devilshiranui

150 posts

devilshiranui

devilshiranui

@devilshiranui

joueur de jeux de combat et attend avec impatience mordekaiser/viego ou garen dans 2XKO

Katılım Şubat 2015
31 Takip Edilen21 Takipçiler
devilshiranui retweetledi
Toulouse Versus Fighters
Toulouse Versus Fighters@TvsFighters·
Nous tenons notre vainqueur ! Senshii remporte cette Grande Finale contre Devilshiranui. Félicitations à lui et à tous les joueurs ayant participé à ce tournoi 2XKO et qui nous ont offert de magnifiques actions 👏👏👏
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devilshiranui
devilshiranui@devilshiranui·
@yohosiefgc j'espere que sa retouchera a jugger aussi (un petit buff fera pas de mal) vue que un nerf de fury touche directement a jugger pour le coups même si heureusement que cette mécanique sera enfin nerf
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yohosie
yohosie@yohosiefgc·
Hey, we’ve been keeping an eye on the meta since the patch, and wanted to give a heads up on changes we are planning for Break and Fury. We like what Break Bonus changes are doing for folks across most of the skill spectrum. Most basic combos grant more Break now, and this change has added more back and forth to matches in 2X. However, we understand the feedback that advanced BnBs are juicing the Break meter too much, which causes Fury to make games feel volatile. We agree with y’all. We will be making adjustments to the top-end of Break Bonus to make exceeding the 15 second break threshold less punishing. In addition, we will be reducing Fury damage overall. Appreciate the dialogue, and will update y’all with details closer to the patch. ty - yohosie
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devilshiranui retweetledi
M8 RZA @ Evo JP 🇯🇵
On est à une semaine du prochain patch de 2XKO, voici ce que je pense de la meta actuellement côté tierlist ! Pour la suite, il faudrait impérativement toucher à des changements globaux sur le jeu avant même les personnages. - Mettre le tag à -3 pour limiter l'utilisation du freeze qui profite énormément au fuse Freestyle ainsi que le tag parry. - Enlever une majorité des combos sur choppe ou augmenter le reduce damage de ce dernier - enlever le reset de frame à l'attérissage quand on se fait toucher dans les airs - retirer la possibilité de charger les coups après un tag out (VI S1 chargé,etc) ou s'être fait toucher. cc @2XKOFR @Unconkable
M8 RZA @ Evo JP 🇯🇵 tweet media
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devilshiranui
devilshiranui@devilshiranui·
@yohosiefgc c'est triste a dire mais ce patch ne donne pas spécialement envie de joué plus au jeu, il faut voir ce que sa donne demain mais vue que sa ne touche pas au problème principal (freestyle et l'active tag) et que sa crée des problèmes comme le cas darius on va dire c'est compliqué.
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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 @ EVO Japan@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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2XKO Intel
2XKO Intel@2XKOIntel·
Caitlyn has been a fan favorite (and worst nightmare) for many of you! Who’s your pick for the next champion in Season 1?!
2XKO Intel tweet media
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devilshiranui
devilshiranui@devilshiranui·
@yohosiefgc juggernaut is buff? because is hard for this fuse with last nerf in high lv
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yohosie
yohosie@yohosiefgc·
hello windwallers, Happy New Year everyone. Coming in with a patch preview to help prepare competitors for Frosty. We’ll be outlining some of our biggest changes here. Core Gameplay: We find projectiles lead to a lot of chaos and unclear outcomes, so we're making changes to their functionality. 1. Most projectiles will be deleted when you hit point champions (or an assist champ, if they fired that projectile). This includes Wind Wall, Timewinder, Rockets, Mushroom, etc. 2. Aerial projectiles now place champs into an interrupt (counterhit) state during recovery. 3. We’re removing the ability to charge projectile assists when tagged out. We aren't happy with the gameplay that's emerging from this behavior. • Hitting assists doesn't have much meaning and is contributing heavily to runaway, so we're adding a 4 second cooldown when you hit an assist. We hope this leads to more thoughtful assist calls and lets you swing momentum more easily. • Assist champions peace out if they get hit while KO’d • All 8 frame jabs are now 7 frame jabs (Darius, Illaoi, Blitzcrank, Braum). 