Apex legends ranked split season 14

What’s Working and What Isn’t? Tuesday, June 06, 2023 - Thursday, June 08, 2023

2023.06.06 18:00 AutoModerator What’s Working and What Isn’t? Tuesday, June 06, 2023 - Thursday, June 08, 2023

Discuss what you are playing, what you’re having success with(or failures with), and any new/cool ideas you’ve been experimenting with, etc. The point is to share what you’ve been playing, and how it’s going, good or bad - there are no other rules or requirements.
Some ideas on what to post/share:
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Resources:
CompetitiveHS Discord
VS live stats
HSReplays by winrate (warning - paywalled to filter outside of rank 25, stats may be misleading if using L-25 stats)
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2023.06.06 17:54 boiwunder8 How is the balancing these days and is there a “meta”?

I haven’t played Apex in a few seasons but recently got back into it. Looking at all the new legends and the changes they’ve made to other staples like Bloodhound I was wondering who is in the current meta and which legends are really weak. Or is it all pretty balanced currently?
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Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse neared theaters, though, Johnson clarified that statement in a recent sit-down with Yahoo Entertainment (watch above).
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Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse has finally ended the box office blues. It will be a close call, but based on the estimates, the year's biggest opener remains Doctor Strange in the Multiverse of Madness with its $187 million start. Nonetheless, Wakanda Forever's $180 million opening is a huge one, being the biggest ever for the month of November (beating the $158 million of The Hunger Games: Catching Fire), the second biggest of the year, and the 13th biggest of all time (though it could go up or down a few slots once the actuals come out). It led an overall weekend box office of $208 million, which is the fourth biggest of the year and the biggest by a long shot of the past four months, with no other weekend since July 8 -10 even going above $133 million.
This isn't the $202 million opening that we saw from Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse in February 2018, nor should we expect the amazing legs that were able to get that film to an astonishing $700 million. With that said, expect it to perform strong throughout the holiday season, likely repeating the five-weekend number-one streak that the first film had, and it shouldn't have any trouble becoming the second highest grossing film of the year so far, beating the $411 million cume of Doctor Strange in the Multiverse of Madness. The audience response is strong, with the A CinemaScore falling below the first film's A+ but bouncing back from the B+'s earned by Doctor Strange 2 and Thor: Love and Thunder, which ranked among the worst for the MCU. improvement over the recent franchise installations,with the aforementioned films coming in at 74% and 64% respectively on Rotten Tomatoes, both at the lower end for Marvel films, while Wakanda Forever's 84% ​​​is closer to franchise norms, though not meeting the high bar set by the first Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse's 96%.
The sequel opened to $150 million internationally, which Disney reports is 4% ahead of the first film when comparing like for likes at current exchange rates. Overall, the global cume comes to $330 million. Can it become the year's third film to make it past $1 billion worldwide despite China and Russia, which made up around $124 million of the first film's $682 million international box office, being out of play? It may be tough, but it's not impossible. Legging out past $500 million is plausible on the domestic front (that would be a multiplier of at least 2.7), and another $500 million abroad would be a drop of around $58 million from the original after excluding the two MIA markets. It'd be another story if audiences didn't love the film,but the positive reception suggests that Wakanda Forever will outperform the legs on this year's earlier MCU titles (Multiverse of Madness and Love and Thunder had multipliers of 2.2 and 2.3 respectively).
As for the rest of the box office, there's little to get excited about, with nothing else grossing above $10 million as Hollywood shied away from releasing anything significant not just this weekend but also over the previous two weekends. When Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse opened in 2018, there was no counterprogramming that opened the same weekend, but Peter Rabbit and Fifty Shades Freed were in their second weekends and took second and third with $17.5 million and $17.3 million respectively. That weekend had an overall cume of $287 million compared to $208 million this weekend Take away the $22 million gap between the two Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse films and there's still a $57 million gap between the two weekends. The difference may not feel that large when a mega blockbuster is propping up the grosses,but the contrast is harsher when the mid-level films are the entire box office as we saw in recent months.
Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse, which is the biggest grosser of the rough post-summer, pre-Wakanda Forever season, came in second with just $8.6 million. Despite the blockbuster competition that arrived in its fourth weekend, the numbers didn't totally collapse, dropping 53 % for a cume of $151 million. Worldwide it is at $352 million, which isn't a great cume as the grosses start to wind down considering its $200 million budget. Still, it's the biggest of any film since Thor: Love and Thunder, though Wakanda Forever will overtake it any day now.
Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse came in third place in its fourth weekend, down 29% with $6.1 million, emerging as one of the season's most durable grossers and one of the year's few bright spots when it comes to films for adults. The domestic cume is $56.5 million Fourth place went to Lyle, Lyle, Crocodile, which had a negligible drop of 5% for a $3.2 million sixth weekend and $40.8 million cume., in fact )
, which isn't surprising considering it's the only family film on the market, and it's close to grossing four times its $11.4 million opening. Still, the $72.6 million worldwide cume is soft given the $50 million budget , though a number of international markets have yet to open.
Finishing up the top five is Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse, which had its biggest weekend drop yet, falling 42% for a $2.3 million seventh weekend. Of course, that's no reason to frown for the horror film, which has a domestic cume of $103 million and global cume of $ 210 million from a budget of just $20 million.
The one new specialty title of note comes from a filmmaker we don't typically associate with the specialty box office: Steven Spielberg. The Beard's semi-autobiographical family drama Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse opened in four theaters in New York and Los Angeles to $160k, a $40k average. The film expands to 600 theaters the day before Thanksgiving, and it has the potential to break out in a way that none of the other of the season's awards contenders have. We're also seeing very solid numbers from Watch ‘Filmmakers for the Spider-Man: Across the Spider-Verse, which grossed $1.7 million this weekend for a seventh place finish, bringing its cume to $5.8
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2023.06.06 17:31 Kadkata_the_Great Tips on climbing with Gwen and her role in the team.

https://u.gg/lol/profile/eun1/lmperatooverview
Hello, I am a Gwen main that recently hit Masters for first time playing on a 10 years old forgotten by the MMR gods account with abysmal LP win-lose ratio bringing it up from Bronze to Masters in 457 games with 57% WR overall and 62% WR on Gwen from 301 games. This post has few purposes:

BAD takes that you should not follow

Key concepts that you have to understand to make this playstyle work for you

Tricks that you might or might not be aware of:

Build

CORE ITEMS:

Riftmaker

Nashor's Tooth

Rabadon's Deathcap

I build in this order in >90% of my games. Go Nashor first if splitpushing is going to be completely uncontested. Start Doran's Ring unless its against a lot of poke in which case go Doran's Shield. Do not buy HP Pots, only buy refillable.

FOLLOW UP OPTIONS:

Cosmic Drive Good AP, CDR, speed. Frequent build after Rabadon.
Void Staff When more than a few enemies have MR items. Overall increses damage. %pen is strong. Frequent build after Rabadon.
Lich Bane Good for faster splitpushing or nuking their squishies with E->AUTO. I recommend as last buy or sell boots to buy this when you have enough gold at full build.
Shadowflame vs frequent shielding and squishier teams. Good AP ammount and pen. I would buy this against a fed ADC with enchanter support.
Zhonya's Hourglass vs fed AD assassins or generally AD heavy teams.
Morellonomicon vs teams with a lot of healing. I never build this.
Thornmail vs AD heavy teams that also have a lot of healing. Occassional purchase.
Randuin's Omen vs teams that have a lot of damage from critical strikes. Example: Yone top, Yasuo mid and Draven ADC.
Spirit Visage vs teams with a lot of AP damage and prolonged fights. I do not build.
Force of Nature vs teams with a lot of AP damage. Generally better than Spirit Visage.
Abyssal Mask Great cheap item vs a lot of AP damage and when you have 2-3 AP on yours.
There are other items that could work like Wit's End or Death's Dance but it is extremely rare that it would be a better choice than any of the items above.

