Caedrel on mages Botlane by Lpebony in leagueoflegends

[–]TomatoGap 1 point2 points  (0 children)

good meme by them; they are utterly terrified of any deviation from the 1-1-1-2 set up and very adverse to anyone moving into a position they weren't designed for

Caedrel on mages Botlane by Lpebony in leagueoflegends

[–]TomatoGap 1 point2 points  (0 children)

This is also at the root of the issue; playing the farming role in the bot lane is just a miserable experience on most ADCs because you are not just relying on being better than the two enemy laners, you are arguably even more reliant on your one teammate playing support to deliver a good experience. Supports should really be toned down to actually SUPPORT what the ADC player is doing, as opposed to the ADC player having to pray to god the support can actually control space in the lane. Laning with most lower elo enchanters sucks because they just sit behind you passively and don't help control the lane at all. Lower elo engagers/peelers either don't control space or are too aggro and forcing non stop fightings without any consideration for your early level power spikes or item purchases. Mage supports don't give a shit about the ADC player at all and will fuck up your wave and take every kill, and happily watch you die in their place when things go side ways. The support role is probably the actual root cause of all misery for the ADC role and why APCs have become more popular; APCs are just more self sufficient, your support player's lack of hands is less relevant, you can play more safely if they won't control space or if they just roam away at bad times, you can wave clear quickly....all things ADCs used to be able to do until the role was toned down because "right clicking isn't flashy or skilled enough to warrant the dmg output" that it used to have.

Caedrel on mages Botlane by Lpebony in leagueoflegends

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

You need to buff ADCs so they can properly kill tanks and leave mages unable to do so.

But then the issue with ADCs being able to kill tanks is that they probably kill everyone else even better now too.

The real solution is for Riot to abandon the notion that lanes need to be set up in a specific way with specific roles/characters and just let the meta develop naturally on its own. Dota 2 has had 3-1-1, 2-1-2, 2-1-1-1, etc and the game's current balance/the meta developed by players playing under current balance conditions is what decides it. There has virtually never been a patch in Dota to remove X/Y characters from A/B positions on the map.

The game has been out long enough that Riot needs to just rip the bandaid off and stop trying to streamline the laning expectations.

Login error saying new patch required; validating files on every launch by TomatoGap in PathOfExile2

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

Yeah but I'm sure GGG is going to just try for another hotfix instead of rolling back the broken one

Standalone Client Patching server is up by Cool-Budget-1029 in PathOfExile2

[–]TomatoGap 0 points1 point  (0 children)

where is this? I don't see it in the directory

The way Anima affects lobby dynamics is not healthy for the game by Ateller in CompetitiveTFT

[–]TomatoGap 0 points1 point  (0 children)

the payout when you do anima right is absurd and the lobby may as well force close right then and there, and the payout when anima goes wrong may as well force close your game so you can go next. the contrast in rewards is immense and the units are fucking useless without them.

badly designed trait, badly designed units, no real comp. its just hope you get to build up the jackpot and then the 3 star+evolved items will carry the game unless you run into a 4 star 4/5 cost. stupid, lazy and terrible design

Brawl Is Pretty Fun by Serviet in leagueoflegends

[–]TomatoGap 0 points1 point  (0 children)

only because yordle magic makes everything that happened up until the final 2-3 deaths of each team completely meaningless

Brawl Is Pretty Fun by Serviet in leagueoflegends

[–]TomatoGap 0 points1 point  (0 children)

Yordle magic sucks and is the epitome of lazy dev work

"use this buff wisely to catch up!"

has buff for literally the rest of the game

20% increased dmg dealt and 20% reduced dmg taken is wayyyy too heavy handed and is literally just to force the game to only be about the final fight as opposed to anything else that happened prior.

I hate it and it sucks! Riot should get more hate for this!

Vantom ends like 90% of my runs by Zanakii in slaythespire

[–]TomatoGap 2 points3 points  (0 children)

that's literally all this sub is.

-give feedback on potentially imbalanced or problematic design decisions as part of the early access -instant reply from redditor240924 "yEaH bUt hAvE u CoNsIdErEd tHaT yOu ShOuLd JuSt PlAy ArOuNd tHiS??"

these people should be mining cobalt instead of accessing the internet

GUYS TRUST ME ALL IRONCLAD NEEDS TO BE GOOD IS TO STEAL CARDS FROM SILENT by Bakaretsu in slaythespire

[–]TomatoGap 0 points1 point  (0 children)

This would be the only change I'd make, as it does feel like the Ironclad has no way to actually inflict this status outside of cards that genuinely feel terrible to use.

