Figgulz

531 posts

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Figgulz

Figgulz

@Figgulz

Gamery Gamer | Software Engineering | https://t.co/Oz3sin6zQ0

Beigetreten Ekim 2020
340 Folgt40 Follower
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Figgulz
Figgulz@Figgulz·
"two ways of living life—chasing a dream, or shuffling to your grave.” #FF16
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Figgulz
Figgulz@Figgulz·
@Crunch_Tyme I registered but theres a chance I can't make it. I'll try my best though!
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penguin
penguin@Penguin1of1·
Everyone should just play 2XKO yes it has flaws but overall this is probably the only game that has devs that ACTUALLY LISTEN TO AT LEAST SOMEONE. 2XKO devs actually care about the competitive scene and are not scared to make ACTUAL CHANGES.
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Figgulz
Figgulz@Figgulz·
@Play2XKO Please add these to the game! Would be great for the lore tab in the character page!
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2XKO
2XKO@Play2XKO·
yasuo needs no introduction. here's one anyway
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Wade
Wade@wadefgc971·
‼️ STREAM IMPORTANT CE SOIR ‼️ Avec @MK_RZA @FlashNo47 et @RiotKael on va discuter de l'état de la communeauté 2xko en france Quels sont les problèmes ? Quoi faire pour améliorer l'état de la commu ? Pourquoi les tournois sont déja vide ? RDV ce soir a 19h30 sur mon twitch lien en dessous : ⬇️
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2XKO
2XKO@Play2XKO·
Shortly after patch 1.1.3 went live, we discovered a bug that caused some players' missions to not progress properly. We've since fixed the issue and are sending 3000 Credits to those affected. If you were already close to the 12,000 Credit cap, this may push you over the limit. You can't earn more credits until you spend some, so go grab something with them.
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Tampa Never Sleeps
Tampa Never Sleeps@TampaNeverSleep·
Our first Kingdoms event: 2XKO This Sunday 6PM Eastern.
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Figgulz
Figgulz@Figgulz·
@Unconkable Last few patches have moved the game towards a good direction! Solving more bugs would be greatly appreciated, and hopefully we get Akali and Senna soon 🙏 That's what people want the most :)
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Shaun Rivera
Shaun Rivera@Unconkable·
Hey everyone, just checking in on the latest patch. It’s a little too early to say until we get all the data back, but the nerfs we applied to the cast seem to be hitting where we intended so far. Happy to see the discussions around new counterplay tech against scenarios that previously had very few options available. We'll keep watching how the meta shakes out. Separately, 1.1.3 came with some unintended bugs, particularly for Illaoi. To be clear, this is not at our quality bar, and it's important our next update is more stable, so please keep sending your bug reports with #2XKO_BUGS on social. We appreciate your patience as we get this sorted.
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Figgulz
Figgulz@Figgulz·
@TSM_Leffen game is going in a good direction. braum should be hit next. my main criticism is they NEED to lock in a direction for yasuo combos, have a vision for them and stick to it. akali will save us.
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TSM Leffen
TSM Leffen@TSM_Leffen·
Genuine question, what is your opinion on the most recent 2XKO patch now 24 hours later?
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Figgulz
Figgulz@Figgulz·
@jonathan_tene seems that anything with decent damage has no corner carry so rip for now
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Jonathan Tene
Jonathan Tene@jonathan_tene·
Anyone have a good yasuo midscreen combo where you confirm 5m 5h into rekka instead of stab🥹
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2XKO
2XKO@Play2XKO·
a new in-game event is live now. complete missions to earn these pixel art player cards (and more)
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Figgulz
Figgulz@Figgulz·
@HomeDepotemkin it helps for sure, i been trying to help the subreddit out too and my lord is there a TON of dooming
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Home Depotemkin
Home Depotemkin@HomeDepotemkin·
I've started crossposting my 2XKO clips to the 2XKO subreddit in order to branch out more, and honestly I think my clips are helping give life to a subreddit that was otherwise previously doomer-pilled.
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Shaun Rivera
Shaun Rivera@Unconkable·
Yohosie is correct in that we are in a place where we want to minimize folks having to relearn a ton of routes. We aren't going to make a drastic combo reduction patch atm. We tested some of those changes and they were frankly resulting in a less fun game. That said, you can expect us over time to chip away at some of the insane one-off situations.
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Figgulz
Figgulz@Figgulz·
@Unconkable Thank you so much for the reply this helps a lot!
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Shaun Rivera
Shaun Rivera@Unconkable·
Check out the patch context from Yohosie
yohosie@yohosiefgc

Happy patch day y’all. some notes on the latest patch: Overall Patch Vibe We’re taking this patch to remove some of the least interactable portions of our game, on a champion level. Some champions (aka Ekko and Yasuo) don’t have clearly defined strengths and weaknesses, so we’re using this patch to continue to carve them out. Our hope is that with this patch we are in a position where we have reached the appropriate baseline and we can tune around this champion power, rather than making significant shifts. Read below on some additional color on the nerfed champions, and some notes on what’s coming next. — Health Reductions We took a pass at each champion’s health, and made adjustments to better align archetypes. Illaoi and Blitzcrank having the same health, or Vi and Darius having the same health doesn’t align with each champ’s fantasy. Ekko I mentioned this with Blitzcrank last patch, but hitbox/hurtbox adjustments are an underrated big impact. Ekko’s aerial normals and specials are significantly worse, particularly j.S2 which was overtuned. These, plus d.H and n.H adjustments, mean Ekko does not win interactions he should have no business winning. We’ve also made a big combo change for Ekko, in that by raising j.S2 minimum height, Limit Strike is no longer possible at the end of every single route. This is most impactful off Tag Launcher, where he’ll likely go for j.H > j.S2 into f.S1. This hurts Ekko’s meter generation, which means less supers in general. Yasuo Yasuo’s j.d.H overhead not being cancelable on block was having the impact we wanted at the highest levels of play, but unless you were extremely dialed into defensive systems, defending against Yasuo was an intense knowledge check. For reference on n.S1, the pushback is about 40 more units. As for where this leaves his conversions, LMH > n.S1 > stance.M (without run momentum) can be done without any timing adjustments. Also, we tuned stance.S2 so that it’s still very strong, but not overwhelmingly so. In terms of timing, j.L hits at the same timing it used to due to the lowered height, and stance.H > stance.S2 > j.[S1] still combos in the corner. Warwick n.S1 doesn’t do it all now. Illaoi We’ve removed the infinite blockstring, and we are going to be removing her unblockable soon, so don’t get used to it. — In terms of what’s coming up: We’re going to make a sincere, concentrated effort to not impact combos going forward. We know that combo adjustments cause a lot of player pain, and we’re going to avoid doing this moving forward. This may not always be possible, but when we do it we’re going to do it with the intention of helping combo stability rather than hurting combo stability. Jinx and Caitlyn, in particular, have instances where pushback or knockbacks or minor reactions are hurting their ability to convert in a meaningful way. Finally, on where we sit, we’re taking this patch to pull back some power on champions that are outside their power budget, so we can buff appropriately. Future patches will have buffs for lower and mid tier champions, and maybe some high tier champions!!!! find out!!!!!!! — thank’s

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Figgulz
Figgulz@Figgulz·
@draggles any chance we get a patch (1.1.3) sneak peek in tomorrow's weekend warmup? 🙏
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2XKO
2XKO@Play2XKO·
who’s your main?
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