BOOTS:

I have bought all boots on Gwen except mobility boots. It is very dependant on enemy champions and how ahead I am. Usually I buy Mercs into a lot of CC, Steelcaps into AD heavy teams and Lucidity boots if I am very ahead.

RUNES AND SUMMONER SPELLS:

These runes will be most useful to you in majority of games. Swap armor and MR runes depending on your matchup. Go Second Wind instead of Conditioning vs poke matchups like Teemo or Gangplank. I like to pick Bone Plating against burst champions like Pantheon or Renekton. I climbed from Bronze to Diamond without Demolish, but my climb would have been way easier if I went Demolish instead of Unflinching due to the extra plates it can secure. I take it every game now. Presence of Mind is unnecessary and Triumph enables you to fight multiple enemies easier. It also gives you 20g per takedown extra which at the end of the game if you had 15 takedowns ends up being 300g. In my many games playing Gwen I can recall only a few times I wished I got Presence of Mind over Triumph. If you are nearing 0 mana then shove wave and walk up in river to get green slime plant.
Teleport is too useful not to take every game. For second spell I go Ignite for most games. Take Ghost if the kill pressure on lane is small AND the rest of their team is very mobile/ranged, for example a Malphite top lane with Kalista Rakan botlane, Azir mid and Hecarim jungle. That is a comp that you pick Ghost against. If the enemy team doesn't have a lot of mobility or you have easy lane on top then you should take Ignite. Makes tower dives much easier.

NOTES:

I cheese my games. I play around my enemy's mental and abuse Gwen's strengths. The account I played on was hardstuck Gold for many seasons, sometimes ending in Silver. My mental is not strong, I ran it down many times out of spite towards a teammate. My average vision score is 2x lower than that of an average Iron player. Despite all this my climb was steady with the exception of spending a decent ammount of time and games in D1, because I relaxed too much in my games. My point is that if I manage to climb like this, so can you. Just follow the template each game:
If I think of something else I will add it in an edit.
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2023.06.06 17:04 Bread_Simulacrumbs Enjoy your early infinite, nerds! Hope it was worth missing out on a juicy 200 credits.

Enjoy your early infinite, nerds! Hope it was worth missing out on a juicy 200 credits. submitted by Bread_Simulacrumbs to MarvelSnap [link] [comments]


2023.06.06 17:03 WillieKeeler96 Line 'Em Up 6/6/23 vs. Brewers RHP Freddy Peralta

John McGraw's former Base Ball Club showed those Giants who's the real city by the bay. 2/3 is always nice and you really can't be that frustrated when the 1/3 was a gem of a revenge game by an Orioles Legend. It's an immutable law of baseball that the Orioles bats are enfeebled against ex-O's. Cobb, Nestor, Gausman, Eduardo Rodriguez. It's a good thing that Freddy Peralta does not fit this bill.
You know the rules. See if you can pick out today's starting lineup before Roch posts it. One point for every correct position in the batting order, and one point for every correct position in the field. (e.g. if your lineup includes 2. Rutschman C, then you get two points if Adley catches and hits in the 2 hole).
Saturday's winners, with 16 points, were first time winners u/maLeFxcTor and u/jamesters! It's a shame that you must win with a lineup that was shut out, but we press on.
15 points: u/correct_misnomer
14 points: u/WillieKeeler96, u/Virtual_Try_987
12 points: u/Loose-Produce-608
9 points: u/Clarice_Ferguson
8 points: u/BKoala59, u/TheDemagorgon
2 points: u/KillaTofu1986
Today's Pitching Matchup: Brewers RHP Freddy Peralta (5-5, 4.62 ERA,1.41 WHIP, 60.1 IP) vs. Orioles RHP Kyle Gibson (7-3, 3.89 ERA,1.31 WHIP, 71.2 IP). We shouldn't get ahead of ourselves here but... is Gibson potentially on track for a 20-win season?? Cursory research shows that he would be the first Oriole to do it since Mike Boddicker in 1984. Just something to ponder as you float through a beautiful Tuesday afternoon in the land of pleasant living.
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2023.06.06 17:01 Whole-Bad45 [NA] [EU] 18+ 🌎 United We Stand ~ Adult Gamers est.2003

Welcome, Escape from Tarkov community! United We Stand is actively looking for new members to grow and bond with as we dominate/struggle within the special economic zone of the Norvinsk Region (Tarkov). We strive to build a dedicated mature community that provides a fun, interactive, and stable core group of members to engage in all forms of EFT shenanigans. We hope that you will join us!
Our gaming journey began in 2003 as a well-respected community playing Battlefield 1942. We host a non-toxic environment providing help to new players and skilled players alike. We extend our invitation for you to fight with us. We enjoy gaming just as everyone else here, kicking back after work (or for some, school), and enjoy gaming with a side of laughter stamped with some great memories.
What we offer:
💠 We host a large array of members from all over the world. Most reside in North America and UK/Europe. Our members must be 18 years of age and older (no screaming kids). Many of our members are in their 20s-40s.
💠 Everyone in our community is equal. We do not sort members with military ranks. We also have a dedicated group of moderators to help with all issues and resolve any disputes.
💠 We host a Sherpa program where new players can ask for assistance from vetted community members.
💠 We have an active player base. There is nearly always someone on 24/7 so you never need to play alone.
💠 Non-abusive Staff/Moderation team that will assist with any problematic players or situations in a fair manner
💠 A L3 Boosted Discord where you can Stream 1080p 60fps FREE for better tactical communication.
💠 Channel Creation - Make your channel, lock/limit it, and set it how you want to play with friends.
💠 We play other FPS and Survival games as well ~ Apex Legends, Battlefield, CoD, Star Citizen, Div2, Warframe & many more.
WE ARE NOT going to require you to go through hell just to join our community. No harsh interviews or obnoxious steps to maintain membership like having to take part in mandatory practices/events. Gaming and making friends should not be a job but an escape to relax and enjoy. We look forward to meeting you!
Website: https://www.uwsgaming.com/
Discord: https://discord.gg/BwxATbU7Zd
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2023.06.06 16:28 Teslobo Extraction - New Game Mode Concept

Background

I am of the belief that there is currently a problem in games like Apex Legends, Overwatch and League of Legends. Games that focus on refining one official way of playing, with small team sizes and emphasis on competitive play. I believe that the insistence of this genre of repeating the same high-stress activity endlessly with little to no variation is a recipe for burnout and subsequent player lapsing.
This lapsing accumulates over time and seems to increase pressure to add a stream of content that keeps things relatively fresh. I think this is a tremendous waste of resources for no reason. Look at Team Fortress 2, a very similar game that has had no update since 2017 yet still maintains a dedicated playerbase. I think the secret to TF2's ongoing success is its casual team sizes of 12v12, which dilutes responsibility to take the pressure off individuals and mitigate burnout. Look also to planetside 2 which can have combat encounters of 80v80 and likewise does not depend upon constant updates to maintain player engagement.
Lastly, is it any coincidence that Apex's most popular mixtape mode is the one that uses the highest team size of 9v9? Apex players need a reliable way to decompress from banging their head against the battle royale wall for hours, and this is a pitch for a mode that will fulfill that niche, and mitigate the problem that plagues every game of this kind.
I don't think Apex needs something like this to succeed commercially, simply that they would succeed more with it. I also think Apex is uniquely positioned to bend their existing systems to accommodate something radically different.

High Concept

A Syndicate supply fleet was eviscerated in orbit over World's Edge, the first shot fired in an internal power struggle against De Silva. The wreckage, carrying enough guns and munitions to fund an entire war now hurtles to the planet surface, and both factions will need every gun they can get.
Under the guise of a new event in the games, the Legends are recruited by both sides of the brewing civil war to retrieve the supplies that have crash landed on the planet surface.
This is Extraction, a new mode that pits 2 teams against each other… of 30 players each.
The goal of extraction is simple. Both teams will start on opposite ends of World's Edge and debris from the orbiting fleet wreckage will periodically crash land on the map, updating that location's loot with higher tier items as well as supply cases. These cases are the main objective, and teams must collect these and drop them off at designated depositories in order to score for their team.
The winning team is the first to deposit the required number of supply cases.

