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  • in reply to: Perma unvouch Elder from LIHL [DISCUSSION] #17262
    7years
    Participant

      The in-game chat Tin posted is really the perfect example of why eld3r should be unvouched for good. There are literally hundreds of games like that when eld3r is fed up with something and just completely ruins the experience for everyone involved. Most of the time he doesn’t say or do anything that’s bannable, so it doesn’t get reported. The extreme tantrums that he does get reported and banned for repeatedly are really just the tip of the iceberg.

      About half a year ago when I was part of the mod team, we were faced with what to do about eld3r after he had a particularly bad streak of reports/bans. It was a pretty close call between perma-unvouch and giving him one last chance. We decided to give him that chance along with a huge ban and under the condition that if he continues with his toxic behavior after his time in jail, he will be removed from the league.

      This brings us to this discussion. Even though I haven’t been quite as active lately, I already had a bunch of games with him like the one Tin posted here. It might not be outright bannable behavior, but it’s just such a terrible experience game after game with him that I really don’t see any substantial change in his behavior. He might not technically use as many hardcore flames or racist slurs like he used to, but that doesn’t mean he’s less toxic.

      So if that’s how he is acting during his “last chance”, I don’t see how the mod team can justify giving him yet another.

      in reply to: xqs ban request #15375
      7years
      Participant

        @eld3r: this game was really bad and i can 100% understand your frustration. that doesn’t give you the right to lash out to people like that though. if it was just this single incident, we would have given you a warning. however, shortly after this, you had a game with inq when you completely lost it and used racist and very personal insults against him.

        this leaves us no choice but to ban you. since you just came back from a long time in jail, we will apply 7 days only. but be advised that the next time it will be another 4 weeks ban minimum.

        in reply to: time to shine #15091
        7years
        Participant

          Hi Ranz, good to see you again! Here’s my analysis:

          Game 1:
          You got disc aqua wagon para. You start disc, add a wagon 2, push, add an aqua 3 and you have 49 gold left. Not sure if miscalc or if you were going for leak 3 on purpose (didn’t look like it cause yellow was gonna leak 3). You para the wagon and leak. You keep pushing, leak small lvl 4 which is pretty good since you like a 5 send. For 5 you push 7/2 and just up oceanus (490 value) – it is alright-ish since there is a good chance enemy will come 5. But i think i would have added the 2nd disc nevertheless. You clear decent if they come, and if they don’t, you don’t leak for no big reason (just 7/1 instead 7/2). You leak 13 to no send, but it’s fine since you goal them 50 to king. You reach 7/3 during 5 which is pretty sweet. You add aqua and wagon (610 value) and only leak 4 creeps 6 – nice!
          You push 7/4 and both teams send 7 with tm. You get huge king gold and inc and reach dragon for 8 to hold it. You push 7/5 and stay until 10 because it’s race. You up fenix with big para for 10 which is totally useless, but it doesn’t matter because they die faster than you.
          Summary:
          7/10. You did what you do best: hardcore push. Game was really easy for you though with this roll and goaling them 5. Good communication and calling throughout, good kc. Some minus points because a) hard to fuck up this roll and b) i’m pretty sure you miscalced on 3 and idk if i agree with the oceanus over disc on 5.

          Game 2:
          You drop 2 turrs and rr. Your team has really insane carry rolls, playing turr for the push would have been fine too. I’m generally not a big fan of turrs though, so I still like the drop and rr on 1. You find engi lock cannon polar druid neotank. Sweet. This just gives you incredible yolo and midgame power. You keep the turr, add small engi in front, and leak to warrs on 1. Your lod eats mid. You push 4/0 and add a small engi behind to leak 2+3 on purpose for a 4 send. You hold 2 with op focus. You push 4/1 and add an upped engi for 3 (290). You leak 15 on 3 but it serves bigger purpose, so gj. You push 5/1 and add small cannon in front for 4 (395). Enemy eats your 4 send. You leak 11. Maybe staying 4/1 and upping another engi to hold 4 was better, but idm you taking the risk either because you feed the carry rolls. You push 7/1 not building at all for 5, anticipating send from them. However, they skip so you are kind of fucked, leaking big to no send. You stay 7/1 for 6 and build engis. You leak 12. Now you probably realize risking 4 was not the best idea. With a hold there you could have held 5+6 with minimal value and gotten better push for 6/7. You still reach 7/3 for 7 at least. Both teams send full and you win race 7.
          Summary:
          6/10. I know we have different philosophies regarding builds and you love taking risks with your push. In this game, however, I think you overdid it a bit. I mean, sure, in the end it worked out because they died 7 – but that was more due to rng than your leaks. Your lane was way weaker than it could have been had you stayed 4/1 for 4. It was not really necessary to go down that risky road because you had quite the strong roll for max push without leak and potential monster 10+. Again good coordination of strategy with your team though, I like how you develop a plan and stear the game in that direction.

