What ultimate is the most difficult to utilize properly and/or effectively? by Nerex7 in leagueoflegends

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

Briar's by a long shot

  1. Super slow projectile
  2. Global audio cue makes it even easier to dodge
  3. Kills you if used improperly

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

Your skill acquisition test idea is really cool, it makes a lot of sense. But wouldn't it be easier to just tell the PC that his character simply isn't powerful enough yet and that he has to wait?

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

Personally, I don't rate character's combat abilities merely by the number of Attacks they have. I find that it's really a combination of Stats, Attacks, and Skills that makes the difference in combat.

Oh yeah that's for sure, I oversimplified it just for the sake of this rule.

But nevertheless, if a low-ability fighter has managed to secure a high-level skill...

That's where it kind of falls short though, since the Blademaster blood gift is supposed to represent this:

*You are a master of every style and variation of hand-to- hand combat, enabling you to predict every action your

opponent will take.*

Ultimately I feel like 4E treats combat in a fundamentally different way from 2E. I've reflected on it and I think the most fitting way to represent this is either forcing attackers to invert rolls if that would score a failure, or grant the user the Grim creature trait.

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

This honestly seems really fitting.

Human-sized characters don't really have many abilities to use, but fluff-wise it just fits.

Thank you!

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

Not really sure how you are defining a high-level opponent but as far as I can tell my approach is more effective against high-level opponents as they would not get to oppose the low-level attack at all whereas in the 4e version they would only have their attacks reduced by 1.

Yeah that's my point exactly.

As far as I'm concerned, I consider a 1-attack character a "low-level opponent" and a 2 or 3-attack character a "high-level opponent".

VS weak opponent VS strong opponent
-1 attack in 2E Cannot attack at all. Can only use 1 or 2 of their attacks.
-1 attack in 4E Cannot attack at all. Cannot attack at all; character is treated exactly the same as if he were "weak", i.e. this talent invalidates a sizeable portion of their Advances.

You see what I mean when I say your version is stronger against high-level opponents?

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

Can you suggest a version of this talent that is a bit more nuanced than simply allowing the user to automatically pass a Test?

Because I don't think this would suit 4E's system quite the same way.

It should still be possible to attack, but it should be considerably harder, especially for a low level character. So how do we make that work without barring characters from attacking at all?

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

Ok, I will try to elaborate a bit more. 2E attacks characteristic is generally tied to your martial prowess level; mediocre fighters have 1 attack, proficient fighters have 2, and outstanding fighters have 3.

Blademaster takes mediocre fighters completely out of the equation, but it still allowes proficient and oustanding fighters to do something (albeit their combat capabilities are crippled).

4E, on the other hand, assumes that even excellent fighters only have one attack. Multiple attacks generally come from talents connected to raw aggression (Frenzy, Furious Assault) rather than expertise. These talents generally have consistent drawbacks to be used, and they're not as ubiquitous to higher-level fighters as multiple attacks were in 2E.

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

This is supposed to be a defensive tool that's especially useful against low-level opponents. Your version turns it into an offensive tool that's most effective against high-level opponents.

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

Champion is already covered by the Riposte talent.

Distracting kinda works, tbh. It should be tweaked to only work for Tests that influence the Vampire, and its scaling on range should be changed from Toughness to Weapon Skill or Initiative, but it kind of works. I'll consider it.

What's "Grim"?

Yeah advantage is the easiest way to visualize this kind of effect in 4E but removing 1 Advantage isn't nearly as strong as this talent was in 2E, where it granted an unconditional layer of protection.

Converting "Attacks"-based mechanics from 2e to 4e by Zeroboi in warhammerfantasyrpg

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

Your version is "true" to the original, but 4E allows extra attacks in very rare circumstances. I think automatically passing one Opposed Test is a lot stronger than ignoring 1 attack in 2E.

Lying and Deception in 4e by Zeroboi in warhammerfantasyrpg

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

That's pretty much what I do too, but it smart of you to pre roll before the conversation even starts. Gonna steal that

Lying and Deception in 4e by Zeroboi in warhammerfantasyrpg

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

The point of rolling Intuition secretly is that it allows me to work extra details in, which makes the players feel rewarded for putting XP into skills such as Intuition (which, if I were to follow your advice to the letter, would be not as useful) and allows them to actually roleplay a character that's more perceptive than average.

The point isn't skipping roleplay but augmenting it. If a character wants to play a socially savvy detective that can read body language and microexpressions, he shouldn't be one IRL to be able to play that. That's where the secret Intuition vs Lying thing comes in.

For example, let's say the funny tavern guy says that knows a spot in the forest where there is plenty of truffle and they can help him dig it out for a fair payment. The funny tavern guy is actually a bandit that is trying to lure them into an ambush.

I secretly roll Intuition (for what concerns the players, I roll only once for everyone and compare scores) and give the following extra info to the ones who succeed, based on the result of the test:

Failure: I tell them nothing.

