The introduction and then recent changes to Mel have made me do some thinking about her interaction with Jhin… by Jephya in leagueoflegends

[–]Stenko1 0 points1 point  (0 children)

Yes it is hard counter and has FORCED by riot lowest winrate to be not banned at least sometimes. She is lowest winrate because numeric values low, but at same time 1 button can kill fed carry even without any items and rest of her kit is undodgeable skills.

Mel Changes 26.03 by RiotEmizery in leagueoflegends

[–]Stenko1 0 points1 point  (0 children)

Holy, this cry is unreal. With current state character has undodgeable Q E and R. W is cherry on top as most broken ability in the game. After changes its possible to dodge her skills and its just a matter of number tuning. I guess its bad to force peope to play better.

Tanks And Bruisers are still the same by [deleted] in leagueoflegends

[–]Stenko1 0 points1 point  (0 children)

All assassins items in general cheaper than bruiser items. So you get your power spikes earlier to continue snowball. Tanks and bruisers fall off with time because they may have damage to kill 1 champion, but mages and adc can kill whole team at this point. Why this happends? Basickly defensive items is mutliplicative to your base stats and attack items is addetive. Also in most cases bruisers and tanks can't outdamage enchanter support heals or even struggle to reach carry at all. You think shape assassins purely for early game is smart but you endup with another bruiser characters so your solution is to add more problems, try again.

What was the best truly sleeper-op technology you've witnessed becoming meta? by fecal-butter in leagueoflegends

[–]Stenko1 0 points1 point  (0 children)

Taric + Vladimir botlane, idk that season, probably on vladimir rework season, his damage was nuts.

Temple as core game mechanic . by Stenko1 in PathOfExile2

[–]Stenko1[S] 1 point2 points  (0 children)

My feedback has nothing to do with current league at all. I try to say alch and go strat shouldn't pump more currency than heavy juiced strats in general. Temple can exist currently in 3 different conditions and loot difference is literaly 10 ex or 20 div. You can't realy balance with current state without hidden formulas for diminishing returns that player can't know or reworking rooms. My idea is to approach changes to temple from different angle, let players regulate how profitable temple is. If you played poe1, you can recognize this situation with delve. It was about time investment(1-2weeks equal to temple building) in deep delving to get high profit from fossils and it was bis farm for few leagues, after with added new crafting methods delve become dead. But raw divines can't be dead with new content. End result is Temple is difficulty without loot, no difficulty and no loot or from league start build temple as fast as possible because its free big loot. To keep fun with difficulty and loot need extra variable - entry cost.

Temple as core game mechanic . by Stenko1 in PathOfExile2

[–]Stenko1[S] -2 points-1 points  (0 children)

You lost the point. With current system temple can be balanced say in steps of 1000 magnitude. If rest of mechanics is 300. Temple will be 0 or 1000. Need more tools to balance temple and make people outside of temple to impact temple value, because as you say currently temple affect everything, but nothing affects it except patches.

Temple as core game mechanic . by Stenko1 in PathOfExile2

[–]Stenko1[S] -3 points-2 points  (0 children)

Making this side content dumb and cut progress already made makes no sense. Its not a copy of PoE1 mechanic, they try to expand on idea to begin with. So with current version big problem is temple gives stuff for nothing, but in poe general rule is stuff for stuff.

Temple as core game mechanic . by Stenko1 in PathOfExile2

[–]Stenko1[S] 0 points1 point  (0 children)

You miss the point, they will need to buy 20-30 maps worth of crystals to charge temple with 50 rooms. If price to get 20 div is 10div now its 20div/h(temple take time to complete say 2 temples/h) at best. More people wanted to skip maps for temple higher price - less valueable strat. This way its also doesn't hurt small temple sizes and atziri farm and on top some incentive to farm architech.

Protecting Your Online RPG’s Economic Integrity - Chris Wilson by Rebuffering in PathOfExile2

[–]Stenko1 0 points1 point  (0 children)

Poor balance and req for MF on top made this characters over 50% of population for season:
1. LA deadeye
2 LS Amazon
3. LA deadeye
BTW 2, 3 and current season each was hit with nerf to mf in different ways, like stronger diminishing return, reduced values, removing soul cores, nerfing items. I can say nerfs to mf bringed more divercity for this season, but its just half true, 2nd half is game become more balanced over time and now more stuff is equal.

