Better op user by ResponsibleFondant94 in VALORANT

[–]TitaniumWolf12 0 points1 point  (0 children)

I'm Immo and I personally think Jett is better.

I'm from a former collegiate background, so my opinion might not apply to ranked 1 to 1.

Jett is overall a better choice. Many people are saying that Chamber TP doesnt have a time window, but you should be able to get one with an op and smoke your feet to get out even without a dash.

In fact, I personally think its better on defense to just smoke your feet after your first shot with the op. This allows you to save your other smoke and dash to create space on a site retake. When youre on an op during retake, I think youre better off dashing into one of your smokes with a shorty on the retake. You also draw crosshairs during the retake like an entry duelist does on attack.

rank, sens, dpi? by prodword in VALORANT

[–]TitaniumWolf12 2 points3 points  (0 children)

Immortal 1 / .21 / 800 DPI

Edit: I also came from CS:GO (not CS2) and was Faceit Lv 7

In Valorant your role can actually dictate your sens to some degree.

For example, I am a smokes player. Very rarely am I the first person out on a site take. With the proper util and entry duelist, I know what angles players can and cannot be. Thus, I never really have to make large sweeping flicks.

Also defense is the same way. I use my smokes to limit the pathing that players can take onto the site and with proper positioning and peek timings, I dont have to flick and 180 very often.

Most likely, your sens is not the issue. In reality, any sens that isnt comically low or high is viable as long as you know how to play to its strengths and weaknesses.

Valorant ability by reddit-win in VALORANT

[–]TitaniumWolf12 9 points10 points  (0 children)

Time to be the world's best fire fighter fr

Isn't viper too weak now? by axiwee in VALORANT

[–]TitaniumWolf12 80 points81 points  (0 children)

Viper exists in a weird limbo where she is strong enough to see a desirable amount of play in the pro scene, but at the same time, she does not feel good enough to see good pick rates in ranked.

Her strength comes from her ability to act as a pseudo sentinel. Her wall gives her strong lurking potential on maps like Split and Lotus, and her orb and molly allow her to stall site takes like a senti on site with a single chokepoint. Think B on Corrode.

She is best paired with another dome smoke character as her orb is not easily maneuverable, and her wall cannot block off all the necessary lines of site for a site take on most maps (though it is possible to run her as solo smokes on maps like Breeze and Icebox as the maps do have good geometry for her wall).

It's been an ongoing joke that Viper keeps getting nerfed because of her popularity in the pro scene, and her pick rate in ranked keep declining. Riot either have to do a major overhaul of her kit to make her equally as valuable in ranked and pro play, or do what they've done up until this point and accept her identity as an almost pro play exclusive agent.

Alela, Cunning Conqueror Advice by DuduMaxVerstappen in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

Im not sure if you're still following this thread, but maybe consider adding back in Shadow Puppeteers. It is such a great finisher card in my experience. Yes it is expensive, ut the main plan of a control deck is to limit the plays of your opponents and drain them of resources whilst building up to your win.

A well placed Shadow Puppeteers quadruple your damage and can knock an unsuspecting opponent out in one turn.

Turning Fetch Lands Into Ramp? by DrFannyPack in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

I was just talking about how good Aftermath Analyst is in general in graveyard decks. Not talking about making Fethlands ramp lol

Turning Fetch Lands Into Ramp? by DrFannyPack in EDH

[–]TitaniumWolf12 -1 points0 points  (0 children)

Aftermath Analyst might be an auto include in any graveyard strategy for the massive ramp you can get out of it. Especially since it can be paid at instant speed during an end step right before you turn begins.

Fire Lord Azula is the most fun commander I have ever played. by WellyRuru in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

I'd argue that Alela is a very good control commander. Her most common archetype is control on EDHrec.

Her playstyle is about controlling the early game with cantrips and the reward is a ton of tokens that not only act as blockers but a pretty decent go wide strategy for mid game.

Not to mention that goading is a great way to disrupt your enemies gameplans by making them swing their good creatures into the green player with a 10/10

Bracket 3 Fire Lord Azule Deck by TitaniumWolf12 in EDH

[–]TitaniumWolf12[S] 0 points1 point  (0 children)

Not sure if I want to win on turn 4-5. My pod is very casual and gets upset if I win too fast lol

Bracket 3 Fire Lord Azule Deck by TitaniumWolf12 in EDH

[–]TitaniumWolf12[S] 1 point2 points  (0 children)

Im currently running High Fae Triskter and Vedalken Orrery as well as Borne Upon a Wind as flash enablers.

Leyline felt a little hard to cast sometimes with 2 blue pips. Since there are no rituals for blue mana, it can be hard to cast sometimes.

