Binary Option Tricks And Strategies - MAKE MONEY TRADING ...

Binary Options Tips and Tricks - Real Trading Strategy

Binary Options Tips and Tricks - Real Trading Strategy submitted by ultimatefxtools to u/ultimatefxtools [link] [comments]

Win a losing trade using Re-entry trick || Binary options 2020

Win a losing trade using Re-entry trick || Binary options 2020 submitted by tradewithbot to binaryoptions [link] [comments]

Win a losing trade using Re-entry trick || Binary options 2020

Win a losing trade using Re-entry trick || Binary options 2020 submitted by tradewithbot to u/tradewithbot [link] [comments]

[Just Launched] Options Domination Binary Trading - [Amazing System] - True Risk Free Trades! [New for 2015]

Many brokers or services will market something called “risk free” trades in which a certain number of your first trades you can get your money back should the signals they give you prove to be of bad quality. In most cases there are many regulations that require you to keep investing a certain amount before you can withdraw your “risk free” trades. This is the sign of a bad signal provider that probably makes more money selling their signals then they do actually implementing them themselves.
In our case study of the system we won 5 out of 7 of the trades and pocketed $250 in profit which is a 25% return on a small investment. We were very impressed with these results. At that time we could have elected to withdraw our original $1,000 and essentially be playing with the $250 “on the house”. CLICK HERE TO GET YOUR RISK FREE TRADES NOW!
CLICK HERE TO GET YOUR RISK FREE TRADES NOW!
Using their basic system of signals we were able to accumulate over $10,000 in our account in just 30 days! These are better results then we have gotten with other binary signals costing 10 times the amount of what options domination is charging. For a simple $50 a month you get multiple daily signals, keep in mind they don’t send you 1,000’s of signals a day like most services as they are focusing on the quality of the signal and not just sending you a bunch of garbage signals like many of the other companies do.
binary options trading, binary options trading signals, binary options trading strategy, binary options trading system, binary options trading signals review, binary options trading software, binary options trading platform, binary options trading robot, binary options trading signals franco, binary options trading hours, binary options trading + , binary options trading signals, binary options trading strategy, binary options trading system, binary options trading signals review, binary options trading review, binary options trading software, binary options trading platform, binary options trading robot, binary options trading signals franco, binary options trading hours, binary options trading + a, binary options trading alerts, binary options trading affiliate program, binary options trading api, binary options trading australia, binary options trading account, binary options trading articles, binary options trading app, binary options trading advice, binary options trading academy, binary options trading assets, binary options trading + b, binary options trading brokers, binary options trading books, binary options trading bot, binary options trading blog, binary options trading basics, binary options trading best sites, binary options trading + c, binary options trading course, binary options trading calculator, binary options trading charts, binary options trading course online, binary options trading companies, binary options trading companies in usa, binary options trading canada, binary options trading competition, binary options trading contest, binary options trading complaints, binary options trading + d, binary options trading demo account, binary options trading demo, binary options trading definition, binary options trading demo account without deposit, binary options trading dubai, binary options trading does it work, binary options trading demo account uk, binary options trading daily, binary options trading discussion, binary options trading dangers, binary options trading + e, binary options trading etrade, binary options trading education, binary options trading examples, binary options trading explained, binary options trading ebook, binary options trading etoro, binary options trading europe, binary options trading eztrader, binary options trading experience, binary options trading experts, binary options trading + f, binary options trading for beginners, binary options trading forum, binary options trading franco, binary options trading forex, binary options trading for dummies pdf, binary options trading free, binary options trading for dummies, binary options trading free demo, binary options trading for us citizens, binary options trading for usa, binary options trading + g, binary options trading guide, binary options trading game, binary options trading groups, binary options trading guide pdf, binary options trading good or bad, binary options trading glossary, binary options trading graphs, binary options trading gambling, binary options trading gurus, binary options gold trading, binary options trading + h, binary options trading hours, binary options trading help, binary options trading history, binary options trading halal or haram, binary options trading halal, binary options trading how does it work, binary options trading how to, binary options trading hack, binary options hourly trading system, 60 second binary options trading hours, binary options trading + i, binary options trading in the us, binary options trading indicators, binary options trading in the usa, binary options trading illegal, binary options trading in america, binary options trading income secrets, binary options trading in united states, binary options trading is it real, binary options trading in south africa, binary options trading india, binary options trading + j, binary options trading journal, binary options trading jobs, binary options trading + k, binary options trading in kenya, making money with binary options trading starter kit, binary options trading + l, binary options trading low deposit, binary options trading legal us, binary options trading low minimum deposit, binary options trading live signals robot 2014, binary options trading lessons, binary options trading legit, binary options trading license, binary options trading loss, binary options trading legal in canada, binary options trading live charts, binary options trading + m, binary options trading minimum deposit, binary options trading methods, binary options trading mentor, binary options trading meaning, binary options trading millionaires, binary options trading malaysia, binary options trading make money, binary options trading market, binary options trading minimum deposit 100, binary options trading martingale, binary options trading + n, binary options trading nadex, binary options trading news, binary options trading no minimum deposit, binary options trading no deposit bonus, binary options trading nz, binary options trading new zealand, binary options trading nigeria, binary options trading newsletter, binary options trading nifty, binary options trading nairaland, binary options trading + o, binary options trading on weekends, binary options trading online, binary options trading on mt4, binary options trading or gambling, binary options trading opinions, binary options trading oanda, binary options trading - optionbit, binary options trading hours, binary options trading good or bad, binary options trading course online, binary options trading + p, binary options trading platform, binary options trading practice account, binary options trading practice, binary options trading program, binary options trading pdf, binary options trading paypal, binary options trading platform reviews, binary options trading platform comparison, binary options trading plan, binary options trading psychology, binary options trading + q, binary options trading questions, binary options trading + r, binary options trading review, binary options trading robot, binary options trading room, binary options trading robot review, binary options trading real time charts, binary options trading regulations, binary options trading real, binary options trading recommendations, binary options trading + s, binary options trading signals, binary options trading strategy, binary options trading system, binary options trading signals review, binary options trading software, binary options trading signals franco, binary options trading scams, binary options trading sites, binary options trading signals free, binary options trading strategy youtube, binary options trading + t, binary options trading training, binary options trading times, binary options trading tools, binary options trading td ameritrade, binary options trading techniques, binary options trading tips, binary options trading tutorial, binary options trading tutorial pdf, binary options trading tricks, binary options trading the news, binary options trading + u, binary options trading usa, binary options trading united states, binary options trading using paypal, binary options trading uk, binary options trading uae, binary option trading uk reviews, binary options trading youtube, binary options trading system upto 90 accuracy, binary options trading legal us, binary options trading platform uk, binary options trading + v, binary options trading videos, binary options trading volume, binary options trading vs gambling, binary options trading vs forex, binary options virtual trading, binary options virtual trading account, free binary options trading videos, vault options binary trading, options trading vs binary options, track elite v1.2 binary options trading system, binary options trading + w, binary options trading wiki, binary options trading websites, binary options trading with franco, binary options trading with no minimum deposit, binary options trading what is, binary options trading winning strategy, binary options trading without investment, binary options trading with no deposit, binary options trading with bollinger bands, binary options trading with paypal, binary options trading + y, binary options trading yahoo answers, binary options trading youtube, binary options trading strategy youtube, binary options trading signals youtube, does binary options trading work yahoo, binary options trading + z, binary options trading new zealand, binary options trading + 1, binary options trading 101, binary options trading $100 minimum deposit, binary options trading top 10, $1 binary options trading, top 10 binary options trading platform, binary options 1 minute trading, 10 minute binary options trading system, binary options trading + 2, binary options trading 2014, binary options trading 2013, binary options trading 2012, binary options trading 24, binary options trading system 2014, binary options trading system 2013, binary options trading signals 2013, free binary options trading signals 2014, best binary options trading platform 2013, 24 hour binary options trading, binary options trading + 3, 3 binary options trading strategies for beginners, binary options trading + 4, binary options trading for beginners, binary options trading for dummies, binary options trading for a living, binary options trading for usa, binary options trading for us citizens, binary options trading for dummies pdf, binary options trading for free, binary options trading for mt4, binary options trading strategies for beginners, binary options trading signals for free, binary options trading + 5, binary options trading 50 deposit, 5 minute binary options trading, 5 minute binary options trading strategy, 5 min binary options trading strategy, binary options trading + 6, binary options trading 60 second strategy, binary options trading 60 seconds, 60 second binary options trading system, 60 sec binary options trading strategies, 60 seconds binary options trading signals, 60 second binary options trading hours, 60 second binary options trading demo account, 60 second binary options trading software, binary options trading + 7, binary options trading, binary options trading signals, binary options trading strategy, binary options trading system, binary options trading signals review, binary options trading review, binary options trading demo account, binary options trading platform, binary options trading in india, binary options trading forum, binary options trading + 8, assaxin 8 binary options trading system, binary options trading + 9, binary options trading system upto 90 accuracy, binary options trading system striker9, striker9 pro binary options trading system
submitted by optionsdomination to optionsdomination [link] [comments]

E-books Free Download: Tips and tricks on trading binary options and forex - Make money in 60s

E-books Free Download: Tips and tricks on trading binary options and forex - Make money in 60s submitted by tipssoft to FreeEBOOKS [link] [comments]

The Meta Unicorn - Diana Invoke

The Meta Unicorn - Diana Invoke

(CEBASAYJC4RTQP2JJRKFMYACAECQCKACAEBQKAQCAMEQKSYBAEBQSXQ)

A Pre Note

I am not a top-100 player, as given the inevitable RNG of effects, matchups and draws in card games, and the lack of rewards for ranking up in LoR, I simply don't see the point in painstakingly grinding up to such a level. The highest I've climbed is low Diamond, but considering the above knowledge, I believe that at a certain skill level (perhaps at around Platinum), it's more about how much time one can put in than how skilled they are. HOWEVER, considering all this, I have the absolute conviction that this deck is a top-100 worthy deck.

Introduction

This is the only deck that I've played since Day 1 of Call of the Mountain, with various modifications, and I believe that it is a completely undiscovered meta unicorn. I've never faced a similar deck on ladder, and my deckbuilding experiments with any other archtypes have left me completely unsatisfied with the lack of interaction and agency, as well as the sheer counterability of the vast majority of tools currently out there.
A lot of people are frustrated with the current meta - a lot of points of which are covered by BruisedByGod in his recent video critique. To summarize his main points:
  1. Most answers are completely outclassed by threats
  2. Sheer lack of healing options locks out deckbuilding choices
  3. Most top-tier strategies prey on lack of interactivity (Pirate Burn, Lee Sin OTK, Star Spring)
This is a Control deck which, while originally devised to prey on the inevitably popular Aurelion Sol and Troll Chant and abuse the broken, flexible toolbox of Invoke on Day 1, also manages to both answer all 3 of these problems efficiently.

