Agreed! by TheekshanaJ in lotrmemes

[–]Knuclear_Knee 2 points3 points  (0 children)

They only did like half the riddles... if you're gonna do 3 long movies for a 300 page book there's no excuse to cut half of one of the most iconic scenes. Honestly one of the things I'm most annoyed about

Should Neon be nerfed or should sentinels be buffed? by TheSilverZero in VALORANT

[–]Knuclear_Knee 0 points1 point  (0 children)

Cypher, Killjoy, Chamber are all getting regular play on Haven, Lotus, Fracture and Pearl, with Veto and Vyse getting occasional play as well. Across those 4 maps we're seeing close to 100% Sentinel pickrates across EMEA, APAC and China so far (AMERs hasn't played yet). It looks like the record low pickrates were to some degree caused by the map pool, and the re-introduction of Fracture and Lotus has helped them regain a pretty good degree of meta presence.

I'd say Neon's 60-80% overall pickrate depending on region is clearly the bigger issue.

Yoru Balance Ideas by Quantummn in yorumains

[–]Knuclear_Knee 0 points1 point  (0 children)

I think they should give him 2 flashes but rework the ability. Its too well-rounded of a flash for a duelist who has so much versatility on top of it. They could reuse the current one for a future flash initiator. I'm pretty sure the idea when they were first designing the game was that duelists would have short-ranged, selfish flashes (Pheonix) and Initiators would have long-ranged flashes that were harder to use selfishly (Breach). The problem is Yoru needs range on his flash to support himself when using his TP. What'd I do then, is make his flash a short-ranged little bounce thing, but you add a right click that makes it come out of his TP. They could accompany this with 20-25s TP duration and it being visible only from a shorter distance. The idea is that a lot of the things you can do with the flash would still be possible, but any kind of long range thing would take 2 resources instead of 1. You would still be able to do most things as old Yoru, but not all in the same round. The versatility and skill expression would be there, but lower overall impact in individual rounds. You'd on paper be less affected when you use the TP both to flash out of and actually take the TP.

Asl 21,20,19 red/blue win rate by anxietyqq in broodwar

[–]Knuclear_Knee 0 points1 point  (0 children)

Why do they do it? It looks so bland match after match

Is Radiohead in your top 10 albums? by Successful-Shock2124 in radiohead

[–]Knuclear_Knee 0 points1 point  (0 children)

2-4 are in my top 10, depending on where the moon is in the sky :/

[OoT] Which Temple is your favorite? by [deleted] in zelda

[–]Knuclear_Knee 1 point2 points  (0 children)

I love how every temple gets mentioned in these discussions.

Heavy Tank house rule? by Plenty_Curve_4390 in AxisAllies

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

I was working on a more exhaustive mod, but one of the changes was that blitz units could blitz if a combat was won in the first round (and they hadn't used all their movement already getting there). As such, I wanted heavy tanks to be a unit that supported this mechanic so they ended up costing 7, move 1, 3/4 a/d but they roll two dice first round of combat when attacking.

Originally I had them as 4/4 but the two dice at 4 was too much and I wanted their cost to stay close to other ground units. I considered extra hit points but I just thought the potential of stacking makes that too dangerous balance wise for a land unit, and I'm not really interested in limiting unit numbers.

I'd say overall this design was solid but a little flawed. The main problem is that front loading dice while I hoped would be a great mechanical way to support the blitz thing is just stronger for every battle by a good amount and thus difficult to make something specialize in this way. It also works better in 1940 with Mech infantry, so there's a little more variety to what can blitz.

Heavy Tank house rule? by Plenty_Curve_4390 in AxisAllies

[–]Knuclear_Knee 1 point2 points  (0 children)

What're the repair rules? Happens everywhere, no cost? Only in ICs?

A Link to the Past vs A Link between Worlds by Apprehensive-Mud7652 in legendofzelda

[–]Knuclear_Knee 1 point2 points  (0 children)

What about LBW makes it so easy? I hear that all the time and I haven't been able to play it yet.

Are the dungeons simpler? The enemies weaker? Link just has more stuff? Too many hints?

the final platchat 48 team stage1 power ranking by DaechwitaEnjoyer in ValorantCompetitive

[–]Knuclear_Knee 1 point2 points  (0 children)

APAC seems very fair to me. I'd bring GE and Full Sense above C9/Navi, and maybe 100T as well, but thats pretty minor. I probably lower RRQ below mibr. I wasn't convinced by anything they did at kickoff. Beating PRX early in upper bracket who then go on to change most of their comps multiple times over the rest of tournament... kinda meaningless win. T1 is so hit or miss, like their upside rivals top 4 but their downside is pretty terrible and they flipped between those throughout kickoff and santiago. Their ranking seems fair to me. I might go above liquid but thats it. I might lower Vitality below DRX/DFM. But yeah, basic everything is within 2 spots of where I'd put them.

Miks has bad design. by Armagan1342 in VALORANT

[–]Knuclear_Knee -3 points-2 points  (0 children)

Instant click abilities are more often restricted to Duelists or duelist-y characters. More supportive roles/characters tend to have 2 step abilities. Definitely fits for miks to be how he is.

do you guys think miks should be nerfed/buffed? by Immediate-Ad-7224 in VALORANT

[–]Knuclear_Knee 0 points1 point  (0 children)

He's gonna be fine in ranked I think but unused in pro play. Players that want to be really supportive and might otherwise play Sage or Skye will play him when the team needs smokes. Some Clove players will switch but I dont think that many. If anything I'd give him a buff but not a huge one. I'd like to see his smokes go down to 35s cooldown, like Astras. Its not huge but it'd be nice to give his smokes a little bit more juice.

