The only thing you can spend money on with any material benefit is a very scaled down version of league's old rune system, and there is a finite amount of money you could feasibly sink in
15 items total, 20 levels each (in a day of play I got 3 items to level 10)
This Reddit post goes into the math in more detail, but the gist of it is that held item upgrading (what WeedLordVegeta is talking about... I think) has some pretty painful grinding on the high end which can be alleviated through converting the paid currency to the other shop currencies. However, the major breakpoints are levels 10 and 20, where each item gets an additional bonus effect, and the worst part of the grind is level 20 to level 30 (costing five times as many resources for that stretch as everything prior). Upgrading everything to max level will take you something like 500 days if you throw all your resources at the project exclusively.
That said, it depends how much you care about having your levels capped out. The impression I get seems to lean toward "you can get the vast majority of your potential power in a reasonable amount of time, and the remaining fraction will be expensive no matter whether you choose to spend time or money on it."
My favorite musical instrument is the air-raid siren.
Yeah. Sort of the impression that I'm getting watching/listening to streams and reading those reddit posts is that it won't ultimately make that big of a difference unless you're ranked at the very top. Game knowledge, moba mechanics, timing, and mechanical skill matters far more.
This Reddit post goes into the math in more detail, but the gist of it is that held item upgrading (what WeedLordVegeta is talking about... I think) has some pretty painful grinding on the high end which can be alleviated through converting the paid currency to the other shop currencies. However, the major breakpoints are levels 10 and 20, where each item gets an additional bonus effect, and the worst part of the grind is level 20 to level 30 (costing five times as many resources for that stretch as everything prior). Upgrading everything to max level will take you something like 500 days if you throw all your resources at the project exclusively.
That said, it depends how much you care about having your levels capped out. The impression I get seems to lean toward "you can get the vast majority of your potential power in a reasonable amount of time, and the remaining fraction will be expensive no matter whether you choose to spend time or money on it."
I mean, in a pvp game you care very much about not having handicapped stats. It's pretty bad to directly monetize stats where the grind to alleviate is over a year long.
What is this I don't even.
+3
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
Pikachu being the face of Pokemon really ends up with Raichu getting the short end of the stick a lot of the time since if Pikachu is in it, and it's not a mainline game, Raichu probably won't be.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
This Reddit post goes into the math in more detail, but the gist of it is that held item upgrading (what WeedLordVegeta is talking about... I think) has some pretty painful grinding on the high end which can be alleviated through converting the paid currency to the other shop currencies. However, the major breakpoints are levels 10 and 20, where each item gets an additional bonus effect, and the worst part of the grind is level 20 to level 30 (costing five times as many resources for that stretch as everything prior). Upgrading everything to max level will take you something like 500 days if you throw all your resources at the project exclusively.
That said, it depends how much you care about having your levels capped out. The impression I get seems to lean toward "you can get the vast majority of your potential power in a reasonable amount of time, and the remaining fraction will be expensive no matter whether you choose to spend time or money on it."
I mean, in a pvp game you care very much about not having handicapped stats. It's pretty bad to directly monetize stats where the grind to alleviate is over a year long.
Yeah, it doesn't impact casual play any, but for higher end stuff it'll be an issue.
This Reddit post goes into the math in more detail, but the gist of it is that held item upgrading (what WeedLordVegeta is talking about... I think) has some pretty painful grinding on the high end which can be alleviated through converting the paid currency to the other shop currencies. However, the major breakpoints are levels 10 and 20, where each item gets an additional bonus effect, and the worst part of the grind is level 20 to level 30 (costing five times as many resources for that stretch as everything prior). Upgrading everything to max level will take you something like 500 days if you throw all your resources at the project exclusively.
That said, it depends how much you care about having your levels capped out. The impression I get seems to lean toward "you can get the vast majority of your potential power in a reasonable amount of time, and the remaining fraction will be expensive no matter whether you choose to spend time or money on it."
