u/EthosTheAllmighty

Image 1 — Advice on how to spot AI generated 'content'. OP's note: This is not a one size fits all. Some images are easier to detect, some are much harder. Regardless, be vigilant.
Image 2 — Advice on how to spot AI generated 'content'. OP's note: This is not a one size fits all. Some images are easier to detect, some are much harder. Regardless, be vigilant.
Image 3 — Advice on how to spot AI generated 'content'. OP's note: This is not a one size fits all. Some images are easier to detect, some are much harder. Regardless, be vigilant.
▲ 511 r/wizardposting+1 crossposts

Advice on how to spot AI generated 'content'. OP's note: This is not a one size fits all. Some images are easier to detect, some are much harder. Regardless, be vigilant.

u/EthosTheAllmighty — 1 day ago

Attempting to Fix 2011x (Poor attempt at a rebalance concept)

My last rebalance attempt where I tried to rebalance the entire game at once was hot dogwater, gonna be fr. This one prob is to but you know what, might as well try.

Instead, I'm gonna treat this more like my eggman rebalance concept, one character at a time.

SO! For starters, I'm not changing any of 2011's base stats. However, his hitbox is getting a 20% horizontal size increase and a 10% vertical increase. Not really a base stat, but considering he has the smallest one in the game, this should make him a LOT more consistent while still making juking not impossible like a certain pisshog. Now for the first part of this:

THE MOVEMENT PROBLEM:

In order to allow 2011 to have better movement, EVERY map will now have 2011x only springs. (aka, springs only 2011x can use when he's in play). Yes, he's getting his own springset. They're gonna be few and far between, but are being placed in the spots he has the most trouble navigating: Most notably, the giant center pillar that leads to the top floor on Mystic Cave is getting one, as is the dead end room on Hill.gym, one by the cliff face on Angel Island, one by the two upper platforms in the side area of YCR with the eggman god loop (the shelf jump room by killer spawn), and last but not least, one by that dock in the Survivor's spawn area on Green Hill.

This allows 2011 to keep up with every other killer, who have options to make it up to those loops or cut them off entirely, while 2011x is forced to use an ability with a VERY LONG COOLDOWN to make it back to those spots in a timely manner... and that's not even mentioning the fact he can just be knocked down AGAIN or even not get the right target with GT. Not to mention that in Rage Mode it's not even an option.

Anyway, onto
PASSIVES AND ABILITIES:

  1. Invisibility
    Cooldown increased from 10s to 15s (reasoning for which will be explained later).
    2011x's knees are no longer broken and he can jump during invis. The low gravity effect is reduced a smidge to compensate, but it's stupid that he's cut off from the most basic traversal options as a result of bad map design because he can't jump. In essence, he has better map traversal and spring tech still exists it's just not as bonkers strong/something 2011 needs to rely on for damage.
    Also, the minimum time in Invis is now only 3s from 6s. Makes it better at popping in and out of chase rapidly.

  2. Charge
    Cooldown reduced from 24/35 to 22/28. Why Fleetway gets a better version of this move while having free flight as a passive, I will never know.
    Charge now does 4 dps normally, 8 in rage mode, and 3 in LMS. Just an overall damage increase that was sorely needed. In addition, 2011x is given 2s of stun immunity when landing Charge to allow him to get *some* damage out of it.
    Also the minigame is a smidge easier to compensate.

Last thing here, Charge is being given the clashing mechanic it deserves. Metal Sonic, Sonic and Knux (at punch level 2 or higher) can initiate a Clash that does Charge's current damage and pits both parties against each other in a minigame. X is given advantage of course, but in LMS, it's even for both sides. If the Survivor doesn't break out in 10s, they lose.

When Clashing, 2011 is stun immune to prevent third parties.

If 2011 wins, the Survivor takes 40 damage and has their ability cooldowns increased by 5s. If the Survivor wins, 2011 gets Stunned for 6s.

  1. God's Trickery
    Is basically unchanged. Yeah I know, not what you wanted to hear, but truth be told it's fine as is. However, there is ONE thing I'm changing:
    2011x can now start winding up Charge even during that period where he has endlag. Not too big of a buff, but trust me, you'll be glad he has it.

  2. Rage Mode/Short Temper
    The amount of stun time needed to activate Rage Mode is reduced/increased depending on the player count. In a full server, it's 20% more, in a server that only has like 3 survivors in it, it's 40% less, etc etc. In addition, Rage Mode keeps building up a little bit after Stun ends, which should make '99%ing rage' less viable.

As for Rage Mode itself, the only thing that's changing is the indicator doesn't slow him down NEARLY as much, only a 20% movement slow instead of 'screw you, you can't run anymore'. Same duration, though.

  1. Counter?
    Yep, counter. This is to make the whole 'technically only has 3 abilities' thing less of an issue (as in LMS he has only 3 abilities, and rage mode isn't really a true ability more of a passive with an activation requirement).

SO! Counter Stance as it would have been called, is 2011x's 4th ability for 80% of the game. It's a counter on a 30s cooldown that DOESN'T MAKE 2011X HOLD STILL THE ENTIRE TIME! He's able to jump while in it, and able to run at 70% of his movement speed during the counter. Unlike other counters, it's also much more covert, causing 2011x's eyes to disappear for a second along with a sound cue but no white aura. It's still pretty obvious it's happening, but if you're not paying attention you're gonna have a bad time.

Upon being hit by ANY stun move, 2011x gains stun immunity for 6s, and teleports to the offending party, kicking them in the stomach and then teleporting behind them for a two handed slam into their stomach, finally teleporting behind them for a laugh taunt and experiencing 4s of endlag. The entire counter takes about 3s to complete, and does 45 damage while inflicting the GT effect. Counter is unable to kill.

When the Rage Mode meter is full, Counter gets replaced by the activation for Rage Mode. When Rage Mode ends, Counter returns. 2011 can't Counter during rage mode.

also i guess this is technically a Johnny Joymode buff but to be blunt I don't think anyone cares

u/EthosTheAllmighty — 3 days ago