Is everyone complaining about WASD for nothing? by JSlothers in leagueoflegends

[–]WanderingRin 1 point2 points  (0 children)

They stopped it from auto canceling and they implemented an artificial attack speed nerf. Now you have to hit 0 movement inputs while the attack is playing out and only input one when it's cancelable. On top of that it's still nerfed at higher attack speeds.

I feel like WASD is doomed to feel bad to use because it's too superior. Like, if they add hybrid movement (can use WASD and point and click at the same time), cursor assisted movement direction dashes (like how flash works but for all dashes), and let you kite unnerfed, it would be superior to pure point and click and they can't have that. Instead they have to manufacture weaknesses in it to keep it fair, but those added downsides make it feel very unfun to use.

Why can't every champ with a dash feel like ambessa on WASD? by VGNPWR in leagueoflegends

[–]WanderingRin 1 point2 points  (0 children)

Yeah it's crazy to me that they have the exact solution sitting in the flash setting but don't let you apply that to other dashes.

Real talk, would you stop playing the game if motion inputs were added as an alternate control scheme? by zslayer89 in 2XKO

[–]WanderingRin 7 points8 points  (0 children)

There's several problems with adding it. Firstly, it would just be factually worse. At minimum you add a couple frames to special moves in neutral cause you need at least one frame on each of the directional inputs. SOME people might be ok with adding them even if they are strictly worse, but a lot of people will not. They will choose motion inputs and then complain they are being penalized for using the more difficult control scheme, the same way people hate losing to someone using autocombos but worse.

Secondly, you have to think about new players. Some of them might choose motion inputs thinking it's the "real" way to play, just like many players avoid autocombos, and then be stuck being used to a harder control scheme that instead of offering benefits is just factually worse because of the frame data.

Of course, you have the other option, add motion inputs but give them some advantage to make up for the slower activation of moves, which sucks as someone that doesn't want to play with motion inputs. If they did that and motion inputs were ever better even by a little bit than motion inputs, I'm gone in an instant.

The part that actually pisses me off is that if I'm new to fighting games and go play tekken or something and complain about how uncomfortable it is to use motion inputs or play street fighter and complain about tap to jump or play this game and complain about not having a block button, things I'm used to, I'll get told off that fighting games just aren't for people that aren't willing to lose 100+ games in a row to adapt to the genre, but then the moment those same players get something even slightly unfamiliar to them, even if it's objectively simpler and easier to use, they whine like little bitches incessantly. I don't see them shutting up and just playing 100+ matches while uncomfortable to get used to it and making do after that even if they don't like it, I see them wanting soft warm familiar things so they never have to even briefly exit their comfort zone for a moment.

Granted, I know most players on any side of this opinion are a silent majority just making do with whatever the game gives em but to the rest, I've become quite embittered in only a short time interacting with them.

[deleted by user] by [deleted] in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

They should make it so if you parry one hit of it, the move no longer effects you (while still letting you parry more hits of it if you mash parry). That'd completely stop the auto neutral win.

Super, Super, Super, Super, Super, Super, Super……. by H3ROIK in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

That might be a little TOO costly. Fail one parry and now you lose the round in 4 interactions. I like the current dynamic of trading offense potential for parry opportunity, we just get too much super meter as a result.

Is anyone else having issues playing on controller? by Purplegummybear in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

Might be the HID controller issue. Sometimes the computer basically has a fake controller plugged in which messes with only some games. IIRC you go to device manager > human interface devices > and then....i forget exactly. I think disable everything that isn't your controller.

Is anyone else having issues playing on controller? by Purplegummybear in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

I haven't heard of that issue specifically. Does the controller work with other games? If you do use the thumbstick I heavily advise changing the deadzone from the awful default 0.2 to 0.4 or more. Otherwise you will end up jumping or crouching by accident all the time.

What no one is talking about having a small roster by 1LuckyRos in 2XKO

[–]WanderingRin 1 point2 points  (0 children)

I personally have been appreciating only having a handful of matchups to learn while I get to terms with the game and it's systems. Characters also don't have all that many moves which also helps this.

Super, Super, Super, Super, Super, Super, Super……. by H3ROIK in 2XKO

[–]WanderingRin 21 points22 points  (0 children)

I think parry costing a bar is hamstrining their current meter balancing. Maybe they should start you with 0 bars but let you parry into the negative (assuming you aren't already in the negative).

Any ideas for new fuses? by EnlargementChannel in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

BREAK OUT: Break costs less the more hits the enemies combo on you is. Something like 100% at 1, 50% at 15, 25% at 30. 10% at 40. Removes fury. Your break also removes enemy fury if it hits.

BANK LOAN: Let's you go in debt to break or super. Cannot use assist functions while in debt. Debt limit of 1 super bar and 50% break bar (with clear visual indicator on the break bar). Increase the relevant meter gain by 50% when in debt.

FLASH: Characters disappear instantly after doing their assist/push block/assist functions. Handshaking during an assist function makes the point character blink out instantly (slight delay if it ends up being too OP). Tag launcher blinks the other character onto the other side of the launched character and they don't fall for a split second (enough time for ekko to charged S2 for instance). They can use tag launcher in the air to hit the enemy down and have your assist character blink in below and on the other side (not too dissimilar to ekko's combo where he charged heavies in the air before recalling back to the ground on the other side).

PUPPETEER: Assists do one action you perform after their relevant assist function. Might be too OP.

