Emilian

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Emilian

Emilian

@e2631_

thinker of thoughts inventor of ):9

localhost Katılım Haziran 2013
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Emilian
Emilian@e2631_·
@Konekoutena no matter the age we always fall for cute japanese girls don't we?
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枫糖小猫
枫糖小猫@Konekoutena·
这个画面真的成现实了
枫糖小猫 tweet media枫糖小猫 tweet media
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Emilian
Emilian@e2631_·
to clarify why i say the suggestions felt 'disconnected' for me: as players, we often are passionate and in the position to 'want' things or come up with ideas that feel immediately like they would solve existing issues; but this position often can disregard limitations companies and devs have; and the picture for a lot of those fixes changes when you take those limitations properly into account
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Emilian
Emilian@e2631_·
i like a lot of your suggestions but i feel theyre quite disconnected from what riot as a company would consider a direction due to a couple of things: - adding/removing ranks means either scrapping what was at some point invested in assets/dev cycles (chromas, icons, borders, future rewards, etc.); or investing in new ones potentially requiring work they dont deem necessary at this point. to reinforce this point, when you look at their initial solution, its genuinely the 'easiest' thing they could call a fix that requires the least amount of effort and resources; clearly, they don't yet consider this situation critical enough to invest the money to properly fix long-term. - short term, there is very little riot can do without dismissing their proper internal channels; resetting or choosing the path of 'most misery' (+/- 20 for all) creates unforeseen problems down the line or creating the potential of again being put in a situation where they might have to make unplanned investments - riot is still a company, they still operate as one, doing things 'short-term' is not really something they can do; budgeting, planning, prioritizing are channels i'm 95% sure they cannot dismiss for fixing this issue. what might end up happening is they still go through with what they initially suggested but maybe more constrained. realistically; they will take all the available feedback from the community; but it could be months before we begin seeing implementations of longer term fixes nonetheless this is one of the few times where i feel you break character and are completely 100% right; most of your suggestions, like adding another 4 division rank, somewhere above diamond, is the right way to go. i believe the cutoff point to those who want to grind and climb like crazy will always be steep; there is quite a big disconnect between those who do very serious grinds and those who "know their limits". i also think that if something is to be added after diamond or masters be reworked; the decay period needs to be relax too, at least for a period of time until the leaderboard would be more stable and well distributed. all in all i think this sitch is quite cooked; i think on both camps people want the best outcome; but it might not be as easy to achieve as some would like it to be.
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Dantes
Dantes@doaenel·
For years, I've used my Autism to further my career. Today, I'm using it to save League of Legends. It took me 4 hours to make this post. Please, take 10 minutes to read it in its entirety and voice support if you agree with any of it. It's not just for me, it's for all of us. In this post I detail the 3 main situations that Riot has presented as problems within the Ranked system, as well as their proposed solutions. I then offer what I believe to be the best solution for all parties involved, while giving supporting arguments to further all my claims. This post is structured with the detailing of 3 core situational problems, insight into smurfing, insight into the ladder reset, and then ending off with how everything could be fixed in the next 39 days and cement Season 16 as one of the greatest seasons for the ranked playerbase in the last decade. Let's begin. ~~~~~~~~~~~~~~~~ SITUATION #1: 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. 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. Changes to systems like these [the Master+ system] are a natural part of League being a long-lived game and having growing player skills over time. Riot-Proposed Solution: In an effort to better differentiate between skill levels, allow LP numbers to become potentially unlimited so the higher-end skill levels among Master and Challenger players is more visible and better represented. Issues with Riot-Proposed Solution: - Grinding Master and Challenger now feels unrewarding and unattainable. Players who get into Masters on +/-20 LP gains will not want to make the grind all the way to 1500 LP just to hit Grandmaster (75 net wins, which is essentially the same as going from Iron 4 0 LP to Platinum 4 0 LP) and players who hit Challenger will not want to grind all the way to Rank 1 on even gains since, again, they will have to get upwards of 100 (or more) net wins. - Smurfing becomes worse. When confronted with a number as vast as what's going to be commonplace in terms of LP requirements, instead of playing on accounts with even gains; players will instead opt to smurf since there's the potential of getting an account with better gains playing in higher MMR lobbies to make the climbing process easier to process. To understand fully and properly, see the UNDERSTANDING SMURFING sidenote after Situation #3. Ideal solution #1: Add a new (4-tier) rank in between Diamond and Masters and (potentially) remove Grandmaster. This change properly addresses the situation without having the same issues as the proposed solution because; - Climbing at Apex will not feel daunting since LP cutoffs can even go as low as 1000 LP for Rank 1 and still maintain skill discrepancy since all the players that WOULD be Grandmaster are instead Masters and all the players that WOULD be Masters are instead in the new rank that's been introduced. - Players will not feel 'cheated' out of getting demoted out of Masters since the new Rank is essentially taking the place of Masters and Masters is now essentially Grandmaster. - The prestige of being Masters and viewing it as a true Apex tier due to lower player-count finally returns. Smurfing gets DEINCENTIVIZED rather than INCENTIVIZED because the climb for Masters and Challengers feels like it's truly attainable and the actual ranking process of getting into the higher elos takes longer. It's important to note, however, that this could have been done in the past by Riot when Emerald was introduced, but the execution was improperly handled and as a result didn't change anything. To elaborate, back in the day Apex players would start, at the highest, Platinum 1. When Emerald was introduced most people were led to believe that this would still be the case which would have resulted in significant elo DEFLATION among the Apex tiers since all the Diamond level players would now start in Platinum and would have to climb a LOT to make it back to Masters. By allowing everyone to start in Emerald 1, this elo deflation did not occur. For this solution to properly do its job, players MUST still maintain an Emerald 1 start [at the highest MMR end] so that the vetting process can properly occur. Ideal solution #2: Add promotional series BACK to Diamond+ SoloQueue. To preface, this does NOT NEED to happen; but one of the issues right now is that there is such an LP spread among Master+ players that adding promotional series BACK to Diamond (as well as the new rank) can add 9 net wins to promotion between tiers (assuming +/-20) while also making the ranks seem more competitive and exclusive since the rules become different. A popup can be given