I mean, in a pvp game you care very much about not having handicapped stats. It's pretty bad to directly monetize stats where the grind to alleviate is over a year long.
Yeah, it doesn't impact casual play any, but for higher end stuff it'll be an issue.
If there's decent matchmaking (not an assertion I'm going to make yet), then you're still likely to going to wind up against people of a similar level of "power", being the combination of player skill and character stats. If you're consistently playing against people with better items, then at least you can take comfort in the fact that you're ahead of the player skill curve.
My favorite musical instrument is the air-raid siren.
Zeroaras charge effectively makes him Nuke half his own life off if he charges garchomp due to garchomps passive… I’m now officially playing nothing but garchomp until they nerf the fuck out of zeroara
KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
Played some quick matches with venusaur and Ninetails. Solar beam has a long delay but if it hits, it does insane damage for a regular move that pierces. Ninetails is just good, they just feel like an easy freeze control ranged DPS. Easy combos for good damage.
Maybe I'm missing something but I like that you can't see score during the game. With how little time there actually is, there's no worry about 60 minute matches so the excitement of "Never give up!" is maintained throughout the match with the vague "We're in the lead/falling behind" barks giving a good motivation to change tactics or get more aggressive.
. . .the netcode though; game feels jerky even if it isn't impacting gameplay (from what I could tell).
Overall just quick stupid fun with characters I have no idea about (other than Pikacho and the Snorelax guy from seeing someone in a onesie shaped like them).
It amazes me how much people are ignoring the whole scoring part of the game.
Just tried this on SWITCH and there were balls everywhere with one guy literally having 0 points scored who was chasing down (and getting) kills the entire match. Their team lost.
Sometimes you just have a game that doesn't make any sense whatsoever. Played a quick match where my entire team was getting pooped on the entire game, and I decided to abandon defending and just try to get pickoffs on the backline and score whatever I could.
Game ended up 162-0 in our favor, despite them being up 15-6 in KOs.
They just decided they didn't wanna ever press X
My friend is working on a roguelike game you can play if you want to. (It has free demo)
This game snowballs pretty hard by the ten minute mark, one way or the other. I think I’ve had one close match out of seven? Still a nub though, it probably gets better if there’s any kind of matchmaking.
i keep winning when i play any attacker and losing when i play slowbro... i do like the cc though but it sure feels a lot like getting let down by my attackers
Well, against my better judgment, I took the plunge and downloaded the game. I am enjoying it immensely, which is actually what I was afraid of; an "infinite" game like this can consume a lot more of my time than I'd consciously volunteer for it and, y'know, what, I don't actually care if there's P2W stuff in there, what really scares me is how dripping in FOMO mechanics it is.
I'm half thinking I ought to back out now while I still can. :?
My favorite musical instrument is the air-raid siren.
I was playing Eldegoss and it turns out endlessly spamming heal and letting my team fight forever was the edge the other 4 attackers on my team needed to overcome the enemy team with no sustain
0
ObiFettUse the ForceAs You WishRegistered Userregular
This game snowballs pretty hard by the ten minute mark, one way or the other. I think I’ve had one close match out of seven? Still a nub though, it probably gets better if there’s any kind of matchmaking.
Zapdos is the ultimate catch-up mechanic. Our team was getting the "We are far behind!" messages up until the last minute when we won the teamfight and took Zapdos. Cue us dunking a bunch right when time expired and it said we won.
I checked the match review timeline and we were down ~100 - 342 until the final 30 seconds.
So while it feels snowbally, your team is never really out of it
This game snowballs pretty hard by the ten minute mark, one way or the other. I think I’ve had one close match out of seven? Still a nub though, it probably gets better if there’s any kind of matchmaking.
Zapdos is the ultimate catch-up mechanic. Our team was getting the "We are far behind!" messages up until the last minute when we won the teamfight and took Zapdos. Cue us dunking a bunch right when time expired and it said we won.
I checked the match review timeline and we were down ~100 - 342 until the final 30 seconds.
