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Hi mate, unfortunately cant review these due to the patch (fk u blizzard). Please attach some more when you’re back. Happy travels.
Hi Jube, please attach at least a couple of replays that you believe demonstrate your skill, particularly in areas that needed improvement.
Denied for now as per OP’s request. Feel free to reapply in future.
ep1lept1k replays:
1.
para/malf/wanderer/outcast/appa/mino
team: ea, aqua, spawn/bear1. 2 malf/wanderer
8. I would for sure get a 3rd abno over the wyvern here. if U get extra lucky focus and abno mid u get a lot of gold and with 3rd abno I dont think u would leak 2 creeps
9. 12 was an okay call but you should still stay 7/3 for 10. You holding 10 will save your team more wood than +1 push on 9
arena 1: dont push 7/5 here, just stay 4 and fullbuild. Your EA went for mutant so he is not as good as he should be on 12 and you guys have stomp, low val and (1?) heal so you can izi die to resend 12.
12. 50 rr was unnecessary here, just get windriders-they are good 12 and since they spread their attacks they have a nice habit of damaging ballistas
Game ends here. Solid replay overall, well played early but a few questionable decisions later on.
2.
tusk/aqua/sprite/outcast/disciple/GOD
team: sabre/necro, ea/sg, sui cannon (failbuild)1. disc start-good
2. you push 4/0 and add tusk, big mistake-just mix aqua with this disc, its much safer on 2 and completely fine yolo
3. aqua/disc is better build than pure disc.
4. you reroll on 4, I dislike this since aquas are really nice for your yolo 1-6 and can just roll after dropping on 8 when you see sentry need re-evaluate push and go 6/3
10. gryphon behind ship always
12. When you reroll need sell one of the dh. I would also place 2 ships over one of those hawks. Anyways you end up with a choice of upping hades or upping hawk for 15, much easier to just not have the small hawk and grab 2 gryph, 1 hades, 1-2 big ship for 15
played fine from here except you really should up that ship.
Overall average replay. Not mixing the aquas is fail and risking with 4/0 disc on 2 is a bad idea if u add just t1. Small mistakes with your build in the midgame too.
3.
para/carrion/tribe/polar/griz/azzy dragon
team: lod, engi, alche1. griz/para with spider
3. after second griz on 2 you push 2/1 and just para the second bear. Really bad play, your team is lod/1xturret, 360 engi and alch/privateer mix (ew). You guys are terrible 3 so you should definitely stay lower and add-even 1/0 is completely fine you leak to furb only and privateer goes mid because of stuck furb despite the terrible placement, you guys are lucky to only kingleak 12 creeps and not 40 as it woulda been if 4x bo
4. You overpush here. In fairness teal and blue played differently to standard/what they said but you still need to be more aware of your other lanes. on 7 you end up with 2x mane, 1x alpha, 1x tribe and 1 upped spider. Should really aim for 2 mane 2 alpha 1 upped spider to be a decent holder.
7. The overpush comes back to bite since you cant send more than furmit with your thornmail
Also calling k12 into 3 heals wave is really questionable, you will never ever kill them and you just weaken your own lanes.8. you dont add here and leak 11 creeps to nosend. Really silly considering you are the best 10 holder and with you guys aiming 12 the idea is the same, if u hold 10 then you dont need much king. If u leak 10 then u need a lot more king and the 12 send is worse
arena: again 7/5 when you are fattest lane and you guys are weak to potential resend 12
12. you drop rr here, really silly timing. 3rd mane is not bad at all for 12 but now u need to decide between building badly for 12 or selling the polar you dropped and rolled away. Really bad play, even 2 ballistas mander each lane from them would break all 4 of your lanes building like this. In fact you guys kingleak 50 creeps on 12 vs no send >.> so you were dead as fuck to small resend
You guys die 15. Overall bad game. Multiple mistakes made throughout the game, some quite significant to the extent where it seems to me that you dont move your screen off your own lane.
I decided to review two random replays. The three above are not enough for me and they were also played either on pubs or wkfh where at least a few people each game were entirely clueless, making it hard to judge skill in a reasonable environment.
