Warning: SQLite3::querySingle(): Unable to prepare statement: 1, no such table: sites in /home/admin/web/local.example.com/public_html/index.php on line 46
 Top option minimum trade - Migliori broker di opzioni binarie

Top option minimum trade - Migliori broker di opzioni binarie

March Balance Change Brainstorm: Part 1

I wonder what the balance changes a few days back were supposed to do. We're all thinking that. Here are my balance changes, if I were to make the decisions.
DISCLAIMER: this is a brainstorm, not all of these would be implemented at the same time. I'm just exploring the possibilities.
If you just want the interesting ones I recommend Mortis, Poco, Bibi, Emz and Bo.
Honourable mentions listed first, then everything else is sorted by rarity.
Part 2 link: https://www.reddit.com/BrawlStarsCompetitive/comments/fdlq1h/march_balance_change_brainstorm_part_2/

Mortis

By the way, I don't think anyone agrees with the devs that Mortis doesn't need a buff. I get it, Mortis is very high skill, but there is simply no way you can play well with only three viable modes, and taking a lot more effort to kill any brawler than they'll take the other way round. And let's not forget getting stuck on that wall, we want a fix to that.
Screw it all. Mortis is completely unplayable without Star Power, and can't approach properly, defend, or even assassinate right anymore,. He dies to Spike and Colt, let's be honest with ourselves. He's basically just not allowed to play Heist, Solo SD, any ticketed event, and Brawl Ball and Siege to some degree (if you aren't Rey/Yde. Fear those Morti.) He's basically just confined to Bounty, Gem Grab and SD because he dashes.
Right now his attack just isn't paying off very much at all, and the recent spam of health buffs just suddenly made his already tough time even harder. A low-trophy player isn't going to be able to do anything if they take three more hits to kill a random enemy than the other way round, and a high rank player is putting a lot of skill and effort in, without enough reward.
This buff gives him a 'less worse' time against tanks, since he'd take one less hit to kill Darryl, Pam, El Primo and Frank. Other honourable mentions include Colt, Dynamike, Brock, that pesky-ass Jessie turret, Sandy, Poco and Nita.
I originally wanted it to be 960, but the heaps of health buffs, especially Poco and Pam, didn't leave me much of a choice.
I'm using this to try and make him a bit more viable in Solo SD, since right now it takes impossible skill, combat maths and admittedly, cojones to just attack someone.
His Super works differently to everyone else's. Usually they have a powerful ability, and admittedly that does apply to Mortis, since he can stack Supers, and in a way, do better against three enemies than against one or two and keep spamming bats until the whole enemy team dies, but as an attack it doesn't do much, nor does it heal enough. Overall it just doesn't do very much at all for the amount of effort and time invested into charging it up. It shouldn't actually do as much as his main attack, so now that his attack is increased there's some freedom for Super damage values. I decided on 960, a number relatively easy to calculate, and because you can use it like a Screeching Solo, except now there's more choices on what to pick off. It also makes crippling an enemy, running back, then Supering a viable tactic.
I think this will make him actually do better in Siege.
Siege, despite the similar goals, is not similar to Heist. It has a lot of parts control (Gem Grab), assassination (Bounty), and control (power cube tyrant). These are things that he's at the very least decent at, and now he can kill enemies better, even picks not seen in Bounty, some brawlers like Max, Bibi and even Rosa. I've pushed Mortis to 900 solely in Siege because my classmates dared me to, and I reached a point where randoms consistently wanted to play again with that comp, and I was getting Star Player roughly half the time. This is Mortis without a buff, in January. He's really not bad there, and given this Super buff in particular I think we'd see a lot more bats in the factory. With good reason, someone has to get rid of those Ticks. With pleasure.
Yep. Come on, if Poco, Nita, and even Emz get a health buff, why doesn't he? It looks drastic on paper (or on glass), but it's really not that big. Notice how people are really questioning Poco/Emz's HP buffs, since they're basically negligible, and if a brawler could kill you before they still will. Adding 400HP is when it really starts to make a difference, where you could survive as Mortis on one bullet's worth of health, and stop getting melted by everyone. He's a close range brawler, who unlike Leon or Max can't do ANYTHING at long range. Not that he doesn't do much damage, it's because he's physically unable to attack from that far. I think it's only fair that he receives such a health count to give him a slight edge over most brawlers, sort of like Carl without SP, big and strong but still mortal.
Realistically it'll only ever help against Crow, Bull, Primo, Bibi, and most of all Nita. (I do NOT like Nita when playing Mortis.)
If brawlers like Rosa and Shelly beat him up before he's still gonna die nonetheless. Any brawler that was able to be killed previously like Penny or Rico is still gonna die all the same.
Again, viability. I think this one will definitely help in Brawl Ball, where that sudden rush is easier to pull off without being melted into purple goop. He'll also survive better given all those previous buffs, and provide good pressure against your average squishy, and do more than just stand there against tanks.
So at the moment, Creepy Harvest is kinda useless. It's outshined by CS, and only really works if you're winning already. It's hard for Mortis himself to secure a kill, and if you can kill one enemy out of three, the other two are screwed anyway.
Here's my fix to it: 'Creepy Harvest - Mortis heals 400 health for every attack that he hits something. If he is on full health that health is converted into damage for the next attack.'
Maybe it sounds too strong, but just hold on. The healing per attack is better, since the extra health can be applied in the fight, not after it, and he'd definitely do good as a mid-tank himself. It's just roughly the same health (assuming 4-shot) given, but it's within the battle and much more useful. It also means if you don't hit anything, you won't heal. You'll heal if you hit bots, boxes, safes and IKE's, as well as brawlers.
As for the damage, it says 'when you are on full health.' What kind of Mortis player, for a millisecond of the battle, can sustain full health against someone at a range where they simply cannot miss hitting you? See? The 1800 damage can't really be used against brawlers, so he won't be OP in Gem Grab or Bounty. So why's it a thing? Now he can break an SD box much faster given he's not damaged, or make him slightly less useless in Heist, giving him a hefty 40% DPS increase in a base race.
Now the largest incentive for not using CS has been used, and it's either 'ease of access' or ' a stat buff to health/damage.'
Mortis - Overall
For me, he doesn't actually feel that weak and unplayable, since I did push him in off-meta places. Other people feel differently, so those buffs were definitely for the community. These changes mostly addressed his viability, and gives him two-and-a-half more modes he can play. It'll also stop the backwards circlejerk within F2P/noobs, where they're all telling each other Mortis is bad. Or if they believe he's good in Brawl Ball, let's fulfil their wish.
No reload buff or range buff, since that would give him wayyyy to much mobility. He's meant to be fast but not that fast.
A Super charge buff would mean he could throw his bats, attack three times and use them again. That gives him a total burst of 6300, enough to kill Bibi, 8-Bit and Carl without stopping to reload. Yeah... not gonna happen.
Do you want a Mortis Super range/width nerf? Let me know in the comments.
I don't want Coiled Snake to be part of the base kit either. Shoutout to u/Kasai_worx and u/Fix_matchmaking for talking some sense into me over this one, I realise now how horrific CS + CH would be, or the power we're giving to smol brain randoms.