Card Choices

Early Tempo/Nightfall

Simply the best available early-game that an Invoke Targon deck could hope to muster - Diana functioning as both early game and late-game removal (we have just enough Nightfall Synergy) for practically no investment, Pale Cascade being legitimately one of the most broken cards currently in the game, and the ping cards also serving a modicum of uses at all stages of a match.
Spacey Sketcher has been severely underrated so far - providing critical tools for certain matchups and/or providing early game minions without needing to actually run them (a fundamental weakness of faster decks top-decking late). Its 'discard-replace' synergy with our late-game, as well as Duskpetal Dust and meta-call flex cards is just icing on the cake.
Finally, note how every early game card I've chosen scales well and still plays a role as the game goes later; as removal, Elusive blocking, tool-building, Burst-speed Nightfall, pings and cantrip Combat Tricks. This is an often overlooked but fundamental difference between Control early-drops, and aggro early-drops (such as Precious Pet).
~

Removal

These two cards, combined with any generated Obliterates, form the only proper removal this deck has - and were the catalyst for me creating this deck in the first place. All three of these removal types leave almost NO room for the opponent to interact with them, and I believe that is the sole condition for a high-cost removal spell to be playable in the current game state.
NOTE: Ruination is easily and always played around at a high-level of play - and leaves the opponent with ALL of the agency/choice to play around it/bait it exactly how they wish, instead of you (whose only options are to play the card too early and get out-tempo'd afterward, use more than 3 mana elsewhere to catch-up at which point it becomes unplayable, or lose the game to a sudden-attack completely at your opponent's discretion) - the ultimate NO-NO for this deck: I never even considered putting it in.
~

Meta Call Flex Spots

At times I feel as if this card could be cut to 1 copy, but right now 2 feels great against the current meta, and drawing into at least one is almost necessary in order to compete with Star Spring (Obliterate is conditional and too great a tempo loss early on). In other metas previously, I've experimented with 1 copy of Passage Unearned, as well as 2 extra copies of Lunari Shadestalker.
~

Literally Everything Else One Could Ever Hope to Need

I still believe that Invoke is one of the most broken mechanics currently in the game. This is one of the heaviest late-game decks I can possibly imaginable, yet the only cards above 5-mana we run are removal, and our mid-game minions and healing straight up provide whatever early OR late-game tools we might possibly need in any matchup - it's simply overly flexible (flexilibity in card games being a MUCH bigger deal than most people give it credit for) and not enough of a tempo/stat sacrifice IMO. I think that Invoke as a mechanic is even stronger when ran in bulk, and especially in a Control deck - as the game goes on slowly you generate a toolbox that can handle just about any dynamic situation that meta decks can throw your way.
The spell-mana nerf to Living Legends has balanced it out quite a bit, however the same-nerf to Cosmic Inspiration still hasn't convinced me that it isn't in the top 5 least healthy effects that a game based on carefully stat-balanced of minion trading could ever have (hit me up with your Cosmic Inspiration hate!) - a large proportion our games are won by this disgusting effect.
Solari Priestess and Starshaping need no introduction as some of the most popular, utilitarian Invoke cards, however Mountain Scryer and Moondreamer (not so much Lunari Priestess) really put in the work, and I've never seen anyone else play these cards. The former provides crazy mana-advantage as the game goes on given our huge focus on Celestials (it's a shame we can't afford to push its Invoke chances even higher), and the latter has juuussst the right stat distribution at 3/5 to blockade most midgame tempo plays out opponent might go for.
NOTE: Aurelion Sol is straight up unnecessary to compete late-game, is always burdensome and clunky draw, ruins our surprise factor (though that doesn't exist anymore with this post being made), and we often outvalue decks running him anyway (don't forget that the original premise of this deck was 'How can I best remove Aurelion?').
~

Matchups/Strategy (Order Based on Mobalytics Tier List)

Lee Sin (60/40)

A somewhat favored matchup - although more recent lists that have cut Bastion in favor of Nopify may be a bit more in their favor (a proper Ping Counter). Hard mulligan for Spacey Sketcher, Sunburst and our pings. Generating Silence (Equinox) for Mentor of the Stones/Zenith Blade is our main early game goal. Our Mid-to-Late game goal is removing all 3 Lee Sin's at the expense of practically everything else (the rest of their deck is pretty much completely irrelevant, but rushing them down is also pretty much impossible) - after which our win is basically guaranteed.
~

Swain/TF (80/20)

I believe that we are very, very heavily favored if played properly (although it's a VERY nuanced matchup to play right), and most of our losses come from bricking our early-game draws and/or not drawing/generating a single Starshaping/Golden Sister as their burn damage inevitably builds up. Hard mulligan for all 1/2 cost cards (only keep 1 Pale Cascade with a 1/2 cost minion).
~

Pirate Aggro (55/45)

We are much more prone to bricking on draws here than Swain/TF, as we need quite a specific hand to deal with their onslaught - This is probably our most draw-dependent, low-agency matchup by far - as face-deck matchups tend to be. In addition - Captain Farron is much more effective against our removal strategy than the likes of Leviathan. Nonetheless, from my experience I think that we're still every-slightly-so favored in this matchup - often winning by the skin of our teeth. Starshaping/Golden Sister are mandatory late-game, and not bricking by not drawing/generating either is also basically a loss. Hard mulligan for all 1/2 drops, and keep a single Sunburst for Gangplank if your hand is already looking great.
~

Warmother's (25/75)

A very unfavored and binary matchup (see below as to why) that has luckily become rarer recently. Mulligan for Removal/Invoke cards.
~

Trundle/Asol (75/25)

This deck was basically created on Day 1 specifically to destroy Trundle/Asol. Sadly though, even at 75/25 the matchup is worse than it should be due to the nature of Invoke RNG - if one player draws into Cosmic Inspiration and the other didn't the match is over, full stop + the occasional shenanigans involving The Great Beyond uninteractibly going face and non-stop Living Legends value. Mulligan for Sunburst, Vengeance and pings.
~

Discard Aggro (80/20)

I don't know why this deck is considered competitive - maybe because our matchup here is basically as favored as TF/Swain except without any gameplay nuance required on our part. Mulligan for 1-2 drops. Keep Solari Priestess/Sunburst if hand is good. Only necessary statistical losses to bad early draws against an aggro archtype.
~

Fiora/Shen (70/30)

Another draw dependent, but quite favored matchup. Quite difficult to play though - you need to balance maintaining some modicum of tempo whilst also being able to deal with their crucial threats. Mulligan for 1-2 drops ESPECIALLY Pale Cascade/Pings, and Removal.
~

Scouts (60/40)

Basically the Pirate Aggro matchup but a tad bit slower and with no burn - giving you more leeway to make up for bad draws both early and late.
~

Leona/Lux (80/20)

Basically the Trundle/Asol matchup except with no 'must remove ASAP' threats giving you more leeway to make up for bad draws. Celestial RNG and especially Cosmic Inspiration still give them a chance to win as usual.
~

Shyvana Dragons (50/50?)

I surprisingly, haven't faced too much of this deck yet personally, but looking at it's cards compared to ours, I think the matchup would be about 50/50 (an otherwise favourable looking matchup affected a bit by their high tempo removal and guaranteed Cosmic Inspiration in the form of Kadregrin).
~

Ashe/Sejuani (70/30)

This matchup is dependent on whether we draw removal for Ashe somewhat on curve, how much tempo they manage to build early on and whether we draw good enough to afford to play around Reckoning. Mulligan for Sunburst, Solari Priestess, Pings and Diana (only if you've already drawn support) as our other standard early drops are all pretty ineffective against theirs.
~

Endure (85/15)

Probably our most favored meta-deck matchup, and unfortunately rarer recently. Their win conditions - Kalista, Blighted Caretaker tempo, Neverglade Collector and They Who Endure simply don't stand a chance against our toolbox. Most losses come from unanswered Blighted Caretaker tempo. Mulligan for Spacey Sketcher, Sunburst and Pale Cascade.
~

Deep (0/100)

The biggest downside and sheer impossible matchup of this archtype. Maokai manages to pack even less interactivity/inevitability than we do, and the nature of our deck gives us no chance of out-tempoing Deep early OR late. Auto-concede.
~

Diana/Nocturne (75/25)

A simpler aggro matchup than the others. Mulligan for 1-2 drops - especially Spacey Sketcher and Diana, as well as Sunburst.
~

Tahm-Kench/Soraka (70/30?)

Another matchup that I haven't faced too much of just yet. Mulligan hard for Divergent Paths and Solari Priestess - Once we remove their uninteractive element trump-card in the Landmark win-condition, if we can survive their early tempo, the rest of the match should be a cinch given our heal/health-ignoring conditionless removal for their Champions.
~

Conclusion

Thanks for reading up to this point, and pardon my formatting, the ridiculous length and the sheer pomposity of it all.
I still think Invoke is flexible to the point of being broken and the only reason the matchup spread is so good. I also think that with the release of this guide - more people will come to recognise this archtype and the element of surprise affecting enemy mulligans against an assumed more aggro, Nightfall-focused Diana archtype will be lost. People will also know to play around less common cards such as Sunburst, and I expect winrates to fall somewhat across the board.
To conclude this guide, I'd like to say that this is this is not a healthy deck. At the deepest level, this deck is fundamentally about removing agency from your opponent and giving it to yourself, as well as securing the critical boon of having inevitability over your opponent in a game with the nature of LoR. If all decks were like this, LoR would completely cease to be fun.
What else do I think is unhealthy right now? - Simple: anything removing interactivity from your opponent - ESPECIALLY as a win condition; Maokai, Star Spring, Cosmic Inspiration, Lee Sin. The avenues through which these cards can be interacted with are way too limited right now.
A lot of the metagame nowadays is about having an uninteractable win condition, or focusing damage to face so fast the opponent has no chance to react - another form of non-interactivity. Here's hoping that the meta in the near future heads back in the direction of the close but fair midrange board battles we all came to love back in vanilla LoR.
~
(slinx4)
submitted by poklipart to LoRCompetitive [link] [comments]

No gods, no kings, only NOPE - or divining the future with options flows. [Part 3: Hedge Winding, Unwinding, and the NOPE]

Hello friends!
We're on the last post of this series ("A Gentle Introduction to NOPE"), where we get to use all the Big Boy Concepts (TM) we've discussed in the prior posts and put them all together. Some words before we begin:
  1. This post will be massively theoretical, in the sense that my own speculation and inferences will be largely peppered throughout the post. Are those speculations right? I think so, or I wouldn't be posting it, but they could also be incorrect.
  2. I will briefly touch on using the NOPE this slide, but I will make a secondary post with much more interesting data and trends I've observed. This is primarily for explaining what NOPE is and why it potentially works, and what it potentially measures.
My advice before reading this is to glance at my prior posts, and either read those fully or at least make sure you understand the tl;drs:
https://www.reddit.com/thecorporation/collection/27dc72ad-4e78-44cd-a788-811cd666e32a
Depending on popular demand, I will also make a last-last post called FAQ, where I'll tabulate interesting questions you guys ask me in the comments!
---
So a brief recap before we begin.
Market Maker ("Mr. MM"): An individual or firm who makes money off the exchange fees and bid-ask spread for an asset, while usually trying to stay neutral about the direction the asset moves.
Delta-gamma hedging: The process Mr. MM uses to stay neutral when selling you shitty OTM options, by buying/selling shares (usually) of the underlying as the price moves.
Law of Surprise [Lily-ism]: Effectively, the expected profit of an options trade is zero for both the seller and the buyer.
Random Walk: A special case of a deeper probability probability called a martingale, which basically models stocks or similar phenomena randomly moving every step they take (for stocks, roughly every millisecond). This is one of the most popular views of how stock prices move, especially on short timescales.
Future Expected Payoff Function [Lily-ism]: This is some hidden function that every market participant has about an asset, which more or less models all the possible future probabilities/values of the assets to arrive at a "fair market price". This is a more generalized case of a pricing model like Black-Scholes, or DCF.
Counter-party: The opposite side of your trade (if you sell an option, they buy it; if you buy an option, they sell it).
Price decoherence ]Lily-ism]: A more generalized notion of IV Crush, price decoherence happens when instead of the FEPF changing gradually over time (price formation), the FEPF rapidly changes, due usually to new information being added to the system (e.g. Vermin Supreme winning the 2020 election).
---
One of the most popular gambling events for option traders to play is earnings announcements, and I do owe the concept of NOPE to hypothesizing specifically about the behavior of stock prices at earnings. Much like a black hole in quantum mechanics, most conventional theories about how price should work rapidly break down briefly before, during, and after ER, and generally experienced traders tend to shy away from playing earnings, given their similar unpredictability.
Before we start: what is NOPE? NOPE is a funny backronym from Net Options Pricing Effect, which in its most basic sense, measures the impact option delta has on the underlying price, as compared to share price. When I first started investigating NOPE, I called it OPE (options pricing effect), but NOPE sounds funnier.
The formula for it is dead simple, but I also have no idea how to do LaTeX on reddit, so this is the best I have:

https://preview.redd.it/ais37icfkwt51.png?width=826&format=png&auto=webp&s=3feb6960f15a336fa678e945d93b399a8e59bb49
Since I've already encountered this, put delta in this case is the absolute value (50 delta) to represent a put. If you represent put delta as a negative (the conventional way), do not subtract it; add it.
To keep this simple for the non-mathematically minded: the NOPE today is equal to the weighted sum (weighted by volume) of the delta of every call minus the delta of every put for all options chains extending from today to infinity. Finally, we then divide that number by the # of shares traded today in the market session (ignoring pre-market and post-market, since options cannot trade during those times).
Effectively, NOPE is a rough and dirty way to approximate the impact of delta-gamma hedging as a function of share volume, with us hand-waving the following factors:
  1. To keep calculations simple, we assume that all counter-parties are hedged. This is obviously not true, especially for idiots who believe theta ganging is safe, but holds largely true especially for highly liquid tickers, or tickers will designated market makers (e.g. any ticker in the NASDAQ, for instance).
  2. We assume that all hedging takes place via shares. For SPY and other products tracking the S&P, for instance, market makers can actually hedge via futures or other options. This has the benefit for large positions of not moving the underlying price, but still makes up a fairly small amount of hedges compared to shares.

