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@Exotic3810

20 | I play Valorant

Katılım Aralık 2021
328 Takip Edilen57 Takipçiler
Hazel
Hazel@Hazeludw·
who actually has an online friendship that has lasted more than 2 years ??
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Martin "Anderzz" Schelasin
Martin "Anderzz" Schelasin@AnderzzTV·
Appreciate that we're rolling back some of the initiator changes, but it feels like there's still an underlying misunderstanding of what util cycles exist in the most tactically deep games of VAL, and how the impact of untradeability and shotguns demand a minimum viable level of utility to keep rounds from devolving into shotgun/op roulette. Defensive Util Cycles look something like: >1:40/1:35 - Start of round info >1:15/1:05 - First cycle reclear for the fog of war generated by your opponent's open. Timing varies by map's attack side rotation times: you're trying to cut between when they'll leave their insert, and when they've gotten far enough toward the other extremity/corridor that your rotates will still arrive pre-exec if the Opp tries to accelerate in response to the reclear. >0:50/0:45 - Second cycle reclear to confirm opponent's commitment to a specific extremity/corridor and greenlight your team for encirclements/map collapse. >Post - Retake Naturally, these timings are very frequently non-linear, e.g. ~1:38 Open >1:05 1st cycle >0:50 2nd cycle. What we generally need from initiator cooldowns to keep these "3-step macro" rounds viable is for our cooldown to be usable for Open + 2nd cycle, or 1st Cycle + Retake. Given the example windows above, a 50s cooldown still consistently makes us late for 2nd cycle unless we immediately use the CD on open, and/or it makes it so that we're opting to play at the mercy of poorly played attack - if they see cooldown util on 2nd step they should typically always be trying to accelerate because then they can create a scenario where you're dramatically less likely to get your 2nd CD back in time for it to be useful for retake. All that to say: 50s cooldowns still aren't enough. It gives more util sure, but in a way where to play out deep, multi-step rounds you're on hard guard rails of when you're allowed to use that util, down to not-even-5-second windows. That level of predictability means those round approaches should be easy to counter > shouldn't be widely played again > the change doesn't actually repair the depth of gameplay we've lost. This feels like we're acknowledging we overshot util volume reductions, but we still haven't acknowledged that the timing of that util availability is just as important as having it in general. It really doesn't have to be this hard: 1. Look at util cycle timings across all maps 2. Identify how big of a window you want teams to have to vary when they play those cycles (+/- # seconds) 3. Simple arithmetic of the CD being available for alternating cycles + buffer time. 4. Review that the buffer size doesn't create accidental 3rd cycle availability. 5. GG
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Trick
Trick@TrickVAL·
VCT community losing their minds over MIBR loss to Envy is the biggest self report of knowing nothing about Valorant. The state of Valorant is extremely variance based, more than ever before. There is no theoretical gameplan that is capable of consistently out performing players who are making good intuitive plays. You guys need to understand that since 2023 the game has slowly been shifting towards individual skill being more and more reliable than theory. Even the best "theory" teams on planet earth are struggling right now to maintain any level of consistency. NRG, G2, FNC etc. What exactly does this mean though? It means that players have improved as individuals far more than teams have improved the theory and it is not even close. When this happens the skill gap shrinks more and more. We have meta changes every couple of months that basically soft reset every team and map, we have a ranked system that gives no value to teamplay so upcoming players are all disproportionally better at fighting than game understanding. Combine all of this with the main "strategy" and "utility" being all on the duelist (Neon & Waylay) and of course, individualism will shine. To kill a stunned player, you used to have to find them with a sova dart, stun off audio & then jett dash on them. Now you can monkey into the bombsite and find them yourself, stun them yourself and kill them yourself. There is no teamplay designed into this meta at all so do not be surprised when these super teams struggle to consistently beat scrappy teams like Envy. Just think about how stupid the mechanics are from yoru, waylay & neon. Waylay and neon can get caught off in the most terrible position and just 1:1 counter stun any punishment, on what planet does that belong in an FPS game? What is the point in having the game designed in a way that initiators support the duelist when the duelists have better utility than every agent in the entire game including agents designed to have only supportive utility like breach. Genuinely think about that for a second, breach is awful in terms of self sufficiency so you would imagine the stun would be insane, the flash would be insane for the team etc. Since you cannot use it yourself. But nope, phoenix and yoru both have better flashes, neon and waylay both had INSTA cast better stuns, and yoru / waylay somehow has a better site disrupting ult than breach bro. The games design was always leading in this direction and if you cannot see that you are blind. Once the design team landed on "hey lets give duelists better site exec ults than initiators" you already know the game is completely fried. What in the world is the identity of this game anymore LOL the roles are so fake it is insane. Teams like MIBR will win in the long run once they really figure out maps, theory, how they wanna adapt to different play styles on each map etc. But as far as random losses like this you are an idiot to be surprised that they got ran down by Keznit, Demon 1 Egg+Poppin (Who literally went on the best t2 run in the history of the game in the best t2 region) and Rossy who is also a primed up shooter when running it down. TLDR: individual meta game design is for individualism meta changes = higher variance in matchups matches all have variance so consistently winning is impossible, you will always see upsets especially in an unsolved newer meta
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add3r
add3r@add3rTV·
add slowing hex to valorant and it'll be playable
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Evil Geniuses
Evil Geniuses@EvilGeniuses·
You asked for a masterclass. We got @FNS.
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Exotic
Exotic@Exotic3810·
@Nusiux Bro has slop and goop for skin
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Exotic
Exotic@Exotic3810·
@KestrelFPS No fr I’ve spent like $2.5K+ and I’m still at 800 radianite 😭
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Kes
Kes@KestrelFPS·
How do ya'll be running out of radianite?
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Exotic
Exotic@Exotic3810·
@itsfloppydisc ITS MY FAV MOUSE EVER EVEN THOUGH I ONLY USE LIGHTER MICE NOW
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floppyDisc
floppyDisc@itsfloppydisc·
theres no way people are lobbying the g502 as the best mouse ever like HELLO
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TNX hapa ˚ʚ🪬ɞ˚
TNX hapa ˚ʚ🪬ɞ˚@LilHapaTweets·
hey @RiotSupport @VALORANT i found this insane bug yesterday where my gun straight up doesn’t move or make sounds while shooting 😭 i think it only happened whenever i got off of my cypher cam ??
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rina
rina@rinasmilee·
rina tweet mediarina tweet media
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FNATIC CoJo
FNATIC CoJo@CoJoPM·
i swear bbl could be playing elementary school children in a charity match and they are still standing up shouting at them lmao
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Shiina
Shiina@ShiinaBR·
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