There we go. Now we should be live. Hello, everyone, and welcome back to For The Minions, the weekly show where we talk about a variety of third-person mobas. This week, we're going to be talking about the addition of Crunch to OverPrime. We'll get into some material news with Kalia and a little bit of website news with Dante. And then we're going to talk about the newest patch coming to Pred. They released the patch notes, and we're going to, it's going to be a long, that's going to be a long section because we're going to say, Fred, for last. I'm your host, the Magus, joining me as always is my friend and co-host, Jelly Knees. How are you doing, Jelly? I am really good, Magus. I got an early birthday present from the girly friend that'll go up in the background here probably next week. And it's really cool, and I'm really excited about it. And yeah, just in general, it's been good. So I'm happy to be here, happy to talk about all-day stuff, and I'm ready to do stuff and things with it. Yep. If you guys are wondering why Jedi is not joining us this week, Jedi just hasn't been playing the games a whole hell of a lot. He hasn't had a desire to, so there's no reason to bring him on the show if he hasn't been playing the games enough to really talk about him. Well, I've not talked about with him. I'm not dissing Jedi for not wanting to play the games. If he doesn't want to play the games, he doesn't want to play the games.  It's ever me. He'll force me. He doesn't care about me. Jelly has to. And Blood Hunter, real quick, thank you very much for the 21 months of membership. Much appreciated. And yeah, let's get right into it. Let's talk about Crunchy and Overprime as soon as I can swap over to the media source. Professional streamer, everyone. I'm not doing so bad. Not doing so bad. At this point, we need to invest in getting him a stream deck so he can do on there. I don't want to do that and have more professional streams. I want to do that. I want to do that. So Crunch has been added to Overprime. I feel like he's a pretty he's a pretty good addition. Like he's not overly strong, but he's not underpowered like Woo Kong was. It was a lot like Iggy when Iggy first came out just, you know, a little bit overtuned, but not massively such so that you couldn't beat him. Crunch is about the same way, not overly tuned, but not massively so that you can't beat him. Well, what are your thoughts on Crunch and Overprime, Jelly? Yeah, I think very similar to what you just said, right? That he's he fills his own niche very well. He's not terribly overpowered. He's not terribly underpowered. I think he's weaker than Iggy was on release proportionally. I think Iggy has a lot more effect on the game than Crunch does. But I think Crunch is in a good spot overall. If anything, I'm surprised. I don't know how to phrase this. I don't. Do I want crazy overpowered characters on release? No. I'm surprised that we haven't had one realistically. Like Iggy was not overpowered. Xena was probably the closest. And even then, she wasn't terribly overpowered either. That's not true. Narbash Narbash on release was terrible. That guy was the best character in the entire game. If you had ten Narbashes, you'd be you'd win everything. Yeah. But even that, that was in there like betas and stuff. That wasn't even in the final iteration of the early access iteration of the game that we're in now. I quite like him. He just doesn't do anything that grucks can't do. That is that sort of thing. So he has had like a massive impact on the game.   I like overprime.  It takes a lot longer to kill anybody in overprime that it doesn't pred. So you actually have time to weave in some combos.   Like it's it's one or the other. You don't get a chance to really take advantage of the flexibility of crunches. Can't whereas in overprime, you can you can weave in some things. You can weave in the the the forward crunch so that you can push people back throwing the usually you're just going for that uppercut. But still, you're able to get multiple uppercuts or multiple combos into a teamfight with them in overprime, which I quite enjoy. It feels like it feels more like old crunch to me whenever I play overprime. Yeah, I feel the exact same way. And I think the itemization in overprime actually fits crunch better as a character. Right. We've talked about wanting more items from overprime, for sure. But something like Marauder's watch in conjunction with his ultimate passive, which is that they both on basic attack will lower his cooldowns.  Every time you hit a basic and that feels incredible. There was I had a game the other day where it was basically like this is not the names of them in overprime. So don't be looking for that. But it was basically level crunch, basic attack, right crunch, basic crunch, basic attack, right crunch, like just perfect back and forth between abilities, so much fun to use. Yeah, pretty cool addition. In general, it's kind of a general malaise for me for overprime. Like I like I've mentioned before, I've been having FPS drops ever since the patch. A lot of optimization issues for me personally. But I've also a lot of subs have spoken up after I said that and some posts and stuff. And I've said that they also have been having a lot of problems with with optimization since this last patch in overprime. And that coupled with crunch didn't shake things up enough. And they haven't really changed the game in a major way in a while. So it's over problems getting a little stale right now. Ranks are pretty much set in stone. I think I think they're going to reset the ranks next month or maybe even this month, but it should be soon, which would be really nice. I heard that somewhere. I can't confirm it. But then you don't have any really new items or anything. So it's just a bit stale and you can see it like when you cue quick match in overprime, you're almost nine games out of 10.  ADC Iggy or like full magical damage steel. Like it's it's it's stuff that's fun. And I encourage people to do that quick match.  And I think the biggest thing is especially the post 20 minutes. We've talked about this several, several times. Right. The post 20 minutes overprime is just a chore, right? Like the first 20 minutes, especially when I'm playing in the jungle, I love the first 20 minutes of the game because I'm sitting there and that's where my decisions mean the most. That's where I can go and impact lanes. I can go pick up mini prime. I can go pick up prime spirit. I can go do stuff on the map post 20 minutes. What am I doing? Right? It's everybody's waiting to get a pick to go to prime to then throw it prime to lose the game. So like it doesn't there's nothing post 20 minutes that gets me excited about the game or that lets me really force my hand into a win, even if my team is drastically ahead, right? Like it's it's definitely a game of waiting for one team to mess up, but more than it's waiting for one team to win. Oh, yeah, 100 percent. You're you're just waiting for picks, really. You're waiting for somebody to overstep and then pick them off. And then you can force something. But if neither team, both teams are decent, neither one is going to step up past that halfway of the map mark and get picked like that. So yeah, it goes pretty well yesterday, yesterday morning, where I was on jungle, the enemy jungler, right? And it was basically everyone goes to prime half the team dies. Everyone kind of sits there and waddles back and forth until that half of the team responds. Then everybody goes to prime half of the other team dies. Everybody sits and waddles around prime until the other half responds. It's just this weird loop. And that's almost every game of overprime past 20 minutes is doing that weird dance around prime pit because the rest of the game doesn't matter. Yeah, that's the terrible part. And we talked about as well that it feels like they're patches behind that it like the new patch drops and you're like, great, you addressed issues that I had three patches ago, right? Like, why why are you doing this? Kalari being a prime example, this most recent patch, they just nerfed her right click into the ground. Right, everything about the ability to got nerfed across the board. And she already got nerfed with the addition of wards on every single person. And so it it feels like this weird like why I don't think Kalari needed that nerf. Like, where where is this coming from? And I wish we got more of that. Like definition or why changes are being made from the developers. Then we are right right now, they said basically the Kalari change. They were like, Kalari was really strong in the number. So we nerfed her. Yeah, I was like, OK, but the numbers don't tell the whole story. Like, yes, her numbers may have been saying that she's doing crazy damage, but where and why? Yeah, not just like grip, she's doing crazy damage. Her only damage ability is her right click. So it must be her right click. Nerf that into the ground. We're done. It feels weird. And she was already somewhat nerfed by them giving everybody wards. Yeah. In the last patch that they did. So it's kind of like, poor Kalari, poor Kalari. It was weird at first game I had on this new patch, I was playing crunch in the off lane and my jungler picked Kalari and I went in there and I was like, dear God, help us off. Like I saw the patch notes, I haven't seen her yet, but I have a feeling that it's not going to make a difference. She's going to be terrible. And the guy was good on Kalari, but did not do well on Kalari. Like everything he was doing would be things that I would do as Kalari, but it just was not. You could always tell like the right click, right? It was always that much damage short. He was counting on that much damage more and the person got to get away because of it. And so, yes, there's some learning to be done with that change. But at the same time, it just felt weird. Yeah, I don't know. I'm still having fun with our prime. I still have a lot of fun with the game. You know, it's just I'm having less fun overall than I was before. But I still do have a lot of fun with the game. I still enjoy it.   But what I want overprime to be and what the developers want overprime to be might be two different things. But I kind of wanted it to be a faster. You know, more brawly version of Paragon. But you don't get that if people talk about the respawn timers and stuff.  