Technical Information

Everything from here on out are the nitty gritty mechanics of the game mode. The goal of these technicals is to create a mode that's as relaxed and engaging as possible while also minimizing how many resources Respawn would need to commit to making it reality.

Team Sizes

A big issue new modes present is splitting the playerbase. If 60 people queue for Extraction, that's 60 people not queuing for Battle Royale, extending wait times to get into a game. However, this should not be a problem. Due to the hypercasual focus of Extraction, a game of Extraction may start with only 12 players. After that, players may come and go as they please with no penalty due to the backfill system that Respawn recently got working in team deathmatch. This will create a minimal impact on queue times.
Players will pick their Legends independently and can swap Legends at their base. There are no Legend caps, making a team of 30 Wattsons a real and terrifying prospect.

Squad Comms

Having 60 people on Comms would be a nightmare, so how do we handle that? My suggested solution isn't to split people into squads the way control does, but rather restrict Comms to a certain radius. Players can receive chat messages and pings from any allied player within 300m. If more than 5 players are in that radius, it will instead prioritize the closest 5. There's potential for these numbers to be tweaked by players in the options.
This adaptive Comms system will prioritize people on your friends list or that were in the party you queued into Extraction with.
This logic extends to pings from abilities such as scans, bamboozles or survey beacon activations.

Death

Unlike mixtape modes, players will be knocked down in Extraction and need to be finished off. However, the bleed out timer is shorter than it is in Battle Royale, and there are no knockdown shields in this mode. The intent behind this is to create a mode that feels more like being part of a cohesive army than the mindless horde you join in shadowfall, since your life has more value than simply running at the enemy and hoping you win.
Dead players will leave behind a deathbox but they will contain no banner. This is just to limit the entities within an area as well as enabling the use of Ash's passive in this mode. Death boxes will despawn after 3-5 minutes to prevent clutter.
However, despite mostly working the same as Battle Royale, death in Extraction is not the end, as you are able to respawn at your home base upon death.

Supply Cases

When the game begins, 3 points of interest will be pelted with debris - one in a location equidistant to either team's base and one slightly closer to each base. This event is similar to Gibraltar's air strike and will endanger players caught in it, but when the bombardment subsides, the point of interest will have refreshed loot, which includes several supply cases. Similar to ring closings, the start of a new round will mark 3 new points of interest to bombard.
Far more supply cases will spawn in central areas than points of interest closer to a base, making the higher risk the higher reward.
Supply cases, like grenades, take up an entire inventory slot on their own, limiting your carrying capacity. The primary use of supply cases is to collect them and take them to your depository, scoring a point for your team. However, by holding interact for a full 5 seconds, a supply case can instead be cracked open, which produces a set of highly adaptive loot for the person that opened it, but consumes the case in the process so it cannot be scored.
To prevent griefing, only one supply case can be opened, and this permission refreshes either when you die or when you deposit a supply case.
Supply cases have a green rarity, and will make death boxes glow green. A deathbox with a supply case in it will not start its countdown to despawn so long as it contains a supply case.
Despite having a green rarity, each supply case also has a hidden rarity of blue, purple, gold or red. This hidden rarity dictates the rarity of the adaptive loot from cracking it open, similar to how the light on a cargo bot will. Loba is able to view this true rarity and her passive will trigger for high rarities.

Bases & Forward Bases

Each team starts at a base on opposite sides of The Map that serve as their starting location and respawn point. These bases are generic structures that feature a jump tower for a fast rollout, and also contain depositories for supply cases as well as shops. Similar to how the dropship can approach from a number of manually defined angles, these bases can potentially take advantage of the empty space around World's Edge to have numerous different placements for matches, and the jump tower allows designers to ignore factors like unfavorable terrain close to the base.
To prevent spawn camping, the base itself will inflict an endgame-level ring effect on enemies within it, and enemies within 200m of the base will be continuously scanned to all allies nearby.
There are also several forward bases dotted around The map - lone and unassuming buildings or small compounds that have been outfitted with a capture point like the ones in control. Capturing it will activate a new respawn point for the entire team and comes with depositories for supply cases.
Respawn Beacons are obtainable in very specific scenarios. Placing one will provide the team with a limited time respawn point, just like in control, but will expire early if used 10 times.

Map

I opted for World's Edge as the prototype hotbed for this mode. The other maps have potential, such as the tridents offering mass moblilty in storm point, but I think the flat terrain and wide open spaces serves a 2-side warzone much better than the design of other maps. Fragment was made for this chaos.
There's also room to bring back the train to play the role of fickle troop transport.

Loot

Players will begin with a P2020 and stack of light ammo. No body shield, no helmet.
Standard ground loot rarity has generally been reduced across the board. What would be a blue body shield is now white, and what would be a purple is now blue. This will result in a general decrease in time to kill which makes sense with there being more people to kill, less punishment for death, and increased odds there will be someone to revive you.
Speaking of which, there are no Evo shields in this mode, only body shields. The aim of this mode is neither longevity nor killing, so it doesn't make sense to encourage either.
Knockdown shields are removed from the loot pool altogether to stop the tempo of combat slowing to a crawl. Survival items have also been removed for various reasons I'll get to.
When a new round begins and space debris crashes on a PoI, the loot in that PoI will be re-rolled on a much more generous table, with rare weapons, armor and attachments being more plentiful.
Supply cases spawn uncommonly even outside these hotspots, providing inexperienced players a more indirect way to contribute to the score similar to how they could kill bot enemies in Titanfall.

Crafting

Obviously 60 players on a respawn timer will eat through ground loot like locusts until nothing is left. Extraction will emphasize crafting as a way to mitigate this problem.
Killing enemies and delivering supply cases will award you with crafting materials. Additionally, there is a "payday" feature where everyone will gain crafting materials every few minutes. Reaching milestones in supply case collection will increase a team's payday bonus, making crafting more viable as endgame draws closer.
While replicators will still drop around the map to help with quick resupplies, the shops you can find on Big Maud are now available in bases as well as scattered in nooks across the map. These sell varying grades of body shield and kitted weapons to very rapidly outfit a newly respawned player with money to spend.
Additionally, the map contains a handful of control points which are not supply case hotspots or forward bases, but capturing them will increase the team payday for as long as it is held. These can overlap with debris crash sites for additional chaos.

Legend Role Abilities

In Extraction mode, the Legends all have a unique part to play in securing and delivering cases, which is reflected in their passive abilities during the mode. Every role also has an exclusive item only they can craft at replicators

Legend Changes

Some Legends will need minor tweaks to accommodate to this new mode. These changes will only occur within Extraction mode.

Final Words

I think the most important thing I want to note is that something like Extraction cannot just be another mixtape mode - to have the intended effect of mitigating player burnout, it needs to have complete parity with Battle Royale. If it's not treated as "the real game" then the pressure continues to mount to go and queue for the real game.
Extraction is a mode I designed to just be wacky and crazy and relaxed while at the same time not detracting from that potential for high level play for individuals that want to always take the fight to the most hotly contested site. I think there's untapped depth and complexity to the gameplay when killing other people is only a means to an end and not the end itself, and I wanted to explore that with the supply cases.
If you read all of this, I appreciate it and I'm very open to feedback, criticism or clarifying questions. As thorough as I've been explaining the technicals, I doubt I've hit every single possible query.
submitted by Teslobo to apexlegends [link] [comments]


2023.06.06 16:25 DanforthJesus A Bichette A Day - Day 58 - Bo Bichette - 2020 Topps Big League (Orange) #108 RC - ⚾ VOTE BO BICHETTE ⚾

A Bichette A Day - Day 58 - Bo Bichette - 2020 Topps Big League (Orange) #108 RC - ⚾ VOTE BO BICHETTE ⚾ submitted by DanforthJesus to bluejaysbaseballcards [link] [comments]