Poco

Poco - Overall
Perhaps Poco changes aren't necessarily the most urgent, but I just wanted to share my insight on Poco.
I get it, Da Capo is OP, once his best bud Rosa is on his team you are either guaranteed a win or very, very screwed. But the main ingredient to that nightmare is the Rosa. Poco is nothing without Da Capo or the tanks on his team.
Behind the golden coat of Da Capo is a dead, rotting brawler that has the LEAST balance activity of any beta brawler (almost half the changes of everyone else), and since all the other low damage brawlers have been buffed his damage is just completely negligible and useless. Supercell has just slapped an OP Star Power twice on him to stop his fall, and he's just always sucked when that didn't happen. He's just a shit Sandy when using Screeching Solo, where I can't name a single case where he'd be more useful than Sandy, and without SP he's unplayable, and his existence independently just doesn't do much at all. It's only a matter of time before Da Capo is nerfed without any other buffs to mitigate the drop, and Poco becomes useless. He needs a buff, desperately. Currently he can only be played well in two modes, which I imagine is the same viability as a purple punch bot from Robo Rumble.
I want to see an end to this tank madness. This is the first step, making healing with SP less rewarding and not so endless. A good Poco can make just about anyone immortal.
But of course, why 600 in particular? Because 700 is still going to give off the same effect, still sustaining teammates faster than natural regen can. It'll still be okay.
This will catch the fall of Da Capo a little, making it still viable but not strong since he'll heal less but more often. Also because for 900 damage, his reload is comically slow, taking longer to reload a guitar than Crow, Pam, Mr. P, Shelly, Rico, 8-Bit, a lot of brawlers. This will help his 1v1 interactions too.
Hear me out first. This is a big buff, so big that you can now three-shot a Tick (lil mofo gets what he deserves, am I right?) but one that's certainly needed. EVERY SINGLE low-mid damage brawler has been buffed in the past one year (Nita, Jessie, Penny, Crow, Mortis, Max, Tara, Bo, Barley) except Poco. Now he can't keep up with anybody, and his damage is close to nothing given this power creep that everyone but him seems to be riding. He's just been forgotten, basically. Now he can actually start doing stuff and having an individual effect in terms of DPS/burst. This also encourages people to stop using him entirely as a healer, since he should be able to independently do stuff, because at the moment his attack just doesn't do anything at all.
It's only ever going to help against Shelly (you'll die anyway if up close), Tick, and a Showdown box since he takes one less hit against them. This will help him in SSD and DSD, and at times even Siege if you're looking for a bolt hog. This buff will stop him from being punished to losing access to most of the game modes in Brawl Stars just because he can heal.
It just doesn't do anything anymore. It doesn't do anything, is a great waste of a Super, and takes away a decently sized piece of your average Poco's IQ once he starts being a bushcamper who's targeting the Crow the whole match. It wasn't strong at 1000 damage before anyway, and in this tank meta it wouldn't be used to initiate an attack anyway. Besides, since SS's release, a bunch of tankier brawlers have been released so 1000 damage isn't much to them anyway.

Bibi

Overall what I am trying to achieve with Bibi is fixing her inability to find a way to reach and attack enemies, and make her consistency better since a long attack delay brings instant counters with it.
Currently, a non maxed Bibi has no way to approach enemies given her very short range. And at least the other melee brawlers can do quick, consistent damage. This speed buff will allow her to run considerably faster than normal brawlers, and even tanks, which could also allow her to play as an assassin, shoot the bubble and start running very fast towards targets. It also gives Home Run SP a boost.
This is ultimately still a buff, as before she had 862 speed, and now she has 912.
People were beginning to believe Bibi and Frank are similar. They really aren't, and their playstyles are completely unrelated. This also allows her to attack faster, making it harder to juke in front of her nose despite having a 140 degree spread.
She just basically never ran out of ammo. Of course, it took a while to unload the shots, but she could just pass the ball to the enemy over and over again. Also psychologically stops people believing she reloads so fast; it roughly cancels the delay out. Also the sheer fury of watching a Bibi teammate on 900 health try to smack the Mortis for so long that he's got his CS charged up.
It was simply charging too fast. The knockback was being used so often, and her Star Powers kicked in way too fast. I think now people would stop playing Bibi like Primo, just running forward on a suicide mission.
Despite Bibi being able to knock enemies back, you don't see her getting kills very much. Against tanks she just gets vaporised, if anything she has a harder time against some tanks than Mortis, and by the time you reached a Colt or something you were as good as dead. Indirect buff to Batting Stance.

