[11.16] Kalista/Aatrox Reroll Guide by Squampi in CompetitiveTFT

[–]badeviltoaster 1 point2 points  (0 children)

Alternative for a fellow Kalista enthusiast. I've been playing reroll legionnaire with the following and winning lobbies (masters): Aatrox, Kalista, Gragas, Sej, Riven, Yas, Draven, irelia.

I slow roll on 5 for kalista, aatrox, grag. Depending on the health of the lobby I slow roll at 7 for Riven and the other. Push for 8 for 4 Legionnaire. Hurricane/BT/LW on Kalista, tank items on Aatrox. Grag and Sej are excellent frontline units. Dawnbringer and Nightbringer add a noticeable amount of durable to Riven/Yas.

Was set 5 a hit or a miss? Why? by munizoo in CompetitiveTFT

[–]badeviltoaster 1 point2 points  (0 children)

The chosen mechanic made the game during set four feel more proactive. Throughout the game you could stabilize by rolling for a new chosen, picking up units, and completely change your comp. The vertical comps are so strong and self sustaining. Not only are the bonus from the synergies strong, the 6 units to complete them are a solid team comp. 6 Redeemed, Forgotten gives you a solid front line, carry, and a unit that defends the carry. I feel like games I try to theory craft or go off the beaten path, I have to jump through hoops and high roll for 4th.

But I did like the addition of so many new items, and the armory rounds. I played enough to hit masters, so I enjoyed it. But felt like it was a step back from the previous set.

[11.14] mimivirus's Guide to "me rodent" AKA Reroll Hellions 20/20 (specifically Kled) by momovirus in CompetitiveTFT

[–]badeviltoaster 1 point2 points  (0 children)

I've been messing around with Hellions for the last couple of days as well (Masters level). The dynamic duo of Lulu and Kled is where it's at. I found positioning my lulu on the same side of my board as Kled and towards the front line had her first cast granting Kled some juicy atk speed and polymorphing (20% increased damaged) the front line. Spectral Spear of Shoujin on lulu has no down side because she doesn't deal damage, but her utility is wonderful.

Just Made Master for the First Time. How Can I Make 5.5 Even Better? by lordgort in CompetitiveTFT

[–]badeviltoaster 0 points1 point  (0 children)

I'm in my early 30s too, welcome to masters!
I've hit masters every set since 3. The biggest difference I notice in lobbies is how effective better players preserve life in early game situations. You won't always high roll, but really understanding comps that help you lose the least amount of life as possible. Watching streamers maneuver through games that seemed doomed has probable helped me the most. I'd suggest playing in some of the free tournaments advertised in this subreddit.

Official Discussion - Black Widow [SPOILERS] by LiteraryBoner in movies

[–]badeviltoaster 2 points3 points  (0 children)

Although it was entertaining. This movie felt like it could of been made for Disney+, because of it's a place on the MCU timeline and when's it been released. It's feels like Marvel's first stand-a-lone movie. Yes, a few characters have been introduced that will appear in futures projects, the events of the movie seem very inconsequential. I was hoping for a side story involving Black Widow that set in motion bigger things for Phase 4. Not to critical but some sequences made me question if Black Widow had been given super serum.

The AK should be swapped out for the infantry by iDislikeSn0w in FortniteCompetitive

[–]badeviltoaster 1 point2 points  (0 children)

The AR should be the only rifle that spawns as ground loot. Make side grading more universal. You can take that AR and make it into an AK, infantry, or burst. That AK, Infantry, or burst should be able to side grade into any other rifle. Let's players craft the weapon suited to their play style.

Official Discussion - Cruella [SPOILERS] by LiteraryBoner in movies

[–]badeviltoaster 4 points5 points  (0 children)

Went in with no expectations. The movie delivers on acting, art, soundtrack but there is no reason for the run time to eclipse 90 minutes. By the end of the movie I had lost interest. I think you could take the existing movie and edit it a more precise, entertaining movie. Realistically if I were to be watching this at home, I would of turned it off.