          Game 3:
          You have skelli, ranger, violet, polar, blaster, aod. For sure an interesting roll, could be trap, could turn out sexy. You decide to keep and start polar+skeletor. Your team has full carry rolls and covers every level, so no risk in trying w/e you want for your lane as long as it involves push.
          You add another skeletor for 2. You push 3/0 and add third skeletor for 3. You die pretty hard to their 3 send, leaking 50 to king, which i guess is at least good for your lane. You aren’t to blame, was not your job to cover 3. You add a watcher for 4. You add a dm for 5 and hold with 620 value. You push 7/2 and hold 6 with same value. You go 7/3 and save 200 gold to add aod on 8. You are 1005 value but still leak 16 creeps, not that great, but not surprising with the setup. You rr during 8 and find op shit. You therefore decide to not rip your lane and stay 7/3 for 9 and up magna. You decide to skip 10, you still reach pd for some damage on 10 (1535 value with 7/3). You are 3 lanes with 7/3 and only 1 has decent potential 10, so under different circumstances it would be pretty tk to stay 7/3. In this case, because you need all the dmg you can find to live 10, it’s okay decision. You barely live 10 with 0 heals and about 5 hp. You decide to stay 7/3 to cover until 14. Good call imo since you can actually do pretty well with butchers+dm despite low value. You hold gold on lvl 13 and leak pretty hard. Guess you expected to hold with 2115, because why else would you hold gold – you’re the hero lane and you just killed your value. Big missplay unfortunately. You are 2900 value for 14 with 7/3 and you have lowest wood on team. You die 14.
          Summary:
          3/10. You made a risky decision to play that roll. You played it reasonably well, but did bad on 8 as expected, making you stuck 7/3 with mediocre value. In hindsight you did get trapped. Also: imagine your team doesn’t king leak 50 on 3 – you would be completely dead, leaking 20 creeps on your own. Your plan to skip 10 and stay 7/3 was probably the best you could do at this point. But leaking 13 was a huge missplay that robbed you of any small chances of still winning that game. It was tough game with your team fighting a lot over calls and builds and shit can happen – but this was certainly not the shiniest of times. If that is one of the top 3 replays you decide to apply with for lihl then I wonder how serious you are taking this application.

          Game 4:
          You have malf spectre dp. You drop malf and spectre and rr. Not sure I agree with this. You could have yolo’d pretty well with malf spectre and do damage 10 as needed. Main reason to keep is of course that dp is just so broken midgame basically guaranteeing you snipe sends/mid on 15. But looking at your team’s rolls, I can also understand that you wanted to find something to ob/carry with.
          You get spectre, rotten tree, phantom, ship in your rr. You sell malfs and start ship+spec. You add phantom for 2. Your placement is a bit odd with ship quite far in the middle of the lane and phantom almost same line at the wall. Not sure if this is better than having ship at the wall to create some wall clog. You up hr for 3, still 2/0. You stay 2/0 and bank gold for 4. You leak small and call it „6 bait“ since your team full yolo. With standard placement you could have held 4 imo because like this hr just gets sniped every level. You build another hr for 5 and save 115 gold. Enemy sends and you go mid vs small send (anything else would be disaster with 2/0). You stay 2/0 to add 2 steamrollers for 7. No shame but since you TM definitely okay call. You go mid with all towers vs mola send but still lose 2 heals with TM. You push 7/1 on 8 and use 50 rr to find anti 10. Good decision. You are rewareded with engi heli dp. You add 2 dps and a bocker for 10 (1990 value 7/1). Since your team is really weak on 10 definitely the right call. You still leak 1 boss to pretty big send, but you did what you could with this setup. You push 7/3 and add another dp for arena. With your team being 95% range towers, heli would have been more useful. You build more dp’s, up ship, and add a heli for 15. Pretty ideal. You are mid 15 but still lose the „race“ because you basically got outrolled and mola vs tm.
          Summary:
          9/10. Apart from the odd ship placement (not sure it ever paid off), I think you played it quite smart. You did exactly what your team needed from your lane with that huge ob. You didn’t have the best rolls or spell, so standard yolo for your lane would have probably meant autoloss. You called well too, but hard to win vs their rolls and mola.

          Game 5:
          You got parrot, wanderer, harpy, ywd, komodo, god. You drop komodo and rr. Good. You find rider, slave, turret, necro, ts, ygg. As good as it gets. You play slave rider mix and ob until they come. Good placement, good building order etc – not much to criticize. You go mid 7 with 1290 value and 4/0 to full mola send. You see that blue for some reason is staying on 7/2 during 8 so you decide to push 7/4 yourself while ciritcizing blue for staying. He in turn then also pushes, so you both end up 7/4 for 10. This is super risky – yes, there is a chance they skip 10, but its definitely more likely they will send still and then you are a bit fucked. Going from 4/0 from 7 to 7/4 for 10 is never good if you have anti 10. Turns out they fullsend 10, you leak 12 bosses to king and you lose the game.
          Summary:
          4/10. You played it perfectly until 7 (although not the hardest thing in the world with this roll). But pushing 7/4 for 10 was just full tk move since your team really needed your hold. Yes, blue stayed 7/2 on 8, but it was obvious he was no good 10 hold with his wagons and windriders.

          Verdict:
          All in all these replays confirm that you are still ranzkopp. Going to the extremes, sometimes maybe too much, but most of the time at least with a plan in your mind how you can best help your team and win the game. In these 5 replays, however, you did not show the best execution of that typical ranz gameplay. Of course you still know how to build, you know the strengths of each unit and you are a motivated communicator and caller. But you made just too many crucial mistakes that just can’t happen in LIHL, like overpushing when your team needed you to hold 10, or holding gold / leaking too many times for no good reason.

          I know that you are capable of much better play, and I find it quite odd that you chose these 5 replays to apply for lihl. You should know yourself that we cannot give you a trial purely based on these games.

          Denied for now. But I encourage you to apply again soon with better games.

