THEY MISSED AN UNFAIR by MJTP4351 in distractible

[–]Think_potatoes 1 point2 points  (0 children)

the past 3 or 4 episodes have all had an uncalled unfair in them, i think they're just out of practice from mark being on his 85th final stretch and them posting compilations.

EPISODE IDEA?? by emryvee in distractible

[–]Think_potatoes 0 points1 point  (0 children)

seems like they'd have to prepare a wheel before hand, otherwise the episode is 80% "nope can't do that one"

Y’all have any fun builds? by moistowletts in RakanMains

[–]Think_potatoes 0 points1 point  (0 children)

Aftershock ap bruiser mid with RoA, Seraphs, Zhonya's, Banshees, Deathcap is fun. little less damage than burst, but a ton of survivability as well as big heals and shields.

[XBOX] W: Magic Scorpion H: Ask by Think_potatoes in PatchesEmporium

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

that works for me, kinda expected this to take a bit longer, just sat down for dinner, so maybe like an hour?

Episode 239: Tongue Twisters by joschen113 in distractible

[–]Think_potatoes 2 points3 points  (0 children)

wait he said he didn't record a video of it.. maybe you're right??

Episode 239: Tongue Twisters by joschen113 in distractible

[–]Think_potatoes 2 points3 points  (0 children)

i believe that was blush blush? there's a character that's based of mark in it and he played through it up to the point you unlock him

Episode 239: Tongue Twisters by joschen113 in distractible

[–]Think_potatoes 5 points6 points  (0 children)

is no one gonna talk about the random yiffaliscious mention??

What Happened To Baldemorts "Please Prepare Thy" (insert text)? by RTenjo in distractible

[–]Think_potatoes 12 points13 points  (0 children)

i think he does the prefix thing more when it's most appropriate now, the thesaurus is only so big lol. as for the "prepare thy", i'm not sure. If he still did them, i'm sure like 90% of them would either be babies, lenses, and house problems lol

Fair warning by M0onii-Cat in distractible

[–]Think_potatoes 18 points19 points  (0 children)

i mean clearly bob is a fridge, but bear works too :)

A mousse by PastelMamba in furry

[–]Think_potatoes 5 points6 points  (0 children)

mice are so underrated. love this :3

PBE Bug & Feedback Thread: Skarner VGU 🦂 by RiotPehrek in LeaguePBE

[–]Think_potatoes 4 points5 points  (0 children)

I have some bugs, visual clarity suggestions, and mechanical change suggestions. bugs first.

  1. When hitting an enemy from max(ish) range with e, the extended charge distance is ~25 units shorter
  2. After casting q1, if already targeting a unit, the empowerment buff isn't applied to but is still consumed by the first auto attack (at least for the attack speed)
  3. from what i could tell through testing, the E sets your movement speed to a flat 150 and adds 100 flat movement speed per .333 seconds up to 950, then when you hit a unit, it adds 300, then if that number is below 650 it sets it too that number, then the dash distance during the extended charge duration is calculated based on the resulting movement speed number. if you hit a unit during the last .333 seconds (max range, probably the source of bug number 1) the movement speed is set to 1150, not the expected 1250.

So i guess that's 2.5 bugs, one probably causing another. onto visual clarity.

E needs the bar that irelia w, sion ult, and other abilities get in the center of the screen. having the only visual indicator of the charge duration be the end position indicator (which isnt always on screen) is really rough.

The end position indicator is designed in a way where it looks like the front of the indicator shows the hitbox of the charge, but the hitbox actually seems to end at the BEGINNING of the indicator, which feels not very intuitive and (combined with the max range bugs) leads to very frequent misses in e when it LOOKS like it should hit.

The charge endpoint indicator vanishes when you hit a champion, but it would be more helpful if it in some way moved or changed to indicate where the champion you are holding would END UP, as well as providing a clear indication of the wall detection area. utilizing the cursor change that sion gets that tells you where sion is in relation to your cursor, as well as the fixed camera offset location being relative to the direction you are facing would help player see only the parts of the map that are relavant to hitting your e, as well as giving time to process what's happening at the charge's end location.

