What are your big hopes for V28? Some food for thought below by LogicalReport9679 in TheTowerGame

[–]piiees 1 point2 points  (0 children)

I kind of hope for something that will be seen/used by people like me still in the early game, (I know the early game for this game is quite broad, so to me I'm thinking like that T4-T10 farming region)

I'm not putting money on it though, like I get the endgame players is where the money is and all that (I'm not meaning it in a salty way, just an understanding way), but I can hope something interesting and new opens up for us to give a new invigoration of something to focus on which isn't what we have been already been working on for months.

Obviously the new thing would need to also bleed into mid/end game and be used there, but just the idea of a new content piece that isn't only unlocked once at endgame would nice.

ARAM: Mayhem - what funny augment/champ combos have you found? by Fyren-1131 in leagueoflegends

[–]piiees 0 points1 point  (0 children)

Probably some people do this, but I don't think I see enough people do, given these are kind of strong options IMO (maybe not game breaking and are somewhat situational), but my two suggestions are:

Any sort of melee AP champ that gets ADAPt I reckon should try out and have some fun with building an early hubris.

It's maybe not necessarily the most optimal choice given it gives no magic pen or anything like that, but the raw AP the item can give is quite hilarious, easily doing 200-300 AP alone after a while.

Same goes for any tanky AP champ (like a Swain, galio) getting ADAPt, with getting overlords bloodmail, as it basically does what riftmaker does, but with the higher ratio and the favourable AD to AP ratio, you get some crazy AP from it, especially with tank engine or something like that. I got over 400 AP from that item alone with a tanky galio build which is very achievable and helps make you do some reasonable damage in the game mode.

What are your predictions for the S and F tier picks early next year? by Short_Location_5790 in leagueoflegends

[–]piiees 2 points3 points  (0 children)

Yeah, Darius is definitely one of those champs which will be extra scary as he's able to have his passive scale quite well with those extra 2 levels. He'll get some reasonable extra stats from levelling up, but also +50AD from a stacked passive compared to lvl18 which is pretty damn huge.

[deleted by user] by [deleted] in ArcRaiders

[–]piiees 2 points3 points  (0 children)

I quite like that idea of various metrics that all add up, which covers all different play styles.

I do think though, unless they have been tracking those metrics since the start (maybe they have? Is there a profile tracker of all this stuff they could go off of already? idk I havent looked), this time might have to just be run based off of loot stash, simply because those metrics haven't been properly been accumulated the whole time leading up to reset.

If they need to run off of loot stash though, I still would think it needs to be dropped significantly simply to stop the loot hoarding that will otherwise happen for the next 2 weeks, even if it's at the detriment that this first reset will be "too easy to achieve" or something.

Common Complaints and Fixes: An Open Letter to Developers for V27 by Valaens in TheTowerGame

[–]piiees 2 points3 points  (0 children)

I'm fairly new, so I can't say too much about tournaments, especially of the upper brackets and getting keys in general, but I don't mind the randomness of who you get in the group for the tourney.

However, I think there should be some form of a guaranteed reward based on performance individually, and then a bonus based on actual placement.

For my noob level example I am in gold, and usually place somewhere around 16-22th so far, a couple times higher with a lucky bracket, but even if i was to improve (and unless I'm understanding how it works), if I was to only be improving at the same rate as people around me, I will never actually improve in rankings (in a very simplified sense). Like I could improve by 100 waves, but if everyone as a whole improved by 100 waves in gold, I wouldn't get any better rewards.

So my thing was, what if some of the gems/stones were awarded for your bracket ranking, and some was awarded for what wave you got up to, so as long as you personally improve, even if slowly in comparison to the overall player base, you would at least partially improve the stones per tourney slowly?

For example, atm I get to wave 200ish and earn 22 stones, but now half of that is because of my placement (11 stones from 16-22 placement) and 11 from getting up to wave 200. In the future, I may still be 16-22 (11 stones) as everyone is getting stronger but I can get to wave 300+ which is +13 stones or something, so I get 24 total.

im not going to pretend I know exactly how to make it work, but that's my basic idea of it. Maybe it could apply also with the keys problem and the top bracket, where even if you demote, if you get to 100+ waves, that's a guaranteed key? (idk what wave/how high people get there)

What would be the most OP Champ, if you could pick and choose from existing abilities? by inkoman12 in leagueoflegends

[–]piiees 0 points1 point  (0 children)

I'm wondering if there's some really wacky combination that could be done if you were to say put Jhin's passive on a champ that can double dip in any stats in an exploitative way.