upon first time promotion into Diamond explaining the system changes while also being done in a way that EXCITES the player (e,g. Congratulations on promoting! Since you're now approaching TOP-LEVEL competition, we're making things even MORE competitive so you can really test yourself!) --------------- SITUATION #2: 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. Riot-Proposed Solution: In an effort to make things more competitive, potentially look into the limiting of duos between the highest ranked players while also uncapping the LP soft-cap so that players who did play Solo are still able to make progress. Issues with Riot-Proposed Solution: - Does not address the issue that already took place (i.e players ALREADY catapulting ahead) - Does not give an actual timeframe on when this limiting will take place, allowing for further abuse to take place. - Restricting RANKS from duoing with each other (i.e Rank 1 with Rank 10) does not prevent the Rank 10 player from playing on a Grandmaster account and duoing with the Rank 1. - Uncapping the LP cap leads to a whole other slew of problems which are detailed in Situation #1 Ideal solution: Resetting the ladder and making it so that upon reaching APEX ranks, duoing becomes limited to a percentage basis of games played. This change properly addresses the situation without having the same issues as the proposed solution because; - Players who were catapulted through duoing are now reset to 0, allowing for a fair playing field for everyone. - Players will NOT be able to catapult themselves in the future. This is a 2 part solution, and as a result I will give 2 different paragraphs explaining the necessity of both changes. SOLUTION #1: RESETTING THE LADDER - Explained further in depth later in this post SOLUTION #2: Duo Restrictions - The only way to properly allow for duoing in high elo is if it's limited. This is how the sliding scale should work; Masters: 75% GrandMaster: 50% Challenger: 30% Top 200: 20% Top 100: 10% To preface, the numbers can be adjusted. This would allow for duoing to STILL be possible in high elo and allow for players to have fun, while also making it so it cannot be abused. It's important to note, however, that restrictions should be made AT CUTOFFS rather than at RANKS or else people will use this to their advantage in an effort to camp 1 win below a certain threshold one day, then spend the entire next day abusing the lower threshold and duoing more than they should until the ladder updates. --------------- SITUATION #3: 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. 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. Riot-Proposed Solution: Uncapping LP gain for high-end players in an effort to make the grind feel more rewarding for people in Challenger and top 10. Issues with Riot-Proposed Solution: - Delegitimizes an entire decade of 'lp quotas' and sends the entire ladder into disarray as to what's considered good and what's not (it's important to note that this has ALREADY been the case this season, but now it's tenfold worse) - Encourages smurfing since players at 1400 LP will only see an LP gain of +23 and as a result will go new account to hopefully get +30 in Challenger so they can compete with current Rank 1s who are already getting +30 at 2500 LP. - Doesn't actually make the grind feel more rewarding since now LP is just a number that is going up rather than a benchmark of success. To explain, in the past people used to view 1k LP players as insane and 2k LP players as god-level. Nowadays, 1k LP isn't even Challenger and 2k is becoming commonplace. This is actually REMOVING incentive from players to grind since previously respected and sought-after benchmarks aren't even present anymore. Ideal solution: Static gains across the board, with there being a bell curve amongst the top 10 players. In Apex tiers, MMR should cease to exist. Once you achieve Masters, the LP curve should look like this; Master: +20/-20 Grandmaster: +18/-20 Challenger: +16/-20 Top 100: +14/-20 Top 10: +12/-20 Rank 1: +10/-20 The real reason behind why high elo players have been smurfing this season is based upon 2 lines of reasoning, -30 feels awful, and people just want high MMR accounts (explained later in UNDERSTANDING SMURFING). By making gains static you not only deincentivize smurfing since people cannot get high MMR accounts anymore, but you also make it so that the losses don't feel AS bad since it's only -20. A baseline of -30 is just unsustainable for the game long-term because of how huge that number really is. This also fixes the issue of people complaining about matchmaking since now MMR won't even necessarily be a factor inside of it which makes it so that players end up feeling a lot better about game quality too (even though no changes actually happen to matchmaking). Needless to say, the only way to fix the third point is a ladder reset (explained later). New benchmarks will not present themselves because nobody even know what is or isn't good anymore and one year is not ample enough time to do so. In previous seasons boundaries and limits were pushed slightly every year to make it so that people could have generalized ideas of skill based upon LP. This season has completely unwound an entire decade of progression, the only fix is a reset. ~~~~~~~~~~~~~~~~~~ Thank you for making it this far. Now, it's time for us to talk about two concepts. The first, smurfing. And the second, the Ladder Reset. Let's start with Smurfing. People do not enjoy smurfing. Contrary to popular belief, most people actually resent it. The idea of going on a new account and stomping 50 games in a row is just not something that people care about anymore. There's a reason why high winrate accounts don't get many impressions anymore on Twitter. The only reason why Master+ players do it typically falls into one of 4 categories; - Practicing new roles/champions - Getting banned - Master players trying to get high MMR to climb to GM - Challenger players trying to get high MMR to climb to Rank 1 The vast majority of smurfs that you will find in your games is apart of one of the last 2 points. Even among lower elos Diamond players will smurf to hit Masters, Emerald players will smurf to hit Diamond, and so on. By removing the concept of MMR while maintaining the ranking system you're able to actually reduce (I would assume) over 50% of smurfing cases if not even upwards of 75%. Players want to play in the highest elo they can, and the reason why they smurf is because they believe that getting an account with better LP gains is their ticket out of whatever rank they're stuck in. Removing this option removes all incentive. --- I saved this part for last because it's by far the most important. The Ladder Reset. As things are right now, it's only getting worse. 