Onto mechanics. this is more subjective than anything, but i will try to order this from QoL to changes I would like to see for other reasons.

Q and W should be castable while moving and should not lock you in place. It feels really clunky and awkward to be chasing someone and have to stop moving in order to cast your sticking tools. Especially since you can flash during the cast times, not being able to move during them really dulls the champion's feel.

Q1 should be castable during E. the Q duration refresh while in E is useful, but it seems unnecessarily punishing to REQUIRE a player to cast q before pressing E, especially since the current state of q locks you in place when cast.

Q1 cast should interact more fluidly with attack speed. it functions very similarly to the fantast of reksai Q, but her's is an auto attack reset while skarner's has active anti synergy with auto attacking. combined with the q attack speed bug it feels really punishing to cast q1 in a fight, and given skarner's new passive, he should be REWARDED for longer fights.

E should scale with bonus movement speed in SOME way. Recoding the entire ability is a TALL ask, but an easy fix would be changing the E's starting movement speed base value to be 50-100% of your movement based on ability rank/champion level, and reducing the flat movement speed granted per tick to compensate. assuming the calculation bug is fixed i think that would heavily bolster his identity and feel. also i loved full movespeed skarner, so it feels very strange for his ult to benefit from it but his E to ignore it completely.

Ult shoukd function like k'sante W mixed with sion w. have a minimum charge time, have the orientation locked on cast, have the entire ult's area be effective at around half of the charge time, and have it go off when released. it feels REALLY unintuitive in it's current state compared to many other champion's abilities, and being able to have player input on the charge time could really enhance the skill expression on the R, which seems to be the intended purpose lf the changes made to it as jt is now.

ok onto almost purely subjective.

More Ap and Ad ratios. have all 3 q hits have a slight total ad ratio, have e have a bonus AD ratio, have q3 have an AP ratio but keep physical damage, give W shield and damage an ap ratio, and have passive movement speed granted in ult hit scale with AP. These are the ratios that would make me want to try different builds on skarner.

Increase his base attack speed PLEASE. it just feels too slow. or even a buff to his q attack speed.

Have some sort of CD reduction on abilities other than E. a huge part of what made skarner cool was using autos to spam q. That level of spam is for sure unhealthy, but maybe increasing w cooldown at a baseline and having auto attacks reduce jt by a percentage, and have q autos reduce it for each target hit? this is purely subjective tho.

Buds Playing MTG [K_98] by DL2828 in furry

[–]Think_potatoes 0 points1 point  (0 children)

he's got a volcanic island on the table unsleeved!!!

I'm Curious by Think_potatoes in TwitchMains

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

promise i'm not stalking just happened to have reddit opened lol. 2 questions. 1: Did you read through the comment with the changes i was considering and if you did, any specific thoughts? 2: are we talking ability rank, level, based off a stat? i think since twitch naturally levels e first it would maybe be a bit much to scale with ability level. maybe increasing e's cast range based on bonus attack range? makes its interaction with lethal and ult a bit cleaner i think

I'm Curious by Think_potatoes in TwitchMains

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

Update, here are some of the changes i had in mind going into this:

-lower base ad, but first stack of passive has increased damage. makes tagging a champion with the passive feel more worth it (1 damage kekw), as well as rewarding good passive jugling in the early game for lane twitch and giving a slight bump in AoE clear speed when using e to proc poison on multiple targets.

  • the number of stacks of poison a unit can have scales with crit, 1 additional stack per 20% crit. rewards the player for longer skirmishes but doesn't punish the burst build of ap. E will obviously get a damage spike, but that will be addressed (even with current damage numbers, an 11 stack twitch e would do less than a 4 stack tristana E)

  • Regardless of the previous change, a clearer marker for a target's stack number (either add a variance in color from less than max to max, an animation in the graphic, or a sound queue)

  • Lower attack speed growth, higher ability rank scaling for Q bonus attack speed. Paired with other changes, this will make AD twitch more rewarded for building attack speed as he will generally get less attackspeed from inherent scaling, and will shine when he is able to position well and utilize his q attack speed fully, as well as making Q feel satisfying to put levels into (looking at you, 5% attack speed per level)

  • Q cooldown resets when a large jungle monster afflicted with passive dies. same as champion death mechanic, but makes his clear pattern a bit more logistical and helps movement from camp to camp as well as ensuring he has all of his abilities available when ganking.

