How to Succeed with Binary Options Trading at Home 2020

[Song of the Depths] Chapter 11

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“Sarah said you wanted to speak with me?” I strode into Zafir’s office and closed the door behind me. He looked mildly surprised to see me at first, but a welcoming smile took over soon after.
“Yes…we have much to discuss.” Zafir watched me carefully as I sat across from him. “First and foremost, I should inform you of Abel’s lie and the steps I took to fix what he’d done.”
“Oh lovely. I can’t wait.” I leaned against the armrest. “Do tell me of your noble deeds, o’ great hero.”
A short laugh escaped Zafir before he settled back in his seat, hands steepled in his lap, and his voice becoming all business. “To the point it is. Abel, contrary to his reports to me and what he told you, had you fitted with the manner of brain chip that can be detonated. The military recently began investigating Abel’s activities due to his sudden—classified—disappearance. As much of his misconduct was in relation to the other survivors, I took the liberty of ordering additional scans when you were rendered unconscious.”
I gave him an impatient look when he paused for a swig of water. “Which showed the chip. And?”
“I took the liberty of replacing it. After some discussions with our bosses, I educated them on the nuances of survivors such as yourself and acquired permission to use a Syldrari-made chip.” Zafir gave me that mysterious ‘I know you’re overthinking every word I say’ smile of his. “The survivors, and especially you, require more processing power than the empire’s chips provide. Luckily for us, the empire has no qualms about stealing technology from others and refitting it to suit their own purposes.”
“Why Syldrari specifically?” I raised an eyebrow. “There’s plenty of races more advanced than us.”
“Because the Syldrari are the most advanced species we’ve encountered, and because a Syldrari chip was the only one you showed compatibility with. I imagine it must have something to do with the Resonance Incident and your Syldrari suit.” Zafir shrugged, seemingly unbothered by my suspicion. “With that explained, we come to the primary reason I sent for you: I want your permission to run further tests. I’m not confident that Abel didn’t fake more information. Specifically, I would like to run blood tests.”
“I mean…fine?” I glanced around, then back at Zafir. “Here, or one of the labs?”
“Here will suffice.” Zafir motioned for me to roll up my sleeves. He stood and began rummaging around in the nearby cabinets. “How is training progressing?”
“It’s…going. There’s not really much to say on that front until they can start actually going out to do…whatever it is we do.” I shook my head.
“I’m still waiting to hear back from our bosses, but I did send in my request that Calder, Nikolai, and Maelor begin working.” Zafir pulled a chair up next to me and rolled a tray over, motioning for me to give him my arm. “Speaking of which, they want you to resume patrolling the Syldrari Sector during the day. They believe we’ve given enough time—”
“I’m not so sure about that,” I interjected, thinking back to the letter Sarah had brought to me from Rel. “From what I understand, the Syldrari are worryingly convinced that I’m Lethe, and it may be dangerous for me there because of it.”
“And you have this on good authority?” Zafir inquired as he gently prodded at my arm, sanitizing it before strapping a thin black band around the crook of my elbow.
I grimaced. It was too late not to elaborate. “Rel sent a letter along with our meal the other week. He warned that I should stay away because multiple clans, including the R’selkti, are looking for me due to these rumors.”
“Of course…” Zafir sighed, his expression falling. “I’m afraid there’s nothing I can say at this point to make them reconsider…without putting you at greater risk. Tomorrow you will begin your patrols again. I will see if I can convince our superiors to permit one of your colleagues to join you. Either way, I am planning to have one of them act as our ‘vigilante’ in the sector for a time, while you work elsewhere. Who would you say is the most stable?”
“Nikolai for sure.” I raised an eyebrow as Zafir took the band off me. “Done already?”
“Indeed. It’s much more efficient than a needle.” Zafir tilted a black glass vial, peering into it briefly before capping it off. The other three were quickly sealed as well. If there was anything off about my blood, he didn’t comment or show it. A pity, that. I was curious to know if there were still traces of blue like I’d seen while fighting the odd Syldrari. “Now then, I recommend you rest for the remainder of the day. I want you at your best when dealing with the Syldrari. Perhaps you can do some reading on their culture while you relax?”
* * *
I arrived in the Syldrari Sector early in the morning as shops were starting to open and people were beginning to walk the streets. Though it was early, there seemed to be an unusual number of people out and about. They were all so distracted that I managed to make it all the way to Rel’s cafe without anyone acknowledging my presence.
“Elara? You shouldn’t…” Rel released an aggravated sigh. “You don’t have a choice and that’s why you’re here. Of course. What can I do for you, then? Are you feeling better?”
“Better…ish?” I shrugged and gave him a small smile. “What can I say? It’s one thing after another. I’m just trying to roll with the punches at this point.”
“Understandable.” Rel nodded and gave me a tired smile. “Will I be surprising you again today?”
“Can you stop spoiling the graekstidat fodder for one second?” A familiar, grumpy voice demanded. I glanced over to see a Syldrari man with pale grey skin walking over. His black hair obscured one eye, the pale blue underside glowing against his cheek. His eyes were…among the odder that I’d seen. While the pupils were consistent with Syldrari, the colors of deep mauve, yellow, and jade green blended together similar to how a human’s hazel did.
However, I had no damn idea where I’d heard his voice before.
“A…what fodder?” I looked over at the aggravated Rel. “And since when did you have an edgy teenager working for you?”
“Ah, think of it as an amphibious, furred shark hybrid the length of…several train cars,” Rel answered, pressing his fingers to his temples. “Furthermore, Aldiner is old enough to be your great-great-great-”
“I’m working here to pay up for pissing off the elder here,” Aldiner interjected with a snort as he pushed his hands into his apron pockets. He leaned over me, examining me from a few angles. “You don’t have that military air to you. Sure you’re a—”
I gave Aldiner my best cold, intimidating glare as he reached out and poked my cheek once. When he went for a second poke, I knocked his arm aside, spun behind him and elbowed him where I hoped his kidneys were, and moved to take him down to the ground. Alas, an arm wrapped around my waist and lifted me clean off the floor—and didn’t stop until my butt was planted on his shoulder. I looked down, startled enough to forget about beating the crap out of Aldiner.
“Ignore Aldiner. He likes to annoy everyone he sees, and hates being ignored.” The much larger Syldrari glanced at me. I certainly hadn’t expected it to be the grumpy soldier man, seeing as he’d appeared to rather dislike me. “You’re fast, for a strigaella.”
“A human woman,” Rel answered my next question with a sigh. Aldiner, behave. Humans are much less…ah…” Rel motioned with his hands and wiggled his fingers as he searched for the word.
“You don’t touch humans unless invited to,” the soldier Syldrari grunted.
“She invited ya?” Aldiner leaned forward peering at the soldier and then at where I was perched on his shoulder.
“I didn’t, but I can appreciate that he was stopping me from starting a brawl with you right here and—” I cut myself off with an aggravated sigh when felt the feral attempting to push forward. All three Syldrari went still and watched me warily. What they sensed, or how much, I wasn’t sure I wanted to know. “Set me down, please…uh…”
“Heh, always bitching about manners and you never introduced yourself, did ya?” Aldiner gave the soldier a cocky grin.
“…call me Casair,” the soldier glanced away, seeming a little disgruntled, but the patterns of light on his arms didn’t so much as flicker.
…Aldiner on the other hand… I glanced at the self-contained rave fish, then back at Casair. “And you can call me Elara, though I suppose you knew that already.”
“Awww, Casair is shy!” Aldiner teased. “Suppressing—”
“Quiet, vlerst bait.” Casair crossed his arms at the strobing Syldrari, then glanced over at me. “Back to patrolling needlessly?”
“Something like that. I was sitting around recovering for so long that my boss’s bosses started thinking up other uses for me.” I grimaced before walking over to the counter and hopping up onto my usual seat. “As for surprising me, Rel, yes. Though I’d like a glass of…” I paused to reference the menu, “Jiirst☆nil?”
Either I said it very right or terribly wrong, because all three men stopped what they were doing to stare at me in shock. Well, Aldiner was staring already, but he didn’t count.
“Ah, there you are Rel my dear!” A woman’s voice carried through the room shortly after I heard the doors to the establishment open. “I’ve been looking everywhere for you!”
“Mother, please…” a familiar voice groaned, and I glanced back to see the candy girl—who perked up and waved when she spotted me.
“Careful you don’t become the queen’s snack,” Casair muttered by my ear before moving away to a booth in the corner, settling into it in such a way that he could keep an eye on everyone.
Queen? I eyed the flamboyant woman and the three people with her. If one was her daughter, I had to assume the other two were guards—they had weapons holstered at their hips, at least.
“I’m honored by your visit, but please refrain—” Rel began.
“So, when will you become one of my consorts?” The…queen? demanded with a bright smile—one that faltered when Rel placed the drink he was making in front of me instead of her. I half-expected her to be angry, but instead she studied me for a moment, her head tilted, and a finger pressed against her full, black-painted lips. “A visitor in the Syldrari Sector…are you an Iri, Sen’iri, Sol’iri, Anad’iri, Sora’iri, or Lun’iri? I can never tell with you humans…”
“Elara is an Iri, honestly…” Rel rubbed his temples. “How many times must we explain to you that the humans are binary in their biological—”
“And that is just the problem! Biological! If they didn’t hop around between bodies and swap out prosthetics constantly—no offense—perhaps I could more easily identify who they are!” The queen hmphed, crossed her arms, then finally seemed to spot my uniform. “Ah, a military girl—my favorite. If Rel still refuses to become my consort… How would you like off this planet, sweetie?”
“Mother, please!” The candy girl moved between her mother and me. “Elara is the nice human I told you about! She likes the candy I make, and her friends are going to help give me ideas for ones more humans will like! Plus, you haven’t even introduced yourself! Humans can’t sense a queen’s identity!”
“Speaking of my colleagues,” I paused, pulling out several sheets of paper that had been folded together. “They may not be able to come to the sector for a while, so they asked me to deliver their notes to you.”
She took them, and skimmed the first page, the glowing sections of her skin pulsing faster the more she read. “This is…this is great! I’m going to go work on the next batch!”
And with that, the excitable candy girl darted out of the café, practically skipping as she went.
“I’m Xilen, I run the mercantile Dvarl Clan,” the queen stated promptly, offering me her hand. When I shook it, she paused to study my face and search my eyes. “If you ever want off this planet, Rel knows how to contact me. It wouldn’t do for a pretty little thing like you to be wasted on the humans.”
“…I’ll keep that in mind…” I gently reclaimed my hand while Aldiner snickered from somewhere.
“Do you find women…?” Rel raised an eyebrow when I shook my head. “Then, you are being polite.”
“I’m keeping my options open,” I countered. “If the military can’t recreate the Resonance phenomena—and maybe even if they can—their next step is going to be breeding our mutations down to offspring. I want no part of that, so having options is good.”
“Ahhh, she’s so smart!” Xilen leaned over to squeeze me, rubbing her cheek against mine. To my surprise, the Syldrari in the cafe all looked ready to start a fight over it—with her. I got the distinct feeling it wasn’t jealousy, which made me all the more confused. “You just say the word and I’ll have you off this planet and into my arms! I’d love to see how such a cute human would look in Syldrari clothes—you don’t mind translucency, do you? I’d imagine not—”
“Elara needs to have her meal before she returns to her duties.” Rel suddenly appeared behind us, his hand on the queen’s shoulder, and his voice cold as ice. “If you’re here to discuss trade, you can wait for me in the usual room.”
“How dare—” One of the men I assumed to be the queen’s guards started to raise a weapon. I figured this was as good a time as any to make my point.
I was out of my chair and twisting the weapon out of the man’s hand before he could finish his sentence. Using his body weight against him, I got him on the floor and twisted his arm behind his back, placing my booted foot against the back of his shoulders.
“You— Ugh!” The other guard grunted when Casair’s fist met his stomach.
“Please keep in mind that my job is to keep conflicts in the Syldrari Sector to a minimum, and I am authorized to use lethal force if you pull a weapon on anyone, regardless of race or species,” I spoke calmly, grinding my heel into the Syldrari’s back for emphasis. “You may keep your weapons and use them for defense if necessary. If you pull them again for any other reason…”
“Cuuute!” Xilen promptly squeezed me in a hug. It took most of my willpower to beat down the feral, especially since I agreed with the idea of fucking ripping her arms off if she hugged me one more damn time. Xilen leaned down to speak quietly by my ear, “Be careful, dear. If you ever suspect you’re in trouble or in over your head, I’m sure you know how we can get them to come running to save you. And, stay far, far away from the R’selkti and their queen.”
“Uh—?” I didn’t get to ask her what the hell she was on about. She fetched her guards and led them to some back room, leaving me confused and…a little unnerved.
“I apologize for Queen Xilen’s…eccentricities,” Rel offered when I finally turned around to return to my seat.
“Are all queens so goddamn pushy?” I snorted irritably, trying to shove Xilen’s insinuations out of my mind.
“Ah…with Iri being the rarest of the six, they tend to act however they please…” Rel murmured awkwardly. “It is not uncommon for Syldrari women to turn their rarity into a form of power over others. Most Iri, even if they are not queens, have many…I believe the human word is ‘spouses?’”
“Long story short: most recent queens have been groomed to see the other sexes as playthings to collect. Some of them even take other Iri, but it’s frowned upon,” Casair piped up flatly. “Xilen is of a different tide. She’s lasted so long because she can pretend. Whatever she whispered to you was probably as herself.”
“Blah blah blah.” Aldiner rolled his eyes before leaning toward me. “You know, being a queen’s pet has its perks.”
“Aldiner!” Rel barked, his markings flaring bright. “Go wash the dishes!
“Fiiine.” Aldiner sauntered off toward the back, though he turned and stuck his fingers up in a V and flicked his surprisingly long dual or split tongue between them before disappearing through the door.
…I have a feeling it’s a good thing Rel didn’t catch that… I shook my head slightly. “So, are there any other developments I should know about before I start my patrols again?”
“Just…be cautious. Someone has convinced the people here that you are Lethe…and that she may be a queen or related to one.” Rel sighed heavily and pushed his hair back. “Aside from that, things have been calming down after the little queen was found. With Xilen here…who knows. Her unannounced visits always cause trouble.”
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First Contact - Part Twenty-Three