Shelly

Everyone has mixed feeling around Shelly. Some say she's game-breakingly OP with insane Super chain potential, that thing where you can't really do anything but die, and then at the same time she can't do anything unless completely point-blank, gets outclassed by Darryl and Rosa in everything, and lacks in all stats from health to damage, to even speed since she's miserably slow compared to the tanks (should be that way though). My plan is to make her better in 3v3, with a separate role and a purpose, but make Super chaining a lot harder in SD.
Note that her winrate in SD is affected a lot by teaming; most matches are Shelly vs not Shelly.
This contributes directly to her Super stack thing, which really does need to be fixed. But this isn't a damage nerf.
This is an overall +100 damage for Shelly. Nobody would ever use her for damage, since there's better options that can do the same thing but at long range. Now that she has one less projectile chipping at long range will hurt more, and she won't have to be on top of someone to do damage.
...which is the most acute marked spread in the game. Now this would make autoaiming at long range harder, but she'll consistently hit two or three shells at max range, which would even encourage aiming for new players.
Just so she won't charge her Super in three shots, which makes the Super stack harder to pull off. It would also encourage not bushcamping, since Shelly players would then need that extra shell to get their Supers.
This stops her from charging her Super with one Super and an attack. Also just part of a Super damage nerf.
This is actually a nerf, an overall damage decrease from 2880 to 2520 at power 1. There is simply no coming back once you're Supered, and this would give tanks a better time, since Rosa, Bull and Primo now all survive two Supers.
All part of the 'long-range bushcamper' rework. Shooting further will make randoms smarter and Shelly more rewarding to play, especially against brawlers like Tara, Carl and Pam who just destroy her.

Leon

He's much better now, but not all the way there yet.
He's supposed to be an assassin, but that doesn't change the fact that Leon often loses a fight he's rightfully got in the bag, because he dies before the enemy does. For a close range Brawler Leon feels awfully frail, and is really the key point of why he struggles in 3v3. This gives him more solid consistency, and because it's really not fair that he has the same health as a turret brawler. Why does he get three-tapped by Brock and two-tapped by Dynamike? I don't know.
This one is much more subtle, but I think it would allow him to be better at mid-long range. Before the buff he got yesterday, he was useless unless you were on top of enemies. This one makes him able to be used like Bo as well, so this change is mainly to provide Leons with a lot of freedom of their attack.
Leon's Invisiheal is a bit too strong. People are now saving their Supers to fight Genes and Taras, suddenly press their Super, and bamboozle them as they waste their ammo on a basically immortal Leon. 1000 healing per second takes roughly Primo's DPS to cancel out his heal. It's too strong and really takes away the original purpose of his Super.
So why no invis duration buff?
I feel like Leon's invisibility was a bit strong anyway. A Leon was allowed to travel freely for 19 tiles, off the grid, wherever he likes with 7 seconds. Bringing his invisibility back to 7 seconds gives his Star Powers too much value and makes him too brainless to play.
Details here https://www.reddit.com/BrawlStarsCompetitive/comments/equ8eq/the_way_to_buff_leon_nobody_knows_about/

Rosa

Begone, Rosa.
No, this isn't overkill. It just gives her the shortest attack range in the game. I think that is the way it should be, since she has spread on her punches, and easily the lowest skill to play of any Brawler. This would stop her from just pushing endlessly until her extra 50 speed finally pays off.
To compensate, she should be able to do more damage. So now if you get caught in a Rosa's range, bad luck, but at least it's harder to get caught in the first place.

Emz

She's either OP at something or god-awful at it, no in between. If you think about it, she's not actually that strong, since most brawlers either out-range her (literally everyone but tanks, Sandy, Bibi, Mortis, and Nita), or have a way of getting up close quickly (Mortis, tanks, Bibi), or just straight-up storm her out of nowhere (Rosa and Sandy).
That leaves only Nita and Frank who are truly countered by Emz, and their ranges fall perfectly in her 'sweet spot' of three ticks of damage (4.67-6 tiles). Everyone else just doesn't want to go near that particular three-tick range.
Besides her DPS, when she's not using all three ticks of damage she just becomes a weaker version of Tara. Overall just a very skewered brawler who needs substantial fixing, in both directions. Even her SPs; one is OP and one is horrible.
Emz is a brawler about AoE, just like Poco and Sandy, but uniquely she struggles at close range. She's currently quite strong in spacey situations, so opening up a weakness of less health makes her slightly easier to approach without taking 7000 damage. Also increases the value of Hype since it now restores a bigger percentage of her health.
She can't hit shots. Not because it takes aim (it really doesn't; how do you miss a 55 degree spread attack?), but because people are physically just running away far enough so that they don't get hit. In modes like Siege and Gem Grab playing her is tedious because her attack is like Frank's delay; it takes her attack 1.5 seconds to reach the end, and in that time a normal brawler can run roughly 2.6 tiles back, giving her an effective range of 3.67 tiles (same as Mortis' attack indication). I'll speed the attack up too, but this one is also going to make her 'sweet spot' slightly harder to pull off since there's an extra length of two ticks of damage.
This... is a buff and a nerf at the same time. While it addresses her lack of range since the spray doesn't travel enough, it also does punishing damage while it just sits there, and often people strafe back into the hairspray accidentally.
This change will make the spray travel faster so Emz will have an easier time hitting enemies at the end of her range, it won't spend as much time staying on the map so enemies won't take that much damage, and even give her a subtle offload buff of roughly +200ms (cooldown is still a thing so it's not 300).
Bad Karma is OP. We all know that, and how much an AoE brawler whose playstyle is similar to Poco is being used everywhere in Heist.
Now she'll do less overall damage (2520 2316), which will help since she can't burst Rosa down anymore, makes her less hopeless at close range (arguably the most defenseless in the whole game, no way you can hit shots for more damage, no escape, no special ability since Super does such little damage), and stop the exponential growth of Bad Karma when collecting power cubes (used to be +20% per tick, got gradually stronger in SD with power cubes), which basically made the pesky 11 cube Emz completely immortal.
Hype won't ever be good, even if it heals 800, because if you ever have to use your Super, there's generally someone at close range, which means you're toast anyway. But giving value to teammates would increase her overall utility, sort of like Gene's Magic Puffs.
This one is just a little idea, and one I'm quite proud of. What do you think?

Max

Why is that a thing? All this hype and memery built around Brock's fourth ammo slot, and then it's all come crashing through the floor because Max has four ammo and nobody knows why. I'm watching Max players in SD just go face-to-face against a Shelly and win because of the extra ammo slot. That said, she should be viable at close range, but not like this. People have reached new levels of cockiness with that extra ammo, and this will bring Run'N'Gun down a little too.
This one is subtle and doesn't slow her box break speed down. I personally strongly discourage close range combat as Max, and people are using her in Heist and even Boss Fight for her DPS. This makes her better designed for mid-range combat.
Just to compensate. It also makes her playstyle much closer to Bo, Tara and Leon, and less like Rico and Colt. She feels rather frail anyway, and often gets three or four tapped in the blink of an eye.
Now if she doesn't have a fourth ammo slot at least she can reload ammo faster. It takes a while to shoot anyway.
It was too slow, and people were better off annoying some random Sandy instead of spinning in a bush for half a minute to get their Supers. Now playing passive also has its reward since there's no risk of dying when spinning inside a bush.