So while it feels snowbally, your team is never really out of it
I've heard people say this a lot but my experience has been somewhat different; against a team that knows what they're doing and has a level advantage on you; zapdos does effectively nothing since they'll murder your entire team in seconds anyway any time you head to a goal to make use of Zapdos' defence removal;
edit: also I just had a game that ended 0-1121...oof
This game snowballs pretty hard by the ten minute mark, one way or the other. I think I’ve had one close match out of seven? Still a nub though, it probably gets better if there’s any kind of matchmaking.
Zapdos is the ultimate catch-up mechanic. Our team was getting the "We are far behind!" messages up until the last minute when we won the teamfight and took Zapdos. Cue us dunking a bunch right when time expired and it said we won.
I checked the match review timeline and we were down ~100 - 342 until the final 30 seconds.
So while it feels snowbally, your team is never really out of it
I've heard people say this a lot but my experience has been somewhat different; against a team that knows what they're doing and has a level advantage on you; zapdos does effectively nothing since they'll murder your entire team in seconds anyway any time you head to a goal to make use of Zapdos' defence removal;
edit: also I just had a game that ended 0-1121...oof
The other thing is Zapdos requires you to immediately run and dunk since it's only 30s.
i keep winning when i play any attacker and losing when i play slowbro... i do like the cc though but it sure feels a lot like getting let down by my attackers
I've said it a million times and I'm sure I'll say it a million more, every moba is a team game that's best played with 2-4 friends. Especially if you enjoy tanks and supports.
It's not that pub DPS players are inherently bad, but you need a level of coordination to mesh the strengths of the different roles that's simply not possible with randos.
I played my first ranked match earlier because of the requirement for the Crustle event. Went in super nervous, figuring players would be more competent. Let my teammates pick what they wanted so I could fill. Went Ninetails since our team lacked a ranged DPS.
I may have overthought things. I got MVP with 253 points and 13 KOs. The next highest person was the Lucario on the enemy team with 103 points and 6 KOs. No one else was even close. Now I just need to hit level 9 for this particular leg of the event (7 currently).
I used to care and be nervous about ranked in games like this; then I realized unranked gives you a rank anyway for elo matchmaking you just can’t see it. So whatevs I pretty much only play ranked in games so I can see how terrible I am too; no sense living in denial
No, I mean CPU matches are 5vBots.
Was looking for the training matches of 1+BotsvBots
Less likelihood of the other players getting bothered with the Slowpoke squirting walls in there.
Well, against my better judgment, I took the plunge and downloaded the game. I am enjoying it immensely, which is actually what I was afraid of; an "infinite" game like this can consume a lot more of my time than I'd consciously volunteer for it and, y'know, what, I don't actually care if there's P2W stuff in there, what really scares me is how dripping in FOMO mechanics it is.
I'm half thinking I ought to back out now while I still can. :?
Following up on this:
So to summarize:
- There's a 14 day "Welcome Package" with daily login rewards.
- There's a 30 day "Beginner's Challenge" with a set of four dailies that give you one of the currencies on completion, and add up to some more worthwhile item.
- There's a Battle Pass that spans the whole season, with daily, weekly, and monthly challenges that give you Battle Pass points which give you free items at every other level (and more consequential items you can only get by paying for the Battle Pass).
- Then there are the game's legitimate dailies.
- ... and a gacha system you get points for by playing (winning?) rounds of the game, with no more than 30 pulls per day (if you can even accumulate that many points).
Now in fairness, it looks like most of the "passes" have a bit of a buffer on them; the first day of the Beginner's Challenge ticked over while I was playing (around 8 PM EST) and I was still able to complete the first day while the second one was open. So except for the "proper" dailies that are mostly small bundles of coins and tickets, you've got some leeway on the timing. But I still caught myself thinking this morning, "How shall I spend this day off of work? I could work on my own games, or, ah, I should check the dailies in Pokemon Unite". And, I'm not going to say it's objectively wrong for the game to be structured as it is; clearly there's some (majority?) amount of responsibility on my part for not being able to engage with this kind of thing in a healthy manner. But damn, I really wish I could just pay $NintendoGamePrice to get this game in a form that didn't try to insert itself into my psychology and dictate when I'm going to play it. So, I'm out.