          • This reply was modified 2 years, 3 months ago by 7years.
          in reply to: Elder Flame #2 #14882
          7years
          Participant

            @eld3r: While we understand why you got triggered this game, it simply does not excuse your behavior during and after the game. You unleashed a hurricane of personal insults that completely crossed the line. You should know better because you have been banned for this multiple times before.

            In light of your last ban and your last warning from the mod team, this will be a 4 week ban.

            I’m not going to ban you for this behaviour but your next violation, no matter how small, will result in a 4 week ban. As stated earlier:

            “Since eld3r got banned for 5 days on this post https://firstbloodgaming.com/forums/topic/eld3r-intentional-tk-again/, i’m going to increase the ban duration to 2 weeks in total. This is not the first time that you violate these rules eld3r. Your next violation about intentional tk/ raging/flaming will be 4 weeks, so be carefull. ”

            Denied. This is elder’s last warning.

            • This reply was modified 2 years, 4 months ago by 7years.
            in reply to: Vouch request danny #14853
            7years
            Participant

              Accepted.

              in reply to: Vouch Request – Diabolico #14674
              7years
              Participant

                Hi Diabolico, thanks for your application!

                Here is some feedback on your replays:

                Game 1:
                You have militia/wolf/cannon/void dragon/ship/flamebeard
                Your team has zombie, turr and priv.
                You decide to start cannon. Ship mili would have been a good choice too if you wanted to be a better hold, but cannon start leaves you with that option too, so not that bad. What bothers me, however, is that you justify your choice by saying you have “priv and butch hold” – butcher is really not a hold unless really op adds, which he doesn’t have at all. So it should be obvious to you that he won’t go hold 7.
                You push 4/0 for 2 and just add a mili. For 3 you add three more milis and a small cannon diagonally behind the first one. This is not ideal, you usually want the small cannon in front of the big one to pull the creeps to the wall and to tank more. You leak about 10 creeps to bo send. Not the end of the world since you are 4/0, but your team still kingleaks quite a bit.
                You go 7/1 and up 2nd cannon for 5 (540 value). You get immo.
                You go 7/2 for 6 and up a militia (635 value). You load chaos bullets and hold. I don’t like mixing milis with cannons. Milis are terrible tank unit, mostly dps, and will run in front of cannon and die fast. This mix will make you pretty weak on 8 and 9.
                You go 7/3 for 7 and up spear on militia and up another militia (755 value). You get about 70 gold from kills on 7. I’m not sure it was worth staying 7/3 since with your roll you could have early 7/4 and still do well on 8 (if you went pure cannons and not mix with mili, that is).
                You leak 4 creeps on 8 with 7/3.
                You go 7/5 for 9, load magic damage bullets and hold it with 1035 value.
                You kill enemy on 10.

                Summary:
                6/10. You make the choice to go cannon yolo over ship mili, which I’m not sure is correct because it leaves you with less effective hold setup if your team needs it. Luckily you get immo, so it pays off. However, you could have optimized your push if you didn’t mix mili and just went full cannon (i.e. 7/4 for lvl 7 instead for lvl 9). On the plus side, I liked that you went straight 4/0 for lvl 2 and that you loaded the right bullets to hold 6+9 with minimal value. Your cannon placement was unusual, but worked good enough this game.

                Game 2:
                You roll spectre/ghoul/sentry/pirate/cyborg/seer
                You start ghoul 4/0. Ideal choice. You send wars and goal them (30+ to king). I would have liked to see you starting 5/0 in case you reach that free one. You do end up with 62 gold after placing sentry, so 5/0 was possible. You place the sentry right in front of the ghoul – should be one spot in between so that sentry tanks a bit for ghoul. You place 2 more specs with leftover gold to be better vs their possible 2 send. In the end it was good to stay 4/0, cause you only leak 7 creeps to their bo send.
                You up sabre for 3.
                You go 5/1 and add a sentry for 4 – good choice since there was small chance for rs 4 and you almost maxed out your push anyway.
                You stay 6/1 for 5 and up another sabre. There was leaks 4 and they scouted you turr sabre mid – so yeah, they might have sent 5, but its way more likely they would send 6 or 7 into that scout. So, not a fan of the ob on 5 when you had insane push potential (7/2 was easy hold). I also think your diagonal sabre placement is not ideal. You don’t get a good wall clog going like that and your ghoul just dies way too fast. Not relevant on 5+6 since you are ob anyway, but it can matter on 8+9 if you want to hold with minimal value.
                You goal them with 5 send. You push 7/3 for 7. You build third sabre diagonally. I don’t like that play too much. Yes, you goaled them 5 and they had tm. But it is guaranteed they will send 7 since they know you are shit that level and they have to goal you at some point. Also, looking at your other lanes: you have op zombie roll, malf into lod rr, and turr+spitter lane. So if there is a lane that should max push this game it is yours. You do clear about 100 gold on 7 which is nice, but you delay your easy early 7/4 for quite a while.
                You go 7/4 for 8, drop another sentry and some specs and rr for free into dhawk. You decide to keep the sentry and the specs. Why? You are 1100 value and would have held 8 without this rather empty value.
                You push 7/5 for 9 and up 4th sabre. You hold and stay 7/5. You add a dhawk for 10 (1620 value 7/5 117 inc). You leak 3 bosses. Really, with that much dead value on your lane and just dhawk on your reroll, you needed to push 7/7 for 10. Yes, you are fat lane – but so are all your other lanes and they have much better chances of holding any level after 10. Your team just needed max wood from you this game.
                Good calls on kingups tho, you made sure your team didn’t overup king.
                You up griffing for arena and stay 7/5. You win arena easily, but you should’ve anticipated this looking at values and pushes on both sides.
                You push 7/6 on 11 eventually. Way too late for my taste.
                You KO them on 14.