Sandy

For a support, Sandy did a lot of damage. He'd just walk up to some random Pam and start melting her away with a constant stream of an attack that's impossible to dodge. This one punishes that Power 6/7/8 Sandy at 800 trophies (what a piece of shit that random is, no Star Power at that trophy range...) since they won't be able to do 1.2k damage anymore. It also brings him back down to earth and a 'Support' instead of 'specialises-in-Bo-Assassination-who-can-kill-anyone'.
It's anti-regen, I understand that. But right now some are choosing just to stay in the shroud. Now it'll sting a bit more since your average brawler that isn't Frank the Tank will lose a third of their health by staying there.
You know why, and so do I. The Sandy just has perpetual invisibility, just like Leon, but it charges easier, lasts longer, can have effects on enemies, can heal teammates, AND APPLIES TO THE WHOLE TEAM. Quite a lot of perks for something that just charges as you flank people down.
His range is a little bit short, which is encouraging bushcamping and brainless gameplay. Given the damage reduction, I want hitting a mid-range to be plausible as well. At least now he can shoot further than Nita, Darryl and Frank, brawlers he struggles against.
It's also a subtle nerf to his projectile speed, since it now takes longer for the attack to reach the end. He can literally shoot around walls at the moment.
Of all Brawlers, how come he gets extra speed? I notice it a lot when playing Sandy, and he's just an outlier in the data. Putting it back where it belongs. It's also what really makes his attack stand out, since it travels so fast, and since Sandy is fast that makes his shot so easy to connect.

Tick

Put simply, Tick's mines would still be in a triangle, but further away from each other. This takes away the possibility that two mines hit you at the same time (a brawler's hitbox is ~1.33 tiles), but make him better at pinching down.
Tick made the whole game slow. Once he starts vomiting ammo at a bottleneck, it's just a traffic light. The match just stops while the opposite team sits there waiting for his mines to go. Players are basically just denied the ability to travel to certain places just because there's 8600 damage worth of mines lying there.
Tick's furthest mine could hit you from just longer than the screen vertically, at 10.67 tiles. That was not okay. Having 8 tiles still gives him an advantage over the other throwers, but at least you can see where the airstrike is coming from now.

Nita

She just never runs out of ammo. With her recent health and big damage buff, it's possible for her to just keep juking enemies at close range, consistently being able to kill 8-Bits and Pams at close range just by running in circles, and it's impossible for Nita to miss her attack. In team play, given her pierce attack she'll charge her Super much faster than most brawlers, and little effort was paying off a lot. Even with this change she'll still retain her quick ammo, but it's enough to make most Nita players hesitate before throwing ammo away.
Other brawlers can use their Supers when in a duel, such as Tara using her portal to initate attacks, or using Bibi's bubble as a finisher, but Nita's bear is simply not meant to help her in a duel. It should not be able to charge fast enough, since it's capable of moving and fighting on its own. This will stop Nita, an already independent and strong brawler, from spontaneously spawning an extra half a brawler every single duel. The bear is much more intimidating with a Star Power, to the point where once the bear is in the battle whoever is it Nita is fighting is usually doomed.
That said, the bear does have a lot of weaknesses. It's basically a single-use, not just short range, but literally coded to chase enemies until it dies. This gives a non-SP bear more potential in pursuit and even agility to some degree.

Colt

So just to recap, before his damage buff, Colt sucked. A lot. That was because he was too similar to Rico, but with less range, no spread, thinner bullets, no bounce, less DPS, less bullets in Super, and slower Super charge speed. The only edges he had over Rico were 200 more health and 200 more damage. Highlighting these changes by adding more buffs to them would set them apart, and give Colt situations where he would be used.
Giving him that subtle health boost also provides another option of gameplay, sort of like how Leon was when he was at his worst, like a glass bushcamper. A frail brawler that could be used well at close range due to sheer burst damage, which is made even stronger with the recent buff. (Can confirm, the amount of effort it takes to kill a Colt as Mortis/Bibi means he'll easily qualify.)
In perspective, 8-Bit and Rico both have 5 degrees of spread. Shelly has 25 degrees, and Poco has 80 degrees of spread. Sometimes a few of Rico's bullets will bounce on a corner but the others won't.
The bulleted brawlers shoot multiple attacks, which means it's like landing a sniper shot except the bullet moves slower, you must keep strafing along to keep doing damage, and only then are you able to possibly do it four or five times per ammo slot.
So a lot of people naturally turn toward autoaiming, also nobody has time to think and act when it's Overtime in Brawl Ball. The spread of 5 degrees does not show up on Rico and 8-Bit's attacks, but it does give their projectile size a boost. Autoaiming with Colt does not have the same effect, since he shoots entirely in a straight line. This applies to Dynamike too, no matter how much damage is increased, if you can't hit a shot in the first place the buff won't do anything.
So giving Colt spread finally gives him equal autoaim privileges to 8-Bit and Rico, and the absolute newbies who've chosen to play Colt will have a much better time playing without skill.
Colt takes a relatively short amount of time to physically shoot out the ammo slot, and once these buffs are in place the flow of ammo should be slowed down. This stops his DPS from being high as a kite in Heist, which he's probably going to dominate really hard soon with a DPS of almost 1200, and gives him a new role of 'if you get hit and strafe with him that is going to suck a lot'.

Bull

Bull just doesn't feel like much of a tank right now. He has a whopping 100 more health than Pam. With one of the shortest ranges in the game, he basically gets melted by everyone. There even was a point where Bull didn't stand a chance against a Steel Hoops Darryl. That may not be so anymore, but that doesn't change how badly he needs a buff. This is bringing back the health he had before that October nerf that nobody can explain to this day.
Also subtly buffs Berserker and Tough Guy since they'll activate at a higher health now.

