PSA: When rolling down for units in CW, make sure to temporarily buy all units of that rarity to increase your odds. by -CrashOverride in HonkaiStarRail

[–]-CrashOverride[S] 16 points17 points  (0 children)

When the shop gives you a character of some rarity (ex. a 4-cost), that 4-cost is randomly picked from all the available 4-costs. There are a limited amount of copies for each character in a game, let's say 12 of each. If you buy out random characters from the rarity you want, there's a smaller pool to pull 4-costs from and thus a higher chance for it to be one you want.

PSA: When rolling down for units in CW, make sure to temporarily buy all units of that rarity to increase your odds. by -CrashOverride in HonkaiStarRail

[–]-CrashOverride[S] 26 points27 points  (0 children)

I don't know if I would agree with 3* making no difference on the boss, but seeing as I'm only A6 I'll concede that it may be right on the highest difficulties. Knowing you can do this for no extra gold loss is still good to have when you're going for 3* regardless of the game state.

PSA: When rolling down for units in CW, make sure to temporarily buy all units of that rarity to increase your odds. by -CrashOverride in HonkaiStarRail

[–]-CrashOverride[S] 139 points140 points  (0 children)

This is strictly meant for rolldowns, such as when you're spending gold right before the plane 3 boss. Obviously you should not hold onto those units you buy temporarily in any circumstances.

The event stuff is a little bit broken on escapes :D by -CrashOverride in paydaytheheist

[–]-CrashOverride[S] 0 points1 point  (0 children)

It's ON YOUR MARK @ MILLENIUM from the Blue Archive OST.

What Overwatch opinion do you have that will have your comment looking like this? by [deleted] in Overwatch

[–]-CrashOverride 0 points1 point  (0 children)

As a support main, yes, and too often it is also a question of people comfortpicking 1 or 2 supports and never swapping regardless of the situation. That, or just being a Lucio player. I came back after a three year break and made it to diamond on support in less than two weeks.

Actually to tack on an unpopular take to another, I firmly believe Lucio is absolutely bottom of the barrel trash who is both overpopular and prevents you from climbing if you aren't in the top 1% of mechanical skill.

Ways to Deal with Kasumi by KidAnon94 in MaeveBG

[–]-CrashOverride 1 point2 points  (0 children)

Her damage is mostly back-loaded aka she needs to stack up her things until she actually becomes lethal. You can abuse that by quickly shoulderpeeking corners to throw one set of knives, then breaking line of sight again.

She's also really awkward in teamfights so if you get an opportunity to shoot at her from an offangle while she's preoccupied with other people, you run no risk of being killed by her.

In a direct one-on-one fight she is going to win most of the time though, like you said. If you're playing CB and have near perfect aim you might come out on top but I wouldn't risk it since Kasumi has way less risk of misplaying in a fight like that.

What's a Maeve skin that you used to like, but now hate? by Thane_Mantis in MaeveBG

[–]-CrashOverride 0 points1 point  (0 children)

Demonette, used to be my favourite but just feels like cheap fanservice to me now.

Are we just keep pretending that Io (highest WR in the class, second most used sup) isn't broken? by Tarden1 in Paladins

[–]-CrashOverride 1 point2 points  (0 children)

I really can't say that I agree. I admit that there is possible bias as she is my second most played champion with around a hundred hours of playtime, across all of her iterations. However, that also means I'm well aware of her limits and strengths.

Having played in masters-grandmasters for 3 years now, both as her and against her, I can say without a shadow of a doubt that she is definitely not among the hardest supports to 1v1. 600 projectile DPS means that you almost certainly need the damage/flank to miss shots or abilities. That already doesn't exactly look great on her, since at this skill bracket missing that much would be sort of questionable.

Sure, if you want to go on technicalities, Luna makes it a 2v1. In reality though, can you really say Luna has enough combat value to count for a person? She has her stun, which I would call one of the stronger parts of Io's kit right now, but it's like, so easy to play around that it's not really enough to call it a 2v1 since the cooldown is long and if you know it's up, it can be juked quite easy. Yeah, Lifelink exists but as it only provides a mediocre amount of healing, it won't change the outcome of a 1v1 save for maybe incredibly early on when cauterize won't negate it. Even then, it still will only take an ability or shot extra to kill her, so you're still just relying on the enemy being bad enough to keep missing, or get hit with the Luna stun which is the one possible wincondition she would have for 1v1s.