                Summary:
                5/10. You started well with ghoul start and 4/0 but failed to maximize your push with this dream yolo roll when your team did not need your lane to carry. Your placement was again not ideal. You ended up fat lane, but that was mostly because you goaled them with every single send. I like how you steered your team with your active communication. On the other hand, you also dissed blue a lot. Yes, his builds were sub-optimal, but this kind of talk after the fact is never necessary nor helpful and only creates a toxic environment.

                Game 3:
                You roll mili/wolf/cannon/heli/Komodo/warden.
                Your team has good yolo and one potential hold lane (slave+dm+wyv). You decide to start komodo + mili and setup hold. I can somewhat understand that since at first glance it seems your team needs a hold. However, it’s usually not ideal to go for ob with such a dead value mix unless your team really needs it or you have no other choice. You had the option to yolo cannon+heli or drop and rr over starting komodo mili.
                You stay 2/0 for lvl 2 and up mili+buy cloth. Good vs. potential 2 send, but leaves you in a bit of an awkward spot for lvl 3 with nothing really to add despite another mili. You hold their 2 send. You push 3/0 for 3 and up another mili. You stay 3/0 for 4 and up another mili and buy piercing on your first mili which is negative value on lvl 4 because it gives you less damage share. Not sure why you didn’t at least go 3/1 instead. There was no need to ob 4 or even 5 since they sent 2 and your team leaked 0.
                You are still 3/0 for lvl 5 with 860 value even though send is quite unlikely and you decide to send yourself. You get immo.
                You goal them on 5 because teal decided he did not want to carry this game and push 4/0 into 6/1 on lvl 5. At this point the game is pretty much decided. You low-key shit talk green for sending comm over furb when he simply couldn’t reach furb.
                You finally push from 3/0 to 5/1 for lvl 7. Enemy dies on 7.

                Summary:
                2/10. There was a lot I didn’t quite understand this game. Not ideal to start komodo over cannon or drop+rr. Extremely late and unnecessarily low push for 5, especially considering you wanted to send 5.

                Game 4:
                You got aqua. You push 4/0 for 2. I think 3/0 was the way this game since your team was really rip to a 2 send.
                You add a ship for lvl 7 instead of pushing 7/4. Yeah, you clear some more with that ship but you delay your 7/4 push and you leak 8 with that build.
                You push 7/6 during 9 and add a dhawk for 10. Rest of your team stays 7/3 – think you could have pushed more instead of building for 10 since it was pretty clear it was your lane was lumber lane / leak at this point.
                You call well after 10 and win race 21.

                Summary:
                6/10. It’s hard to rate aqua game since anyone applying to lihl should be able to play it to perfection. You did three unnecessary mistakes by pushing 4/0 for 2 and then underpushing for 7 and 10, however. Great planning and communication after 10 though.

                Conclusion:
                I like how engaged you play most games. You really care about the win and communicate decisively (but please care a bit with the way you talk about other players openly – can come across a bit dickish sometimes). You usually seem to have a good idea how to steer the game in your favour through your calls. However, calling is typically not going to be your roll in lihl games, so it’s not a skill we are looking at too closely. What matters more is building/placement ability and knowing how to maximize yolo out of any given roll. This is where I have some doubts that you are ready for lihl at this moment. In all of the replays you provided I saw you not fully pushing when you could and should have. You tend to try to damage/hero when your team only needs wood from your lane. The way you mix towers and your placement is not quite on lihl level either. Overall, I am denying your application for now. But keep practicing in fbg and I’m sure with your ambitious attitude you will be ready for another try at some point.

                in reply to: Vouch request meinert #14452
                7years
                Participant

                  Hi Meinert, thanks for your application. Here is some feedback:

                  Game 1:
                  You got really op roll (lod/colt/tot/lock) that leaves you with many options
                  You decide to go for hold lane, since you are just mid any level you want in early and midgame.
                  You correctly anticipate 6 send from them. This is no rocket science since they scout you pure shit 6 and op 5. Nevertheless, good call to risk 5 into building hades for 6. Personally, I would have pushed 3/1 pre 5 instead of adding a small lock for 5. It basically does nothing for you both 5 and 6 and lumberjack is such an important upgrade.
                  I like that you insist on skipping 6, was for sure the right call but you were out-lihl’d here and you end up on the worse end of things with that 6v6 send.
                  Same thing on 7. I think it is okay to do tot over 3 rider since its way less dead value for any level after 7. Plus it got you an additional whisp. You are mid 7 anyway and it doesn’t make a huge difference if you eat 5 or 10 creeps mid.
                  In the end you do the right call to send 12 with them and win the game.
                  Summary:
                  9/10. You obviously got everything you ever needed this game and so the roll kind of played itself and there’s not much to say about that. I like how you read the game and anticipated their calls and adapted your play/calls accordingly. Good communication with team as well. Just maybe cool it a bit with the “I told you so” 😉