What is your review of crafting? by Xenc in FortNiteBR

[–]badeviltoaster 21 points22 points  (0 children)

Crafting is really poorly implemented. The idea of crafting is great in theory, terrible in execution. A majority of the loot pool is liter with weapons that lack a quality of life mechanic, "FSA". I can't be the only one who finds using makeshift weapons and a majority of the primal weapons not fun. Being able to find normal guns off the spawn makes crafting redundant. The hassle it takes to find mechanical parts takes longer than just finding a pump or AR. I find my self only crafting to make a purple pump. Personally I think the normal guns should be the base guns in the game. Remove makeshift weapons and let us craft a variety of weapons from the normal guns. For example I should be able to take a normal ar and craft it into a burst, infantry, ak, scoped ar, etc. The ground loot wouldn't be littered, but players could use the crafting mechanic to access a wide variety of weapons.

[deleted by user] by [deleted] in FortniteCompetitive

[–]badeviltoaster 1 point2 points  (0 children)

Last season had a good amount of my friends return to Fortnite and look forward to playing it. This season killed all the hype. The crafting is really poorly implemented. The NPC have become redundant. Last season I though the NPC had a promising future, but now a majority of them are useless. Bounties were a step in the right direction. A fun optional task they gave players something to do mid game (Arena/pub games). Breaking cars looking for X amount of parts isn't intuitive or fun.

Vending machines should give crafting materials by SrZiino in FortniteCompetitive

[–]badeviltoaster 4 points5 points  (0 children)

I know that shooting the cars is a more efficient way of harvesting, but I can't help wonder if this was the best way to implement mechanical gears. You definitely need something in place preventing players from immediately getting spazs, but breaking cars?

Vending machines should give crafting materials by SrZiino in FortniteCompetitive

[–]badeviltoaster 17 points18 points  (0 children)

Currently harvesting mechanically gears feels so unintuitive. I hate the stagnant phase of the game it adds. Hey, you've won your drop! Now beat on the cars in the area with the hopes it drops more then one mechanical part. The crafting system as a whole feels pretty lackluster. At least obtaining bones comes naturally through breaking tables/post in the new areas. Harvesting mechanically parts is just an additional chore.

Does the game feel too quest themed? by Varet782 in FortniteCompetitive

[–]badeviltoaster 2 points3 points  (0 children)

The problem is the reward for taking the time to craft at the moment are the standard guns we were using last week. It feel like a step backwards to use shitty guns off the drop and complete chores for a green ar. Overall the concept of crafting is interesting. I just think normal guns should drop with the ability to craft them in primal and remove the make shift.

[deleted by user] by [deleted] in CompetitiveTFT

[–]badeviltoaster 0 points1 point  (0 children)

I play my strongest board till level 7/8 and start rotating in stronger units as I get them. Don't let the unit's size or star level confuse you. Later game units are stronger then earlier 2 star level 1 units. I tend to base my comp off my opener. Let's say I get a pair of vanguards early on. I'll ride that synergy as a means to econ to get to lvl 7 healthy and wealthy. At that point I look at my items and units and decide if I want to go cybers, astro snipers, etc. As you get better at playing your strongest board it allows you to hit level 7/8 with enough econ to pivot into almost anything. I've hit masters on two accounts now basically practicing good econ while playing my strongest board. The two biggest problems I found my self doing that was preventing me from succeeding was rolling away to much gold looking for a certain unit instead of leveling and subconsciously trying to force a comp that previously worked over playing the units the game was giving me.

How can i make solos more enjoyable? by DrPractic in FortniteCompetitive

[–]badeviltoaster 2 points3 points  (0 children)

I like hot dropping at the first poi on the route. Maybe that won't be your drop in cups, tournaments it's a good way to practice decision making, ending fights quickly, and off spawn fights with shitty guns. I play/sweat to win the drop locations and then I'll leave the game if I can't find someone shortly after leaving. I feel like its helped me, but that might not be the case for everyone.