Winding and Unwinding

I briefly touched on this in a past post, but two properties of NOPE seem to apply well to EER-like behavior (aka any binary catalyst event):
  1. NOPE measures sentiment - In general, the options market is seen as better informed than share traders (e.g. insiders trade via options, because of leverage + easier to mask positions). Therefore, a heavy call/put skew is usually seen as a bullish sign, while the reverse is also true.
  2. NOPE measures system stability
I'm not going to one-sentence explain #2, because why say in one sentence what I can write 1000 words on. In short, NOPE intends to measure sensitivity of the system (the ticker) to disruption. This makes sense, when you view it in the context of delta-gamma hedging. When we assume all counter-parties are hedged, this means an absolutely massive amount of shares get sold/purchased when the underlying price moves. This is because of the following:
a) Assume I, Mr. MM sell 1000 call options for NKLA 25C 10/23 and 300 put options for NKLA 15p 10/23. I'm just going to make up deltas because it's too much effort to calculate them - 30 delta call, 20 delta put.
This implies Mr. MM needs the following to delta hedge: (1000 call options * 30 shares to buy for each) [to balance out writing calls) - (300 put options * 20 shares to sell for each) = 24,000 net shares Mr. MM needs to acquire to balance out his deltas/be fully neutral.
b) This works well when NKLA is at $20. But what about when it hits $19 (because it only can go down, just like their trucks). Thanks to gamma, now we have to recompute the deltas, because they've changed for both the calls (they went down) and for the puts (they went up).
Let's say to keep it simple that now my calls are 20 delta, and my puts are 30 delta. From the 24,000 net shares, Mr. MM has to now have:
(1000 call options * 20 shares to have for each) - (300 put options * 30 shares to sell for each) = 11,000 shares.
Therefore, with a $1 shift in price, now to hedge and be indifferent to direction, Mr. MM has to go from 24,000 shares to 11,000 shares, meaning he has to sell 13,000 shares ASAP, or take on increased risk. Now, you might be saying, "13,000 shares seems small. How would this disrupt the system?"
(This process, by the way, is called hedge unwinding)
It won't, in this example. But across thousands of MMs and millions of contracts, this can - especially in highly optioned tickers - make up a substantial fraction of the net flow of shares per day. And as we know from our desk example, the buying or selling of shares directly changes the price of the stock itself.
This, by the way, is why the NOPE formula takes the shape it does. Some astute readers might notice it looks similar to GEX, which is not a coincidence. GEX however replaces daily volume with open interest, and measures gamma over delta, which I did not find good statistical evidence to support, especially for earnings.
So, with our example above, why does NOPE measure system stability? We can assume for argument's sake that if someone buys a share of NKLA, they're fine with moderate price swings (+- $20 since it's NKLA, obviously), and in it for the long/medium haul. And in most cases this is fine - we can own stock and not worry about minor swings in price. But market makers can't* (they can, but it exposes them to risk), because of how delta works. In fact, for most institutional market makers, they have clearly defined delta limits by end of day, and even small price changes require them to rebalance their hedges.
This over the whole market adds up to a lot shares moving, just to balance out your stupid Robinhood YOLOs. While there are some tricks (dark pools, block trades) to not impact the price of the underlying, the reality is that the more options contracts there are on a ticker, the more outsized influence it will have on the ticker's price. This can technically be exactly balanced, if option put delta is equal to option call delta, but never actually ends up being the case. And unlike shares traded, the shares representing the options are more unstable, meaning they will be sold/bought in response to small price shifts. And will end up magnifying those price shifts, accordingly.

NOPE and Earnings

So we have a new shiny indicator, NOPE. What does it actually mean and do?
There's much literature going back to the 1980s that options markets do have some level of predictiveness towards earnings, which makes sense intuitively. Unlike shares markets, where you can continue to hold your share even if it dips 5%, in options you get access to expanded opportunity to make riches... and losses. An options trader betting on earnings is making a risky and therefore informed bet that he or she knows the outcome, versus a share trader who might be comfortable bagholding in the worst case scenario.
As I've mentioned largely in comments on my prior posts, earnings is a special case because, unlike popular misconceptions, stocks do not go up and down solely due to analyst expectations being meet, beat, or missed. In fact, stock prices move according to the consensus market expectation, which is a function of all the participants' FEPF on that ticker. This is why the price moves so dramatically - even if a stock beats, it might not beat enough to justify the high price tag (FSLY); even if a stock misses, it might have spectacular guidance or maybe the market just was assuming it would go bankrupt instead.
To look at the impact of NOPE and why it may play a role in post-earnings-announcement immediate price moves, let's review the following cases:
  1. Stock Meets/Exceeds Market Expectations (aka price goes up) - In the general case, we would anticipate post-ER market participants value the stock at a higher price, pushing it up rapidly. If there's a high absolute value of NOPE on said ticker, this should end up magnifying the positive move since:
a) If NOPE is high negative - This means a ton of put buying, which means a lot of those puts are now worthless (due to price decoherence). This means that to stay delta neutral, market makers need to close out their sold/shorted shares, buying them, and pushing the stock price up.
b) If NOPE is high positive - This means a ton of call buying, which means a lot of puts are now worthless (see a) but also a lot of calls are now worth more. This means that to stay delta neutral, market makers need to close out their sold/shorted shares AND also buy more shares to cover their calls, pushing the stock price up.
2) Stock Meets/Misses Market Expectations (aka price goes down) - Inversely to what I mentioned above, this should push to the stock price down, fairly immediately. If there's a high absolute value of NOPE on said ticker, this should end up magnifying the negative move since:
a) If NOPE is high negative - This means a ton of put buying, which means a lot of those puts are now worth more, and a lot of calls are now worth less/worth less (due to price decoherence). This means that to stay delta neutral, market makers need to sell/short more shares, pushing the stock price down.
b) If NOPE is high positive - This means a ton of call buying, which means a lot of calls are now worthless (see a) but also a lot of puts are now worth more. This means that to stay delta neutral, market makers need to sell even more shares to keep their calls and puts neutral, pushing the stock price down.
---
Based on the above two cases, it should be a bit more clear why NOPE is a measure of sensitivity to system perturbation. While we previously discussed it in the context of magnifying directional move, the truth is it also provides a directional bias to our "random" walk. This is because given a price move in the direction predicted by NOPE, we expect it to be magnified, especially in situations of price decoherence. If a stock price goes up right after an ER report drops, even based on one participant deciding to value the stock higher, this provides a runaway reaction which boosts the stock price (due to hedging factors as well as other participants' behavior) and inures it to drops.

NOPE and NOPE_MAD

I'm going to gloss over this section because this is more statistical methods than anything interesting. In general, if you have enough data, I recommend using NOPE_MAD over NOPE. While NOPE in theory represents a "real" quantity (net option delta over net share delta), NOPE_MAD (the median absolute deviation of NOPE) does not. NOPE_MAD simply answecompare the following:
  1. How exceptional is today's NOPE versus historic baseline (30 days prior)?
  2. How do I compare two tickers' NOPEs effectively (since some tickers, like TSLA, have a baseline positive NOPE, because Elon memes)? In the initial stages, we used just a straight numerical threshold (let's say NOPE >= 20), but that quickly broke down. NOPE_MAD aims to detect anomalies, because anomalies in general give you tendies.
I might add the formula later in Mathenese, but simply put, to find NOPE_MAD you do the following:
  1. Calculate today's NOPE score (this can be done end of day or intraday, with the true value being EOD of course)
  2. Calculate the end of day NOPE scores on the ticker for the previous 30 trading days
  3. Compute the median of the previous 30 trading days' NOPEs
  4. From the median, find the 30 days' median absolute deviation (https://en.wikipedia.org/wiki/Median_absolute_deviation)
  5. Find today's deviation as compared to the MAD calculated by: [(today's NOPE) - (median NOPE of last 30 days)] / (median absolute deviation of last 30 days)
This is usually reported as sigma (σ), and has a few interesting properties:
  1. The mean of NOPE_MAD for any ticker is almost exactly 0.
  2. [Lily's Speculation's Speculation] NOPE_MAD acts like a spring, and has a tendency to reverse direction as a function of its magnitude. No proof on this yet, but exploring it!

Using the NOPE to predict ER

So the last section was a lot of words and theory, and a lot of what I'm mentioning here is empirically derived (aka I've tested it out, versus just blabbered).
In general, the following holds true:
  1. 3 sigma NOPE_MAD tends to be "the threshold": For very low NOPE_MAD magnitudes (+- 1 sigma), it's effectively just noise, and directionality prediction is low, if not non-existent. It's not exactly like 3 sigma is a play and 2.9 sigma is not a play; NOPE_MAD accuracy increases as NOPE_MAD magnitude (either positive or negative) increases.
  2. NOPE_MAD is only useful on highly optioned tickers: In general, I introduce another parameter for sifting through "candidate" ERs to play: option volume * 100/share volume. When this ends up over let's say 0.4, NOPE_MAD provides a fairly good window into predicting earnings behavior.
  3. NOPE_MAD only predicts during the after-market/pre-market session: I also have no idea if this is true, but my hunch is that next day behavior is mostly random and driven by market movement versus earnings behavior. NOPE_MAD for now only predicts direction of price movements right between the release of the ER report (AH or PM) and the ending of that market session. This is why in general I recommend playing shares, not options for ER (since you can sell during the AH/PM).
  4. NOPE_MAD only predicts direction of price movement: This isn't exactly true, but it's all I feel comfortable stating given the data I have. On observation of ~2700 data points of ER-ticker events since Mar 2019 (SPY 500), I only so far feel comfortable predicting whether stock price goes up (>0 percent difference) or down (<0 price difference). This is +1 for why I usually play with shares.
Some statistics:
#0) As a baseline/null hypothesis, after ER on the SPY500 since Mar 2019, 50-51% price movements in the AH/PM are positive (>0) and ~46-47% are negative (<0).
#1) For NOPE_MAD >= +3 sigma, roughly 68% of price movements are positive after earnings.
#2) For NOPE_MAD <= -3 sigma, roughly 29% of price movements are positive after earnings.
#3) When using a logistic model of only data including NOPE_MAD >= +3 sigma or NOPE_MAD <= -3 sigma, and option/share vol >= 0.4 (around 25% of all ERs observed), I was able to achieve 78% predictive accuracy on direction.

