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@Namex99

@jrrtolkitteen love of my life - Ad carry gamer

Katılım Eylül 2016
447 Takip Edilen737 Takipçiler
Namex
Namex@Namex99·
I aint readin all dat
Spideraxe@Spideraxe30

Bel'Veth rework on PBE: - Base health reduced from 610 to 580 - Health growth increased from 105 to 110 - Base AD increased from 60 to 55 - Base armor reduced from 32 to 28 - Armor growth reduced from 4.7 to 5 - Base attack speed reduced from 0.85 to 0.67 - Attack speed ratio reduced from 0.85 to 0.67 - Basic attack cast time reduced from 0.25 seconds modified by AS to 0.22 - Total basic attack time increased from 1.010 seconds to 1.493 - P basic attack + On-Hit damage incrased from 75% to 25% - P attack speed duration reduced from 5 seconds to 3 - P attack speed reduced from 20-40% to 20% - P no longer stacks up to 6 - P attack speed per kill increased from 0.28-1.1% to 0.1-2% - Q base damage incrased from 0-20 to 15-35 - Q AD ratio increased from 100% to 105% - Q bonus monster damage changed from 55-95 to 80% - Q minion damage increased from 60-100% to 100% - Q dash speed changed from 800-1000 to 850 - Q cooldown increased from 1 second to 4-1 - Q direction cooldown scaling changed from 1 Haste per 4% bonus AS to 1 Haste per 5% bonus AS - W base damage increased from 70-230 to 80-320 - W AP ratio incrased from 125% to 150% - W AD ratio removed - W knockup duration reduced from 0.75 seconds to 0.5-1 - W slow reduced from 50% to 30% - W slow duration changed from 1.25-2.25 seconds to 2 - E base damage per attack increased from 6-10 to 10-18 - E AD ratio per attack increased from 8% to 12% - E missing health bonus damage reduced from 0-300% to 0-100% - E monster damage increased from 150% to 200% - E bonus strike scaling reduced from 1 per 33.3% bonus AS to 1 per 41.67% bonus AS - E damage reduction changed from 35-55% to 20-60% - E lifesteal increased from 20% to 20-40% - E cooldown changed from 20-16 seconds 24-12 - R base on-hit reduced from 6-14 to 1-9 - R on-hit bonus AD ratio reduced from 12% to 3% - R AP ratio Damage: 6/10/14 (12% bonus AD) - R on-hit monster damage changed from 30-70 (+ 60% bonus AD) to 10-90 (+ 30% bonus AD) - R damage AP ratio increased from 100% to 150% - R health damage reduced from 25% missing to 20% - R base bonus health increased from 100-200 to 100-400 - R health bonus AD ratio increased from 120% to 150% - R health AP ratio increased from 90% to 150% - R True Form bonus attack changed from 10-20% to 5-25% - R True Form bonus attack range changed from 75 units to 25-125 - R True Form now increases size by 5-25% - R True Form no longer grants 10-80 bonus move speed out of combat - R True Form duration reduced from 60 seconds to 45 - R True Form duration is now increased to 90 seconds at 40 stacks. At 80 Lavender stacks, buff lasts until death.

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にぱっ
にぱっ@nipa_lol·
彼氏がLOL界隈でした 死にたいぐらい恥ずかしいデートでした 焼肉屋さんでは「食べ放題3000円?bfソード2本買えるじゃん」って言うし 買い物に行って「どっちの服が似合う?」って聞いたら「服買う暇あったらコントロールワード買えよ」とか言うし あたし何かおかしいこと言ってますか?
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Namex
Namex@Namex99·
@TrevorAllenMD No we didn't where did you get this take from? It's still to this take the most toxic deck ever printed IMO
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Trevor Allen 🩺 🥼
Trevor Allen 🩺 🥼@TrevorAllenMD·
We all way over-reacted about Kewl Tune and it isn't all that toxic and unbeatable huh
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Apex Eagle
Apex Eagle@Apexeaglehsr·
When the Aura farmer got Aura farmed.
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Namex
Namex@Namex99·
@Bittexu Why is this dogshit on my timeline? Get the fuck outta here
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❀Bittex❀
❀Bittex❀@Bittexu·
WuWa could never?!?!!?!??!?!?!?!?
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Yu-Gi-Oh! TCG
Yu-Gi-Oh! TCG@YuGiOh_TCG·
⚠️ Attention Duelists! ⚠️ Here are the upcoming updates to the #YuGiOhTCG Forbidden & Limited List, effective May 18, 2026.
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Namex
Namex@Namex99·
@1v9Jonas I feel like if kewl tune gets to look at your hand+top 2 cards of your deck whats even the point of playing it out if you don't draw a god hand? Vs yummy and Maliss there is full hidden information and you can at least bait things out while vs kewl tune it's just solitaire
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Jonas
Jonas@1v9Jonas·
@Namex99 i prefer to play vs 100 Kewl Tune over 1 Maliss. And yummy was also more Cringe than Kewl tune etc. Go ahead look at my hand, i dont mind. Atleast i get to play Yugioh
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Jonas
Jonas@1v9Jonas·
Top 10 in Masterduel / Advanced and Genesys Ladder at the same time Pog
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Namex
Namex@Namex99·
Went 1-2. Overall great first experience, lost to lunalight and Sky striker and beat Blue eyes regenesis
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Namex
Namex@Namex99·
Playing my first tournament in Yugioh TCG today dont Nib me ty
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asyc :D
asyc :D@AsycLoL·
when you type "gg ez" after griefing the entire game
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tent
tent@tentisback·
Never forget what they took from you Master used to be top 500 DISGUSTING COMPANY
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Matt Leung-Harrison@RiotPhroxzon