Jessie

At the moment Jessie's damage is basically ignored because of her sad reload, and depends on her turret way too much. Often those who pick Penny instead are also trying to inflict the extra damage, though Jessie should never do the same damage as Penny, because the bounce can potentially be more dangerous to enemies in more situations. She'll now be able to kill a box with five attacks instead of six, but can't go around picking off Shellies like Penny players can with 1260 damage. It'll help her in a base race since randoms insist on picking her in Heist.
She'll also take one less hit to kill Carl, who is pretty much her hardest counter in the whole game.

Dynamike

At first this might actually mess Dynamike mains up quite badly. But once they get used to it I believe it'll be easier to land shots and not die up close since there's less possibilities of enemy movement when the bombs blow quicker (less time to juke). Mostly the buff is to make landing one stick of dynamite more painful, since hitting two is extremely difficult, and that's how it is meant to be.
It's also a slight nerf to Dyna-jump, which should only really be used to dodge a Super or flip over an annoying wall generating a bottleneck, not constantly jump and refuse to take damage in the poison. Strong players were too skilled with Dynamike and bad players were too... bad.
Dynamike =/= Tick. Tick does a ridiculous amount of damage, but it takes a lot of brainless gameplay to actually get hit by all three mines. Dynamike's attacks should be sort of accurate but hurt the most consistently. So now with this buff there's the possibility that if enemies don't juke well enough at close range they might actually die.
This is also very FUCKYOUINPARTICULAR to Mortis, who takes exactly five sticks of dynamite to kill now. Just some defense against a brawler who can now three-shot him without taking much damage at all.
submitted by 2HrsOnTheName to BrawlStarsCompetitive [link] [comments]

[BSC] My Journey to Level 100!

My Wall of Text for Posterity

A little about me

 My first time playing was during Domination. I spent some time watching builds on youtube and recall watching Spectral Throw and Infernal Blow builds. I eventually settled on an Infernal Blow Marauder, got hooked and haven't missed a league since then.
 I've tended to play SC in leagues, though I've leveled 1 toon to 90 in HC with Caustic Arrow and a couple of lower toons. SSF was fun also, and perhaps will be a future goal for an entire league. I tend to not play meta builds - I suppose some part of me just wants to be a little different.
 Since I've experienced much of the game's content over the years, in the past couple of leagues, I've set goals for myself to achieve to keep me motivated. I grinded for a pre-nerf Mjolner when it released in Awakening and recall buying it for 19 ex. I grinded for my first Headhunter in Legacy league and paid 71 ex for that. My first mirror came in Harbinger league which was 143 ex farming Spider Forests. Along the way, I've managed to obtain most of the GG items in the game and use them to play not amazing off-meta builds. Near the end of Abyss, I realized there was little I wanted to own anymore and needed a new goal for Bestiary.
 I frequently thought to myself I would never do the level 100 grind. I have a regular 9-5 job and a young family - for years, I just thought that 100 was something other people do.
 Then, in an embarrassing moment of vanity, I was looking up a trade on Poe.trade and saw the yellow account name. Yes, the yellow account name. I wanted to be special, a little different from everyone else. Thus, I set the course of the my next 3 months in Beastiary.

The Setup

The Build

 I knew from the get-go after reading other posts about the 100 grind that not dying was central to making it. So my initial thoughts were focused on tankiness. By and large, mapping DPS in this game has become easy to obtain. For the purposes of ripping through maps as quickly as possible, I knew certain skills didn't need a lot of offensive investment which left points and gear choices focused on defenses. I also knew moving fast was key to fast clear; I've spent previous leagues shield charging and leap slamming around, and it was tedious with how those skills just sometimes get stuck or don't go. Running zoom-zoom was the smoothest way to move around - less clicking. So fast move speed, fast clear, and stacked defenses. This basically left me with either a bow skill or a wanderer. Having just recently done the MF/Quant Windripper thing in Harbinger, I knew the it was the Wanderer life for me. Kinetic Blast with an indoor map meant easy DPS with the explosions bouncing off the walls. Moving fast with KB meant one of the Ranger ascendencies, so I just had to figure out defenses now. Life / EV on the bottom right of the tree is one of the options, but I wasn't convinced of it's viability for the deathless grind. Life down there is lacking and EV is just a game of chance. After some googling, I came upon this https://www.pathofexile.com/forum/view-thread/2053963 - CI Incandescent Heart Pathfinder Wanderer. It seemed perfect: 90% phys reduction, decently high ES pool, good max resists and vaal pact. I also had a love for Incandescent Heart - it had obvious defensive bonuses if you could handle the chaos damage and bonus DPS. Pathfinder handled the movespeed and physical reductions. So, I was settled! I picked a move speed build because I wanted less clicking...instead I chose Pathfinder.
Here's my profile: https://www.pathofexile.com/account/view-profile/mook1e IGN: PookProbWontHitaHundy PoB with the reasonable mapping stuff checked: https://pastebin.com/b1E8LKZf
Comments

