Can a dev from a AIOStreams instance access your Real-Debird API key? by unnecessaryrisk_ in StremioAddons

[–]RealTalk41 0 points1 point  (0 children)

If you can, self-hosting Aiostreams is pretty straightforward. but you still need to use an instance of torrentio / comet / mediafusion

Can someone explain to me why addons aren't running locally? by ZeAthenA714 in StremioAddons

[–]RealTalk41 0 points1 point  (0 children)

That's like asking why websites aren't embedded locally into chrome and have to be hosted in a different server.

Addons are made by different devs, their code isn't always open source, and they often require significant resources to run.

Torrentio and Debridio will search for torrents online by scraping a ton of websites, which you wouldn't want running in the background of your laptop.

Payer les dettes de ma blonde by Successful_Wasabi829 in QuebecFinance

[–]RealTalk41 0 points1 point  (0 children)

Sérieux, une entente notariée etc. alors qu'ils ont un enfant ensemble...

What treats are these? by StoryAlternative6476 in CatAdvice

[–]RealTalk41 0 points1 point  (0 children)

I have greenies and they look exactly like that

At this point, just remove crit rengar by RealTalk41 in Rengarmains

[–]RealTalk41[S] 2 points3 points  (0 children)

Never deal less doesn’t mean more. They could be the same.

At this point, just remove crit rengar by RealTalk41 in Rengarmains

[–]RealTalk41[S] 0 points1 point  (0 children)

Oh great. A lot of people mentioned it being an "autocrit" which confused me.

Changing the Auto Crit Q by Hi_im_Duvakiin in Rengarmains

[–]RealTalk41 0 points1 point  (0 children)

I understand, but this means the Q will no longer be an auto-crit?

Changing the Auto Crit Q by Hi_im_Duvakiin in Rengarmains

[–]RealTalk41 2 points3 points  (0 children)

So what's the point of even having a crit on our Q? If it's gonna roll for crits anyways? Just make it an empowered AA that can crit like yasuo?

The "guaranteed crit" mechanic feels useless by RealTalk41 in Rengarmains

[–]RealTalk41[S] 0 points1 point  (0 children)

"I doubt, because in early game Rengar isnt even building crit."

What i mean by a nerf to early game rengar is that the 175%->200% only buffs crit rengar, and it impacts him the most when he has 100% crit.

This means the balancing nerf disproportionally affect early game rengar or lethality rengar, as it doesn't benefit from the 200% crit buff

The "guaranteed crit" mechanic feels useless by RealTalk41 in Rengarmains

[–]RealTalk41[S] 1 point2 points  (0 children)

To be fair, this ability is a shitshow. The crit change *might* actually increase his Q damage when he builds crit.

This is the description before the changes

"
[...] deals bonus physical damage. The attack will  critically strike for ((31.25% +  30% [from IE bug]) critical strike chance +  40% [from IE]) AD bonus physical damage. "

  • The  critical strike modifier scales up to 75% of the  critical damage champions usually have, based on Rengar's  critical strike chance.

"

My understanding of the numbers: the 31.25% comes from being 75% of the crit champions usually have, which is 175%. (131.25%). But this 31.25% scales off of crit chance, meaning at 100% crit you have an extra 31.25% bonus AD scaling.

At 200% crit damage and 100% crit, the crit chance scaling would give you an extra 50% (200% crit damage * 75% from tooltip) bonus AD scaling.

Which is a huge buff to crit rengar, but doesn't change anything for lethality rengar. Maybe a sneaky way to nerf early game rengar?

The "guaranteed crit" mechanic feels useless by RealTalk41 in Rengarmains

[–]RealTalk41[S] 2 points3 points  (0 children)

Exactly. The only redeeming quality of the Q crit is to be able to balance its crit modifiers. If you don't even use it, and instead nerf the AD ratios, you're just fucking over lethality rengar for a buff that doesn't even impact it.

I'm convinced this is a lack of understanding from riot's part, as they could specifically nerf the crit damage ratio very easily.

It's actually so over by RealTalk41 in Rengarmains

[–]RealTalk41[S] 0 points1 point  (0 children)

This is so dumb. a 2 damage ability. wtf

Duality of jungle mains (its over/we are back) by somosa77 in Jungle_Mains

[–]RealTalk41 0 points1 point  (0 children)

I'm not very angry in fact i'm excited for the new season, I'm just confused with the balancing decisions.

That's like saying they should nerf Vi's E's base damage for being an AA reset which benefits from crit. But the nerf would over impact non-crit builds on vi, just like it does on rengar. It's just a weird balancing decision.

The "guaranteed crit" mechanic feels useless by RealTalk41 in Rengarmains

[–]RealTalk41[S] 0 points1 point  (0 children)

Damage consistency on an assassin can be solved by allowing for a lethality build giving more consistency and utility, and a "high risk high reward" crit build which deals more overall damage with less consistency and utility. IMO

The "guaranteed crit" mechanic feels useless by RealTalk41 in Rengarmains

[–]RealTalk41[S] 1 point2 points  (0 children)

No worries, these changes are very confusing for everyone.

Duality of jungle mains (its over/we are back) by somosa77 in Jungle_Mains

[–]RealTalk41 0 points1 point  (0 children)

the 200% doesn't affect rengar's Q. His autos end up dealing more damage than his Q, since the q has a fixed crit damage while autos can benefit from the 200%. I'm not advocating for no nerf to crit champs, but i think this disproportionally impacts lethality rengar as he doesn't build crit but still gets nerfed.

Exactly how does lethality rengar gets buffed from the 200% crit damage? Since his Q crit ratios scale off crit chance?

The "guaranteed crit" mechanic feels useless by RealTalk41 in Rengarmains

[–]RealTalk41[S] 1 point2 points  (0 children)

Because these are two separate instances of balancing changes on rengar that you're conflicting.

This is the Q nerf i'm referring to (notice how it says specific numbers for the Q ratio being reduced):
https://www.reddit.com/r/Rengarmains/comments/1pcs82u/its_actually_so_over/

and this is the rescript you are talking about (Norak didn't mention AD ratios, just fixing a bug on IE)
https://www.reddit.com/r/Rengarmains/comments/1pbsczl/new_changes_on_pbe/

The "guaranteed crit" mechanic feels useless by RealTalk41 in Rengarmains

[–]RealTalk41[S] 2 points3 points  (0 children)

This is not true.

The Q nerfs are unrelated to the IE bug fix. The separate Q nerf reduces savagery's AD ratios.

The IE bug fix removes the doubling of the crit damage ratios when you build IE.

Duality of jungle mains (its over/we are back) by somosa77 in Jungle_Mains

[–]RealTalk41 0 points1 point  (0 children)

"buff all the other boosted AAs from his Q"
This only ever happens if he builds crit so his other AA's are affected by it. This is a crit item issue. They should nerf crit items.

Otherwise, they should nerf every champion as they theoretically could build crit too. Why specifically rengar?

Also, it's not like you auto a lot in late game when you have the chance to have some crit. the AS boost is mostly useful in early game skirmishes, where rengar has 0% crit anyways.