Caveats/Read This

Like all models, NOPE is wrong, but perhaps useful. It's also fairly new (I started working on it around early August 2020), and in fact, my initial hypothesis was exactly incorrect (I thought the opposite would happen, actually). Similarly, as commenters have pointed out, the timeline of data I'm using is fairly compressed (since Mar 2019), and trends and models do change. In fact, I've noticed significantly lower accuracy since the coronavirus recession (when I measured it in early September), but I attribute this mostly to a smaller date range, more market volatility, and honestly, dumber option traders (~65% accuracy versus nearly 80%).
My advice so far if you do play ER with the NOPE method is to use it as following:
  1. Buy/short shares approximately right when the market closes before ER. Ideally even buying it right before the earnings report drops in the AH session is not a bad idea if you can.
  2. Sell/buy to close said shares at the first sign of major weakness (e.g. if the NOPE predicted outcome is incorrect).
  3. Sell/buy to close shares even if it is correct ideally before conference call, or by the end of the after-market/pre-market session.
  4. Only play tickers with high NOPE as well as high option/share vol.
---
In my next post, which may be in a few days, I'll talk about potential use cases for SPY and intraday trends, but I wanted to make sure this wasn't like 7000 words by itself.
Cheers.
- Lily
submitted by the_lilypad to thecorporation [link] [comments]

Undefeated roulette tricks vs forex?

i'm new in this forex stuff (not even starting yet) & first time visiting Forex. But i've read that forex basically gambling (guessing either it goes up or down, and you got previous data as reference). I'm also read about foolproof gambling tricks that works in real life roulette. Basically it goes like this :
  1. bet $1 on red - if you win, repeat step 1.
  2. if you lose, bet $3. if you win, repeat step 1.
  3. if you lose again, bet $6. if you win, repeat step 1.
  4. if you lose again, bet $14. if you win repeat step 1.
  5. if you lose again, bet $31. if you win, repeat step 1
so, can this be apply on forex trading? (there's lot ads about forex trading apps, thinking to try it) can't profit big, but seem cant lose either. might be a good strategy. any thought?
edit 1 : what i mean in this forex is binary options, which some forex trading apps operates.
edit 2 : it takes 5 unlucky trading before $55 account blown off. is that really common to get 5 unlucky trading in a row?
edit 3 : here's the math (cnp from reply)
some forex apps (like expert option or olymp trade) operate on binary option (this is unregulated securities?) where usually they give 80% return on trade. the math goes like this :
  1. $1 trade and win = $0.80 profit
  2. lose then $3 trade and win = $2.4 - $1 (lose) = $1.4 profit
  3. lose then $6 trade and win = $4.8 - $4 (lose) = $0.8 profit
  4. lose then $14 trade and win = $11.2 - $10 (lose) = $1.2 profit
  5. lose then $31 trade and win = $24.8 - $24 (lose) = $0.8 profit
edit 4 : some reply said **binary options type forex trading apps** are scam & fraud. bummer. maybe trading via smartphone isnt easy as i thought.
edit 5 : still, add some ability to reading indicator & chart could help avoiding 5 unlucky trading in a row. damn, if i'm a programmer, i'll make a trading bots based on this idea xD

submitted by Nam3AlreadyTaken to Forex [link] [comments]

Need technical analysis content

Hi! Im from Brasil and i started to trade binary options on the beginning of the pandemic cuz of youtube scammers, i was tricked so i decided to study macroeconomics and trade Forex. But turns out that im really crappy at technical analysis, been focusing too much on fundamental that i totally forgot the only thing this fucking scammer teached me.
Now im having difficult times to learn technical analysis cuz the content around here ( Brazillian content ) makes me wanna puke. Somebody could give me some great content ( i like price action ), so that i can learn.
Thanks, i really appreciate it.
Edit1: i have one question. Do you guys think Al Brooks is trustable?
submitted by marciliwu to Forex [link] [comments]

Rank 18 Challenger Mech One Trick Guide 10.16

Edit - Its been a few days since I posted so I wont be checking in to answer new questions here. If you have any questions feel free to reach out to be through my stream. This guide should still be relevant to patch 10.17 but I'd recommend QuickSilver > GA due to Titans resolve nerfs.
Hello, I'm Atornyo and I first hit challenger in NA as a mech one-trick last patch and achieved as high as rank 18 in patch 10.16. I really enjoy mech as I mostly played reroll mech to hit diamond last set and think it is the most interesting composition in the game. I will be referring to mech pilots with a focus on Viktor carry as Viktor Mech.
My lolchess: https://lolchess.gg/profile/na/atornyo
Ideal Viktor Mech Level 8: https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 (legendaries can replace units with similar traits if you find a 2 star version of them or find a legendary before 2 starring the unit they replace: Lulu>Cass gp 1star > ziggs if you have an extra defensive item to give gp Ekko>shaco)
Level 9:https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499
Items that can be used in Mech Viktor:
For the Mech -
Titan’s Resolve - If your mech has one of Hand of Justice or Guardian Angel or both I recommend building this item, without either of these items you won’t see much value from Titan’s Resolve until you have a level 5 or 6 mech which means you have 2 star annie rumble and fizz. This item has the potential to be the single strongest item that your mech can use and is worth playing for every game. The downside to this item is that there is zero value in slamming the item early game as it will never hit 50 stacks until you have a mech online. The only time you are looking to potentially not have this item on your mech is if there are many people contesting (a 4+ mech lobby) the reason for this is because this item greatly increases in value the higher level your mech is. Once it hits 50 stacks your mech will 1v9 especially when coupled with a Hand of Justice or Guardian Angel.
Hand of Justice - This item is so good worth slamming every game as it works well on early game carries and is really solid on mech.
Guardian Angel - Solid item but ONLY place this on your mech if you are certain there will be a Hand of Justice or a Titan’s Resolve with it. Works well with Titan’s because your mech doesn’t lose its Titan’s stacks after its first death and can slap around the enemy team after reviving. Works well with Hand of Justice as it can heal a significant amount of HP post mortem. This item also works really well with rumble as he will oftentimes cast after coming out of the mech and his spell doesn’t go away while reviving.
Quicksilver - This item is BiS for mech IF you are unable to complete the trifecta mentioned above. In lobbies with many zephyrs this item can result in insane value, however, with optimal scouting you can sacrifice Ziggs and Cass to the Zephyr gods. The reason I believe this item isn’t as godly as many others make it out to be is the fact that it does absolutely nothing in a number of matchups other than provide 20% dodge. The problem with this item is that it is NOT slammable until you have a mech online.
Bramble Vest - One of the strongest items to slam early game. If you take an armor off the starting carousel and are blessed enough to find another by 2-1 you are building this item.
TrapClaw - This item is mostly just a 20% dodge stat boost. This item isn’t very slammable early personally, only build if I feel I don’t have any other options.
Shroud of Stillness - This item is a 20% dodge stat boost that can turn a fight with optimal positioning. If you build this item you need to scout EVERY round. Relatively slammable early but not on the same tier as bramble.
ZZ’rot - You are building this item because you want to win streak early. Neat thing with this item is that you get two voidlings over the course of the fight.
Warmog’s Armor - Probably the single strongest early game item in the game, give a protector this item and go afk until stage 4.
Ionic Spark - Another very slamable item, if you have a rod and a cloak at any point before krugs it is worth slamming as this item will save you infinite HP.
Thieve’s Gloves - This item is a bait on mech. In the past I would play Thief’s Gloves mech as a transition unit while I pivot to a non mech composition. Nowadays I only play mech so don’t recommend giving the mech this item. Not a bad shaco item and once you replace shaco with Ekko he loves it.
Itemizing Viktor - Viktor wants a morellonomicon in order to nuke the enemy team’s healing potential along with blue buff or Spear of shojin as viktor should be able to kill the backline in 2-3 spells.
If you're considering playing mech here is what you should look to do in each stage:
Stage 1: look to grab Armor>Tear>Crit Glove on first carousel units holding these specific items such as armor Malphite/Illaoi or tear Ziggs can be free tickets to winstreaking early. After carousel I try to hold brawlers rebels and infiltrators as I believe it is the strongest opener for mech, however if it is clear that a stronger board is available, such as a 2 star poppy or jarvan while you only have 1 star Illaoi/Malphite, it is worth pivoting to that. On the round that Kayn appears (1-4) I will prelevel which means I buy experience in order to achieve a level 4 shop on 2-1. This is very important as a unit like rumble/shaco/neeko with a belt can win streak the entirety of stage 2. I try to hold on to any Annie I find as I like to hold one whenever possible but it is worth selling her in order to pick up any brawlerebel/infiltrator or to ensure that you can pre level.
Stage 2: I attempt to win streak through stage 2 every single game, Viktor Mech and Mech infiltrators are not very item dependent and you can switch between the two depending on what items the game gives you. If you have any of Bramble Vest, Hand of Justice, Guardian Angel, Ionic Spark, Warmogs,blue buff, morellonomicon, or ZZ'rot Portal it is best to slam the item as the Mech can hold any of those items other than bluebuff and morellonomicon and those last 2 items are vital for viktor, Illaoi is a great holder for Mech items and Ziggs/ahri are great holders for Viktor items. On 2-1 play whatever your strongest board is as with any non-hyperroll compositions. On 2-3 before the stage 2 carousel I will prelevel in order to get a level 5 shop on 2-5 post carousel, this is extremely strong for Mech Pilot compositions as it gives you the opportunity to hit a full Mech on stage 2 or other strong early game units like rumble gnar wukong and fizz. In the case that you are on a 2 or 3 loss streak after the stage 2 carousel it is best to attempt a full loss streak in order to maximize early gold, this is the ONLY time that I would ever consider attempting to lose a round. If you are running infiltrators in your early game composition it is extra important to scout EVERY round as the difference between an infiltrator hitting a Ziggs or a 2 star frontliner is winning or losing a fight.
Stage 3: This is where a lot of decision making enters the game. If I am winstreaking with a streak of 3 or greater and I will have more than 10 gold after leveling I will level on 3-1. otherwise I will level on 3-2. If I have fizz and rumble by 3-2 and am level 6 I am willing to roll down to 10gold in order to hit an annie. If you roll down this early into the game it is vital that you do not tunnel only on units that go in your final composition, you are not rolling solely to hit a Mech you are rolling to maintain win streak this means that you will look to complete any pairs or to add unit upgrades to your current board. If you roll down and do not upgrade your board at all you will be in a very bad place so it is important to keep a very open mind on what can be thrown in to improve your composition. If I don't roll down on 3-2 I usually do not roll at all unless I am taking a large amount of damage every round in which case it can be a good idea to level to 7 post stage 3 carousel (3-5) and roll some gold to stabilize. If you are rolling it is important to not roll below 10 in stage 3 unless you have a great reason to, such as winstreaking and holding 4-6 pairs while knowing there are opponents that can beat you if you don't hit those upgrades.
What to do if you hit early Mech: Mech in stage 3 can be played in many different ways. Most of the time you will sell your frontline and be looking to play Mech + whatever your strongest backliners are which are usually the level 2 units you already had. Ideally you want to have a ziggs and infiltrator or be running 4 sorcs + Mech but it is not vital in stage 3.
Stage 4: This is where the decision between Viktor Mech and Mech infiltrators is made. If you are bleeding out and approaching death <40hp 4-1 it is worth leveling to 7 and rolling down to stabilize. Which means you are playing the level 8 board minus ziggs if by some miracle you hit aurelion sol feel free to play zed/ziggs/asol instead of the mystic units. However, in the majority of games you will level to 8 on 4-3 and roll for your board.
The 4-3 rolldown (Viktor Mech) - While rolling you are looking to hit this board https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 it is discussed earlier when to replace units with legendaries. Also I value cass and Karma over Soraka as before the mech dies other units tend to take very little to 0 damage. If you run into a GP Mercenary upgrade in this roll down it is only worth purchasing double strike as they are so expensive. You can stop rolling once you hit the units in the composition and have a level 6 mech (2 star annie rumble and fizz), a 2 star legendary or 2 star Viktor. If you hit any of those requirements with more than 20 gold and are somewhat healthy you can usually go to level 9 later in the game in order to increase your chances at first place. If you hit a 2 star asol and do not have blue buff Asol can replace Viktor at levels 8 and 9.
If you hit it is very likely that you will win streak through stage 4 and into stage 5.
Stage 5: If you rolled down at level 7 on 4-1 you are leveling to 8 and rolling on 5-1 in a last ditch effort to survive. This rolldown is the same as the standard 4-3 one. If you were able to stop rolling early and have hoarded a large amount of gold, look to go level 9. Only go level 9 if you have at least 30 gold to roll or have more than 15 gold and already hold 1 or more legendary pairs. If you are about to die feel free to roll on 8 in order to complete vital 2 stars which are any mech pilot unit +viktor and shaco. The winconditions for Mech Viktor are good mech items +perfect item 2 star Viktor or Level 9 with 2 star legendaries. The optimal level 9 composition looks like this https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 with the option to replace Viktor with urgot 2 and giving the bluebuff to urgot and the morellos to Asol. While it is situational it is almost always better to run a 2 star unit over a 1 star legendary. In the case that you were fortunate enough to find an infiltrator spatula play it on either viktor or gangplank and instead of running Asol play 4 infiltrator level 9: https://lolchess.gg/buildeset3.5?deck=7aa7b960de8511ea9ce08d2f4408daad
If you hit either of these level 9 boards with 2 star units it is a 1st unless an opponent has a 3 star 4 cost unit or out positions you really badly.
General advice when playing Mech Viktor:
Differences between Galaxies
Dwarf Planet - Mech is so busted on this galaxy, I have seen Mech compositions hold hands 1-5 multiple times in challenger elo games. Look for titans resolve as if it procs your Mech will hit the backline. Infiltrators are weaker on this map so keep that in mind when building early game boards. Gangplank is also OMEGABUSTED on this galaxy.
Neekoverse - I just wanted to thank riot for removing this Galaxy
Superdense - I tend to run 4 infiltrator instead of ziggs at level 8. Also if winstreaking you might roll more in stage 3 as any round you win it is likely you're doing an extra 2 damage which puts a lot of pressure on a lobby.
Trade Sector - Greatly dislike this galaxy for Mech but never miss the chance to level if you can afford it while winstreaking. Going level 7 right after stage 3 carousel can be the difference between hitting an early legendary or hitting important mech units.
Treasure Trove - Not a great galaxy for Mech as you have 4 units in your composition that do not benefit greatly from items (Mystic units and annie/fizz) Also Mech doesn't benefit too greatly by having perfect items so the benefit that other compositions get is much greater.
Galactic Armory - Great for pushing early winstreaks. Always look to slam 2 full items before any pvp rounds even begin.
Binary Star - Look to take glove or tear on the first carousel. NEED to win streak as mech isn't as strong later in the game. Not as bad for mech as people make it seem but you usually need 2 dodge items (QSS, HOJ, Trapclaw, and shroud of stillness) in order to make your mech survive versus the 4 cyber players in the lobby. Need perfect Viktor items as another issue mech has in this galaxy is the fact that mystic units along with other mech units can't utilize items well.
Plunder Planet - Always push levels and try to bully other players around. Anytime you can prevent another player from killing any of your units you are denying them 2-3 gold which is a huge early game. Most of the time you will level to 8 on 4-1 and be 9 in late stage 4 or early stage 5. Can also decide to roll down on 3-5 after stage 5 carousel at level 7 in order to get as much gold as possible off the galaxy and prevent other players from killing units. Everyone spikes really hard in stage 4 on this galaxy.
Salvage world - I'm still unsure of this galaxy, I have only played 5 games on this galaxy but in 2 of them I opened with a redbuff ludens lucian with blaster buff that felt really strong. Not as important to run an early game composition that can utilize mech items well.
I'm sure I missed some stuff within this guide and will try to answer any questions in the comments over the next few days.
submitted by TtvBananaNationss to CompetitiveTFT [link] [comments]