---
Anyway, Eldegoss was real fun to play. It took me a while to realize that Pollen Puff had a lag time on it and I had needed to actually aim it where characters were going to be. The only game I lost (as Eldegoss) was the one where I chose Cotton Spore over Cotton Guard; the ability to just slap some extra HP on myself and all my buddies, plus debuff anyone who touched me afterward, was way more significant than whatever it was that Cotton Spore was actually doing.
Wigglytuff, by contrast, was a bit of a challenge to use because it didn't have any readily-available source of healing, and at that point I'd swapped my Leftovers for the Muscle Band so my passive healing was basically nonexistent and I massively overestimated how long I'd last in a fight. Once Sing and Dazzling Gleam came online (and I got it into my head that I needed to be my Attacker's annoying kid brother), fights really started to swing in my team's favor; the combo of stun/defense drop/snare in an AoE meant that the more people they had the worse it went for them.
On the one occasion I had the Support role sniped from under me, I decided to go with Crustle, running an X-Scissor and Rock Tomb build. I didn't quite have the dexterity to make it work, but the ability to split a lane in half with Rock Tomb meant that a lot of people thought they were walking into a 2v3 and actually found themselves in a 2v1. That match was interesting for another reason, though; evidently our Venusaur disconnected before the match began. The game popped up a window that offered to let me give orders to the character, one of which was "Fight With Me". So for that round I had a loyal Venusaur bot that did nothing but follow me around and attack whatever I attacked. ... which was honestly probably better than another human would have done.
---
tl;dr game itself is great, I can't handle the f2p elements
My favorite musical instrument is the air-raid siren.
Resources the game doesn't tell you about: There's some "fairness rating" which I assume is just "don't disconnect, etc" if you hit L to open your profile, and gives a small amount of coins each day.
Also, yes - Cotton Guard is way better than Spore. Spore makes you faster and then does damage+launch at the end, but it can't compete with the durability guard gives. The other move slot is more open for sure.
Someone went through the trouble of determining what Pokemon scale off of attack or special attack.
Some notes: All Basic Attacks scale off attack, but Boosted Basic Attacks (the unique one that occur every couple of hits) vary.
Usually a Pokémon is all special or all attack, with exceptions being Garchomp who’s boosted attack scales off Special Attack while everything else is attack, and Zeraora who’s Wild Charge scales off both. Also Snorlax and Machamp have moves that seem to be bugged and lose damage if special attack buffs are equipped.
All-Rounders currently scale entirely off attack, except Garchomp’s boosted attack. Supports scale entirely off special attack. Speedsters are almost entirely attack based except Gengar. Defenders are attack based except Slowbro. Attackers are mixed, but lean special attack based except for Greninja and Cinderace.
float stone and shell bell are kinda my first thoughts. they both buff one of the attack types with extra relevant effects. but i haven't actually hit lvl 9 yet so i haven't put much thought in
It annoys me that they went such a silly route for attack vs special attack rather than just having auto attacks be attack and abilities be s.attack
It’s very unintuitive, though I think they just need all this stuff documented in game. It’s weird that they list things boosting attack or special attack but don’t have clear documentation in game on what is which.
Like, some of this stuff is really too much. Granted, not many people are going to drop $300+ to level up a few items, but this has got to ruin the enemies play experience.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Damage Cheat sheet from that video / added to OP. Thanks Iblis !
Ah, thank you. I was too lazy to copy the chart down. And no problem. Figured I should share that since a lot of it isn't super intuitive. I'm also assuming there's some bugs, since I have no idea why Garchomp's boosted attack or Zeraora's Wild Charge would scale off of Special Attack (especially since Wild Charge also scales off of Attack, so no reason to use Special Attack for it anyway). Hopefully they'll document this stuff better in the future so we don't have to rely on people labbing out the numbers to see how the game functions.
