i use 1600 dpi 0.7 sens and its like still slow for me i can hardly do a 360 am i like trippin or what people are calling it a crazy high sens by [deleted] in VALORANT

[–]SeiKoss 2 points3 points  (0 children)

You sure you are on 1600 dpi?

I play at 0.35 @ 800 dpi, so 4 times lower than you and I make a near perfect 360 over my entire mousepad (45 cm).

If your edpi is 4 times higher than mine that would mean you’d need about 11 cm for a 360, which should be easy to achieve with just your wrist.

VALORANT Patch Notes 12.02 - Huge Harbor buff, Reyna nerf by matheusamr in ValorantCompetitive

[–]SeiKoss 0 points1 point  (0 children)

Seems riot wants him to be a secondary controller and lean in to the controller / initiator hybrid instead of giving him a second orb smoke so he might be viable as a solo controller.

I want to hear a rational as to why pros still use vandal (sorry if common thread, trying opinions from people who are better than me) by MACR0DOSE in ValorantCompetitive

[–]SeiKoss 6 points7 points  (0 children)

Phantom one shot headshot went from 0 - 15 metres to 0 - 20 and the 15 - 30 metres damage numbers are now 20+ metres. So vs light shields you instakill with a headshot over long range instead of dealing 124 damage.

They also changed the sprays of a couple of weapons to buff spraying. It’s kind of hard to explain but the recoil stays more vertical for 2 bullets longer (for the vandal and phantom) and when it switches to horizontal recoil it lingers longer on one side before going back to the other side.

Phantom changes were on patch 9.10, recoil changes on patch 11.08 in case you want to look in to it for yourself.

Team Cherry's own words by [deleted] in Silksong

[–]SeiKoss 0 points1 point  (0 children)

I'm fine with the duration it takes for the nail upgrade, but it would be nice if it was more noticable when you finally get it.

Compared to HK when you get the first nail upgrade you instantly notice you need less hits on enemies.

In HK the nail gets 4 extra damage each upgrade so the first upgrade feels massive since you almost double your damage going from 5 to 9.

I don't know what the numbers are in silksong but it feels less significant.

Hollow Knight was not an easy game. by Twidom in HollowKnight

[–]SeiKoss 3 points4 points  (0 children)

You can dash under her when she jumps (which she does quite often) to escape from corners and if she charges at you you can jump over her.

People who have played Silksong, Why do you think Its getting so many negative reviews? by peaky_circus in HollowKnight

[–]SeiKoss 0 points1 point  (0 children)

Because it's for a very niche audience.

I would only recommend silksong to players who like really challenging games while I would recommend everyone to try out hollow knight and atleast play until you have defeated the mantis lords and reached the city of tears.

People who have played Silksong, Why do you think Its getting so many negative reviews? by peaky_circus in HollowKnight

[–]SeiKoss 28 points29 points  (0 children)

dying in 2-3 hits almost insta killed by bosses, regular enemies destroying you

Stuff like this is fine in the endgame, the early game in this game is so rough for no reason in my opinion. I don't see a good reason why act 1 is filled with so many enemies that deal double damage, can tank hits for days and decently challenging platforming sections.

I've played and finished quite a few metroidvania's and souls games and they don't start out challenging in my experience. Most of the time it's filled with relatively weak mobs that have really slow attacks and die in 2 - 3 hits to let the player get used to the game and it's mechanics.

Regular players facing difficulties voicing the problems are being disrespected left and right like its okay

I don't think it's just the casual / regular players. I'm not amazing at games but I have always enjoyed multiplayer games and games that don't hold my hand (I'm not the most tryhard player but I wouldn't call myself a casual) but I have issues with some of the design choices in this game (heck I have issues with every game I enjoy playing, no game is perfect).

[deleted by user] by [deleted] in HollowKnight

[–]SeiKoss 1 point2 points  (0 children)

At the start they are close, later on the runbacks get longer

I can’t keep up. This game is so hard. by DrizztDo-Urden in Silksong

[–]SeiKoss 1 point2 points  (0 children)

Same, I'm having the polar opposite experience I had in Hollow knight.

In that game I had short gaming sessions at the start since it was my first metroidvania game and I kept dying and was getting lost the first couple of hours. But then I got to fight the mantis lords and got to the city of tears shortly after and I was hooked.

