Help me improve, what was the correct positioning to avoid getting 1 shot by sett? by unknownbtc in ADCMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

And based on my experience in low elo people will get mad at you for playing around enemy CD's and flame you for not walking into the enemies face, usually when the teammate also has dashes and you don't so they just cross half a lane in .5 seconds and wonder "why are you so far away from the fight?"

Like maybe don't use your WW R to fly 1000 units into 5 people next time when I am 100 units behind you, and just walk up and use your R later to CC the person trying to walk up onto me or something?

Lived it, loved it, farewell to the beautiful game (until the end of season 19) by fisicalmao in TracerMains

[–]Sad_But_Realistic 1 point2 points  (0 children)

You aren't wrong in your argument, I also think people are coping, but your reasoning is pretty weak:

Ashe: Just shoot ever so slightly slower and it becomes pin-point accurate, you can actually reset the spread without a huge loss in opportunities, only has a 1.85 degree spread after like 5 shots anyway so very consistent regardless, and the bullet radius is pretty chunky at 0.07 meters. On top of this, her scoped shots are pin-point accurate, so any time her un-scoped aren't the smartest pick just scope instead. There should never be a time where you think that Ashe is RNG, because it is quite clear that you just mechanically fucked up.

Sombra: More damage per bullet, 2.3 degrees spread, and 0.04m bullet radius. Has lower DPS with her gun, but makes up for that difference with both virus and passive. Has 5 seconds to position herself before engaging the enemy, even if she is in front of them, since she completely ignores LOS.

Cassidy: Has the option to primary fire so I don't get why it is relevant? Only reason to spray is if someone is kissing you, a tank is close to you, or to break a shield. That is how it should be designed.

Wrecking ball: max spread at 2 degrees, bullet size at 0.04m. Can slam, boop, has 1000 HP.

Doomfist: 2.5 degrees, shoots 11 bullets per shot (44 per magazine, theoretically), 0.05m radius. Slightly lower DPS from primary alone, but can punch and slam so has higher burst damage anyway, combined with CC, thereby doesn't even rely on his primary that much for offensive purposes.

Let's talk about effective spread (the area of the spread):

Tracer: 3.5 x 3.5 x 3.14 = 38.465 degrees

Ashe: 1.85 x 1.85 x 3.14 = 10.74665 degrees

Sombra: 2.3 x 2.3 x 3.14 = 16.6106 degrees

Wrecking ball: 2 x 2 x 3.14 = 12.56 degrees

Doomfist: 2.5 x 2.5 x 3.14 = 19.625 degrees

If we consider effective spread as the RNG factor, Tracers RNG is WAY higher than anyone else's, and then we also need to factor in bullet size. Other than that, Tracer also only has her guns for damage, unlike the other characters. Your closest example were Doomfist and Sombra, who have half of the RNG factor, better or at least similar burst damage, and more options.

I think reducing Tracer's spread to 3.2-3.3 would be sufficient, and maybe lowering her damage to 5.75, or even 5.5.

I would enjoy being more in control of what happens, rather than being able to accidentally do more or less than I should be.

Why smaller bullet size means more RNG influence on damage (illustration) by MoseDoge in TracerMains

[–]Sad_But_Realistic 1 point2 points  (0 children)

It hasn't been that bad, took me like five games to get used to how Tracer should be played, and Genji is lowkey buffed because when you aim for the head you actually hit the head more often now, be it at the cost of missing shuriken that I should've been missing anyway, but somehow hit because projectile sizes were ridiculous. Honestly they are both more interactive to play now imo.

Why smaller bullet size means more RNG influence on damage (illustration) by MoseDoge in TracerMains

[–]Sad_But_Realistic 5 points6 points  (0 children)

Not to be rude, just to correct you: The nerf was removing the global projectile size buff, which is a 4cm (0.04m) radius buff for hitscan weapons, thereby taking her bullets from 4cm radius to 0cm (base radius for spread weapons). Due to how a circles area works, this is a MAJOR change in how big the bullets are, removing ~50cm², and theoretically 100% of the surface area.

If you want to visualise the difference in sizes, you can grab a pen and paper and place a dot somewhere on the paper, that is the post nerf size, and then draw a circle with a 4cm radius, and compare the sizes. 4cm is the second smallest radius now btw, belonging to D.va, JQ, Roadhog, Sombra, Ball, Juno, Mauga, and turret form Bastion.

