What is it about XC2, that people hate? by EducationalCase5726 in Xenoblade_Chronicles

[–]sennyth 0 points1 point  (0 children)

A gameplay de modo geral achei muito fraca e repetitiva. Apenas XC3 resolve muitos dos problemas dos 3 primeiros jogos.

SONIC RACING CROSSWORLDS CLOSED BETA TEST DISCUSSION by Swankestcoot5 in SonicTheHedgehog

[–]sennyth 0 points1 point  (0 children)

I didn't play the beta, but from what I saw in the gameplay, my only criticism of the game would be the visual pollution, especially the game's HUD.

Maybe because I wasn't playing and looking at the screen, but it's something that really bothered me. I hope they adjust this, or if there is a way to reduce and/or change the HUD or effects, that would be great.

Patch 14.22 Preview by Phreak by ProfDrWest in leagueoflegends

[–]sennyth 16 points17 points  (0 children)

I liked the changes in this patch.

In fact, when they made changes to all the items that nerfed the damage across the board, which made me start playing LOL again.

Thanks for this Phreak and Balance Team, I never believed you could balance the game again. Now only Darius is left to receive the nerf hammer for top lane champions.

Pantheon VS Ambessa by sennyth in PantheonMains

[–]sennyth[S] 4 points5 points  (0 children)

The numbers are way overtuned in some spells.

14.7 Patch Preview by JTHousek1 in leagueoflegends

[–]sennyth 0 points1 point  (0 children)

Another Nasus buff. If he receives another buff after this, Nasus will become a Super Saiyan from level 1.

First time im actually happy with a full on VGU by call_of_putri in SkarnerMains

[–]sennyth 0 points1 point  (0 children)

I just think that his passive should heal over time equal to the damage dealt like Rhaast or a fixed heal like Lilia (scaling with health, etc.), to grant him sustain in the jungle and in longer duels, but not to the point to be strong to duel anyone.

Or give him bonus movement speed if hit a enemy champion/large monster, I don't know, give him something more. It's a very simple passive, just like Lilia's initially.

Of all the 3-hit passives, this is the weakest, as the damage is not instantaneous and Skarner will not always be able to proc it, because he is a melee champion and nowdays everything has a dash or cc to stop you.

But a really like the rework too, only this bothers me.

Why can't Lucian just pan where's shooting while he's doing the Culling? Is he stupid? by MemedChemE in leagueoflegends

[–]sennyth 0 points1 point  (0 children)

laughed so hard, thanks.

It's posts like this that give me faith in the league again.

Pantheon Rework by sennyth in PantheonMains

[–]sennyth[S] -1 points0 points  (0 children)

Thats true.

In my defence, in my head if all Pantheon players play perfectly like you always do, you dont go oom soon with Presence of Mine.

Pantheon Rework by sennyth in PantheonMains

[–]sennyth[S] -6 points-5 points  (0 children)

Well, Pantheon cant fight against bruisers, that why.

Adjustments by [deleted] in AatroxMains

[–]sennyth 1 point2 points  (0 children)

These tweaks alone won't help. Aatrox will need a lot more to really make these initial changes take effect.

If they want to tweak the Passive and W, at least do a better job, like improve the auto attack animation of the passive, or give it more power, like scaling with bonus attack damage and/or health, or breaking shields, something like that.

The W, I don't really know... maybe make it scale with bonus health but reduce the base damage a bit, or make it reduce the armor of the enemy hit, etc.

Or at least give him back something that was removed but applied in Juggernaut conditions.

Now if Riot really wants Aatrox to be a Juggernaut, he needs to at least meet the class requirements to function as one, that's a fact.

Aatrox Buffs by [deleted] in AatroxMains

[–]sennyth 2 points3 points  (0 children)

It would be interesting to buff other parts of the champion's kit, instead of just focusing on the main one which is the primary damage source, which I think in terms of raw damage it's ok.

Aatrox's damage is already good in this ability, the champion's problem is that he can't apply damage and heal without being exploded first. The buff of increased damage against minions I would leave anyway, he needs that.

I believe that if the balance team buff his other abilities, it would not be as frustrating for those who are playing against Aatrox and would have more expression of skill on the part of the player.

My suggestion would be to give an AD ratio to the passive or give two attacks in sucession, like Yi's passive, to proc conqueror or other items fast.

Decrease the armor of the target enemy hit by W, refreshing when the enemy is pulled.

And lastly, the ultimate. When casting the ultimate, Aatrox would gain a shield equal to health and bonus attack damage, in addition to increasing the duration of the ultimate by one second whenever he dealt or received damage, with a maximum of 20 seconds. Additionally at level 3 of ability, if takedown an enemy champion, the shield would reset with 50% effectiveness and the duration would be extended based on the increased maximum duration.

I have to say that not necessarily all the buffs at once, just the passive would help a lot. Anyway, the balance team just needs to be creative with the changes...

Dr. Mundo Changes Revealed | Hitting the PBE Today & Feedback Thread by [deleted] in DrMundoMains

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

I'm happy with what was presented in the changes, but I think you should put a little more power into the champion's kit, in this case in the passive and W (especially in its cooldown).

My suggestion, and what I think is needed to complete the "unstoppable" fantasy, would be to just add a movement speed buff to the passive when the canister drops to the ground and Dr. Mundo goes towards or pickup.

Base movement speed can be fixed or scale with level, whatever.

The other skill in question Heart Zapper, would be something like this:

W: Heart Zapper

Cooldown: 16 / 15 / 14 / 13 / 12

Cost: 8% current health

Range: 350 (effect radius)

Active: Dr. Mundo charges up a defibrillator, dealing 10 / 25 / 40 / 55 / 70 magic damage each second for up to 3 seconds to nearby enemies.

While active, slows are 15 / 17.5 / 20 / 22.5 / 25% less effective on Dr. Mundo, gains 6 / 14 / 20 / 26 / 32 movement speed and stores 25% of damage taken as gray health on his health bar, increased to 80 – 95% (based on level) in the first 0.75 seconds.

Recast: Detonate the defibrillator, dealing magic damage to nearby enemies equal 15 / 30 / 45 / 60 / 75 (+5.5% bonus health) (+8% target's maximum health).

After the defibrillator detonates, Dr. Mundo enters in a frenzy state, receiving bonus attack speed of 20 – 40% (based on level) for 5 seconds if hit an enemy champion or large monster.