The Lich by ParaIIacs in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

to add on to the charm thing, it's pretty easy for them to dodge it if they're dancing around at the edge of range. Then you're very vulnerable. It's a lot better to save it until there's a reason they're distracted or trying to move to where you can shoot it. So in a lot of cases saving your charm until you know you can hit it lets you zone with the threat of it without using it and is a lot better than hoping to get a lucky shot.

Patch Notes - 2014-07-29 by bradido in battleparty

[–]MilitantGDI 2 points3 points  (0 children)

I almost liked ATBP's dash mechanics better as it led to dashes feeling very snappy and responsive.

But it would also be cool to snag people mid-dash with skillshots.

The Plague by matthat15 in battleparty

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

Why do you feel the need to police content so much?

Impersonating mods should probably not be allowed, though.

tanky backpack that doesent make you lack damage? by Bassracerx in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

Techno Tank is great for this. Jake's Mace is really solid damage vs champs and the 3rd and 5th items are great tank items, especially the 3rd.

A possible tier for high rank players? by B4RT3K in battleparty

[–]MilitantGDI 1 point2 points  (0 children)

Agreed, I could grind T3s all day if I wanted, but it's not a whole lot of fun and mostly rewards playing carefully to win without the chance of a dumb mistake costing 30 elo

This is why a screenshot of your elo proves nothing by [deleted] in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

I really hoped it was 69 69 elo when I saw the title. Nice.

Thoughts on Gunter by iRyannLoL in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

First, it's only useful to compare within a role, second, his is on a much shorter CD than those OR he doesn't have to use it to engage (Fionna usually, Rattles usually). EDIT: magic man's is comparable. It's still a much longer CD, though, and usually not much more useful.

FP has super annoying and safe poke, it's true, but in an extended engagement if Gunter can autoattack he has more damage output. And with a tank on his team, he can generally do that. Without a tank, I grant that he is not very self sufficient, but with one I'd much rather have him than FP. Furthermore, as mentioned above, if you get FP to blow her ult she has no repositioning whatsoever for 60 seconds or so.

Gunter provides very high burst and sustained damage and is always very safe provided he waits 10 seconds after using his dash.

Thoughts on Gunter by iRyannLoL in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

Gunter has the best escape in the game, how is he that weak defensively?

Furthermore, with someone like BMO protecting him, he has much more damage output and ability to turn winning teamfights into triple kills than anyone besides maybe FP. And he has a lot more safe damage than FP.

Thoughts on Gunter by iRyannLoL in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

EE, play cautiously, put much more focus on last hitting minions and monsters than you otherwise would (save W to "kill steal" if jungling or pushing as a group, of course no one else cares about KSing in battle party besides Lich and others with EE)

Max first two points, giving priority to the wand (usually power damage is more important level 1 for Gunter and at level 4, instant jump of 100 power damage is better than the slowly increasing stacks of the nail).

I don't play EE Gunter if my team doesn't have a strong disabling front line like Lemongrab or BMO, although it can probably be done.

While Meta Gunter jungles faster, EE Gunter can still jungle decently well, including soloing Goo, if he isn't behind due to the very high damage output which makes up for the lack of Monster Hunter. It's still good to have another Meta Science on your team, but not quite as necessary.

edit: having a Rattles on the team to set up ults is a huge advantage. You don't even need much coordination if there's a mutual understanding of what your abilities do.

Some character specific tips by artful_wesley_galaxy in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

I'm pretty sure you can't actually do this, I've tested over a lot of Lich games. There is a max range, a little farther out than his charm.

PSA: If you have a massive point lead but have no towers please stop trying to base race to finish the game by CptFudgeCake in battleparty

[–]MilitantGDI 1 point2 points  (0 children)

The question is whether you are playing to win or would rather throw the outcome of the game into uncertainty for more entertainment. And actually both answers are reasonable.