2500 LP players are gaining 30 per game, with players around the middle (700-1500 LP) gaining 22-23. If you're somebody who wants to grind for top 10 or Rank 1, which believe it or not is most of the high elo playerbase, you will not even want to try competing with players like GeneralSniper who are gaining more LP than you with double the amount that you have. Instead, you're going to smurf in the hopes that you can get an account with +30 to be on the same playing field. And this is why I wanted to structure my post in the way I did. There are many solutions that have been proposed, so let me just take a second to tell you what I would do if I were in your position, Riot. There are 39 days until 'Season 1' ends. With the exception of adding in an entirely new rank, every other change can be done within that timeframe. If there's one thing I've learned in my life as a content creator it's that it doesn't matter what you do, it's about how you present it. The same is true for everything. I know you're worried that some players will end up feeling demotivated at being reset, but I can promise you that the alternative is things will only get worse. Smurfing will become worse, player perception will become worse, communication lines will weaken, and overall trust among the playerbase towards you will completely fall. You have the opportunity right now to be heroes. Genuinely. Let me tell you how I would do it. Work together with the team in charge of the client and the overall seasonal progression. We're in the Demacia season, right? Demacia vs Noxus is a war. So play into that. Have popups appear over the course of the next few weeks talking about how something big is coming in the Apex tiers. Get people excited. Make Master+ players want to grind hard, and make lower elo players strive to also rankup so they can take part in whatever the event is. Then, when the new season starts, say (something along the lines of) the great battle is taking place. Master+ players can choose to be either Noxus or Demacia, and once they make their selection their ranks get reset. To prevent abuse of people just playing on new accounts and constantly smurfing once the season begins, make it so you can ONLY be a contender if you've reach Master+ in Split 1. In the client, you can view the players that are apart of both factions and see which ones are competing for which side, with a tab showing how the battle is faring (think similar to the pool party event you had years ago with the Mundo skin). And then, after 4 weeks, the event ends, with the side that gained more LP in Master+ taking the trophy. Players get some kind of in-game reward who participated based on if they were on the winning side and how far up in the ladder they made it and you can even have low elo players choose which side they want to support (even if they're not apart of the actual battle) with maybe an icon that can have a prestige edition for the winners. You would fix high elo. You would reinstill a sense of community. You would play into the seasonal hype and make everyone excited You would avoid (almost all) the backlash from the people who are getting reset. And you would save the game. Just remember that for many of us this isn't just a game. For me, it's my life. I had trouble sleeping last night, I didn't really feel like getting out of bed this morning, And I spent 4 hours this morning typing up this tweet. And it's not out of hate, or malice, or anything negative. It's out of love. So please, for not just me, but for all of us who love this game and just want to feel excited playing it daily, I'm begging you to hear me out. Thank you for reading.
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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Emilian
Emilian@e2631_·
we dont need more photorealism no one is asking for more photorealism
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Emilian
Emilian@e2631_·
can we lowkenuinely get a 3d animation software for creating character animations in virtual reality like im tryna pose my characters a certain way i dont wanna use mnk but literally pose them by grabbing onto them and moving them around and totally not use this for porn btw
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Emilian@e2631_·
im like 95% convinced ppl who dont like feet just never really been in love
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Emilian
Emilian@e2631_·
@RapeCod glad i didn't miss it! wait...
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Cape Cod Rape Victims Association (CCRVA)
Happy #PiDay you will now be #Raped 3.141592653589793238462643383279502884197169399375105820974944592307816406286 208998628034825342117067982148086513282306647093844609550582231725359408128481 117450284102701938521105559644622948954930381964428810975665933446128475648233 786783165271201909145648566923460348610454326648213393607260249141273724587006 606315588174881520920962829254091715364367892590360011330530548820466521384146 951941511609433057270365759591953092186117381932611793105118548074462379962749 567351885752724891227938183011949129833673362440656643086021394946395224737190 702179860943702770539217176293176752384674818467669405132000568127145263560827 785771342757789609173637178721468440901224953430146549585371050792279689258923 542019956112129021960864034418159813629774771309960518707211349999998372978049 951059731732816096318595024459455346908302642522308253344685035261931188171010 003137838752886587533208381420617177669147303598253490428755468731159562863882 353787593751957781857780532171226806613001927876611195909216420198938095257201 065485863278865936153381827968230301952035301852968995773622599413891249721775 283479131515574857242454150695950829533116861727855889075098381754637464939319 255060400927701671139009848824012858361603563707660104710181942955596198946767 837449448255379774726847104047534646208046684259069491293313677028989152104752 162056966024058038150193511253382430035587640247496473263914199272604269922796 782354781636009341721641219924586315030286182974555706749838505494588586926995 690927210797509302955321165344987202755960236480665499119881834797753566369807 426542527862551818417574672890977772793800081647060016145249192173217214772350 141441973568548161361157352552133475741849468438523323907394143334547762416862 518983569485562099219222184272550254256887671790494601653466804988627232791786 085784383827967976681454100953883786360950680064225125205117392984896084128488 626945604241965285022210661186306744278622039194945047123713786960956364371917 287467764657573962413890865832645995813390478027590099465764078951269468398352 595709825822620522489407726719478268482601476990902640136394437455305068203496 2524517493996514314298091906592509 times
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Emilian@e2631_·
@bluesky close the dogshit app to doompost on the other dogshit app
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Bluesky
Bluesky@bluesky·
Some platforms optimize for getting you to waste hours scrolling. We're actually fine with it if you close Bluesky and live your life
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Emilian@e2631_·
champions by themselves should be skill expression; items should be the power-fantasy and augmentation of your own skill expression. this is probably the fairest way to game design. if you balance items instead of champions you're running the risk of causing unintended changes to champs that maybe are already stable. i'd take a champ change over unpredictable results of item changes any patch. that being said, certain items being more effective on some champs than others is also totally fair; doesn't change where nerf focus should be applied, but item changes should be minimal (unless something completely broken was released; in which case any champ would be broken, so thats still 'fair')
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xPetu
xPetu@xPetu·
Riot is nerfing Shen jungle instead of the real culprit: Protoplasm Harness. This item is incredibly overpowered as a 1st item for junglers, but the only champions that are building it consistently are Nasus and Shen (both ~55% WR in the jungle). Shen was the among the lowest WR junglers in the game for the past two years, and his last direct change was a nerf to E in Patch 25.12. He mainly received power from the systemic change to jungle monster durability in Patch 26.1, which all tank junglers benefitted from. That said, Shen jungle is absolutely too strong with the correct build (Guardian + Protoplasm Harness + Unending Despair). But the main issue is that 90% of the Shen jungle player base is using a build that's very close to the hypothetical optimum. To be absolutely clear, I think the nerfs are justified if Riot wants to keep Protoplasm Harness untouched. My main point is that itemization can have a huge impact on average champion performance, and many junglers would be nerfed instantly if their playerbase stopped building clearly suboptimal items (*cough* Eclipse *cough*).
xPetu tweet media
Matt Leung-Harrison@RiotPhroxzon

