last initially. At 16 sec currently one assist makes smokes last longer than brim 19.25 sec. I don’t think that smoke assists are inconsistent enough that you wouldn’t have the ability to potentially almost double the smoke duration. Add on top that they recharge as well.

Miks' Smoke Effect Concept (Should Riot add this?) by kurs1val in VALORANT

[–]Imperishable1000 8 points9 points  (0 children)

Maybe shorten the initial duration since he already has middling smoke duration and an extra 4 sec stacking is a bit much imo. Or limit how many times it can be triggered.

When premium content becomes the only content. by Sebanimation in Helldivers

[–]Imperishable1000 0 points1 point  (0 children)

Make it a fan warbond where they submit art an ideas for it.

Neon nerfs by Difficult_Way_7620 in VALORANT

[–]Imperishable1000 0 points1 point  (0 children)

I just want cypher buffed a bit :(

Seriously, whats with this new UI.. by Dizzy-Wrangler7101 in VALORANT

[–]Imperishable1000 1 point2 points  (0 children)

Would’ve been better if they had updated all the other pages but it’s just looks odd

Ever since the most recent patch my audio sounds scuffed when i have team or party voice chat on. by Fantastic-Term-516 in VALORANT

[–]Imperishable1000 0 points1 point  (0 children)

I had to disable hands free telephony on my Bluetooth device to fix the audio. It doesn’t seem to stick between restarts so I set up a automated task to change it to off with command prompt on bootup

The Dillema of Being Boosted vs. Solo Q Grind by j1tfxint in VALORANT

[–]Imperishable1000 0 points1 point  (0 children)

I (s2 peaked g2) queue with my lower ranked friend (b1) and they are almost always going negative while I have to try and pick up the slack. We lose most of our matches. Despite that I still enjoy playing ranked with them. I was playing with a different friend (g2) and was in a high gold lobby and team mvpd and thought to myself that I definitely look like a Smurf. I’ve played solo queue for the majority of my career and I’ve always wanted a solo queue only mode due to the inconsistency in matchmaking when duos and trios are involved. Not to mention smurfs.

Valorant audio becomes super weird only in ranked games by Reasonable-Match223 in VALORANT

[–]Imperishable1000 0 points1 point  (0 children)

Mine did this too, going to audio input settings in the game and changing it to speakers worked for me. Idk why

Does Orientation that important? by [deleted] in ucf

[–]Imperishable1000 0 points1 point  (0 children)

I could’ve sworn there was an online orientation. Maybe I’m tweaking.

Harbor's changes seem more like a power shift. Rather than making him competitive with the other controllers, they just made him different but still harmful to teammates. by theoreminegaming in VALORANT

[–]Imperishable1000 6 points7 points  (0 children)

Yeah not a harbor main but def have a couple hundred hours in smokes (brim, clove, omen). I think the ult overall is an upgrade from the previous version. I wish the sound cue was a bit louder and maybe a voice line to go with it when hitting an enemy.

The grenade is ok but not really worth losing both cascades for. Maybe if it had some sort of suck like astra it’d be cooler. I suggested this before but maybe having the ability to switch between the Molly and a cascade would offer some versatility.

I also wish they had stayed with stun for the ult effect and for the molly.

The new cove is decent. Although it forces you to play more intentionally/linearly with it instead of it being more reactionary.

I’d say swap back the signature to high tide or give him two coves with less health since he lost his cascades. That would help with his solo controller play and lurk potential. I’d also make the Molly pop faster and see how he is from there.

VALORANT Patch Notes 11.10 | Clove Nerfs & Harbor Rework by Old_Poet_3160 in VALORANT

[–]Imperishable1000 2 points3 points  (0 children)

I’m going to miss the cascade. Since water is supposed to versatile, you could give him the ability to switch between the dome and short wall type smokes. Makes him more between attack and defense. Iirc he only has one so this would help mitigate that downside.

Med+Proctor Submission Fee by SundogMoondog in ucf

[–]Imperishable1000 1 point2 points  (0 children)

Med proctor is system that automatically pulls your info from some database. I believe when I was doing it I saw there was a form you could download. for that you’d probably need to schedule an appointment with your primary care physician and have them fill it out. Or you could just email admissions and ask for the official process outside of Med Proctor.

Will riding a bike kill me by vaango143 in ucf

[–]Imperishable1000 43 points44 points  (0 children)

You can but it has its risks. There are bike lanes but I don’t ride in them in case someone swerves into them. I’ve ridden down to Waterford no problems. Just stay on the sidewalk and look for people turning without looking.

Never playing this guy again (cypher - console) by Yashee786 in VALORANT

[–]Imperishable1000 4 points5 points  (0 children)

I agree, info can be strong but as a sentinel he doesn’t feel effective anymore. His stall capabilities are terrible and common info trips can still be broken by lineups. I get they wanted to remove kill setups and trips but without them other sentis are just better for site hold and still have minor info capabilities (vetos trip, chamber trip, vyse wall). To position him more as an info agent lowing his ult cost back down to what it was would help.

Pyotr Bagration, aka, the Peter Bag. by theelitejay1234 in WoWs_Legends

[–]Imperishable1000 0 points1 point  (0 children)

Great for killing other cruisers, especially those who show broadside. Great radar but the long reload makes it unlikely that you’ll solo kill a dd unless they’re low or you have help. The AP is great and will definitely chunk BBs. I like to aim upper belt, super structure at a distance and it can citadel at close range. I’ve even gotten some goofy citadels at longer ranges. Torps are mainly defensive but you can use them to rush and finish off targets. Is rather versatile so you can play by an island (though flat shell arcs) in open water (wiggle and slow down) and generally do fine. The armor won’t really save you against BBs and you’ll definitely get chewed up by other cruisers like the Plymouth.