4. (FBG LTD 17)
nicely mixed engi/polar/egg/infa/pd, you guys died 12 but I think not too much you could do about thatGood game
5. (FBGLTD 19)
parrot/infa/capt/medi/ts/mg
team: ts, ghoul/pd, lod1. you place pyro and dont rr. Big mistake, pyro is pure tk unit and you arent weak any levels it might be relevant (3,4,10) should 100% drop some infas and t1’s then rr
2. you add captain, I dislike this since it makes your line very bad on 3 if they skip 2 and its not useful for u on 5/6
3. second captain… ew
rest of this game is whatever, you yolo decently I guess but ob on 5 and 6 unnecessarily because of this double captain. After 8 send you are pretty rip, leaking 9 with 7/4 and leaking 3 bosses 10 with the same.
Bad game. You build more than needed on 5/6 and slow your push with a useless roll that you decided to keep on 1.
You are not far away but these replays show that you lack too much for lihl. I think you either lack some overall gamesense or you are too focused outside of your lane and on the calls. Multiple times you didnt match your lane appropriately to the call you made, overpushing and leaving your team open to losing when that shouldn’t have been possible on that level. You also demonstrated some lack of tower/mix knowledge in both your pyro and your disciple game.
Going forwards I recommend you focus on matching your lane to what the team needs and your mixing. I would also suggest observing some lihl games in the meantime. If you can show some improvements in these areas you will most likely be granted a trial next time around considering this is a close call for me.
Vouch request denied.
Balthazier replays:
1. (disc)
engi/kent/raider/drunk pirate/disc/seer
team: lod, sabre, disc/ea/sg5. you go 3rd disc, shame since you played perfect till here. 3 disc is pure tk unless u expect 5 send and wanna clear. just add a raider or a t4 pirate and push rest.
6. you add another corrupt ent, completely unneeded
8. you add 4th disciple, bad idea, you dont need it for 9 and its pretty useless 8. Time to reroll here and if its bad just push and freehold 9.
9. you hold without this raider, just dont make it
10. you rr into darkpriest, definitely a shame you didnt rr on 8, you could have izi snipe 1-2 bosses with 7/4
10+ you fullbuild every level, this includes making a mudman and upgrading the raider. They fullsent 10 and needed king so there’s 0 chance they send pre 15 this game, just dont add this deadval and focus on building against 15.
14. Messiah is not worth it. The darkpriest spell isnt very good on non-boss levels, better to just get maximum priestage
Overall below average game. Too many misplays with very simple units.
2. (aqua)
spec/aqua/tribe/flying/alch/mg
team: sprite, spawn, ghoul1. you reroll without dropping ranger :(. This ranger is very useful with ea, malf, turr, harl, griz, and a few mix rolls. U should 100% drop her before rr here
5. you go 7/1 when you are 1g off 6/2, just calc and either milli or kingup
6. you add copter and go 680 val here instead of just 600 and push 7/3, really no point to do this
9. you upgrade farm but then dont build and save 53g on 23 food. Why even do the farm then? Adding 2 spec makes sense for 9 but farm and then dont use the food is pointless, in that case u should not make the farm in order to send 80 more wood before inc
11. never ever send garg on 12 and lock is only if you run out of time on ballistas
Overall below average game, again too many simple mistakes with a simple roll.
3. (trident)
orc/novice/footman/ywd/komodo/sg
team: aqua/hydra, lod, ygg1. you start trident over sg. 1. you should reroll this on level 1 since your adds suck for sg, you should never ever play this trident.
7. you add sg really bad decision, its deadval here and 8. Just push since u already went 2x trident for 5 then fullpush cus mola. If u wanna hold then hold, if u dont then dont.
Stopped watching here, terrible replay
4. (ts)
murloc/egg/ice/merm/ts/seer
team: aqua, spawn, engi1. you go 2/0 and make ts, already a really bad play since you are now forced to choose between dying on 2 to send or building for 2 and dying 3 to send.
2. you choose to die level 2 but they dont send, I guess I wouldnt see this replay if they did 😀
5. you push to 5/1 which is too much for holder but then add mermaid and save 71g on 5. This makes no sense, if u wanna yolo (i dont like in general) then push another wisp, if u wanna hold then need 4/1
6. ice was unneeded to hold 6, if u wanna be better 7 and try freehold then go for another egg instead
10. idk man just rly bad build, grab another ts and up ice is best u could do but this double mermaid is rly shit
11. not building blaster for confirmed 12?
12. make blaster infront, like this the TS are all dead before it takes a single point of damage
Below average game. Was cool that you played this unit yolo, not the easiest to do without dying on 8 but you still made far too many mistakes with your building, placement and push.
Overall you are still relatively far from being ready for lihl. You have a good attitude and I think you adapt to games reasonably well but you lack too much basic knowledge and experience which was quite obvious to me in these 4 replays. I recommend observing some lihl games and asking questions while continuing to train on FBG LTD.