Binary Options Recovery: Scammed Traders, Fake Brokers, and Funds Recovery

Binary Options Recovery: Scammed Traders, Fake Brokers, and Funds Recovery
Following the “permanent temporary” measures against binary options and CFDs (contract for difference), the body in charge implements its own set of limitations that simply forbids regulated houses to offer such product in the UK, hence increasing the risk of pushing retails traders towards illegal brokers and outright scams. Fortunately, a new solution is now available to UK traders via a new United Kingdom Financial regulatory ruling.
More scrutiny from UK banks about financial transactions, even to binary optionsIn short, banks will have to take more responsibility about the financial transactions they facilitate. This new ruling should lead to the creation of a new code of conduct that will help defrauded people to have their funds recovered by their bank, unless it is proven they acted recklessly.
As a popular Financial blog puts, it, “It is likely that should a bank or credit card company be either impersonated by a fraudster in order to gain money, or trick a client into depositing, and the bank allows the transfer, a client will be able to take recourse.
The broad protection should kick for many online scheme and scams, whether it is fake investment companies, fraudulent binary options brokers or those scammers who promise to help you recover your stolen funds…only to steal from you once again. On the other hands, it means the banks will be more likely to forbid transactions to legit businesses, such as reputable cryptocurrency exchanges or honest smart options platforms.
The regulating bodies and financial institutions are taking a number of measures to prevent financial fraud. Binary options trading, in particular, is being controlled with a greater degree of robustness to protect the unwary general public being drawn into a situation where they suffer financial losses. Many hundreds of people around the world are targeted each day.
![img](prwn4ha2ecf51 " ")
Frequently they are novice investors who are unfamiliar with the markets and do not recognize that the so-called trading platform and its way of working are actually bogus. The individual only realizes the extent of the fraud when eventually when the fraudsters finally decide that there is no more money to be had and shut down the account and promptly vanish without trace.
Spotting Fraudulent Binary Options Broker
Some lawyers in the financial fraud division are very familiar with the pattern of behaviour demonstrated by the fraudulent brokers and the distress caused by their dealings with inexperienced investors. There is a track of record of recovery in relation to financial fraud and has a number of strategies and tactics to compel the fraudulent broker or associated financial service providers to restore funds to those who have been deceived.
Needless to say, the fraudsters are accomplished at hiding their tracks and frequently there are myriad inter-connected limited liability companies, often some are registered in different countries, with some dormant and some active. It is hardly surprising if the complexity of the situation results in a failure to discover a single person who can be challenged and held accountable.
However, there are various channels financial fraud lawyers use when attempting to retrieve money for clients and each avenue is investigated. Whilst an individual may be alarmed and confused at the prospect of navigating through the complex structures that have been deliberately set up to confuse, Financial fraud lawyers are usually quite familiar with strategies fraudsters use, and frequently can steer a course to the recovery of some or all of the lost money.
https://preview.redd.it/daa505b3ecf51.jpg?width=600&format=pjpg&auto=webp&s=b27aa7697b0bf1afbd238964166ce40c693db2e3
The step of last resort, legal action, is understandably daunting for a person who often has lost significant amounts of money to the fraudulent brokers. It is fully understandable that such a situation will leave the victim decidedly risk-averse. There have been experiences with class actions against the fraudulent brokers and has developed links with litigation funding organizations in order to offset the risk in respect of class actions.
The lessons that can be drawn from the experiences of those individuals who have had the misfortune of losing their investments to fraudsters are to be extremely cautious. Always consider every offer or investment for at least 48 hours before making a decision, a genuine broker will understand the caution that a new investor will view a proposition.
All investments carry a risk and anything that promises a return on your initial investment seems to be significantly higher than normal it is almost certainly not to be trusted. Do not allow yourself to be hurried into a decision, it is highly unlikely that an authentic broker would try to rush you into an investment, especially if you demonstrated reluctance; their reputation would suffer by such behaviour.
You can now recover all money lost to bitcoin, binary options, cryptocurrency, investment, scam by hiring any one of these Verified Wealth Recovery Experts.
To recover money lost to binary options, forex, bitcoins, cryptocurrency, and investment, get all the information you need here; https://bitcoinbinaryoptionsreview.com/binary-options-uk-scammed-traders-fake-brokers-and-funds-recovery/
submitted by sinenyoku to u/sinenyoku [link] [comments]

Binomo Trade 1min Expiry Strategy Explained wit 15secs Candles | Best Price action Timing Trick

Binomo Trade 1min Expiry Strategy Explained wit 15secs Candles | Best Price action Timing Trick
One way you can trade binary options with price action. Works in all platforms. #binaryoptions #binarypriceaction #forextrading
Watch the video here
trade binary options in any platform with this price action trick
submitted by PAT-for-BO to u/PAT-for-BO [link] [comments]

Fixing Zane's skill trees

So there's been a bit of renewed attention around "fixing" Zane and the ways to go about that, and for the last while I've been thinking of the various fixes and the different routes Gearbox could go down, so I decided to put them all in one post.
The biggest issue I see right now is that Zane is far too dependent on kill skills. It's basically his only source of damage, and the narrowness of his skill trees and the damage they offer means that no matter how good his other class mods may be, it's basically impossible to beat Seein' Dead, since it puts every single damage skill he has in his trees on steroids. You can't replicate the strength of his entire skill tree build on just a class mod without turning it into another - even more broken - band aid.
The simplest route (although far from the most thorough) is only swapping Seein' Dead and Seein' Red with no other changes. This doesn't totally fix Zane and it still leaves him dependent on a form of band aid, however I think that the band aid being in his trees is significantly better than it being on a class mod, since at least then can be used with other class mods. It wouldn't fix the kill skill dependence, but it would mean that the kill skill dependence won't limit your gear choice as much. This is far from the ideal solution, however I can understand if Gearbox is unwilling to do huge skill tree overhauls and this being the only change made. It's far from perfect but it's the least intrusive fix.
The most thorough and best option is a major overhaul of his skill trees. Diversify his damage by giving him different damage types spread throughout the trees. Splash in orange. Crit and elemental in green. Make the latter half of the orange tree have a purpose beyond just buffing the clone and make the latter half of green tree worth putting points in. These are pretty major changes but would be very effective, and would be a true fix rather than a cheap band aid.
My main aim with these is to fix the buggy skills, buff the weaker skills and make Zane a bit of a better jack-of-all-trades character, which is why there's some skills reminiscent of the other characters'.
I really don't know what to do with Distributed Denial, it's such a strange and glitchy skill.
A less important fix with tree overhauls, but something I think would still be a nice QoL change: swap the kill skill proccing of Seein' Dead and Seein' Red. This one may be controversial, but even with big skill tree changes I think that SD fits better as the conclusion and capstone of the blue tree than Seein' Red. Seein' Dead feels more like an extension of the blue tree than it does a class mod, and given how it is much more versatile than Seein' Red (which is only really good for moving around the map or one shot boss kills), it makes sense for the more specific feature to be locked to a class mod and the more general-use feature being included in a skill tree, as this better enables gear diversity.
Infiltrator and Executor don't need much of a fix, the only real issue with them is that the current kill skill dependence funnels us away from them. I won't get into fixing the rest of his class mods in crazy depth (ThiccFila has a really good video that goes into a lot of depth on class mods), but these are some of my not entirely novel suggestions:
Feedback is welcome, especially with regards to any exact numbers that you may think be excessive/too little, it's possible I went a little overboard throwing extra damage types everywhere and it's quite late here for me - I don't want Zane to become an overpowered mess.
A little confused on the downvotes but fair enough haha
submitted by whitebaer to borderlands3 [link] [comments]