                  Game 2:
                  You have engi/egg/sprite/mudman/zombie/warchief
                  Your team has an aqua yolo, a decent sg hold lane and kappa who seems to be going down the colt ob route.
                  You decide to start egg engi and let your hold lanes carry. I can definitely see the logic here. However, you can get a decent yolo with zombie start as well and be way more useful in midgame. You have an absolute beast roll that allows you to cover 14+15 with early 7/5.
                  Nevertheless, you play engi+egg quite well, being 7/3 pre lvl 5. With enemy going straight 5 your choice pays off.
                  Sidenote: your focus is pretty lucky on 4+6 allowing you to basically hold both levels with minimal value.
                  You manage to end up 3v1 heal with stomp vs mola, in part due to your good kc.
                  You reach mutant and another egg for 8 with 7/4. Just a dream engi game so far.
                  You stay 7/4 for 9 and add a tb to hold. You hold 9 and push 7/6. Good call since all you need this game is wood.
                  Its 2v0 heals. Enemy has no choice but to send 14. You decide to skip however. Honestly looking at their lanes and your wood, it was for sure game over for them if you send 14. But your rolls are just too strong for you to die 14, so skip was alright call.
                  You send 17 and they die.
                  Summary:
                  7/10. It’s quite tricky to judge a game that goes so hard in your favor. The choice to start engi+egg definitely payed off in this game. It’s sort of a “high-risk / above-average-reward” choice. I believe in most other games zombie (aka “low-risk / always-decent reward”) would have been more useful. Just imagine both teams going k7, or literally any other call than 5. In this scenario you very likely end up just dead lane with engi as both your hold lanes take all the feed. That being said, you executed the egg+engi play really well. Plus you did good king control and communicated actively.

                  Game 3:
                  You have lod/inf/sabre.
                  Enemy sends wars, you eat most mid and reach 5/0 for lvl 2.
                  You are already cantbreak pretty much no matter how you play it from there on out.
                  You go 560 value for 4 with 5/1, having 3 infs and 1 sentry behind lod. I don’t think it was necessary to ob 4 at all. Level 1 was fairly quick and there were no leaks after. You also had 3x priv lane with 3/0 to cover 4. For sure fast 7/1 was the way to go here instead of adding 2 more or less dead value infs. You would still be pretty strong for 5 even with 7/1.
                  You push 6/1 after 4 and up sabre for 5. You go mid vs their send together with your priv lane. Game is pretty much decided at this point.
                  You push 7/2 and get hades + tuskar for lvl 7. Good choice since you tm and mid to any weaker send. Its now 4v1 heal in your favor.
                  You decide to follow shambles plan to skip 10. I like that you agreed to that and didn’t try to push through your plan to send 10.
                  You go 7/3 and reach 2 hades 2 zeus for 10 (2140 value / 80 inc).
                  You go mid along with your priv lane and the game is just completely over at this point. You eventually kill them 14.
                  Summary:
                  8/10 – but again quite hard to judge. You played it well for sure, but it doesn’t need a whole lot of skill to carry with lod after getting feed on lvl 1.

                  I looked at your last five games on fbg to see how you do with more challenging rolls and in games that don’t go perfectly for you (from newest to oldest).

                  Game 1:
                  You have aqua and add an ent to your build on lvl 2. This is really not needed since you stayed 3/0 and would clear vs any send anyway. You push from 3/0 to 5/0 even though 3 send is fairly likely. You add another ent and aqua for 3. You leak quite hard with 390 value vs bo, plus now you have 40 dead ent value, not ideal.
                  For 5 you have 179 gold and spend it on 3 aqua + another ent that you had just sold on lvl 4. Better would have been to sell the remaining ent and build copter+aqua.
                  Takeaways: do better math, don’t build tk shit you don’t need, don’t push for 3 when your team needs cover. Also, it’s better to build aquas more in front as you ran out of space to build behind aqua really quickly.
                  3/10

                  Game 2:
                  You have slave/sprite/polar/ship/dark priest. As good a roll as one can hope for. You start boat. Why not slave? It is basically better any level until 6 and gives you really nice bonus gold. Boat gives you 3/0 start, true, but you end up adding 3 sprites until 3. That’s a lot of dead value for any lvl after 4 and will make your life pretty hard on lvl 8. Enemy hasn’t sent yet so you stay 3/0 and up a tb for 4. Really don’t like that decision. How likely is it they come 4? Maybe 10-20%? And even if they do, you already have 3 (!!) obs for lvl 4. If you decide to stay low for 4 it’s generally fine if you can carry any level after as well. But in your case you would just die to a 5 send and ob for nothing. You keep ob for 5 by adding another boat. Sure, your team can use a cover, but you set your lane up to be just really bad for 5 so if they come here it is full disaster, no hold no push. You build polar in front of ship for lvl 6 – it should definitely go behind if you ask me (especially since you don’t even upgrade it for 7). You add a dark priest for 7. You leak small with 4/0 vs their send, not ideal. You add more dark priests for 10 but still leak 2 boss with 7/2. Honestly you managed to throw away a roll that’s almost too good to be true by doing just really bad ob build.
                  1/10

