
u/FeelThePain939

5 years ago, July 22nd 2021, Akshan, the Rogue Sentinel was released in League of Legends!
[Forbes] The Fight Over The 2030 FIFA World Cup Has Already Started
forbes.comNow what? For some fans, when the World Cup ends, the emotional hangover begins
edition.cnn.com[The Athletic] FIFA World Cup Club Payouts: Man City, Barcelona, Arsenal, Man Utd and Crystal Palace top the global list (Unlocked Article)
nytimes.comSeason 05 Multiplayer Maps | Call of Duty: Black Ops 7
youtu.be[The Athletic] Chelsea agree on British-record £117m fee for Morgan Rogers, Arsenal pivot to alternatives, including Barcola and Alvarez
nytimes.comTariq Lamptey: Ex-Chelsea and Brighton defender joins QPR after Fiorentina exit
nytimes.comOn July 19th, 2023, 3 years ago, Naafiri, the Hound of a Hundred Bites was released in League of Legends!
Here are the links of the last 2 pics:
Which [CoD] had the absolute highest wasted potential?
I happened to think about the CoD franchise, specifically about the games that had all the features to be masterpieces but were held back by a few flaws or design choices.
Personally, two games immediately come to my mind when we talk about high potential. First one is Call of Duty: Ghosts (my personal favorite CoD). I know this game gets a lot of hate, but I think the potential was insane. The hit detection and weapon balance were arguably the best the franchise has seen for its time. It introduced great concepts like Extinction, Squads, and dynamic map events. Unfortunately, the oversized launch maps and the campy meta killed its momentum. If the map design had been tighter, I think it could be remembered as a top-tier CoD.
Another one for me is Modern Warfare (2019). This game revitalized the franchise. The visual engine, gunplay, audio design, and animations were flawless. It felt premium. Yet, its potential as the ultimate Call of Duty was heavily weighed down by the strict SBMM, a lack of traditional mini-maps at launch, and map layouts that heavily rewarded camping over rushing.
Both of these games had the foundation to be the greatest but fell just short of greatness.
On July 17th, 2024, 2 years ago, Aurora, The Witch Between Worlds was released in League of Legends!
Here are the links of each pic:
On July 17th, 2024, 2 years ago, Aurora, The Witch Between Worlds was released in League of Legends!
Here are the links of each pic:
On July 16th 2025, one year ago, Yunara, The Unbroken Faith was released in League of Legends!
On July 16th 2025, one year ago, Yunara, The Unbroken Faith was released in League of Legends!
Call of Duty: Modern Warfare 4 | Welcome to Kill Block
youtu.beWhich [CoD] female character is your favourite?
Title. You can mention a character that is not showcased here too. The characters in the pics are:
Valeria Garza (MWII, MWIV)
Farah Karim (MW, MWII, MWIII)
Milena Romanova (MWIII)
Jane Harrow (BO6)
Emma Kagan (BO7)
Ilona (AW)
Nora Salter (IW)
Samantha Maxis (Zombies)
Nicki Minaj (Warzone, y'all know I had to include her)
In July 13th, 2022, 4 years ago, Nilah, the Joy Unbound, was released in League of Legends!
Riot Designer Endstep discusses K'Sante AD Scalings, Burst vs Sustained Damage, and Item Risk in recent Q&A
Hey everyone,
Riot Endstep recently made another Q&A (a few hours ago), where he happened to address K'Sante's AD scalings and whether there could be a realistic chance if they could be brought back in the future (breakdown in the video starts at 44:10)
Now, these are all for those who don't want to watch the video.
To begin with, he noted that release K'Sante had actual AD ratios on his abilities, and All Out gave him raw AD based on his resistances. Now, he scales purely off defensive stats, and All Out acts as a direct damage multiplier (lower Q CD, bonus true damage on W).
Endstep then stated that the most dangerous thing for K'Sante’s game health is a full tank champion being able to 100-to-0 or heavily burst a squishy target in a single CC combo. The current kit forces his damage to be sustained DPS rather than burst, which is intentional. He isn't fundamentally against adding AD ratios back as an experiment. However, if they did it, he would look exclusively at the Passive and the Q. Because these are sustained, target-agnostic DPS tools, they wouldn't accidentally buff his burst potential against squishies. While adding AD ratios is great for fun off-builds or giving K'Sante more surface area to interact with item systems and alternative modes (like Arena/Mayhem augments), Endstep feels the overall value of doing this is incredibly small compared to the structural risk to his balance.
Last but not least, a major concern is what happens if AD ratios make items like Sundered Sky, Overlord's Bloodmail, or Death's Dance viable on him. K'Sante’s core identity relies on a strict trade-off. You build full defense, and you only get to trade those defenses for offense by pressing R. Buying raw damage items completely ruins that gameplay loop.
Would y'all want to see AD ratios return strictly on the Passive or Q if it meant a slight nerf to our baseline damage, just to open up item choices like Sundered Sky or Bloodmail? Or do y'all think keeping him locked out of the AD item system is healthier for the long-term state of the champion?
Which [CoD] has the best overall soundtrack?
We always argue about the best campaigns, multiplayer and their maps, but we rarely talk about the music that ties these games together. A great soundtrack elevates a good mission into an unforgettable moment and makes sitting in the multiplayer menu a vibe.
So, which CoD actually has the best soundtrack?
My personal top 5 is:
MW2
BO1
Ghosts
IW
BO7
HM: BO2
I was wrong about BO7. I shouldn't have doubted it.
I’ll admit it. When this game dropped and the internet was flooded with pure hate, I blindly assumed the entire thing was a dumpster fire. But looking back, it feels like the majority of those people only saw or played the campaign, jumped on the backlash, and completely ignored everything else.
I finally gave it a fair shot, and tbh, I’ve been enjoying the absolute shit out of Multiplayer and Zombies. The campaign is a different story, yes, but the round-based Zombies feels like a big return to form, and MP is way more solid than people give it credit for.
But what truly saved the entire experience for me is the Black Ops Classic mode. Stripping away the omnimovement, wall jumping and sliding, and just letting us play old-school boots-on-the-ground CoD is a huge W. It brings back that classic BO2 feel, and BO2 is one of my favourite CoDs. And I don't necessarily hate the MP with the omnimovement and allat, it's just not the preferable type of movement for me. I think it was done pretty nicely overall.
Also, I feel like the soundtracks are a massive improvement, especially compared to MWII and MWIII. For me, music plays a massive role in building a game's atmosphere, and I think Treyarch nailed it this year. Sitting in the MP lobby listening to its soundtrack (Embrace the Madness, not the Adrenaline remix) gives me chills. I'm just glad they're not as bad as MWII and MWIII's soundtracks, which I personally found disappointing and generic.