Vouch request denied.
Sorry, didnt notice your question until now, this is indeed the right section!
We certainly need more than just tok games, please update us when you’ve attached some more and we’ll review. For now will prioritise other requests with more varied replays 🙂
Cheers
This back and forth is unnecessary and confusing. I’m a lihl admin but gonna close this topic until a decision is made since the spam is only making it harder. If you have anything you must add PM a LTD admin.
Closed pending a decision.
al6x replays:
1:pd7hold
polar from first roll parrot/lock/raider/mudman/bear/aod
team: ygg, pris, cannon1. you place the raider in front of the polar, i dislike this-you want them to share damage
2. you push 3/0 here and add a raider, raider next to polar still better and I dislike pushing early like this since polar is very bad on 2 and 3. You get a passive furb and only leak 5 creeps but it was mudman for sure here. As a side note mudman and raider synergise very well on 4 since both the raider or the wolf hit+mudman hit is a kill
9. your first lock was placed well, the locks you make from here should be next to or just behind it
10. you should use the t1’s to hold 10 more, 2 upped lock 1 small is enough and since you guys were going fully risk with low king and weak hold it was surely a game for parrot spam
after 10 was fine, I would have dropped aod and small locks then used 50 rr after 2 pd but its not terrible to keep and build like you did.
Solid replay, some definite positioning mistakes but overall fine
2: lod hold
aco/novice/watcher/ywd/cyb/lod
team: sg, komodo, cannon2. you make novice, i would stay away from this shit unit, just grab an aco or two
3. crusader, same story-pure garbage unit you coulda done revs, ywd with t1, cyborg or reroll, this was the worst decision of those
5. you go second lod, absolutely horrendous decision. Your team is strong 5 and has two other people ob. They havent sent yet and you dont hold shit vs straight 7. You are fully tunnel visioned on your own lane when you dont even have the carry roll. This was a game for second lod on 7 at most, you screw your own team’s push while holding nothing.
They send straight 5 which is the equivalent of selling vs 2x slow and no scout with their lowsend
14. elder witchdoc is garbage, far far better 2 rev you sell too many aco and end up with 2 useless small cannons 15
Nothing else to say this game, really bad replay. You either didnt have any overview on this game and just tunnelvision on making your own lane fat at the cost of your team or dont know any other way to play lod. Either way this is not a good look.
3. aqua start:
pesant, aqua, cannon, necro, alch, seerofdarkness
team: lod, bear, sabre8. when you scout their king on 8 you should for sure push to 7/4 3 people staying 7/3 for 10 is really unnecessary when they full 7 then show 16 attack on 8
arena: I dislike this small necro, its useless for arena and you dont want more necro after 10
14. you make 2 parasites and 2 oceanus instead of troll fighter-why?
decent replay, minor mistakes but hard to judge skill with easy roll in unloasable game
4.
peewee, wolf, gate, void, alch, sg
team: ygg, clock, crab into aod.1. This game is drop sg and roll for sure. All your adds are terrible and your team has too much ob. Again i see tunnel vision when you keep this roll.
7/8. this game you are a useless semihold, barely mid vs furmit and leaking 10 creeps on 8 to nosend
9/10. you shouldnt make these rangers. Better to try reach ts since the rangers are useless midgame and you have a shit 10 hold either way. You are really lucky to kill 2 bosses with this 7/3
arena: you fullbuild meli and more rangers. Pure deadval midgame and you have sui-how you gonna win arena?
19. you drop orace+dp and rr, you should sell all you placed for tok. If you live 21 u win if u die 21 u lose, should just pure
antiarena2: you save 400g, pure tk
21: you make 2 small yggs, aka the most useless thing in you roll, get a messiah and support the meridians these yggs die in 2 seconds
stopped watching here: bad replay. Too much tunnel vision on your lane with a shit roll very much made the game hard for your team.
Overall 2 decent games and 2 bad is not enough for me. Especially because both bad games show a severe lack of adaptation and team awareness. Seems to me you just want to make your lane as fat as possible at the expense of the team and that just does not fly with me. Its the one big issue that I’ve seen but unfortunately it’s a real dealbreaker.
Work on this and reapply after at least two weeks and we’ll take another look. (for your next vouch req a yolo LOD would be a good way to show development if you have the right gamestate for it)
Denied.