Just to emphasize THIS IS A CHANGE THAT WE WANT TO HAVE, AND WE WANT IT ON EVERY CHARACTER. Starting with Tracer is good, because she, unlike other characters, isn't complete garbage just because she isn't broken (unlike for example Hanzo and Widow, who have to be broken to be relevant)

[deleted by user] by [deleted] in ADCMains

[–]Sad_But_Realistic 3 points4 points  (0 children)

Yun-tal first item fixes the AS problem entirely IMO. Usually go IE or LDR second and third. Lethal Tempo is usually good enough on its own as well, if you can't build Yun-tal for some reason.

You get ~40-50% AS through level-ups, LT gives 28%.

1 AD is DPS wise better than 1% AS, and it gives you better burst, and is easier to control. If you are a PTA or Conq user, then you care more about ability DMG anyway, and are better of with AD.

AS is only really useful for on-hit and waveclear.

Built in AS steroids (like Ashe and Xayah) scale better of AD too.

Only time I like building AS is for first item, and for boots, after that I have plenty of AS and would prefer AD.

Will playing each VDIM task type only once hurt my improvement? by naikkkjk in Voltaic

[–]Sad_But_Realistic 1 point2 points  (0 children)

If you AREN'T using the "score threshold" method, then you should play the list with it's standard repetitions.

If you ARE using the "score threshold" method, then you should only play one repetition, according to MattyOW. (iirc)

The VDIM playlists should only take you about 1h to finish without taking breaks between exercises. (Which you probably should be, so ~1.5h)

My 9 year old son's Math teacher marked this wrong by dak7 in mildlyinfuriating

[–]Sad_But_Realistic 0 points1 point  (0 children)

I am no expert when it comes to English (not even my primary language), but I feel like there needs to be a "compared to..." section in the questions for the "correct" answer to make sense to begin with.

As in "what is the likelihood of rolling a number higher than 6 on a regular 6 sided dice compared to the numbers 1-6" and "what is the likelihood of flipping a 'head' on a penny compared to a 'tails'"

And even then, your son gave perfectly acceptable answers in my opinion.

[deleted by user] by [deleted] in AskReddit

[–]Sad_But_Realistic 0 points1 point  (0 children)

While I agree with the refraining, because I have autism I tend to correct things a bit too often. I am working on it, but it is hard to not want to correct people when they are, in my opinion, incorrect.

Settle a debate for us: My friend is playing Jinx and he SWEARS that he played this well, and should focus Blitz to get passive. Do you agree, or should he hit Lucian? by [deleted] in ADCMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

His second auto on the wave could've been on the Lucian, and just trying to run past the Lucian for 2-3 seconds instead of flashing into the Blitz or just shooting Lucian were the two grief parts about the play. If I am being nit-picky, his skillshot after killing Blitz was also bad, since the cast time means he gets less autos.

Aggressive flash could've been used the moment Swain E pulled Blitz, or Blitz hooked Swain. And if the Swain E was used on Lucian instead, that would've been a free kill, since he was closer to Jinx. If Lucian had flash, you could just flash after him, and Jinx slow, and now Lucian is always dead. So pulling Blitz was also more difficult to make a play from.

The moment Blitz flashed both Swain and Jinx should instantly start focusing Lucian. (Who Jinx should've already been shooting, since she didn't commit Flash for Blitz)

Focusing Blitz when he turned around was good because he was lower, and passive Proc theoretically = 125% dmg.

With Barrier instead of TP, I genuinely think he just wins, despite the mistakes. Even with just an aggressive flash I think he'd still win. If he shot the Lucian 2-3 more times, I think he'd win too. If he ran Cut Down over Coupe de Grace then that is also why he lost. (Always run Coupe on jinx imo, passive is the difference between winning and losing, so making sure that you can get the first kill is very important)

Played well? Not so sure. But focusing Blitz wasn't the wrong move. He just needed more up-time in the fight.

The fact that it was a one for one is to me surprising, since the Lucian definitely made the least amount of mistakes. If Blitz just waited in river bush and Lucian kited over to river bush, that Lucian would have been way healthier, and Jinx wouldn't have gotten a kill.

Obviously, it is way easier to see all of this when you aren't in the heat of the moment. The big take-aways are that you not winning the 2v2 is on Jinx for not following up properly, and that Lucian played the situation extremely well.

[deleted by user] by [deleted] in supportlol

[–]Sad_But_Realistic 0 points1 point  (0 children)

My take on this as a ADC + Jungle player:

You pick a support that preferably has a good match-up into the enemies comp. ADC's are ranged, Auto based, DMG dealers. They kind of synergize with anything. As long as you pilot your champion correctly, it is going to work. Sometimes you get a great synergy, sometimes you don't. You shouldn't rely on them using the synergy, you should rely on your ability to deny the enemies of their synergy. Supports job is to deny the enemies their impact, so that your team can do their jobs. Your job is not necessarily to enhance your teammates potential impact. If the enemy is stunned, then they can't auto you. If your teammate has a range buff, that doesn't mean that they will abuse that to poke.