Like you have like three, four minute fights at overprime. And then, of course, people are going to rise and come back into the fight. But I don't know. I don't know. It feels like things aren't defined enough where, you know, like this is this is the action or this is how I get the kill on this person or anything like that, that it's all just kind of like we get the 85 percent of the way there. And then it falls flat the last 15 percent. But yeah, let's let's hope they get a I think when they reset ranked, it'll be a lot more fun because ranked matches are a lot more fun than just a quick battle because that that does have a lot of tactical knowledge and everything is just a better class of game. And it's a lot more fun. But yeah, overprime, still pretty damn fun, but just getting a little stale. And I don't think crunch mixed it up quite a bit. But I do like crunch and overprime. That's my my summary of events right there. I agree. Anything else you want to say about overprime for a move on? Yeah, just fix your minions and make the late game matter more than just around prime. But that's all. Well, let's move on to a thorough. So you sent me a link today to the website. I guess it's currently in development. We got Dante going on here. And as you look through here, you'll find Dante and then you they have his abilities and the short videos showing the abilities. I think this is I've seen a lot of different games do this. And I think it's really nice to actually show people what these abilities do instead of just explaining them because there's only so much you can infer from reading about an ability, actually watching it in action is a lot different. So yeah, pretty good look at website. What can you tell us about it, Jelly? I mean, so this website is the vast majority of pages on the website are being updated, not necessarily changed, just kind of given a facelift to go through the new phase of development that ethereal is entering in terms of just getting closer to a release and then just the gaming market in general, right, the the website fit kind of an old style of website design, whereas the new one's going to fit more of a new style of web design. So really excited about that. Each of the myth pages are getting updated to a similar style to this Dante one. But each one will have a little bit of unique area to itself. But overall, just a kind of facelift to the website across the board. Nice. And yeah, it's been it's been a while. I know we went back and forth even before you joined them with the website and different designs and different reiterations of it. I hope you guys finally settle on something that you enjoy. Yeah, I mean, hey, the the benefit of this one, Mangus, is that I designed it and I'm implementing it. So OK, something I don't like. It's my own fault, right? That works. But so yeah, so we're going to have the home page be updated. We're going to have the myth pages. I think there's going to be a whole bunch. I was working on that a lot today as well. So excited to get that out into everybody's hands and have that available on the website for everyone. And a lot of the stuff with the website as well that's going to come down the pipeline is partly what I'm also setting up for like the builder. That's something I built my own builder in the past before I joined the team and integrating that in with the new website was important to me. So I'm kind of setting the groundwork in order for that to happen as well. I love having just a builder on the website. I think that's such a great idea. That's helpful to a lot of people. Yep, absolutely. And then we have the cheat sheet for Kalea for all of her abilities. I can get it set up. There we go. So what can you tell us about Kalea's abilities? Oh, I love Kalea's ability. So we talked about this briefly last week just very generally when the gameplay video came out. Now this is the full ability spec sheet, right? So it goes through her passive, her abilities, how her passive affects all of her abilities and all of that stuff. And so it's just like we talked about last week the passive every time she maxes out an ability she's going to gain an additional effect on that ability or buff one of the effects that already exists.  So that's when all abilities are maxed Kalea gains magical power permanently from her passive. So still I love that that's a thing that's integrated into the passive itself the passive upgrades itself as it itself gets maxed which is a cool idea. And then going through her Q that's that little ball that goes out and explodes stealing damage which then when it's maxed hitting in a myth with that ability gives her mana back so she's able to poke a little bit more effectively. Her right click is her little dash that goes around that we talked about last week how every time she casts that the mana cost gets doubled up to a maximum amount of times. And then when that's maxed your granted movement speed boosts for a limited time after the dash. So just really allowing you to weave in and out and get things in there and then potentially dash back out depending on how many you've used up to that point. Not much mana you have left, yeah. Yeah, exactly. Sounds like a fun hero.  It's actually kind of wild. Like I've never been a fan of Noxus, right? So Midlane or Voidlane has not been my thing. Oh, I love Noxus. Right, I'm like, yeah, I teach their own I can't stand Noxus personally but then Kalia came out and I was in there and I was like, dude, I like Kalia. Like I'm just gonna go dash her on the map and like practice little like lineups of how to dash and throw abilities in different areas and she's just so, so, so fun. So like Genji. A little bit. Yeah, I guess a ninja theme, but yeah, I can see that type of hero appealing to you or myth, I should say. Yeah, gosh, man, Goose. And a bearded Wolverine is a chat right now. Build a bearded Wolverine did an hour long interview with a tester, one of the devs for ethereal. If you guys want to check that out and I'll have bearded one next week and I will certainly hit him up and talk to him about that interview that he did. And I think that's all I got for ethereal unless you got anything else, Jelly. No, I think that's about it. I'm excited for everyone to see all the changes coming and the exciting things that are in the works in the pipeline as well. And now we'll move on to the patch notes or a predecessor. All right, so predecessor put out their patch notes for version 0.4.3. A lot of this patch has a lot to do with realigning ADC build paths because right now it's crit, crit, crit, everybody builds crit and they're trying to make it to where you can go crit, a crit path, you can go a pin path or you can go an on hit path, which I think on hit builds are just fun. And then assassins and fighters are getting like, assassins, a lot of the assassin items, it seems got a pretty big boost. We didn't get any new items. However, they completely redid some of the items to the point where they might as well be a new item. I'm pretty excited for this. The Fangtooth changes from the last patch really shook up predecessor and made it a much more enjoyable game. And actually on that note, Mangu, someone talked about what Chat was talking about, the post 20 minutes of predecessor being originally similar. Some people are saying it's similar to post over 20 minutes. And I would say that after the Fangtooth changes, I don't agree as much. I think there's still improvement in the post 20 minutes game for both of them. But I think the Fangtooth changes have made a really good impact on the game. And letting games either, one, we're getting more games that go past 20 minutes. So people are going to say that the post 20 minutes is terrible because now games are going past 20 minutes. Instead of people serving, yeah. But I think the new Fangtooth changes have made Fangtooth a better objective to cause more natural teamfights to happen.  But there is definitely still room for improvement, I think. But I don't think it's nearly as bad or as nearly as noticeable as overprimes post 20 minutes. If they could do something to, I think what the problem with predecessor is, you know, pre 20 minutes, it's a bit of a slog, just as just a farming simulator for 20 minutes.  I think a lot of that has to do, I've been talking about this with my chat and with a lot of different people. The mini prime, the baby prime, something needs to be done with that to make it a better objective for people to fight over. Cause right now, like, you see in competitive that people will all rotate over and take that mini prime. You hardly ever see it in just a regular game. If you queue up solo, you hardly ever see anybody take mini prime unless it's like Chimera that could solo it. Like it's very rare. See, to me, I think that's the issue, is mini prime is a harder objective to take than the normal fang tooth. But, and then primal fang tooth is a harder objective to take than mini prime. And then big orb prime is harder to take than that, which I like the idea of the ladder of succession for these camps, but with fang tooth being so important, why am I going to take the harder camp that gets me less for my team over the easier one that's gonna give me more, right, in the long run of the game? And I don't think, I think mini prime should be that first rung, right? That mini prime should be a relatively easy thing to take.  Because then I'm able to use that advantage to benefit my team just by myself. Whereas right now, unless you're chimera, you basically need two people minimum to go take that mini prime. And where I think it falls apart is you're taking away two people from being influential on the map elsewhere to take an objective that only benefits one person. And if that, because I see a lot of people take mini prime and then not use it for what it's intended for, right? Like they just back to base right afterwards. And then they go and chill in lane and farm like normal for a little bit. So you need to push up. Yeah, take that tower with that, yeah. Yeah. So I think the reference for this would be Rift Herald and League of Legends. Rift Herald and League of Legends is a objective that's in the main Baron Nashor pit for 20 minutes. When you take it, you're able to spawn it and it charges the tower and deals damage much like prime, what is it called? Prime underling, prime underling and over prime. Where it charges the towers. I'm not telling them to make it charge the towers. I don't think that that's the solution here. But the thing with Rift Herald in League of Legends is it has a weak spot that comes up every couple seconds. When you hit that weak spot, it does a percentage of its health and damage instantaneously. The objective, if you didn't hit the weak spot, you're going to take a bit of damage from this fighting it. But if you do manipulate yourself to go hit the weak spot every time it pops up, a single person can take it relatively easily, right? They're gonna take some damage, but it takes their time away from something else. And so top laners all the time can go down and take this solo, then take it back to their lane and use it effectively. Or a jungler can go take it solo and then use it around the map wherever they need to. I think a weak spot mechanic on mini prime where it's still a difficult objective to take, but you have a way to take it that is an achievable process, could make that a lot more accessible to more people in the game, junglers and off laners alike. And then you can have it be more impactful because it's being taken much more often. See, I was thinking of it in a different way. The way I was thinking of it, I think it needs to be a little easier for the off laner to go ahead and take. What I was thinking is make whatever happens whenever you take mini prime is significant enough that if the team goes to fan tooth, you know that you can't contest that. Going to mini prime is a viable option for your team.  