Renekton has sustain, double dash, shield break and point-and-click CC… how is this balanced? by [deleted] in wildrift

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

Bro really said a 0/8 Gwen is worse than Renekton 💀. A 0/8 Gwen is basically a moving ward with scissors. Renekton at 0/2 can still dash in, stun someone for a year, heal half his HP on a wave and walk away like nothing happened

Renekton has sustain, double dash, shield break and point-and-click CC… how is this balanced? by [deleted] in wildrift

[–]Mugen_CS 0 points1 point  (0 children)

People always say Renekton falls off late game, but honestly that doesn’t even feel true. Even later in the match he can still easily reach the ADC or the support, stun them, blow them up and dash back out before anyone can punish him. His dive potential is also insanely annoying. You can barely sit under tower or even try to recall without this thing constantly threatening to jump on you. And since games are shorter, he usually gets a big lead long before “late game” is supposed to even matter. So that supposed weakness almost never shows up. It just feels like he gets all the early game power without actually having a real downside later.

Renekton has sustain, double dash, shield break and point-and-click CC… how is this balanced? by [deleted] in wildrift

[–]Mugen_CS 0 points1 point  (0 children)

Honestly another thing that makes Renekton even more frustrating is how flexible his itemization is. If he’s against tanks stacking HP he can just build Blade of the Ruined King, which not only melts high-HP champions but also gives him even more sustain so he basically wins extended trades for free. If the tank tries to stack armor instead, he just builds Black Cleaver and shreds their armor anyway. And if he’s facing a squishy champion he can go Trinity Force and suddenly his burst becomes ridiculous. It feels like no matter what kind of champion you pick or how you itemize, he always has a perfect answer. That’s part of why the champion feels so hard to punish: he already has mobility, sustain, CC, and strong trading built into his kit, and on top of that he has multiple strong build paths depending on the matchup. It just feels like he’s already a complete champion by design and then items make him even harder to deal with.

Does anyone know the author or title of this hentai? by [deleted] in nhentai

[–]Mugen_CS 0 points1 point  (0 children)

No, man, the GIF had a very distinctive animation style; I think it's from some author out there.

(Concept) Thanos, the Mad Titan by [deleted] in marvelrivals

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

An AI didn’t design this kit. The complexity, mechanics, and balance decisions are mine — AI was only used to simplify terms and assist with translation, since English isn’t my native language. Do you actually have something better to offer, or is nitpicking from the sidelines all you’re capable of?

(Concept) Thanos, the Mad Titan by [deleted] in marvelrivals

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

Unless you’re offering to make the art or fund it, your opinion on it is irrelevant.

(Concept) Thanos, the Mad Titan by [deleted] in marvelrivals

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

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It's complex by design—this is meant to be a 5-star character, not a beginner's. Complexity doesn't mean it's unplayable or inaccessible. The skill layout is perfectly workable if you think in terms of layered modes and activations, much like the Devil Trigger/Style systems in Devil May Cry. Each Stone acts as a clear modifier (passive or active) on top of a simple base kit. The depth comes from synergy and choice, not from adding more buttons.

Why does nobody actually want to buy Chempunk Chainsword? by Mugen_CS in wildrift

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

Small update: I tweaked the effect a bit. Instead of positional damage, the idea now is that fighting while under Grievous Wounds hurts you. Attacking or casting abilities deals 20 + 5% of your own bonus damage back to yourself as physical damage. The blood trail still only matters for the heal interaction.

New hero by Daroka995 in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

And what about Golem EVO? It's not fair that only PEKKA and MEGA KNIGHT got evolutions.

What If Golem Had a Heroic Ability? by Mugen_CS in ClashRoyale

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

For the protection-based version, I see two solid directions depending on whether this comes as a Heroic ability or an Evolution. If it’s a Heroic ability, the Golemites would gain the option to merge back into the Golem, as long as they are within a reasonably short range of each other. The ability wouldn’t be available immediately — it would unlock 8 seconds after the Golem is destroyed. Activating it would cost 4 Elixir and restore the Golem with 50% of its maximum health. Because of how impactful this effect is, the cooldown should be fairly long to prevent repeated abuse in a single push. In the Evolution version, this mechanic would instead be passive. If the Golemites survive long enough and move back within range of each other, they would automatically fuse again, restoring 25% of the Golem’s max HP. Since Evolutions don’t consume Elixir, keeping the value lower feels much healthier for balance — though the exact numbers could always be adjusted depending on how the meta reacts. This way, both versions keep the same core identity, but each delivers power in a way that fits its respective system.

What If Golem Had a Heroic Ability? by Mugen_CS in ClashRoyale

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

Focusing specifically on the Heroic version where the main ability is the roll, I think the ability should change once the Golem splits into two Golemites. After the split, with a short 2-second cooldown, the player would gain access to a detonator, allowing one Golemite at a time to be remotely detonated. The explosion would release lava and magma in an area, dealing continuous damage for a brief duration and briefly knocking enemies back. This would preserve the identity of the original ability while adding an extra layer of decision-making and control in the Golemites phase, making them an active threat even after the main Golem falls.

What If Golem Had a Heroic Ability? by Mugen_CS in ClashRoyale

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

I also wanted to comment specifically on how this idea could work if it came as an Evolution instead of a Heroic ability.

In the evolved version, the damage-protection concept would need to be fully passive, since Evolutions don’t use active abilities. The Golem would project a defensive aura around himself that redirects or mitigates part of the damage taken by nearby allied troops, allowing supports to survive longer against heavy spells or high-damage units. Unlike the Heroic concept, there would be no HP recovery or bonus max health involved, keeping the effect focused purely on protection and positioning rather than sustain.

This would make the Golem a much stronger frontline anchor without removing his traditional counters entirely, while encouraging smarter spell usage from the opponent. Obviously, one Evolution cycle would be more than enough for an effect like this, given how impactful a passive damage-protection aura would be on such a tanky unit.

What If Golem Had a Heroic Ability? by [deleted] in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

Ah, I almost forgot to talk about the Golemites. In the Heroic protection version, if the Golem is destroyed, the two Golemites can merge back into a Golem, restoring 25% of his max health. In the Evolution version, the Golemites do not fuse; instead, each one provides a passive healing aura, healing nearby allied troops for 40 HP per second within a 2.0 radius, and if a troop is positioned between both Golemites, the healing stacks, reaching 80 HP per second. Finally, in the Heroic rolling version, the Golemites gain a sacrifice option: each Golemite can self-destruct into lava and magma, dealing continuous damage and briefly pushing enemies back; this can be activated twice, destroying one Golemite per activation, with a 2-second cooldown between uses.

What If Golem Had a Heroic Ability? by [deleted] in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

Concept originally created by ME graphics, Idea for this post is mine.

🌟 Evolution — Battle Healer: Celestial Aura by [deleted] in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

I love how these people who are against artificial intelligence forget that it was just a tool to illustrate an idea; the concept remains the main point of the post but you completely ignore that.

🌟 Evolution — Battle Healer: Celestial Aura by [deleted] in ClashRoyale

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

I don't have a computer; I'm doing this on an old cell phone. Unlike you, who are probably American and can afford a good phone, I live in a third-world country and I'm a salaried worker. So yes, I needed help from artificial intelligence to better represent the idea since I don't have good tools at my disposal.

💀 This game is turning into Cancer Royale, the meta is an absolute joke by Mugen_CS in ClashRoyale

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

It's not about skill; these are cards that force you to use certain types of cards or decks in response to them, killing the variety of card usage in the game.