FlowChartKen

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FlowChartKen

FlowChartKen

@FlowChartK3n

➡ ⬇ ↘ 👊 [email protected]

Katılım Ağustos 2013
158 Takip Edilen188 Takipçiler
FlowChartKen
FlowChartKen@FlowChartK3n·
i stand corrected, 200 is the cutoff now
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FlowChartKen
FlowChartKen@FlowChartK3n·
lol apparently riot has given up on people even playing ranked because they removed the challenger restriction of 500 points and just made it top 100 now
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FlowChartKen
FlowChartKen@FlowChartK3n·
I'm not saying its bad to have but sidekick and juggernaut genuinely feel so bad to play I feel sorry for whoever has to learn the game this way
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Kane Blueriver @ home 🏡
Kane Blueriver @ home 🏡@KaneBlueriverCL·
I got this warning after the game completely froze at the beginning match and I had to close the 2XKO app through task manager after several minutes. This happened while on stream, so I have full proof of this. Please focus on improving stability and the automated flags @Play2XKO
Kane Blueriver @ home 🏡 tweet media
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FlowChartKen
FlowChartKen@FlowChartK3n·
if 2xko is going to kick me out of matches im winning, can I at least not get this notice every time?
FlowChartKen tweet media
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FlowChartKen
FlowChartKen@FlowChartK3n·
i might be done with this game if next patch doesnt nerf freestyle. I dont even care about how broken the fuse is I just cannot handle my inputs getting eaten 50 times per game
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FlowChartKen
FlowChartKen@FlowChartK3n·
this patch is a good example of why its important to play the game before dooming because lob oki literally still exists and people are still playing yasuo
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Fatal
Fatal@AKAThePlaybook·
@FlowChartK3n @BahnMiis You're mashing too fast, just slow down slightly and it never happens
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FlowChartKen
FlowChartKen@FlowChartK3n·
2XKO is the first fighting game ever to have a 5% RNG chance to just get a completely random champion
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ZeKe
ZeKe@BahnMiis·
@FlowChartK3n Are you talking about the champ select random “bug” for mashing A lol thats pretty annoying.
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FlowChartKen
FlowChartKen@FlowChartK3n·
@yohosiefgc the current state of GM > chal feels quite bad imo, almost every match ends up being +3/-7~9 Is that intentional? I can understand wanting to reserve chal for high win rates but the current grind feels extremely demotivating when a 30 minute skid can erase 3 hours of progress
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yohosie
yohosie@yohosiefgc·
Oh yes, I want to talk a little bit about happy birthday stabilization and how it works. TLDR; - If 2 champions are being hit by the same attack at the same time and are playing the same animation, they will slowly converge to help stabilize happy birthdays. - This means that if 1 champion is airborne, and 1 is grounded, they won't converge. But if both are airborne, or both are grounded, they'll converge - Assists move towards the point champ if they are within a certain close proximity to each other. - Assists move a specific amount of distance towards the point champion, until they align So, for an example, if Point Jinx is 30 units away from Assist Yasuo while being happy birthday'd, every hit Yasuo will move towards Jinx until they are in the same location. This usually takes ~3 hits at max range, but can take 1 hit if they're almost in the same spot.
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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
2XKO@Play2XKO

1.1.3 patch notes are out. we’ve got ekko and yasuo nerfs, returning cosmetics, and more. patch drops mar 10, full details here: riot.com/4b3biNu

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FlowChartKen
FlowChartKen@FlowChartK3n·
@Chez_ib Sorry should clarify into limit break Oki specifically, a mechanic so ridiculous that you can build break off the first hit before the person you are damaging builds it
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FlowChartKen
FlowChartKen@FlowChartK3n·
@Chez_ib Unreactable burst safe plus on block 4 way mix mid screen off of any blocked hit into oki is healthy gameplay in what world? The characters are so broken they needed months of straight nerfs and there are somehow still people coping about them being "healthy"
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