Like if some sort of team wide gold buff or a weakening of minions and enemy minions and towers, something to make mini prime worth taking and make it a viable option as opposed to fan tooth. Because right now, fan tooth is just so much more important. Even though the buffs you get now the first two buffs are not that great, but you're trying to advance your fan tooth buff cycle to the point that it is something extremely important. And yeah, mini prime just gets left behind. And with taking fan tooth, there is absolutely a psychological element to it. Where if I'm the team that took, that has zero fan tooth buffs and the enemy team has all three, there is 100% of psychological element to that primal fan tooth coming up and me thinking my team can go take it. Yeah, Mangus, what do you got? I'll bring it up after you're done, I'm sorry. Okay. But there's a psychological part of that where my team is less confident to go fight the fan tooth because there's less of them or we have less of them rather. Even if it is a decently even match, right? That's still a part of it that you have to weigh. Whereas if that team that now has that psychological part can go, but let's go to mini prime instead, I agree that if they can make that a valuable suboption, not as much as fan tooth necessarily, but still a valuable option to go take instead, that that'd be worthwhile. And maybe the answer is instead of giving whoever kills it the buff, you give whoever's present the buff. Yeah. Because then multiple people benefit, it's not team-wide. I'm not saying just across the map globally, give it to everybody. Because I think that's not a viable, that defeats the purpose of mini prime for one thing. But if you gave it to the jungler and the off laner, that means both of them can now go do something elsewhere on the map with that buff and be effective with it. And it raises the priority on taking that objective. Now, I see teams, even Chimeras, don't even bother with it 90% of the time because it's just, A, it's a long investment to take. You're gonna lose a lot of health. You basically, unless you're Chimera, have to back afterwards, right? And then you're wasting a huge chunk of buff time on needing to go back to base, get health and then go back out. If you made it like to whoever's present, if the entire team rotated to take mini prime so that everybody got the buff, that would leave Raptor wide open for the enemy team to take. So that still produces some counterplay potential. Some macro counterplay, yeah. I completely agree. I think that it would be a decent first step without changing anything else about the buff. Just it gives to whoever's present, right? Means that most people can get it on your team and then go from there. I think that could be a huge benefit for it. The thing I was giggling about is much of what I was talking about, what about a weak spot on the mini that can appear in like four different places and requires you hit it within 0.5 seconds with a damaging ability? I was thinking of like Simon, like if they blink in an order and you have to hit them, which then made me think of, I don't know if you remember when MetaBuff and Core were talking about harvesters. Placing them was gonna be like a little mini game. That was like Simon.   Real easy. I actually think false mini prime was really solid as well. If everybody had damage burst when they hit a tower for the first time after they take mini prime within 180 seconds, brilliant. Yeah, it was really good. If it's your whole team, right? It is a tower-pushing objective, which is what mini prime is in Pred right now. It's what basically mini prime is in every game across the board, right? It's a tower-pushing objective, but it's not something when you take a tower outright, like it is in over prime, but it's just a little something to give your team that edge moving forward. Well, let's move on to some of these changes. We're gonna briefly go through these. We've got items and stuff. I don't wanna make the show too long talking about all of the patch notes. In fact, I don't even know if I wanna go over all the items tonight because I'm gonna make a separate video specifically about the items. So I don't think we really need to dip into that too much tonight, but I mean, we'll just briefly hit it. So Drongo is Wastelayner passive, no longer increases ability damage based on critical strike chance. And that's kind of the theme of this patch is they're taking away the need for people to have to build crit. And Drongo was kind of shoehorned into having to build crit because his passive worked with his crit chance. So I think this is probably a good chain, but because they're removing that from his passive, they're upping some of his other abilities. So Gagrenade, it now applies the dot to all targets within every 0.5 seconds. So you're getting extra damage with your Gagrenade. The base damage on old Rusty, his Boobarang has been increased across the board. I think the biggest thing with Gagrenade, Mangus, is it actually does damage now. Gagrenade doesn't do damage in current pred, I don't believe. It does so. Mental health damage. Yeah, well, I mean, I agree with the silence. There's plenty of damage to my psyche that has anything. But so they've added, not only did they make that change, they've added damage base to the ability, which I think is fantastic. Because every time I've played Drongo, it feels weird to throw it out and have it not do damage sometimes. Like, yeah, it's weird. But now it does. Yeah, like his R&B has just been, the scaling has increased, base damage has increased, cooldown has changed, there used to be always eight. Now it starts at nine and then goes all the way down to seven. Rad round's initial shot damage increased just across the board, flat damage. And shrapnel cannon, base damage increased across the board and the scaling has increased.  I think these changes. Drongo monster. Yeah, yeah. Because you're gonna be seeing. Going against Drongo, this is gonna make it so much worse.  Did I skip that? If I skip that, I'm sorry, we need to head back to that, but. Yeah, no, and the, I love the buff to shrapnel cannon, both the base damage and scaling increase because the couple of times I've played Drongo, shrapnel cannon doesn't feel like it does the damage. I think it does, right? That I'll go up to somebody because it pushes you back, right? But it's all going to use that as an execute on someone and they'll walk away with just that much health left. And I'm like, damn it. Like it feels like it's so much more powerful than it is. And so I love that change because I'm now gonna be able to walk up to people and do exactly what I want and pop them off and just gonna be great. I love it, big fan. Even though I hate it.  Yeah.  So annoying. Okay. While we're on the topic of Drongo, don't make silence, stop already active abilities. That's insane. Drives me insane. Okay, so going back, let's take a step back here. They want CC pre-cleansing, like cleansing just before bellica hits you with a knockup. They want that to be a little more skill based. So they're decreasing that from 0.5 seconds to 0.25 seconds for CC immunity on items or abilities like Chimera's E. The range of basic attack projectile speed increased from 1,800 to 2,300, 2,300, 500, or 1,800 to 2,300, 500. Speed increase. Yeah, I mean, we can't really put that into like I get feet per second or anything, but it's a big increase. It's a big increase in your projectile speed. And range of basic attack projectile radius decreased from 35 to 32. So the projectiles are smaller, but they're going to move faster. So it'll be a little easier to hit. It'll easier to hit targets if you're hitting them center mass. If you just, you'll get some barely near misses though, where you weren't before. Yeah, you don't need as much lead time in your shots, right now you can be just barely in front of them and you'll be able to hit them more often, which is incredible. And I think the biggest thing, because pred is not hit scan, right? On their range basic attacks. I don't believe they are. No, they're not. So this is a good way of like bridging that gap between full on projectiles and hit scan by making the projectiles 25% faster, right? That they're just across the board saying, everything's flying faster. Like, and that will make it feel a lot closer to hit scan without becoming hit scan. And I think that's a good way to do that if that's what they're looking for. And it just makes sense to me, right? Like, if you had a real gun, yeah, if somebody's 300 yards away running full tilt, and yeah, if you put the fucking, your sights directly on them and pull the trigger, you're going to miss. It's going to go way behind them.  Yeah.  Yeah, that's the way it is now. Like, with that Gideon video that I did where I was fighting Bellica, she can like look at me, start the animation and then move.  Yeah, no, a big fan of that change, 100%. Yeah. Gadget, base, they were saying that Gadget was a little too tanky, a little too viable early game. So base health decreased from 600 to 580. And her passive, this is a shield that she gets whenever she takes damage that explodes after it gets shredded. The max mana scaling decreased from 12% to 10%. Base damage decreased from 8 to 50. So she's getting a smaller shield and it doesn't hit as hard. Yeah, I think that's a decent change. Gadget is one of those that has been a little harder to kill. I'll be curious to see if this was just right or if this was maybe a little too much on that other side of making her squishier. But overall, I think it's a good change. Yeah, I think it's a good change too. Gideon, they're saying that he's still being able to build tanky, but also deal a bunch of damage to the base damage for Black Hole. His ultimate has been decreased just across the board. And the scaling increased from 240 to 261. So early game, it's not gonna hit nearly as hard. This thing would delete you if you were caught dead sitter in it.   Yeah, seriously. There was, you reading that just now, you said it was Black Hole, right? This is ultimate. But for whatever reason in my brain, that was his Q, so I looked at the numbers and I was like, eight to 10, it does a thousand damage at level three.  No wonder Magnus plays that guy. Yeah. I thought I looked at it, I saw the R. I was like, ah, right. Okay. The Black Hole is ready. Muriel will consecrate a ground or E. Base shield decreased just across the board. They just think that Muriel is a little too strong now after the buffs and I kind of agree. Kind of agree.  I think the interesting thing with this change in particular is that one of the item changes they're making later on is that breach is being removed from the game. And that to me is a little, ooh, it makes me nervous. No, it's fine, it's fine because they're tuning back her base shielding just a little. I don't think it's fine. It seems like a weird item to remove.   We buffed her and we removed her on the counter. Cool, thanks, bye. Have fun with that. Do you ever complain about her being boring again? Motherfuckers. Community complain.  Revenant Hellfire Rounds R&B Reload can now be initiated if R&B is used immediately after the fourth shot instead of there being a short lockout. I guess you could always do this on the first through the third shot, but not the fourth shot. I don't play Revenant. I don't know what's up. There's an amount, just reading it. I wouldn't say I've experienced it that I was aware of at least. Reading it, there's an amount that the short lockout makes some amount of sense. The last billet is the super powerful one, right? So give him just that much longer before he can actually initiate the reload himself. But at the same time, I don't care that much. Just let him reload like normal. Don't make it this weird. One, two, three, quarter second reload, like. It's fine, whatever. Shinbi. General mana regeneration and growth decreased from 0.25 to 0.18. Just a slight nerf to Shinbi. She needs it. Like she said, she wasn't massively overpowered or anything, but she was just a touch overtuned. Circle rhythm or E bug fix. Fix an issue where circle rhythm was applying damage over six ticks instead of four, causing her ultimate to stack faster. And then fixed an issue where circle rhythm was going on cooldown at the start of the cast instead of the end. So both of these bug fixes are going to significantly tune her down. I'm kind of wondering because you get the shield when you're over your first tick of your circle rhythm hits. And then the last tick also, or maybe it's even the fourth or the fifth tick, gives you another shield. So you get double shields. Pass and then on end, you get a shield for both sides for ability. And I'm kind of wondering if by removing these last two ticks, if that's also going to remove that second application of the shield. I don't, I wouldn't think so. I'd imagine what was happening was the duration is the same. So you won't feel a difference in terms of the ability duration. It is still end the same way. It just won't deal. Splitting it over six instead of over four. Like the tooltip said. So I imagine it'll be exactly the same in terms of like feeling, you just won't get those ultimate stacks because the damage theoretically, they didn't mention the damage here will be the same across four ticks as it was six. So it's actually going to hit harder per tick because you're getting fewer ticks assuming the damage is exactly the same. And then the cooldown at the end is going to be huge because that's, I mean, I don't know how long the ability is two or three seconds probably that it spins around you. Now waiting three extra seconds to start the cooldown is going to make a huge difference for her. Yeah. Oh no. Hopefully it'll bring her a little bit more in line with the rest of the heroes. Barrow, piercing shot base damage increased just across the board. Piercing shot scaling increased from 100 to 130%. Piercing shot passive multiplier decreased from 10% per stack to 5% per stack.  