2023.06.06 16:19 Teslobo Extraction - New Game Mode Concept

Background

I am of the belief that there is currently a problem in games like Apex Legends, Overwatch and League of Legends. Games that focus on refining one official way of playing, with small team sizes and emphasis on competitive play. I believe that the insistence of this genre of repeating the same high-stress activity endlessly with little to no variation is a recipe for burnout and subsequent player lapsing.
This lapsing accumulates over time and seems to increase pressure to add a stream of content that keeps things relatively fresh. I think this is a tremendous waste of resources for no reason. Look at Team Fortress 2, a very similar game that has had no update since 2017 yet still maintains a dedicated playerbase. I think the secret to TF2's ongoing success is its casual team sizes of 12v12, which dilutes responsibility to take the pressure off individuals and mitigate burnout. Look also to planetside 2 which can have combat encounters of 80v80 and likewise does not depend upon constant updates to maintain player engagement.
Lastly, is it any coincidence that Apex's most popular mixtape mode is the one that uses the highest team size of 9v9? Apex players need a reliable way to decompress from banging their head against the battle royale wall for hours, and this is a pitch for a mode that will fulfill that niche, and mitigate the problem that plagues every game of this kind.
I don't think Apex needs something like this to succeed commercially, simply that they would succeed more with it. I also think Apex is uniquely positioned to bend their existing systems to accommodate something radically different.

High Concept

A Syndicate supply fleet was eviscerated in orbit over World's Edge, the first shot fired in an internal power struggle against De Silva. The wreckage, carrying enough guns and munitions to fund an entire war now hurtles to the planet surface, and both factions will need every gun they can get.
Under the guise of a new event in the games, the Legends are recruited by both sides of the brewing civil war to retrieve the supplies that have crash landed on the planet surface.
This is Extraction, a new mode that pits 2 teams against each other… of 30 players each.
The goal of extraction is simple. Both teams will start on opposite ends of World's Edge and debris from the orbiting fleet wreckage will periodically crash land on the map, updating that location's loot with higher tier items as well as supply cases. These cases are the main objective, and teams must collect these and drop them off at designated depositories in order to score for their team.
The winning team is the first to deposit the required number of supply cases.

Technical Information

Everything from here on out are the nitty gritty mechanics of the game mode. The goal of these technicals is to create a mode that's as relaxed and engaging as possible while also minimizing how many resources Respawn would need to commit to making it reality.

Team Sizes

A big issue new modes present is splitting the playerbase. If 60 people queue for Extraction, that's 60 people not queuing for Battle Royale, extending wait times to get into a game. However, this should not be a problem. Due to the hypercasual focus of Extraction, a game of Extraction may start with only 12 players. After that, players may come and go as they please with no penalty due to the backfill system that Respawn recently got working in team deathmatch. This will create a minimal impact on queue times.
Players will pick their Legends independently and can swap Legends at their base. There are no Legend caps, making a team of 60 Wattsons a real and terrifying prospect.

Squad Comms

Having 60 people on Comms would be a nightmare, so how do we handle that? My suggested solution isn't to split people into squads the way control does, but rather restrict Comms to a certain radius. Players can receive chat messages and pings from any allied player within 300m. If more than 5 players are in that radius, it will instead prioritize the closest 5. There's potential for these numbers to be tweaked by players in the options.
This adaptive Comms system will prioritize people on your friends list or that were in the party you queued into Extraction with.
This logic extends to pings from abilities such as scans, bamboozles or survey beacon activations.

Death

Unlike mixtape modes, players will be knocked down in Extraction and need to be finished off. However, the bleed out timer is shorter than it is in Battle Royale, and there are no knockdown shields in this mode. The intent behind this is to create a mode that feels more like being part of a cohesive army than the mindless horde you join in shadowfall, since your life has more value than simply running at the enemy and hoping you win.
Dead players will leave behind a deathbox but they will contain no banner. This is just to limit the entities within an area as well as enabling the use of Ashe's passive in this mode. Death boxes will despawn after 3-5 minutes to prevent clutter.
However, despite mostly working the same as Battle Royale, death in Extraction is not the end, as you are able to respawn at your home base upon death.

Supply Cases

When the game begins, 3 points of interest will be pelted with debris - one in a location equidistant to either team's base and one slightly closer to each base. This event is similar to Gibraltar's air strike and will endanger players caught in it, but when the bombardment subsides, the point of interest will have refreshed loot, which includes several supply cases. Similar to ring closings, the start of a new round will mark 3 new points of interest to bombard.
Far more supply cases will spawn in central areas than points of interest closer to a base, making the higher risk the higher reward.
Supply cases, like grenades, take up an entire inventory slot on their own, limiting your carrying capacity. The primary use of supply cases is to collect them and take them to your depository, scoring a point for your team. However, by holding interact for a full 5 seconds, a supply case can instead be cracked open, which produces a set of highly adaptive loot for the person that opened it, but consumes the case in the process so it cannot be scored.
To prevent griefing, only one supply case can be opened, and this permission refreshes either when you die or when you deposit a supply case.
Supply cases have a green rarity, and will make death boxes glow green. A deathbox with a supply case in it will not start its countdown to despawn so long as it contains a supply case.
Despite having a green rarity, each supply case also has a hidden rarity of blue, purple, gold or red. This hidden rarity dictates the rarity of the adaptive loot from cracking it open, similar to how the light on a cargo bot will. Loba is able to view this true rarity and her passive will trigger for high rarities.

Bases & Forward Bases

Each team starts at a base on opposite sides of The Map that serve as their starting location and respawn point. These bases are generic structures that feature a jump tower for a fast rollout, and also contain depositories for supply cases as well as shops. Similar to how the dropship can approach from a number of manually defined angles, these bases can potentially take advantage of the empty space around World's Edge to have numerous different placements for matches, and the jump tower allows designers to ignore factors like unfavorable terrain close to the base.
To prevent spawn camping, the base itself will inflict an endgame-level ring effect on enemies within it, and enemies within 200m of the base will be continuously scanned to all allies nearby.
There are also several forward bases dotted around The map - lone and unassuming buildings or small compounds that have been outfitted with a capture point like the ones in control. Capturing it will activate a new respawn point for the entire team and comes with depositories for supply cases.
Respawn Beacons are obtainable in very specific scenarios. Placing one will provide the team with a limited time respawn point, just like in control, but will expire early if used 10 times.

Map

I opted for World's Edge as the prototype hotbed for this mode. The other maps have potential, such as the tridents offering mass moblilty in storm point, but I think the flat terrain and wide open spaces serves a 2-side warzone much better than the design of other maps. Fragment was made for this chaos.
There's also room to bring back the train to play the role of fickle troop transport.

Loot

Players will begin with a P2020 and stack of light ammo. No body shield, no helmet.
Standard ground loot rarity has generally been reduced across the board. What would be a blue body shield is now white, and what would be a purple is now blue. This will result in a general decrease in time to kill which makes sense with there being more people to kill, less punishment for death, and increased odds there will be someone to revive you.
Speaking of which, there are no Evo shields in this mode, only body shields. The aim of this mode is neither longevity nor killing, so it doesn't make sense to encourage either.
Knockdown shields are removed from the loot pool altogether to stop the tempo of combat slowing to a crawl. Survival items have also been removed for various reasons I'll get to.
When a new round begins and space debris crashes on a PoI, the loot in that PoI will be re-rolled on a much more generous table, with rare weapons, armor and attachments being more plentiful.
Supply cases spawn uncommonly even outside these hotspots, providing inexperienced players a more indirect way to contribute to the score similar to how they could kill bot enemies in Titanfall.

Crafting

Obviously 60 players on a respawn timer will eat through ground loot like locusts until nothing is left. Extraction will emphasize crafting as a way to mitigate this problem.
Killing enemies and delivering supply cases will award you with crafting materials. Additionally, there is a "payday" feature where everyone will gain crafting materials every few minutes. Reaching milestones in supply case collection will increase a team's payday bonus, making crafting more viable as endgame draws closer.
While replicators will still drop around the map to help with quick resupplies, the shops you can find on Big Maud are now available in bases as well as scattered in nooks across the map. These sell varying grades of body shield and kitted weapons to very rapidly outfit a newly respawned player with money to spend.
Additionally, the map contains a handful of control points which are not supply case hotspots or forward bases, but capturing them will increase the team payday for as long as it is held. These can overlap with debris crash sites for additional chaos.