Posts
15 items total, 20 levels each (in a day of play I got 3 items to level 10)
So it's paying to get to the ceiling quicker
That said, it depends how much you care about having your levels capped out. The impression I get seems to lean toward "you can get the vast majority of your potential power in a reasonable amount of time, and the remaining fraction will be expensive no matter whether you choose to spend time or money on it."
This is in no way me endorsing the system.
I mean, in a pvp game you care very much about not having handicapped stats. It's pretty bad to directly monetize stats where the grind to alleviate is over a year long.
Yeah, it doesn't impact casual play any, but for higher end stuff it'll be an issue.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
If there's decent matchmaking (not an assertion I'm going to make yet), then you're still likely to going to wind up against people of a similar level of "power", being the combination of player skill and character stats. If you're consistently playing against people with better items, then at least you can take comfort in the fact that you're ahead of the player skill curve.
. . .the netcode though; game feels jerky even if it isn't impacting gameplay (from what I could tell).
Overall just quick stupid fun with characters I have no idea about (other than Pikacho and the Snorelax guy from seeing someone in a onesie shaped like them).
Just tried this on SWITCH and there were balls everywhere with one guy literally having 0 points scored who was chasing down (and getting) kills the entire match. Their team lost.
Game ended up 162-0 in our favor, despite them being up 15-6 in KOs.
They just decided they didn't wanna ever press X
I'm half thinking I ought to back out now while I still can. :?
Zapdos is the ultimate catch-up mechanic. Our team was getting the "We are far behind!" messages up until the last minute when we won the teamfight and took Zapdos. Cue us dunking a bunch right when time expired and it said we won.
I checked the match review timeline and we were down ~100 - 342 until the final 30 seconds.
So while it feels snowbally, your team is never really out of it
I've heard people say this a lot but my experience has been somewhat different; against a team that knows what they're doing and has a level advantage on you; zapdos does effectively nothing since they'll murder your entire team in seconds anyway any time you head to a goal to make use of Zapdos' defence removal;
edit: also I just had a game that ended 0-1121...oof
The other thing is Zapdos requires you to immediately run and dunk since it's only 30s.
Although Submission+X Speed Machamp goes ZOOM.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I've said it a million times and I'm sure I'll say it a million more, every moba is a team game that's best played with 2-4 friends. Especially if you enjoy tanks and supports.
It's not that pub DPS players are inherently bad, but you need a level of coordination to mesh the strengths of the different roles that's simply not possible with randos.
People you gotta level up.
I had 11 kills to their whole team's collective 5.
I may have overthought things. I got MVP with 253 points and 13 KOs. The next highest person was the Lucario on the enemy team with 103 points and 6 KOs. No one else was even close. Now I just need to hit level 9 for this particular leg of the event (7 currently).
And CPU match isn't it
... We didn't come last
Was looking for the training matches of 1+BotsvBots
Less likelihood of the other players getting bothered with the Slowpoke squirting walls in there.
Following up on this:
So to summarize:
- There's a 14 day "Welcome Package" with daily login rewards.
- There's a 30 day "Beginner's Challenge" with a set of four dailies that give you one of the currencies on completion, and add up to some more worthwhile item.
- There's a Battle Pass that spans the whole season, with daily, weekly, and monthly challenges that give you Battle Pass points which give you free items at every other level (and more consequential items you can only get by paying for the Battle Pass).
- Then there are the game's legitimate dailies.
- ... and a gacha system you get points for by playing (winning?) rounds of the game, with no more than 30 pulls per day (if you can even accumulate that many points).
Now in fairness, it looks like most of the "passes" have a bit of a buffer on them; the first day of the Beginner's Challenge ticked over while I was playing (around 8 PM EST) and I was still able to complete the first day while the second one was open. So except for the "proper" dailies that are mostly small bundles of coins and tickets, you've got some leeway on the timing. But I still caught myself thinking this morning, "How shall I spend this day off of work? I could work on my own games, or, ah, I should check the dailies in Pokemon Unite". And, I'm not going to say it's objectively wrong for the game to be structured as it is; clearly there's some (majority?) amount of responsibility on my part for not being able to engage with this kind of thing in a healthy manner. But damn, I really wish I could just pay $NintendoGamePrice to get this game in a form that didn't try to insert itself into my psychology and dictate when I'm going to play it. So, I'm out.
