Steam Spring Sale 2025 Begins today, ends on March 20th @ 10 am PT
From the official website (might need to refresh):
https://store.steampowered.com/
Trailer
According to a Japanese report by securities analyst Hideki Yasuda, Square Enix President Takashi Kiryu stated that FF XVI sales are currently around 3.5 million units.
I used to be a normal Dota 2 player. Grinding my way through 40+ minute games, dealing with teammates who refuse to buy wards, and experiencing the full emotional rollercoaster of a ranked match. But then I started playing Turbo… and now I don’t think I can go back.
Why spend 50 minutes losing when I can lose in 15? Why farm for 30 minutes when I can have a full build in 10? Turbo is like fast food Dota, quick, satisfying, and probably bad for me in the long run.
I tried playing a normal match again, and by minute 25, I was staring at my first completed item like, “Why is this taking so long? Where’s my GPM steroids?”
Turbo is just too good. Too efficient. Too fun. Am I doomed? Is there a way back? Or have I ascended to a new level of Dota enlightenment where objectives are optional and high ground pushes happen at minute 12?
Send help. Or don’t. I’ll be in another Turbo game sweating my ass off for literally nothing.
33 Heroes are uncontested so far, more than 50% of them are cores.
We play every day and she hates it! But what do you guys think? Just about every aspect of the artwork is taken directly from the game files and I figured you guys would appreciate it.
I was playing a game just now and the Abrams on my team was high and talking on voice chat but actually made a great suggestion about the broken ass Sinner’s Sacrifice slot/pokie machines while he was also doing some Abrams voice impressions.
He mused that instead of nerfing the payout, devs should make it so that missing the correct timing on the final strike takes a huge percentage of your HP. It would be more in line with the design/theme of the object, and would also stop Allies from messing with it or trying to steal it.
We ended up brainstorming as a team and noted that you could also make the percentage of HP taken for a failed hit timing increase with the amount of machines that the player has destroyed, to add further risk/reward for people who spend the whole game farming them.
If you want to go one step further you could make the final strike timing progression slightly speed up as the game goes on longer (like a Stacker machine).
Thanks for reading, I post it on …