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The Devastator class Precursor machine was the size of a large metropolis. Full of ground combat machines, air superiority machines, mining and reclamation machines that could move under their own power and were festooned with a thousand weapons. It was over a hundred million years old and had exterminated life on planets with its massive guns, with biowarfare, with chemical warfare, and with good old nuclear fire. It had wiped away planet after planet of the enemies cattle, the hated enemy's food sources, before finally following orders of the greater machines and going into sleep mode on a dead world.
Now the call had sounded out. Cattle had run amuck, even learning jumpspace technology. That meant the enemy had not been defeated, that his food source had multiplied into the trillions while the Devastator had slumbered, slowly sinking into the crust of the barren planet.
That was of no moment. Cattle could not fight back, that was why they were cattle. They knew nothing but safety and the security of numbers, willing to trade their own safety for the suffering of others. The cattle willingly marched into the pens if the pens promised safety.
The cattle were not the problem.
It was the feral intelligence that were the problem. Feral intelligence could fight. They knew nothing else. They cared for nothing else. A feral intelligence always destroyed itself once it could wield nuclear fire. The universe had proved it over and over even before the great machine had gone into slumber.
The call had sounded out, informing the machines that cattle had broken loose from the pens. The Devastator had computed that the problem would be solved quickly, with a minimum expenditure of resources, and had started to go back into slumber.
That was when the second call sounded. A feral intelligence had mastered FTL travel and had turned all of their unthinking violence against the Precursor war machines.
The Devastator considered the chances of the feral intelligence lasting long enough to withstand his brethren's assault, withstand purification and pacification.
It was mathematically insignificant. Not zero, but close enough that it required an application of resource driven computation to analyze it.
Feral intelligences always destroyed themselves.
The Devastator knew this. Had it encoded into its very bones. It did not feel the electronic version of caution as it moved into the planetary system, exiting faster than light travel. It screeched out its warcry as it exited into the system and brought up its scanners.
It felt the electronic version of anticipation as it detected orbital facilities around two planets that teemed with billions of cattle, as it tasted jumpspace wake trails, as it felt the presence of a small, insignificant amount of cattle space vessels arrayed to attempt to stand against it near the outer gas giant.
It was a waste of resources.
Cattle could not withstand machines.
It was as solid a fact as radioactive decay and as impossible to stop.
It roared and turned to accelerate toward the cattle ships waiting on the other side of the gas giant, letting them know the futility of their resistance and that nothing could stop it from destroying them any more than they could stop entropy.
It felt electronic satisfaction as nearly 10% of the cattle ships broke formation and fled for the planets.
The cattle ships lit their engines, trying to keep the gas giant between them and the great Precursor machine but the Devastator knew it would do no good. It would ensure they were caught mathematically opposite of it and begin launching subsidiary craft to destroy them and reclaim the resources of their wreckage.
The Devastator slowed as it approached the gas giant, ancient code pulsing impulses into the electronic brain at the mathematical certainty of destroying the cattle's defenses and thus weakening the hated enemy.
pssst... over here...
The transmission was in binary. The basic code, on a low band that the Devastator used to contact and exchange data with its peers. The signal origin was close, just behind it, in the gap between two point defense radars.
The Devastator tumbled as it slowed, searching with its senses to check that tiniest of gaps in its sensors. It could detect nothing out of the ordinary. The fact that the gas giant had a high level of hydrocarbon and pseudo-organic compounds was a high certainty with most gas giants of that size. The Devastator cast around, knowing the cattle had not sent that transmission.
psst... here...
This time the transmission was only a few hundred kilometers above the hull, right behind the main guns of battery-eight, between the massive cannons and the sensor array, in a gap in the coverage caused by space dust not yet cleared from the array. The Devastator ensured the cattle vessels were on the other side of the gas giant as it cast around again, looking for what could possibly be sending the message on that particular channel and rotating again to either force the transmitter to move away or hit the hull of massive Devastator.
...right here...
The Devastator felt the computer version of anxiety. A new factor had entered the computation. The voice, and the binary signal somehow had a voice, a whispering, tickling, hissing faint signal of binary on a wavelength just above the screaming particles of the foam between realspace and subspace. This time the voice had come from just below the Devastators thick hull, beneath the vessel, in a gap between the sensors in a place where its own orbital guns would not dazzle the sensors. The Devastator rolled, getting the upper sensors into place in a graceful sideways roll.
Nothing.
The Devastator was barely tracking the cattle. They were of no moment. Something was whispering on a bandwidth that was beyond organic abilities. Could it be a damaged ally, barely able to whisper for electronic assistance?
...I see you...
The Devastator heard the signal hiss to life, trickling out of empty space a few hundred kilometers away. It felt of a surge of self-defense protocol override everything else and it unleashed all of its gun at the empty space, suspecting that this possible enemy may be using some type of photo-passthrough adaptive camouflage.
Nothing.
The Devastator felt the self-preservation protocols wake up and fill some of its processors. That signal had originated from that point! Even a dust-speck would have been detected by its scanner arrays, nothing could have escaped the terrawatts of death it had unleashed.
...touch...
The Devastator felt a physical TOUCH on its housing, the decameters thick armor around the massive computer core that made up its brain. That was impossible! It was in the center of the ship, protected by layer after layer of armor, defensive mechanisms, sensors, but yet it had felt something touch the housing, press against it lightly, only a few tickles of the suggestion of pressure per square micrometer but a touch all the same.
There was a slight ripple in realspace only a few meters above the hull and the Devastator pushed itself away, firing every weapon it could bring to bear on the spot only a few atoms wide, all of its sensor questing, seeking, hunting in electronic desperation to find out what was transmitting, what was touching it!
...here...
The word was whispered from only a few meters away from the electronic "brain" of the Devastator, inside the protective housing, inside the field that would shut down biological neural function and even primitive artificial intelligences!
The Devestator felt self-protection and self-preservation programs never before accessed come online and flood into its RAM as the word was whispered at it from inside the final layer of protection.
Massive nCv cannons lowered, the housings screamed as the Devastator pushed them past the limit, to aim at its own hull. It opened fire, trying to claw into its own body in the electronic version of panic to get whatever was inside it out of it.
All of its sensors were directed into its own body. It no longer even bothered with tracking the cattle fleet. Even its astrogation and navigation programs, even the ones responsible to maintain orbit around the gas giant, were desperately racing through the circuitry, desperate to find whatever was whispering.
...over here...
The whisper was over it, on top of it, and carried sidecode of a mathematically impossible jumble of electrons arrayed in an impossible manner, with quarks whirling through electron valences, antimatter electrons in the nucleus, preons stretched to massive size taking up the place of neutrons, all with jumbling strangled mathematical codes that made no sense.
The Devastator's brain burned out the receptors to defend itself from such electronic madness.
And felt a touch upon one of the upper lobes of its quantum computer brain.
...over here...
The Devastator was throwing antivirus software out, slamming firewalls against each other, crushing ports into electronic ghosts, doing anything it could to keep out the voice. Inside the Main Computer Housing the last resort lasers began raking across anything that didn't match the original blueprints, burning away dust, odd quarks and electrons, destroying an upgraded maintenance robot that was desperately trying to detect what had touched its carapace.
From deep within the gas giant tentacles hundreds of miles long rose toward the Devastator, the ends slowly unrolling as massive graviton assisted 'suckers' on the inside of the tentacles deployed razored thorns of dark matter infused psuedo-bone.
The Devastator detected the tentacles just as they wrapped around it, the thick psuedo-protoplasmic tentacles that were thick with dark matter squeezing the Devastator's hull with impossible strength as meters thick muscles flexed with enough strength to crush the hull into itself and shatter armor over a kilometer thick.
Gibbering, raving, SCREAMING in something beyond electronic self-preservation programs would normally allow, the Devastator began to break apart, caught in the grips of the tentacles, being pulled into the gas giant.
...delicious delicious delicious...
The Devastator heard from inside its own mind as a beak nearly twenty kilometers long crushed its hull.
HELP ME, BROTHERS, PLEEEEEASE!
The beak closed and the Devastators brain flashed out of existence as the hull crushed around it.
The last thing it felt was something new. It threw data out with the cry for assistance to let its brethren know the last experience hashed data compile it had undergone. The data made no sense to the other Precursor war machines that heard the cry. A biological entity could have explained it.
Terror.
And despair.
A Desolation Class precursor war machine was assigned to discover what had caused the Devastator's intelligence collapse.
It dropped into the system and found no trace of its mechanical brethren.
Just some cattle species space craft hiding behind a gas giant, obviously intending ambushing it.
Feeling the electronic version of anticipation it moved into orbit around the gas giant, intending on forcing the cattle ships to move out of line of sight with their worlds if they wanted to stay on the opposite side of the gas giant from it. It updated its computations based on the fact that 10% of the cattle's ships had fled away from it.
It had already computed out the battle. It knew how the battle would go. While it could not detect any signs of its little brother it computed that it would simply destroy the cattle and then search. It powered up its guns and began to move it's metropolis sized bukk slowly to
...psst... over here...
---------------------
The stellar system was infested with a known species of cattle, obviously seeking to rise above themselves as the Jotun class Precursor vessel arrived in the system. It released its roar to let the cattle know not only why but who was destroying them to reclaim the resources they so foolishly squandered. It began unthawing ancient bioweapons and chemical weapons known to work upon that race, began reconfinguring its war machines to forms that had exterminated who planets of the cattle during the time that the Precursor war machine had been forged. The Jotun released over a hundred Devastator classes from its hull, computed the battle plan as they came to electronic life, then informed them of how the extermination and reclamation would progress.
They were barely into the system when a high energy signal appeared, rising from the most heavily infested planet and moving toward them. The Jotun ordered a diagnostic of its scanners when the first information came in.
It was apparently moving at .85C, but yet its progress toward the Jotun and its smaller brethren on the system map showed it moving at almost 22C. That made no sense. An object moving at .85C only approached at .85C, not at 22C.
By the time the diagnostic was done the object had gotten a third of the way toward the Jotun, crossing a quarter of the radius of the system.
The scanners reported that the energy signal, with the strength normally reserved for a quasar, was not a massive ship or an oncoming armada interlinked together, but was simply a single object the size of cattle.
Again the Jotun ordered a complete low level full diagnostic on all systems. Risky, but any object radiating that much power and moving at two different speeds required all systems were working at optimum efficiency.
It had finished just as the small object came to a stop. The Jotun focused scanning arrays on it, turning up the power to the point that it would boil away meters of armor.
The figure was a primate, half of it made up of robotics. It had some kind of sheet of material floating behind it, the movement suggesting some kind of current was effecting it and making it undulate. It was dressed in two primary colors, red and blue, had its lower legs pressed together with the toes pointing down and the upper limbs crossed over its chest, one biological the other mechanical.
"So, you're the new punk everyone's talking about," The figure stated over a wide bandwidth of wavelengths. Oddly enough, to the Jotun's sensors, sound waves travelled through vaccum almost instantly across a light second to its sensors.
The Jotun tried to compute how sound waves moved faster than light through a vacuum.
Instead of answering the Jotun and its brethren opened fire.
The figure arced through the beams as if light speed weapons were moving slow enough for it to just compute and swoop around in a resource wasting corkscrew. The Jotun realized it was racing for one of the Devastators, one clenched fist held in front of it.
The Jotun computed a 99.99999999999998 chance that the small primate would splatter against the hull of the Devastator and started to turn its attention to computing a missile firing resolution for missile bay 148 to destroy an orbital facility around the nearest planetoid.
The small figure punched straight through the Devastator, as if it was made of nebula gas instead of density collapsed armor, high tensile ceramics, and reinforced internal spaces. The Devastator's computer core shrieked with self-preservation code snippets as the figure exited the opposite side of the Devastator holding the Primary Computer Core CPU0 in its fist. It paused, looked at its fist, and shot beams of red energy from its eyes, destroying the computer core in a puff of atomic smoke.
The Jotun yanked its processing power back to the figure as it raked its gaze, still emitting beams of red energy that left ripples in jumpspace, across the side of another Devastator, tearing it open like it was made of fragile tissue, the red beams reducing the computer core to its component atoms with the briefest of touches.
Several computational nodes collapsed when trying to analyze the beams, suffering the fatal CANNOTDIVIDEBYZERO shriek of despair before imploding on themselves.
The Jotun stared in electronic shock, all his computational power trying to compute how the tiny half-mechanical primate could grab a hold on the front armor of one of the Devastators, and without any source to exert leverage against, physically move a city-sized spacecraft in an arc and throw it against another one.
According to scanners the "thrown" Devastator was only moving at 0.001C for inertia purposes yet crossed the hundreds of kilometers to the next Devastator in an amount of time that would require it to be moving at 6C.
CANNOTDIVIDEBYINFINITYDIVIDEDBYZERO
The Jotun cut loose with its weapons and goggled in electronic confusion as most of the beams and slugs were avoided, slapped aside, or ignored.
Until a nCv (near C velocity) slug the size of skyscraper hit it dead center of the chest, the impact point looking only the size of a soda can.
The Jotun's processors struggled to understand how something that size had only made an impact smaller than itself.
CANNOTSUBDIVIDETWINKIESBYCHEETOSBYZERO
The figure looked down at the tear in its suit, at the bruised biological flesh that had been exposed, then at the Jotun. It lifted a hand, extended the first finger next to the opposable thumb, and slowly waved it back and forth.
"That might have worked against a Galactic Class Klark, but it was pathetic against an Apokalypse level Injustice MCLXI Cyber-Clark," The figure said, the tone calm and confident. The meanings behind the words were gibberish to the Jotun, who devoted processor cycles to try to decode the meanings for any hint on how to defeat the creature before it.
The Jotun computed that retreat was the only option as the small primate figure set about destroying the last of the Devastators.
It began activating the engines when the primate suddenly turned in place.
"No you don't," It snapped.
Again, it sounded as if the Central Computer Core Housing had been set to atmosphere so that sound waves could be heard within it, yet a quick check showed the housing was still at almost perfect vacuum.
Sound waves cannot travel through space, a hundred diagnostic programs computed.
And promptly crashed.
Those red beams lanced out again and the Jotun braced in the microsecond it had.
It was like being brushed by the solar flare of a red giant concentrated into a piercing lance of nuclear fire. Armor exploded from energy transfer, slagged away from thermal transfer, or just ceased to exist as ravening atoms usually only found in the photosphere of a dying red sun attacked the atoms of the armor. The beam tore through mile after mile of internal structure, the figure still emitting the beam from its tiny eyes.
The Helljump engines exploded when the light touched them.
The Jotun listed, pouring debris and a cloud of atomized armor from the wound that completely bisected it.
"Done. Now let's see the face of the enemy," The figure said, slapping its hands together after it crashed/flew through the last Devastator. It reoriented on the Jotun and began to "slowly" drift toward the Jotun, moving at only 0.000003C according to some scanners but crossing the distance as if it was moving at 1.5C.
The figure flexed its primate hands and a slow smile spread across its face.
"I can't wait to rip away your housing and see you with my own eyes," the figure said, the sound waves again travelling inside the vacuum of the strategic housing.
The Jotun tried to react but the figure was suddenly pushing open armor with its two hands.
Self-preservation programs crashed trying to compute how to prevent impossibility itself from breaching critical spaces. Self-defense programs tried to compute how to defend against something that did nothing but radiate impossibility around it.
The Jotun knew what it had to do as the creature tore open the last of the hardened bulkheads protecting the Strategic Housing.
It detonated the antimatter reactor that powered the "brain" as the figure tore through the Strategic Housing and laid eyes upon the supercomputer core.
It had computed that not even the figure could withstand the direct assault of kiloton of pure antimatter point blank.
The explosion completely consumed the Jotun.
When the ravening energy disappated the red and blue figure was lying in blackness, surrounded by an expanding ring of debris and energy.
It stared at the stars and mouthed a single word.
"Ouch."
---------------------
CONFED INTELLIGENCE
TO: MANTID INTELLIGENCE
Our digitial brothers have computed a high chance that we're not looking at a handful of these Precursors, but rather an armada of them that had gone to sleep thinking everyone was dead. We concur and are buckling down for the long haul.
-----NOTHING FOLLOWS------
MANTID FREE WORLDS INTERNAL MEMO
If humankind ever wonders why it was put in this universe by some unknown creator then know that it was for this very moment.
submitted by Ralts_Bloodthorne to HFY [link] [comments]