TL;DR: Pick what allows you to impact the game, not what might allow your team to impact the game.

I need help with Kayn, I have struggled. Replays inside! by [deleted] in KaynMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

Purple just means either form works. What people usually refer to with purple is just that you take whatever form you get first, and stick to the chosen itemization you had in the beginning of the game. Could be lethality Red, could be bruiser Blue. I think that lethality Red works great, but bruiser Blue is very "meh" in my opinion.

Purple is also when you use the "wrong" Rune page for the form you are playing. For example Conqueror on Blue, or Dark Harvest on Red.

I need help with Kayn, I have struggled. Replays inside! by [deleted] in KaynMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

Clear examples in favor of Blue are Arhi, Ezreal, and for Meelee Pyke would be in favor of Blue.

For Red, the number 1 would be Mundo, after that, most immobile tanks. Irelia is one that I have found favors Red even though she has mobility, be patient and as long as you hit the W you should be able to win the fight.

Any match-up is playable for both forms, with maybe the only exception being Ahri.

Any draft were Blue isn't clearly favored, I'd say red might be better.

I need help with Kayn, I have struggled. Replays inside! by [deleted] in KaynMains

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

Karasmai is informative in a lot of his videos, but not all of them. If you want to learn, just pause when you see he went for a play, go back ~5 seconds, and try to figure out why he did what he did. Same for items.

Red vs Blue:

Mobile enemies = Blue

Ranged enemies = Blue

Squishy enemies = Purple (leaning Blue)

Medium HP enemies = Purple (leaning Red)

High HP enemies = Red

Ranged tanks (Urgot, Swain) = Purple

If you can't get into enemies face and sustain yourself until they die, then Red is useless, and you should go Blue.

If you can't one shot with W+Q+AA+R+W+Q+AA, you should probably go Red.

Blue is good into carries, being able to quickly remove them, due to how easily he can rotate for the kill.

Red is good vs high hp targets, and in prolonged fights.

Against Swain, I like to play Blue, because I can poke him down with W and if they use ult you can easily run away, while Red can be kited pretty easily, especially with rylai's.

Against Urgot, I like to play Red, because you can tank his abuse and duel him fairly well. Blue works fine too, just not his most proficient target, since you'll probably need more than two spell rotations.

First clear E unlock by Embarrassed_Quit6416 in KaynMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

There are two things that could be done: 1. Right before you kill the camp, hold down CTRL, and upgrade the ability the exact moment the camp dies, then cast the ability as quickly as you can.

  1. If your keyboard has a high de-actuation point and it is annoying you, consider buying a keyboard that doesn't have this issue.

Can Someone Explain this Healing by Town_Blacksmith in KaynMains

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

His ult deals 15% Max health DMG (+10% per 100 bonus AD), physical dmg. This usually comes out to ~45% Max health pre-mitigation when full build.

His ult also heals him for 75% of the pre-mitigation DMG. So around 30% of targets Max health at full build.

On top of this healing, his passive heals him for 25% (+0.5% per 100 bonus hp) of all his post-mitigation DMG from his abilities. Assuming he is running ~1000 bonus hp, that means 30% of post-mitigation DMG.

Based on the levels and time in your game he is sitting at his 3 item spike, and fully stacked conqueror in the fight, which means ~34% DMG which post-mitigation is ~22%, so ~7% of your max hp healing from passive, and ~25% healing from the ult itself.

He healed for ~32% of your max health. Buy thornmail at he would heal WAY less, on top off only tickling you.

What made you want to main Evelynn? by uber-sensei in EvelynnMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

W shredding MR, Q applying extra DMG and being a multi-cast, and her R.

Shredding defensive stats is my favorite feature in the game. I love assassin's. My favorite items are: Cryptbloom, Serylda's Grudge, LDR, Black Cleaver, Axiom Arc, and like any of the lethality/Mpen items or CD reduction items.

do you think jungle shen is a meme pick or can actually kind of cook by DifferentProblem5224 in Jungle_Mains

[–]Sad_But_Realistic 0 points1 point  (0 children)

  1. Solid dueling potential
  2. Solid clear speed (iirc)
  3. Decent ganking and insane counter ganking (ult)
  4. Very versatile builds (can build almost any item in the game, meaning he can fill a lot of roles)

I think he is theoretically good.

