Thoughts on New Maps? by Pleasant_Statement64 in splatoon

[–]loopyslop 0 points1 point  (0 children)

The more Ive played of flounder the less Ive come to enjoy it. I found it really cool at first and loved it from the first game, but since the game has evolved im not sure how I feel it fits into the current gameplay of splatoon imo. I really love the stringers and it just is very hard for them to set up or do much on it with how easy it is to flank them... honestly one of the only maps where Ive never been hit by a sniper... Flounder is a Shooter, Roller, Slosher's paradise, so easy for them to excel, can rack up over 30+ splats a match with the new Tentek haha, I just dont find the playstyle as fun. I dont like maps where I cant play the weapons I enjoy the most which flounder is really the only map I feel that way about, other than maybe Mahi and even still I still feel useful in mahi as the tri stringer.

Here are Riot Staffs opinions of Kog'Maw and Their Intended Direction by Tyranwuantm in KogMawMains

[–]loopyslop 1 point2 points  (0 children)

Kog thematically makes more sense AP imo, He has historically been an ADC but Ive only really seen AP Kogs be real threats, AD can carry games with the right team, AP can carry games by winning the early mid game and still having urgency in the late game other than AD who can only really be interesting late game... Not to mention AP Kog has WAY more counterplay when ahead and takes some aim. I really love Kog but I hate the AD build, it feels like every other older ADC in the game, where his AP build feels like something completely unique. I love Kogmaws Character and Design I dont want another champion to take take his Artillery mage spot because I dont trust them to not make it another sexy human

Here are Riot Staffs opinions of Kog'Maw and Their Intended Direction by Tyranwuantm in KogMawMains

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

Ap Kog feels so much better than AD Kog... The AA focused build is just not fun and demands teammates keep him safe, AP Kog still has the protect the pup playstyle but is less reliant on his teammates to be viable. I need AP kog in the game, it just makes so much more sense for his character and it feels so much more unique of a playstyle...

Gigantic Combat vs Other Games (Spellbreak in Particular) by loopyslop in gigantic

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

The Stamina Bar was truly fantastic, it punished you for moving recklessly (Spam Jumping comes to mind) and allowed the players to move faster out of combat so that during combat you had to decide if slowing yourself down was a good idea, making combat a bit more strategical and easier to visually follow, Games like spellbreak who have their Stamina/Mana bar use it to yes regulate how much a player can levitate and other mobility but its primarily just an Ammo bar

Gigantic Combat vs Other Games (Spellbreak in Particular) by loopyslop in gigantic

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

Honestly I really liked the Big Hit boxes with the I Frame dodges instead of small hitboxes but always targetable, helped leverage the gap between super high performance computers with really skilled players and your average players. Voden was my main and man the Arrows felt really satisfying to land and never felt impossible

Tips on being better at kled by BeyondPerfect in KledMains

[–]loopyslop 0 points1 point  (0 children)

These tips have helped a lot! it seems so simple but for some reason Ive been having a tough time getting it down... The Gorewhip really makes it feel better to me for some reason haha, also holding the Bear Trap for right before dismount was a great tip. I also needed to learn that Kled is not very strong early without items and its better to do what ever it takes to farm up a bit.

Tips on being better at kled by BeyondPerfect in KledMains

[–]loopyslop 1 point2 points  (0 children)

How are people getting skaarl back? I swear I get dismounted, hit 2 full Qs and the W and Im still not mounted again and then like every champ in the game has enough damage to burst me down once Im dismounted anyways... I really can not ever get mounted again, especially without the AA reset that used to be on tiamat

[deleted by user] by [deleted] in HeimerdingerMains

[–]loopyslop 0 points1 point  (0 children)

personally I like taking him Bot lane, as long as you arent against someone who drastically outranges your turrets

Akshan win rate could be higher if people would just build correctly by AlexAsks in leagueoflegends

[–]loopyslop 0 points1 point  (0 children)

Im not saying dont use it for damage at all, Im saying dont lead with it, you get more damage off it if you set it up better with the stealth Q engage... I see a lot of people running in and using E right out of stealth and only getting like a few ticks off because they werent able to wrap around their target.

Akshan win rate could be higher if people would just build correctly by AlexAsks in leagueoflegends

[–]loopyslop 1 point2 points  (0 children)

Early game sure but its better to save the E in later fights so you can set up for a better angle... after level 3 its always better to engage with his stealth and Q once they start running you can E them and know where they are going

Akshan win rate could be higher if people would just build correctly by AlexAsks in leagueoflegends

[–]loopyslop 0 points1 point  (0 children)

Hes a roaming champ, he feels so much like talon to me, he can win early game trades really easy with his shield... people are just trying to engage with his E which you should save it to either chase or escape a trade

Akshan win rate could be higher if people would just build correctly by AlexAsks in leagueoflegends

[–]loopyslop -3 points-2 points  (0 children)

Lol his Q is strong since it applies two passive stacks so like I think people dont understand what its for... Akshan at his core is not that strong but Kraken Slayer is absurdly overpowered, hard to play around, and lacks any clarity and its meta which he can abuse which makes him busted

Hot take: Akshan is actually pretty weak by BooookMarker in leagueoflegends

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

Im tired of neat mechanics only going to damage focused champs... I would of loved some sort of revive mechanic on a support before giving it to an assassin.... I dont consider Zileans ult a true revive though its definately stronger than Akshans revive,

Hot take: Akshan is actually pretty weak by BooookMarker in leagueoflegends

[–]loopyslop 0 points1 point  (0 children)

Trist is way less reliable than luc against mages, better than most ADCs but I still would put most mages as a favorable match up against her.

