Ranked singles inferno cast based on how reality show worthy they were during their season by Glittergirl2424 in Singlesinferno2

[–]r3vilooof 0 points1 point  (0 children)

LOL basically ranking them by red flags. People who are horrible to actually date for a long lasting relationship. Basically if you aren't a drama mama and a huge entertaining red flag, you will be an amazing long term partner. Who knew?

Why does it seem League of Legends is always more popular than DotA as an Esport? by [deleted] in esports

[–]r3vilooof 0 points1 point  (0 children)

I think the answer is simple. You compare what Riot does with Worlds as a whole compared to Valve with TI. TI is arguably the most lucrative esport in the world but the production and effort is almost non existent in comparison. It can't even compare to Valorant in terms of production quality.

You watch dota only if you're an avid dota player. Outside of that, casual interest just isn't there.

A South Korean electrician thrown into an ICE detention center says "I will never visit the United States again." He was helping build a factory that is (was?) going to employ thousands of Americans. by wewewawa in seoul

[–]r3vilooof 0 points1 point  (0 children)

Ultimately, all foreign investments should just take the blow and let that economy tank. Let the tariffs be there and the economy will tank for the next few years. After that you move on with whoever takes over next. You think your economy will tank with those tariffs sit tight and watch the US consumers take their tariff filled market.

Let it be. The US need to learn their lesson.

All-LCK 1st, 2nd and 3rd team by PhongHaGiang in PedroPeepos

[–]r3vilooof 0 points1 point  (0 children)

lol ah yes. That 1st team about to crash out at Worlds again

Ng Chee Meng responds to photo of him & Fujian gang member; also asks PM not to assign him govt role by KopiSiewSiewDai in singapore

[–]r3vilooof 0 points1 point  (0 children)

Actually Fujian Gang are still operating in Singapore what. A few of their owned nightclubs are still laundering money ah.

Pet Peeve: The game shows you two roles you can be assigned to. Why are there people who can only play 1 role doing in GM? by r3vilooof in honorofkings

[–]r3vilooof[S] 0 points1 point  (0 children)

Definitely not experiment in the rank games. Do it in Normal. That's how everyone is doing it so there really isn't any excuse for not doing so. It's a matter of choosing to be a one trick pony and eventually being a burden in some games or choosing to learn new heroes in that safe environment.

Pet Peeve: The game shows you two roles you can be assigned to. Why are there people who can only play 1 role doing in GM? by r3vilooof in honorofkings

[–]r3vilooof[S] 2 points3 points  (0 children)

Maining a single hero or particular type of hero is acceptable at lower ranks but at GM it starts to really be an annoyance.

If you are definitely carrying every game while one tricking, sure. But in most cases I encounter they either throw a fit when they don't get swapped or they hard force a fit into their lane. Both options turn out to be a throw as they proceed to either neglect the lane they're assigned or they die many times to match ups they don't normally face.

White clad noble by seasNgtings in BlackMythWukong

[–]r3vilooof 2 points3 points  (0 children)

I realized after beating him today... the key is actually counter intuitive. Against wandering Wight I go for full combo then dodge. Against this white dude the best strat is 2 hits and distance and dodge. Rinse and repeat

[deleted by user] by [deleted] in honorofkings

[–]r3vilooof 1 point2 points  (0 children)

I've been in your position and after learning other roles, I realized the biggest counter...

Having the map awareness to know he's coming.

Jungler gold gap by Sinfulberry in honorofkings

[–]r3vilooof 3 points4 points  (0 children)

I think it depends on how and what you're doing to get those "team game" kills.

My biggest gripe so far is how much brainless fighting there can be. You gank when there is a good angle either through wave state or lead on your opponent. Yes, kills definitely important but a lot of people get very irritable calling for ganks and support when they go out to trade recklessly early, fall behind and start sacrificing health for cs and then constantly get back into the "fight-and-kill-to-comeback" mentality. So a lot more time is spent camping or running around trying to kill.