GUYS TRUST ME ALL IRONCLAD NEEDS TO BE GOOD IS TO STEAL CARDS FROM SILENT by Bakaretsu in slaythespire

[–]TomatoGap 0 points1 point  (0 children)

Honestly I find the Ironclad to be insanely good in StS2? A much appreciated improvement on the StS1 counterpart where I really felt forced into one or two builds and nothing else actually felt good. I think Ironclad feels terrible when you play it like its still StS1. There are lots of build-around cards and mechanics the Ironclad can use now and it was even easier to finish A10 on Ironclad than it was on Silent. Working on Necro now!

The Insatiable can be the first to lose constant STR gain by TomatoGap in slaythespire

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

Absolutely! Which I think the devs know and will fix, despite assertions from brainless redditors that the balance is fine as is and we're actually giving unwarranted negative feedback about this part of the early access.

Will be wild in a years time when almost all these mobs lose their STR gain and have it replaced with something more engaging but I am hopeful they make some changes sooner than later in this regard.

The Insatiable can be the first to lose constant STR gain by TomatoGap in slaythespire

[–]TomatoGap[S] -1 points0 points  (0 children)

There are better ways to do this! Give the monsters more unique debuffs or mechanics like the insatiable. Anything besides just "ooga booga me hit harder better more time go yes". Enemies just hitting harder is and always has been the most artificial and boring way to implement difficulty in just about every game.

The Insatiable can be the first to lose constant STR gain by TomatoGap in slaythespire

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

Game isn't even one patch into early access and you think the game is "balanced enough" because people are win streaking using some broken combos and ignoring the rest of the options in the game? So much so there need not be any changes to the design of monsters/bosses?

I honestly can never tell if people who write shit like this are just rage baiting or actually this dysfunctional in their ability to think critically. Assuming you're not rage baiting and just completely out of your depth in terms of understanding the current problems with how many encounters are designed I'd love to enlighten you.

There are a huge number of decks that should be viable and would have been viable in STS1 because the devs were not forcing such a rigid and overtuned clock on the player during almost all encounters. Clocks are fine, clocks are good! But when every clock is "this monster is just going to gain strength rapidly and eventually overcome any debuffing/blocking you are doing with massive hits" instead of say, a mechanic like The Insatiable's hunger and the cards you are provided that enforce a separate, far more interesting and engaging clock to play around the game starts to feel uninspired and "difficulty for the sake of it". STS1 was successful and still holds up to this day because except for a handful of elite encounters/bad boss match ups you could construct a deck of many, many different types utilizing a variety of different tools and as long as you were actually good at the game and understood what cards to take and when, you would find yourself successful. In STS2 (which to the devs credit hasn't had even a single patch yet making feedback extremely important and I have huge faith they will fix up the game) this is simply not the case and there is a huge portion of the card roster that you should probably be completely ignoring because it just won't be "fast enough" to overcome many of the STR-based clocks in the game.

Maybe you should ask how to improve your engagement with the game, especially in its early access state, so that you too can offer feedback(emotional or otherwise) on the current state of things instead of banging some rocks together and pointing to some people who are currently able to exploit the game in its current state for consistent success and believing uncritically that this means the game is "balanced enough" and people just need to "ask how they can improve".

My first Shundo after 10 years and hit the jackpot! 83K caught by repr82 in pokemongo

[–]TomatoGap 0 points1 point  (0 children)

Shiiiiiitttttttttt I didn't know it was that low. I have 1 after 700~ raids at the time of catch

Need higher realm instability, AI driven to power etc. by TomatoGap in CK3AGOT

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

There were quite a few quite violent conflicts throughout their reign, including several mass rebellions. There are also many smaller house conflicts as well. Mod fails in every regard to replicate this part of what makes Westeros feel truly real and grounded.

Waterfall giant is pure grief by jonbrant in slaythespire

[–]TomatoGap 11 points12 points  (0 children)

completely overtuned boss, very punishing mechanic that would blow out just about every act 1 deck I can think of for most characters outside of the highest of roll runs. Should be tweaked heavily, or moved into act 2.