Inner Fire, her R, Inner Fire movement speed buff decreased just from five, but whatever. It's just always 3% now. So this was something I knew about Sparrow was that when you activate Inner Fire, she gets a movement speed boost and maxed out. She was just running and gunning just, yeah. Just fully automatic shot gun and sprinting at the same time, yeah.  I was playing Grux the other day and Sparrow walked up. She was pretty decently fed. And sure enough, she pressed her ultimate across the lane for me in mid lane. She was on the other side of the river and I was on one side and I was like, oh, she used her ultimate. No big deal, yeah. And she just, yeah.   The crests, Brutal Axe or Brutalix, is that what I like to call it? Brutalaxe. Physical power increased from 20 to 25. Lifesteal decreased from eight to five. Durifying rage, active attack speed decreased from 30 to 20. So it just, yeah. I mean, in that tier, right? You have Brutalaxe, Phoenix, and... Iceclaw. Yeah, I can't think of what it's called. Frozone. It's two down from there. Yeah, there we go. Iceclaw and Talons and Brutalaxe, for the most part, feels like the best option of the three of them, right? So it getting nerfed will balance out those three. And then even they said in their description is that even marksmen, ADCs, have been taking Brutalaxe for the benefits. And so they're nerfing that back a little bit. So I think that's a good change all around. It's just a cleanse. It's just a straight up cleanse. Eviscerator, they've given an eviscerator a pinch of Lifesteal as compensation for the removed critical strike chance to better match the sustain of other options. And in 5% Lifesteal, critical strike chance removed, Rending Strikes, initial scaling increased from 15 to 18%. Rending Strikes, additional scaling per shot decreased from 5% to 3%. So just kind of rearranging the damage. Will the taking away a little bit damage by giving us some Lifesteal. Mm-hmm. Which I think is fine. Mm-hmm. Ice Scorn Talons. This is the one that spreads the big icy zone on the ground that would do all these yells. Everybody fighting my ice. Glacial Colosseum active now grants 15% increased physical power instead of 15% increased damage. So it was, it used to be a thing that everybody gets into the ice and deals extra damage, but now it's just physical power. So if your damage is magical, you're not gonna be doing that increased damage. Well, and I've definitely seen, I think I had a game yesterday that I saw a mage build Ice Scorn Talon specifically for- Don't really? At 15% damage, right? And I was, it was like a bellica. And I, when I saw it go out, I was like, the hell? Like, what are you doing? Makes more sense. That's cool. I like when people are inventive like that. Liberator is also receiving some compensation, physical power increased from 10 to 15, Lifesteal increased from 5% to 8%, but the critical strike chance has been removed. That's just kind of the theme for this entire thing. They're removing crit from stuff or increasing it just slightly on others. When they're removing crit entirely from the crests. Yeah. So instead of four items and a crest to get 100% crit, it'll take you four to five items total and without the crest. So I think that's a great change as well. It'll mean that like, you're not just always getting crit just by existing, which incentivizes you to get more later on. Instead, now you, like you said earlier, you have build path options, which I think is a good way to do it. Orcas, which I didn't know existed.  New limit breaker active rework to the limit breaker upon activation gain 20% movement speed and 10% increased physical power for six seconds. Take downs within the duration permanently grant three physical power and refresh the duration on a 90 second cooldown. So if you can pop off and get like three kills, you've just permanently increased your physical power by nine or your, yeah. Incredible. Like you said, I didn't know this existed and that I've seen it and been like, yeah, which stalker? I mean, it's new, like this is the new version. So I think it probably would have caught our eye. We would have seen it a lot more had this been the original version. Exactly. Pass fire physical power increased by 15 to 20 critical strike chance removed. Just same as all the rest of them. Here's an interesting one though. Reclamation not only is it working again, but now it's working with added haste. The physical armor decreased from 20 to 12 added 10 ability haste and new purify active cleanse and heal yourself and nearby allied heroes for 150 health over three seconds, 2150 second CD. This is going to be so fricking strong when supports. So like I'm thinking like even steel and Richter who you traditionally get the the engage option, I would much rather have this. Yeah, Narbash steel Richter 100%. This is a great item for all of them. Now Narbash can not only heal you and give you movement speed, he can also cleanse you of all of your debuffs while healing you. Narbash wanted. Yeah. The song of his people is getting stronger. Yeah, that is nuts. That's going to be a great, great option right there. Selentium losing 20 haste, whatever, magical armor decreased from 1810 added 10 ability haste. Now I'm not going to go. I don't even going to look at these tier one and tier two items, even though a lot of the tier twos and predecessor are very important on brimstone comes to mind. But I mean, they even mentioned it. And a lot of them is like the tier twos are almost too valuable. Yeah. Right. Like it's kind of wild. The power spike you can get from some of the tier twos. So, yeah, they've changed them a little bit to be more in line with what's expected for the tier three changes. What I'm going to tell you right now, what I've discovered from trying to like work through these and looking at the old version versus the new version, if it says reworked, it's completely reworked. And if what they have, what they have stated here is what the item is now now. However, if it doesn't say reworked, if it says like added 25 percent credit chance, that doesn't mean that everything else was removed. It just means that now it has 25 percent credit chance. Like they tell you what the changes are. If it was just a simple change, if it's a rework, what it what they show now is that in addition to the old, it's what it is now. But again, I don't really want to tonight go through every single. One of these just in general, they took movement speed used to be on several ADC items, just three percent movement speed. It's gone. They took crit chance off of a lot of the items. However, they added the items, they added like a bit more crit chance to some of the items. If they already had crit chance, it went from like 20 percent to now it's 25 percent. And then just some items just completely got crit chance added. A lot of the asses were either completely removed or completely reworked. This is going to shake up the meta. This is what we need a hundred percent and a breach. As as Jelly already said, that was a shield buster item. No longer is no longer what about shields. It's just a physical pin item now. Just I find it funny that they nerf Dreambinder. I thought I was the only person on Earth that used Dreambinder, but apparently not. I think the big one. So someone in chat mentioned that earlier is legacy. That item sounds wild now. Move to legacy. The nation's favorite dropping below 30 percent max health cleanses you and grants CC immunity for five seconds. Dude, what a 90 second cooldown. I'm so glad that Chimera just got a huge one. Oh, oh, I used my E to early. Don't worry, if I get below 30 percent, it'll come back off cooldown effectively.  What if they're calling it legacy because it's bringing back the tech meta?  And it's getting it's getting an added 30 30 tenacity. And this isn't a rework. So that's just on top of what it already had, yeah, which is insane. More tenacity. Yeah, a lot of love that they are adding. What is it to do? Yes, Stormbreaker has the the lightning that now jumps between targets after it hits. It always had that, but now it applies on hit ability. On hit effects. Yeah, yeah, sorry. But I think that that's incredible. I'm definitely happy that they're reworking mega Cosm.  Mega Cosm was a major item that was extremely busted because whenever you would reapply it like whenever you hit an ability, you do like you buy a health based burn to the target. Whenever you reapplied it, it would just instantly hit him for half of that burn damage just up front. So you think like they with untamed growth that hits over and over again, really fast.  So they changed it now. Yeah, Shemby ultimate, Shemby's circle rhythm. Gadgets seeking destroy. There's so many examples of mega Cosm just being busted. Yeah, Gideon's ultimate. But the new the new way it's going to work is it's going to deal more. It's going to be five percent of their maximum health if you reapply it as magical damage, but it's going to be on a second cooldown. So you can't just continuously reapply mega Cosm. This was a much needed change. That item was way too. Yeah. Oh, insane, insane item, 100 percent. Anything in particular you guys want to go over? Keeper, big ones that we've already talked about. Oathkeeper, the only change was they just changed the build path.  All right, yeah, I think that's going about wrapping up. Like I said, I'm going to do an entire video just on the items myself. So if you want to see what the changes are, the before and after, then you can go check that out. But let's move on now, change it up to the questions for FTM for this week. And let me change up the background back to go back to. Oh, I don't even have it up anymore. Let me find something. I'll find something fun.  For FTM could be paired. Yeah, it's going to be Paragon Blues. That's what. And all right, so. Questions for FTM for this week. Submitted by you guys into the FTM Discord. As I can bring it up. So Emma Keara says, how do you feel about custom sound effects being part of the monetization? For example, in World of Tanks, you can modify sounds and Dota already sells generic chat wheel taunts. Now, what he's talking about, he clarified later on, is not being like a trolley thing, the way you're making the sounds different for everybody, like everybody can hear them, but it just sounds that would be different for you. I think this is a great idea. Like we we see other games do it with like announcer packs and stuff like that. This would be just like on abilities, like certain abilities would sound different to you than they would everybody else. I don't know how hard this would be to implement, but I think it's a good idea. I think anything that that helps them with their monetization as long as it's not stupid overpriced, I think is fine. What do you think, Joey? Yeah, I completely agree. If it's if it's not intended to be used for like trolley purposes and it's just a fun thing for you to listen to, right?  They have the Gladys from Portal announcer pack. They have gave Johnson announcer pack, right? Like they've done a lot of cool stuff with those announcer packs. I'm sure the potential is there for other sounds to do the same thing, even though it just affects your gameplay, if it makes it more enjoyable and I mean, honestly, let's be real, it makes it more enjoyable. And the company makes more money off of you. That's a win win for everybody.  Don't tell us the old overprice, the old epic announcer pack for ten dollars or something.  