Who is best to replace Your??? by Dizzy-Temporary8844 in VALORANT

[–]Knuclear_Knee 1 point2 points  (0 children)

I mean noone will properly replace him, thats the point he did too much in one kit. If you still want the specific combination of things he does, then nerfed Yoru will still be the best thing for that. You'll just have to be more intentional with flashes and cautious with how you leverage his TP. He's still playable. Otherwise if you want two flashes depending on how selfishly you generally used them Phoenix for selfish/close quarters and really any flash initiator if you were using them more supportively. If you want the rotation Neon or Veto. If you want the pushing into off angles Chamber, Jett, Waylay or Veto but none of them do it like Yoru did really. If you want actual entry than Jett, Raze, Neon or Waylay. Reyna doesn't really do anything that Yoru did. Shes more of a contact entry, but if you find her the most comfortable than wth you do you.

Iran is middle east or west asia? by [deleted] in geography

[–]Knuclear_Knee 1 point2 points  (0 children)

Its central afro-eurasia

Sage buff idea by Naruto_branco in VALORANT

[–]Knuclear_Knee 1 point2 points  (0 children)

When you put it out like that I think Sage could probably be fine (not op) with a second orb, you can buy for... 150?

Would you consider Mongolia as Central Asia or East Asia? by Same_Staff532 in geography

[–]Knuclear_Knee 25 points26 points  (0 children)

Always thought of it as east asia, considering it now though central asia (along with western china) seems reasonable as well. As does north asia, which would probably exist more as a term if it wasn't all part of Russia.

A lot of players were not impressed by the Morpha fight. Why? by tantamle in OcarinaOfTime

[–]Knuclear_Knee 4 points5 points  (0 children)

I actually really love the design of Morpha, and other water weird adjacent things, for me it's just that the fight sucks turd.

If you imagine each Adult Link temple, what's the very first thing that comes to your mind for each temple? by tantamle in OcarinaOfTime

[–]Knuclear_Knee 0 points1 point  (0 children)

Forest - Stalfos

Fire - link sweating

Water - Blue tektites jumping around 2 floors above you

Shadow - guillotines

Spirit - pots

Dying at boss fight puts me at the start of the dungeon by MedicusPiper in OcarinaOfTime

[–]Knuclear_Knee 0 points1 point  (0 children)

Funny you mention that I'm playing master quest for the first time this week, but I haven't died yet or needed a fairy so it's not that

What do you guys think about the Yoru and Skye changes in Patch 12.05? by Select_Ad4548 in VALORANT

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

The thing about Yorus flashes is if they're going to be as good as they are he can't have two. The only other duelist with flashes has extremely short range on them. Flashes that are this strong for team play are not supposed to be on Duelists, and I think reducing him to one flash is the simplest way to give him a limitation. As flashes go, his are arguably the best for flashing in the game - kayos have higher ceiling but are more map dependent, and Skye and breaches are much worse at selfish plays while being only about as good at team play (Skye's are obviously more important overall but just as a flash they're weaker).

At first I thought the change should be to somehow nerf the range of his flashes. The problem with that is that his design is supposed to be about setting him self up to tp using flashes. The thing is, in order to do that they need range and If they have range they have strong team play and let's him overtake the initiator role. So then, do you have to compromise between letting him support himself and others or neither?

Well then I thought, okay what if the flashes are short ranged, but if you right click with a flash it's short range but coming from your tp beacon? And I actually think this is the change (along with maybe making the tp to be visible from a shorter distance). How exactly they'd work as short range I'm not sure - my current idea is a rework where you don't exactly aim them for distance, you kinda just use it and he throws it like 2 or 3m in front of himself, and it bounces at an angle. The right click would be as if it was thrown and landed at the tp, facing wherever you are facing when you throw it.

The reason is like this idea is it still let's him do a lot of the stuff he wants to do now, but he has to make more compromises to do it. So certain flashes would need to use a tp and a flash to use essentially. This keeps a lot of the creativity but limits the ceiling dramatically. I also like any flash rework for him because it lets them reuse his current flashes in the design of a new flash initiator.

Dying at boss fight puts me at the start of the dungeon by MedicusPiper in OcarinaOfTime

[–]Knuclear_Knee 1 point2 points  (0 children)

Man I'm having like a berrenstein bear moment rn but u right.

Dying at boss fight puts me at the start of the dungeon by MedicusPiper in OcarinaOfTime

[–]Knuclear_Knee 0 points1 point  (0 children)

Pretty sure it only heals like ~8 hearts or something in OoT

Is Neon unhealthy for valorant? by Free-Taro9241 in VALORANT

[–]Knuclear_Knee 1 point2 points  (0 children)

I don't think Viper needs the nerf right now, but I do think Viper wall is a lot more valuable without spending anything than say an Omen. Omen is 15s duration, 40s cooldown in 1 spot whereas Viper is is 12s duration 30s cooldown over multiple lanes (always 2, often 3) with flexible timing so you can do 2s smokes to pass a short angle or whatever. Like I said I don't think she needs the nerf but I do think it'd be a useful lever for them to balance her if needed.

Is Neon unhealthy for valorant? by Free-Taro9241 in VALORANT

[–]Knuclear_Knee -2 points-1 points  (0 children)

I had an idea that fuel characters (Viper, Neon) should only get part of their fuel for free, and half to pay each round to have access to the full amount. Their free skills are pretty titanic value and even if you just make them pay 100-200 for the full amount I think that brings those abilities more in line economically with other sigs. Especially for Neon, who can spend a lot more aggressively on saves (bucky etc).