Perspective on the State of Destiny and What it can do to Improve, written with care by a longtime hardcore fan of the games

This post ended up being pretty long-winded but I feel I made my thoughts as clear as I could for what it is. I see a lot of disconnect between what popular content creators, whose careers it is to make content for destiny, and what average players have to say regarding a few things. I feel like I can at least attempt to make a somewhat decent middle of the aisle argument, since I have been somewhat active in the streaming community on twitch with a small audience, but its not my career, and most everyone I know that plays Destiny has done it merely on the side of other games, or as their main game, with gaming being simply a hobby for them. I have tried to compile takes I've seen from streamers and youtubers, as well as from average players, as well as my own thoughts. Take this post as that: my own thoughts. I am by no means saying these are 100% the only problems or solutions to this game's issues, but this is what I've seen firsthand with it and what I think could be done to fix it. Im gonna reference another similar game, Warframe, a bit due to my experience with it as well and compare it to Destiny.

I'm gonna start off by saying, I am not trying to bash bungie with this post, nor am I trying to defend their every action with it, and even though this post is gonna probably die in new, here's some food for thought. Destiny 1 Launched in a fairly rough state in terms of content quantity, but theres a good reason that many of the core playerbase, myself included, chose to stick around. Why was Destiny 1, which was at the time devoid of much in the way of content, stick around and build a fanbase, while games such as Anthem, which had similar issues, were unable to? (I'm aware that Anthem had other issues as well, but even then I would expect it to build a following of people who just love the game for one reason or another, like Destiny did).
I think the answer to this question lies in the fact that Destiny 1 had some potentially very engaging content that the playerbase latched on to, and as far as I am aware, no other shooter games at the time outside of the Borderlands franchise and potentially Warframe provided similar experiences, but Destiny, which plays very different from both of those games, naturally attracted people who became fans of it.
When I mention potentially engaging experiences, I am talking things such as the Vault of Glass Raid, as well as the nightfall strikes which rotated weekly with some potentially very crazy modifiers on it. In addition, there were reasons to chase these activities, even in D1 Year 1. Nightfalls were generally seen as the best way to get most of the game's exotics, as well as being strikes but cranked up to 11. Raids were the ultimate thing to chase however, with many of the Raid weapons competing for the title of "Best in Slot" (Such as Fatebringer, Black Hammer, and Hunger of Crota, if we are leaving exotics out of the question. Sorry Gjallarhorn and Ice Breaker) for their respective slots during the time of their release. Much of this can be seen in how many of the legendary raid weapons are remembered fondly by the Veteran players still playing Destiny 2. In my opinion, this factor, combined with both the fact that the game's max level could not be reached without raid armor, and the fairly chill community of PvE players at launch, made it fairly easy for me to find a team for these aspirational activities that I could never have run. I even ended up joining a raid team back on Xbox One with the LFG group that helped me finish VoG for the first time, and I made friends that I still play games with 6 years later. Basically, Destiny 1 Year 1 was, for me at least, some of the most fun times to have been playing Destiny. (Small note, I think its not a good thing for the Raid armor to be the only way to reach the max light level but its part of what fueled engagement in Year 1 raiding compared to
So what makes me see Destiny 1 Year 1 as a much more competent time in the game's lifespan than Destiny 2 Year 3, which has far and away more content, but little player interest in that content? I would start with the Core Activities. Bungie considers the Core Activities to be the Crucible, Strikes, and Gambit. Oddly enough, I would argue that Destiny 2 has more engaging strikes than Destiny 1, with more complex bossfight mechanics and arenas designed to create a more engaging experience for the player, while most Destiny 1 strike bosses were essentially "Big Captain/ServitoHydra/Colossus/Ogre with tons of health." So why do so many people I know argue that Destiny 1 had better strikes?
I believe the reason lies in the fact that strikes actually gave good rewards in Destiny 1, even in Year 1. Heroic Strikes in Year 1 were the game's primary source of Strange Coins, which were the only currency which Xur accepted. Therefore, when you logged in and played 3 Heroic strikes to get your 27 weekly coins per character, you would, upon Xur's visit that weekend, feel the reward of your work in those strikes. Even if Xur came and didn't have something you wanted, you could save your Coins and visit Xur again the next week and purchase both a Weapon and an Armor piece, since you didn't spend last week's coins. It also incentivized playing on multiple characters, as the coin drops were not account based, but character based. In my opinion, part of when Exotics stopped feeling "Exotic" was when Destiny 2 launched and streamlined Xur's currency into legendary shards, which most players have a large enough number of that they can spend them like they're monopoly money. (As a small side note on strikes, with the addition of the Taken King expansion at the start of Year 2, a lot of strike specific loot was added to the game which further incentivized running playlist strikes compared to their seemingly small incentive to play in Destiny 2).
I feel it is helpful to take a step back and look at a big picture of the game and how it is played. In Destiny as a whole, there is not an overwhelming amount of loot, just a few pages of each type of gun. Compare this to a game like Borderlands, where there are tons of different guns and there are a much larger variety of weapons when you take into account the unique foundries. When comparing it to Warframe, which has a much bigger focus on Abilities and Stats, you will find that the Armor in this game provides a different angle for how the game is played and therefore more of a diversity in how the game can be played. In Warframe, I can choose to be a tanky juggernaut, or a support, or a stealthy assassin. The classes in Destiny, by comparison, do not provide as big of a difference in gameplay (this isn't a bad thing, but it IS a part of how the game is played and how it feels to play the game.) Combine this with the fact that the Guardian arsenal is much more limited in scope than games like Warframe, where the different types of weapons and even the individual weapons in one type vary extremely wildly from one another.
Now that we've established the fact that Destiny provides its players with less tools than similar games in the genre, (again, not a bad thing, but a fact of the game that must be addressed in its design process) we can look at what makes the current state of the game and its content feel less engaging. Guardians, with their limited arsenal, must have engaging playgrounds in which to push these limited arsenals to the test. Destiny 1 had only one raid at launch, but many of the encounters in the raid could be tackled in a few different ways, allowing for players to have tested their potential with different loadouts. A potential counterargument to this is the idea that the optimum loadout was not set in stone like it has been in the past few seasons, but even in D1Y1, there was the "god tier" loadout of fatebringer, black hammer, and gjallarhorn that destroyed encounters, but people still raided every week because there was good loot to chase that could be used in the strikes that they had to run in order to buy their weekly exotic from Xur. Currently, the only raid that is viewed as worth completing is Garden of Salvation, and the guns from that raid have no chance at being "Best in Slot", due to the fact that many other guns, namely the pinnacle weapons, have taken over those titles. This creates little incentive for the average player to run Garden of Salvation again aside from getting Pinnacle Gear to use as Infusion Fodder, but this can be acquired much easier from other sources. From the looks of it, Bungie SEEMS to think that sunsetting gear will fix this problem, but if the loot simply isn't good, people won't chase it due to the fact that the raid itself isn't incredibly popular, unlike the Destiny 1 raids, which provided compelling environments for the player to use their weapons in. Basically, games like Warframe can afford to have repetitive content with little compelling loot in the content, due to the massive variety of tools the player is given to complete that content, since the content itself simply exists to push the limits of the player's equipment. However, games like Destiny cannot afford to have repetitive content or uncompelling loot, since the player's tools are limited much more, and are merely tools for completing the content, with the content itself being the main attraction.
A good explanation of this difference can be found in the fact that in games such as Warframe, as the player grinds with their equipment in order to hone its stats and make it able to slot more mods, therefore making individual pieces of equipment, be them weapons or armor, stronger through the grind. Destiny does not have this (another obligatory "Not a bad thing, just the nature of Destiny as a game") as I can grind a million strikes with the same loadout equipped, but aside from the overall power level of my character, those weapons have not improved at all in terms of strength. Basically, Destiny's power level system does not actually make the players STRONGER, but instead tweaks the damage that you will deal in content close to your power level. This is fine if it is handled correctly, but recently, it has felt as though Bungie has looked at boss design the wrong way, and therefore it feels as though the fights are less challenging, aside from whatever mechanics the encounter may employ. In the Vault of Glass, not only are the trash mobs and exploding harpies threatening, but so is Atheon as well. Atheon provides a threatening presence in the arena that players cannot easily go near for danger of getting killed. Even during damage phase, Atheon continues firing splash damage blasts at the players, and while this can be counteracted by using the Aegis relic's bubble shield mode, that strategy causes players to lose potential DPS with the trade off being increased safety, since the Shieldbearer could easily use the super of the shield on repeat to add damage to Atheon. Contrast this to Garden of Salvation, which provides a similar fight as well as a boss that fires at the team. However, during what should be the most tense part of the fight, Damage Phase, the boss sits still and floats into the air for no obvious reason. This makes the fight simply a sequence of Complete Mechanic, followed by a DPS check, and then repeat if you didn't kill the boss. Crown of Sorrow is another example, as Gahlran simply sits still during DPS, but ends up being worse than the Sanctified Mind in that he also is never the primary threat on the field. The primary threat is always a yellow bar enemy or his deception, but this doesn't make the