Patch Preview 26.6! Overall - Overall, the game is looking pretty healthy in terms of balance and broad satisfaction - Over the coming patches, we're going to be looking at some of the champs that have felt a bit unloved/worse for wear and would love to hear your suggestions (both champions and systems) Systems - Chempunk Chainsword has been one of the weaker Grievous items for a while. While we don't want Grievous items to become too commonplace, as it subtly degrades champion kits when too common, it is still just a bit weak for even that purpose - The support item minion penalty has been a pain point for support users and with role quests, the risk of funneling (why it was there in the first place) has been reduced pretty significantly, so we're removing that drawback Shen - Shen Jungle has really started to take off recently, which is really awesome to see! (thanks xPetu!) - That said, he is a tad strong, especially in lower levels of play Zaahen - We're really happy to see Zaahen picking up a sizeable audience in both Top and Jungle, but now that regular players, in addition to experienced players are starting to demonstrate that top end mastery performance, he's looking too strong across the board - Currently, we think his Jungle is a bit stronger than Top, so the nerfs are mostly focused there Skarner Top focus - Skarner has been out of the spotlight for a while and since we've tapped down a few of the things that were causing him to be overbearing in Top (especially W max and the E point blank kidnaps), we think he can get a bit more power there Olaf - Jungle Olaf has fallen a little behind the pack so we're adding some power back

