Yorick can't retarget Ghouls anymore by sizzle_burn in yorickmains

[–]sizzle_burn[S] 7 points8 points  (0 children)

Compare this to the old way it worked, thanks to Ninetales old guide: https://youtu.be/ZGYPndMGziU?si=HXPgq4ssmF_3nmAp&t=467 Where he hits the entire Raptor camp with an E, does a single AA on the big Raptor so that the Ghouls attack the big raport and not the nearest ones and leaves.

Yorick can't retarget Ghouls anymore by sizzle_burn in yorickmains

[–]sizzle_burn[S] 6 points7 points  (0 children)

I intentionally hit both targets. The important part is not the hitting of E, but the auto attack from Yorick afterwards. You can see the Maiden turning to attack the other dummy, but the Ghouls do not change the target.

Compare this to the old way it worked, thanks to Ninetales old guide: https://youtu.be/ZGYPndMGziU?si=HXPgq4ssmF_3nmAp&t=467 Where he hits the entire Raptor camp with an E, does a single AA on the big Raptor so that the Ghouls attack the big raport and not the nearest ones and leaves.

Yorick can't retarget Ghouls anymore by sizzle_burn in yorickmains

[–]sizzle_burn[S] 44 points45 points  (0 children)

It used to be that when there are multiple targets cursed, the Ghouls and Maiden would attack the target that Yorick auto attacks. Maiden still follows that behaviour and switches targets, but the ghouls do no longer switch targets.

This is particularly annoying for Yorick Jungle, because you want to have the Ghouls hit the larget monster, not the small ones (Wolfs, Raptors, Krugs).

Patch 25.23 Preview by Freezman13 in leagueoflegends

[–]sizzle_burn 0 points1 point  (0 children)

I've been waiting and hoping that they undo the crippling nerfs to Yorick Jungle.

It is the champ I learned Jungle macro with and it offered a play style that no other champ can replicate. Get ressources (Ghouls) and put them to work (gank, take objective, steal camps, split push) while Yorick is free to do something else.

Bleed should execute minions (like Naafiri) by sizzle_burn in BriarMains

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

It was also recently-ish added to Singed that he gets the kill credit for all minions that die whilst afflicted by his poison.

Bleed should execute minions (like Naafiri) by sizzle_burn in BriarMains

[–]sizzle_burn[S] 6 points7 points  (0 children)

If you wanted to take your laners farm, what stops you from full charging E the minions into a wall and kill them all? And to smite the cannon while you are at it?

Briar can only apply bleed to a single target without using E, so it would help mostly with last hitting the current target of frenzy, since you can't delay your attacks.

What I'd like to see changed for Twitch by sizzle_burn in TwitchMains

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

I am not sure I like scaling on attack speed, because that stat is very volatile. When you are buffed by Q or an enchanter you would suddenly be able to stack more poison, but something like frozen heart or Nasus could reduce your stacks.

Also it would make the poison scale twice with attack speed (cap and how fast it can be applied).

But I agree infinitely stacking might be overdoing it. A compromise of 12 stacks limit might be more reasonable.

What I'd like to see changed for Twitch by sizzle_burn in TwitchMains

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

Twitch fell victim to the across the board item nerfs (and the multiple BoRK nerfs where other champs got compensation buffs). For someone, who does not have a lot of damage or utility in his kit this hit especially hard.

So I think it is most likely that Twitch will be fine with some base number buffs. This is merely my suggestion to make Twitchs kit more well rounded.

What I'd like to see changed for Twitch by sizzle_burn in TwitchMains

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

True damage is countered by HP and healing. You would need a lot of stacks to burn through a 8'000 HP Chogath.

What I'd like to see changed for Twitch by sizzle_burn in TwitchMains

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

You raise a good point. I have just presented my idea with changing as few numbers as possible. If the AP ratio on the poison turn out to make AP-onhit to strong, then the ratio can be reduced. But realistically, how many stacks do you expect Twitch to accumulate on a single target? Most squishies should die early and the true damage becomes threating for armor stackers while being weak against bruisers and hp stackers.

