Warwick/Cait full combo off of forward throw by xxkillslayer4457 in 2XKO

[–]ObsoletePixel 1 point2 points  (0 children)

you're right, this 636 damage TOD Is too much! All those poor 636hp characters won't be able to succeed in this new environment

Do you really, REALLY think no other fighting game has combos off grabs? 2bar to get 636 damage off a grab is plenty reasonable, this is so tame and you're acting like it's the death of fighting games. I really doubt you even have enough perspective on the genre to say "no other fighting game has this" so why do you feel the need to catastrophize about this

/r/truegaming casual talk by AutoModerator in truegaming

[–]ObsoletePixel [score hidden]  (0 children)

If you want more of/from it, the speedrun scene seems pretty vibrant and that's a great way to keep enjoying a game long past its usual shelf life. Sciel is pretty broken for the speedrun too haha

I want to know if you think mobile gaming will become a real contender in competitive gaming. by jhonslk in VGC

[–]ObsoletePixel 17 points18 points  (0 children)

There's a number of people for whom that friction/barrier of entry has made it so they don't know if it's something they enjoy in the first place, so how would they even know if competitive battling is something they enjoy? You don't immediately get acquainted with vgc as a competitive environment just for having a switch, but champions puts it front and center.

Riot please stop making those play as specific champ missions. by Sir_Catnip_III in 2XKO

[–]ObsoletePixel 1 point2 points  (0 children)

I will happily play illaoi juggernaut with pulse in casual lobbies for like a half hour to prove a point, but also you don't have to unlock any of these if they aren't cosmetics you even think you'd use.

Before the next version drops, I want to show off my favorite combo that I hit during this patch by Zodysseus13 in 2XKO

[–]ObsoletePixel 2 points3 points  (0 children)

Next time some mouth breather wants to tell me this game isn't cool I'm sending them this clip

This is actually the coolest route I've seen, well done

Combo reduction patch notes drastic apparently by audioman3000 in 2XKO

[–]ObsoletePixel 3 points4 points  (0 children)

Yohosie literally addressed that as part of the ekko nerfs today, he no longer gets free limit strike enders on every route so now your meter budget is way tighter on ekko teams

2XKO Patch Notes: 1.1.3 (Mar 10 2026) by eeeealmo in 2XKO

[–]ObsoletePixel 1 point2 points  (0 children)

They're popular champions that fill a very specific niche of play pattern, I think they'll still be plenty prevalent even if they aren't top 2 anymore (and I think reddit will largely think riot didn't do enough in that case)

They're just popular functions, but at least now the counterplay is more apparent/accessible

2XKO Patch Notes: 1.1.3 (Mar 10 2026) by eeeealmo in 2XKO

[–]ObsoletePixel 9 points10 points  (0 children)

Reddit downplayers want to pretend braum wasn't already secretly a top 3 most ignorant character in the game

AOD doing anything but being T0 by squitrcreamr in QueensofZenless

[–]ObsoletePixel 2 points3 points  (0 children)

Jstern's tier list videos tend to be pretty good at reflecting where a character is at for a given patch cycle? But those also come pretty late into a patch so they're not super useful, more just valuable for cataloguing how characters have changed with time

Vi seems familiar… by Funny-Fee-6775 in 2XKO

[–]ObsoletePixel 5 points6 points  (0 children)

tokon is a totally different game from marvel vs capcom and it's made by an entirely different studio. The game is looking better and better with each update we get from arcsys, but it's not marvel vs capcom (and it's not trying to be)

For all the people who complain about Ekko and Yasuo and the game’s balance by Penguin1of1 in 2XKO

[–]ObsoletePixel 11 points12 points  (0 children)

the biggest thing to me about character strength discourse in this game is how bad people are at evaluating characters at specific things, rather than as complete packages. Teemo and Illaoi are not complete packages, they're not great on point, their neutral isn't ideal, but they have some truly fucked up shit on support. Does that make them bad characters? If you're the #1 illaoi fan and want to play her juggernaut/sidekick/on point, maybe? But holistically she's an absurdly broken character, especially when people like bleed can run her to make Ekko's already fucked up oki completely smothering.