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Emilian@e2631_·
and in the case where the system is correctly addressed and others aren't able to abuse this system but community leaders get excused because 'its a community thing' it leaves the impression of unfairness and preferential treatment in an ecosystem where player trust is, i believe, already quite fragile
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Emilian@e2631_·
if this is excused it sets a dangerous precedent, i think. discords for throwing games for money (bounty hunting) exist. what happens in the case where people can agree upon throwing out-of-game (via these communities) and have their chance of getting banned reduced because "flash tp'ing in lane is a 'community thing'". im not saying don't look into unbanning 6pek i like his tiktoks but i think we also need to address the ramifications
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6pek
6pek@6pekreal·
Hey @drewlevin Hope you're having a good day! I got banned today on stream for 3 days for "trying to lose a ranked game". I'm reaching out because I think the ban was wrong and that I shouldn't get punished to this extent or at all for a game I won and tried winning. Enemy toplaner flashed and tp'ed lvl 1 and I did the same thing, and it happened a couple more times throughout the game (community thing), this put us on equal terms and I'm pretty sure the automated review punished me automatically because of player reports. This game happened in 400ish LP EUW. If there is something I don't understand or am at wrong here, please do let me know. Game ID: 7772019881 Ticket ID: #123774700
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Emilian@e2631_·
@kaji_sijo i watched this and it changed my life. not because it was good, because it wasnt, but because it made me accept i have yellow fever
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Kaji
Kaji@kaji_sijo·
This movie keeps secrets. 🔥🍿🎬 Don't watch alone.🔞
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Emilian retweetledi
Mads
Mads@MadsPosting·
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Emilian
Emilian@e2631_·
@Knoebelbroet no way someone said data extraction shooter bro 😭🥀🥀
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Knoebel
Knoebel@Knoebelbroet·
'Arc Raiders' was reportedly logging your Discord DMs during gameplay. They were found being written in plaintext to a local game log file. The same file also had Discord Bearer authentication token in it. Embark Studio is currently working on a Hotfix. gamingonlinux.com/2026/03/oh-dea…
Knoebel tweet media
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Emilian retweetledi
autist
autist@litteralyme0·
small accounts tweeting:
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Emilia
Emilia@emiliacosplay·
ayo wtf?? wrong emi bro 💀
Sadi@Sadiation

@emiliacosplay Rich coming from the girl who accused mizkif of “emotional SA”

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