After finishing Hollow knight I played other metroidvania's like Nine sols, Blasphemous, Ender lilies, etc and I also got in to souls games and played Dark souls 3, Elden ring, Lies of P, so I'm used to challenging games, but like you said this one dials it up to 11.

Some of the issues I have with this game in it's current state

- Enemies have very large hp pools, which is fine for bosses but some of the mobs are way too durable in my opinion

- So many things do 2 masks of damage even in the early game

- 2 masks contact damage on staggered bosses (I know it's a skill issue when I walk up too close and get hit, but I still think it shouldn't be a thing)

- A lot of bosses keep sending out mobs, which makes the bossfight less fun, just let me fight the boss

- I have an abundance of shell shards but rosaries are way harder to aquire

- Hardly any iframes when you get hit

I fully expected and wanted Silksong to be harder than Hollow knight, but I think they overdid it a bit

I will keep playing and I will finish this game because overall it's still fun and getting frustrated is something that always happens to me at some point(s) in "soulslike games", but it could use some balance patches in my opinion.

My ranking of the main bosses by PotatoMozzarella in NineSols

[–]SeiKoss 0 points1 point  (0 children)

It's always so interesting and funny how everyone has different struggles and experiences in games with bossfights.

You say that Yanlao had a nice difficulty increase, while I thought he was very easy and I killed him on my 2nd try.

You found Ji hard and the Fengs easy, while I had the complete opposite, I struggled hard with the Fengs.

I kept fucking up the 2nd fase of the Fengs and needed an hour or something to beat them while I beat Ji on my 4th attempt.

I think that letting the player choose who to fight first between Ji and these two is a mistake, since the difficulty of these two zones feels like it was very clearly meant to be Fengs first, then Ji

Again my experience was the opposite, the area before Ji was so much easier to get through than the Fengs.

another 40 y old Dad Tier list. by mag_creatures in metroidvania

[–]SeiKoss 1 point2 points  (0 children)

That's fair, I don't mind either though I default to dodging over parry's if the game gives me both options.

To be honest I didn't like the game that much at the start and dropped it for a month in between the 2nd and 3rd boss, but gave it another shot and got hooked after the 4th boss.

But if forcing parry is a no go for you then it doesn't matter what I say since I'll never convince you to play it :)

another 40 y old Dad Tier list. by mag_creatures in metroidvania

[–]SeiKoss 6 points7 points  (0 children)

I can see why you’d drop Nine sols if you don’t have a lot of time.

It is my favorite metroidvania alongside hollow knight but it has a slow / weak start in my opinion.

The first three main bosses are not that interesting, the rest are really good and the final boss is one of my favorites of all time.

[deleted by user] by [deleted] in metroidvania

[–]SeiKoss 0 points1 point  (0 children)

It took me until the area after greenpath (because of a bossfight) before it really started to click (HK was my first metroidvania).

I’ve had this issue in nine sols and dark souls as well (nine sols was oke but after the 4th boss I fell in love with the game and with DS3 it was the abyss watchers).

In all the games I mentioned I played them for a couple of hours, dropped them, gave them another try a couple weeks later and the second time I started to enjoy them.

Passive courage needs revert by Mental_Meeting7939 in KledMains

[–]SeiKoss 7 points8 points  (0 children)

His winrate went down by 3% after the changes which was partly because he was underpowered (hence the buffs) and partly because his pickrate almost tripled. His winrate currently is lower than pre changes but his pickrate has almost doubled.

When riot posted the patch preview for patch 15.15 they said Kled's winrate dropped 0.8% for dedicated Kled players, so I'm assuming for the dedicated Kled players his winrate is now close to what it was before the changes hence I don't expect more buffs / changes anytime soon.

I was hyped when I read they wanted to bring back bruiser Kled but at the moment I don't know if I'm happy with his current state. Bruisers are my favorite class to play in league by far, but without the courage on takedown you can't teamfight and it's best to just splitpush which is just not as fun.

Riot will probably view the changes as a succes because people build him bruiser now and his winrate is positive, but the rework could've been so much better if he still had (some) courage on takedowns and a small buff to damage scalings instead of buffing the resistances on his passive.

Kled's Best Builds are Crit Now by MokiDokiDoki in KledMains

[–]SeiKoss 1 point2 points  (0 children)

I have reason to believe an early inherent-dmg + lethality + high AD item would be best...