Atlas and Maps

 In planning my build, I settled fairly quickly on Shaped Waste Pools as my map of choice. I had read that the exp was good and knew the indoor walls was easy DPS for KB. My goal was to not sit in Poorjoy or Beachhead rotations. I largely dislike chasing after someone running around super fast and then making a wrong turn and being left behind - it's frantic and stressful, not at all what I wanted out of my grind. Beachheads were super expensive also, so I never did one of those. I think I ran 3 PJ rotations from natural map drops, and the last and 4th PJ I dropped I sold.
 Anyways, here is what my Atlas generally looked like:
https://imgur.com/PmPY4JY
 I cleared T1 to T12. Shaped Armoury at T13, Shaped Waste Pool at T14, skipped T15 and bought the kills for Minotaur, Chimera and Phoenix. I would have done Hydra also, but I didn't find a seller when I was looking. This probably turned out to be better since Hydra maps had a lower sell price compared to the other three most of the league. Setting up my Atlas this way increased my likelihood of dropping only Shaped Waste Pools, which is what I wanted.
 When I started mapping, Elder popped up in the top right quandrant, which I knew probably wasn't going to work for me since waste pool is bottom left, so I cleared him off. The concept of Elder rings wasn't a super known thing yet this early in Bestiary; my goal was really to just get Elder somewhere near Waste Pool, but I didn't know what I was doing. Luckily, his influence showed up on the bottom, I pushed him to the left and he popped up suddenly with a guardian on Lair. This meant as long as elder influence was on Bog, I could flip EldeShaper Influence on Waste Pool. I didn't realize what this meant until I ran my first couple of Shaped Waste Pools, but once I saw what was happening, I considered myself lucky to have sorted it out in what was a couple of hours. I never bothered to create an Elder ring.
 Note, I tried Shaped Tropical Island for T13. That sucked. Don't do it - pack size is so very low and it felt bad with KB (no walls). Shaped Armoury for T13 turned out to have sick density. I unlearned Tropical Island and found another Shaper orb for Armoury.
 Waste Pool itself was an moderately good map to clear, there's a big outer circle and then some windy sections in the middle. I got familiar with the different layouts, but never figured out the optimal route since the windy middle sections changed. This meant I always walked over some portion of the outer circle twice (with dead mobs) to get to the middle sections. I tried Vaal Haste to help cover this gap, but Vaal Haste is fiddly now that it lasts < 10 seconds and only grans 13% movement speed.
 I did not keep terribly close attention to my maps count or exp/hr except for lvl 99. I dinged lvl 99 with one month left in the league. From the data I kept, I needed to run 555 Shaped Waste Pools fully supported to make it to lvl 100. That meant 6 maps was a little more than 1% exp. My goal was to finish 5% exp a night for the remainder of the league, which was a ~28 maps. I got fairly focused and could get that many done in a little more than 2 hours. I think my exp/hr stayed near 13 million? Near the end, I had a couple days off work, and managed to knock off 20% at a time.

Sustain

 So my Modus Operandi for map sustain was for every Shaped Waste pool to Chisel 20% quality, Alch and Chaos to 80%+ quantity (24%+ pack size), rerolling elem reflect and cannot leech. Three yellow sextants around waste pool for the additional monster rolls/breach/abyss/Zana. I averaged about 7 yellow sextants to get three good rolls. I learned in the mid 90s that it's best to lay down all three sextants, and then reroll the sextants one at a time (the overlapping meant at least one bad mod was blocked for the other maps). While leveling Zana, I ran bloodlines exclusively unless I had a Beyond map in which I would roll Beyond. I had no idea if Harbinger was good or not for exp, but I read somewhere on reddit that the extra packs were good and the shards worth $$. Waste pool sustain at this point wasn't perfect. I'd often drop back to running a dozen or so Shaped Armoury's with bloodline to get my Waste Pool pool back up to 6 maps. Sometime if elder was creeping north, I'd try to get flipflopping happening on Armoury for fun.
 Around level 93, Zana was level 7, and I decided to get her to level 8 for Harbinger (My other masters had dinged 8 by this point with just daily rotations and Wilds). This involved daily rotations, but me hosting a daily rotation in /global 820 whenever I found a Wild Zana in Shaped Waste Pool (sextant mod helped here). The Exp was higher than a lvl 7 daily, so it was easy to form a group. I got her to 8 in a long afternoon.
 Once Harbinger was around, I ran Harbinger exclusively. From here out, my Shaped Waste Pool pool sustained great, and I never ran Armoury again. Running 20-25 maps a night, I've come out even or slightly above. Only a couple of nights would I not break even on Waste Pools.
 In case you're counting, this is how much it cost me to sustain: Taking ballpark averages over many maps, for a round of 3 maps (3 uses of a sextant), I'd spend 12 chisels = 9c, 3 alch = 1c, chaos rerolls = 5c, 7 yellow sextants = 21c, harbinger zana mod = 18c 54c or 18c per map, not including the map itself which people were selling around 14c for most of the league. So 32 c in value per map. Man, that sounds crazy just reading it now...
 Ok, so how did I manage this kind of investment and buy my gear? Turns out you make currency just playing the game... you can make a lot of currency playing the game a lot.

$$ Not so easy come, easy go $$

 So my played time for this character is around 17 days. That's 400 hours of playtime spread over almost 3 months. That's a lot of time. There's a reason it took so long, which I'll get to later, but I don't know how I managed to find that much free time.
 Anyways, restating what we all know, by playing the game, you make currency. Here's my currency tab when I dinged 100. https://imgur.com/CyGwTW9 I've never ended a league so wealthy (and I've never played as much as I did in Bestiary, so...)
 Early league, I bought maps to build out of my atlas and sold the high whites, yellow and red maps I wasn't using anymore. This was very steady and very profitable income. I just setup 5, 7, and 9 alch tabs and tossed maps in there as I went. I hit 1000 alchs within the first couple of weeks selling maps alone. This was my alch sustain. This and selling fuses I didn't need anymore after I 6L my chest helped me buy my first big purchase - the Watcher's Eye.
 Once I had Harbinger mod, it turned out to be really profitable. Annul orbs, Ancient orbs and Harbingers orbs were rare this league since they were gated behind Zana 8 or a rare beast craft (Harb orb). Ancient and Harb orbs consistently sold for 30+c each. T16 maps were also fairly pricey for most of the league, also - my guess is because lack of available Harb orbs and the Elder ring Atlas strategy didn't lend itself to sustain specific high tier maps. I killed Portentia, the Foul up until lvl 99 and the occasional +2 T16 map was always a nice pile o' Chaos. Random T14 - T15s from Wild Zana maps also sold well. Once I was sustaining Waste Pools, I was able to sell a stack of 12 Shaped Armoury's once a night for half an ex.