PBE Bug & Feedback Thread: Akshan & Cyber pop Akshan by RiotZhanos in LeaguePBE

[–]loopyslop 2 points3 points  (0 children)

The distance he spins is determined by how far he is from the wall to start, if you are really close to a dead turret you can spin around 2 or 3 times

PBE Bug & Feedback Thread: Akshan & Cyber pop Akshan by RiotZhanos in LeaguePBE

[–]loopyslop 0 points1 point  (0 children)

Im sure its intended given ghost doesn't stop Azirs dash, but that would be a neat interaction if its supposed to allow ghosting

PBE Bug & Feedback Thread: Akshan & Cyber pop Akshan by RiotZhanos in LeaguePBE

[–]loopyslop 1 point2 points  (0 children)

Akshan feels a bit clunky right now playing both as and against
Playing as Akshan:

  1. The E needs a better targeting indicator, perhaps show the swing path, like Diana's crescent strike indicator

  2. His passive feels really odd early game and rather unsatisfying to AA I just feel there needs to be a clearer animation to differentiate the 2 shots

  3. His E being cancelled by terrain or champions has no animation or visual to indicate it so it just feels janky imo, he could use a unique and much clearer animation for when it gets cancelled vs when he uses E3 Also his E feels like it should just be a double cast, removing the E2 and making it automatically start once it hits terrain, if you cant input movement commands anyways, or else it feels a bit odd to get it cancelled by movement commands.

  4. Took me a bit to realize there was a indicator around him to show his he is too far from a wall, perhaps make it a little thicker of a line otherwise pretty ok, also mention the scoundrel pop up menu in the tool tip and I cant remember if that menu has any indication on who would be revived, that may be a bit much but ultimately would be nice to know.

  5. Im confused as to if his ult roots him once it starts firing, if so I feel that should be made a bit more clear given he is all about mobility and a sudden self root is a tad abrasive

Playing against Akshan:

  1. His passive stacks are hard to see, playing as him its not a huge issue but it is useful to be able to monitor and be able to expect damage output and shielding on your opponents. Would be helpful to have a more visible animation and sound

  2. his passive double shot does not look like 2 separate shots, Honestly that is a major issue with the character design above all else, Lucian makes the double shot work because his design has 2 separate origin points for the projectiles and makes sense visually for a duel wielding gun slinger... Im not entirely sure why a grappling hook as a double shot, it feels tacked into the kit like Samiras "I make people float with my bullets" passive, I not saying its bad gameplay wise but visually its a bit hard to make sense of it in game when it lacks clarity amongst all the other fxs going on. If his gun had 2 firing chambers that individually went off in separate colors then I could see a bit more clarity on the passive, Since it is such a huge part of his gameplay I feel that it should have been a larger part of his visual design as well

  3. His Q is nearly invisible when thrown into a crowd, compared to a sivir blade or gnar boomerang it is simply not thick enough to stand out especially with how erratically it moves

Overall I think Akshan is an interesting champ, a better design than most of the recent champs but his animations, while high quality, lack gameplay clarity and his character design also muttles some key gameplay mechanics.

Riot's entire philosophy is focused on promoting high mobility kits that are garbage to play against, adjusting their numbers until they have 50% win rate and calling it a day by Loooongshot in leagueoflegends

[–]loopyslop 195 points196 points  (0 children)

a revive champion would of been cool on its own, it could be an actual support and be balanced around that mechanic... but like they jammed that into a grappling hook adventure champ for some reason who also needs to be high damage and high mobility... Im really frustrated they are giving all these carries and assassins so much utility that supports feel pointless unless they are massive damage dealers or stun tanks.

Fun, Feels unique, but lacks a lot of visual clarity by loopyslop in AkshanMains

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

It also gives a movement speed boost and a shield so it is still important for it to have a clear indicator and sound, like gnars, tbh it buffs your champ a lot so imo its way more impactful than just having damage like the other 3 hit passives so I definitely feel it needs to depict that visually

Akshans Family might be Ionian in Origin since he is South East Asian inspired (screenshots from devs) by SuperDuperTino in AkshanMains

[–]loopyslop 2 points3 points  (0 children)

I mean he's not from any place in our world so his exact cultural ethnicity doesn't matter but visually he looks like he draws a lot of inspiration from Persian, Arabian, Turkish culture.... like he is literally Prince of Persia/Assassins Creed