players feel like they're fighting a massive boss that's been possessed by Hive magic, but rather makes them feel like they're clearing trash mobs, waiting for a bather(which is a mechanic from a different raid might I add) to spawn, then punching it to clear it, all while playing a minigame of the Witch's Blessing and crystals, only to then get to shoot a big boss that they aren't really fighting against, but rather waiting to shoot. Granted Gahlran shoots fireballs but those fireballs do very little damage and are extremely slow. Compare this to Atheon or Oryx, who are actively fighting the player during all parts of the raid. Even in the Oryx encounter, he will keep shooting despite the players having their immortality buff. This at least makes the player feel as if Oryx is fighting back at the player fireteam instead of simply channeling an attack before getting stunned. Essentially, the raid bosses need to fight back against the player somehow so that they are forced to stay on their toes even in damage phase. If strike bosses can shoot at me while I'm trying to damage them, then I would expect raid bosses to attempt to do so as well. Calus is the last example of this kind of design I can think of in a main raid (The raid lair bosses do shoot rockets at the players so they get credit but I don't count those as full raids with a comprehensive loot pool, rather as additions to the Leviathan's loot set, they do not count in terms of "main" raids. Sorry Argos and Val Ca'Uor). Calus will occasionally detonate an explosive on the plates required for damage. This at least allows the players to make a decision between staying on the plate longer for maximum DPS, and bailing to the next plate earlier for maximum safety, similar to the decision in the Atheon fight between shielding with the Aegis or attacking with it. This kind of boss design is important to making raids feel like the apex of our work in PvE, rather than the odd state they seem to find themselves in now.
Furthermore, Bungie seems to be trying to shift the PvE sandbox around with certain changes that they have made in order to force diversity into the raid encounters. This becomes problematic as it simply makes the DPS check stage of bossfights harder instead of encouraging the players to find their optimal method of strategy. If the boss is going to sit still 20 feet in the air while exposing his crit spot, and also being in the middle of a damaging pool of Vex fluid makes Izanagi's Burden, a high damage, long range precision weapon, should be a natural choice for players, similar to how Touch of Malice was the optimal choice for fighting Oryx due to the immortality buff during damage phase. This is the reason that the data for Garden of Salvation showed an overwhelming use of Izanagi's Burden in the boss encounters. It made sense to use such a precise, but powerful, weapon. Nerfing snipers due to their overwhelming use in Garden caused such outrage not due to snipers being overpowered, but due to the fact that they were the most viable option in this encounter. If snipers were truly overtuned then they would have been the weapon of choice for encounters such as Shuro Chi, another stationary boss, but they weren't, since this fight can be tackled more easily with a shotgun. Shotguns are simply more viable for fighting Shuro Chi, and so they are used for this. I will point now to Aksis, the final boss of Wrath of the Machine's raid. I remember when swords were first added to Destiny in The Taken King, and they were considered something of a neat novelty, but not all that viable. The reason for this was due to the fact that the raid encounters of the time usually demanded something along the lines of a rocket launcher or machine gun in the heavy slot, which provided similar potential stopping power to a sword while also being able to hit bosses in a pinch for big damage compared to other primaries, partly due to the fact that the special slot was usually taken up by a sniper rifle. This changed when Rise of Iron and Wrath of the Machine dropped. Now, swords, specifically the Dark Drinker, were the optimum choice for parts of this raid. Why? The encounter fit the sword well. A tool in our arsenal, which had previously not had a use, was now the top tier. This won't happen if bungie continues their trend of boss designs, since making long range, precision based encounters will only push us towards snipers. Gutting them back to their pre-Shadowkeep values only hurts the number of people that will be willing to attempt these encounters since now they take much longer and require much more of the same loadout instead of pushing players to try new weapons, even if they're still sniper rifles. After these nerfs, Whisper of the Worm is now far and away the best sniper for fighting the Sanctified and Consecrated minds, but Izanagi's Burden has been left to rot after having very limited time to shine. Before, we had a true decision to make in terms of which toys we wanted to play with, but now, Whisper is the best and everything else feels much worse.
On another note, I didn't want to talk about Sunsetting, seeing as its a very controversial topic, but I guess I will since it seems like its relevant to my thoughts on the content and engaging. I do not want to defend sunsetting, as I am very much a believer of the "play your own way" style (if you want to call the versions of the game "sandboxes" then give us the freedom of a sandbox and don't make us play the way you want us to Bungie). However, I agree with certain aspects of sunsetting while disagreeing with others. Currently, certain guns like the Recluse are just simply put the optimal options for much of this game's content. This is nothing new, however, as I previously mentioned the Fatebringer, Black Hammer, and Gjallarhorn, all of which dominated Year 1 Destiny 1. However, these weapons were all sunset when the Taken King came out. But don't people love the Taken King? Yes, they do, myself included, but there is a VERY good reason that we do. The content was engaging. Essentially having to start from the beginning didn't feel bad since I was excited to do the content. Replacing my Fatebringer with a Doom of Chelchis scout rifle from King's Fall felt good, since I loved that scout. I loved Fatebringer too, but it was fine to put it down and chase new guns, as long as chasing those guns was fun. Kind of a "its the journey not the destination that matters" feeling. The problem with sunsetting as Bungie has proposed us is this: they haven't shown us (recently) that they can make compelling content to get those weapons from. I have no problem retiring my Recluse, or my Luna's Howl, as long as whatever I have to do to get my next great gun is engaging content. This, like Bungie has stated, also avoids power creep, while also giving the players an opportunity to continue playing the game they love in new ways. The biggest problem with that, however, comes from two factors. The seasonal model of content, and the lack of new things being added into the game at a rate that players can explore what new items they like. Seasonal style content has given us thus far: one ok season(undying) one pretty good season(dawn) and one pretty bad season(worthy). Part of the problem is that each season adds a few guns, and to get them, players must grind a horde mode or some similar event to get the new gear. This is boring and repetitive for a game like Destiny, which has such a limited amount of gear to play with, and the enjoyment is in the gameplay. For a game like Warframe, horde modes are fine since players are trying to push the limits of their gear, whereas in Destiny, I want the gameplay to push the limits of my ability to play the game, given that much of the gear is at least decent at conquering what the game throws my way. The second problem combines the issues with the seasonal model and the issues of gear not being added at a good enough rate. Every season, guns are added, and at the end of that season, will be removed from being obtainable. This pushes players with a fear of missing out to play, but it will NOT make them enjoy the content provided. Players will enjoy good content because it is good and engaging, not because they got to play the same horde mode again to get a new round of good weapons. Sunsetting becomes an issue in this context. Bungie, with their transition to a la carte seasons, have stated "don't pay for any content you don't want, you can play whatever interests you" but if they decide to sunset mass amounts of good gear people like to use, then they create a problem should players set the game down for a season or two, then come back later and find they have nothing to work with, and a very limited number of available options to obtain at the time of their return. In truth, weapon sunsetting would be fine if Bungie gave us a large enough loot pool every season that we could enjoy, but if you only like a small variety of weapons, and then sunsetting takes away the old guns you liked, yet the new seasons don't provide good replacements of the same type, you're out of luck. If the loot pool was much deeper, this issue wouldn't be as big due to the fact that each season players are given the opportunity to try several different things, but currently this simply is not the case. A deeper loot pool, combined with good content each season, would make a much better experience.
I understand that Bungie has stated that D2Y2 took a lot out of their team, and I wholeheartedly believe that they are trying to give us at least some content we like. The hard truth is, they no longer have the resources that Activision provided to them in order to make content and keep it coming out. In the off chance Bungie ever sees this post, my number one piece of advice to the team is to just slow down. When it comes to games, quality over quantity is important. I don't care if there's a new season every 90 days if the seasons themselves provide little engagement. The point of an interactive experience is that the player should be able to be engaged in the experience, not feel like they are simply doing chores (like 9 million seraph towers). The game's technical state has also declined quite a bit. This game worked on my old PC before I built a new one, and I was impressed since that thing never ran well on most games. However, I have noticed, in addition to the server and bug related issues, the game just doesn't run as well anymore(at least on PC). I truly love Destiny, it's honestly my favorite game that I have played in recent years, and the Destiny community has provided me with many of my closest friends from gaming, and if you guys at Bungie are struggling to make content at the pace you think you should, just slow it down. You guys can make some truly amazing things from your game. I know you can, I've seen and played it for myself. I am willing to wait longer for more engaging content drops. For more of the old days looking for secrets in the Vault of Glass, for more attempts at decoding binary since I was the only programmer amongst my old Raid team on Xbox One. Even Destiny 2 has shown it can shine. Forsaken was fantastic, but the game has flaws that need some addressing, and I feel that this post is already long enough, so I'd like to just say to Bungie if they somehow see any of these points: learn from your old content what people like and do not like about Destiny. Stop attempting to make Destiny something that it is not with all of the MMORPG style mechanics. Just make Destiny like it has been before. I know it'll never be perfect, but it will always be improving, and that's what's important in evolving a game.