10.16 Rank 18 Challenger Mech One Trick Guide

Hey all I posted this on CompetitiveTFT yesterday and someone recommended that I post it here as well so here you go!
My stream is https://www.twitch.tv/banananationss and I’ll be streaming for a bit after posting if you would like to come and ask questions.
Hello, I'm Atornyo and I first hit challenger in NA as a mech one-trick last patch and achieved as high as rank 18 in patch 10.16. I really enjoy mech as I mostly played reroll mech to hit diamond last set and think it is the most interesting composition in the game. I will be referring to mech pilots with a focus on Viktor carry as Viktor Mech.
My lolchess: https://lolchess.gg/profile/na/atornyo
Ideal Viktor Mech Level 8: https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 (legendaries can replace units with similar traits if you find a 2 star version of them or find a legendary before 2 starring the unit they replace: Lulu>Cass gp 1star > ziggs if you have an extra defensive item to give gp Ekko>shaco)
Level 9:https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499
Items that can be used in Mech Viktor:
For the Mech -
Titan’s Resolve - If your mech has one of Hand of Justice or Guardian Angel or both I recommend building this item, without either of these items you won’t see much value from Titan’s Resolve until you have a level 5 or 6 mech which means you have 2 star annie rumble and fizz. This item has the potential to be the single strongest item that your mech can use and is worth playing for every game. The downside to this item is that there is zero value in slamming the item early game as it will never hit 50 stacks until you have a mech online. The only time you are looking to potentially not have this item on your mech is if there are many people contesting (a 4+ mech lobby) the reason for this is because this item greatly increases in value the higher level your mech is. Once it hits 50 stacks your mech will 1v9 especially when coupled with a Hand of Justice or Guardian Angel.
Hand of Justice - This item is so good worth slamming every game as it works well on early game carries and is really solid on mech.
Guardian Angel - Solid item but ONLY place this on your mech if you are certain there will be a Hand of Justice or a Titan’s Resolve with it. Works well with Titan’s because your mech doesn’t lose its Titan’s stacks after its first death and can slap around the enemy team after reviving. Works well with Hand of Justice as it can heal a significant amount of HP post mortem. This item also works really well with rumble as he will oftentimes cast after coming out of the mech and his spell doesn’t go away while reviving.
Quicksilver - This item is BiS for mech IF you are unable to complete the trifecta mentioned above. In lobbies with many zephyrs this item can result in insane value, however, with optimal scouting you can sacrifice Ziggs and Cass to the Zephyr gods. The reason I believe this item isn’t as godly as many others make it out to be is the fact that it does absolutely nothing in a number of matchups other than provide 20% dodge. The problem with this item is that it is NOT slammable until you have a mech online.
Bramble Vest - One of the strongest items to slam early game. If you take an armor off the starting carousel and are blessed enough to find another by 2-1 you are building this item.
TrapClaw - This item is mostly just a 20% dodge stat boost. This item isn’t very slammable early personally, only build if I feel I don’t have any other options.
Shroud of Stillness - This item is a 20% dodge stat boost that can turn a fight with optimal positioning. If you build this item you need to scout EVERY round. Relatively slammable early but not on the same tier as bramble.
ZZ’rot - You are building this item because you want to win streak early. Neat thing with this item is that you get two voidlings over the course of the fight.
Warmog’s Armor - Probably the single strongest early game item in the game, give a protector this item and go afk until stage 4.
Ionic Spark - Another very slamable item, if you have a rod and a cloak at any point before krugs it is worth slamming as this item will save you infinite HP.
Thieve’s Gloves - This item is a bait on mech. In the past I would play Thief’s Gloves mech as a transition unit while I pivot to a non mech composition. Nowadays I only play mech so don’t recommend giving the mech this item. Not a bad shaco item and once you replace shaco with Ekko he loves it.
Itemizing Viktor - Viktor wants a morellonomicon in order to nuke the enemy team’s healing potential along with blue buff or Spear of shojin as viktor should be able to kill the backline in 2-3 spells.
If you're considering playing mech here is what you should look to do in each stage:
Stage 1: look to grab Armor>Tear>Crit Glove on first carousel units holding these specific items such as armor Malphite/Illaoi or tear Ziggs can be free tickets to winstreaking early. After carousel I try to hold brawlers rebels and infiltrators as I believe it is the strongest opener for mech, however if it is clear that a stronger board is available, such as a 2 star poppy or jarvan while you only have 1 star Illaoi/Malphite, it is worth pivoting to that. On the round that Kayn appears (1-4) I will prelevel which means I buy experience in order to achieve a level 4 shop on 2-1. This is very important as a unit like rumble/shaco/neeko with a belt can win streak the entirety of stage 2. I try to hold on to any Annie I find as I like to hold one whenever possible but it is worth selling her in order to pick up any brawlerebel/infiltrator or to ensure that you can pre level.
Stage 2: I attempt to win streak through stage 2 every single game, Viktor Mech and Mech infiltrators are not very item dependent and you can switch between the two depending on what items the game gives you. If you have any of Bramble Vest, Hand of Justice, Guardian Angel, Ionic Spark, Warmogs,blue buff, morellonomicon, or ZZ'rot Portal it is best to slam the item as the Mech can hold any of those items other than bluebuff and morellonomicon and those last 2 items are vital for viktor, Illaoi is a great holder for Mech items and Ziggs/ahri are great holders for Viktor items. On 2-1 play whatever your strongest board is as with any non-hyperroll compositions. On 2-3 before the stage 2 carousel I will prelevel in order to get a level 5 shop on 2-5 post carousel, this is extremely strong for Mech Pilot compositions as it gives you the opportunity to hit a full Mech on stage 2 or other strong early game units like rumble gnar wukong and fizz. In the case that you are on a 2 or 3 loss streak after the stage 2 carousel it is best to attempt a full loss streak in order to maximize early gold, this is the ONLY time that I would ever consider attempting to lose a round. If you are running infiltrators in your early game composition it is extra important to scout EVERY round as the difference between an infiltrator hitting a Ziggs or a 2 star frontliner is winning or losing a fight.
Stage 3: This is where a lot of decision making enters the game. If I am winstreaking with a streak of 3 or greater and I will have more than 10 gold after leveling I will level on 3-1. otherwise I will level on 3-2. If I have fizz and rumble by 3-2 and am level 6 I am willing to roll down to 10gold in order to hit an annie. If you roll down this early into the game it is vital that you do not tunnel only on units that go in your final composition, you are not rolling solely to hit a Mech you are rolling to maintain win streak this means that you will look to complete any pairs or to add unit upgrades to your current board. If you roll down and do not upgrade your board at all you will be in a very bad place so it is important to keep a very open mind on what can be thrown in to improve your composition. If I don't roll down on 3-2 I usually do not roll at all unless I am taking a large amount of damage every round in which case it can be a good idea to level to 7 post stage 3 carousel (3-5) and roll some gold to stabilize. If you are rolling it is important to not roll below 10 in stage 3 unless you have a great reason to, such as winstreaking and holding 4-6 pairs while knowing there are opponents that can beat you if you don't hit those upgrades.
What to do if you hit early Mech: Mech in stage 3 can be played in many different ways. Most of the time you will sell your frontline and be looking to play Mech + whatever your strongest backliners are which are usually the level 2 units you already had. Ideally you want to have a ziggs and infiltrator or be running 4 sorcs + Mech but it is not vital in stage 3.
Stage 4: This is where the decision between Viktor Mech and Mech infiltrators is made. If you are bleeding out and approaching death <40hp 4-1 it is worth leveling to 7 and rolling down to stabilize. Which means you are playing the level 8 board minus ziggs if by some miracle you hit aurelion sol feel free to play zed/ziggs/asol instead of the mystic units. However, in the majority of games you will level to 8 on 4-3 and roll for your board.
The 4-3 rolldown (Viktor Mech) - While rolling you are looking to hit this board https://lolchess.gg/buildeset3.5?deck=f6e3df00de7c11ea85825783e5dd3235 it is discussed earlier when to replace units with legendaries. Also I value cass and Karma over Soraka as before the mech dies other units tend to take very little to 0 damage. If you run into a GP Mercenary upgrade in this roll down it is only worth purchasing double strike as they are so expensive. You can stop rolling once you hit the units in the composition and have a level 6 mech (2 star annie rumble and fizz), a 2 star legendary or 2 star Viktor. If you hit any of those requirements with more than 20 gold and are somewhat healthy you can usually go to level 9 later in the game in order to increase your chances at first place. If you hit a 2 star asol and do not have blue buff Asol can replace Viktor at levels 8 and 9.
If you hit it is very likely that you will win streak through stage 4 and into stage 5.
Stage 5: If you rolled down at level 7 on 4-1 you are leveling to 8 and rolling on 5-1 in a last ditch effort to survive. This rolldown is the same as the standard 4-3 one. If you were able to stop rolling early and have hoarded a large amount of gold, look to go level 9. Only go level 9 if you have at least 30 gold to roll or have more than 15 gold and already hold 1 or more legendary pairs. If you are about to die feel free to roll on 8 in order to complete vital 2 stars which are any mech pilot unit +viktor and shaco. The winconditions for Mech Viktor are good mech items +perfect item 2 star Viktor or Level 9 with 2 star legendaries. The optimal level 9 composition looks like this https://lolchess.gg/buildeset3.5?deck=1c8af8c0de7d11ea8f93e91782b06499 with the option to replace Viktor with urgot 2 and giving the bluebuff to urgot and the morellos to Asol. While it is situational it is almost always better to run a 2 star unit over a 1 star legendary. In the case that you were fortunate enough to find an infiltrator spatula play it on either viktor or gangplank and instead of running Asol play 4 infiltrator level 9: https://lolchess.gg/buildeset3.5?deck=7aa7b960de8511ea9ce08d2f4408daad
If you hit either of these level 9 boards with 2 star units it is a 1st unless an opponent has a 3 star 4 cost unit or out positions you really badly.
General advice when playing Mech Viktor:
Differences between Galaxies
Dwarf Planet - Mech is so busted on this galaxy, I have seen Mech compositions hold hands 1-5 multiple times in challenger elo games. Look for titans resolve as if it procs your Mech will hit the backline. Infiltrators are weaker on this map so keep that in mind when building early game boards. Gangplank is also OMEGABUSTED on this galaxy.
Neekoverse - I just wanted to thank riot for removing this Galaxy
Superdense - I tend to run 4 infiltrator instead of ziggs at level 8. Also if winstreaking you might roll more in stage 3 as any round you win it is likely you're doing an extra 2 damage which puts a lot of pressure on a lobby.
Trade Sector - Greatly dislike this galaxy for Mech but never miss the chance to level if you can afford it while winstreaking. Going level 7 right after stage 3 carousel can be the difference between hitting an early legendary or hitting important mech units.
Treasure Trove - Not a great galaxy for Mech as you have 4 units in your composition that do not benefit greatly from items (Mystic units and annie/fizz) Also Mech doesn't benefit too greatly by having perfect items so the benefit that other compositions get is much greater.
Galactic Armory - Great for pushing early winstreaks. Always look to slam 2 full items before any pvp rounds even begin.
Binary Star - Look to take glove or tear on the first carousel. NEED to win streak as mech isn't as strong later in the game. Not as bad for mech as people make it seem but you usually need 2 dodge items (QSS, HOJ, Trapclaw, and shroud of stillness) in order to make your mech survive versus the 4 cyber players in the lobby. Need perfect Viktor items as another issue mech has in this galaxy is the fact that mystic units along with other mech units can't utilize items well.
Plunder Planet - Always push levels and try to bully other players around. Anytime you can prevent another player from killing any of your units you are denying them 2-3 gold which is a huge early game. Most of the time you will level to 8 on 4-1 and be 9 in late stage 4 or early stage 5. Can also decide to roll down on 3-5 after stage 5 carousel at level 7 in order to get as much gold as possible off the galaxy and prevent other players from killing units. Everyone spikes really hard in stage 4 on this galaxy.
Salvage world - I'm still unsure of this galaxy, I have only played 5 games on this galaxy but in 2 of them I opened with a redbuff ludens lucian with blaster buff that felt really strong. Not as important to run an early game composition that can utilize mech items well.
I'm sure I missed some stuff within this guide and will try to answer any questions in the comments over the next few days.
submitted by TtvBananaNationss to TeamfightTactics [link] [comments]