Replay 1:
I also heavily dislike the lack of place on 1 and the decision to play engi. Your first roll is good and those adds are good for many different units, keeping or rolling are both okay but for sure you should drop 1 polar, 1 crab and an acolyte. With this engi you force your sabre and archer player to overbuild for 5, if only so you dont kingleak to nosend. Vs send its quite a bad time for them. Additionally your ea player may have wanted to get sg 5 and hydra 7, by playing engi you disallow this. For me this was blaster into pd or normal blaster with icetroll (one of the best adds for blast)you also push very late after getting the feed on level 1.
Again you push late on 2 and I fully agree with rum, 6/1 was muh better than 7/0 because you send the same. Just compare the lumber, 7/0 is 14 wood every 10 seconds. 6/1 is 18 wood every 10 seconds.
320 for 3 is fine but make the t1 in front, you had the gold and you need it for 4.
this 7/3 is very unnecessary, completely agree with rum that its always mutant with 7/4 this game.
on level 8 the mutant needs to be in front, your small engis do a lot of damage but they die quickly, the mutant needs to tank for them. Moreover mutant doesnt onehit level 9 so the splash is super helpful there, once again with mutant in the back they will die fast and you will be much worse off. Moreover this save 80g on 8 is really strange, just build full, ice or engi both fine because 880 mute is not guaranteed hold on 8.
This 7/4 for 10 was really unnecessary, you would reach 3 mutants with 7/5 and you end up using the remaining 150g to build an icetroll and save 70g. If you’re gonna stay low vs expected fullsend you may as well fullbuild with your lane, I know you were farmblocked but engi does not cost food.
after 10 was fine except for the pd placement, you want the spawns clumped together so they self-synergise with the aoe damage and so they are in range of the ice aura. When they are grouped like this they also have much better chances of killing behemoths and infernals since they can clear surrounding creeps quickly and aggro the send. You even split on 17 building all spaced out like this.
For this replay I agree with RedRum’s assessment. The game went well for you but a game where you come into the midgame with good value/income does not mean you played well or didnt make bad decisions. If I was playing with you in a lihl game I would have had to advise you on level 1, 2, 3, 6/7, 8, 9, 10 and with your placement in the midgame. For a simple unit (when played the standard way) like engi that shows me you lack too much tower knowledge and game sense in this replay.
Replay 2:
1. Dont call clog before you see killspeed, if they are fast on 3-4 lanes you may as well concede the gameI also agree about the t1. When my team has double warrior holding carry lines I like to skip the t1 and feed them if enemy sends. Like this you were the carry lane since the roll on lod was shit so its very silly to risk like this. Moreover with 3 people leaking the lod could get sniped in mid and not be able to hold all.
ship is not confirmed 1/0 start, there are other ways to play it. You should know its not ship because they are 4x fast instead.
3x ea on 5 I hate as well, currently 2ea+small+t1 is considered the full yolo and 2ea+2small is safe. 3x ea is for sure overbuilding and they were never gonna aim 5 vs lod, 2x ea and last aoe. I hate this even more because your team sucks 10 and you had options to damage with hydra, up ice and merm, with this 3rd ea you make that much worse.
fullbuild for 6 is fine since you have to wait for wood to push after sending anyways. I actually dont mind the placement here since it is better for 10
Okay nevermind you go 4th ea on 7, you weren’t thinking about 10 with that placement. In this case the small archers should be in front. 7/2 for 7 is also useless here, you wont clear anything vs send.
5 ea this game is not good, its not helpful midgame compared to your other options, just start adding relevant value (ice merm hydra)
you decide to go 7/7 this game with a great roll. I dont understand this, they had one lane strong on 15 and no lanes strong on 17. That means they are rip to a small 17 send and are probably going to look to force 15. You have the best anti 15 and anti 16 in your team while also being able to leak very slowly on 17 but you toss that away to send an extra kraken into their 0 17 holders.
These greymanes (which are pointless anyway since you can never mid with 7/7 better to leak slow with hydra) are placed badly. Like this you deny yourself a wallclog on the one hydra and you ensure that it tanks nothing, despite being the best tank in your line. For 17 we can consider the ea’s dead value, the hydra as a tank and your greymanes as dps. You are quite literally building your dps in front of your tank. Obviously this makes no sense.
On 15 you add more archer value but dont fullbuild. 0 sense, if you fear 15 then fullbuild anti 15, if you don’t then build better than archer. You do this again on 16.
You dont even build the highborne this game. That is just ridiculous to me. Its such a good support unit that makes all your frontline (which are also your dps) much tankier. Pure fail to skip this.