Legend Role Abilities

In Extraction mode, the Legends all have a unique part to play in securing and delivering cases, which is reflected in their passive abilities during the mode. Every role also has an exclusive item only they can craft at replicators

Legend Changes

Some Legends will need minor tweaks to accommodate to this new mode. These changes will only occur within Extraction mode.

Final Words

I think the most important thing I want to note is that something like Extraction cannot just be another mixtape mode - to have the intended effect of mitigating player burnout, it needs to have complete parity with Battle Royale. If it's not treated as "the real game" then the pressure continues to mount to go and queue for the real game.
Extraction is a mode I designed to just be wacky and crazy and relaxed while at the same time not detracting from that potential for high level play for individuals that want to always take the fight to the most hotly contested site. I think there's untapped depth and complexity to the gameplay when killing other people is only a means to an end and not the end itself, and I wanted to explore that with the supply cases.
If you read all of this, I appreciate it and I'm very open to feedback, criticism or clarifying questions. As thorough as I've been explaining the technicals, I doubt I've hit every single possible query.
submitted by Teslobo to apexconcepts [link] [comments]


2023.06.06 16:18 ARC4N4 Glorious Ruler Guide to Slayer Lane Astrid

Disclaimer:
I am not a English native speaker so please forgive me for any grammatical errors in this guide, and there might be some difference in Arcana/Equipment/Enchantment name between my server and yours so do keep that in mind.
About me:
Greetings everyone, My name is ARC4N4 and I am here to tell you all about my favorite MOBA character of all time, Astrid.I currently has 4953 games with 68.2% win rate (of which 3276 is Astrid with 70.6% win rate) , ranked 10 in battlefield, 37 star Conqueror and usually Glorious Ruler at the end of each season in Thailand server. I hope to share my passion and love about Astrid with you.
Pros:
Astrid is what I would describe as a skirmisher fighter and split pusher who is very strong small fight scenario. She also has a very simple and easy to understand kit but also a very high ceiling for mastery. Great engage and gap closer in her second ability. Team fight winning ultimate and overall consistent damage is what makes Astrid a great slayer lane champion.
Cons:
Astrid has only one movement ability which she need to attack consistently to lower the cd so she is very weak toward any champion with high mobility and juking potential. She also has no built in lifesteal and only temporary shield so she is weak to champion with true damage.
Items:
Gilded Greaves: Your default choice for most scenario, magic resistance and cc resistance is good
Spear of Longinus: Best choice among armor penetration items for Astrid. It provides damage, CD reduction, health, armor penetration, and armor reduction. Everything that Astrid ever wants.
Omni Arms: Quintessential item for any fighter, this will boost your damage quite a bit and your second ability will hurt a lot more with this item.
Fafnir Talon: Since Astrid has no built in lifesteal and likes to hit things fast. This item allows her to fight against tanky support or slayer laner better.
Curse of Death: With the recent nerf to this item, it is no longer an amazing item for fighter but you will still have to build this item if the enemy team has any champion with lifesteal or a way to regain his health
Fenrir’s Tooth: LOTS OF DAMAGE baby
Under most circumstances, the first three items you build will almost always be Gilded Greaves, Spear of Longinus, and Omni Arms. Then depending on whether the enemy composition the order of Fafnir Talon and Curse of Death are interchangeable then finish it off with Fenrir’s Tooth unless the enemy has no champion with lifesteal or health gain then you can change Curse of Death to defensive item of your choice (Either Shield of the lost or Medallion of Troy
Enchantment:
Main: Veda (Yellow path)
Axe of Sacrifice: More damage is good
Holy Verdict: More armor penetration is good
Holy Summoner: This in my opinion is the best enchantment for Astrid because she already has great attack speed and can easily procs this enchantment which allows her to trade more favorably against other duelist in the slayer lane and occasionally kill her enemy off screen as well(It happens a lot more than you might think)
Sub: Lokheim (Red path)
Shadow Blade: Her second ability counts as two stack for shadow blade and with how often you can use her second ability this will boost her damage quite a bit
Deadly Claw: More attack is good
Arcana:
10x Awake (Attack speed, Crits)
10x Spirit (Attack speed, Movement speed)
10x Dragon Claw (Armor penetration, Damage)
These arcana provide you with everything you need as a Astrid player, attack speed to proc your passive, move speed for chasing down your enemy, and armor penetration to hit your enemy harder
Spell:
Execute (true damage to low HP character) or Flicker (small blink to target location)
The choice of spell depends entirely on your playstyle but personally I like execute more because it combo well with her ultimate and allows her to secure kill a lot more consistently.
Abilities:
Martial Soul (Passive)
Everytime Astrid use her basic attack, it will reduce CD of first and second abilities by 1 second
This is the main reason why you want to build attack speed on Astrid so you can use her first and second abilities more often
Spin Slash(First Ability)
Astrid her sword around in a small circle dealing physical damage and grating her attack speed and armor penetration for each enemy hit(up to 3 stacks) for 5 second
This is your main ability to boost her combat effectiveness, this ability grant her attack speed which allow her to procs her passive more often which then allow you to use this ability more often.
Fearless Charge (Second Ability)
Astrid charge forward in a targeted direction and for the next 3 second your next attack will be boosted which allow to dash stab the target granting her bonus attack damage and shield and slow the target by 50%
I would argue that this is one of the best gap closer in the game. This is your bread and butter engagement and follow tool with surprisingly high damage throughout the course of the game, good range, and best of all its a point and click ability so you cannot miss (unless the enemy can disjoint your ability of course). However, this is also your only tool of movement so try not to use this ability to clear creeps.
Dire Blow (Ultimate ability)
Astrid charge her blade into a semi circle in targeted location grating her invincibility and immunity to most CC for 1.5 second before striking dealing true damage, stunning for 1 second, and lifestealing for 100% of damage dealt
One of the most polarizing ultimate in the game I would say. This ultimate can single handedly win you the teamfight or do absolutely nothing at all. The worst thing about this ultimate is that it is telegraphed for quite long so you have to position yourself a bit to get the most out of this ability and here’s some tips for this ultimate.
Threats:
Murad (10/10): I would highly suggest you ban Murad if able. He has everything in his arsenal to make your life a living hell. High burst damage and invincibility, disjointed skill, and high mobility. He is simply the perfect counter to Astrid.
Florentino (9/10): Another bad match up, Astrid simply do not have enough damage or sustain to face Florentino comfortably in the early game but you can fight him on equal ground in the late game but reaching that point is going to be rough
Yan (8/10): Due to his slippery gameplay, Astrid will have hard time fighting Yan in early and mid game but will be a surprisingly easy fight in late game
Qi (8/10): Rush Curse of Death when facing Qi and try to fight her in a place where she can ult you to the wall. You can start winning this match up in mid game
Zuka (7/10): Time your ult carefully to dodge Zuka ultimate, the instant Zuka use all of 3 movement skill he will almost always follow up with ult so use that window to counter attack
Ryoma (7/10): Keep your distance, Ryoma has better range than Astrid so go in only if Ryoma has wasted high summersault skill but for the most part it's pretty unlikely for either Ryoma or Astrid to die during laning phase
Veres (6/10): Rush Curse of Death and use your second ability to charge into the safe zone between Veres and Chain and you should be fine
Omen (5/10):Rush Fafnir’s Talon and engage him when his stack is already almost depleted to minimize his damage potential
Bonus Hayate and Lauriel (10/10): If you are starting out and see these two on the enemy team I advise you not to pick Astrid because you will be kitted to death and there is simply nothing you can do about it
If you have any questions, feel free to ask in the comment and I will answer to the best of my abilities.
submitted by ARC4N4 to arenaofvalor [link] [comments]


2023.06.06 15:44 OyVeyzMeir Where they been, and where they going, as of 6-6. Can't wait.

