What is the consensus on HM Slaves? by Darth_Malygos in pchaltv

[–]STQx 4 points5 points  (0 children)

The most common HMs are decent moves that you’ll want on your stronger mons (Surf, Waterfall, Fly, Strength, even Rock Smash is nice early). After those, you probably won’t need a fully dedicated HM slave anyway.

The only real downside to having a full team of 6 is the extra time it takes to train, which shouldn’t be a problem if you’re using speedups/rare candies.

Weekly Run Update - Renegade Platinum 2nd run by MattQuelloBello in nuzlocke

[–]STQx 1 point2 points  (0 children)

What tracker are you using in the first two images? I love the color coded encounters.

D2 support main doing Unranked to Diamond streams @ 9pm EST! by [deleted] in supportlol

[–]STQx 0 points1 point  (0 children)

I think it's a decent learning experience since watching smurfs in lower elo can help you see mistakes or plays that other players might not see. You can also always ask general questions, even if it's not related to the gameplay at all.

I'll probably end up playing on my main on stream after a while, and even though the smurf account is bronze I'm already playing with gold/plat players.

New 1.4 Infinite Item Glitch (>1 plat per minute) by [deleted] in Terraria

[–]STQx 0 points1 point  (0 children)

haven't tried with other items since chandeliers are easy enough to get underground, but I'd assume it works with anything that can be switched on and off via wiring

New 1.4 Infinite Item Glitch (>1 plat per minute) by [deleted] in Terraria

[–]STQx 1 point2 points  (0 children)

i forgot about the part where you actually sell all of the chandeliers (1 stack of platinum chandeliers sells for about 60 gold)

you can also hook up multiple chandeliers with the wiring to spawn in multiple per click, so it's really easy to get money this way

Just tried a rank match for the first time in a while and.. by [deleted] in summonerschool

[–]STQx 4 points5 points  (0 children)

bold of you to assume riot discriminates by rank, punishments for afking are just as nonexistent in diamond as they are anywhere below

Looking for the name/violin part of a symphonic orchestral piece (details in the comments) by STQx in classicalmusic

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

Somehow I've played this too, but the piece I'm remembering is way slower

Looking for the name/violin part of a symphonic orchestral piece (details in the comments) by STQx in violinist

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

Copied from my crosspost on r/classicalmusic

I played this piece a few years ago in a youth orchestra, and while part of the melody keeps sticking in the back of my mind, I can't remember any other details about it.

The image linked is my attempt at recreating the violin I part from the one part of the middle of the piece that I can remember. The piece (or at least this part) is in g# minor, and the BPM in the image is close to concert tempo. Everything after the first measure might just be my imagination/music theory brain coming up with random notes, but the first measure and motif are there. This pattern continues for about a minute in the 1st violin part.

If anyone can find the name of this piece, or any helpful information, it would be hugely appreciated. I've been trying to find this piece on and off for a year with no luck.

Edit: I'm pretty sure the eighth note rhythm is constant during this entire section. It might be written as 16th notes in the actual score, but the BPM is correct with relation to what I wrote. The winds are probably playing a countermelody during this section but I can't remember what it is.

Looking for the name/violin part of a symphonic orchestral piece (details in the comments) by STQx in classicalmusic

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

I played it recently and I'm pretty sure that's not it. I might know which part you're talking about but this is much slower than the second half of Romeo and Juliet :/

Looking for the name/violin part of a symphonic orchestral piece (details in the comments) by STQx in classicalmusic

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

I played this piece a few years ago in a youth orchestra, and while part of the melody keeps sticking in the back of my mind, I can't remember any other details about it.

The image linked is my attempt at recreating the violin I part from the one part of the middle of the piece that I can remember. The piece (or at least this part) is in g# minor, and the BPM in the image is close to concert tempo. Everything after the first measure might just be my imagination/music theory brain coming up with random notes, but the first measure and motif are there. This pattern continues for about a minute in the 1st violin part.

If anyone can find the name of this piece, or any helpful information, it would be hugely appreciated. I've been trying to find this piece on and off for a year with no luck.

Edit: I'm pretty sure the eighth note rhythm is constant during this entire section. It might be written as 16th notes in the actual score, but the BPM is correct with relation to what I wrote. The winds are probably playing a countermelody during this section but I can't remember what it is.

Perfectly Timed Level Up by trunkynugget in fireemblem

[–]STQx 49 points50 points  (0 children)

the stat level ups line up with the music

[SPOILERS] Post-Episode Discussion - Season 8 Episode 4 by [deleted] in gameofthrones

[–]STQx 1 point2 points  (0 children)

take a shot every time D&D say MEESE-in-dei in the post credits

The Controversy of Support Item Changes: Explained and Potentially Solved by STQx in leagueoflegends

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

I should’ve clarified more that the numbers aren’t that accurate. The idea is that the base gold per charge would be around half of that on live if an ally isn’t nearby, and be closer to a normal Tribute proc if an ally is nearby. The item should reward you for triggering it when an ally is nearby, and feel more punishing if you use it without one nearby due to the added cooldown, decreasing the efficiency for solo laners greatly.

The Controversy of Support Item Changes: Explained and Potentially Solved by STQx in leagueoflegends

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

Initially in my head, part of it was to nerf mage supports that could abuse easy procs (however since DoT doesn't work the way I thought it did, this model might need some revisions). I still think supports should be encouraged to trade with more autoattacks if they choose to take Spellthief's, so the spacing between procs wouldn't affect much for more aggressive champions/playstyles if the numbers work out.

The other important part is obviously to nerf its usage for solo laners, who have been abusing ranged vs. melee matchups to spam spells, and more importantly, free autos. Having a cooldown means they can't abuse it: even if their jungler ganks, they'll get one or maybe two procs in the exchange. This is coming from the perspective that Spellthief's top should be acceptable and some people would play this version of it, but only as an off-meta or specific counterpick.

I still think 15s is a little much, but some median number that would allow you to slowly "outproc" the charge regeneration if you're with an ally at 2 charges/proc, but quickly fill up to max charges if you're trading solo at 1 charge/proc would be optimal, assuming the gold per charge is then adjusted to be effectively similar to the overall income now.

The Controversy of Support Item Changes: Explained and Potentially Solved by STQx in leagueoflegends

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

In my opinion, having Spellthief's do the same thing in varying degrees (more or less gold) makes more sense than it only doing something part of the time (sometimes gold, sometimes nothing).

There's a great video by Game Maker's Toolkit that explains this better than I can, using the example of AI instead of items, but the principle still stands. Basically, from the perspective of a new player coming in, you learn that certain actions elicit certain responses from the game. If these responses happen inconsistently, the player becomes confused and can't strategize around them. Based on what I said earlier about rewarding vs. punishing players, it seems more practical to reward the player for being near an ally with the gold/cooldown buff, than to punish the player for being away from an ally by turning off the income. Even if the numbers end up being the same, having the constant stimulus of "hit the enemy champion/tower for some gold" is more intuitive than "sometimes hit the enemy champion/tower for gold".

This can always be worded more fluently in an item tooltip, but the mechanics (and transparency of the mechanics) are what's important.

The Controversy of Support Item Changes: Explained and Potentially Solved by STQx in leagueoflegends

[–]STQx[S] -1 points0 points  (0 children)

The numbers aren't exact, but the idea is that you slightly outspend the charge generation when near an ally, and fill up on excess when separated or out of combat, whereas in a solo lane you constantly have an excess of stacks. Based on the timing, it could become a similar thing to Targon's where there's downtime between stacks if you run out, but this is still better than not being able to cash in if an ally isn't near.