                  Game 3:
                  Another insane roll: hatch/lock/malf/polar/disc/lod
                  You start disc which is always good (there is a case to be made for starting lod since your team was pretty bad 10). You instantly go 4/0 and just add a hatch for lvl 2. Usually it’s quite risky to commit to 4/0 before you see 2 send, but in your case it was okay since you did have malf / hatchlings as backup for lvl 3. You place polar behind the disc at wall on 5. More ideal is diagonally next to the disc that’s behind. It can get stuck behind discs and not tank as well. You decide to upgrade magna on 6. Think that’s a fine decision since you really don’t wanna lose any value on 6 with your carry roll and you just delay your push slightly. You build lod on 8 and setup anti 10, good choice. You go mid on 10.
                  8/10

                  Game 4:
                  You have novice gateguard polar and trash. You drop gateguard and polar and rr. For sure you need to drop a novice before you decide to rr. You can even play novice polar, it’s pretty strong yolo. You rr into spec ghoul harpy void dragon boat. You sell and start boat. That’s fine since you would rip lvl 3 with any other start. You add void dragon 2. You full risk lvl 3 and just build 2 specs. You don’t have anything useful to add anyway, so I agree with that risky choice. You add more specs to cover 4. It fucks up your great yolo potential, but in this case I actually agree with it cause your team is not that great 4+5 and you can just stay low to cover 5 as well – which you do in the end and eat their send. You push 7/3 since mola and upgrade big boat on 7. Game ends on 8 when enemy sells. Overall while I disagree with your starting choice you played it well after.
                  7/10

                  Game 5:
                  You have gnoll/wolf/gateguard/mudman/wyv/pd. You drop 2 gateguards and rr. I would have preferred dropping wyv of wolf since it is more important to have something efficient for lvl 5/6. Even if you rr into full shit – if you have wyv you can still yolo quite well until 8. You rr into gnoll/ogre/wagon/polar/ship/god. You sell both gateguards and start ship. Alright choice – but imo you could have easily gone full greed and 4/0 start with wagons/ogre into magna 5. With this roll you are never hold anyway, so why not max out the yolo potential with wagons. You go 4/0 after 2 anyway and add 3 wagons for 3. You add second ship for 5 and leak 13 creeps to no send. For sure you needed magna here or polar + gnoll/ogre. You decide to go suicide after lvl 6, which at this point is probably the best you can do.
                  4/10

                  Summary:
                  Overall it was quite a close call. On the one hand you seem to know how to play most rolls well, you also communicate actively and show great initiative to think ahead and make calls. On the other hand I saw a bunch of strange builds and some tk ob decisions, especially in the random replays. Nevertheless, I want to give you the chance to prove yourself in trial. This is also based on the feedback of other players and mods who assured me that you have improved quite a bit since your last vouch request, both in terms of skill as well as attitude. Good luck in your trial!

                  in reply to: Vouch Request – chunkie #14192
                  7years
                  Participant

                    Hi chunkie, thanks for your vouch request!

                    I haven’t played any games with you before as far as I can recall, but I took a closer look at the replays you provided. Here is some feedback:

                    Sprite clog yolo:

                    You have ent/ogre/sprite/zeppelin/wyvern/dark priest
                    Your team got great yolo and hold potential (strong aqua roll, and two decent lod rolls)
                    You decide to drop 3 sprite and reroll into proton/egg/raider/troll/komodo/dhawk. You keep the sprites.
                    Alright decision since your team is strong any level anyway and you don’t have much to lose from rr. I personally would have kept the first roll longer because you can yolo it hard and have strong 10+ potential with dark priest.
                    You go 3/0 for 2 and add egg. You up tb for 3. I wouldve built komodo behind to do better vs send lvl 3 and clear more vs 5+6 (you plan clog). On the other hand tb carries you vs their 4 send, you go mid with 445 value and are pretty op lane now no matter what.
                    You push 7/3 for 5 since clog with 445 value. Good call since they resend 5.
                    You get huge king gold and add another tb+egg for 6. You leak small with 650 value, which is perfect since clog.
                    Good placements so far.
                    You stay 7/3 for 7. Super sexy since they scouted mola and you get freehold with 805 (!) value.
                    You realize you are pure carry lane and decide to just stay 7/3 for 10 at this point. You reach griff+dhawk and go mid with 1945 value vs decent send (kinda lucky focus, but still good build).
                    You push 7/5 and are still 2305/140 cantbreak lane. It’s huge game, so push was 100% correct, especially since you 1 heal ahead.
                    You easily kill them 15.

                    Summary: 8/10 – well played, but not the most challenging game. Their level 4 send and mola made it quite easy for you to become huge. If they send level 3 I would criticize you for your build, but obviously it was ideal vs a 4 send. Anyway, you still showed good game knowledge and building placement – it was not just pure luck that turned you into this carry lane 😉

                    Yolo 1:

                    You have peewee/egg/violet/polar/nightmare/spawn.
                    Your team has one great ship roll, one clock/ts, and one sg hold roll.
                    You decide to drop 2 eggs + polar and rr. Under these circumstances I would have kept the first roll and yolod the shit out of it. But it’s nothing op either, so rr is okay too.
                    You rr into gnoll/ranger/phantom/ywd/cyborg/sg.
                    You keep 2 eggs and polar. You stay 2/0 for lvl 2. Imo it is a must for you to be 3/0 minimum by lvl 2 for your lane (you also don’t need to keep 2 eggs – 1 egg is ideal for early levels with your mix imo). Your team is pure holds + carry. Even if you leak half your lane on lvl 2 or 3 you dont really care because it’s good feed for strong lanes and you get faster push.
                    They send 2 and you go mid vs furb.
                    You push 3/0 and up an egg for 3. Weird choice since you could have just upped the phantom, which is way more useful later on. You are now 475 value for 3 after they just sent lvl 2. This is quite ob vs nosend, but necessary since 2 eggs+polar are pretty rip values for 3.
                    You push 6/1 and up magna for 5 (645 value). Again, I would prefer to see a more ambitious push. You are the lumber lane and you have insane towers vs 5. I would guess you hold by just adding 2 rangers. That would give you 6/2. Anyway, at least you get smooth fullpush for 6 now.
                    You goal them lvl 6 and you push 7/5 for 7. Good choice.
                    You aim for KO 10 so you stay 7/5 for 9 and hold it. Bit dangerous cause you would have liked a leak 9, but luckily enemy leaks small. Also pushing 7/6 during 9 would not give you bigger send anyway.
                    Game ends on 10.