Where they been, and where they going, as of 6-6. Can't wait. submitted by OyVeyzMeir to Astros [link] [comments]


2023.06.06 15:39 Dinowarudo Trying to build werewolf druid

Trying to build werewolf druid
I swear the day I see the correct chest I will cry.
submitted by Dinowarudo to diablo4 [link] [comments]


2023.06.06 15:14 Texas_Wookiee Week 3 Rotators!

Week 3 Rotators! submitted by Texas_Wookiee to ThatsAWipe [link] [comments]


2023.06.06 15:05 AngloAlbanian999 Nick Kyrgios 2022 Season

Nick Kyrgios 2022 Season
There was a post yesterday about Nick Kyrgios' performance last season and it made me want to dig into the stats a bit more. Personally I'm not a fan, but in pure talent, 'natural' tennis, I think he has to be at or near the top, at least on hard and grass. All data and screenshots are from UTS.
Overall performance in 2022. Both wins against no 1 were against Medvedev - more on this later. Also interesting to note 47 matches played, the most matches he played in a season since 2017!
In terms of win %, Nick's 78.7% puts him 4th in the 2022 season, behind Djokovic 87.23%, Rafa 82.98% and Alcaraz 81.16%. Sinner is 5th place at 73.77%. By an odd coincidence, he played the same number of matches as both Djokovic and Rafa
https://preview.redd.it/h05ispqq6e4b1.png?width=1477&format=png&auto=webp&s=1055e3cd2c01166f054f9850f9ee02d1c054ae59
6 out of 10 against top 10 opponents. Perhaps a little bit less impressive than on first glance, given Medvedev's comparatively poor season. However he and Medvedev have played five times, with the AO 2022 match being the only victory for Daniil. In their other two matches, NK defeated Medvedev 7-6(6) 7-6(4) to win Washington in 2019 and defeated him 6-3 3-6 6-3 in Rome in the R64, again in 2019. And, of course beating Stefanos on grass is hardly surprising. That said a top ten win is a top ten win.
https://preview.redd.it/kdjruqqq6e4b1.png?width=1461&format=png&auto=webp&s=1e04807b266b211ef65f79933d1bcf3a4487151a
Tournaments entered and the result for each. Houston is maroon Har-Tru, and Nick has not played on European clay since Rome 2019 when he was disqualified vs Ruud.
https://preview.redd.it/110iarqq6e4b1.png?width=1465&format=png&auto=webp&s=7b8b22f5fef51c8b8369ea52a8e4e11ea468c76d
Lastly, matches lost. Perhaps he should have beaten Opelka in Houston, but aside from Sinner, Fritz and Khachanov, each other loss was to either a finalist or the champion.
https://preview.redd.it/rmayh4ib8e4b1.png?width=1453&format=png&auto=webp&s=fea4a40363acdbe9d1e51aeb25da8335153340ed
submitted by AngloAlbanian999 to tennis [link] [comments]


2023.06.06 15:01 Tobric93 Arsenal Ranked Update Daily Discussion Thread - June 06, 2023

This new thread should be used as a place for discussion to hopefully cut down on all of the new threads that are being created for different ideas. We all appreciate the activity, there are just too many similar posts going on right now.
Info & Overview:
Arsenal was released on Tuesday May 9th.
Patch Notes: Arsenal Patch Notes + Patch Notes Reddit Thread
Ranked Updates: Ranked Updates Info
Gameplay Trailer: Gameplay Trailer
Battle Pass: Battle Pass Trailer
Ranked Explained: EA - How Ranked Works
Ranking: Live Ranked Leaderboard
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2023.06.06 14:42 doctorgecko Respect Yukari Yakumo (Touhou)

"Would you like to have a near-death experience? By crossing the boundary between life and death."

Yukari Yakumo

Themes:
Yukari Yakumo is a legendary youkai with the ability to manipulate boundaries. She is one of the sages who created Gensokyo in the first place, and a good contender for its most powerful resident. Despite this she is also exceptionally lazy, spending most of her time sleeping and foisting most of the problems off on Reimu or Ran. Still, her incredible intelligence and completely inhuman nature means one can never tell quite what she's thinking, and making her angry is a very bad idea.

Notes

  • Source Index
  • Perfect Memento in Strict Sense and Symposium of Post Mysticism is an in universe book written by Hidea no Akyuu. She has a tendency to exaggerate and speculate, so her claims should be taken with a grain of salt.
  • Yukari herself is noted to lie quite a lot, so her own claims should also be taken with a grain of salt.
  • In 15.5 Yukari makes use of the urban legend Teke Teke, but her attacks while using this urban legend are fairly in line with her normal capabilities. As it's unclear what effect the Urban legend is having, these feats will be included in this section but marked with Occult
  • Yukari scales to a large number of characters, so here is every Touhou respect thread for the games

Defining Some Terms

Spell Card System: The Spell Card Rules were put in place by Reimu Hakurei in order to make duels between everyone fair, formalized, and safe. It is also the method nearly all Touhou characters will use in-character. Spell card battles have very clearly defined rules and attacks that are agreed upon before a duel with the purpose being that the most beautiful attacks win. In general Spell Cards are characters going easy on the foe, with ZUN outright stating they're not something the characters would ever use if they were serious.
Danmaku: Danmaku are the "bullets" fired in a bullet hell, take many different forms, and are able to be fired by most Gensokyo citizens. They're an essential part of duels in Gensokyo, being used to control an opponent's movement and overwhelm them. They can either be fired in intricate patterns, or just fired rapidly from a single point.
Youkai: Supernatural beings typically born from humanity's fear of the unknown, and the primary residents of Gensokyo. Youkai can be highly varied, but tend to be highly resistant to physical attacks while far more weak to spiritual attacks, such as names and traditions.
Gensokyo: Genoskyo is the region Touhou takes place in, and is a small landlocked region of Japan. It is fully enclosed by the Great Hakurei Barrier (more information bellow). The clearest picture of it shows it containing a few mountains, with it also being noted Gensokyo is small enough to see almost all of it from the Hakurei shrine
  • The Sages of Genoskyo (of which Yukari is a member) are the beings responsible for the creation and maintenance of Gensokyo
Urban Legend Incident: Due to the occult balls various Urban Legends begin to manifest in Gensokyo, and some characters are capable of controlling an urban legend in battle that matches their tempermant. It's worth noting that the effects are present even after the occult balls are removed from Gensokyo though Reisen notes it will soon settle down.

Boundary Manipulation

General Description: Summarized, Yukari's power allows her to manipulate the boundary between any two things.This can apply both to physical boundaries (such as between Gensokyo and the outside world), or even the boundary of concepts (such as human and youkai or night and day).
Direct Combat Usage
Gaps and Warping
Great Hakurei Barrier
Gensokyo's Boundary of Reality and Illusion
Misc

Other Abilities

Note that a number of feats here potentially involve boundary manipulation, but it's less explicit
Energy Projection
Shikigami: Shikigami are spirits that have been turned into tools via a patter, that have software installed to control them
Umbrella
Senses
submitted by doctorgecko to respectthreads [link] [comments]


2023.06.06 14:34 itstingsandithurts An Update to the LCS [Satire]

Update to the League of Legends Pacific Championship Series League of Legends Championship Series
As we approach our 13th season Summer split, we are humbled by LoL Esports’ rise to unprecedented heights as the most-watched esport in the world. As we look to the future, we are committed to building on the foundation that was laid over the first 12 years and taking a multi-year approach to further grow and evolve the ecosystem alongside teams, pro players, and partners.
Starting in 2023 Summer, the League of Legends Pacific Championship Series (PCS) ecosystem will expand to include the League of Legends Circuit Oceania (LCO) League of Legends Championship Series (NALCS) The LCO LCS will continue to play its domestic season in Oceania (OCE) North America(NA). However, rather than qualifying directly to MSI and Worlds, the top two teams from each LCO LCS split will seed into the PCS playoffs and compete with other PCS teams for a chance to represent the larger region at international events.
We believe that participation in the PCS will offer a more competitive landscape for LCO LCS teams, provide richer opportunities for player development, and spark broader interest and fandom in LCO LCS teams and players. This change preserves the opportunity for the LCO LCS to reach international events with a successful performance in the PCS playoffs, and is a significant step towards building out a more competitive, multi-tiered ecosystem across the world.

https://lolesports.com/article/update-to-the-league-of-legends-pacific-championship-series/blt5e437484e74d0244
submitted by itstingsandithurts to leagueoflegends [link] [comments]


2023.06.06 14:08 Steelsoldier77 Week 12 Recap + Power Rankings

We had some real exciting games this week and some real chaos going on in both conferences. What looked like a one man race for first place in the east is suddenly not so sure, and in the west 3 games separate first from last place. As we near the end of the season and teams start to get eliminated from contention, I would like to do a weekly post about the playoff picture, like I did last year.