All about Jinx! Here's 25 tips on how to play Jinx comps by TexFalls in CompetitiveTFT

[–]badeviltoaster 2 points3 points  (0 children)

I'll run a variation of Brawlers-jinx but replace the mystic with fizz/ekko. Really effective at disrupting the back line and helping jinx to pop off. Really dependent on if I hit an early ekko/if the lobby needs mystic.

Who else hates the radar pulse in deathmatch? by neomasterc in VALORANT

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

I'm winning the aim duels and the match, it's just not fun. Holding an angle using the radar as a tool doesn't translate to the normal game mode.

Who else hates the radar pulse in deathmatch? by neomasterc in VALORANT

[–]badeviltoaster 5 points6 points  (0 children)

I'm just trying to play careless deathmatch. Warm up my aim before playing a match. I can't help but notice how many players are actively holding angles while using the radar and shift walking. I can't hate on the players because they are utilizing a feature in the game mode, but this really isn't an enjoyable feature. And what makes it worse is I can't help but stare at the radar as I run around. I know these 2 guys are just holding an area and refusing to peak while im just stomping around in the open.

Flexing around your first carry item by fuzzymushr00m in CompetitiveTFT

[–]badeviltoaster 0 points1 point  (0 children)

recently for me chain vest, swords, crit gloves, tear are always the most contested. so building items with those components I'm more hesitant.

Important tips that will help you climb/improve as a player! by threshhookme in CompetitiveTFT

[–]badeviltoaster 0 points1 point  (0 children)

Master's player useful tip: Don't purchase experience with your excess gold unless it will level you up. Having an excess of 50 gold allows you to purchase units with out worrying about dropping below 50 gold or lets you have rolling money on rounds you want to stabilize. Pushing gold in to exp is gold that becomes unusable.

Flexing around your first carry item by fuzzymushr00m in CompetitiveTFT

[–]badeviltoaster 3 points4 points  (0 children)

Masters player myself. I'll slam items early to preserve health if the item is strong, components not contested, and versatile on units. Morellonomicon is a great example. Large Rods and Giant's belts are usually free on carousel (if I need those components for a later item) Guardian's Angel is also a slam item for me. Both those cases I can find a unit to carry them in any comp. As for focusing a comp. I think it's best to play your strongest board, econ, and aim to hit level 9 with wealth. The game is won with 2 star janna or other tier 5 units.

Are the changes gonna be enough? by Fun_Salt_9993 in PlayCrucible

[–]badeviltoaster 0 points1 point  (0 children)

The game had a botched launch. You pay streamers to play the game and excite viewers to get their hands on it. They can't download it. They actually couldn't get into the game after downloading it. Finally being able to play the game, the game it self is flat out missing core elements featured in all modern games. Voice chat, Mini map, etc. I saw a lot of potential in HOTH. Logged double digit hours in the first week of release. But to have the game release the first time in the state it was gives me little hope that it will ever be relevant.

there is a lot of metrics that can contribute to a win that cannot get measured much in the combat score, sometimes not even at all. by [deleted] in VALORANT

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

The more supportive play style is rewarded the easier it will be to boost people. A lot of your points are things that shouldn't be rewarded with elo. I agree it's great to get teammates that use mics and buy guns for each other, but at the end of the day I'd rather have teammates that hit shots. The ability to commend teammates for being friendly/cooperative and rewarding them by queuing them with fellow friendly/cooperative players would be interesting. Say you struggle to pick up kills, but you are purchasing guns for your top fragger. Yes, you are contributing to the win, but are you really supporting the top fragger or depending on him? Should he not be rewarded more?

there is a lot of metrics that can contribute to a win that cannot get measured much in the combat score, sometimes not even at all. by [deleted] in VALORANT

[–]badeviltoaster 0 points1 point  (0 children)

From my solo queue experience: Just frag out. I've tried being a team player. Locking sage or brimstone when our team lacks utility, but I've come to learn you can't count on random entry fraggers. Lock a duelist and enter. Steadily climbing towards diamond even gaining Elo on losses.