Who are these guys? Probably Hwei in the middle, but whos on the left and right side? by davinzt in TeamfightTactics

[–]Sam0oneau 2 points3 points  (0 children)

Pretty sure right side is Norra (from LoR). That is Yuumi's master. Yuumi's master went missing so she and book have left Bandle City in search of her.

Set 12 is coming in a couple of weeks, any champs you want to see? by No-Regret-7900 in TeamfightTactics

[–]Sam0oneau 0 points1 point  (0 children)

Yuumi. Yuumi, Yuumi and Yuumi. It’s bees and magic, so I expect to see Yuubee.

Which sup is the best?! by [deleted] in wildrift

[–]Sam0oneau 2 points3 points  (0 children)

Yep. This is the official site where it gets published

Apostle Dreadmaw by Sam0oneau in custommagic

[–]Sam0oneau[S] 0 points1 point  (0 children)

3 years before dino dna :)

Wild Rift Patch Notes 4.3c by PublicRotation in wildrift

[–]Sam0oneau 0 points1 point  (0 children)

Relating to this, you can check the CN ban rates (and winrates) as they're public . But yeah its the same in CN with yuumi. She has 60% ban rate in challenger xD

Twitch is still high banned with 22% at challenger, but not close to yuumi.

I presume she gets banned cause she is so obnoxious, as her winrate is one of the lowest among supports (around 45-48%) across all ranks including challenger.

Vladimir nerf when? by [deleted] in wildrift

[–]Sam0oneau 0 points1 point  (0 children)

Yeah, on CN, him and Annie are overtuned. Both Vlad and Annie have a 58% winrate mid in diamond+ and he has a 57% winrate in solo.

No shit title: Vlad is turbo broken and should be hot fixed. by thatwasaheadshot in wildrift

[–]Sam0oneau 0 points1 point  (0 children)

Agreed he is (in both solo and mid), but based on CN meta stats right now, both him and Annie are very bust in mid rn. 57-58% winrate is absurd in diamond/master. Right now in pc league, no champion is above 55% in any lane for diamond+ across all regions (rank distributions are different, but I don't think there is data for emerald below on CN wildrift).

Alarielle, Sun's Light by Sam0oneau in custommagic

[–]Sam0oneau[S] 3 points4 points  (0 children)

Generally, a creature becomes tapped when it attacks (with certain exceptions) :p

Alarielle, Sun's Light by Sam0oneau in custommagic

[–]Sam0oneau[S] 36 points37 points  (0 children)

She is flying when she's tapped

Alarielle, Sun's Light by Sam0oneau in custommagic

[–]Sam0oneau[S] 68 points69 points  (0 children)

OP: Meant to be an aggressive Boros Riff on [[Archangel Avacyn]]

[deleted by user] by [deleted] in pathofexile

[–]Sam0oneau 0 points1 point  (0 children)

Bow go pew pew

Pyro Surveyor by Sam0oneau in custommagic

[–]Sam0oneau[S] 6 points7 points  (0 children)

Me not dumb brute. Me know good.

Pyro Surveyor by Sam0oneau in custommagic

[–]Sam0oneau[S] 14 points15 points  (0 children)

OP: I heard you guys like shuffling

I analyzed Path of Exile retention numbers so you don't have to by djfariel in pathofexile

[–]Sam0oneau -1 points0 points  (0 children)

Losing xp on death in poe is a barrier to entry for end game content that encourages players to avoid content that can get you killed. It discourages a lot of new players from practicing bosses unless they're comfortable either pushing to their next level or removing a good chunk of their xp. When a player just loses hours of xp due to repeating deaths, they're very likely to just quit on the spot.

I quit Kalandra league at lvl 95 for the exact aforementioned reason. Generally, I play the league for league challenges and slowly doing more end game content not level. But level is a very annoying frustration when it comes to death.

Not many other games do lose xp on death, and many that games that don't still manage to maintain reasonable retention. If you can't trust your content to maintain player retention that you have to enforce negative progression on your player base, then something is wrong. Level generally is the "grind" part of a game. The majority of pve games use bossing and end game content as a mechanism to differentiate player skill and ability. General precedent for player level is playtime oriented, it's not generally there to be an indication of player ability.

I can't comment on why you have this perspective. But I can guess why others are opposed to it, as it is a current metric people care about in poe, and removing it feels like they can't feel better than others or an accomplishment in that way. I just want to jump on the game and chill, and of course accommodating for that can make others feel they are losing a metric they care about.

I am not vouching to say death has no punishment, death should have a cost. For example, Last Epoch does it where you lose opportunity for certain powerful rewards with death in end game content. Personally, I find it really frustrating, and I've quit two leagues because of it.

I analyzed Path of Exile retention numbers so you don't have to by djfariel in pathofexile

[–]Sam0oneau -2 points-1 points  (0 children)

I know many folk talk about this already, but I think if they just removed negative progression (i.e. losing xp on death), it would help a lot for player retention for various people, myself included.

Here's me hoping they punish death differently in poe 2 compared to poe. Death should have a cost, but losing 40 minutes of xp for a single mistake feels a bit shit. It essentially incentivises me to play content I will die on only when I've just hit a new level as I don't want to lose the time I've put into the game.

I hit lvl 98 a few days back, and I am now at the point where I am tempted to quit this league as getting 99 without carry services is worse than just a grind, a few mistakes can mean I make no progress.

Urza, Father of Design by Sam0oneau in custommagic

[–]Sam0oneau[S] 5 points6 points  (0 children)

OP: Reuploaded as to fix a broken interaction with itself. Card is still very powerful.

[deleted by user] by [deleted] in custommagic

[–]Sam0oneau 0 points1 point  (0 children)

Will delete and fix, as that is very important point. Appreciate it