8 frames was too slow to contest on defense, so these champion's jabs should feel more usable. Ekko, Yasuo, Ahri, and Teemo Ekko, Yasuo, and Ahri continue to be overrepresented in the tournament meta. We have 1 targeted nerf each that we expect will bring down their power, as well as a few points of polish. • Ekko: can no longer teleport out of grab recovery. • Ahri: throwing an aerial fireball no longer refreshes her air dash. • Yasuo: std.M and d.M have significantly more recovery (with an improved hitbox on std.M to compensate). • Teemo is getting his remaining nerfs from the hotfix that went out late last year. This includes additional requirements for badges, less duration on bush fire in neutral, and small nerfs to S1 Super and Super Assist duration. Buffs We have meaningful and targeted changes for all other champions. For some, this is a general suite of buffs on underused moves. For others, this includes changed functionality designed to open up new pressure options. • Blitzcrank’s hurtboxes and normals (std.M, crc.M, std.H, b.H, running.H) are significantly improved. Blitzcrank often cannot throw out buttons in neutral, and now they’ll win interactions much more often. • Braum keeps unbreakable when performing S2 super while in unbreakable, and has an enhanced back Assist. Back assist will make Braum feel 💪 big and strong and now he has a usable super when cornered while in unbreakable. • Darius is now able to charge Apprehend (n.S1). You cannot do follow-ups, but are plus after, allowing you to effectively bait parry while on offense. • Jinx b.S1 is now significantly better on hit with increased hitstun, and it now launches grounded opponents. It doesn’t scale damage nearly as much, and opens up new neutral options and combo routes. • Illaoi n.[H] and her Just Frame do more damage, but her mediums do less damage. Illaoi players will be rewarded for big punishes now. • Vi can cancel charged Knuckle Down (forward.S1 > [H]) into Footwork, at the cost of Knuckle Down being slightly lower to the ground. It’ll be slightly worse in neutral, but on offense it opens up new pressure and combo opportunities. • Warwick is able to combo airborne opponents easier, and S2 rekka into super is much more consistent. His overall power is largely the same, but he’ll feel much more natural to play at beginner and intermediate/advanced levels. Patch Note Length Warwick, Braum, and Blitz have some issues we want to clean up for our official launch. These champions have patch notes that are quite long and are designed to clean up rough edges on a wide variety of moves. We will be focusing on high impact changes moving forward. Bug Fixes We have a large amount of bug fixes going in to improve controls and polish the game. More details on these to come with the full patch notes. We’ll be dropping fully localized patch notes on January 19th at 10am PT. Thanks all!
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2XKO Intel
2XKO Intel@2XKOIntel·
A new champion joins the 2XKO roster each season (5 seasons per year) starting with Caitlyn in January! Which champions do you wish to join the roster in 2026?
2XKO Intel tweet media
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devilshiranui retweetledi
2XKO @ EVO Japan
2XKO @ EVO Japan@Play2XKO·
dw we’re done with arcane champs for now
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devilshiranui retweetledi
2XKO @ EVO Japan
2XKO @ EVO Japan@Play2XKO·
meet the next 2xko champion: caitlyn, the sheriff of piltover. play her in january + join us on console
2XKO @ EVO Japan tweet media
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2XKO @ EVO Japan
2XKO @ EVO Japan@Play2XKO·
we’re testing new tech to be able to hotfix without downtime, larger balance changes coming nov 18 check out the article for more details: riot.com/3X7WIxE
2XKO @ EVO Japan tweet media
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devilshiranui
devilshiranui@devilshiranui·
@Play2XKO pls buff juggernaut is possible, the last nerf is very strong and actually is very difficult to play in GM/chall with this fuse
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