Deaths

 So the reason it took me so long to level up is because I died alot. I mean alot. At lvl 99 I died frustratingly four times. On average, I think I died 4 times each level from 90-100. Ouch. I'm not a good player who plays tired after a long day of work and family! what can I say.
 So how did I die? Pretty much every way possible (not having instant life flasks due to being CI probably didn't help). Here we go: Fire Bearers, Cold Bearers, Mysterious Barrel Bearers, Portentia sludge, getting caught with no flask up against a giant skelly / porcupine, picking up a trash unique and getting titty bitched, stupid proximity shield undying evangelists with rhoas in a narrow sewer, strongbox DD in a narrow sewer, Bameth Vaal DD in a narrow sewer, Naem with flasks down because I didn't press my keyboard hard enough because I was half asleep (I did kill Abaxoth twice deathless though), definitely one of the essence monsters that chilled and slapped me, Red Drop Bear in a PJ rotation (6 man hp...), T16 Haunted Mansion boss, freeze strongbox with flasks down, elemental reflect waste pool twice, elemental reflect map on a random Bog I did to extend elder influence ("alch and go"), accidental weapon swap and unable to KB-leech back my life, bloodrage, and game crashes.
 So crashes. I died from the game crashes probably a half dozen times. I primarily played on my laptop this league, which is a middle of the road gaming laptop. Video settings are all on the lowest, but despite that, I would KB into a large pack or open a box and lag, white screen, popup, crash. Half the time I would come back with no auras up, the other times they were on when I entered hideout. It was frustrating as I was in the low 90s when this was happening to keep dying due to something not caused by me. I tried various tinkering with the video settings and hardwiring into the Verizon box. Ping stayed generally in the 30s, so it wasn't my provider, but none of that really helped. Finally, one day, I read a Reddit post about lowering the number of Audio channels and turning off Reverb. Lo and behold, that solved my problem! I'm not sure which one of those solved it, but one or both of them did. I'm happy to have resolved that around lvl 95. Dying to a crash at lvl 99 would have sucked the motivation out of me for the night.
 Here's my level 100 celebratory screenshot: https://imgur.com/nA9dQpO As you can see, I died 223 times. I was at 197 deaths at lvl 94 if I recall, so that's averaging 4 deaths per level. Ouch. So despite my plans at the the onset of this adventure to not die, I died a lot.

Parting Thoughts

P.S.

 One more thing, you remember early league there was hype about the Unique Belt bestiary recipe? Well, two days ago, I was cashing out the Bestiary recipes and found a single ilvl 81 Saqawine Wretch. I'll just leave this here: https://imgur.com/ovglpeC
submitted by mook1e to pathofexile [link] [comments]

D7000 user, thinking about upgrading to the Full Frame D750

TL;DR: I'm interested in upgrading from my D7000 to a D750. I'm after advice and recommendations: Wide/ultra wide lens combos to consider; if a 50 1.4D will be a nice replacement for a 35mm f1.8; are the negative impacts of FF on macro photography significant enough to be a problem?... And anything else I should know or be asking. I really appreciate any advice and comments.
Hi Guys
I’ve had my D7000 for 4 years now and was thinking about upgrading to the D7200 when it came out, but now the D750 has caught my eye and I’m considering making the jump to full frame. I would love some advice from people who have made the DX > FX jump (esp 7000 > 750) and I also have a bunch of questions. At the moment I don’t do photography professionally and the types of photography I do is split pretty evenly between Macro Photography, Landscapes (esp night and long exposure) and Natural Portrait with just a little bit of bird/animal photography.
My current lenses are:
Tokina 11-16mm f2.8 (DX)
Tamron 17-50mm f2.8 (DX)
Nikon 35mm f1.8 (DX)
Nikon 50mm f1.4D (FX)
Tamron 90mm f2.8 Macro (FX)
Nikon 70-300mm f4.5-5.6 (FX)
Here are some of my questions:
Replacement Wide/Ultra Wide Lenses recommendations? I currently own two wide angle lenses; a Tokina 11-16mm and a Tamron 17-50 2.8. Apparently the Tokina works quite well on full frame at 15 and 16mm but the Tamron won’t be usable. So I am going to need to look at getting a new wide angle (and possibly a new ultra wide eventually too). I love shooting ultra-wide landscapes and often use my 77mm B+W ND Filter for seascapes (on both lenses). I’m also interested in doing landscape shots of the milky way. Can anybody recommend some wide/ultra wide lens combos that are worth looking at? I’m on a bit of a budget and will probably need to get the lenses over the next year or so, and I’m happy to go with 3rd party lenses if they offer a really good level of IQ and price.
35mm f1.8 (DX) > 50mm F1.4D (FX) So I dropped my D7000 about a month after I got it and damaged whatever allowed it to control AFS-D lenses aperture so I never really got to use make use of my 50mm f1.4. I’ve had to set the camera aperture control to the aperture ring instead of the command dial, the lens always seems to think it’s on F4 regardless of what the ring is on and can’t meter exposure, you can only use it in manual. I love my 35mm f1.8 and it practically lives on my camera, I know it’s meant to work ok on FX bodies but I know the 50mm is probably going to wind up being it’s replacement lens. It’s probably a product of my damaged D7000, but my 50mm f1.4D is extremely slow to focus and has to hunt quite a bit to grab focus. Has anybody else made the DX + 35mm 1.8 to FF + 50 1.4/8D jump. Do you miss the 35mm? Does the 50mm seem to focus slowly and hunt for focus normally? I feel like I’m going to really miss this lens.
Macro Photography I currently do quite a bit of macro work with my Tamron 90mm and an Auto Extension tube. It’s just one of the areas of photography that I enjoy but I’m a little bit concerned about macro photography on the D750. I’m worried about having to get closer and the consequential shallower depth of field having a negative impact. Does anybody here use their FF camera for macro with a 90 or 100mm macro lens, are the negative impacts of full frame significant enough to be a problem?
Focus points
I’ve heard the D750 focuses amazingly fast and accurately, but I’ve also noticed that the focus points are really tightly laid out in the centre of the frame. Has anybody else made a similar DX to FX jump, did you manage to get use to this change quickly?
EDIT I have one more question about filters and full frame wide angles. I currently have a B+W 10 stop 77mm circular filter and it gets quite a lot of use (love those smooth seascapes). I notice a lot of the full frame lenses have much larger 82mm+ filters and some have very curved glass and no filters at all. What are my options for filters with these sort of lenses? I would really love to be able to use a 9-10 stop filter with them.
submitted by khronyk to photography [link] [comments]