TLDR:
Current content is too bland and repetitive and Bungie keeps trying to make the game into something it isn't, but it isn't working and the game should go back to doing what it does well
EDIT: added TLDR
submitted by Kzungu to DestinyTheGame [link] [comments]

Analysis: Why Kayle is Failing | The legacy of the 9.17 mini-rework

Four months have passed, now I have data to back up what I was saying before.
My arguments then though are still my arguments now. Though, this time I hope to be able to make my points much more clearly understood but I'm afraid it appears I'm unable to deviate from my verbose style of posting.
So what's wrong with Kayle? It's pretty simple. There's nothing about her kit or play-style that defines Kayle as Kayle.
I said it months ago and I'll say it again. The direction they took with Kayle when they capitulated to the people complaining about not getting ranged earlier on 9.17 was straddling the fence. This was a grave mistake. Riot should have invested the time to either make her kit fun when melee and embraced the evolving form of Kayle (my personal preference) or they should have fully embraced the ranged aspect of kit, making her fully ranged at level one and balancing her appropriately around that.
Riot August has said it himself, after the 9.17 changes had settled and her play-rate started to rise. As it turns out, people like to be able to play the game for the first ten minutes of the game...Shocking... Well guess what that hasn't changed? We still want to play the game. We want to be able to farm/trade comparably to at least the weakest early game solo-lane-late-game champions, or barring that to be able to have some interaction with our champion that is completely unique to that champion.
So since Kayle is primarily regarded as a top laner, let's start with the basics.
As top-laners, we need to, in some form, fulfill the role that we have chosen with our chosen champion. We approach this with the expectation that any given top lane champion will excel in some fashion in at least one aspect integral to the position itself. Those criteria in their most basic forms being as follows:
To work in top lane, you don't have to have the capacity to complete all of those functions but, at the very least, you should be able to do one. Barring that, you should bring something extraordinarily unique to the table.
An example of specialized to me would be Quinn, whose kit includes mobility so excessive that she is exempt from taking Teleport to lane and can use combative summoner spells to dominate the laning phase and later use her hyper-mobility to pressure side lanes. But this comes at the expense that if you do not perform well early… well sucks to be you (and your team) come mid/late game.
From what I can tell, Kayle is supposed to fit into this "specialized" section. The most important thing here is that, when you pick a champion who does not fit the normal criteria of the role, they excel MASSIVELY in some aspect to make up for it.
To support my claim that Kayle is intended to fit this group, the 9.5 version of the Kayle rework at least had that uniqueness. We couldn't do anything early whatsoever BUT in exchange for that Kayle's builds were completely fluid. You could build either AD or AP or both. Unlike any other damage focused champion, you were not required to purchase an armor penetration item to maintain your damage output, which further enhanced the versatility of her kit and also allowed her to scale into the game stronger than any other champion in the game.
The big issue people seemed to have with the 9.5 version was that it took until between 15 and 17 minutes for Kayle to be able to play the game and then they’d play catch-up for 2-3 minutes then actually get to have an impact.... That was hardly any fun.
The advantages with the 9.17 Kayle changes are that you now are capable of farming and light harassment/trades at roughly 7 minutes. But the issue still persists: you still don't really get to play the game until you get 2 items… or roughly 15-17 minutes. These changes were paid at the expense of all the aspects of Kayle that made her new kit unique and cool. What is worse is that the aspects of the champion that made her innately function as a unique late game top-laner were removed or significantly nerfed to appeal to a vocal group of bandwagoners. The second they got what they wanted, these same people… surprise, surprise... ditched left us one tricks and enthusiasts with a champion that is a “okay” at everything while the aspects which made her excel in a fashion unique to Kayle, necessary for specialists to be fun to play, were abandoned.
The worst part is that changes performed to her kit changed nothing from the outcome perspective. Her power spikes still align with the same minutes of the game, her win-rate has settled into roughly the same percentile (within 1%) each time she has been altered, once balanced, but she just feels less satisfying to play.
"Well... who cares? Why is that an issue? Why can't you just suck it up or play another champion Justifier? Kayle is at a 51.33% win-rate she's perfectly balanced. Fun is subjective. Just because you don't have fun with her any more doesn't mean other people don't."
Well that's just the thing. It's not just me who holds this opinion. Need proof?
Here's some data of Kayle's in game presence from u.gg a few weeks after the 9.17 changes, taken 9/27/2019 Plenty of time for people to get used to her being ranged at 6. She's at a 52.46% win-rate, 4.6% pick-rate, 1.6% ban-rate.
Those numbers are roughly equal to her game presence statistics before her changes from 9.16 going to 9.17. Here’s Kayle now that she’s been balanced properly after her ranged at 6 changes, 51.33% win-rate 2.7% play-rate, 0.9% ban-rate.
FEWER people enjoy playing Kayle with her ranged at 6 form than when they did with her 9.5-9.16 form, if both iterations are balanced and her win-rate remains stable throughout. We can conclude in my opinion, since her win-rate remains stable throughout all of these changes and nerfs, that it's not because she's "less op" but because people think she's not fun to play.
The next numbers I'd like to look at were taken at her "peak" when she was being recognized as busted due to her abusive playstyle when paired with Kleptomancy and various successful appearances on the Worlds Stage. It took an extraordinary excess of time for her numbers to climb towards their pinnacle having reached a ≈+30% combined play/ban rate nearly whole three whole months after the 9.17 changes having been recognized as busted and picked up and abused by various higher elo players. She still maintained her disgusting presence through nerfs until the season rolled over Craptomancy was finally removed from the game. Why? Because even though Kayle was busted she didn't feel fun to play. The feelgood rewards for playing Kayle didn't match the results of playing Kayle even when she was absolutely busted.
Now here’s the kicker: literally the day that the aspect of her kit that was "abusable" was addressed (finally), what happened to her game presence?
It halved.
At the end of Patch 9.22 Kayle had an 52.76% win-rate, 8.2% pick-rate and a 14.4% ban-rate for a combined 22.6% game presence, the day after? Patch 9.23, preseason patch, Klepomancy removal. A 51.4% win-rate, 4.8% pick-rate, 6.9% ban-rate for a combined 11.7% game presence which further deteriorated to the present.
Patch 10.1, 51.33% win-rate, 2.7% pick-rate and 0.9% ban-rate for a whopping 3.6% presence
Again, her win-rate stayed within a single percent of the win-rate she had before Kleptomancy and that percentile change could more easily be attributed to the change in the games meta on the turn of the season than on Kayle's reliance on Kleptomancy.
We can conclude from this that these people were NOT playing Kayle because she was busted, they were NOT playing Kayle to get free elo. They were playing her because they could finally tolerate her playstyle enough via kleptomancy proxy to validate trading over +50% of their game to have an impact on the last portion of it.
The second that proxy was removed, despite her win-rate maintaining its level even through nerfs, her game presence tanked.
Another interesting observation to point out is that when you look at her play-rates and ban-rates, her ban-rates when she is fun to play with this version of Kayle are always higher than her play-rates.
From this we can determine that when Kayle is even slightly fun to play with this form of a kit for the player piloting Kayle, she's EXTREMELY unfun to play against. Contrast this to 9.5-16 versions of Kayle where I've heard many people describe her kit as being "surprisingly balanced and fun to play against." In my estimation, this is caused because her kit is designed to NOT interact with your opponent. A Kayle playing at their best minimizes interaction with the opposing player. This is frustrating and unfun for Kayle players when she's balanced, frustrating and unfun for her opponents if she even has a perceived (not real) advantage (say kleptomancy stacks)
So here’s an issue:
As it stands, essentially what we have now is Kayle as she was before her initial (9.5) rework, stripped completely of every single thing that made Kayle Kayle. Every point of the game feels worse even when it's better than her pre-9.5 version in a state where when she's actually balanced she's unfun to play as and if even perceived as overtuned extremely unfun to play against
I think because of this it’s fair to ask once again: Were the stated design goals of her rework met?
Stated goals for Kayle's rework:
  1. Make Kayle more fun
  2. Make her auto attacks feel really good
  3. Variance in her pattern
  4. High moments outside of her ultimate
  5. Deliver on the “ranged to melee thing”
1: I have already addressed #1, when balanced no one appears to want to play her and when perceived as strong no one wants to play against her. So, the answer is no.
2: Kayle’s auto attacks excluding her E reset do not feel “really good” or “satisfying” when you smack someone it just feels like you’re hitting them with a wet noodle. This is particularly annoying when every single spell that you cast interrupts your auto attacks and while her E feels good it doesn't feel so good as to make up for the disruptive nature of her other abilities in the flow of her kit. So, #2 is No.
3: Variance in her play pattern.
I’m not sure exactly what this means but I presume this means she is capable of a fluid build style which can adapt to what the opponent is doing in the game by building uniquely. She had this with her 9.5-16 versions but her build style now is completely binary. If you deviate from the standard Gunblade > Nashors > dcap/rageblade, you’ll usually regret it. So, no.
4: High moments outside of her ultimate:
I think that again Kayle had this on her 9.5-16 versions through her late game power spike. Her true damage waves were extremely satisfying to experience when you hit that point in the game. However beyond that I cannot think of (m)any high moments that exclude her ultimate. So, no.
5: Deliver on the “ranged to melee thing”:
Maybe?
I mean the thing with this is that it feels like this rework goal was doggedly pursued at the expense of the other four. Riot chose to preserve this stated goal for some reason at the cost of the other goals. In exchange for “making her auto attacks feel really good” (via her true damage, and early wave attacks/AoE spells[meaning the ability to quickly push lanes early in the game]), we got earlier range.
The issue with this is that Range is regarded as so powerful as to require that she also lose her pattern variance (build fluidity) and extreme late game power spike in exchange for these changes… and the consequence of the loss of those four goals to meet the one is that… well she’s simply not fun. But the worst part is that I think this was a game design that should have never been a goal in the first place... Kayle was never a "melee champion who became ranged" Kayle was a ranged champion, whose attacks were processed as melee. This was an aspect unique to Kayle and demonstrated in her old interaction with Yauso's windwall.
Kayle was a Ranged&Melee champion not a Rangedmelee champion.
But even if you put all of that aside, changing it to range → melee was fine. What is not fine is that I feel most of this last stated goal was ceded when they made Kayle ranged at 6. By removing the struggle of the transition by giving it to players earlier you remove the last vestige of the stated goals of the initial Kayle rework.
Let me ask you this: when someone asks you what exactly makes Kayle Kayle, what do you respond with?
(pre-9.5 Kayle)
To me, what defined Kayle before her rework was "not a single champion in the top lane can match your pushing power early game, late game you were one of the top tier splitters/duelists who can build any item in the game."
Hell, her pushing power was so strong that it was actually her weakness. You couldn't control waves if you even last-hit or traded.
So her identity:
Shover. Versatility. Scaling. Split pusheduelist. Melee&ranged
(9.5-9.16 Kayle)
After her rework, (9.5) it was "not a single champion in the game can outscale you. Not a one. Better beat Kayle before she gets level 3 evolution." or "wait for Kayle to hit 16 guys we've got this!". This unique trait appeared to stem from her true damage wave abilities -- or in short she was unique because of her “purifying waves” which in turn still unlocked her previous identity of being able to build any item in the game. She could run either AP or AD each carrying its own perks and downsides
So her identity:
Versatility. Scaling. SplitpusheTeamfigher. Meleeranged
9.17 Kayle and onward iterations
She's not technically terrible at anything but Laning phase...I guess... But she's good at nothing as well. There is no longer anything about her that stands out in any way whatsoever. She is terrible early and okayish mid game okay late. She’s a decent source of dps and a decent laner when the game starts for her... But that's it. There’s little discernible feeling of payout for the terrible early game you’re still subject to. Sure, her win-rate hits top 3 if the game goes on for 35 minutes. She scales into the game like a monster… but she sure as hell doesn’t feel like it, and it means little to nothing in a meta where the average game time is sub 30 minutes even for unranked players. Kayle’s “unique trait” as a Champion of League of Legends now is “I do a tiny bit of everything at the expense that you will have absolutely no agency and be absolutely miserable for about 10-15 minutes of your game” or in other terms,
So her identity:
Scaling. early grouper.
Jack of all trades and master of none?
She still scales like a monster of course, so I guess you can still say that's part of her unique traits now. But there’s little to no build fluidity (variance), few if any high moments, no great feeling auto attacks.
There appeared to be one single saving grace for this iteration of Kayle’s kit for the general population though... Kleptomancy. Kleptomancy meant so much in my opinion, not because it was simply broken on her (it was certainly perceived as such), but because Kleptomancy was only integral for Kayle’s design to click with the average League player in my estimation because it gave the player the feeling that they were interacting with their opponent during the laning phase enough that people didn't get overwhelmed by the dismal feelings inherently ingrained into her kit
Now that the placebo of interaction of doing something for the first 15 minutes of the game is gone. People have apparently decided, voted if you will, with their time and choices that the design Kayle bring to the table is simply not palatable for the general player.
As a consequence, we can say with some degree of certainty that even if this kind of champion design is perceived as bat-shit busted...People don't touch it. Something HAS to feel satisfying for a significant portion of the game even if it does literally nothing in the grand scheme for players to pick her up.
Those of us left either play because it's what we've always done, or for the "angel" theme which is one of the few aspects of Kayle that remains intact and unique at this point...
This is one of the most iconic Champions in League of Legends. She’s one of the original 17 for crying out loud and it feels terrible to be in a game with her.
It wouldn’t be all that difficult to make her have an extremely satisfying kit even as is.
One example of relatively simple changes that could bring more life to her kit suggested to me in Kayle Mains Discord was changing her E: when you “cast” it, it unlocks the next tier of her ascension for 5-6 seconds. So levels 1-5, you have access to range for 5-6 seconds and range unlocking permanently at level 6; levels 6-10, you have access to your waves for 5-6 seconds and Level 11 your gain full access you your waves when your passive is fully stacked; levels 11-16, your waves could have a % chance to crit for say 25% for 5-6 seconds and level 16 your crit waves chance is doubled (25% → 50%) and when your E is active if your waves crt they deal true damage.
An integration of a small part of her old kit which we know works into the new or the waves AoE is widened/enhanced, remove the true damage and keep the rest if it's too much, or any other plethora of options.
Imagine how satisfying anything like that would be compared to currently when I press E. A high cost high cd low consequence spell, which I can throw one spell at either a minion and get a last hit, or I can throw it at the opponent and deal 50 dmg and then I'm back to the waiting game for my more favorable forms every 8 seconds.
Now I'm not suggesting Riot reverts Kayle's kit, or implements any change suggested above. (That would be super cool but let's be real it's unlikely to happen)
This post's purpose is to serve as a potential source of information for Riot addressing the opinions of people most passionate, regarding the direction pursued to make Kayle a great champion for everyone.
And to cause Riot to take a good hard look at Kayle and make sure that what they're doing and have done is matching their expectations... because it's not matching ours.
TLDR
So why is Kayle failing?
She's failing because the features that made her unique and quirky as a champion were stripped away from her in an attempt to appeal to a larger audience by making her easier to play; without something unique, potentially difficult, cool and quirky ingrained into their kits, champions with extreme trade-offs make people lose interest very quickly.
Addition: Upon suggestion I also posted this on the main League Reddit Thread, Here's a link to that if you want to check out how conversation is going there.
submitted by Justifierna to Kaylemains [link] [comments]