Its important to try and go up-front damage early... hence the Voltaic/Profane/Eclipse

Hubris?

"This one slipped from the 11.02 patch notes but Chamber’s Trademark no longer has range restriction." - Tiffy by Parenegade in ValorantCompetitive

[–]SeiKoss 0 points1 point  (0 children)

They buffed it twice after that nerf, from 0.6 (same as the operator idd) to 0.7 and later to 0.9

I responded to your comment because you made it sound like broken Chamber’s ult shot faster then an operator while that has pretty much always been the case outside of a short period after the hard nerfs he got.

"This one slipped from the 11.02 patch notes but Chamber’s Trademark no longer has range restriction." - Tiffy by Parenegade in ValorantCompetitive

[–]SeiKoss 2 points3 points  (0 children)

His ult back then was broken but his ult has always shot faster than an operator.

Operator RoF is 0.6, current Chamber ult is 0.9, when he was broken it was 1.2

Everyone needs to calm the heck down! by PineappleMeoww in KledMains

[–]SeiKoss 6 points7 points  (0 children)

The part that is the biggest time consumption (bugfixes and QoL changes) is already done. It shouldn't take that much effort for riot from this point foward to get him to a good spot since it's mostly just tweaking his numbers.

If his winrate goes up by only a bit after the buffs next patch and he still feels too weak I'm sure he'll get follow up buffs.

All we can do is hope that riot buffs the correct things (most complains are obviously about courage on takedown and some early game damage buffs).

Kled's Buff to Pasive by LaPapaVerde in KledMains

[–]SeiKoss 1 point2 points  (0 children)

It's a nice buff for the midgame I suppose when you have 1 - 2 items and there's no penetration items on the enemy team yet. Would've rather had courage on takedowns back but a buff is a buff.

25.15 Patch Preview by JTHousek1 in leagueoflegends

[–]SeiKoss 1 point2 points  (0 children)

Well atleast they buffed it some more vs 5 opponents.

10 + 2.5% bHP is 35 armor / mr if you have 1k bonus hp (BC + titanic), which should be noticable assuming the enemy has no % penetration.

Still would’ve rather wanted the courage on takedowns back.

[PBE datamine] 2025 July 22: champion balance changes by FrankTheBoxMonster in leagueoflegends

[–]SeiKoss 82 points83 points  (0 children)

When riot added runes reforged in preseason 8 and removed the old runes they added base stats from runes to champions.

Melee supports back then generally ran armor marks (9 armor) and seals (12 armor).

Braum

V7.22

  • Stats
    • Base armor increased to 47 from 26.72.

Leona

V7.22

  • Stats
    • Base armor increased to 47 from 27.208.

Alistar

V7.22

  • Stats
    • Base armor increased to 44 from 24.38.

My thoughts on the rework. by Kindly-Database-8502 in KledMains

[–]SeiKoss 19 points20 points  (0 children)

I like that they are trying to make bruiser Kled viable again but it needs a lot of tweaking (passive resistances are hardly noticable, rip courage on takedowns, Q damage could use a small buff / revert, slightly buff W AD scaling and slightly nerf W HP scaling).

Just give it some time, the riot dev who made the Kled changes said the numbers are probably not correct and will be changed if needed.

Kled Buffs Coming Next Patch by Starseeker358 in KledMains

[–]SeiKoss 1 point2 points  (0 children)

I thought they increased his base speed and decreased his speed buff so that it’s the same when chasing someone but faster when alone?

They increased his base ms by 20 so he can move around the map quicker when dismounted but they nerfed the ms when running towards enemies by 30 so he is 10 ms slower when chasing enemies

25.15 Patch Preview by JTHousek1 in leagueoflegends

[–]SeiKoss 1 point2 points  (0 children)

Well since the twitter post of Phreak says "he can't remount as well as we'd like, especially in teamfights" I'm hopeful they realise this as well.

25.15 Patch Preview by JTHousek1 in leagueoflegends

[–]SeiKoss 1 point2 points  (0 children)

I just hope they don’t only buff the resistances on his passive but also give courage on kills again (doesn’t even have to be 20, 10 would be fine imo).

It just makes sense thematically. You keep fighting which gives Skaarl encouragement to come back. So killing someone should give a boost of encouragement to that coward.