Trading frame perfect inputs as method to make certain TAS-only tricks possible in RTA

I'd like to explain a general but in most games probably at most restrictively applicable method to effectively ''trade frame perfect inputs'' [which may sound strange and questionable at first if one hasn't heard of that concept before, but I'll elaborate on it below] that can be involved in (speedrun) tricks, for the purpose of transforming bio-mechanically (in the sense of the physical and speed related limits to the human hand) impossible (or at least extremely difficult) to perform TAS-only input patterns required for in-game tricks into more realistic or even decently executable new versions of input patterns for those tricks. I guess one could see it as a separate, advanced step in the same direction in which theory crafting goes for constructing setups that calibrate or normalize various parameters to make performing certain tricks easier.
The idea for this method is to add a suitable frame perfect input for pausing the game to the execution of a trick in order to allow to either simulate a frame perfect immediate button press release (of another input part of a trick) or to be given more time to switch the held inputs up and buffer them through unpausing the game.
If this method can at all be used in a game may depend on the following factors, among others:
° How pausing works in a game: Namely if pressing the pause button halts gameplay instantly or if gameplay is interrupted after a short delay (and in this case what the game's lag behavior is), provided pausing even is an option in the situation or even just in the game in general.
° How the game treats a trick that involves a longer gameplay process when it is interrupted by a pause in the middle of it rather than without a pause (since in some cases the game may react to pausing and continue in terms of game mechanics different than how it would without it, so that pausing doesn't solely delay gameplay).
A rather simple but good example for this that was already independently of my own separate theory crafting found in another community would be Wario World Super Jumps ( https://www.youtube.com/watch?v=sN6iNne-B7E ), in which normally about 8 frames after initiating a Dash with an input the jump button has to be pressed, then released in the next frame and pressed again (and then can be held) in the next frame of this 60 Hertz game (for NTSC), in order to get the most jump height out of this (rather than lower jump heights with further off input timing). And to make this trick doable in this case, the frame perfect release of the jump button is avoided and instead a frame perfect pause is introduced in the same frame as the first jump press to create a longer time gap between the first and the second jump press. And while this version of doing the trick stays equivalent in terms of the count of frame perfect inputs, the advantage comes from not being forced to move the finger fast enough anymore for the 2nd jump press in relation to the first and the button release in between, but just having to press it at the right time and in isolation from the first jump press; and this ''de-coupling'' of frame perfect inputs in a chain of inputs is the crucial point here.
More concrete distinguished situations that may be resolvable with this method might be cases like the following ones:
° Cases where one is required to press a direction button in 1 frame and one has to steer away or press another button to input the complete opposite direction in the very next frame (rather than having the lenience for it to take more frames, or especially in cases where one is using a control stick with ''analogue'' inputs, i.e. a fine input field within which joystick positions are polled, rather than just a binary check for e.g. each of 4 different directions for if the direction is held or not) and is not allowed for the input polling to happen anywhere within the process of moving the control stick from 1 side to the other, resulting in the signal sending a value for an intermediate control stick position. And this also includes cases in which an immediate direction switch has to happen again immediately afterwards.
° Especially cases in games that run at very high frame rates like 60 Hertz or 120 or more Hertz, it can make a big difference to break frame perfect input chains required for a trick up (e.g. in a simple case that may be just two different positions of a control stick with 360° movement freedom in 2 consecutive frames), by turning a situation in which one would otherwise need to steer the control stick into another direction at proper angle and inhumanly fast into a situation via pausing the game at the right frame ahead of time or together with the first directional input (depending on how the given game's pause mechanic works, if one can even pause at the time), and then buffering the 2nd directional input through the unpausing process.
° Cases where an input needs to happen for only 1 frame but not longer, and in those cases pausing may allow to cut the active gameplay time off and allow to just press and hold that button input rather than having to release it after pressing it for 1 frame.
° Cases where one has a chain of inputs that need to happen in rapid succession within few frames, where the input chain would be possible to be executed up to some frame but continuing with what follows wouldn't manually be possible when one is forced to execute the 2nd part immediately afterwards; and where one would be able to execute the 2nd part on its own as well, provided one wouldn't be forced to execute the 1st part of it and interruption-less chain that into this 2nd part (because in that case, introducing a buffer time inbetween may be able to resolve this).
Disambiguation:
The purpose of the method I'm trying to help giving insights into - while it may also be closely related to other useful applications like providing audio cues or visual references for afterwards as side effect - is not about pausing for the purpose of gaining information or feedback from the game (that one then due to the game pause can actually process and react to in time for use of it later) e.g. to get a better orientation on one's position and surroundings while they are frozen in place or to know when (in relation to unpausing) the next inputs should occur, or if one should pause again (e.g. in a bufferable manner when possible) to let 1 or a few frames pass until one can unpause safely to be able to buffer the next input for a trick (outside of maybe the pause button presses involved in the trick, assuming the trick doesn't require pausing in and of itself, if perfect machine-like inputs are provided like in tool-assisted superplays). Neither do I mean to address cases where the pauseless execution of a trick was previously thought to be impossible but later turned out to be possible to be performed by someone else or with more practice, muscle memory, and different cues (without qualitatively changing the manner in which the trick is attempted to be done), or where the difficulty and associated inconsistency of getting a trick was just too high without pausing, for the plain purpose of separating the input chain (rather than for also getting visual or audible cues), which are their own separate cases. But instead, the sole point here is meant to address cases where the trick in question otherwise can manually just not be performed in general, for cases where this is due to the bio-mechanical limits of human hands, for example, where any amount of practice, cues, muscle memory or reaction times may lead to performances that may be close to successfully executing a trick but turn out to be still unsuccessful. This is the kind of ''dead end'' stuck situation I'm having in mind here, with this alternate method of approaching such situations.
In particular, while this ''input decoupling'' method, or ''frame perfect input trading for bio-mechanical benefits'' also involves pausing the game, it's purpose is not the same as for what's generally referred to as a plain Pause Buffer: ''Buffering a command out of a paused game. Runners can repeatedly pause a game to find the exact frame they want to execute an input on for frame perfect tricks''.
However, I think a method like this also presumably would only be worth considering (in a speedrunning context) for otherwise extremely hard or impossible to in real time execute tricks that at the same time would lead to significant time-saves by making a glitch/trick performable or making an extreme case of a speed-technique doable (like maybe certain backwards longjump setups in Super Mario 64 or something along those lines), e.g. in order to make a short-cut accessible, or to trigger ''game-changing'' effects that allow important new possibilities (like opening up a new category / speedrun branch for a game or making an existing one more extreme, for changes that aren't time-saves but change the category-defining limits of a category). Of course, a pause typically would also cost time and may in speedrunning contexts be part of the trade-off for making a trick possible and/or easier to execute.
For the game Super Metroid and a romhack of it there is in total (so far) 2 more situations for which I realized myself that this method can be very useful, and I'll go into one of them as example below:
Trick: Saturn Climb (named after a tool-assisted speedrunner): https://www.youtube.com/watch?v=3LLwcB5-WcE
Here is a visualization (using the SNES TASing emulator lsnes) of the TAS inputs around the critical part of the trick (for which some of the inputs need to be as shown in the following screenshot, but not all):
https://media.discordapp.net/attachments/396448200447361024/737817960244183050/Saturn_Climb_TAS_inputs.png
For Super Metroid (running at 60 Hertz) on NTSC there exists this tricky walljump that is highly precise in the vertical and horizontal sub-pixel range for Samus' positioning from where the walljump has to be executed, as well as extraordinarily precise in directional input timing and the rapid changes of that. The critical part that appears to be impossible to perform in this manner are two immediately consecutive required instantaneous direction switches (from holding Right to holding Left within 1 frame and only for 1 frame, and holding Right again immediately after that, as one can see in the screenshot at the frame rows from 49600 to 49602).
Now (leaving out some details about previously also required frame perfect inputs which however would only need to happen in isolation from each other), by pressing Start about 1 second ahead of time (since in this game pressing Start doesn't pause it immediately) frame perfectly (which adds/introduces another frame perfect input that is not present normally), 2 new variants of this trick emerge from doing so, which would allow to overcome this rapid input hurdle:
(i) Either the earlier Start press makes the game enter the pause menu in the frame 49601, meaning that the gameplay frames relevant to Samus' movement end with frame 49600 (before frame 49601), in which case the first (frame perfect) Right (>) press can be held into the menu (which takes out the otherwise required frame perfect release of the button press), and from there one can buffer Left (<) through unpausing the game and then is only anymore required to instantly switch to pressing and holding Right (>) in the correct frame [which is a type of execution that has been shown to be doable on SNES controllers before].
(ii) Or the earlier Start press makes the game enter the pause menu 1 frame later, namely in frame 49062, and in this case after pressing Right frame perfectly, one would have to instantly switch to pressing Left at frame 49601 and can hold it into the pause menu, followed by being able to buffer holding Right (>) throughout all of the unpausing process in order to continue.
Also, when it comes to making precise tricks possible to execute, while games where initiating a pause makes the game stop instantly may in some cases have the advantage that the pause input can be pressed together with another critical input for a trick, so that doing both at the same time may come close to just pressing 1 button frame perfectly; games where initiating a pause happens with a delay may in probably more rare cases have the advantage that a convoluted input pattern doesn't get even more condensed with a pause input having to happen in the middle of it, because the pausing input can happen in isolation beforehand.
What I would hope could come from this would be the revisiting of previously as impossible to perform thought of tricks in games that were thoroughly tested for the respective input windows involved in them, for which this approach makes the difference, but also the same for tricks that haven't been looked into yet regarding the actual difficulty of performing them and associated input lenience windows for success, but are known to exist (e.g. from tool-assisted speedruns) already.
submitted by EternisedDragon to speedrun [link] [comments]

Immediate Edge Review, Is Immediate Edge SCAM Or Legit Trading App?

Immediate Edge Review, Is Immediate Edge SCAM Or Legit Trading App?