I really love those. One of the ones I bought was a luchador announcer.  But God, I loved it. I mean, so a theory is going to have announcer packs and there might be some really fun ones in the game very soon that people may or may not know about already that are at FTM. That would be cool. So, yeah, announcer packs, that's a thing that exists. I promise. And then the last metatrol face, do you think players being told to play the game right is in direct conflict with what their instinct will be for right? The whole reason for a player to approach a pair of zombie will be because they want to get in the action in third person. So when the game demands more objectives and minion management, they're going straight for the action. Do you think that a discouraged new players from continuing to play? I mean, I think that that's all very personally dependent, I think. And I think telling people to play the game right is assuming that they play the game the exact same way that you do and want the same thing out of the game as you do. So, yeah, I. I do kind of hate when people tell you to play the game, right, even though I complained earlier in the show about how there's always troll picks and overprime every game now. Like that gets a little frustrating once every time.  It's a video game. But like, yeah, I really hate when people get all pissed off because you're not using the correct build in their eyes or you're not playing the game for the same reasons as them. Some people like I've brought this up many times. Some people queue up to play. Some people queue up to win. Like I queue up to play. I don't care if I win or lose.  And I I'm sorry for them. But that's not why I play the game. And I'm sorry that if you if we're not winning and that's the reason you're playing the game. But I don't know, play the game right is just so subjective. What do you think, Joey? My exact thoughts is that if the play the game right is play the game right for who right now, who's to say what the determined right way is? Yes, there is there an optimal way to win the game, especially in the case of like mobas and stuff? Absolutely. But playing the game right is up to each person to determine what they're playing for and if they're playing it right for that thing, right? If they're playing to win, then, yes, playing optimally is the most right way to play. Right? If they're playing to have a good time, then that gets a little blurrier and a little more gray. And I think that's OK. I think it really comes down, like you said, it's way more subjective to each individual to decide what their version of play the game right is and go from there. Big R says slam something. If you'll excuse me, I'll get something to slam for Big R. What's up, Big R? And then you want to address the next question? Yep, you're good. The next one is, is predecessor going to have another bundle sale ever? And I don't know that they will, right? I'm certainly going to be hypothesizing from here. They have not said one way or the other, and I don't have any inside knowledge. I would guess that they're not going to have another bundled sale purely because they said that the early access is going to only going to last from six to 12 months. That's their goal, at least. And so another bundled sale in that six to 12 months just seems like the closer you get to that end point, the more disingenuous another bundle sale kind of feels because it's supposed to go free to play when they go to the launch. So I wouldn't expect another bundle for like making everything cheaper than before. But who's to say? Yeah, I'm sure you are answer to that. I thought it was funny. This is just like a straight up, not even a rhetorical question. Just like, hey, are they going to do this? This is a straight up question. I liked it. But, yeah, I don't think. Oh, they're going to another bundle because it's free to play coming up anyway. Yeah, like I said, the closer they get to that, the more disingenuous that feels like if if they did a bundle sale a month before free to play comes out directly after the sale ends, be like, oh, free to play feel so bad, weird. I kind of did something similar to that. And it did feel weird. Oh, yeah. Oh, yeah, they did. Didn't they? Yeah, where they like put the game on sale and then right afterwards. Or no, they did a free to play weekend. And then right after the free to play weekend. Lowered the price or something. They did some weird pricing nonsense with faults. And I would hate to see the same thing happen with Fred. Yeah, 100 percent. I don't think it's going to happen, though. They got their way to monetize right now, which I don't agree with, but it is there. And I'm glad you brought that up, Mangus. So God, no, let's not get into it. No, no, no, no, I think it's important to say, right? We were the you and I were on the broadcast talking to them specifically about the monetization. We've talked about it on here several times. One of the arguments that was brought up was someone new to the game that never played Paragon, being excited about these skins and be excited about the skins. I like the skins that are in the shop to be clear. The pricing of the skins is my problem. And so the example given was a person that never played Paragon, being excited about the skins. They had that person on broadcasts last week. If you haven't watched the guys, go watch that. I'll shout them out. And he said he likes the skins. He thinks a lot of them are really cool, but they are a bit pricey. And so now we've got basically everyone on all sides and the skins are pricey. So hopefully we get something out of response from that. And I saw a comment come up earlier that they made the cheapest skins cost more than the minimum pack that you could buy and the backlash made them change it within like an hour with a hot fix, which they did. They fixed the pricing. So the lowest pack can buy the lowest the lowest skin, which great change. Now just bring all the skins down to a more acceptable level in terms of price, because if everybody across the board or the examples we have across the board are all saying that they're a bit pricey, they're probably a bit pricey, especially for being the assets that they were given and nobody's saying that they should not make money like that always comes up. We're not saying that they shouldn't make money. We're just saying that the the the prices that they've put on stuff is probably a little too high. But yeah, I think I think that's going to wrap it up this week. I think we covered about everything.  Two quick questions that are in the chat for us. What philosophy do you support when it comes to balance what find the baseline item or hero and balance up or down to them or baseline based on feedback and when lose data? Hmm, I think baseline based on feedback and when lose data is a little bit better than anything else. And I think I think the win lose data needs to be taken under heavier consideration than feedback. Because I think people can get very frustrated with certain heroes that aren't actually that good. So I know that seems kind of fucked up of me to say that we shouldn't listen to what people think about the game and just look at look at the data. But and I do think we should listen to what people have to say, just not as much as what the data proves. Yeah, I mean, I think I agree with you. I think it's I think honestly each and every part of that is important, right, but I would say to various weights. I think the data should be weighed the heaviest of if everybody's saying like or if the majority of your community is being like, you know what, Kalari is absolutely busted. She's insane. And then you look at the data and she's got a 45 percent win rate. You're not going to nerf her, right? Like clearly she's not winning games with that busted feeling that she has. But but take that feedback into account of how can we make her feel less busted and kind of readjust that to make it feel better while still keeping her either in the same spot or buffing her if she truly does have that lower win rate, right? Like, so I think it's important to find out. Well, like I said, weigh each thing into consideration. Have a baseline you're shooting for. If that's 51 percent win rate, then have that as a baseline, but be OK with being slightly above or slightly below that as well. No one needs to be exactly 51 percent all the time. Right. And to an extent, there's an excitement level in making your game unbalanced. I said this with all before it died. And we've talked about it a couple of times since then is that changing the game up where some heroes are above that 51 percent line, using that as a base and below and then they flip spots, right?  Why would you do this to me? Right. But now you've opened up another world of meta shifting and new characters for people to play and all of these things that is valuable to the game as well. There's just a fine line you have to find when doing that kind of changing. Yeah, I think it's great to just mix everything up every now and then, not to the point that Epic did with Paragon, like they just completely re shitcanned the previous version of the game and did a new version twice, which is a little overkill.  As as mentioned earlier, Over Prime feels a bit stale right now because they haven't done anything that majorly affects the way the game is played other than heroes that aren't brand new heroes. So they don't really like we know how they play from Paragon days. So it's not like that big of a deal. So yeah, something needs to maybe Mako or Mako, whatever, coming next time with a brand new hero with a brand new kit will mix things up a little bit more for a run. Yeah, I mean, Over Prime is kind of falling into what we saw a fault do to an extent in that a new hero would come out. You'd see them played a lot those first couple of days and then everyone would go like, oh, OK, well, they don't really change the meta in any way, shape or form. So we're just going to go back to our old comfort picks and you see the same five heroes on both themes, right? And I Over Prime is falling into that same trap where the new hero release only matters for the first couple of days. And then you maybe see them sporadically afterwards and I don't want to see that for them. Whereas predecessor, I've seen shouldn't be still pretty consistently. I've seen count is still pretty consistently. I've seen goodness gracious, revenant still pretty consistently. Right. And that same thing cannot be said for Over Prime at the moment with their hero releases. Yeah, Joshua Buckley says mix up mix it up with game modes but leave the core game alone once it's dialed. I think core game, yes, probably fine, but like like predecessors doing with their items and just completely reworking them. I think that's the kind of mix up I'd like to see to make you want to change the way you play and different and not so you're not just playing the same goddamn game over and over again.  Yeah, 100 percent. Find a way to make the game feel fresh, whether that's new mechanical changes on the map, whether that like fangtooth, it was another one that for that. Fangtooth before was one way, but changing up fangtooth has completely changed how the game is played and how you center around fangtooth in a lot of cases. So I'm curious to see where that dials in and changes for these items as well. What is Windows saying? Oh, that's an old thing I did. That was that was actual Paragon map back in the day. What was the second one you said? I know I saw a couple of questions in chat, but again, just the FTM Discord, if you guys want to pose the questions there, we could plan on covering them. Did you have did you see anything else you wanted to address, Jelly? There's the one. Can you compare the towers in the three games in terms of how much security they give to people under them? Oh, that's a good question. I think I don't know.  