                    Summary: 6/10. You generally understood what the team needed from you and you adapted your play to it. However, execution could have been better with more optimal builds and faster push.

                    Yolo 2:

                    You have para/novice/turret/polar/disc/lod. Sick roll for yolo but also potential clear 7 with hades.
                    Your team has 2 more yolos and one potential lod hold.
                    You start disc and 3/0 for lvl 1. You add a para for lvl 2 and start 4/0 before the level, but in time to cancel in case they send. Good.
                    You add 2 turrs for lvl 3 instead of 2nd disc. I dont really understand your intention behind that. It’s basically worse aoe mix for any level until 10. Also you place one turr in front and one behind disc. Both should go in front of disc since you want the disc to shoot as many missiles as possible before it dies.
                    You push 6/2 and add a polar for lvl 5. I don’t think the placement is ideal. You want to place it further behind so that the turret in front can pull creeps to the wall and polar doesn’t get sniped.
                    You goal them 5 and push 7/4. You leak 12 creeps on 6 with 530 value, but you still reach 7/5 during 6 which is pretty sexy for the team but makes your lane much weaker. 7/3 and clearing 6 to push just 7/4 after would have been alright too with your strong roll.
                    You have 296 gold for 8 and build turr+upgrade+para. You should always upgrade the turr in front, not behind, since you want it to tank. Also the additional turr you built should have gone in front to prevent the polar from getting sniped so fast.
                    You push 7/6 for lvl 9 and leak 13 creeps. For sure the right call. But again not having 2nd disc on 3 costs you a much better clear here.
                    You add a lod for lvl 10. At this point you are pretty much pure lumber lane, so you should just keep pushing and provide leaks after 10. You have 3 fairly strong lanes that all stayed low for 10.
                    You end up 1640/148 with 7/6 after arena. However, this is mostly thanks to the slow early game and you goaling them hard on 5 + mola. With better build you could be either full cantbreak or very efficient 7/8 lane.
                    You rr into dp, rest of your team is op vs 15 as well, so you decide to skip 15. You live vs their send and win 17.

                    Summary: 5/10. Similar to game 2, you know what to do in general, but your builds and placement are not ideal. The game develops perfectly for you (slow early game, immolation), so you still end up strong lane despite your somewhat suboptimal builds.

                    All in all you showed decent understanding of the game throughout. You know what your team needs and adapt to it. It seems that you are a good teamplayer and chill person in general. So despite some missteps in your builds the mod team and I agree that you deserve a trial. I hope that you can improve a bit on your building and placement skills during the trial period, but I’m sure you will learn quickly if you stay open minded. Good luck!

                    • This reply was modified 2 years, 4 months ago by 7years.
                    • This reply was modified 2 years, 4 months ago by 7years.
                    in reply to: Vouch request danny #13987
                    7years
                    Participant

                      Shipyolo:
                      -Your team has 2x great hold rolls and one ea.
                      -Your first roll is crap, you drop wolf and 2 proton and rr into ship egg watcher tot. you sell and start ship with 3/0.
                      -For lvl 2 you just place 2 egg since your team is op on 2. I like your egg placement, it gave your pretty good dmg share and you do reasonably well vs spirits. You push 4/0 – good call, since your only mission this game is push as fast as you can.
                      -You build watcher for 3 and leak small to no send. Still worth it because they already scouted you on 2 anyway.
                      -You keep pushing (370 value ship 2 egg 1 watcher) and you’re 6/1 pre 4. I assume you knew this would leak and did it on purpose for more time to resend 5. You leak quite a bit, but you are 6/2 for 5 and your resend is goal.
                      -You up an egg for 5 (490 value) and leak 13 creeps – not bad.
                      -You go 7/2 and add tot for 6 (620 value). Maybe violet was a bit better choice because tot is pretty bad dps on 6 and watcher is completely useless. Anyway, you leak but clear enough to push 7/3 and you keep feeding strong lanes – so all good.
                      -You stay 7/3 for 8 to add seer. I like that play because it allows you to clear most of 8 and push more efficiently after. Also, it makes you still give some bounty later.
                      -You go 7/4 for 9 and up tot. You go mid 9 with 1055 value and push 7/6 for 10.
                      -You are -2 with wave, enemy is -1 with mola after 10, both teams pretty fat with good rolls.
                      -You decide to stay 7/6 and hold 122 gold for arena. I think if you stay 7/6 (which is fine, because it gives you more options midgame) then you should build something better and spend most of your gold to secure arena (e.g. up dat fenix). You win anyway, but it’s fairly close.
                      -You find nothing good for 15 and just build mutants after 10. You stop leaking because enemy has a leaker already.
                      -Your team decides to skip 15 and dies to enemy send. I can see why you were tempted to skip as you had some chances to do well and survive 15. However, it was pretty clear that enemy would die 15 too, and most likely faster than you, so skip was quite the throw call.