Immediate Edge Review: Is This Crypto Robot Legit or Scam
Immediate Edge Review and investigation 20twenty. The Immediate Edge app is a crypto, forex and choices trading robot utilized by folks to automatically obtain and sell Bitcoin and create profits. Wanting at the website, many people claim it helped them move from rags-to-riches trading Bitcoin. Further, some claims linked it to Ronaldo and Sir Alex Ferguson

https://preview.redd.it/rttn3i4hohm51.jpg?width=1280&format=pjpg&auto=webp&s=8f0dc345c3ace4032d571d44fabe356f13ff1a33
Is Immediate Edge app legit or scam? Whereas the claims of its linkage to the higher than celebrities are unverifiable, we tend to can verify that the app is not a scam and permits individuals to trade Bitcoin using the Fibonacci strategy with ten minutes time frames
The app, that allows people to deposit at least $250 through mastercard and Sofort, scores 88% rate and a 5 stars as a real software
Since there are several scam cryptos, forex and options brokers who trick individuals to depositing money, and then they run away with the funds, we have taken time to review this software to determine if it is real or a scam.
Is Immediate Edge scam or legit
High success rate is reported by users with this software.
The Immediate Edge web site provides truthful claims about the service though it will not mean the crypto trading risks are eliminated with its use.
Customers should start with the minimum investment and increase it when satisfied with the utilization of the app.
Click the link to access Immediate Edge official web site or keep reading to understand more
This software will not seem to be a scam and users report that it helped them make real money trading on it.b site
What is Immediate Edge App?
Immediate Edgecould be a robot or auto-trading software that allows folks to trade forex, crypto and binary choices. A user deploys the algorithm-primarily based bot, which relies on a trading strategy that's automatically executed on a broker trading platform once deployed.
The strategy is coded or set like to permit the user to automatically get and sell crypto, stock or choices on the broker platform at favorable prices, to form profits. It can do automatic market analysis by analyzing a vast amount of knowledge from completely different sources, at intervals seconds and with high accuracy, then use the data to predict the costs. It can then come up with a transparent buy or sell tradable signal and then execute it automatically by shopping for and/or selling on the broker platform.
The software can, therefore, save a trader thousands of manual hours and labor they might have spent analyzing information to form trading choices and to follow the markets and to position and close trades. You conjointly do not want to understand anything concerning crypto, stock or option trading to use this auto trading app, although it is suggested to possess this information to keep improving on trading.
Trading bots will achieve high success rates of more than 90p.c and have been tested to work. You may be searching for Immediate Edge scam but the website can tell you that you can expect to earn between $950 and $a pair of,two hundred per day using the software but that depends on your expertise. As a newbie, you'll not start making that a lot of immediately and conjointly it depends on how a lot of you invest. With an investment of $250, you'll be able to expect to form a lot of lesser although some people claim to own made $12a pair of in a very few hours using this software.
That will not mean Immediate Edge is error-free. There still is a heap of unpredictable high volatility in crypto and bots will make mistakes and errors to create losses. Auto trading robots are better employed in combination with manual trading strategies.

https://preview.redd.it/1zkt9v3johm51.jpg?width=1280&format=pjpg&auto=webp&s=85f7e7f5d0e9d6b60b4a8a6e37bb344dbbb8305c
Immediate Edge Review
How will Immediate Edge work?
All a user has to try and do is join up at the Immediate Edge web site, then deposit funds to have access to the robot, when which they can begin trading by switching on the bot. It will would like no control or intervention from humans, beyond beginning and stopping it.
You additionally need to stay checking, daily, to observe the performance of the software in doing its job and ensure that it is earning any returns needless to say. From there, you can confirm whether or not to extend or decrease your investment towards crypto, options or stock trading using this robot.
You'll be able to also monitor performance to be ready to regulate the trading settings from your dashboard and optimize totally different features of the trading bot for instance set amount of trades or amount to invest in every trade.
Founder of Immediate Edge
In line with the Immediate Edge website, this trading bot was founded by Edwin James. Reportedly, he created billions with forex, crypto, and binary options trading and still shares his strategies on the way to trade the assets on the app.
He founded the app to create it potential for brand spanking new traders to create cash in less than 3 minutes of signing up.
How to sign up on Immediate Edge:
Registration: Registering or signing up on the website is free but to start trading, you want to deposit no less than $250. You discover a registration type on the top right of the page, on that you type in your email, full names and phone numbers and country code. Create a password to be used for logging in later.
Deposit funds: Depositing funds allows you to connect to a robot broker and then you'll begin the bot to start out trading. You'll deposit with Visa, Wire Transfers, Klarna or Skrill. The currencies supported are Swiss Franc, British Pound, US Greenback, and Euro and using a credit or debit card limits deposits to less than $/£/€/?10,00zero in one day and $/£/€/?40,000 in an exceedingly month.
Immediate Edgeisn’t licensed to handle your funds, it works with brokers to handle the cash once it's deposited.
Demo trading: Relying on the broker you're connected to, you can begin to practice trading with the Immediate Edge software. Some brokers do not have this feature on their platforms. Still, with the latter, you can test their options before you deposit cash to try and do live trading. With the demo options, you'll be able to familiarize yourself with the trading house before beginning to use real money to trade.
Trading: Before and when you've got switched on auto-trading, you would like to check the trading settings daily. You'll regulate some things including stop-loss orders and when to try to to them, amount to speculate per trade and how several trades to try to to per day. You'll be able to also choose that cryptocurrencies to trade, and you'll be able to select all the most in style ones together with Bitcoin and Ethereum. You also get to observe the profits/losses and decide if to continue and/or when to prevent.

https://preview.redd.it/c9scw5fkohm51.jpg?width=1280&format=pjpg&auto=webp&s=3d127be2887c4c8960023a8cf1b1f55297dbf250
Withdrawals, user verification, cost of using the app and alternative options

The payouts or withdrawals are made by filling letter of invitation type on the funds’ management page and it can take two operating days to replicate in your checking account. No fee is charged on withdrawals. You'll withdraw your cash including the capital while not a lot of problem on this app, that is better than several that don't enable withdrawals at any time
While some bots need verifications by asking for your ID and statements, this one will not. You are done once uploading your payment details. The bot charges a commission on profit. Besides, you get twenty fouseven client support on Immediate Edge
Immediate Edge may be a legit, secure, user-friendly trading application for crypto, stocks, and choices. It has a zealous customer service and reports a high success rate. Another smart robot we have recently reviewed is Bitcoin Professional
We tend to hope that this review helped you to make a decision concerning this trading app. Additionally, subscribe to our web site to be invariably notified concerning new software from this industry. For live reviews subscribe to our Youtube Channel or FB Page.

https://www.immediateedge.org/
https://www.facebook.com/immediateedge/
https://www.pinterest.co.uk/immediateedge/
https://twitter.com/EdgeImmediate
https://www.instagram.com/immediateedge/
submitted by EggNecessary9499 to u/EggNecessary9499 [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]

Binary options trading  Binary options signals - YouTube Binary Option best Tricks (Volatility Index Trick) Secret Trading 5 Ticks Duration - How To Trade Binary.com ... The Best Binary Options Trading Strategy - Here's how I ... Binary Options Tips and Tricks - Real Trading Strategy ... Binary Options Strategy 2020  100% WIN GUARANTEED ... 60 second Binary Options Strategy Tips Learn Tricks And Tips For Trading Binary Options Successfully Binary options trading  Tutorial for the beginners - YouTube 2 Minutes Strategy Binary Options 2020 (IQ Options) - YouTube

Most of you already know what binary options are, as you are here for the top tips and tricks on trading binary options. But, for the uninitiated, we will give a short brief. Binary Options are financial instruments that allow you to trade on all kinds of assets such as forex, stocks, futures, crypto, indices, and much more. There are only two directions in binary trading and this is where it ... Binary Options Trading Tips,Investing in Binary Options,Binary Options and Its Benefits,The Simple Steps of Trading,Binary Options Trading Tips, The complete guide on binary options trading and online stock trading. Follow the tips. Become an expert and reap rich profits. Day trading secrets. Swing Trading: Expert Advice For Novice Traders – Minimize Your Losses And Maximize Your Gains Using ... Binary option expert - Unser TOP-Favorit . Um Ihnen als Kunde die Wahl des richtigen Produkts wenigstens etwas abzunehmen, hat unsere Redaktion außerdem unseren Favoriten gekürt, welcher unserer Meinung nach von all den getesteten Binary option expert extrem hervorsticht - insbesondere im Blick auf Verhältnismäßigkeit von Preis und Leistung. Binary Options Trading Tips,Investing in Binary Options,Binary Options and Its Benefits,The Simple Steps of Trading,Binary Options Trading Tips, The complete guide on binary options trading and online stock trading. Follow the tips. Become an expert and reap rich profits. Day trading secrets. Swing Trading: Expert Advice For Novice Traders – Minimize Your Losses And Maximize Your Gains Using ... 10 Quick Binary Options Tips and Tricks. Do you want to get the most out of trading binary options? Of course you do. That’s why you are going to read our quick tips and tricks for success! If you have explored most of the other articles on our site, you probably are already familiar with a lot of this advice. But a quick review never hurts, and if you are a beginner, this is a great ... Binary Options Trading Tips,Investing in Binary Options,Binary Options and Its Benefits,The Simple Steps of Trading,Binary Options Trading Tips, The complete guide on binary options trading and online stock trading. Follow the tips. Become an expert and reap rich profits. Day trading secrets. Swing Trading: Expert Advice For Novice Traders – Minimize Your Losses And Maximize Your Gains Using ... Binary Options Trading Tips,Investing in Binary Options,Binary Options and Its Benefits,The Simple Steps of Trading,Binary Options Trading Tips, The complete guide on binary options trading and online stock trading. Follow the tips. Become an expert and reap rich profits. Day trading secrets. Swing Trading: Expert Advice For Novice Traders – Minimize Your Losses And Maximize Your Gains Using ... Binary option expert - Der Gewinner unserer Redaktion. Um Ihnen als Kunde die Wahl eines geeigneten Produkts wenigstens ein bisschen leichter zu machen, haben unsere Tester abschließend unseren Favoriten gewählt, welcher ohne Zweifel unter all den Binary option expert in vielen Punkten heraussticht - insbesondere im Testkriterium Verhältnismäßigkeit von Preis-Leistung. Binary Options Trading Tips,Investing in Binary Options,Binary Options and Its Benefits,The Simple Steps of Trading,Binary Options Trading Tips, The complete guide on binary options trading and online stock trading. Follow the tips. Become an expert and reap rich profits. Day trading secrets. Swing Trading: Expert Advice For Novice Traders – Minimize Your Losses And Maximize Your Gains Using ... VIEW BEST BINARY OPTIONS TRICKS» Why Binary Options Auto Trading Is Handful. Configurations for Trading Analysis. Four Binary Options Winning Tips and Strategies. Auto Trading Binary Review (FULL) TradesCapital Review. Finding a workable solution for your online trading needs requires a systematic search of hours or perhaps days. There are many names on the web that provide services like ...

[index] [18455] [24872] [8081] [28822] [28018] [24921] [28957] [12986] [13934] [2049]

Binary options trading Binary options signals - YouTube

Link download: https://sowl.co/XcG3V Full Manual strategy for All Volatility index here: Full Tutorial consist of : vol 100 full strategy, vol 75 full strate... Binary Options Tips and Tricks - Real Trading Strategy Hello everyone, this is the best strategy for trading Binary Options. First, you need the indicator wh... 60 second trading, binary trade option trading strategies, 60 sec binary options binary trading strategies, binary options 60 second binary options trading income secrets how to trade binary ... Binary options trading Tutorial for the beginners Hey guys! Today I'm gonna show you my binary options trading strategy that I usually use in my binary tra... IQ Options -https://affiliate.iqoption.com/redir/...Please subscribe and leave a like for more videos.Online trading is a very risky investment/profession. It i... The road to success through trading IQ option Best Bot Reviews Iq Option 2020 ,We make videos using this softwhere bot which aims to make it easier for you t... Binary options trading Binary options signals Hi there! I'm Lady Trader and today I'll show you my binary options strategy 2020 that I use in binary tradin... binary options trading Digits Over Strategies With Indicators Make $30usd in few minutes - Duration: 16:14. Proudly Tech Money General Tips And Tricks 9,975 views 16:14 Need a Binary Options Trading Strategy? To get the transcript and MP3, go to: https://www.rockwelltrading.com/uncategorized/binary-options-trading-strategy-h...

http://arab-binary-option.cobblindufolg.tk