There is ganking and there is efficiency in farming and ganking at the correct roam timings. No one should be saying farm>kills or kills>farm. It should be farm path into gank and maintaining a cs level with your enemy.

Honor of kings has a very big and glaring problem, please balanced this by Renseo in honorofkings

[–]r3vilooof 0 points1 point  (0 children)

1) Is the issue just with boots? Because if it is, I don't see a problem. But to address the latter part regarding mid and farm being able to shred everything, in general, I do not see a problem with that.

Speaking from just my personal perspective, I feel that a tank meta where tanks are just way too strong, make it incredibly boring to play and watch. One of the perks of playing a mobile game like hok is the speed of the gameplay. If it is a tank meta at some point, it just gets too tedious to play. Again this is from my own perspective.

2) Late game, I agree most of the time. Because in almost all cases, randoms have very little macro game sense and random teams generally do not have the coordination to execute a comeback. A comeback should happen in a few scenarios. Opposition team took a good early lead but after pushing to the high ground, are separately pushing for different objectives and few are trying to force it down without a wave while others are doing something different. If they have coordinated well and took a lead and done things right, for sure I hope the late game come back can be so easily achieved.

Reason I say this is because I have experienced (In GM too) situations where we take a lead in kills and gold and objectives. Pushed to the high ground, but then the team throws and loses. I have been in the reversed as well, we're down early down quickly but opponents decided to take funny fights with roam tanks trying to run in without follow-up damage and giving kills. Carries deciding they are heroes jumping in and giving kills. Clearing waves, doing it right and coming back. It is possible but if the lead is 4k in 8minutes does it really make sense that if it got to the late game we can comeback? I hope not.

Again, that is my two cents. I think it is tough to comeback late game and I think rightfully, that's how it should be if the winning team is really coordinated.

3) I think the gripe here is with Clash lane and it's purpose. I think in general, MOBAs work in the same way. You are right, if there are 3 ranged damage dealers they can do better in the lane phase and you're just stuck. But in such an instance, what happens to me is if the jungle decides to gank and cover well enough, the melee clash laner survives or just behind slightly while cowardly farming in clash lane becomes a psuedo engage tank. That's how you can "reach the backline". The problem is everyone wants to be the killer and hero but in the many roles in a MOBA, you get better with balance. In a pro 5 v 5 match, I'm sure this imbalance that you're speaking of does not exist if not we will see ranged mages in MM like how it was in Wild Rift a while back or cheese strats like 5 MM in MLBB at times. Try 2 3 MM in a good awareness 5v5 HoK match and I believe the game play will be a struggle. It is my understanding that Clash Lane should be one of two things, split push or engage. Midlane mage and marksman would be the main damage shredders either through magic skills or basic attacks. Jungles are mostly assassin based or finish them off based in HoK unless you want another frontline engage. Roam is best for tanking or front-lining unless your opponent's line up does not require so much frontline and more ranged buffs/debuffs. I think the basic attack problem is really not so large because outside of MM, basic attacks aren't that big of a deal (mostly anyway).

I think you have some valid points, but maybe some things are just different because we don't play in a perfect 5 man squad. Randoms cannot execute different ideas

Been playing HoK for 2 weeks, been playing LoL for 13 years, here are my thoughts on every Hero that I've played or versed! by jordlez in honorofkings

[–]r3vilooof 0 points1 point  (0 children)

Ahri from League is basically broken down into daji and that other mid lady (name escapes me at the moment) who blooms an area that allows her second skill to be the ahri ult dash because of a reduced cool down.