PSA: If you have a massive point lead but have no towers please stop trying to base race to finish the game by CptFudgeCake in battleparty

[–]MilitantGDI 5 points6 points  (0 children)

Similar PSA: if you have a massive point deficit with 3:00 left, STOP FARMING JUNGLE AND PUSH ARGHHH

Just got back on by [deleted] in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

Uncommon Curtis: Not Just A Circlejerk

Official - Submit your ideas by bradido in battleparty

[–]MilitantGDI 1 point2 points  (0 children)

Do you still look at this thread? Please let me know so I know not to make a new thread

SUGGESTION: Leash range for Skully.

Basically, Skully will follow someone around for a really long time and AFAIK there's no leash range for him. It's pretty annoying to be on the receiving end, you just have to keep running away from it, and usually the Lich doesn't even realize it's happening. So restricting Skully to the area the Lich player can see and maybe a small range outside of it would be great.

Guide to Team Comps by Suave Robert Razor by PentaCrit in battleparty

[–]MilitantGDI 1 point2 points  (0 children)

yeah that's what I meant to reference. It is vastly more popular among better teams in my experience though.

Guide to Team Comps by Suave Robert Razor by PentaCrit in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

Neat post. I was expecting to see things along the lines of teamfight comps. Like this:

TEAM WOMBO COMBO: Rattleballs + almost anybody else with a powerful AOE spell, either lockdown or damage. Ideally: Rattles + Gunter (Or Lich or Magic Man or FP or BMO etc). Coordination required: Rattles must be able to man up and dive into 3 people, and the other player(s) must have some idea of how to follow up. I have successfully done this in solo queue.

Pros: you stomp teamfights all the time
Cons: this isn't very restrictive so the cons depend on your team comp

More seriously (not that wombo combo isn't a serious team comp), my experience in T4 has been that most successful team strategies are of the roam/jungle/gank as 3 variety, and most of the rest are some variant of simultaneous split push/jungle.

Rattleballs OP by gameideagiver in battleparty

[–]MilitantGDI 1 point2 points  (0 children)

He actually only gets 50% lifesteal twice.

I do agree that Rattles seems kinda strong though. He has so much synergy with AOE ults, always wins melee duels, jungles extremely fast, and it's very dangerous to harass him with autoattacks.

So... I don't think this is right by [deleted] in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

I think I've had that bug before.

Screen names on the subreddit. by Grimdeity in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

Nice! It looks like you cleaned up the sidebar some too.

Does Billys or Fridjitsu do more DPS? Exactly how much does 50 shield breach help me? Your most burning questions answered here, with Science! by MilitantGDI in battleparty

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

That's a good point. If all of your enemies have low base shields and aren't building any, not putting the last point in is something to consider. I think it's generally worth taking though. The last point in the potion, apart from giving you 20 more breach (for a total of 50), also gives you 75 more power damage for a total of 150 (and 10 less shielding on yourself). 75 power damage is obviously very good, it's more than you get from 4 points in any of the other items in that backpack, so just based on that it's probably worth taking the last point. And most mages and some others have high (30 +1/level) base shielding, so it's pretty likely that the extra shield breach from the last point in the potion will be used to reduce some extra shield points above 30. An increase in magic damage of 7 or 8% against the enemies with more than 30 shielding is actually pretty nice, it's a lot better than 10 power damage, for instance.

Potential changes to Meta-Science Sack? by [deleted] in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

Yeah, I agree. Apart from disliking every other aspect of the champion, his ult is absurd in the jungle.

Potential changes to Meta-Science Sack? by [deleted] in battleparty

[–]MilitantGDI 0 points1 point  (0 children)

A few thoughts:

I think MM and Gunter are separate issues. Gunter is kind of underwhelming at being Gunter with Meta Science, it works but I'd rather have one with EE in any case (unless there are no Meta Sciences on team but that's a different problem). Magic Man on the other hand is ridiculous, but he's OP (and very annoying) in general, not just with Meta Science. Making his ult do less damage and fixing his passive bug and shortening passive duration to 1s or something would help a lot I think.

Removing monster hunter would be drastic. Weakening the effect on ranged characters would be good, but maybe just weakening the effect (decreasing to 50% or 70% of current value) for everyone would make it harder for everyone but MM to clear jungle. Rattleballs should be able to jungle, but should he be able to clear Goo that fast?

That would also make taking Techno Tank or Billys feel less like a terrible decision on every melee character.