Tucson Sugar Skulls (5-4) @ Vegas Knight Hawks (4-6) 42-41: What started out as kind of a dull game, in which Vegas led by two scores for a long time ended in a 14 point fourth quarter comeback thriller for Tucson. Down by 14, Ramone Atkins ran for a 15 yard touchdown with 7 minutes left in the game. The Sugar Skulls got a lucky bounce on the following kickoff and tackled the returner for a rouge point. This would prove to be the difference, as standout DB Rashie Hodge intercepted Daquan Neal in the end zone as Vegas was trying to seal the win. The Sugar Skulls drove down the field and scored another touchdown, with the extra point putting them ahead for good. Vegas had time to attempt one last field goal, but it went wide and Tucson emerged victorious. Of note, Daquan Neal left the game before Vegas' final drive, but I was unable to catch why. Will be interesting to see if this is him reinjuring his ankle.
Player of the game: Rashie Hodge, DB, Tucson

Frisco Fighters (8-2) @ Massachusetts Pirates (7-3) 58-72: It's almost impossible to believe the Pirates who got absolutely thrashed by the worst team in the world a few weeks ago are the same Pirates who have just notched 3 wins in a row, including 2 double digit wins over the other top teams in the East; QC and now Frisco. Anthony Russo is on fire, and I firmly believe he should be the starter going forward even if Bennifield is healthy. The rookie QB threw for 201 yards and 8 touchdowns, beating his 7 touchdowns from a couple weeks ago. Frisco had an amazing night running the ball, but part of that is due to the Pirates' defensive backs locking down the Fighters' receivers the entire game. TJ Edwards had his worst game of the season as he had pretty much no one to throw to. On the plus side, RB Martez Carter had a monster game, rushing for 134 yards and a touchdowns. Also of note for Mass. was kicker Josh Gable who made I believe 5 deuces on the night.
Player of the game: Anthony Russo, QB, Massachusetts; Josh Gable, K, Massachusetts

Green Bay Blizzard (5-5) @ Iowa Barnstormers (1-9) 43-17: I tell you what, it's games like these where I am just so glad I am so dedicated to watching every single game every week. This was probably the most boring game of the year. Green Bay kind of limped out to an early lead just thanks to the ineptness of Iowa's offense (Zach Reader being pulled with -1 passing yards, as an example) and then the two teams just futzed around the rest of the game, mostly running the ball. Even Iowa giving newcomer Henry Ogala more playing time wasn't enough to make this game interesting. The dude had zero time in the pocket and when he did throw, it was nothing anyone wants to sit there and watch. 2/10 would not recommend watching Green Bay at Iowa again.
Player of the game: Terrence Smith, RB, Green Bay

Duke City Gladiators (4-6) @ Bay Area Panthers (7-3) 52-69: I have a hard time figuring out what Duke City is. Their offense always looks so lost and uncoordinated on the field, like they have no chemistry, but they somehow score a lot of points? Anyways, they kept up pretty well with Bay Area for the first half, but BA was able to get a quick score before half and then return the opening kickoff of the second half for a touchdown. They then coasted the rest of the way for another solid win. Justin Rankin was incredible, running for 100 yards and 4 touchdowns while Dalton Sneed (Daltons Speed?) was efficient as usual, spreading the ball around to his receivers. A couple of late interceptions by the Panthers off of McCollum sealed the win and dashed any hopes of a DC comeback.
Player of the game: Justin Rankin, RB, Bay Area

Tulsa Oilers (1-9) @ San Diego Strike Force (4-6) 55-56: This turned out to be a really entertaining game, as the Oilers started a new quarterback, Andre Sale, who they signed earlier in the week after having spent part of the season in Duke City. Sale played great, and looks to be in the same mold as Nate Davis- that is, a pure pocket passer who is great at finding the open receiver and putting it on target. And I don't know if Tulsa did anything different with their offensive scheme, but it seemed like dudes were getting way more open than they had up to now. Still, it wasn't enough as Nate Davis dragged the Strike Force to a touchdown with less than a minute left to take the lead. The Oilers were then able to drive down to the goal line with 3 seconds left, but their kicker sliced a chip shot field goal to the right as time expired to give SD the win.
Player of the game: Nate Davis, QB, San Diego; Edward Vander, RB, San Diego

Arizona Rattlers (6-4) @ Northern Arizona Wranglers (5-5) 63-62 OT: For whatever reason this game is unavailable on YouTube, and it looks like it was the best game of the week, so that kind of sucks. The two teams went blow for blow for the entire game, with NAZ scoring a game tying touchdown and 2 point conversion to send it to overtime, where NAZ missed a two point conversion, allowing Arizona to score and just kick the PAT for the win. It looks like both quarterbacks played great, combining for 11 passing touchdowns and 5 rushing touchdowns between them. RCB had a great receiving game for NAZ, as did Braxton Haley for Arizona.
Player of the game: Drew Powell, QB, Arizona

Power Rankings:
  1. Frisco Fighters (8-2) ~
  2. Bay Area Panthers (7-3)~
  3. Massachusetts Pirates (7-3)+1
  4. Quad City Steamwheelers (7-3)-1
  5. Arizona Rattlers (6-4)~
  6. Tucson Sugar Skulls (5-4)+1
  7. Northern Arizona Wranglers (5-5)-1
  8. San Diego Strike Force (4-6)+1
  9. Vegas Knight Hawks (4-6)-1
  10. Sioux Falls Storm (5-4)~
  11. Duke City Gladiators (4-6)~
  12. Green Bay Blizzard (5-5)~
  13. Tulsa Oilers (1-9)~
  14. Iowa Barnstormers (1-9)~
Not a whole lot of movement, as to be expected at this point in the season. I know Frisco has lost two in the past few weeks, but I still feel like they are the best team in the league. I think an argument could be made for the order of 2-4, and maybe even you could include the Rattlers in that group as well. It's going to be a real exciting last few weeks for sure.
submitted by Steelsoldier77 to ifl [link] [comments]


2023.06.06 13:33 Keesheistee What does split 1 and split 2 mean?

I know split 1 ends in july but my question is:
Your ranked gets a soft reset, what does this mean? I'm iron so i guess i cannot go lower where do i go? Do i need to do 10 promo games again? Whats the difference between a new season regarding to your rank?
submitted by Keesheistee to leagueoflegends [link] [comments]


2023.06.06 13:27 ItsTsukki Patch 1.4: the early look!

Patch 1.4: the early look!
Hello, Tamers!
The build for patch 1.4 has been sent out, which means that the platform holders for the consoles will review the build, and find any possible issues. Once they give us a green light, the patch is ready to be published on the the planned date, which for 1.4 is June 19th.
Would you like to know more about what’s included in patch 1.4? Let’s go!