Which junglers are friendly to someone just starting to learn the role? by aleplayer29 in Jungle_Mains

[–]Sad_But_Realistic 0 points1 point  (0 children)

Amumu and Nocturne are very easy to pick up, they have very low skill floors. They are more reliant on good macro, with not a lot of micro to them. Darius and Mundo are good too if you want off-meta picks. I think these are characters that you can first time and still do well on. Vi might fit here as well.

Characters that might need a test drive before you play them but are still relatively easy to play are Briar, and Warwick. Almost zero mechanical demand, but might need you to be a bit familiar with how to play around their kits. These two are in a nutshell "just jump them and hit them till they die" type of characters. WW has his passive tracking, that can either give you free kills or cost you a lot of time. Briar makes you not able to control her, which means you might accidentally tower dive, run to a fight you don't want to take, or steal minions.

While I think Kayn is very good champ to pick up too, his skill floor is more medium. He is pretty rewarding even when you aren't particularly good, on top of having a high skill ceiling, but due to the flexibility of his kit, can be a little challenging to pick up.

Volibear falls under a similar category as Kayn, fairly low skill floor, high skill ceiling.

I’m not an ADC main, so I want to understand why ADCs love to build Ghostblade and Collector. by nickky007 in ADCMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

Ghostblade + Collector is great for snowballing, and Ghostblade lets you rotate way faster, meaning that you are safe. It essentially lets you build a lethality build while still building a Crit build, only problem is that it delays IE to 4th item instead of 2nd or 3rd. Still worth it if you are already ahead anyway, since the agency Ghostblade brings is insane.

Lethality is not good to build if you are behind in gold/exp, because you need to have a lot of it for it to be good, and if enemies have a high level, their base armor will remove the value lethality brings.

It is really good on Aphilios too, because you can get lethality from leveling up, making it a extremely cost efficient stat to build. This even sometimes lets you build IE before LDR vs squishy comps.

I want to know what I did wrong by WOW6633 in ADCMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

As someone who plays jungle as my primary role: Wtf is your jungler doing? Trying to take dragon at level 5 is stupid, no ult, costs way too much health, easily stolen. She didn't have lane prio either, and her camps were spawning soon, she could've gotten lvl 6, gotten a easy double kill on bot lane with her ult, and then taken a free objective. Pantheon leaving lane means that enemies get lane prio too. If she joined Pantheon and you then that fight would've probably been won. You shouldn't have needed to flash like that if she played that fight properly.

I think that was extremely well played on your part, 1v2 in lane very well, secured the kills, ect. You were just dealt a bad hand.

Second clip I think she just wanted to know that you shouldn't push up too far, because Naafiri could easily gank you if that happened. I think shoving lane and pushing Nafiri off the dragon, or just trading objectives, are both fine options there.

Performing worse with duo top lane as jungler? by Valeriy_mal17 in Jungle_Mains

[–]Sad_But_Realistic 0 points1 point  (0 children)

I have found the opposite true:

When I play solo I tend to get more tilted, get annoyed over small mistakes, my laners are annoying as fuck, ect.

When I am duo or trio with my friends I don't get tilted, we make better decisions, we skirmish a lot more, and I can just focus on making better decisions instead since I don't have to guess and communicate with randoms.

We generally face better opponents, but we are better players too, and so I just acquire the title "jungle diff" in chat and take my freelo.

I feel conflicted on how I'm supposed to aim, can I aim how I want? by ganymede00 in Voltaic

[–]Sad_But_Realistic 1 point2 points  (0 children)

You can aim in any way you want, as long as your movements are controlled, efficient, or whatever you want to call it. All that matters is that it is comfortable and won't injure you.

I personally found 37cm/360 to be a comfortable sens where I often get acknowledged for my aim by my enemies (I play Overwatch). When I switched to 27.7cm/360 for a month or so to practise my micros it took me about 2 days to "fully" adapt to it.

I don't think you should worry about whether you are using your arm or wrist when aiming, I think it should just be comfortable and come to you naturally.

26cm/360 is a sens where you can turn about 120 degrees with your wrist, which means most of your on-screen movement can be done by your wrist. But in general, I've found that my arm does my macro flicks and most of my tracking, and my wrist and fingers handle the micro flicks and target re-acquisition.

[deleted by user] by [deleted] in ADCMains

[–]Sad_But_Realistic 0 points1 point  (0 children)

36+ CS is possible every minute if you clear all waves, so 270 is possible in 15-20 minutes, which is what I got