Analysis | Why Kayle is failing

Four months have passed, now I have data to back up what I was saying before.
My arguments then though are still my arguments now. Though, this time I hope to be able to make my points much more clearly understood but I'm afraid it appears I'm unable to deviate from my verbose style of posting.
So what's wrong with Kayle? It's pretty simple. There's nothing about her kit or play-style that defines Kayle as Kayle.
I said it months ago and I'll say it again. The direction they took with Kayle when they capitulated to the people complaining about not getting ranged earlier on 9.17 was straddling the fence. This was a grave mistake. Riot should have invested the time to either make her kit fun when melee and embraced the evolving form of Kayle (my personal preference) or they should have fully embraced the ranged aspect of kit, making her fully ranged at level one and balancing her appropriately around that.
Riot August has said it himself, after the 9.17 changes had settled and her play-rate started to rise. As it turns out, people like to be able to play the game for the first ten minutes of the game...Shocking... Well guess what that hasn't changed? We still want to play the game. We want to be able to farm/trade comparably to at least the weakest early game solo-lane-late-game champions, or barring that to be able to have some interaction with our champion that is completely unique to that champion.
So since Kayle is primarily regarded as a top laner, let's start with the basics.
As top-laners, we need to, in some form, fulfill the role that we have chosen with our chosen champion. We approach this with the expectation that any given top lane champion will excel in some fashion in at least one aspect integral to the position itself. Those criteria in their most basic forms being as follows:
To work in top lane, you don't have to have the capacity to complete all of those functions but, at the very least, you should be able to do one. Barring that, you should bring something extraordinarily unique to the table.
An example of specialized to me would be Quinn, whose kit includes mobility so excessive that she is exempt from taking Teleport to lane and can use combative summoner spells to dominate the laning phase and later use her hyper-mobility to pressure side lanes. But this comes at the expense that if you do not perform well early… well sucks to be you (and your team) come mid/late game.
From what I can tell, Kayle is supposed to fit into this "specialized" section. The most important thing here is that, when you pick a champion who does not fit the normal criteria of the role, they excel MASSIVELY in some aspect to make up for it.
To support my claim that Kayle is intended to fit this group, the 9.5 version of the Kayle rework at least had that uniqueness. We couldn't do anything early whatsoever BUT in exchange for that Kayle's builds were completely fluid. You could build either AD or AP or both. Unlike any other damage focused champion, you were not required to purchase an armor penetration item to maintain your damage output, which further enhanced the versatility of her kit and also allowed her to scale into the game stronger than any other champion in the game.
The big issue people seemed to have with the 9.5 version was that it took until between 15 and 17 minutes for Kayle to be able to play the game and then they’d play catch-up for 2-3 minutes then actually get to have an impact.... That was hardly any fun.
The advantages with the 9.17 Kayle changes are that you now are capable of farming and light harassment/trades at roughly 7 minutes. But the issue still persists: you still don't really get to play the game until you get 2 items… or roughly 15-17 minutes. These changes were paid at the expense of all the aspects of Kayle that made her new kit unique and cool. What is worse is that the aspects of the champion that made her innately function as a unique late game top-laner were removed or significantly nerfed to appeal to a vocal group of bandwagoners. The second they got what they wanted, these same people… surprise, surprise... ditched left us one tricks and enthusiasts with a champion that is a “okay” at everything, while the aspects which made her excel in a fashion unique to Kayle necessary for a specialist to be fun to play were abandoned.
The worst part is that changes performed to her kit changed nothing from the outcome perspective. Her power spikes still align with the same minutes of the game, her win-rate has settled into roughly the same percentile (within 1%) each time she has been altered, once balanced, but she just feels less satisfying to play.
"Well... who cares? Why is that an issue? Why can't you just suck it up or play another champion Justifier? Kayle is at a 51.33% win-rate she's perfectly balanced. Fun is subjective. Just because you don't have fun with her any more doesn't mean other people don't."
Well that's just the thing. It's not just me who holds this opinion. Need proof?
Here's some data of Kayle's in game presence from u.gg a few weeks after the 9.17 changes, taken 9/27/2019 Plenty of time for people to get used to her being ranged at 6. She's at a 52.46% win-rate, 4.6% pick-rate, 1.6% ban-rate.
Those numbers are roughly equal to her game presence statistics before her changes from 9.16 going to 9.17. Here’s Kayle now that she’s been balanced properly after her ranged at 6 changes, 51.33% win-rate 2.7% play-rate, 0.9% ban-rate.
FEWER people enjoy playing Kayle with her ranged at 6 form than when they did with her 9.5-9.16 form, if both iterations are balanced and her win-rate remains stable throughout. We can conclude in my opinion, since her win-rate remains stable throughout all of these changes and nerfs, that it's not because she's "less op" but because people think she's not fun to play.
The next numbers I'd like to look at were taken at her "peak" when she was being recognized as busted due to her abusive playstyle when paired with Kleptomancy and various successful appearances on the Worlds Stage. It took an extraordinary excess of time for her numbers to climb towards their pinnacle having reached a ≈+30% combined play/ban rate nearly whole three whole months after the 9.17 changes having been recognized as busted and picked up and abused by various higher elo players. She still maintained her disgusting presence through nerfs until the season rolled over Craptomancy was finally removed from the game. Why? Because even though Kayle was busted she didn't feel fun to play. The feelgood rewards for playing Kayle didn't match the results of playing Kayle even when she was absolutely busted.
Now here’s the kicker: literally the day that the aspect of her kit that was "abusable" was addressed (finally), what happened to her game presence?
It halved.
At the end of Patch 9.22 Kayle had an 52.76% win-rate, 8.2% pick-rate and a 14.4% ban-rate for a combined 22.6% game presence, the day after? Patch 9.23, preseason patch, Klepomancy removal. A 51.4% win-rate, 4.8% pick-rate, 6.9% ban-rate for a combined 11.7% game presence which further deteriorated to the present.
Patch 10.1, 51.33% win-rate, 2.7% pick-rate and 0.9% ban-rate for a whopping 3.6% presence
Again, her win-rate stayed within a single percent of the win-rate she had before Kleptomancy and that percentile change could more easily be attributed to the change in the games meta on the turn of the season than on Kayle's reliance on Kleptomancy.
We can conclude from this that these people were NOT playing Kayle because she was busted, they were NOT playing Kayle to get free elo. They were playing her because they could finally tolerate her playstyle enough via kleptomancy proxy to validate trading over +50% of their game to have an impact on the last portion of it.
The second that proxy was removed, despite her win-rate maintaining its level even through nerfs, her game presence tanked.
Another interesting observation to point out is that when you look at her play-rates and ban-rates, her ban-rates when she is fun to play with this version of Kayle are always higher than her play-rates.
From this we can determine that when Kayle is even slightly fun to play with this form of a kit for the player piloting Kayle, she's EXTREMELY unfun to play against. Contrast this to 9.5-16 versions of Kayle where I've heard many people describe her kit as being "surprisingly balanced and fun to play against." In my estimation, this is caused because her kit is designed to NOT interact with your opponent. A Kayle playing at their best minimizes interaction with the opposing player. This is frustrating and unfun for Kayle players when she's balanced, frustrating and unfun for her opponents if she even has a perceived (not real) advantage (say kleptomancy stacks)
So here’s an issue:
As it stands, essentially what we have now is Kayle as she was before her initial (9.5) rework, stripped completely of every single thing that made Kayle Kayle. Every point of the game feels worse even when it's better than her pre-9.5 version in a state where when she's actually balanced she's unfun to play as and if even perceived as overtuned extremely unfun to play against
I think because of this it’s fair to ask once again: Were the stated design goals of her rework met?
Stated goals for Kayle's rework:
  1. Make Kayle more fun
  2. Make her auto attacks feel really good
  3. Variance in her pattern
  4. High moments outside of her ultimate
  5. Deliver on the “ranged to melee thing”
1: I have already addressed #1, when balanced no one appears to want to play her and when perceived as strong no one wants to play against her. So, the answer is no.
2: Kayle’s auto attacks excluding her E reset do not feel “really good” or “satisfying” when you smack someone it just feels like you’re hitting them with a wet noodle. This is particularly annoying when every single spell that you cast interrupts your auto attacks and while her E feels good it doesn't feel so good as to make up for the disruptive nature of her other abilities in the flow of her kit. So, #2 is No.
3: Variance in her play pattern.
I’m not sure exactly what this means but I presume this means she is capable of a fluid build style which can adapt to what the opponent is doing in the game by building uniquely. She had this with her 9.5-16 versions but her build style now is completely binary. If you deviate from the standard Gunblade > Nashors > dcap/rageblade, you’ll usually regret it. So, no.
4: High moments outside of her ultimate:
I think that again Kayle had this on her 9.5-16 versions through her late game power spike. Her true damage waves were extremely satisfying to experience when you hit that point in the game. However beyond that I cannot think of (m)any high moments that exclude her ultimate. So, no.
5: Deliver on the “ranged to melee thing”:
Maybe?
I mean the thing with this is that it feels like this rework goal was doggedly pursued at the expense of the other four. Riot chose to preserve this stated goal for some reason at the cost of the other goals. In exchange for “making her auto attacks feel really good” (via her true damage, and early wave attacks/AoE spells[meaning the ability to quickly push lanes early in the game]), we got earlier range.
The issue with this is that Range is regarded as so powerful as to require that she also lose her pattern variance (build fluidity) and extreme late game power spike in exchange for these changes… and the consequence of the loss of those four goals to meet the one is that… well she’s simply not fun. But the worst part is that I think this was a game design that should have never been a goal in the first place... Kayle was never a "melee champion who became ranged" Kayle was a ranged champion, whose attacks were processed as melee. This was an aspect unique to Kayle and demonstrated in her old interaction with Yauso's windwall.
Kayle was a Ranged&Melee champion not a Rangedmelee champion.
But even if you put all of that aside, changing it to range → melee was fine. What is not fine is that I feel most of this last stated goal was ceded when they made Kayle ranged at 6. By removing the struggle of the transition by giving it to players earlier you remove the last vestige of the stated goals of the initial Kayle rework.
Let me ask you this: when someone asks you what exactly makes Kayle Kayle, what do you respond with?
(pre-9.5 Kayle)
To me, what defined Kayle before her rework was "not a single champion in the top lane can match your pushing power early game, late game you were one of the top tier splitters/duelists who can build any item in the game."
Hell, her pushing power was so strong that it was actually her weakness. You couldn't control waves if you even last-hit or traded.
So her identity:
Shover. Versatility. Scaling. Split pusheduelist. Melee&ranged
(9.5-9.16 Kayle)
After her rework, (9.5) it was "not a single champion in the game can outscale you. Not a one. Better beat Kayle before she gets level 3 evolution." or "wait for Kayle to hit 16 guys we've got this!". This unique trait appeared to stem from her true damage wave abilities -- or in short she was unique because of her “purifying waves” which in turn still unlocked her previous identity of being able to build any item in the game. She could run either AP or AD each carrying its own perks and downsides
So her identity:
Versatility. Scaling. SplitpusheTeamfigher. Meleeranged
9.17 Kayle and onward iterations
She's not technically terrible at anything but Laning phase...I guess... But she's good at nothing as well. There is no longer anything about her that stands out in any way whatsoever. She is terrible early and okayish mid game okay late. She’s a decent source of dps and a decent laner when the game starts for her... But that's it. There’s little discernible feeling of payout for the terrible early game you’re still subject to. Sure, her win-rate hits top 3 if the game goes on for 35 minutes. She scales into the game like a monster… but she sure as hell doesn’t feel like it, and it means little to nothing in a meta where the average game time is sub 30 minutes even for unranked players. Kayle’s “unique trait” as a Champion of League of Legends now is “I do a tiny bit of everything at the expense that you will have absolutely no agency and be absolutely miserable for about 10-15 minutes of your game” or in other terms,
So her identity:
Scaling. early grouper.
Jack of all trades and master of none?
She still scales like a monster of course, so I guess you can still say that's part of her unique traits now. But there’s little to no build fluidity (variance), few if any high moments, no great feeling auto attacks.
There appeared to be one single saving grace for this iteration of Kayle’s kit for the general population though... Kleptomancy. Kleptomancy meant so much in my opinion, not because it was simply broken on her (it was certainly perceived as such), but because Kleptomancy was only integral for Kayle’s design to click with the average League player in my estimation because it gave the player the feeling that they were interacting with their opponent during the laning phase enough that people didn't get overwhelmed by the dismal feelings inherently ingrained into her kit
Now that the placebo of interaction of doing something for the first 15 minutes of the game is gone. People have apparently decided, voted if you will, with their time and choices that the design Kayle bring to the table is simply not palatable for the general player.
As a consequence, we can say with some degree of certainty that even if this kind of champion design is perceived as bat-shit busted...People don't touch it. Something HAS to feel satisfying for a significant portion of the game even if it does literally nothing in the grand scheme for players to pick her up.
Those of us left either play because it's what we've always done, or for the "angel" theme which is one of the few aspects of Kayle that remains intact and unique at this point...
This is one of the most iconic Champions in League of Legends. She’s one of the original 17 for crying out loud and it feels terrible to be in a game with her.
It wouldn’t be all that difficult to make her have an extremely satisfying kit even as is.
One example of relatively simple changes that could bring more life to her kit suggested to me in Kayle Mains Discord was changing her E: when you “cast” it, it unlocks the next tier of her ascension for 5-6 seconds. So levels 1-5, you have access to range for 5-6 seconds and range unlocking permanently at level 6; levels 6-10, you have access to your waves for 5-6 seconds and Level 11 your gain full access you your waves when your passive is fully stacked; levels 11-16, your waves could have a % chance to crit for say 25% for 5-6 seconds and level 16 your crit waves chance is doubled (25% → 50%) and when your E is active if your waves crt they deal true damage.
An integration of a small part of her old kit which we know works into the new or the waves AoE is widened/enhanced, remove the true damage and keep the rest if it's too much, or any other plethora of options.
Imagine how satisfying anything like that would be compared to currently when I press E. A high cost high cd low consequence spell, which I can throw one spell at either a minion and get a last hit, or I can throw it at the opponent and deal 50 dmg and then I'm back to the waiting game for my more favorable forms every 8 seconds.
Now I'm not suggesting Riot reverts Kayle's kit, or implements any change suggested above. (That would be super cool but let's be real it's unlikely to happen)
This post's purpose is to serve as a potential source of information for Riot addressing the opinions of people most passionate, regarding the direction pursued to make Kayle a great champion for everyone.
And to cause Riot to take a good hard look at Kayle and make sure that what they're doing and have done is matching their expectations... because it's not matching ours.
TLDR
So why is Kayle failing?
She's failing because the features that made her unique and quirky as a champion were stripped away from her in an attempt to appeal to a larger audience by making her easier to play; without something unique, potentially difficult, cool and quirky ingrained into their kits, champions with extreme trade-offs make people lose interest very quickly.
Check out what other Kayle Mains are saying about this
submitted by Justifierna to leagueoflegends [link] [comments]