Both of these replays were played well below the standard I consider to be the minimum for a trial in lihl. We don’t want to vouch players who will need heavy babysitting to play at an acceptable level because it makes the games less enjoyable both for them and for their teammates. I want to make something clear, when we review replays we dont care if you are 6000 value on 15 or if you are 2000 value on 15. What matters is your decision making throughout the game with regards to
1. unit choice
2. adaptation
3. placement
4. push timing
5. midgame build
6. calls
We have seen mistakes with all of these areas in both replays and in both games you had very simple rolls. The initial decision stands, please train further on FBGLTD and feel free to observe some lihl games. After one month you may reapply.Denied
User has asked for a second opinion, I will move this back to the open section and review.
Imba 1950 replays:
1:
spectre/ghoul/sentry/tot/disc/god1. disc start
2. you risk with 4/0 and add spec behind I dislike this a lot. Any game u plan 2 disc 3 you should not risk 2 like this since your game can be over on 2/3 when u leak hard and miss second disc.
Also spec needs to be in front of disc to block and let the creeps clog on it for effective disc output.
they send here, you get fast furb on disc (cus t1 behind) and leak half the wave3. you push lj and add just one sentry and leak 18 creeps to nosend, needed to stay 4/0 and fullbuild here
4. you push wisp, sell spectre and add sentry, you should just stay 4/1 for 1 and keep the spec, it helps a lot
5. You upgrade the front sentry to nightsabre, should definitely upgrade the one further back since you wanna make sure sabre spends as much time alive as possible for 5+6. you dont kingup or send for +3 gold so you’re stuck on 47 gold lv 5, do your calcs.
6. you just build spec, i think thats fine since ur already rip this game from earlier mistakes
8. if you’re gonna build and not just fullpush make a second disc not another sabre+2 spec. Second disc will give you a lot of gold on 9 and not much less on 8 whereas sabre is fully useless 9 and u still leak 2/3 of ur lane on 8
9. you make an unupped tot, why not just push here instead of adding more useless value to a dead line
10+ you are still 7/5 full leaking every round
You guys send 14 and they die but that is only because orange decided to intentionally teamkill, massing dead val and ignoring his team-was pure fail from east, u guys die first on 14 and they would easily live if he didnt wanna make his team lose.
This game was well below average. You overpush on 2/3 which is tk but I guess it happens, my main concern is that u seemed to have no plan after 6 and just built random value every round when u have been confirmed suicide since level 3.
2:
colt/egg/turret/necro/wandigoo/hydra1. you start 2 turret egg, with the necro this and sg are both decent I think
you guys send warriors and pure goal7. this egg you made so far off the wall is pure tk, it will drag units away from your hydra (your tank) and into your light armour backline, if you wanted to place it you should place it further back and closer to turrets to protect them
9. the necro should be next to the ghose not behind it, since u place it so far back it has a way to walk before it can actually start doing anything, not what u want at all
10. you made a new necrolyte but its in front of turrets, u needed to place it next to the ghost (which was positioned well). What you want is the bosses to aim 1. hydra 2. turrets 3. necros
The way u placed its more like 1. hydra 2.One turret and the necroltye/skeles 3. turrets 4. ghost
you are small mid with insane value and godroll for this level.They die on 10. Overall this was a decent game, mostly minor mistakes but some placement errors which certainly made me feel that you lacked some understanding of more precise positioning.
3:
murloc/ranger/malf/tot/zombie/GOD1. you start malf and tot behind. This is an absolutely terrible decision, I could honestly stop watching here.
tot oneshots 1-3 and malf provides aoe damage this is very much a beginner lesson but mix aoe with aoe and single target with single target. like this you are just wasting heaps of damage potential on your lane. Additionally tot needs to be in front when u build it with abnos (later in the game) because it has 180 range so abnos will go infront and die first anyways so ur dmg share is much more efficient.you push 3/0 during 1.
2. you call 2 for your yggs to go 2 ygg on 3, horrendous call. Your lanes are 2xmalf/tot, ygg with egg too close, solo ygg and bloodorcs all four of your lanes leak a lot to furb, if they sent on level 2 the game is actually over with no possible way back. Really needed to communicate that someone had to cover or at least stay 2/0 and try to cover yourself. you push 4/0 during 2
3. this push is super risky because you are fully risking with 3 malf tot-the way you positioned this had a fair chance to even leak vs nosend because the tot will not share any damage. you get bo and leak 14 creeps
8. if ur gonna call send here u need to send properly, this 4 commanders half assed send will only give them extra time to send 10 or 12 and lets an 8 holder push +1 when they would stay lower otherwise
arena: you drop roll tot, just sell the small tree it doesnt do anything and you have a good reroll (ship, rev)
14: you send they dont and rip.