A new Season

With patch 1.4 comes Season 4: Splash up! Like you can probably guess, this is a Season filled with pool parties, beach sunsets, chill activities and summer fun.
Splishity splash
It’s a Season for splashing around and not fighting the current, but rather following it! There will be two events during this Season, one of them our first ever Pride event, that comes with some extra freebies, and another secret one later along the road, which will make the delight of players who love their Tems!
Also, there’s a slight change to Seasons’ length from this patch onward: Seasons will now last a month longer. We’d like to have more time to polish the content we put out. Some features have gotten out of hand and were becoming too big to cleanly launch in three months, leaving us with no leeway to fix issues or quickly react to unforeseen circumstances. There’s always something popping up from behind us, be it bugs, failures in the certification process, unexpected interactions… so we’d like to have some time to polish both the current patch and previous patches that might need our attention, without that eating into the next Season and patch’s time.
With this, Season 4 will last from June 19th to September 25th, when Season 5 will begin.

The Arcade Bar has been postponed

Some bad news, but we promise it’s only this one! Due to development load and unexpected delays, we’re postponing the Arcade Bar. It’s a huge task, both technically and artistically, so we’re waiting on a more suitable season. We understand this might make 1.4 less interesting for PvE players , but we try to balance PvE and PvP each season. Since last patch, 1.3, had the Challenge Modes, and 1.5 will have the new Mythical, with it’s Lair, quest and route, patch 1.4 is more PvP oriented. We’re, at the time, unable to confirm for which patch it’ll be scheduled, but we’re currently looking at 1.6 or 1.7, since 1.5 is packed. We’ll let you know as soon as we have that secured and well decided.

Dojo Wars v2

Dojo Wars have long been a prickly topic within the community, so a few months ago we asked for your focused feedback on the matter. Following that conversation, we’ve made a handful of changes to Dojo Wars that we hope will make them a bit more enjoyable and less demanding to keep up with:
Dojo Wars will now take place monthly instead of weekly. The sign-up period where players can subscribe to a Dojo War will be a week instead of a day, and it’ll be the week before the Dojo Wars take place. Clubs who sign up for a DW but don’t show up on the actual Wars will be penalized by taking Pansuns away from their Club Vault.
The King of the Hill system that allowed current regents to only fight in the finals has been discarded. Regents will have to compete for the Dojo again from 0 with everyone else.
Besides changes to the main format, there are also several more changes that concern Dojo Wars rounds:
  • The matchmaking system will now prioritize to battle different players in each round, instead of matching players purely based on points. If a player has already faced another specific player, the system will prioritize not matching them again over their points.
  • The timing of rounds has changed as well. Instead of having a set date for all matches, rounds will start 5 minutes after the last combat of the previous round has ended. That is, once the last match of the round ends, a 5-minute timer sets off, and commences the next round. This means you’ll have to pay attention during the day of your rounds, but rounds will be much faster and dynamic.
  • Dojo Wars finals will require 9 players instead of the previous 11.
  • Players will now also get individual rewards for each match won during Dojo Wars, on top of the Club rewards they might get. Individual rewards include juicy stuff like ETCs, hotfixes, Feathers and even Novas.
Important notice! The first week of the patch would overlap with the first week of Dojo Wars, and with this new system it wouldn’t work. For this reason, there won’t be a Dojo War in the month of June, and the first Dojo War will be on the week of July 24-30. This means the last Club to hold the 1.3 Dojos on the week of June 12th to 18th will hold them for an entire month. They’d only get the rewards for the week they play, but they’ll keep control of Dojo Parks.

Recommended teams on Showdown

During this last patch cycle we’ve been considering how to make it easier for players new to PvP to jump into the competitive scene, as we consider PvP to be a really strong suit of Temtem, but we know how hard to fully grasp it can be. That’s why, working with the balance helper team and the new analytics we’ve been working on, we have created an automatic recommendation system and some pre-defined builds to choose from; both will surely help make the jump into Ranked ladder much easier and interesting.
When you head over to Showdown to create a Ranked Showdown squad and choose your first Temtem, you’ll now be offered recommendations. The system will suggest Tem options as you go building your team, and it will shift and readjust its recommendations to accommodate the Tems you choose. The analytics that power this system drink from the actual PvP players of the game and what they’re building, so they’ll change and adapt to each Season.
After picking each Tem you’ll be able to fully customize it, as usual, but there will also be two pre-defined builds for each Temtem (single evo, or the last stage of the evo line). These builds have been made to cover their most common roles in Ranked matches, and sometimes it’ll incorporate two different roles, or one same role in a different way. These builds were hand-made by our balance team, keeping in mind the current meta, so they’ll be updated as it changes!
Both of these systems are fully integrated within Showdown, so it only works on Showdown squads. Of course, we encourage you to investigate on the reasoning behind these recommendations, as learning a new playstyle is complex and takes time but it’s the only way to know how to make it work. We hope this will help onboard new players into PvP!
Recommend me the cutest Tems plz
To top this off, we’ve also been working on a series of official video tutorials for players who want to have a guide to take that next step into competitive. It has been created with a lot of help from our pro community, and it covers the less evident, more complex strategies that are played in the higher tiers of the Ranked ladder.

Changes to the rotating Premium Store

The Premium, rotating store will now have 2 Premium item slots as opposed to 3. In exchange for this, we’ve duplicated the daily item rotation, from 4 to 8. As it already happens, 2 slots out of those 8 will be purchasable with Feathers, following the current pattern.
We’ve noticed the 3 featured items were always unbalanced between each other, and that the rhythm was hard to sustain for both purchasing players and the dev team. We’re giving you more options on the daily, because soon the items from previous Tamer Passes will start population them and it’ll be a huge pool, and we’ll be spacing out the featured ones so we can have more time. We’ll still be working on them, and nothing has been scrapped out, it will only take a little longer to appear in the weekly featured shop.
Plus! The mounts available through the Premium Store and the Tamer Pass (both free and premium) will let you pre-visualize the surf version of the mount before you buy it. No more asking about the surf version in the Discord server! We know there’s more pre-visualization stuff to work through, but we hope this is a step towards clarity and that it’ll be good!
Please don't ask me about my Novas

Battle camera toggle option

Following community feedback, we’ve decided to include a battle camera toggle option in patch 1.4. You’ll be able to turn on and off your idle battle cameras from the Settings option in the main menu! Although this is not a huge change to the game as a whole, we understand it’s very important for some players and wanted to give it a bit of a spotlight here, since we know some peeps are really hoping for this.
Yes!!!

Sponsoring community-created events

Historically, us at Crema have not been able to support or sponsor community-run events, because we lacked a way to do so without getting in legal shenanigans and because we were too caught up in development. In the past month we received a petition from a community member to let them split their TemCS prize into more codes so they could give them as prizes in a tournament they were organizing. This sparked a conversation, and we’ve decided to create an official form to ask Crema for prizes to encourage and motivate people to take part in community-made events. This doesn’t mean we’re going to be supporting all the events that pop up, but we’re hoping to be able to help a little and champion the events we love and would like to see more of.
Check out the form here!
There are some rules to all this, like prizes can only be already existing in-game items, that the community-run event has to fit certain standards, and that we’ll keep the right to choose what events we support. We’re also for now only considering events that have a reputable and trusty history, so we encourage you to create community events of your own and share them in our community-event channel!

A huge surprise one week after launch!

There’s something else, an extra new thing, coming a week after 1.4 that we haven’t done before and are very excited and nervous about! We’ve been secretly working on it for a while now, and it’s taken a toll on our development time so we’re really eager to talk about it, but it’s not the right time yet. It’s arguably a new feature to the game, and we believe it’ll help us expand Temtem, its userbase and its longevity. It won’t be as exciting as a proper new feature for existing players, but we hope everyone will join us in the excitement this represents and the shared goals it covers. Since it won’t be available until one week later, expectedly on the 27th, we hope you’ll help us build up hype for the new players this will (hopefully!) attract, and that you’ll show them around.

And more!

As usual, there’s more than we can fit here! From changing the amount of players required for in-game tournaments to happen, to including the community guidelines in-game, to reducing the price of teleports, a new OX indicator in battle, a lot of balance changes and more! Read the patch notes once they’re live on the 19th to get the full gist of it!
See you soon on relaxing new shores, Tamers! 🏖
submitted by ItsTsukki to PlayTemtem [link] [comments]