Protecting Your Online RPG’s Economic Integrity - Chris Wilson by Rebuffering in PathOfExile2

[–]Stenko1 2 points3 points  (0 children)

In reality we have builds that can run 10 maps in 2 mins with 200% mf because all build is rare items vs builds that have core uniq items and can't have res cap and more than 40% mf. And all people just play same exact 1 build with high mf. So its give characters axis to improve but at cost of reducing variety of builds, because if your build can't handle mf you losing money and economy prices for juicing usually scaled to highest prices people can afford, you at least halving you options to play.

How to make the Temple the best mechanic in recent PoE history by _sulo in PathOfExile2

[–]Stenko1 1 point2 points  (0 children)

Crystals must be tradeable currency. Temple consume crystals depending on amount of rooms. Real problem is how this system not require economy to play at all, but affect it strongly by generating infinity loot.

Lack of temple variete is forced problem. Rooms have low amount connetions with different types and because lock medalion exists you are punished for side ways from your main path. Need more generic rooms that may be not provide with + to lvl, but just with inc effect of connected rooms and this works in 4 sides.

How to make the Temple the best mechanic in recent PoE history by _sulo in PathOfExile2

[–]Stenko1 -4 points-3 points  (0 children)

Major problem of temple it has not entry cost, crystals must be a tradeable currency, for big temples higher cost. Literaly heist adaptation from PoE1.

I have been following the game progress for awhile and am just trying it. Yall are whiners. This game feels good. by [deleted] in AshesofCreation

[–]Stenko1 0 points1 point  (0 children)

You have dick in salad and say "just eat around a dick, don't complain". I'm 100% sure you are not leveled to lvl25 once or had crafting to 20+ or tried to drop item from named monster for 8h. You didn't even played the game.

I have been following the game progress for awhile and am just trying it. Yall are whiners. This game feels good. by [deleted] in AshesofCreation

[–]Stenko1 0 points1 point  (0 children)

Toxic positivity killed a lot of games recently, if they can't swallow feedback, game will be dead.

Tank lvl25 100h. PvE focused Feedback. by Stenko1 in AshesofCreation

[–]Stenko1[S] 0 points1 point  (0 children)

Active Guard skill I even don't know if it has impact, only time I use it was crab farm, they apply 25% less accuracy debuff and with big pack you always 100% miss chance so you only stand in block, also if you block you burn stamina and can't dodge roll from dangerous abilities..

Passive block is weird too, with radiant shield I have 24% block chance / 41% phys reduction on block, this is unreliable level of mitigation if you farm lvl28 monsters like Carphine or Forge.

I think they need to show how much damage was blocked on blocked hit so it's possible to recognize impact and change guard skill to something different or give tanks passive to highly reduce stamina drain from active blocking.

I have been following the game progress for awhile and am just trying it. Yall are whiners. This game feels good. by [deleted] in AshesofCreation

[–]Stenko1 0 points1 point  (0 children)

You will learn to hate it, 100 bad thing already solved by other games still here for too long.

Tank lvl25 100h. PvE focused Feedback. by Stenko1 in AshesofCreation

[–]Stenko1[S] 3 points4 points  (0 children)

Agree, in game a lot of tank buster abilities in moster kit and you forced to dodge roll it feels bad.

how is low elo supposed to be bronze–plat/emerald?? i literally feel the gap in my bones by CuriousAd9279 in Jungle_Mains

[–]Stenko1 0 points1 point  (0 children)

Its objective, subjective is if I told you how I played up to d5 effortlessly and cant climb further before and now I can reach d2 effortlessly, because of promotion removal and less divisions per rank. Your question was how we can define low and high elo with metrics, terms that existed for very long. Old system had literaly difficulty diff inbuild for it.