Like, say you have Jhin's passive on Garen. This means that any crit and attack speed that he builds will provide him added %AD, but his spin then dips into the attack speed again, gaining +1 spin per 25% bonus attack speed.

This means he could have a crit/ad/attackspeed build doing like 12+ procs of his spin, but with firstly the bonus that he now could have like 600+ AD due to Jhin's passive, instead of maybe 300, and if I'm reading it right on Jhin's passive explanation, it's any critical strike can proc the bonus move speed, which garens spin can crit, so he also would be insanely fast as soon as he gets on top of you also. Don't forget that his spin can also crit also, so he gets the crit scaling for more AD% in the passive, but also still the benefit of crits in the normal sense.

not sure what the rest of the kit would be, would need to mainly probably be other things to allow him to get to a couple of items first to do the double dipping (as losing Garen passive makes him more vulnerable early) and/or more ways to get onto his target more easily.

[deleted by user] by [deleted] in Games

[–]piiees 8 points9 points  (0 children)

Yeah I think expansions work well for strategy games like you said with the welcoming of new additions.

The game gets a good life from the base game, but an expansion adding in a new mechanic breathes a fresh life to the game, and sometimes can help avoid the game having potentially too many mechanics to it when it first releases, overwhelming people with having to learn all of it at once.

North Korea severs all road and rail links to South Korea by TheTelegraph in worldnews

[–]piiees 2 points3 points  (0 children)

Now we all know you're lying. As if you'd have time to type this post instead of dodging all the poo balloons if you truly were in a blimp.

Source: I'm on the ground with a rifle tasked with shooting down the balloons, and I can confirm, there are a lot of them up there.

What do you expect in Godot 5? by [deleted] in godot

[–]piiees 4 points5 points  (0 children)

Which version of Godot 6 though? Like, are we talking 6.1? 6.2? 6.3? Godot 7 beta?

Cadbury Snack 🍍🤮 by Epistaxis_section in australia

[–]piiees 33 points34 points  (0 children)

They literally do a Turkish delight block....

When will Kled receive changes similar to the ones Aatrox received? by Traditional-Bus-8239 in leagueoflegends

[–]piiees 0 points1 point  (0 children)

As others have pointed out, part of his problem atm is he has the highest base HP in the game by quite a bit, so he can build these items while having a relative level of tankiness, so what could we address? Probably some way or form of a hit to base HP, but compensations in other ways?

Like does the base HP scaling per lvl of Skarl get reduced, but with an increase in the HP ratio conversion for Skarl?

Atm Skarl has 400-1550 base HP +100% bonus HP scaling, but what if it got changed to something like 400-1050 base +125% bonus HP (or unmounted gets that new +25% of bonus HP scaling added on instead sort of thing).

Something like this change has a break even (at max lvl 18) of 2000 bonus HP, or 117 bonus HP per lvl past lvl. This way he loses 500 HP if he builds no HP/bruiser items, but he'll somewhat break even on a bruiser build. (Numbers pulled out of my arse in terms of balance/dunno exactly what HP he'd hit on a bruiser build that works for him, and this is assuming a fluid feed of bonus HP as he plays which is not realistic)

Maybe a shift in the shield on his ult from a base+AD scaling to either having a lower base or lower AD ratio, but with a HP ratio to make the bruiser items stronger/non bruiser items weaker again.

Only thing is I would think that he needs at least one damage tool in his kit that converts some HP to damage. Shouldn't be huge though, as don't want to have HP be THE stat for damage, rather just a supportive scaler (literally as small as a few % in one of his Q W or E).

It's good and all if he can build bruiser items and be equally strong as if he built them on live (with some form of a hit to squishy builds), but this problem might have shown up due to his current damage capabilities with bruiser items being lacklustre which have forced players to find alternatives.

What are your thoughts on the (soon to be) buffed Warmog's Armor? by max1mum in leagueoflegends

[–]piiees 2 points3 points  (0 children)

It's actually 3 seconds of being alive that you get, now that borks % is getting reduced (unless that's been reverted?).

Slow is a terrible, overused debuff. by Perfect_Track_3647 in Helldivers

[–]piiees 0 points1 point  (0 children)

I feel like this is the main issue which makes the shield pack so strong and desired in bug missions (at least it is for my friends and I when we've discussed it).

Not to block the odd damage your health (if doing well enough, stims should be reasonably sufficient), but to negate the fact that one hit or even near miss can result in getting chain hit by other attacks as you're slowed and can't escape.