Apex LP Gains Hey everyone, We’ve had a lot of attempted changes to resolve some of the root issues with the Apex experience this year. Some have worked OK and others haven’t worked as well. We wanted to shine a light on changes that are going out (hopefully) today and how we’re going to approach it for the near term and wanted to apologize for the experience that people have been running into so far. Does every region have negative LP gains? - Less than 5 of our 16 regions are having negative LP gains in Apex right now, and they’re to varying extents - Some of those are experiencing it consistently and others, just a little bit, and most, none at all Is Aegis of Valor causing this? - We don’t see any long term impacts on LP gains caused by Aegis - Especially given that the majority of regions are functioning completely fine What’s going on then? - Masters being more achievable this Season & the best players getting stronger as the years go on is expanding the gap between the bottom of Master and the top of Challenger. - The addition of Challenger duos made it more challenging to balance some of these games - While we took pre-emptive mitigations to reduce the impact of things like Rank 1 & 2 duoing together, they weren’t powerful enough and resulted in the best players catapulting further ahead - The rollout of our improved Matchmaking and better balance to duos (this is now Live in every region); does a better job of balancing duos and balancing autofills to make Apex matches more balanced in over 90% of cases, but there is still work to be done when the very best players are duoing together - In the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high, which combined with the above issues has led to a less than ideal apex ladder experience Are you going to reset the ladder? - There are some set of people who are really vocal about resetting the ladder; we hear the concerns and are taking them seriously - At the same time, there are a lot of players who will find it very frustrating for all their progress to be reset and while some players will be happy we reset it, others will not, so we’re continuing to evaluate The changes we’re making - To reiterate, in the Live Ranked system, the max LP attainable has a soft cap to prevent LP gains from getting too high - The closer you get to the top of the ladder, you need a higher and higher winrate to climb. - ie. As a player gets closer and closer to the cap, their gains will approach +10/-30 - We’re going to remove this cap, which will unbound LP on the top end and result in the very best players being able to play and climb to pretty high LP values (+30/-10LP until they start to reach where they should be) - It will also make LP gains for the entire Apex ladder more stable, but LP cutoffs for Grandmaster and Challenger will also increase when most players no longer have negative LP gains - We expect most regions to reach peak LP’s of around 3000 and in some of the top end cases, close to 4000 - Grandmaster and Challenger are meant to be very difficult to achieve and it’s intended to be challenging to get there (in the same way that an Emerald player should look at Diamond and feel like it’s going to be difficult to achieve) - At the same time, we’ve heard your feedback that hitting these ranks feels too daunting and grindy (though there is an expectation that the peak ranks in a game are going to require more dedication to keep, we need to strike a good sweet spot here) The future - Us making climbing at apex less daunting caused us to add Grandmaster several years ago and we’re nearing some of those feels now; the skill gaps in Apex are getting too big - In some regions also, the number of Grandmaster/Challenger slots being too low for how big their region is is also contributing to the cutoffs being very high (EUW being a notable example) -> curious on thoughts on increasing this - We might also reconsider the top end of how much LP you can gain per win, but need to be considerate of how much this incentivizes smurfing - Changes to systems like these are a natural part of League being a long-lived game and having growing player skills over time Thank you for being patient with us as we fix all the things and we’ll continue to work to make the top of ladder climbing experience the best it can be.

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FlameHard
FlameHard@FlameHard·
He may play in the BOT lane but he sure as shootin' ain't a bot himself, the man oozes aura from every dang thing he does. Join us in wishing him a grand Happy Birthday ♥️.
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メリケン
メリケン@me_ri_ke_n·
タップすると特殊勝利するエグゾディア
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Namex
Namex@Namex99·
@PeepsYGO Dfissure and majesty's fiend
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Peeps
Peeps@PeepsYGO·
4-0 with this deck I thought I would hate. I’m pilled.
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Namex@Namex99·
:3
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