But it seems like you can dive them for a hell of a lot longer. Even their tier two is late game.  But when they're the base is wider on them too, so they're their actual range is bigger. Yeah. But predecessors towers, they hit they hit pretty hard, significantly hard early. You can't tank them. It wasn't with certain heroes, but they're pretty easy to shred. So if you think you're going to hang out in that tower and protect it by clearing that minion wave, probably not going to happen because the towers go down a lot quicker and because you have more towers. Yep. Yeah.  Right. Like that's I'm pretty sure about that. Basically, right as I hit the last minion to kill it, the tower goes down. And I'm like, well, now I'm dead. This is great. I'm so happy about this. But yeah, I would agree with you. I think it's easier to dive in overprime, despite the harder to kill towers and larger range of the towers. But it so it's probably safer. I don't know. That's that's a hard question. Yeah, it's it's a tough one. It's just it's very situational, isn't it? Yeah. Hmm. Yeah, I don't know. I've did I've I've dove people under tower in both games plenty of times. I told Magnus the other day of I was playing Drongo that I would blink under tower and then use shrapnel can end up kill them and blast myself out of tower range, which is so much fun. It's a tower dive, technically, even though I'm only under tower for a quarter second total. Yeah, I don't know. It's like a completing the kill. I think is easier and overprime, but actually getting out afterwards is a little harder, whereas getting in there to get the kill is a little harder and pred. But once you get the kill, you're usually right at the edge of the tower. You just take a few steps and you're out. Yeah, yeah, I would agree with you there. Good question. Good question. I like that. That's that's something I need to think about a little a little more, think about a little harder. I like that. Jalei Lenio, Prince Towers equal. You would have more protection from the fifth grade. Bad, bad. You get out of here. All right, well, I think that's going to wrap it up this week. Jelly, any final comments and you want to plug anything? Anything people want to what people look out for coming up? I'm excited to see both of the new original characters coming to overprime and predecessor this month. Oh, yeah. Oh, yeah. Prime and Huntress, whatever her actual name will be in predecessor, because it's codename Huntress on the roadmap. I think the biggest thing for predecessor that I'm excited about, aside from Huntress, though, is spectator mode. The more I think about it, the more I'm excited for spectator mode to come into the game for tournaments and stuff to pick up then that you can really have cinematic in-game moments and shots of all of this stuff going on. So I'm really excited about that. Is it? I got nothing for this week. I just don't be doing my thing. I think I'm almost done with Sons of the Forest. I'm still doing some things in the game.  What? You killed Virginia and hit her body at the bottom of the lake. I have no idea what you're talking about. Where's the proof?  I want the proof.  My hand. I did it. No, you cannot. I can show your confession in discord where I kept blaming your girlfriend. And finally, you were like, nah, it was me.  Oh, dear. But anyway, I'll be back to play it. I've been playing a lot of overprime just not on stream because, again, I've been having a lot of FES issues. But anyway, for now, I hope you guys enjoyed the show. Thanks for hanging out with us all night. And thanks. Thanks for watching this video if you got to the end. But for now, this is the for the million crew hunting off. You guys have a good one.


How's it going everyone Caleb here with late in sports cards next time you've got no huddle three box break number 12 random team style Thanks again so much Results are in the chat for you right there Let's get it going guys. Thanks again for joining Wait, what? That doesn't even make sense Blake We pulled one of those in like a hundred boxes So I don't know how he pulled four in four boxes. I cannot be right. Yeah, that's right.  You are emergent on the disco nice say it sometimes but not every time I start to this break We got a Javante Williams now to 79 That's nice There you go That's correct Blake that is correct Pretty pay red disco Jesse Bates number to 50 Fangals that's actually just wild though Blake. I can't believe that Actually can't believe that Robert Woods on the disco Rams Derek Henry brilliance disco AJ Dylan disco It's actually crazy. Thanks for passing it on Blake. I can't believe that Jerry Judy hype disco Yes, so lies. Yes Yes, Lamar Jackson disco No, that's Fitzpatrick on the rookie disco Titans Oliver disco Awesome Blake. I'm excited to watch Wednesday morning disco Kyle pits nice one Atlanta There you go. Yeah, the move awesome. It's awesome man. Nice Fantastic Zach Huntingham there to 35. That's great That's great It's the best feeling man lock down Jason Taylor Yeah, there's always hit list packs going around to certain breaks and stuff like that always new recruits disco Najee For a sterling break. Yeah, sure enough Michael Parsons and in all out disco Devante Adams said there's always always some Hit list packs being given outs Brian Bart burns disco. Here he is to 79 Rich is quite kind with those and how they are distributed and it's gonna be disco Otto of Kellenmont There he is solid Viking. So you go Keep going to we go That's actually really respectable. Yeah class a is not bad at all It's very respectable Luke It's gonna be a disco trace sermon if you haven't received an email yet, then no we have nots When you do or when we do here we always email the customers to 79 quitty pay Yeah, right disco T law boom Congrats Jags. That's nice. We'll make that up nice T law Purple the 35 on the ties Bowser disco cool Ravens color match I don't really know the MOOC if it's considered a variant or not in this exact product I'm unsure lockdowns that Cunningham disco Don't think so it could be incorrect Seyquan brilliance disco, I know they have that with like retail I don't know about H2 all out disco Deandre Hopkins Steve large into 50 that time nice one So Bateman bass in there Brevin Jordan disco autograph Texans Brevin Serial number geez that's not break disco to Bonsai It's like that's pretty cool Amandra same brown in a disco Darnell Mooney. Whoa, that's pretty crazy That's crazy Gallup to 50 disco Yeah Stafford on the disguise can say probably literally hundreds of thousands Yeah, probably a million yeah Disco fireworks trailance nice Hey, there's the Trevor Lawrence base and Billy Sims on the disco another one for you Jags congratulations Emergent Tony that's true Good call. Yep, it does the 331 so it's a variation T law disco good call You don't need to do Negative again oh Man Brady disco nice box Stop Chris Thanks, man. Hope you're having a good night to 79 Austin Echler blue disco nice Brady. Yeah, good call the MOOC. Thanks. I appreciate a nice catch Like I said, I knew that was a thing in like the prism retail hanger packs or whatever. I didn't know that was also for H2 So appreciate that Great catch Yep, it's a tricky one racy McMath on the disco Do we have more know how coming up probably probably I don't know if it's been listed yet, but likely to 79 Kellen Mondesco Yeah, thanks for the assist their gym As well appreciate that. Thanks guys town and Wallace on the disco Ravens Contenders optic pick your team is up next tonight Tremade Edwin's to 50 Bill's disco pick your team Disco lockdown of Devin white Bateman disco fireworks Delvin cook Ellinger all-out hurts. I think so Blake. I think so at Oliver there to 79 I think so Actually, I know I actually I no longer know that Blake because Brad ripped one in the group breaks tonight So now I have no idea. I'm your Smith Mar set on the disco auto Vikings. I have no clue now Because he ripped one tonight. I don't know if he used that last one or not. I think he did I'm pretty sure if you buy that personal Blake, it'll be coming from a fresh case Brilliance Russell Wilson Pretty confident not a hundred percent sure Kyle Pence and disco Bo Jackson But I believe so and you're all good Blake. Yeah, you're all good I can assist on that one The 79 densel Ward Sure enough sure enough. There's the regular tealaw base speaking of again Jim and Javon first disco Titans Yeah, sure enough Jim good call hype Jalen Hurts disco Said I wasn't gonna say disco nice It's it just happens Curtis Samuel it just happens that way sometimes break to a On the disco A couple to go here guys Cornell Powell a bee dog disco Last one purple disco to 35 Jeremy Shockey for the Giants All right. Thanks again guys have to a quick recap. That was number 12. No, how to three boxer Once again, we did have autograph disco. I'm your Smith Mar set Reverend Jordan and Kellen Mont and a Variation disco Trevor Lawrence Congrats big hit their Jags. I do appreciate it. We'll have them all well protected and send right out to you Thanks again so much


What's up everyone? It's your girl Kenzie here from Layton Sports Cards and I'm ripping a personal for Amani S We've got a 2022 zero cool jackass trading cards box. All right, best of luck Amani again We will not show any of vulgar or like Nudity or anything like that. So I will just read off what that card is And I will not show show the card on camera Slowly but surely fall down So frustrating to open. They just don't don't open you have to let them like eventually slide down If you didn't like see I can't even grab that yet We can even get this thing open Slowly That corner We've got the fish hook behind the lens Machine gun Kelly Lance bangs legend The vulture hose rodeo We've got red auto to 25 of spike Jones On the legends nice Red auto there. There you go Amani Hey, so there we've got chrome Eric Andre chrome of Dimitri Elekevish, I believe the under wonder underwater fire farts. I've got the fart mask Behind the lens Matt Hoffman We man The triple wedgie the butt chug Behind the lens That's why I will never go paintballing because my luck I end up looking like that poster The butt x-ray chrome classic the toilet geyser the anaconda ball pit Behind the lens Make sure the crew Chrome card of the crew and the tarantula helmet Vision speedball player. I did not know that six golf course air horn now talk about a classic there behind the lens got Jalen Ramsey legends of spike Jones and Speedballing Nice six. That's cool department store boxing behind the lens Jackass number two Hi, I'm poopsies Richard the quiet game stevo butt x-ray behind the lens Eric Andre Danger Aaron and a quiet game Rachel. I don't think that's convincing enough The bottle rocket we've got chrome of the bottle rocket behind the lens chrome out of 100 we've got refractor 75 100 jackass number two the quiet game of poopsies and last pack here for your money the baby alligator Behind the lens Jackass forever Make sure of the crew and the last one is the Pontosaurus. I'm not gonna show a picture of that Alrighty money that will do it for your box. Thanks again for hopping in we do appreciate you and we'll get this right out to you