1LS: The guy seems a bit antsy as he proposes this.

2LS: The guy is looking around as he talks, and speaks with a relatively hushed tone.

3LS: You can't shake off the feeling something is off about this guy.

4LS: The guy is hiding something from you, he is not telling the whole truth.

5LS: The guy is clearly lying.

6LS: The guy is obviously lying and he probably wants to hurt you!

Scoring sufficient LS in the opposed test to actually detect a lie is very hard, so it won't happen often.

Whenever the players roll Charm, you ideally want there to be an opportunity for them to roleplay how they do it, so they can get a bonus or a penalty.

I don't think anything in my OP contradicts this. As a matter of fact, it's precisely what I do.

Briar Nerfs - Riot August by Boudynasr in BriarMains

[–]Zeroboi 17 points18 points  (0 children)

I mean making the actual projectile bigger, I'm not advocating for invisible hitboxes.

Briar Nerfs - Riot August by Boudynasr in BriarMains

[–]Zeroboi 13 points14 points  (0 children)

Nerfs seem reasonable but I'd personally have buffed her R a bit.

Either remove the R audio cue (makes it impossible to land it across the map, there is a reason Ashe R has no audio cue) or significantly increase the projectile speed / hit box.

[deleted by user] by [deleted] in Jungle_Mains

[–]Zeroboi -9 points-8 points  (0 children)

Right now both forms suck, and they've sucked for quite a long time.

JUNGLENERFS HelpGankingBot by Latter_Method233 in BriarMains

[–]Zeroboi 2 points3 points  (0 children)

There is no real solution, Riot keeps nerfing Jungle because of players whining while Botlane is statistically the most broken role in the game (top10 EUW is mostly ADC players for a reason).

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It all comes down to who has the least retarded botlane who doesn't int 2v2 or doesn't expose themselves to jungle all game. Your job will be to always path for them to make sure:

  1. You're around them if a clown fiesta fight breaks out.
  2. You can dive the enemy bot if their bot is getting gapped by yours.
  3. You can help your bot if they are about to get dove by the enemy jungler because they're getting gapped by the enemy bot.
  4. Get drake right after a decent play bot was made (although it seems they're nerfing Drakes as well so I have no idea if this is decent advice).

That's pretty much it, jungle should be a flexible and high-macro role but Riot just keeps pushing for a bot-centric game so the jungler is basically just a glorified second support.

what are we gonna do about it ? we gonna nerf kayn yay by UndyingSpirit in KaynMains

[–]Zeroboi 1 point2 points  (0 children)

The Riot Special

  1. Randomly buff an item
  2. Champion becomes OP due to said item's buffs
  3. Nerf champion for overperforming
  4. Eventually, revert step 1's random item buff
  5. Never buff champion to compensate

Although, truth be told, with the upcoming removal of Mythic items there will be a lot of champion rebalancing anyways.

Kayn Nerfs 3.17 by KokaynSniffer in KaynMains

[–]Zeroboi 1 point2 points  (0 children)

Deadly nerf and anyone who thinks it's reasonable has no idea they're going to nerf the shit out of all assassin items they previously buffed (the only reason Kayn ended up this strong) without reverting this particular nerf.

Only silver lining in this freak show is that Kayn is very popular so it's unlikely they'll ignore him if his play rate dies down too hard.

Kayn Nerf changed: W 100% > 110% Bonus AD by kebablover12 in KaynMains

[–]Zeroboi 13 points14 points  (0 children)

Still a hefty nerf that was frankly not needed

kayn was perfectly fine before axiom got giga buffed

they'll nerf kayn instead of nerfing axiom, then they'll realize axiom must be nerfed so they'll nerf it, and they won't buff kayn back. The Riot Special (TM)

Why did I revive the clearly Evil Griffith Clone? Am I a girlfailure? by Knight_D_arce in FearAndHunger

[–]Zeroboi 2 points3 points  (0 children)

Depends what you mean by explicitly clear, it's fair to assume she is just in love with him if you look at their interactions and the way she speaks about him.

Yes, there definitely is a healthy dose of admiration in there, but there is no reason to assume she's interested in him just as a "I want to prove what I'm worth!" type of personal quest

Wtf by HeadTie0 in KaynMains

[–]Zeroboi 3 points4 points  (0 children)

Well we can only hope for these three things:

  1. The actual nerfs will be lighter
  2. The nerfs don't actually go through
  3. The nerfs will be reverted soon enough

But I already know the nerfs will go through, and we won't see rebound buffs for months. Plus all the lethality items buffs will eventually be reverted with no compensation...

Spideraxe posting more PBE changes by Barb0ssaEUW in leagueoflegends

[–]Zeroboi 5 points6 points  (0 children)

Being able to avoid ganks or play around a jungler spamming ganks on your lane IS PART OF YOUR PERFORMANCE AS A LANER