                      Overall I rate this game 8/10. You fulfilled your roll as max pusher really well, you gave your strong lanes feed and provided pro leaks for bomb 5 while not ripping your lane completely. I agree with most of your build and placement choices. Also, I liked how you communicated with your team. -2 points for not forcing 15 though 😉

                      Bearholder:
                      -You got crap, drop and rr into vet, crusader, wagon, heli, bear.
                      -Theres many ways to play this roll. You start 3/0 peewee + crusader. I like this because it gives you a lot of flexibility – you can either max push or transition into hold, especially since your team is a bit weak 6.
                      -You up vet lvl 2 and a bear for 3.
                      -You scout on 2 that they have not the best 7 holders so you suggest ob + send 7 – good idea.
                      -You are fast 5/1 for 5 with griz and build another griz for 7, giving you decent hold/clear potential. I like that you didn’t add a bear for 6 to make them overcommit to 7. Again, good thinking since you are basically triple ob for 7.
                      -You have insane damage share and go mid with 5/1 1070 value 7 vs pretty decent send. You team doesn’t even kingleak with that.
                      -You decide to push 7/4 for 8 and almost go mid with 1070.
                      -You keep pushing to 7/7 for 10, which is great because you already hold 9 anyway and you are not needed for 10.
                      -You push 7/8 for arena because its lost anyway.
                      -You send 12 and win the game.
                      This is pretty much a perfect 10 for me. You made the correct choice from the start with vet+crus and keep building optimal from then on, with ideal placement. You provided both sexy hold and great push for your team and made smart calls.

                      Guard yolo:
                      -You drop footman and ranger and rr into proton, egg, ice troll, tot, ts, spawn. You keep footman and ranger from first roll. You add an egg and push 3/0.
                      -Your team has strong hold setups, so you decide to go down the push road.
                      -You add a tot for 2. Good choice because you now have two one-hitter for 2 and can still up guard for 3.
                      -You push 6/2 for 5 and just add an ice troll (540 value). You go mid with that. Perfect build so far.
                      -You add another tot for 6 and build it one spot behind next to the first tot. Good placement, because your second tot won’t get sniped so fast at the flank like that. You leak small which is perfectly fine.
                      -You push 7/4 for 7. You add a ts for 8 and push 7/5. Great choice because that will help you out a lot on 9 while still giving you good push.
                      -You hold 9 with 7/5 970 value and push 7/7 for 10.
                      -Thanks to your high income and very few leaks pre 10 you are still relevant lane and don’t need to leak if you don’t want to. You decide to KO them 14 and win the game.

                      Another 10/10 – don’t see how you could have played this any better to be honest. Again you realize quickly what’s best for the team and execute it perfectly.

                      Summary: in these three replays you showed great building skills and played your lane exactly how your team needed it. I like the way you think ahead and communicate plans with your team. Approved, good luck with your trial! 🙂

                      in reply to: eld3r intentional tk to lose game #12270
                      7years
                      Participant

                        Your Warcraft III username: 7years
                        Violator’s Warcraft III username: xqs
                        Violated Rule(s): Intentional tk / refusal to teamplay
                        Time of Violation (in-game or replay): level 10 send
                        Additional Information: we went for k.o. level 10 in what was pretty simple game with them being at 1 heal after 7 and us on 3. we discuss what to send for k.o. and decide on panda butcher etc. eld3r sends 2 spawns. both spawns end on their only lane that can hold 10, he goes mid, they don’t die, we go -4 and lose the game in 14 race. this is either refusal to teamplay or intentional tk by eld3r and it cost us the game.

                        Attachments:
                        in reply to: eld3r intentional tk #10372
                        7years
                        Participant

                          thanks for the quick processing.

                          eld3rs refusal to teamplay/intentional tk was especially sad because in my opinion the game was still winnable after 7, 2v1 heals and we had really op midgame potential.

                          he was fat af and if he stays 7/2 or 7/3 for sure we don’t die 10 (keep in mind he also had gnolls). and it’s not like he didnt know better (“oh i thought dodo cover 10 so i push from 5/0 to 7/6”)- we told him multiple times to stay low for 10. so the way i see it, he pushed 7/6 out of pure spite and with the intention to tk us because he was just tilted about our calls and the game.

                          • This reply was modified 3 years ago by 7years.
                          in reply to: Vouch for trial Schamane aka. 93fly #7642
                          7years
                          Participant

                            super pleasant guy, always nice to play with him. good builds, smart choices, great communication- big support!

                            in reply to: Vouch Request #7532
                            7years
                            Participant

                              Alright, I admit I had a good laugh at this post, despite the song being completely unrelated to my nickname. Not sure if the way you write here helps you with your vouch request though, not everyone might get your jokes. Good luck!

                              in reply to: vouch request – GHERY #7514
                              7years
                              Participant

                                i support to have ghery back. he definitely deserves another trial, especially in comparison with most of the other current trial vouches.

                                in reply to: Vouch Request #7497
                                7years
                                Participant

                                  I looked up “digging your own grave” in the dictionary and this came up:

                                  “But maybe that is because you are a woman and are on your period. Who knows. When you point out attitude problems, please give insight information and explain the case better.”

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