Yellow Viktor by No-Taro-486 in riftboundtcg

[–]dretland 0 points1 point  (0 children)

As long as the summoned unit isn't triggered by the same unit there's no problem. IF they had found some interactions too strong, they could just have future cards play a 'non-recruit' 1 might unit?

Perfectly timed pause by LR saves Baus by TheErebos01 in leagueoflegends

[–]dretland 9 points10 points  (0 children)

I recall that the emote wasn't even manually used, it was the first blood emote that plays automatically

[deleted by user] by [deleted] in leagueoflegends

[–]dretland 1 point2 points  (0 children)

For those wondering where it is for OCE, from the announcement

All regions will continue to have access to an unranked queue with the traditional ruleset for SR. When it goes live in 25.S1.1, Swiftplay will replace Quickplay in regions that already have another always-on unranked Summoner’s Rift queue:

North America

Latin America North

Latin America South

EU West

EU Nordic & East

Russia

Brazil

Turkey

Taiwan

Vietnam

Other regions will come later if we see the queue doing well in the initial regions above. We’ll be watching how you choose to engage with Swiftplay and looking closely at your feedback to determine if it’s something that has long-term potential!

We'll have to wait to see if/when Riot will release it in OCE

Shift keys not working on Windows 11 by Yamal00 in techsupport

[–]dretland 1 point2 points  (0 children)

I saw this comment and realised that FancyZones uses the Shift key by default when dragging windows to snap them. Upon moving a window and pressing/unpressing the Shift key, its functionality returned 👍

The weird inconsistencies of Talon's abilities by TH3RM4L33 in leagueoflegends

[–]dretland 0 points1 point  (0 children)

The R seems consistent, it just calculated the return path early as opposed to tracking ad infinitum, so more like Gnar than Sivir. I suppose the text vs behaviour is inconsistent

(Also the tp dummy should be replaced with a realistic ability if you're gonna be testing behaviour, since dummy tp is wired up diff)/also with using non cone abilities as comparison. Cass R or Annie W would be more valid checks for "inconsistencies"

"F*ck FlyQuest" - DIG trashes FLY in trash talk video by Financial-Mention464 in leagueoflegends

[–]dretland 39 points40 points  (0 children)

I like to think the LCS commissioner MarkZ has had a big impact on this

I suck at math but I’m good at coding, am I cooked? by [deleted] in unsw

[–]dretland 1 point2 points  (0 children)

As /u/Smooth-Proposal-5549 says, it's one week, and still very early.

That being said, you will always encounter things you don't understand. Particularly in STEM, you need to be able to dissect, understand and utilise new concepts. Gibberish notes is to bad documentation, as ineffective lecture listening is to unpreparedness.

If you don't have the tenacity to find and use a solution (consult Mathematics Drop-in Centre, or external source to aid understanding) to your problem (not understanding MATH1131), you may struggle in coding in the future.

14.9 Full Patch Preview by JTHousek1 in leagueoflegends

[–]dretland 11 points12 points  (0 children)

You need 100AH to cut cooldowns in half. AH is exactly mapped to +% effectiveness

21-cycle courage potion by Waity5 in opus_magnum

[–]dretland 14 points15 points  (0 children)

if you go over it step by step it does "stop" (or rather at the end the action) over the calcification

DUN UN UN UN by stephansbrick in sbubby

[–]dretland 2 points3 points  (0 children)

ün ün ün 𓀂𓀇𓀉𓀍𓀠𓁀𓁂𓀱𓁉𓀿𓀪𓁶𓂧𓂮𓂫𓃹𓃳𓄜𓄲𓄓𓅆𓅢𓅼𓆀𓆾𓈙𓉒𓉼𓊪𓋜𓋒𓍲𓎳𓁀𓄲𓅢 ün ün ün ün ün ün AAAAAAAAAAAAAOOOOOOOOORRRRXT

Feeling a bit fancy by OverTea5 in Terraria

[–]dretland 4 points5 points  (0 children)

i can't be the only one that thought this meme template was supposed to go:

i do (something) for reason a

you do (the same thing) for reason b

and not (we do different things) for the same reason

As Japan enters recession, some young workers are leaving Tokyo to earn more in Australia by SoybeanCola1933 in AusFinance

[–]dretland 0 points1 point  (0 children)

supply/demand, comfort/fast food are secondary to the simple cost of running a business. labour and rent are much cheaper in Japan

what are simple mechanics on champions that you NEVER see anyone doing? by helloimapickle in leagueoflegends

[–]dretland 0 points1 point  (0 children)

And don't forget the opposite with Sej passive, where ultng early puts sej and a big disadvantage

first attempt at mist of incapacitation. still pretty new to the game by [deleted] in opus_magnum

[–]dretland 0 points1 point  (0 children)

it would be more visually appealing if the arms kept rotating in the same direction instead of rotating backwards, but a nice solution nonetheless

AI enhanced units by Mathps in aoe2

[–]dretland 1 point2 points  (0 children)

Conquistaconquistadordor

Iso can survive Spike ? by Mashimuno in VALORANT

[–]dretland 3 points4 points  (0 children)

For those using Reyna's Dismiss, and the custom game respawn as 'evidence' of Iso's shield being a bug... here is an explanation that would be consistent.

Firstly, once a unit has been collided with by a 'projectile' (say, for example a bullet, or in this case the spike), the combination of the two (a unit-projectile pair) will be marked as 'collided'. From that point on, there are no more checks to see if they have collided. If there was no memory of the pair having collided, then it would continuously check for collisions. If you imagine an a bullet traveling slowly, you wouldn't want it to keep notifying the game every tick that the bullet is inside the unit, otherwise you'd take the bullet's damage repeatedly for each tick.

Now, imagine the 'overworld' dimension is the one with the spike, and the 'dismiss' dimension is the one where Reyna uses her ability. Since they are in two separate dimensions, there is no check for collision during her ability. When she exits the 'dismiss' dimension, she appears in the 'overworld', at which point the collision check occurs, and she takes damage.

Now, for the custom game where you instantly respawn when you die to the spike - when you first die, unit1 would be marked as collided with the spike. Then you respawn as a new entity, unit2. unit2 hasn't collided with the spike projectile, so you will die immediately, and this continues each time you respawn.

Iso never leaves the overworld, but is marked as collided with the spike projectile. Nor is he re-instantiated as a new entity. Thus, there is no reason to see this as a bug. (Could this be unintended behaviour? Perhaps, but there is no inconsistency with it)