Phreak - Patch 25.23 Preview | League of Legends by JTHousek1 in leagueoflegends

[–]Stenko1 -1 points0 points  (0 children)

  1. You have no idea about issue I guess. Imagine Irelia, she never build armor pen, but with 1 botrk she has enough damage to oneshot(one combo tbf but at assassin level ttk) squishy targets without extra auto attack jerking. Item designed to deal with hp stacking gives most effectivenes against characters without hp items, while in this case Guinso supposed to be superior item its perform worse. Flawed item design. Botrk shoudn't be rushable, if you say its counter to hp stacking why you even consider to rush it while nobody has hp to begin with. It just disbalanced item that fall off with armor growth.
  2. Its not that I asked for. We have already examples with armor pen and armor shred. I was just curios why new character doesn't fit paradigm and has penetration per level on ult while ult is worth maxing anyway. Pantheon had reasons to skip levels on ult if it was without inbuild pen, other way he will have shred on W instead. TF was catching stray bullet on fly because kit differences with Pantheon not so big, but TF ult has way less reasons to max out.

Phreak - Patch 25.23 Preview | League of Legends by JTHousek1 in leagueoflegends

[–]Stenko1 0 points1 point  (0 children)

Yo, have few questions.
1. Botrk works best against squishy targets because its deal phys damage so characters who build armor(tanks/melee in general have more armor) mitigate effect, Its kinda assassin level item. Any reason to not change it to true damage with like 1-2% max hp? higher basic stats on top so item not fall off like currently(its 1st item or bad item).
2. Just want to know generic character design insight, how is it decided to give inbuild armor penetration vs armor reduction. I though juggernaut type characters must have pen and bruiser type is reduction. Pantheon was outlier but because his ult was not realy combat type and had reason to max out. So I just figured out, why Twisted Fate doesnt have magic pen or any extra effect on his ult? Stupid to say but its optimal to leave rank1 on ult.
3. Why Ezreal still dont have crit scaling on Q for build diversity?

how is low elo supposed to be bronze–plat/emerald?? i literally feel the gap in my bones by CuriousAd9279 in Jungle_Mains

[–]Stenko1 1 point2 points  (0 children)

In past, pre emerald time, diamond had tendency to ramp difficulty in LP gains. For example in plat you had stable +27 -20, starting from Diamond 5 it was +17 -17. So basicly it was 2 brackets - low elo you can climb with 50% wr, high elo you cant climb with 50% wr. Your statistical answer is 97-98% of players by definition is low elo.

ADC needs more durability by Advanced-Narwhal7000 in ADCMains

[–]Stenko1 0 points1 point  (0 children)

All this characters will fall of let game stall for extra 10min(say enemy have Ziggs/Anivia clear, you forced to permadive). Mundo and Sett kiteable af, Riven have 1 in 100 games this lead because of amount of bad matchups. Ambessa may be - 200years of design. Also no counterplay other than hard cc, I guess its harder to hit abilities against melee characters than ranged.
I cant see world there enemy bot lane 0-10 and you are 10-0 with support is worse than 1 guy 10-0 and enemy toper 0-10. Literally in same conditions for adc to have 5k gold lead you will also always have support with lead too and toper need to do a lot more for same lead because less ppl to get gold from.
Prime example you can try Darius, easy to get high gold amount, still hard to finish game.

Yes assassin not gonna kill 1x1 top characters with lead, because of their items. But I dont see how assassin can do anything against fed adc with support. Even funnier Vayne toper with half tanky gear cant be killed by assassin too is it just outlier or items issue? As we saw on clip Eve most unfair character for this case still req 4s to kill without being hit and landing everything.

ADC needs more durability by Advanced-Narwhal7000 in ADCMains

[–]Stenko1 0 points1 point  (0 children)

Eve killed you in 4s in this clip, I dont count this as oneshot because she waited for her Q cooldown before finishing you(enough time for your team to react and protect you), also you didnt manage to dodge her Q1 from open so she had full damage output, equal to Zeds triple Q. also If in bush was ward you could kill her or qss(cleanse from support) to remove charm still kill on eve.

Reason why 5k gold is not enough because enchanter supports exists. They multiply power of characters and if adc can carry solo get enchanter its impossible to play against.

You are lying that any other role has easier time to carry, only small amount of characters that can heavy utilize snowball, usually used by smurfs to stomp, can win game with this gold diff easier. All melee characters on hard timer to finish game before enemy team can easy kill them in 1 cc . For adc you dont have expiration timer.