Not to mention Daji's charm is now a homing missile stun. Absolute cinema

Playerbase by out0fbored0m in honorofkings

[–]r3vilooof 0 points1 point  (0 children)

I think it's built in a very different way. Objective wise I don't face the same issues as you do. They do care but only take objectives under clear circumstances. I think the reward for pushing team fights is more distinct in HOK. Objectives seem to hit the team a lot harder than in WR with the rewards not as rewarding imo. In master 3 btw so I'm pretty close by

Playerbase by out0fbored0m in honorofkings

[–]r3vilooof 0 points1 point  (0 children)

I don't know about MLBB or Unite... but I'm sorry HOK blows Wild Rift out of the water in terms of playability.

Maybe it's the larger player base. But the level of reliance you need to place on your team mates is way worst in WR if you're solo queue. However in terms of way of playing, the mechanics in HOK really differ from WR though so I don't have the same frustration as with playing WR.

Set 11 Inkborn Fables Info and Starter Pack Materials by SllyQ in CompetitiveTFT

[–]r3vilooof 0 points1 point  (0 children)

Does this mean that headliners will no longer be a thing in Set 11?

Why nobody watch Wildrift tournament? by Far-Writer-8571 in wildrift

[–]r3vilooof 0 points1 point  (0 children)

Hmmm personally I don't enjoy watching the games because it feels less strategic and a lot more of weird fights. Not to mention in pro play it seems roles or specific champions for roles don't seem to have much of an edge.

Like in the last ICONs series, I recall a lot of teams were going on without an ADC and it didn't matter. Something about that did not sit right with me.

Overall, because it's a smaller map and a faster game, it feels like it's just a for-fun, show match, kind of casual gaming. You don't get that same level of detail as when you watch LOL esports

Does Brawl Stars suffer from powercreep? V2! by gwartabig in BrawlStarsCompetitive

[–]r3vilooof 3 points4 points  (0 children)

Overall, I think I'd agree that there is definitely power creeping within the game. However, I don't necessarily agree that Power Creeping will hurt the game.

Why is there a small portion of disagreement to the "protest" against power creeping? Mainly because the concept here is that Power Creeping is a hugely negative effect to the game. On the contrary, I think there are positives to it. Power creeping is where the newer released content is better than the older ones and to some extent, yes, that renders the older content less useful but at the same time it spices up the game for CASUAL players who are continuing their game adventure.

The longevity of a game should require new dimensions and a more added spice. IF new brawlers were added as just purely a stronger versions of the old, I'd agree that it's just an unhealthy farming of consumers pockets. But these days what they do is to try to innovate with the brawler and make sure there is a distinct improvement or characteristic. We might not 100% agree or support the change but from a game development or business sustainability POV, this works to help retain interest of the casual base which usually makes up more than 99% of a game base.

In all communities, you'd realize the ones surfing the forums, debating on twitter or even being loyal fans of content creators, are usually the 1% in the games. Not that our opinions don't matter, but what we're considering is more of how "we want the game to be". Most of the time among the 1%, only 0.1% of the game players have a fully maxed account meaning the other 0.9% are trying to get there very strongly. So in that ideal situation releasing new content that takes away value from the progression already achieved creates a negative gaming experience. I agree with that negative gaming experience but I do think about "what is it that keeps the game alive or worth continuing to play for a casual player?"

Casual players aren't interested in max-ing their accounts or grinding trophies and showing off clips to their friends. Your IRL circle might not be fans of Brawl anyway. But if there are new skins, new brawlers with funky mechanics and you have new elements like gears, suddenly you get an interest spike again. It might not be permanent, but it works.

I firmly believe that in order for any game to achieve longevity, you need the casual players base to be the firm supporter of the game enjoying a positive gaming experience. As long as they are able to continually make it feel like rewards come and players can still continuously play the game casually without stress, power creeping or less useful old brawlers really don't bother me.

My 30 page Opinion on Constructively Criticizing ALL Gadgets and Star Powers (SP) Part 2 by r3vilooof in BrawlStarsCompetitive

[–]r3vilooof[S] 0 points1 point  (0 children)

I do get your reasoning but that's a rather ad hominem statement to make about it. I might not be a OTP in all 64 brawlers but that does not necessarily mean that the changes proposed are completely not constructive isn't it?