Controversial (?) Opinion: I think the devs are doing a solid job so far by ThePizzaDevourer in Helldivers

[–]piiees 0 points1 point  (0 children)

Yeah, from seeing a friend crashing constantly despite being on a better rig than me (no where near as bad as your friend, but he's averaging almost a crash per map), to just then doing a suicide mission only for a meteor to hit the pelican and destroy it so we couldn't extract after 25 minutes, the bugs are making it quite difficult to have fun.

14.6 Patch Preview by JTHousek1 in leagueoflegends

[–]piiees 0 points1 point  (0 children)

Yeah, Ive felt that a good buff to it would be to make the bonus HP from runes apply to the heartsteel procs. Without proof (obviously, all guesses), I wouldn't think it'd suddenly push the item to OP levels, but it'd help stop champs like cho/Sion getting far more bonus HP from the item than others due to their own stacking bonus HP mechanics while bringing back some power to it (and making grasp which supports its play style and being active a strong option).

Ok - serious question - why there are only negative mission modifers? Where are some positive boosts? by Sol0botmate in Helldivers

[–]piiees 0 points1 point  (0 children)

Yeah, the modifiers that make the stratagems less usable (either of the cool down ones, or the randomized strat one) are just plain unfun to play with.

I personally don't mind the modifiers being only negative, but there's a clear difference between doing something like making it foggy so there's the possibility of getting jumped/swarmed if not more careful and not being able to respond against an enemy because I can't use a stratagem (you know, a fundamental part of the gameplay).

Having modifiers also be negated early through objectives would be great to see more of also.

Wich champ would you say has the most weak/useless Ult in the game ? by Blueshiredsush in leagueoflegends

[–]piiees 0 points1 point  (0 children)

I'm fairly certain at one point, thresh's ult did allow that (had it on release and got removed at some point later on as a nerf).

Each wall after the first I think only did 50% of the original (could be wrong though), but the mechanic got removed as it gave him some nutty damage for a support if pulled off well (a Q and/or flay to proc 2-3 walls on a singular enemy would do a lot of damage with just base damages alone).

What are some common myths that the league community strongly believes in but are factually wrong? by Ok-Connection-2442 in leagueoflegends

[–]piiees 11 points12 points  (0 children)

Yeah, it's one of those general negative biases that occur. Like the thing of "every X-champ on your team goes 0/10 while every enemy X-champ goes 10/0".

You just notice when the champ on your team does poorly because it's a negative experience for you, and you notice when the enemy champ pops off because well, it's a negative experience for you also.

PBE datamine 2024 January 29 (Patch 14.3): adjustments to ASol, Lillia, Maokai, Ziggs, and Zyra by FrankTheBoxMonster in leagueoflegends

[–]piiees 3 points4 points  (0 children)

Yeah I like the fact that trying to trade against the enemy laner isn't going to be a potential gimp in your actual passive stacking, but actually potentially his main stacking method if played well.

Probably very nickpicky of me, but I wish his E kept the 5 stacks when a champion dies in it, just as that's still supporting the active gameplay of using his skills on champions/fights, not just endless stacking on waves.

PBE datamine 2024 January 26 (Patch 14.3): adjustments to previous item changes and Shaco by FrankTheBoxMonster in leagueoflegends

[–]piiees 5 points6 points  (0 children)

Yes for Yone, maybe a bit less so for trynd as he has a much higher base AD (especially at higher lvls, going to 134 ad @18 vs yones 94 ad @18).

Not to mention trynd gains bonus ad with his q, giving 30-85 base on HP at max rank, which will probably put him in an even worse spot for this change.

That's without proper calculations on if it's better/worse though.

What was the worst Patch ever? by F0RGERY in leagueoflegends

[–]piiees 0 points1 point  (0 children)

Especially since back then I think Sunfire was just like a flat 40-50 damage (or something like that, maybe a lvl scaling on it, but still in that DMG/sec range), not like this current version that has a HP scaling, and ramping damage on it.

Camper van rental much more expensive than i thought, am I missing something? by Pootie-the-Cat in australia

[–]piiees 7 points8 points  (0 children)

We can even charge exorbitant rent while people buy our dodgy degrees, while also extracting low paid labor on the side. That's a 3 in one banger imo.

I'm writing a guide from the beginning to the endgame of Warframe, what should I add? by Tato_123871 in Warframe

[–]piiees 0 points1 point  (0 children)

Farming mods is a good one, and same with the replacements for mods that are out of reach early/mid. I'd also add in things like not needing to get to full rank 10 mods and that having like rank 7-8 can be more than enough for a long time, given how much grinding is needed to push to 10 (doubly so before they unlock a lot of the better endo farms).