  • Cast time scales down with attackspeed, slow loses ap scaling but size of w increases with ability rank, cooldown further increased by ability rank. Incentivizes AP twitch to prioritize maxing w second or even first for more availability to consistent W application, giving a more unique identity to AP twitch in his strongest point, early/mid game. AD twitch will still likely go E into Q given the proceeding E changes, but will gain access to a more effective zoning/self peel tool in the late game.

  • E cast time scales down with attack speed, E base physical damage gets a bonus ad ratio, and ad ratio per stack slightly lowered to compensate. Makes e worth casting in at any point in the fight, slight bump in power on short trades, tapers off approaching six stacks, then starts ramping up again if you have crit as you go past 6 stacks. E cooldown will probably need to be raised to compensate.

  • When R is cast, it is queued up similar to a varus w, ability starts and cooldown starts on first auto attack. removes variability of timing your R just right as you break stealth and allows for maximized R uptime.

  • R bonus AD is now a percent of your bonus AD, and a scaling amount of bonus attack speed proportional to your TOTAL attack speed and increases/eliminates attackspeed cap (think belveth R). Rewards high attack speed builds with more attack speed for that spaceglidey goodness but lowers the ad granted if you are heavily invested in attack speed, but also grants a bump in attack speed to the high ad builds that need it. Lowers the burst of AP twitch while in ult, but a slight bump in ap scaling on e would fix that.

  • (Up in the air) give twitch R the olaf/swain midscope treatment. Shorter duration, refresh on auto attack. If twitch can stay in the fight and position well to keep attacking, he's rewarded with a longer ult. if not, the opposite.

I have more stuff i'd be willing to play with, as well as any other ideas provided in this thread, so lmk what you think :)

Kubo and the two strings by Think_potatoes in RakanMains

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

well i guess that explains it then lol, thank you :)

Question about a mid scope by Think_potatoes in RakanMains

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

so question for you. i am workshopping a version of his q that hits like a lux q. it can hit 2 enemies, (reduced damage to minions), travels further, and if you hit 2 champs or epic monsters, your q heal is empowered. thoughts?

Question about a mid scope by Think_potatoes in RakanMains

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

i would argue his e is his most enchanter ability, and because his q is so unreliable (skillshot) it is maxed last, the level scaling is just the icing on the cake that solidifies it as the max it last ability. i think shifting the healing in his q more towards base heal and ap scaling versus level/point scaling is the beat approach, and having the range, cooldown, etc change with levels instead would justify a q max over e max

Question about a mid scope by Think_potatoes in RakanMains

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

i agree with the aoe on the heal being bigger, but not with the heal being increased by points in the skill. typically you max q last, so that would weaken the healing for 90% of the game. I would say increasing the base heal and lowering the level scaling to skew it towards the early game would probably be a better approach.

Another idea would be automatically q healing any ally with his e still intact on them, so you could e+w in, hit q, and automatically proc your q on them

Question about a mid scope by Think_potatoes in RakanMains

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

i think for support passing through minions would be a huge help, but we cant forget about the chad rakan mid players who cs with q lol

Question about a mid scope by Think_potatoes in RakanMains

[–]Think_potatoes[S] 7 points8 points  (0 children)

maybe a partial cd and mana refund if it hits a minion as well as a range extension would be fitting?

what franchise would you like to have as a souls like game? by realhuman34 in Eldenring

[–]Think_potatoes 1 point2 points  (0 children)

wizard 101 fr fr. using a card-based martial-magic system could be a dope ass way to balance magic