 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. And I certainly don't want to be the one to force somebody into playing something they don't want to, just so they can do my stupid update show. 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. But he is fun. I like I know people are going to give me shit for saying this. I like overprime. I mean, I like crunch and overprime more than I like crunch and predecessor simply because in overprime, your time to kill is much longer. 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, Fred, you go in with crunch. One combo and people are dead or you're dead. 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. It means that late game, you're throwing one basic attack and you get two abilities backup because it's just knocking a full second off. 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. You're going to get people doing troll shit like ADC Decker or. 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. But when it's every single game where you have either some like somebody on your team and somebody on their team doing some fucking nonsense and you can't just get a normal ass game, it gets a little frustrating after a while. 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. And yeah, again, just people that say it's just a hero brawler, TDM are full of shit and just haven't played it enough because it's actually slower than Fred. And it's a little too slow to my liking for what I want overprime to be. 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. It's because the fights last for fucking ever. 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. And then when she amaxes all of her abilities her passive itself gets upgraded and buffs her entire kit across the board. 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. No dude, she's ridiculously fun. 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. The lower time to kill means that you're able to do more off of those teamfights. 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. And then there's fucking gut-wrenching fistfights over one objective or another. 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. If I am the off laner, I kill my laner and I go over and I'm granted I should be decently strong, not crazy strong, but if I kill my laner, I should be able to go over and transition that into a mini prime take, right? 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. Because right now, if you can't take fan tooth, you just fucking farm your lane because that's going to get you ahead more than taking mini prime. 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. What a fucking idea that was. I applauded them for thinking outside of the box, but nobody wanted that shit. 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. So Drongo's just gonna hit a hell of a lot harder and he doesn't have to build crit and he's gonna get, Drongo's already good. 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. Especially with a lot of the own hits, people that can actually hit their fucking shots, which that's gonna be another change, it's gonna be a little bit easier to hit shots now. 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. I hate the fact that he's getting buffed. Yeah. Oh, he's so annoying to play against. 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. But if they're fucking 25 feet in front of you, they shouldn't be able to move out of the shot after you took it, you know? Yeah. Yeah, they see you, they see the animation of a gun pop up and they're just like, oh, let me just step to the side. 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. And it's like, oh my God, this is so fucking annoying. 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. But late game, I think it's gonna hit even fucking harder. I mean, it's gone down from 1080 to 900 base damage late game, but with 261% scaling after he gets a couple items, that's just gonna be hitting hard as fuck. 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. I was like, holy shit. 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 mean, after they bug fix the items that she builds and then buffed almost every single one of her abilities, yeah, no surprise now, she's suddenly popping off on people. 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. But yeah, they're like, yeah, Muriel's busted so all of you people that want to play against her sucks to suck, move on. You guys have been bitching about Muriel forever, so it's Muriel time, baby. 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. Oh, shit. 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. I don't know what the fuck that is because I don't play Sparrow. 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 think I was in a game with you, but maybe it wasn't. 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. Right in front of my face. Scared the crap out of me. Yeah. Okay, the crest, we get some changes too. 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. Don't know what the fuck it did before. 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 the hell? What if they're calling it legacy because it's bringing back the tech meta? Oh, shit, man. 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. Let me get let me get to my realm of what I know what the fuck I'm talking about. 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. You're just pinging tanks down so fucking fast with her untamed growth when you had mega Cosm. 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. I'm like, OK, I'll get that weak shit out of here. 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. Backgrounds brought to you by weird shit I did at one point in time and then decided to put it into in the background for. 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? Like, I mean, Dota 2 has, like you said, the announcer packs, right, of like Rick and Morty. 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. Just don't make a stupid overprice with the love of God. Don't tell us the old overprice, the old epic announcer pack for ten dollars or something. There's a storm had some announcer packs that were really fun. I really love those. One of the ones I bought was a luchador announcer. Like it was a spoke Spanish, so I didn't understand what the fuck they were saying. 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. But if somebody wants to do some crazy shit and it's not like ranked or anything, hell, even if it is ranked, who gives a fuck? 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. But some people get just really pissed off and angry if they're not winning and they're just not having fun. 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. I'm I'm glad I made that plot fly decision not to cover every single fucking item or we'd be here all night. 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? While, yes, it sucks when it's your hero, when you're playing Bellica and she goes from above the line to below the line, you feel terrible because you're like, that's my character. 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. But I do like just mixing shit up. 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. I guess the same fucking heroes that you faced the last time because they're just the best picks. 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. Overprimes towers are a hell of a lot harder to kill. But it seems like you can dive them for a hell of a lot longer. Even their tier two is late game. You can just live under that fucking tower. 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. I mean, dozens of times now that I've been under tower, it's got like maybe a quarter health and they've got four minions coming in and I'm like, I can kill four minions before they can kill the tower. 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. But I'd probably be 100 percent done if if Jalei wasn't a fucking murder hobo. 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? See, I knew one of you sons of bitches killed her because I watched. I want the proof. I watched one of you kill her with my own eyes. 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. I killed that bitch. 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.