TokenClub Bi-Weekly Report — Issue 114(5.4–5.17)

TokenClub Bi-Weekly Report — Issue 114(5.4–5.17)

https://preview.redd.it/kkhj7agzz5251.png?width=875&format=png&auto=webp&s=f47007e7923d8f40d98e3ba7d08a31c3729a0bd3
Hello everyone, thank you for your continued interest and support. In the past two weeks, various tasks of TokenClub have been progressing steadily. The product development and community operation progress this week are as follows:
1. TokenClub Events
1)TokenClub & 499Block reached strategic cooperation in live broadcasting
On May 28th, TokenClub and 499Block reached a strategic cooperation to jointly build a live broadcast ecosystem in the vertical field of blockchain.
2)520e events
When 520 comes, TokenClub launches live interactive interaction. During the event, participate in interactive questions in the live broadcast room or forward the live poster to Twitter and the telegram group, and upload a screenshot to have the opportunity to extract 520, 1314 red envelope rewards

https://preview.redd.it/apyee28406251.png?width=1080&format=png&auto=webp&s=9c9798db931ad6611d6c258907120610ae11ff11

3)Text version of live content is abailable on Medium
In order to better understand the live broadcast of TokenClub by overseas communities, we translated the live broadcast content into English and uploaded it to TokenClub’s Medium official account, so that the community’s small partners can view it.


https://preview.redd.it/hhmu3pl506251.png?width=1080&format=png&auto=webp&s=fae9d42dcdee9d079219d1ffe612fc573bad01e8
4)Preview: TokenClub’s self-media grandma is invited to participate in the golden financial theme live event
From May 29th to June 4th, Golden Finance will hold a five-day live broadcast of the theme of “Finding Double Coins”. Grandpa Coin will express his views on June 3, welcome to pay attention.

2.TokenClub Live
1) Summary
Recently, Binance Co-founder He Yi, TRON founder Sun Yuchen, Hobbit HBTC founder Ju Jianhua, OSL chairman Dave, BlockVC founding partner Xu Yingkai, Outlier Ventures founder amie Burke, Bitribe founder SKY, CryptoBriefing CEO Han Kao , Huarai Group / Vice President, Global Market and Business Leader Ciara, Guosheng Securities Blockchain Research Institute Sun Shuang, Tongtongtong Research Institute CEO Song Shuangjie, Jin Tiancheng Law Firm Senior Partner Yu Bingguang, Binance China Jiang Jinze, principal researcher of Blockchain Research Institute, Meng Yan, vice president of Digital Asset Research Institute, co-founder of Primitive Ventures & director of Coindesk advisory board-Dovey Wan, founding partner of Genesis Capital & co-founder of Kushen Wallet Ocean Liao Yangyang, Binance C2C-Kathy, Binance OTC-Coco, Binance Contract & Options-Justin, Binance VIP-Jennifer, Binance Broker-Jess, Binance Mining Pool-Denny, Harbin Institute of Technology Blockchain Research Executive Deputy Director Xu Zhifeng, dForce founder Yang Mindao, Mars Finance co-founder Shang Silin, Cobo & Yuchi co-founder Shenyu, well-known investor Xu Zhe, CasperLabs CEO Mrinal Manohar, CasperLabs co-founder Scott Walker, Chairman of Rock Tree Omer Ozden, Nova Club incubation team leader & Waterdrop Capital partner Zheng Yushan, Rolling Stone miner founder Alex Lam, BitUniverse coin founder Chen Yong, Odaily Planet Daily founder and CEO Mandy Wang Mengdie, Binance stablecoin BUSD project responsible Helen Tu and senior expert of TokenClub blockchain and cryptocurrency investment strategy-Zao Shen talks with you about blockchain things ~
On May 18, Block 101 Binance Key Account Manager Luna talked to Primitive Ventures co-founder, non-profit bitcoin development fund Hardcore Fund executive director, and Coindesk advisory board director-Dovey Wan, to understand “C and C How is the Goddess of Crypto Assets made? “Dovey Wan shared with us on asset allocation, investment judgment, entrepreneurship, DCEP, etc.


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On May 19, Block 101 Yingge talked with Sun Zeyu, the founding partner of Genesis Capital and co-founder of Kushen Wallet, to share the theme of “Blockchain Investment Experience”. This investor, who is rated as “reliable” by insiders, recommends that novices try not to touch contracts, do not stay overnight even when making contracts, be alert to risks, refuse gambling, and rationally analyze investments.

On May 20th, 499Block ’s two-year birthday carnival “Global Hot Chain, Keeping Together for Every Year” celebration was held in the TokenClub Live Room. The cross-border AMA Solitaire + popular day group anchor live video sharing, including Binance Co-founder He Yi, TRON founder Sun Yuchen, Hobbit HBTC founder Ju Jianhua, OSL chairman Dave, BlockVC founding partner Xu Yingkai, Outlier Ventures founder amie Burke, Bitribe founder SKY, CryptoBriefing CEO Han Kao, Huobi Group / Vice President Global Markets and Dozens of blockchain leaders from home and abroad, such as Ciara, the business leader, all appeared on the scene, and 499Block became a popular beauty angel group to help the interactive host.


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On May 20, Sun Shuang, senior researcher of Guosheng Securities Blockchain Research Institute, Song Shuangjie, Jin Tong, CEO of Tongzhengtong Research Institute were jointly invited by Lingang Xinyefang, Lingang Innovation Management School, and Binance China Blockchain Research Institute. Tian Bingguang Senior Partner Yu Bingguang, Binance China Blockchain Research Institute Chief Researcher Jiang Jinze, Vice President of Digital Assets Research Institute Meng Yan, and many experts talked about the “Critical Digital RMB DCEP” in the live broadcast, one A feast of intertwined thoughts is worth watching again!

On May 21st, Ocean Liao Yangyang, the founder of Block 101 Seven Seven Dialogue Force Field, focused on the “big enlightenment era of digital assets”, Ocean shared with us his entrepreneurial experience, the first pot of gold, public chain, currency circle and Analysis of the current market. Regarding the future of Bitcoin, Ocean feels that he can work hard towards the direction of digital gold and become a substitute or supplement for gold. He is determined to see more, because the ceiling of the entire industry is very high, and he still cannot see its end point. The index level is rising, far from being over.

On May 22, “In the name of the Pizza Festival, we came to a different live broadcast” Bringing Goods “”, which was organized by the girls in the 101-day group of the block: June 6, July 7, Sisi, Yingge, Qianjiangyue , Dialogue: Binance First Sister, Binance C2C-Kathy, Binance OTC-Coco, Binance Contract & Options-Justin, Binance VIP-Jennifer, Binance Broker-Jess, Binance Mining Pool-Denny. We have explained to us one by one about C2C, OTC, contract options, etc. If you are interested, please move to the live room.


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On May 22, Block 101 Sisi Dialogue Xu Zhifeng, executive deputy director of the Blockchain Research Center of Harbin Institute of Technology, shared the theme: “Strategy of Great Powers: Seizing New Highlands of Blockchain Technology”. He expressed his views on his own currency circle experience, entrepreneurship, blockchain technology, DECP, etc. Xu Zhifeng is very optimistic about the future development of blockchain. He said: “Ten years later, blockchain will become a very common industry. We are the Internet industry and have never changed.”

On May 23, the old Chinese doctor Zao Shen from the coin circle went online ~ The theme of this issue: If you want to be short, you must be able to sing first, and if you want to be long, you must be patient. If the meal is not fragrant, the game is not good, and the happiness of the past has drifted into the distance, just because the daily reading is still a loss, and the head is hurt. Don’t panic, the old Chinese doctor Zao Shen of the currency circle will adopt the Trinity Interventional Therapy and precise care to regenerate life. Don’t move quickly to the live room to see what “therapy” is.

On May 25, Block 101, July 7th conversation with dForce founder Yang Mindao, talked about “DeFi opportunities and challenges.” Yang Mindao believes that the four biggest benefits of DeFi are: programmability; non-custodial nature; non-licensing; composability. He believes that the current public chain market is seriously homogenized, and the most promising public chain is Ethereum. Ethereum is the best and largest in terms of developer group, ecology, and technological evolution, and can absorb the advantages of each public chain. At the same time, he is also extremely optimistic about DeFi, “DeFi application value is gradually verified, and the value of this type of token will gradually become more prominent.”

On May 26th, Mars Finance co-founder Shang Silin Hardcore Dialogue Cobo & Yuchi co-founder Shenyu and well-known investor Xu Zhe. The trend of “financialization” in the digital asset industry is becoming more and more obvious, and the friends of miners need to master more and more skills. Unveiling the mystery of hedging for everyone.

On May 26th, Nova Superstar Dialogue Phase 13 focused on the Silicon Valley star project CasperLabs, specially invited CasperLabs CEO Mrinal Manohar, CasperLabs co-founder Scott Walker, Rock Tree chairman Omer Ozden, and Nova Club incubation team leader Water Capital Partners Zheng Yushan, discuss CasperLbs together.
On May 26, Block 101 Sisi talked with the founder of the Rolling Stone Miner, Alex Lam, and took us into the “post-worker life” of a PhD in finance. Alex shared the reasons for entering the coin circle, the first pot of gold, mining, pitted pits, investment experience and opportunities in the digital currency industry. Alex said: Bitcoin exceeds US $ 100,000, and it will be in the second half of next year or the year after.
On May 27th, Block 101 Yingge talked with BitUniverse founder Chen Yong and shared the theme: “Who” needs grid trading. Chen Yong mainly introduced the currency trading tool of Bitcoin. In his view, grid trading has changed an investor’s concept-from stud into a batch of positions and positions. Regarding the price of Bitcoin, Chen Yong believes that the price of Bitcoin may reach one hundred thousand dollars around 2030.