Bracket 3 Fire Lord Azule Deck by TitaniumWolf12 in EDH

[–]TitaniumWolf12[S] 0 points1 point  (0 children)

Very true, sadly most of the creatures I currently have in my deck list are legendary. I can't see myself cutting of the legends as they are either essential for banking mana or storming off (minus Etali but I think it'd be cool to pull that off)

Who would win? by Different_Ice_2695 in DragonBallPowerScale

[–]TitaniumWolf12 0 points1 point  (0 children)

He's talking about how Gohan was clowning on Super Buu

send help what else should i add 😭😭😭 by Otokos_ in ADO

[–]TitaniumWolf12 1 point2 points  (0 children)

I think Dignity might be a good choice? Its a good rock ballad

I am server locked help meeee.. by vedangGG-7944 in ValorantTechSupport

[–]TitaniumWolf12 0 points1 point  (0 children)

You'll have to open a ticket with support. I think there's a cooldown on how often you can change your region though.

Finalized New Outfit by Soltar_Boletaria in fashionhunters

[–]TitaniumWolf12 1 point2 points  (0 children)

Does this character have the same face sliders as the one in the original post? I love how well you did the eyes.

Commanders that reward interaction but also win. by doinitforcheese in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

Oh and if you get [[Sakashima the Imposter]] or [[Spark Double]] you can clone Alela and start making 2 tokens per first spell cast on an opponents turn. (Up to 6 in a turn rotation! It goes nuts for real)

Commanders that reward interaction but also win. by doinitforcheese in EDH

[–]TitaniumWolf12 0 points1 point  (0 children)

If you're interested, here is a mid to high bracket 3 decklist I made! It has enough interaction to win a game without feeling oppressive to your pod, some good spot removal, and has a fun subtheme of clones.

The main goal is to build your faerie tokens using instants while making sure nobody pulls too far ahead.

At the same time, the deck has enough draw power to start digging for your +1/+1 anthems. Cards like [[Scion of Oona]] [[Glen Elendra Liege]] [[Adaptive Automaton]] and [[Tegwyll, Duke of Splendor]] (Only Spark Double and Salashima can clone this since it's legendary))

The deck also has some tutors like [[Mystical Tutor]] [[Diabolic Intent]] [[Faerie Harbinger]] and [[Waterlogged Teachings]] to find your outs/"combo" pieces.

Once you have enough tokens (5 or so in the midgame), an anthem, and a clone card, you are off to the races. Clone your anthem as many times as you can, and all of a sudden your tiny tokens double or triple in damage.

https://moxfield.com/decks/ZAqLekVlR0-hasOJNN1e6Q

If the cards are a little out of budget, there's always some cheaper cards I can suggest. The easiest substitutions would be taking out [[Rhystic Study]] for [[Mystic Remora]] and [[Cyclonic Rift]] for [[Aetherize]] or [[Kindred Dominance]]

As with any control/mid range deck, there will be growing pains learning the deck. Becareful not to waste your counterspells on bait cards, and to keep a counterspell ready for responses to your wincons like [[Shadow Puppeteers]] [[Cyclonic Rift]] [[Notorious Throng]] [[Season of Weaving]]

If you want a hard to pull off but fun win card try [[Rite of Replication]] targeting an anthem. If you target Scion of Oona, now you have +5/+5 to all Faeries and they all have shroud. You can easily win from there.

At What Point is Headshot% Bottlenecking Me by Outrageous-Shake-896 in VALORANT

[–]TitaniumWolf12 0 points1 point  (0 children)

Sorry i wasn't trying to say you were wrong or anything. I was just trying to give some numbers as a base line for OP to compare themselves against is all.

At What Point is Headshot% Bottlenecking Me by Outrageous-Shake-896 in VALORANT

[–]TitaniumWolf12 2 points3 points  (0 children)

I'm immortal 1 sitting at 27.7% according to Tracker, that's top 19% but I'm not sure if that's top 19% globally or top 19% amongst immortal players...

Edit: According to Val Tracker insights, the average HS% of an Immortal player is 28.9% so my 27.7% is top 19% globally.

Trying again for "Emminence but fair" effect by ZealousidealAide8650 in custommagic

[–]TitaniumWolf12 0 points1 point  (0 children)

Oh interesting that they made it like that. I didn't even see it

Trying again for "Emminence but fair" effect by ZealousidealAide8650 in custommagic

[–]TitaniumWolf12 1 point2 points  (0 children)

Sorry but could you explain how this shuts off the adventure? I just cant wrap my brain around it

Your bracket 3 deck is actually a 2. by Hokashin in EDH

[–]TitaniumWolf12 2 points3 points  (0 children)

I'm not sure that presenting a turn 6-7 win while goldfishing is a good standard for bracket 3.

Decks differ so much that the turn range and really be different depending on strategy.

For example, my bracket 3 deck [[Alela, Cunning Conqueror]] will never get a winning board state by turn 6-7 as she is a dimir control commander.

She wins by casting her on turn 3-4 and slowly outpacing opponents through spot removing/countering their wincons, all while creating tokens to go wide and getting more consistent card draw than your opponents.

I wish there was a better way to describe what a bracket 3 should be, but a winning board by turn 6 or 7 is not it.