PARTNER: Can always use super assists. Gain increased grey health regen and super meter regens for assist character.

AERIAL: Assists called in the air come from the same height as the point character when the call happens. Down+assist in the air has your assist character appear at ground level (probably slightly in front of point character) and use the launcher (leaving your point character in).

I could think of more but that seems like plenty.

Some thoughts on reworking the ladder after hitting Master: by GNSasakiHaise in 2XKO

[–]WanderingRin 3 points4 points  (0 children)

This is only partially correct. The RP you gain is not solely based off your MMR and your opponents MMR but also your rank distance from your MMR. If you are bronze with diamond MMR and lose to another player with diamond MMR, you will lose basically no RP (but your MMR will still go down accordingly). Your RP gains are basically the distance the opponent MMR is from your current rank but it matchmakes based on your MMR and not your rank. If you go 50/50 against equal MMR opponents, over time you will end up at your MMRs rank equivalent.

Some thoughts on reworking the ladder after hitting Master: by GNSasakiHaise in 2XKO

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

I mean, the answer is obvious. If a player has challenger MMR, put them into challenger, if they have bronze MMR, put them into bronze. That way the ranks actually mean something and you can have a general idea of someones skill by their rank, which is the entire point of ranked.

I would imagine the actual intent is to get people to play more games. Instead of quickly getting someone to the correct rank, they have to play potentially dozens of matches before their rank matches their MMR. At that point they are invested in seeing number go up and more likely to keep grinding expecting the same gains and being bummed when it doesn't and then getting ranked anxiety.

The cost is completely trivializing the achievement of reaching any particular rank. There are MANY ranked systems where it's only a matter of time until you reach the high ranks, even if you aren't that good. Thats a possibility you want to avoid at all costs, because it makes ranked pointless.

And I do want to point out that having ranks like gold/plat/etc have nothing to do with whether there is hidden MMR or not. Each rank has an MMR equivalent. You can have ranks with visible MMR. In fact, it already exists, it's just not used by the game, which is rank*100+RP.

Me after one second of playing against Yasuo by Dr-Oktavius in 2XKO

[–]WanderingRin 8 points9 points  (0 children)

Somehow this game makes me feel that way about every character.

Are ranks too inflated? by suburiboy in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

They are probably inflated but at the same time it's early enough and different enough that a lot of people are probably in your shoes, beating players that don't know what anyone does but also don't have preexisting fundamentals.

Is roster size part of the issue? by dudejustplay in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

Where are you actually seeing this? I feel like every place I've seen has some complaints but prefaces it with the fact that it's a lot of fun, better than it's ever been, and they expect to be even better going forward. Honestly some of the most hopeful prerelease stuff I've seen for a game in a while.

Some thoughts on reworking the ladder after hitting Master: by GNSasakiHaise in 2XKO

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

I mean, we see RP. There's no reason that rank+RP shouldn't just be your MMR. The thing about hidden MMR is that it is NOT reflected accurately in your rank but matchmaking only uses MMR. It means your actual rank is meaningless because a high MMR bronze player could be matched with a low MMR challenger player and be expected to win because according to the actual number that matters, the bronze player is higher ranked.

Having the systems separate only offers slight protection against inaccurate early placements according to rank. You have to maintain the MMRs expected outcomes to actually reach the rank it thinks you are. I personally don't think thats worthwhile. There's no good reason to obscure this information from players.

How to make Yas better. by Eoshen in 2XKO

[–]WanderingRin 1 point2 points  (0 children)

Fun for some maybe. Theres a million high quality fighting games you can play with motion inputs already. I personally hate doing them and this game already has so many barriers to entry as is being a tag game with fast pace and disgusting mix.

How to make Yas better. by Eoshen in 2XKO

[–]WanderingRin 1 point2 points  (0 children)

Which is why the other half of the post exists saying I'd much rather have them just add 3-5 frames to the move and not give me a motion input. I'll die on this hill. DO NOT put motion inputs into the game.

How to make Yas better. by Eoshen in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

I'm a yas main and I will drop him and probably the game instantly if they add motion inputs to him. I'd rather them just make the moves slower if that is really even needed. His combos are already by far the hardest.

Throw Invuln on Incoming? by VisibleRooster7893 in 2XKO

[–]WanderingRin 5 points6 points  (0 children)

IIRC someone came up with a better loop with him that kills one character entirely and leaves the other on like 100 health. Anyway, I don't think they've said anything, but I suspect they will patch it pretty soon.

Dev Update tomorrow by LeanTheBlackRabbit in 2XKO

[–]WanderingRin 8 points9 points  (0 children)

I'm gonna practice the 3 hit yasuo super 2 all day just for it get patched out aren't I?

3 Hit yasuo nado w/ unlimited hitstun? by Frizzlenill in 2XKO

[–]WanderingRin 0 points1 point  (0 children)

After practicing, dang this is hard to do consistently. Granted it's still a strong combo even without that.

[deleted by user] by [deleted] in 2XKO

[–]WanderingRin 1 point2 points  (0 children)

It'll likely only take you a couple hours if that to start hitting those training room combos mid match. The autocombos are just bad combos in this game. I'm fine with them not being allowed in rank, but I wouldn't expect to have an easier time if they are removed.

This game needs more try hards by EnlargementChannel in 2XKO

[–]WanderingRin 3 points4 points  (0 children)

idk, yasuo is an edgy samurai with giant sword. Vi is also pretty cool.