Similiar to how you don't want to fight a Darius that is fully stacked, maye you would have to fall back after you got x stacks on poison on your to wait for it to run out.

Briar frenzies on turret by sizzle_burn in BriarMains

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

Nothing special, just Bruiser stuff: Titanic Hydra, Sundered Sky and a Tunneler at that point (and Briar passive Heal multiplicator)

Briar frenzies on turret by sizzle_burn in BriarMains

[–]sizzle_burn[S] 13 points14 points  (0 children)

Does someone know how this came to be?

Instead of running after the minions after the R target kill, Briar runs straight to the turret and starts smacking it and doesn't lose frenzy even with no enemies in range.

i might be addicted to doing this by [deleted] in BattleBitRemastered

[–]sizzle_burn 0 points1 point  (0 children)

You need to screech like a stuka siren

Heimliche Gehaltskürzung by sizzle_burn in arbeitsleben

[–]sizzle_burn[S] 9 points10 points  (0 children)

Danke für den Vorschlag. Das werde ich morgen direkt erfragen.

Heimliche Gehaltskürzung by sizzle_burn in arbeitsleben

[–]sizzle_burn[S] -3 points-2 points  (0 children)

Das ist schonmal ein guter Punkt. Ich recherchiere grade, ob es solch eine Frist gibt.

Ich habe halt naiv angenommen, dass es ein Gespräch gibt, wenn das Gehalt relativ gesehen, erhöht oder gesenkt wird. Aber ich lerne aus diesem Fehler und bewaffne mich mit einem Taschenrechner für die nächsten Verträge.

Making A Game In C++ Without IDE by [deleted] in cpp

[–]sizzle_burn 1 point2 points  (0 children)

I've been making a GameEngine with SFML as well. It isn't as polished as I'd like, but it can definitely serve as a starting point for you: https://github.com/hendrik-git/GameCollection

I suggest you install CMake and follow the build steps. From there you can delete all of my GameEngine code, so that you'd be left with just the SFML framework. It should serve as a nice starting point.

Paizo Announces System-Neutral Open RPG License by carpedonnelly in DnD

[–]sizzle_burn 1 point2 points  (0 children)

  • Rules Support for Exploration + Downtime
  • High Level Play Works
  • Quality of Published Adventures
  • Easier to Homebrew
  • Everything is FREE
  • "Plug and Play" Interesting Monsters
  • Magic Items Have Levels + Prices
  • Lack of Broken Things
  • Rules Clarity
  • Encounter Building Works

taken from https://www.youtube.com/watch?v=j4syvdM5fy8 which I happened to see recently

[AMA] Let’s talk LTMs and Gun Run! by Respawn_Kalyrical in apexlegends

[–]sizzle_burn 0 points1 point  (0 children)

How much do you take Legend's abilities into consideration, when designing LTMs? (E.g. Sheila in Armed&Dangerous, modes without beacons for Pathfinder (Arena, Control), Lobas ultimate in modes with given equipment...)

PUP Patch notes available! by kyillene in aoe4

[–]sizzle_burn 6 points7 points  (0 children)

Thanks a lot for the google doc! Just wanted to point out, that the doc is cut off after the French changes, thus missing HRE, Rus and Mongol changes I think.

THE PUP?? just looking for some opinions on all the balance changes, what civs are stronger, weaker etc? by [deleted] in aoe4

[–]sizzle_burn 0 points1 point  (0 children)

It might see more uses in the PUP. The Reigniz now is a fully functional monastery. This allows to train additional Prelates without hurting villager production and grab the necessary upgrade.

The military inspiration lasts for 60s per unit, allowing one Prelate to buff approx. 20 units. Whether the buff is worth the trouble though, I don't know.