Overall this was a bad game, really bad decisions early game. Its not like there are minor mistakes man, they suggest heavy lack of understanding of how/when/why to mix. not mixing aoe and oneshot early is about as basic as it gets.
4:
peewee/aqua/footman/troll fighter/komodo/azzy dragon1. aqua start
2. before pushing 4/0 you should check with your ygg player, u know that cannon is decent and 2/0 ts is rip to send so if ygg is gonna build decently for 2 then its fine to push, if he’s gonna add only small its not. They send 2 furb and 2 1/0 so it worked okay but u are for sure asking to rip when both u and they ygg play risky with only cannon mid.
you guys still kingleak 8 creeps with you bow only and cannon getting dino bow since u only have 1 aqua alive vs bow
3. this peewee needs to be in front, next to the wallclog aqua
5. this aqua positioning is very strange, u want more aquas on the wall because if they are the last ones alive they cant be fully surrounded, like this you let ur lane get surrounded much more easily cus when the front aqua dies the creeps can run along the wall and surround
10. you stay 7/4 and make second blaster, i dont mind this for 10
arena: you stay 7/4 with absolutely no anti 15 in your roll, why? you guys arent even close to dying 14 so you just stay low for
no reason13: you make steamroller, i dont mind building it if u play early send and if they somehow live u need 17 cover but u should never place this unit in front of blaster, it is dps vs 17 not tank, needs to be placed behind blast so u need to make them far left next to aquas and overload that side with dmg while blasts tank right
14: now u make another blaster, just focus on anti14/15 with blaster or anti 17 with roller, this mixing is super random and just makes u worse on either level
you also tell teal to make harpys on his ts lane, this is pure tk advice. Ts has massive self synergy with the upgraded version the single best hold 15 is mass ts, the only thing worth to add is ghost/auras not random harpys
Overall this was an average game, but really anyone in lihl or trial should be able to play aqua early flawlessly and your positioning was obiously sub-par, u are just begging for the creeps to surround your aquas on 56 the way you build its quite strange. Moreover you are 7/4 after 10 with no fear 14 and no chance to hold 15.
We feel that you are currently lacking too much for a trial here. I would suggest observing some lihl games and focusing on optimising your positioning and working on your mixing when you play. These are two areas which were lacking in all four of the games in addition to the larger issues mentioned above.
Denied.
Denied, we already have a Captain Aus, his name is BeepBoopBeep (joking ofc, I see you joined the discord already so I’ll make it happen for you there when I get home)
Please use ‘discord’ tab in the header to join fbg’s discord server. Then tag @ltd-admin and we’ll help you get set up
Cheers
I didn’t watch your replays because RedRum, n1ll3 and I all agree that skillwise you are more than ready for a trial, there’ll be some level of adaptation for you but I am confident that you have the tower knowledge and game-sense to fit in without much of a problem.
The concern that we do have is with regards to your attitude, stemming from memories on ENT, communications with our oversight and some of your interactions in fbgltd. In general wanting to win is a quality and for me I’d rather vouch someone who is hungry for wins but can have a temper than someone who simply doesn’t care. That being said we feel that the duration of a regular skillbased trial might be too short for you to fully integrate into our league. That is why we have decided to, in addition to the regular skillbased trial, place you on an indefinite ‘attitude trial’. This simply means that even after a full vouch you’ll still be expected to show that you can uphold a reasonable attitude over a longer period. And if you are found to be instigating or notably escalating toxicity/excessive negativity you’ll be subject to harsher strictures than usual with the lastresort option of a permanent unvouch.
To clarify this does not mean you have to take shit from anyone and everyone and cannot speak back in a similar manner, instigation and/or escalation are what we dont want to see. Regardless this extra article needn’t bring any tangible repercussions, if you can communicate without major issue it wont have any impact on your time with us.
I hope you can understand why we have chosen to take this precaution, permanently unvouching a player that has passed their trial is distasteful both for mods and players so we instead choose to be harsh, perhaps harsher than necessary, from the inception in order to try and avoid unpleasantness down the road.
Vouched as toxicmagnet on discord, best of luck with your trial
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This reply was modified 4 years, 8 months ago by
epicdeath.
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