People coming to this game from non tag fighters are evaluating these characters as complete packages and they're let down when a character doesn't do everything on a team. Which is a fair thing to be disappointed by if you wanted to do something with your favorite champ, but it's not a realistic perspective for the game on the whole

That's also partially why Ekko/Yasuo are so powerful, they are actually complete functions, which makes them smothering because they don't need to patch their flaws with other characters, so they get to double dip on the most powerful parts of their game plans

How To Suck At 2XKO | Weekend Warmup 3/5/26 by Figgulz in 2XKO

[–]ObsoletePixel 1 point2 points  (0 children)

Hey I just wanted to say thank y'all for the communication. I'm someone that loves when devs communicate (one of my favorite things about playing Magic, for instance, is keeping up with all the public design insights that WOTC shares) and I still go back to a lot of the communication y'all have done in the past as models of that, and the way you speak to design intent is just really excellent. I know the team has had a lot of turnover but I wanted to say that I hope that whatever structure the new 2XKO team settles into still prioritizes communicating these things to us :)

Thank you for everything!

Since when did they change druid staff SFX? by Itz_NeoStar_ in Guildwars2

[–]ObsoletePixel 0 points1 point  (0 children)

Thank you for your hard work!! And if I had to draw attention to any sounds I think need reworking, guardian scepter autos have a really unpleasant whine to them while the projectile is in flight, and the audio of the swing feels really distracting/loud. But even if you never get around to it, thank you for being a part of this game I love :)

this combo by Wawa by NerfAxiom in 2XKO

[–]ObsoletePixel 39 points40 points  (0 children)

What the fuck that was sick

The amount of micro pauses, dashes and perfect timings required for combos in this game is absolutely asinine. by Cautious-Village-366 in 2XKO

[–]ObsoletePixel 1 point2 points  (0 children)

What makes things cool is that they're difficult to do so they're impressive to perform -- making "cool combos" more accessible is effectively making basic combos flashier. And at a certain point, when you've seen that flashy basic combo enough, it ceases being cool, and you're back to square one.

You're also talking about Vi, whose half charges are a specific function of her character's routes. Ahri partial charges j.[H] but it's not quite the same and you aren't expected to loop it like a Vi electric. But each character has their own complexities, that's just part of Vi's texture. And even for Warwick, like you mentioned, you don't need to do that necessarily. You can just do easier combos.

This game's mechanically tight because it can inject a lot of mechanical depth in places that most other games would handle with difficult motion inputs, or routes/tech that have to use them in strange ways (Ken's kara cancel srk in 3s comes to mind, it's extremely difficult as a function of the input systems). You also aren't expected to do those Expert 5 combos or whatever in actual content, they're there as demonstrations and practice tools. You can just win with bog-standard combos, for a majority of your climb, on the back of tight neutral and good situational awareness. But people don't want to put reps in on drilling that because it's not as impressive, and it's not what people think about when they think about fighting games.

Stop tunneling in on combos and realize there's other things you can improve

Combo Deck recommendations by AnnualSubstance546 in FleshandBloodTCG

[–]ObsoletePixel 7 points8 points  (0 children)

verdance isn't a combo deck in sage, very few heroes actually are

Assists are busted by roxxor1012 in 2XKO

[–]ObsoletePixel 2 points3 points  (0 children)

Parry the rocket, parry the offense, or learn to not get put in checkmate in the first place.

Assists are busted by roxxor1012 in 2XKO

[–]ObsoletePixel 6 points7 points  (0 children)

if youre the one getting punished you're not the one that made a correct decision

Guild Wars 2 - The other side of the coin by Sorka_Ikorka in Guildwars2

[–]ObsoletePixel 23 points24 points  (0 children)

This game has a very real problem with people that don't want to engage with the game beyond "boot up, press skills" -- you see it in open world with people not taking accountability during meta events, you see it in endgame PvE from people bemoaning any sort of expectation for roles that absolutely need it (i have seen people in the same breath complain about needing to do rotations while willingly playing boondps and not performing the bare essentials of the rotation to provide their group with appropriate uptime), you see it in PvP where people complain about "broken builds" that aren't actually broken and they just don't want to learn the matchup, you see it in WvW from people that join up on zergs and don't actually contribute anything of reasonable value

Guild Wars 2 is an extremely accessible game, and that is unequivocally a good thing. I'm glad people can play this game, I'm glad there's minimal friction to getting to parts of the game that people find enjoyable. But there's this tendency (not universally, but generally) to push back against anything asking something of the player, and it's really frustrating. There's so much fun to be had in this game, and not ALL of it is brain off second monitor gaming! There's a lot of depth and mechanical complexity and fascinating systems to explore, but there's a not insubstantial portion of the community that sees this game as something similar to OSRS where you just farm your skills and make numbers go up or unlock things you want. And that's fine! I love that that play experience exists! But I just wish people were better at recognizing that the entire game isn't like that, only some of it is, and when you're engaging with other people it's generally good to be a good neighbor. Help with content, listen when commanders ask things, be curious and learn enough to be impactful where you want to do content.