---
Anyway, Eldegoss was real fun to play. It took me a while to realize that Pollen Puff had a lag time on it and I had needed to actually aim it where characters were going to be. The only game I lost (as Eldegoss) was the one where I chose Cotton Spore over Cotton Guard; the ability to just slap some extra HP on myself and all my buddies, plus debuff anyone who touched me afterward, was way more significant than whatever it was that Cotton Spore was actually doing.
Wigglytuff, by contrast, was a bit of a challenge to use because it didn't have any readily-available source of healing, and at that point I'd swapped my Leftovers for the Muscle Band so my passive healing was basically nonexistent and I massively overestimated how long I'd last in a fight. Once Sing and Dazzling Gleam came online (and I got it into my head that I needed to be my Attacker's annoying kid brother), fights really started to swing in my team's favor; the combo of stun/defense drop/snare in an AoE meant that the more people they had the worse it went for them.
On the one occasion I had the Support role sniped from under me, I decided to go with Crustle, running an X-Scissor and Rock Tomb build. I didn't quite have the dexterity to make it work, but the ability to split a lane in half with Rock Tomb meant that a lot of people thought they were walking into a 2v3 and actually found themselves in a 2v1. That match was interesting for another reason, though; evidently our Venusaur disconnected before the match began. The game popped up a window that offered to let me give orders to the character, one of which was "Fight With Me". So for that round I had a loyal Venusaur bot that did nothing but follow me around and attack whatever I attacked. ... which was honestly probably better than another human would have done.
---
tl;dr game itself is great, I can't handle the f2p elements
Been watching/playing too much of this game.
Also played my first ranked game last night. Hard carried my team with Mr. Mime.
Also, yes - Cotton Guard is way better than Spore. Spore makes you faster and then does damage+launch at the end, but it can't compete with the durability guard gives. The other move slot is more open for sure.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Someone went through the trouble of determining what Pokemon scale off of attack or special attack.
Some notes: All Basic Attacks scale off attack, but Boosted Basic Attacks (the unique one that occur every couple of hits) vary.
Usually a Pokémon is all special or all attack, with exceptions being Garchomp who’s boosted attack scales off Special Attack while everything else is attack, and Zeraora who’s Wild Charge scales off both. Also Snorlax and Machamp have moves that seem to be bugged and lose damage if special attack buffs are equipped.
All-Rounders currently scale entirely off attack, except Garchomp’s boosted attack. Supports scale entirely off special attack. Speedsters are almost entirely attack based except Gengar. Defenders are attack based except Slowbro. Attackers are mixed, but lean special attack based except for Greninja and Cinderace.
Does anyone have a good order of held items to upgrade first? Float Stone seems important because movement speed.
It’s very unintuitive, though I think they just need all this stuff documented in game. It’s weird that they list things boosting attack or special attack but don’t have clear documentation in game on what is which.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
You could go into practice mode with different items equipped. It shows damage numbers when attacking wild pokemon.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
*Warning: Charlie is very NSFW*
Like, some of this stuff is really too much. Granted, not many people are going to drop $300+ to level up a few items, but this has got to ruin the enemies play experience.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Ah, thank you. I was too lazy to copy the chart down. And no problem. Figured I should share that since a lot of it isn't super intuitive. I'm also assuming there's some bugs, since I have no idea why Garchomp's boosted attack or Zeraora's Wild Charge would scale off of Special Attack (especially since Wild Charge also scales off of Attack, so no reason to use Special Attack for it anyway). Hopefully they'll document this stuff better in the future so we don't have to rely on people labbing out the numbers to see how the game functions.