D7000 user, thinking about upgrading to the Full Frame D750

Cross poss from photography
TL;DR: I'm interested in upgrading from my D7000 to a D750. I'm after advice and recommendations: Wide/ultra wide lens combos to consider; if a 50 1.4D will be a nice replacement for a 35mm f1.8; are the negative impacts of FF on macro photography significant enough to be a problem?... And anything else I should know or be asking. I really appreciate any advice and comments.
Hi Guys
I’ve had my D7000 for 4 years now and was thinking about upgrading to the D7200 when it came out, but now the D750 has caught my eye and I’m considering making the jump to full frame. I would love some advice from people who have made the DX > FX jump (esp 7000 > 750) and I also have a bunch of questions. At the moment I don’t do photography professionally and the types of photography I do is split pretty evenly between Macro Photography, Landscapes (esp night and long exposure) and Natural Portrait with just a little bit of bird/animal photography.
My current lenses are:
Tokina 11-16mm f2.8 (DX)
Tamron 17-50mm f2.8 (DX)
Nikon 35mm f1.8 (DX)
Nikon 50mm f1.4D (FX)
Tamron 90mm f2.8 Macro (FX)
Nikon 70-300mm f4.5-5.6 (FX)
Here are some of my questions:
Replacement Wide/Ultra Wide Lenses recommendations? I currently own two wide angle lenses; a Tokina 11-16mm and a Tamron 17-50 2.8. Apparently the Tokina works quite well on full frame at 15 and 16mm but the Tamron won’t be usable. So I am going to need to look at getting a new wide angle (and possibly a new ultra wide eventually too). I love shooting ultra-wide landscapes and often use my 77mm B+W ND Filter for seascapes (on both lenses). I’m also interested in doing landscape shots of the milky way. Can anybody recommend some wide/ultra wide lens combos that are worth looking at? I’m on a bit of a budget and will probably need to get the lenses over the next year or so, and I’m happy to go with 3rd party lenses if they offer a really good level of IQ and price.
35mm f1.8 (DX) > 50mm F1.4D (FX) So I dropped my D7000 about a month after I got it and damaged whatever allowed it to control AFS-D lenses aperture so I never really got to use make use of my 50mm f1.4. I’ve had to set the camera aperture control to the aperture ring instead of the command dial, the lens always seems to think it’s on F4 regardless of what the ring is on and can’t meter exposure, you can only use it in manual. I love my 35mm f1.8 and it practically lives on my camera, I know it’s meant to work ok on FX bodies but I know the 50mm is probably going to wind up being it’s replacement lens. It’s probably a product of my damaged D7000, but my 50mm f1.4D is extremely slow to focus and has to hunt quite a bit to grab focus. Has anybody else made the DX + 35mm 1.8 to FF + 50 1.4/8D jump. Do you miss the 35mm? Does the 50mm seem to focus slowly and hunt for focus normally? I feel like I’m going to really miss this lens.
Macro Photography I currently do quite a bit of macro work with my Tamron 90mm and an Auto Extension tube. It’s just one of the areas of photography that I enjoy but I’m a little bit concerned about macro photography on the D750. I’m worried about having to get closer and the consequential shallower depth of field having a negative impact. Does anybody here use their FF camera for macro with a 90 or 100mm macro lens, are the negative impacts of full frame significant enough to be a problem?
Focus points
I’ve heard the D750 focuses amazingly fast and accurately, but I’ve also noticed that the focus points are really tightly laid out in the centre of the frame. Has anybody else made a similar DX to FX jump, did you manage to get use to this change quickly?
EDIT I have one more question about filters and full frame wide angles. I currently have a B+W 10 stop 77mm circular filter and it gets quite a lot of use (love those smooth seascapes). I notice a lot of the full frame lenses have much larger 82mm+ filters and some have very curved glass and no filters at all. What are my options for filters with these sort of lenses? I would really love to be able to use a 9-10 stop filter with them.
submitted by khronyk to Nikon [link] [comments]

100% Win Strategy - $50 to $7K - Binary Options Newest ... Iq Option-$50 a $7.000 en 10 minutos: última estrategia de ... IQ OPTION STRATEGY Binary Options: $5 to $4300 in 10 Minutes  IQ Option ... 100% Win Strategy - $100 to $8K - Binary Options Newest ...

The minimum is based on your original deposit and the bonus so if you deposit $2000 and get a 50% bonus the minimum will be based on $3000. On average the trading minimum will be between 20 and 30 times the total account value. We have seen some as low as 15 times and some as high as 40 or 50 times the total account value. The world’s most famous digital currency rose 5% to a high of $7,770.58 and is up roughly 20% in the past week. It broke above the $7,000 level for the first time in a month last Tuesday following news that asset-management giant BlackRock will set up a working group to explore cryptocurrencies and blockchain technology. My first time trading was with IQ Option. I had literally no experience with trading options, or any other form of stocks, or using Forex beforehand, and was eager to find about ways to get some extra money into the pocket. The first question I as... Binary Option Robot Settings Greg Boudonck 02/03/2016, 4:08 PM There are many automatic binary options trading systems available, but not all are created equal. SMART Board® 7000 Pro series Where breakthroughs happen. Breakthroughs happen faster when your teams can gather meeting notes, documentation and inspiration in one digital workspace. The SMART Board 7000 Pro series with iQ is made for quick brainstorming sessions, and connecting remote teams on all sorts of devices.

[index] [4458] [2175] [4482] [3942] [2418] [610] [2915] [1136] [1070] [705]

100% Win Strategy - $50 to $7K - Binary Options Newest ...

★ ABRIR CUENTA GRATIS https://bit.ly/iqoptionabrircuenta ★ REGISTRATE https://bit.ly/iqoptionabrircuenta Robot Para iq option http://bit.ly/ROBOTIQOPTION... 100% Win Strategy - $100 to $8K - Binary Options Newest Method 2019 Do not miss! DEMO ACCOUNT: https://goo.gl/mw13WY I want to kindly ask you to subscribe my... Curso Opções Binárias que Recomendo: http://bit.ly/QueroSerTRADER Cadastre-se nas melhores corretoras: #1 Iq Option: http://bit.ly/IQOPTION-CADASTRO #2 Bin... Turn your $50 to $3200 in just 7 minutes by learning just one strategy called Bollinger Bands updated 2020 strategy. A beginner or professional looking on how to trade online in 2018. And looking for a highly regulated broker to trade binary, forex, bitcoin, cryptocurrencie...

http://alconpaeba.tk