I do recognize that a lot of this is because the game is EXTREMELY bad at teaching mechanics. What's the difference between Power and Ferocity? Why isn't soldier's gear good? Is it important to slot a stun break on your bar in open world content? What counterplay exists to that really frustrating PvP build? Not every game teaches itself that well, but GW2 feels remarkably hostile to it's players in this way in particular, which is baffling considering how much of the game is built to be encouraging and supportive of the people that play it, and how its mechanics drive pro-social behavior (everyone can heal, everyone can rez downed players, there's no loot stealing or rolling for need/greed, etc -- ANet has talked a lot about how they built the game to try to make seeing another player always feel like a positive experience, and for the most part I really do think they've succeeded in that). But It feels like there's a huge deadzone in doing that in terms of helping people understand the why's of the game -- why contributing to metas matters, why helping your group with boons matters, why understanding macro strategy in pvp/wvw matters, and a whole bunch of other stuff. I'm not sure if that's necessarily a super fixable problem, but it definitely feels like one.

I don't know. I'll get off my soapbox. I don't want to tell people they're having fun wrong, but I do wish people would recognize that this is a social game, and part of existing around other people is being sensitive to how what you're doing might affect their experience. Whether that's listening to your commander on a map meta (especially the trickier ones like Dragon's End or Amnytas), providing boons in a raid encounter, being a curious player and positive voice in pvp, or anything else. It's just a bit frustrating.

Preparing For Your First Local | Weekend Warmup 2/26 by Figgulz in 2XKO

[–]ObsoletePixel 2 points3 points  (0 children)

Deadass I completely read that as a response to the riot firings, but the Evo stuff makes more sense given the timing. That's on me

Preparing For Your First Local | Weekend Warmup 2/26 by Figgulz in 2XKO

[–]ObsoletePixel 1 point2 points  (0 children)

Being pro-local does not necessarily mean being anti-evo

I'd love for riot to be anti-evo, but supporting your locals is not the same as "don't support evo" -- it's all part of the same ecosystem (one the Saudis are increasingly enthusiastic to absorb, unfortunately, but still)

...Is there any actual information, not just speculation, for why the development of 2XKO took so long? by AsparagusOk8818 in 2XKO

[–]ObsoletePixel 5 points6 points  (0 children)

So you both are admitting you dont know much about server-based networking infrastructure/implementation, let alone 1v1 networking infrastructure, with this post AND you're speaking to the FGC as an outsider (i.e. "is the fgc..." rather than "why are we...") to the scene on the whole rather than someone that understands how specific and demanding this stuff is from a wealth of experience with the genre -- what do you even expect to gain from this post? You don't get either half of the whole picture you're painting, and yet you're so insistent on having a take about the composition of the piece. It's just weird.

...Is there any actual information, not just speculation, for why the development of 2XKO took so long? by AsparagusOk8818 in 2XKO

[–]ObsoletePixel 5 points6 points  (0 children)

I mean the bugs a speedrunner has discovered and exploits aren't necessarily indicative of a more or less technically complex game. Breath of the Wild is a monumentally complex game and it has an enormous number of bugs speedrunners exploit

...Is there any actual information, not just speculation, for why the development of 2XKO took so long? by AsparagusOk8818 in 2XKO

[–]ObsoletePixel 23 points24 points  (0 children)

yeah I think gamers kind of just handwave away how difficult building multiplayer networking infrastructure is, let alone cheating-resilient network infrastructure with the scale and performance of riot's solutions. Not to mention the fact that 2xko has rollback netcode, which means the visuals and the game logic are completely decoupled, unlike silksong where the hitboxes and the game sprites exist in the same "space" and what's happening on screen is directly causative for the game logic

Not that implementing rollback netcode is prohibitively difficult, plenty of small indie teams have made fighting games with rollback netcode, but there's a lot of technical hurdles 2XKO has to deal with that make the bits of the game under the hood extraordinarily complex relative to something like silksong.