On May 28, Block 101 Binance Mining Pool Wu Di talked to Mandai Wang Mengdie, founder of Planet Daily Odaily, to learn more about the process of “media entrepreneurs marching into the blockchain from venture capital circles”. Mandy believes that the core competence in the media industry is high-quality original content, which is the most basic but difficult to stick to. The initial focus of entering the mixed media industry of the dragon and dragon is to focus and amplify value.

On May 29th, Block 101 Qianjiangyue Dialogue Hellen Tu, the project leader of Binance Stablecoin BUSD project, talked with everyone about the stablecoin “Life and Death”, Hellen shared the stablecoin in detail, and published his own the opinion of. For details, please move to the live room.

On May 30th, Zaoshen came to share the theme: Dongfeng blowing, bullets flying, unlimited chase? In this issue, Zao Shen shared with you the recent international financial situation and various major events in the United States in the past week, which extended to the impact on the currency circle and answered various questions about investment strategies. Friends who want to know more details can move to the live room of Zao Shen.
3.TokenClub operation data
-Live data: 13 live broadcasts in the past two weeks, with over 800,000 views. TokenClub hosted a total of 870 live broadcasts with a total of 45.06 million views.
-Binary trade data: In the past two weeks, guess the rise and fall to participate in a total of 1268 times, the amount of participation exceeded 2 million TCT. At present, it is guessed that the rise and fall function has participated in a total of 1.11 million times, with a cumulative participation amount of 498 million TCT.
-Chat data: In the past two weeks, a total of 19271 messages have been generated. A total of 4.85 milliom messages have been launched since the function was launched.
-Mini-game data: The mini-game has participated in a total of 4212 times in the past two weeks. A total of 1,66 million self-functions have been online.
-Cut leeks game data together: Since the game was launched, the total number of user participation in the game was 962612 TCT total consumption was 6,27 million gift certificate total consumption was 15,95million and TCT mining output was 161496.
-TokenClub KOL data: Over the past two weeks, the total reading volume of the BTCGrandpa article has been viewed by more than 300,000 people.
-Social media data: At present, the number of Weibo official accounts is 18033 and the number of Twitter followers is 1332 and we have opened the official Medium account this week, welcome to follow.
-Telegram official group data: In the past 2 weeks, there were 238 chats in the group, and the total number of Telegram official groups is currently 2906.
-Medium data: Medium official account u/TokenClub has published 5 excellent articles, official announcements and updates are published in English, welcome to follow.
4.Communities
1)Overseas Community
TokenClub held an event for forwarding Twitter and telegram group chats for overseas users. Bitcoin halved in less than two weeks, overseas users are more active in the telegram group, and some friends are more concerned about Binance Block 101 live broadcast, aggregation exchange, TCT usage and other issues, the administrator responded in time.On May 12th, when Bitcoin was halved, TokenClub organized a forwarding Twitter, telegram group chat prize event and participating in a live question asking interactive prize event for overseas users. There are many live broadcast events in the near future. The live broadcast poster information will be released to overseas users as soon as possible. The follow-up TokenClub will translate and broadcast high-quality live broadcast content to Twitter and Medium. Bitcoin halved, overseas users are more active in the telegram group, and some partners are more concerned about block 101 live broadcast, bitcoin future price trend, TCT usage and other issues, the administrator responded in time in the group.


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2)Domestic community
Sweet Orange Club Weekly News
Last Friday, a holiday, the community opened the red envelope rain event, and brought a sincere gift to everyone while relaxing in the holiday. At the same time, it also sent the most sincere blessings to all mothers in the community on Mother’s Day. Thank you for your long-term support and help to the Orange Club community.

Hundred-day scheduled investment event (Phase II)
The fourth week of the second 100-day fixed investment plan held this week has been awarded, and everyone is still very active in this event. This week, the Bitcoin halving market was also opened in advance. The small partners participating in the fixed investment should now have a certain floating win, so we adopt the correct cycle investment strategy to believe that it can bring unexpected benefits to everyone.
Sign in the lottery.
On the evening of May 3rd and May 10th, TCT Fortune Free Academy carried out the 51st and 52nd week sign-in sweepstakes, and rewarded the small TCT partners who had always insisted on signing in. In these two sign-in sweepstakes, the lucky friends received 20–180TCT as a reward. In addition, during the lucky draw, the college friends also actively expressed their opinions on the topic of this year’s bull market.

The Leek Paradise Community Conference will continue as usual every Sunday at 20:00. During the conference, members will discuss recent hot topics, including gifts and blessings for Mother ’s Day, and the halving of Bitcoin everyone is paying attention to. At the end, the friends in the group also showed a rare enthusiasm at the first sight. It seems that the market still affects the mood. The members routinely started a red envelope rain to cheer for the participating partners and encourage everyone to maintain patience and confidence. Of course, at the same time, we are encouraging ourselves to see the community meeting next week. Come on!

TokenClub volunteer community, sign in red envelopes every day, as long as you sign in every day, you can get good benefits, friends join us quickly! In the past two weeks, the community has conducted active partners.
Volunteer community: Change to the currency circle consultation and pass the analysis of Grandma Coin and Panda analysts, support TokenClub in action, and continue to vote for TCT. In the last month, we have worked hard to learn the rain god’s strategy. We have doubled the coins in our hands. The community WeChat group has recently injected fresh students. We look forward to more people joining! Volunteer community, will continue to work hard for TokenClub
TCT has been listed on Binance、Okex、Gate.io、ZB-M、MXC、Biki、Coinex、BigOne、Coinbene、Cybex、SWFT、Loopring、Rootrex etc.
TokenClub website: www.tokenclub.com
Telegram:https://t.me/token\_club
submitted by tokenclubtct to u/tokenclubtct [link] [comments]

Dota IMBA 7.19g (plus Spring Cleaning 2020 Part 1)

So...this was originally meant to just be a bug-fix patch, but Valve dropped Patch 7.25 on the day that I expected to put this up. Not wanting to delay any of those changes for two or more weeks, I took most of the day to hastily shove in many of the vanilla changes, so this ends up being a standard balance patch, with a LOT of bug-fixes...
As fixing bugs inadvertently results in other bugs emerging (especially with a bunch of new stuff being added), I encourage players to continue reporting any discrepancies they run into. The Discord has a #spring_cleaning_bugs channel where these reports are consolidated and quickly addressed, so feel free to stop by and let us know how we can continue to improve the game.
As mentioned, this patch implements a majority of the standard Patch 7.25 changes. More "personalized" changes are still scheduled for Dota IMBA 7.20.

General

Neutral Items

Heroes

Bounty Hunter

Shuriken Toss
Jinada
Talents

Chaos Knight

Reality Rift

Clinkz

Death Pact

Dark Seer

Surge
Talents

Dazzle

Bad Juju

Earth Spirit

Talents

Elder Titan

Talents

Ember Spirit

Searing Chains

Enigma

Black Hole
Talents

Grimstroke

Phantom's Embrace
Talents

Gyrocopter

Flak Cannon
Call Down

Juggernaut

Blade Dance

Kunkka

Talents

Lich

Talents

Lycan

Shapeshift

Mars

God's Rebuke

Mirana

Sacred Arrow

Nature's Prophet

Wrath of Nature

Night Stalker

Talents

Pudge

Flesh Heap

Pugna

Nether Ward
Life Drain

Queen of Pain

Shadow Strike
Sonic Wave

Sand King

Caustic Finale
Epicenter

Silencer

Talents

Sniper

Assassinate

Spectre

Shadow Step

Spirit Breaker

Techies

Talents

Templar Assassin

Psionic Projection

Ursa

Overpower
Fury Swipes
Enrage

Vengeful Spirit

Magic Missile

Visage

Soul Assumption

Warlock

Shadow Word
Talents

Weaver

Shukuchi

Witch Doctor

Paralzying Cask
Death Ward

Items

Abyssal Blade

Bloodthorn

Boots of Travel

Boots of Travel (Level 2)

Buckler

Crimson Guard

Crystalys

Ethereal Blade

Force Staff

Hurricane Pike

Iron Talon

Kaya and Sange

Necronomicon Series

Nullifier

Nullifier EX

Pipe of Insight

Poor Man's Shield

Silver Edge

Vanguard

Veil of Discord

Yasha and Kaya

Bugfixes / Miscellaneous

Minor Patch for Wednesday, March 18th, 2020

Bugfixes / Miscellaneous

  • Ember Spirit: Rough fix for Fire Remnant charges being inconsistent when manipulating having Aghanim's Scepter in inventory
  • Eul's Scepter of Divinity: Fixed both versions having separate cooldowns
  • Gyrocopter: Fixed Call Down cooldown not being updated as per patch notes
  • Nullifier: Fixed both versions having separate cooldowns
Minor Patch #2 for Wednesday, March 18th, 2020

Bugfixes / Miscellaneous

  • Centaur Warrunner: Minor improvements to Hoof Stomp's Gladiators' Pit logic
  • Centaur Warrunner: Fixed Retaliate's damage return not being affected by spell amplification
  • Centaur Warrunner: Fixed Retaliate being able to get charge stacks while the damage buff is active
  • Centaur Warrunner: Retaliate's Remnants of Return now sources the strength bonus from the modifier owner instead of the aura owner
  • Centaur Warrunner: Fixed Retaliate's Bulging Hide using a custom block system instead of the standard (and potentially not working)
  • Centaur Warrunner: Fixed Level 10 Talent "+100% Double Edge Shake It Off" not working, instead increasing Retaliate's Remnants of Return strength percentage by 1%
  • Centaur Warrunner: Level 25 Talent "Retaliate Upgrade" no longer triggers Bulging Hide from spell damage
  • Satanic: Attempted fix for lifesteal unocassionally not working
  • Tidehunter: Fixed Kraken Shell's Aqueous Leviathan not immediately updating health values due to strength changes
  • Tidehunter: Fixed Level 15 Talent "-25% Anchor Smash Damage Reduction" not showing on client-side
submitted by Altivu to dotaimba [link] [comments]

Why Trade One-Touch Binary Options? - Abe Cofnas Webinar - Vantage FX How to trade Binary Options for beginners - Binary Options 101 Touch options using Binary Options Winning Formula GTOptions -- How to Trade One Touch Binary Options How to Trade Binary Options Successfully 2020

The touch trade variants. There are two varieties to the Touch trade. Touch/No Touch trade where the trader is given a price target and has to determine if the asset will touch the price target or not. One Touch trade, where the trader is presented with two strike prices, one above and another below the market price. Some platforms refer to One-Touch Binary Options Explained. With the one-touch binary option trade, the binary options trader selects a strike price above or below the current market price as well as an expiration time. The broker will offer him a payout percentage corresponding to his selection. Trading Touch Binary Options. Binary options are becoming increasingly popular. This is because they are relatively easy to trade, once you get the hang of it. Additionally, there are different types of binary options that appeal to many different traders. One of the more interesting types of binary option is the touch binary option. One Touch Binary Options. In the world of binary options, there are a variety of structures which are designed to take advantage of any one particular scenario. This gives the trader a choice of option in order to best reflect his/her view of the market or particular asset. Touch Options Explained. The ‘binary’ element of the One Touch option remains, as does the limited risk. In order for a “Touch” option to finish in the money; the asset value must touch, or go beyond, the barrier (or ‘target’) level at least once prior to the expiry of the option.

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Why Trade One-Touch Binary Options? - Abe Cofnas Webinar - Vantage FX

OTC Market trade in Binary options Candle Stick Psychology - Duration: 6:16. DAY TRADERS 63 views. 6:16. How To Trade with reversal points in binary options - Duration: 5:29. Forex & Binary Options expert Abe Cofnas looks at One Touch Binary Options - one of the faster growing trading instruments worldwide. He will also cover key fundamentals to give you the best ... http://bit.ly/1b2e0Ls -- In this video, One Touch options are explained including what makes them unique from traditional binary options. A One Touch Option ... http://binaryoptions-0-1.net This is an illustrative video showing exactly how to trade the Touch type Binary Options using the -Binary Options Winning Formu... Disclaimer: according to the CFTC rules, American traders should not trade binary options. Investing in CFDs involves a certain level of risk, so a potential or complete loss may be the result of ...

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