I heard someone who happened to NOT be me , Someone, again NOT ME, happened to pick goldenizer with the quillboar that discards a spell for a blood gem , and just so happen that this guy, once again not me of course, lost said goldenizer and happened to concede.
@elrotix2091Ай бұрын
Aah, youre talking about a friend of mine whom inplayed duos with who did that, to be fair it was a 50/50 tho cuz he had another spell in hand!
@3takoyakisАй бұрын
I pick goldenizer and discard quillboar everytime (unintentionally bcs quill fastest resource generations are those fellas) It got discarded everytime. Pls end my suffering
@wyatt606Ай бұрын
Can you put together a Top 5 stupid sh*t (OP unbalananced/not really thought out) compilation that happened in Bg's? Would love to see
@christophergideon8786Ай бұрын
I did the greybough fish thing. Doubled down and picked golden fish for my second trinket… it did not work well
@bofurАй бұрын
well if they're all fish then the opponent cant get them all first, right? plus fish protects baron. its a double win.
@christophergideon8786Ай бұрын
@@bofur I have yet to get the baron trinket. I’m convinced they took it out again and didn’t tell anyone. Meanwhile my demon games every single person has been hitting felbat trinket
@g-rated3514Ай бұрын
I didn’t know about that greybough - fish interaction until now. Thanks for the warning!
@bodhisfattva7462Ай бұрын
golden bonker back in the day was so nice...such high tempo...could just level right to 6
@LovyxiaАй бұрын
The framerate thing has the right advice but the reasoning isn't entirely correct. Having a low framerate cap makes the game less responsive and can lose some extra time, but the animation speed is not directly affected by framerate. Otherwise 120 would be 2x the speed of 60 and so on, which would look like back when you could speed the game up using Cheat Engine to actually get insanely higher APM through way less animation locking, removing the cap just smoothes out the responsiveness for controls and shortening frametimes makes it easier to get your inputs registered in time and things like that while the time an animation takes should stay the same within a small margin of error. (probably up to around 1/30th of a second betwen 60 FPS and infinite FPS)
@bofurАй бұрын
2 things: 1) I feel like we're getting caught up in the definition of 'directly' here. Like a direct relationship doesn't have to be linear (even in mathematics). I meant it in a more colloquial manner anyway: like it's directly (or immediately) connected to adjusting the game setting: framerate. We're just discussing how running on 'high' settings on a 60 hz monitor runs animations slower than 'high' on a 240 hz monitor. That change in speed is directly connected to the framerate of the monitor, since HS naturally sets framerate on 'high' to match the current PC settings set for your monitor. The only way to get around that is to disable Vsync (untie from monitor fps) by editing the config file and adjusting the game's max FPS cap. 2) There's a lot more here than just increasing responsiveness. There's 10s of seconds of gain per combat at endgame between framerate options. Just want to clear this up for anyone interested in the conversation, as there is a lot of gain to be had here if you care about the speed of the HS client. No reason to be bogged down by a conversational nuance. ;)