Good afternoon everyone and welcome. My name is Melissa Armone and a company called the Stock Swoosh And I'm here tonight to talk to you about a topic. The topic is how do you how do you make it? How can you make it? How can you make it as a day trader if you want to do this thing? What are your options? What are your options become a successful trader and the reason that I decided to do this video is because I had a very interesting conversation a few days ago from a trader and He's a student of mine and somehow we brought up this topic and we had a great conversation I thought you know what? This is something that I want to talk about for people You only have two options if you want to become a successful trader whether it's a day trader a swing trader a long-term investor You got two options option number one you can Try to figure out a strategy yourself that works in the market you can go Just open up a trading account with live money start trading Trying to figure out a strategy in a system that is Profitable and successful on your own you will lose until you figure something out because no one just wakes up rules out of That is born one morning and successfully trades the stock market So option one is you can teach yourself how to do it That's what I did. Okay. I taught myself how to do with my own money real money wasn't on a demo In fact, I never ever ever traded On a demo figuring out my system It was all live with my own real live money that I lost until I figured out what I knew how to do I mean there were days I I made money it was back and forth back and forth at the beginning But it took me about three years to put together all the 26 points that I have now for my golden gap strategy And during that time I traded live money and I lost and made money and lost and made money was a process So that's one of your options. You can do that people say one practicing I'm doing it on a demo Trying to figure out a profitable strategy and creating one yourself in a demo does not work It all bets are off when you go live You could do something for ten years in a demo and then you start to trade live money. It doesn't work Okay, you've got to trade with live money if you want to create your own system that you know I can prove to yourself works in the market. That is an option. No demos nothing that doesn't work for creating a system That's profitable and so I create a system that was profitable for myself for the purposes of only for myself And I traded my own live money. That was a hard road But that is one of your options. Okay, if you want to be successful do it. How long is it gonna take you? It's who knows. It's an infinite amount of time. Nobody knows Nobody knows how long it will take you how much money it will take you the time investment per day will take you No one knows so that's an unknown factor That is a choice. It's an option What's another option if you want to become a successful trader? You can go and take a class and learn and get educated on how to trade the stock market by Someone like me for example. I teach a class on my method now. There are tons of trading classes out there I don't I don't know how many but I know there's a lot And I didn't know how many there were until after I started by your business and people would say to me How many there are there's this class and that class and people would talk to me I didn't realize when I started my business the Huge amount of companies out there that teach people how to trade online on the net in person You know tutorials or rent a video thing my class is live You have to be there live to learn it. It is a live class where you ask live questions. It's online However, it's live. It's not a tape. There's no DVR a new video anything So it's an interactive class, which is very good for students the thing is that You may take a class You may decide to educate yourself and you may take a class and you may take a class somewhere Not my company, but somewhere and not learn What you need to know to make money in the market you may take a class Go out use the information to trade and find that it doesn't work We're fine that it's not enough information or something's missing Or there's just a lack of Profitability and what you're doing Well, you just didn't see the full potential of the amount of money that you wanted to make in the market Or maybe the system doesn't even work that you learn from someone. Maybe it's a losing system But you can keep taking classes. Okay, you may go out and take Five classes until you find the one class that teaches you how to trade successfully You may take 10 you may take seven eight nine You may spend $50,000 taking classes over the course of 10 15 20 years until you find the right System that will teach you how to trade or like I said, you do option number one and you create a system yourself so many people Start out wanting to learn how to train and go the route of trying to do it themselves Realize it's very difficult realize it costs a lot of money quit Lose in the market and then decide they want the educational route. I tell people start with education first. Okay start with education first You have to learn how to do it first because the market will take an endless amount of money from you if you try to teach yourself I was lucky that it only took me the amount of time that it took me to figure out what I did It was very determined. I really had absolutely no life While I was teaching myself how to trade and analyzing charts. I lived in green charts I did nothing but eat sleep and trade and I had a full-time job as well and I was working seven days a week and I had no social life during that period of my life and It was extremely difficult and I lost a lot of money I figured out what I what I know and there was I never knew when I didn't have the exact date right now when I Figure out all 26 points. It didn't work like that. So many people can't go the distance to actually create their own system They can't go the distance financially. They can't go the distance emotionally. They can't go the distance intellectually They can't physically go the distance and mentally go the distance to create their own system I am very lucky and grateful that I was able to do that for myself It's it was it was I think this is why I was destined to teach people Because I was destined to figure out what I know For the purpose of helping other people that are out there trying to learn how to trade the market Because it's much much easier to take a class even if you have to take a series of classes It's still easier and cheaper than it is to create your own system But you have both options. You don't have any other options. No one wakes up and is born and knows how to trade Okay, no one So you either are going to teach yourself and create your own system You got a bankroll yourself and you need a lot of money to do it Doing a system on a demo doesn't work It is not easy to create your own system or figure out how to trade on your own if it was So many more people will be successful in the market I read something online or an email or something that something because I'm on so many lists myself From being in the trading world for years and years that you can just read charts and buy support and short Resistance and figure it out your own and get a demo account a small account figure out your own that that was ridiculous It was one of the most ridiculous things I've ever heard Okay, you cannot just pick up and teach yourself how to trade like that and die based on Bare bare minimum principles or buying a book it doesn't work that way Okay, you have to have a specific try strategy that you do that's profitable that you follow strictly every day There are nuances to the market There's something to be said for having a mentor as well And I mentor people having someone to call on the phone and say Melissa I don't understand why did this got work or why didn't this got work or what am I doing wrong here? Or how do I size myself? There are advantages to going and having a set system and my system and Classes really like a trading plan a trading plan said I just follow it and do it and you determine your own risk How much money you make is based on the share size that you take at the risk The bottom line is though that you can take classes and sometimes you will take classes And you won't get enough information from them to become profitable, but it's part of the journey It's part of the journey and I think this is what people people don't realize I talked to a lot of people before they come to me that have taken classes and spent money and they feel frustration They feel frustration They feel cheated that they took a class at ABC place and they didn't learn how to trade the bottom line is that It's a process and it's a journey and you know it like I said It's very rare that someone would find me and never have traded before although There's a few few people that have come and found me that I've never traded before in their life I think too. I think there's actually two people and all people have taught for the last four years Which is small so most people that I've taught have taken other classes before they've got to see me It is not a prerequisite and in fact I think it's better if you haven't if you don't know anything about the market You don't have any negativity in your pet or mind about it financially or otherwise you're very fresh and new and positive and that helps with the training But I will tell you though that if you are Wanting to do this and you're serious about being successful. You only have two choices Make the choice pick one don't take a class and then feel like you made the wrong choice Okay, it is still far easier to take class after class after class until you come and meet someone like me that has a Successful system a profitable system, which I do which is a golden gap system It's still easier to do that and find your road to me to make it then creating a system yourself Because you never know when the end road is or how much money that's going to cost You know when you come and take the class with me you have a strategy You have a system to follow every day, which is a 26 point


Let us now look at how slots are allocated in position options and how they are priced So as we discussed before the value of an agent I is a product of three components The first component is its value. So how much it values that particular click is independent of which position that click came from it is once the User is in the website of the advertiser. That is the value that it gets Now the the probability of getting a click had two components The first one was the first one was the position component and the second one was the Component of the of the user that is the quality component and now this three things together was is the valuation the total valuation expected valuation of this agent and from the point of view of the of the Search engine or the publisher of this ad This is row. I component is estimated and What is AI AI is essentially nothing but the allocated slot to agent I So therefore the the complete allocation is given by this vector a a which gives the the corresponding slot So a 1 to a n of the different slots that has been allocated to these different Now because we are actually looking at the efficient allocations We are going to pick the the allocation which maximizes the sum of the valuations of these agents So this is the same as the VCG mechanism as we have done before Now the claim is that if you are doing this kind of a allocation The efficient allocation it is going to be efficient if and only if it is ranked by expected revenue mechanism. So We have already seen the expected revenue expected revenue is going to be nothing but this this total quantity because this is the probability of getting a click and whenever that click happens this agent is going to give this value and if you are Sorting them with respect to that Expected revenue Then you are going to get an efficient allocation and the proof is fairly simple I am not going to do it in the most rigorous manner But the idea is that all that we need to do whenever the agents report their valuation is is to multiply that with that reported theta and if that if you do the sorted allocation so the first slot goes to the agent who has the highest why had times by theta i value and Give it the first slot then overall when you are taking the sum of all these things multiplied by the corresponding Position effect the position probability Of of that slot that is definitely going to be the maximum and the reason is very very simple all these p is have a Monotone relationship when you are going from the position one to position M and If you have a bunch of numbers, which are why