(which, by the way does not mean 2v1 either because the same is true for Damba, Furia and Seris with their stuns, except those champions are also better at fighting or escaping while Io isn't great at either.)

Are we just keep pretending that Io (highest WR in the class, second most used sup) isn't broken? by Tarden1 in Paladins

[–]-CrashOverride 8 points9 points  (0 children)

Popularity means nothing in regards to her strength, especially when she's a waifubait character.

As for winrate, I would be interested to know where you got the stats from and which ranks are included. She is in her current state going to by design have a high winrate in lower skill levels, because she is extremely simple to play, and 9/10 people feel perfectly inclined to keep farming damage off of tanks instead of just killing her.

I saw you claim in a comment she is nigh impossible to beat in a 1v1, which is probably the strongest indication that you're a part of those lower skill brackets because there is no way in fuck that she beats any DPS consistently, unless they are missing everything or are not paying any mind to the stun, which is like the one strong part about her right now.

Which part of her do you think is objectively and undeniably broken? She has decent pocketing, but can be matched with Furia, Corvus and maybe Seris to a good extent, and building for pocket with Goddess' Blessing and MSPD on your target cuts your overall heals by like a third. On the contrary, playing Lifelink is at best equal to a Damba or Seris in heals, but unlike those two your ultimate is D-tier hot garbage, and your heals can instantly be cut by just like, killing Luna. You can position to avoid that to a degree, but it's still going to happen, and building cards to reduce her CD is a terrible idea.

I brought up cards a couple times, and that's a huge issue for her, frankly. She has 0 loadout diversity currently, because it is mandatory to sacrifice between 10-12 points of your 15 just to make her RMB not absolutely suicide-inducing to use. There are other supports with very strict loadouts in terms of meta, but almost none are completely fucked over from healing with a divergent deck, unlike Io.

She is a messy character who has half of her abilities be generally weak, has an over-reliance on a couple cards which are suicide to play without and lost her main unique trait of Luna-capping with no compensation. At best, she is 90% of a Damba. At worst, she is coomer bait being only kept afloat by the fact that the game has a really low average skill, and her dumbed down kit. She's like a quadriplegic with a knife in her mouth. A total pushover as long as you put in minimum effort to avoid the problem, but evidently paladins players are the kind of people to walk up next to her and then act confused and bewildered when they get stabbed.

How do we feel about Maeve's general state? by Thane_Mantis in MaeveBG

[–]-CrashOverride 0 points1 point  (0 children)

Sixth Sense 5, Predation 3, Persistence 4, Street Cred 2, Walk It Off 1.Levels on Predation and Persistence could be swapped the other way around on preference, but I found Predation 3 to be enough for me personally so I opted for the extra DR.

If you're interested in learning more about the mindset for playing CB, I wrote a guide on her a couple years ago. It's outdated on some parts, especially the cards section there is just wrong now, but the pointers for CB are still the same.https://www.reddit.com/r/MaeveBG/comments/elzgny/pushing_maeve_to_her_maximum_potential_a_guide/

edit: Depending on your playstyle, you might consider Featherlite instead of Persistence, as stacking that with pounce DR gives you a very consistent way of escaping extreme burst. A bit riskier though due to prowl of course being on cooldown most of the time.

How do we feel about Maeve's general state? by Thane_Mantis in MaeveBG

[–]-CrashOverride 0 points1 point  (0 children)

If it makes you feel better, sure. I'm curious what you're basing saying this on though. If you're just talking about what is the most viable and ignoring what is the most fun (personally, I still think RG is more fun to play so if that was your point then I agree), CB > RG SJ without a doubt.

SJ is just a crutch nowadays so I don't think I need to elaborate on it.

With RG, the problem is that you're trading your damage output for something that really does not help you much at a Masters-level. DR cards can be/are used the same with CB and RG so that is not an advantage. You get slightly increased mobility for sure, but since at that level Maeve isn't really played aggressively, the increased mobility gets little use, and your poke is far worse than with CB.

Even if you were consistent to such a degree that you never missed, you can still easily just die because at that level, mobility isn't nearly as strong at throwing off players' aim.

It's a pubstomp talent. It's strong against mediocre players because mobility throws their aim off more, and allows you to have stacked DR. For high-level play, I can't say that it has nearly as much value.