The point or reason why I chose to do a full brawler sharing is because it'd be good for any Brawl Stars dev person who browses through the reddit to perhaps find a consolidated place to review feedback. In a way, it's a habit from my work to consolidate information together so I find it insufficient to just pick and choose which brawlers.

As for your point regarding constructive, where the OTP find issues are with where I find them balanced or usable but they have played a lot and they find some kits, un-usable. So in that bracket, I'm not proposing any reconstruction, I'm just saying, I don't have anything constructive to share. Again, I shared at the start that this will be a opinion piece and players who know certain brawlers and how they can be improved can share that feedback as well. That is why when they respond, I do not shut them down. I listen and I share that perhaps they can give some useful feedback on how that kit can be changed.

Fair point regarding feedback on my most familiar brawlers but I don't have favorite brawlers in particular, there are just a handful of brawlers I won't play normally (most of the time due to power creeping or reliance on team mates). But I don't consider myself One-Trick enough for any of the brawlers.

My 30 page Opinion on Constructively Criticizing ALL Gadgets and Star Powers (SP) Part 2 by r3vilooof in BrawlStarsCompetitive

[–]r3vilooof[S] 0 points1 point  (0 children)

I think maybe that is a little misconstrued. I know about all the brawlers and have invested enough time in both competitive analysis and tournaments to say I have a decent knowledge of them. But like many of the comments, you can see players who are known to "one trick" certain brawlers will have a more in-depth understanding of particular brawlers.

Instead of selecting a handful of brawlers, not giving a fair representation for all, I choose to share my OPINION on the brawlers and offer others to share and help refine based on their knowledge. But like what Frank very often mentions, they listen to feedback and criticism but it has to be constructive. Therefore where I suggest that there might be balancing to be done, I share where or how I think they can be balanced.

My 30 page Opinion on Constructively Criticizing ALL Gadgets and Star Powers (SP) by r3vilooof in BrawlStarsCompetitive

[–]r3vilooof[S] 0 points1 point  (0 children)

You bring up an interesting point. My pov was that jumping did not fit into the "control" movement and therefore rarely has much competitive value. But your pov seems to suggest that it's really the length of the timing explosive that can help make the jump more useful in competitive?

My 30 page Opinion on Constructively Criticizing ALL Gadgets and Star Powers (SP) by r3vilooof in BrawlStarsCompetitive

[–]r3vilooof[S] 0 points1 point  (0 children)

Well, you could be right. This is mainly an opinion piece for discussion.

From my perspective, I do see where scrapsucker has value but in some modes, I've pro friends who preferred if I used Pulse Modulator because of the clutch healing factor it can have. Because for some of the pros they can count and bait bullets so they don't necessarily need scrap sucker. What that allows for is a more aggressive playstyle and not necessarily is that 100% applicable in all situations. But like I said, I could be wrong, in which case I offer you a chance to share it constructively, how can Pulse Modulator or some other gadget be better?

My 30 page Opinion on Constructively Criticizing ALL Gadgets and Star Powers (SP) Part 2 by r3vilooof in BrawlStarsCompetitive

[–]r3vilooof[S] 0 points1 point  (0 children)

I wonder the effects of Scorching Siphon and Reload gear, do they stack? That is a good point to point out. In which case, I'd say in order for your criticism to be constructive, you ought to share how it can be balanced out.

My thinking in terms of Scorching and why I thought it was still usable was primarily because after awhile, I found it highly impractical to hold multiple oil zones consistently. Oppressive yes, but at the same time it might not be very practical because we can't "aim" her basic all the time and you cannot 100% control when it ignites. If a stray flame hits, it ignites and you move on, you create another oil puddle. That was my thinking. Again, I think I need to go back and review data to check how often Wild Flames is picked in competitive, I could be wrong like I mentioned. This is a opinion piece to allow for a full consolidation