had times theta i how should we Place them we should start with the highest value highest value going to the highest position any other allocation of this This advertisers to those positions will automatically be suboptimal than that. So that's the that's the allocation we are sorting all these agents with respect to their product y hat times theta i and Starting to allocate them the positions Sequentially so that is going to be the efficient allocation and This is because this is a sorting problem. I mean it's already computationally tractable So now the allocation decision is done We need the payments to make it DSIC and quite naturally because the allocation is efficient The natural candidate is going to be the VCG mechanism and this is something which is used in the designing the Adoptions on Facebook Now what we are going to discuss in this module is essentially a simplified version of that of that mechanism certainly This mechanism this kind of a thing that we are going to discuss here is not The same as the actual implementation in Facebook or other social media web pages But the principle remains the the same that how we are going to price them and how The prices per click should be will be the same in both this in all these cases So let us consider the VCG in position option. So what What is given in this case each of these agents are asked for their bids that how much they are true values are so theta Is are essentially for their advertisements and this bidders reveal or the advertisers reveal this be be eyes and be eyes nothing but the theta I had as we have Used the notations elsewhere Now we can say that the this numbers of these bidders So the the bidder numbers are unimportant all that we matter all that matters is essentially how we are going to Sort them so without loss of generality. Let us assume that They are numbered in in the way Such that they are sorted according to their values of why Row I had times be Row one had times be one is going to be the first position. So the the top most position The second agent has the second highest value of row two Had times be be two and so on So the allocation is essentially the efficient allocation is going to be the allocation which allocates These agents in this order. So now what is going what we are going to define is this in a minus I start this is something that will be requiring whenever we are defining the VCG mechanism If you are removing a specific agent, let's say agent I then all the agents that were after that agent I That is from I plus one to N Then now start getting once better slot because the agents were sorted according to their Row I had times be I So if agent I is not present now all the other agents starting from I plus one to N They will now get allocated once what about because that is now empty So we can write down the the PI VCG the payment under this VCG mechanism in the following way So as before we have all this J not equal to I so that means So imagine in this in this allocation List so suppose this was the position of agent I Now we are considering when agent I is present versus when it is not present But we are only summing the valuations of all the agents except agent I so therefore it will not consider this agent's valuation at all If you only look at the agents above it and also the agents that are allocated slots below it, right? So now if we look at the the allocation per agent I is not present that means that all the the Agents which were allocated after I they actually move one position above So therefore we can start so in this to so you take the subtraction of of that quantity With the quantity where the allocation is the same but now agent I is also present So therefore this agents this agents do not move up. They remain where they are So for all the agents that are above I they actually cancel out from both these sides So we don't really need to look at them. So we'll have to start from agent I Will go up to in minus one. So this is the this is the place until pitch agents have some Some value so we I mean this is just for a notational purpose because we are using this notation of J plus 1 So for the jth position or the ith position starting from that ith position The the next set of agents who were one step later in the actual ordering of these agents They now start getting this the slot jth slot Similarly when agent I is present then j j plus 1th agent is essentially getting the jth plus 1th slot So there is no change in shift in their position. So this is this is the two terms So all the other terms I essentially cancelled out now we can compress these two Summations into one by writing this this difference of the corresponding position effect multiplied by their Their valuation their expected valuation and of course This is for all the agents up to in minus one the last agent in in this list Will always have a zero payment because if that agent is removed the allocation of any of the other agents do not change So therefore both these things will essentially cancel out and they will have only see Now this is the portal expected payment So you can think of this as if the after observing that they have been clicked or not Now these click is essentially a probabilistic event. So therefore what the Search engine or the publisher can charge is for a specific click It can it can charge just by dividing with the probability of that So PI times rho i hat is essentially the Probability of getting a click for this agent I which is at the ith position and If that that quantity is in the denominator and the payment that we have just discussed is in the numerator That is the the payment that this agent makes for every click and that is how the BCG mechanism is actually implemented in the context of sponsor search options


What's up everybody on the mangoos, you were awesome and we FINALLY got some updates out of predecessor. Still nothing for a potential release date or any console updates, but any news is good news at this point. The main update was a good view of their improved map, which I'll be rolling in the background and linking in the video description below so you can get a good look at it too. The map looks absolutely gorgeous, Fringe just keeps outdoing himself. The video opens up with a view entering the dark side jungle then switches over to pretty much the same view from the light side. You can see that the dark side jungle has more of an arm feel with faded yellow leaves while the light side is a bit more lush and green. You can see some nice foliage throughout with some waterfalls and splashing water in the jungle. There are also some nice sound effects with birds chirping, frogs croaking, and some drums playing. The map structure looks to be about the same as it's been in the last few tests, they just made it prettier. One thing I've noticed are some glowing icons on the map. You have some sort of red rune in the jungle pit, which I assume means this is where red buffles spawn. There are also prime guardian heads mounted on some of the pillars, kinda gruesome, and I guess that signifies the orb prime pit. I'm guessing that there are raptor heads for the raptor pit, which somehow strikes me as even creepier since it's like the prime guardians like a robot. Anyway, whatever. You also see arrow markers in the pit for entrances accessible to heroes with verticality skills like Gideon or Kalari. I think it would be cool if those arrows worked like a racing game and gave everyone who hit them the ability to speed boost and scale the wall. That's probably wishful thinking and that would kinda negate the benefits of certain heroes, but damn, that would be cool, wouldn't it? They also released the main menu theme for the game. It seems to be a bit jungle-inspired with a drum-heavy epic tune. I quite like the opening music, it's no adrenaline, of course, but it has that nice epic feel to it. Along with the menu theme, they also released some of the announcer effects. The enemy core is under attack, first blood. The announcer sounds almost exactly how I remember the Paragon announcer sounding, however, it's their own voice actor. I haven't confirmed this yet, but I'm pretty damn sure that's our boy Daniel Hodge that did much of the announcer work for Undying Games.  They also showed us some changes to the hero kits and items. Clary is getting her OG legacy ultimate back where she sweeps through an area and deals significant damage to anybody she hits. I'm not a Kalari main or even a Kalari player to be honest, but I do know many players that love Kalari and they missed this particular ultimate. They also gave her a new ability called Deathmark which buffs her damage to a target and they say finishes them off while she escapes. Not sure how that will work if it's like a poison or damage over time or something like that. Hopefully we'll see it in action soon and figure that one out. They also changed Shadowwalks so it was a camouflage instead of an invisibility. I assume this means she'll have like a predator shimmer? I know this kind of invis works well in isometric mobas, but it seems that it may hamstring Kalari in a third person view as you should be able to shoot her ass if you see her outline. Fingmeow, also got some updates. His hamstring decreases the cooldown of Reaping Dash. His shield now gives him movement speed while it lasts. And Earthshatter, his ultimate, now has a soft reset when it kills an opponent. Even if you have to wait a few seconds for this to reset, I'm sure this will lead to some insane clips of our favorite pipe-puffing Beyblade systematically destroying entire teams. They showed 4 different items in the update, I'm not sure if these are just overhauled or completely new. They have Overlord, a melee-improved cleave item. Insanity, an item that gives you stacks as you move and gives you bonus damage when the stacks are consumed. I mean, it seems to love these movement stacking items. Parabox, a Yin and Yang-inspired item that gives allies 20% increased healing and shielding while enemies have their healing reduced by 60%. This doesn't say when hit by an ability or anything, it just seems like it's an aura that applies a heal reduction. That seems a bit strong, maybe a little too strong. Finally we have Leviathan, a tanky item that gives you health stacks when killing minions and when you have max stacks you get 10 ability haste, which I assume is cooldown reduction. It also has a passive that gives you 1% of your max health as CDR. It's a cool concept, but again, I can see this getting out of hand real quick.  Oh, that would be nuts.  It ain't much needed rejoin feature for when you get disconnected. Finally they updated tower hit reactions with animations and sound effects, not sure what they are, but we'll find out I'm sure. And that's it for the predecessor update folks. This was quite a bit of information from them. Predecessor has been very silent this year with minimal community interaction. I'm happy to see them finally giving us some info, but I would much prefer some kind of ballpark estimate of alpha release or information on the progress of console development. Ameda Studios has knocked it out of the park with how good their game looks and feels, but they've lost that small company charm they used to have and that makes me sad. It's not necessarily a bad thing, Ameda has grown from a 6 person unfunded bundle of talent into a right proper company and they've been handling things as such. It's the correct thing for them to do, but I've been tracking Predecessor since its infancy and I can't help but feel like a parent watching their child go off to college and leave me all alone. Like the video if you enjoyed it please and subscribe for more information on all of the exciting 3rd person mobs on the horizon, but for now this is the mangoose signing off. You guys have a good one. MANGOOOOOOSE. Special shout out to channel members Fullish Bloodhunter, Jelly Knees Meow, Mix 4 Men, Stunt, Farith and Raven.