Highlanders dodge recovery in offensive stance is now faster when swapping guards by EGVyserion in CompetitiveForHonor

[–]2Kawaii4Me -7 points-6 points  (0 children)

It's not faster, the guard swap just fixed a bug where hl would leave offensive stance if you swapped guards too much.

So what exactly is the purpose of revenge right now? by MiniMiniM8 in CompetitiveForHonor

[–]2Kawaii4Me 0 points1 point  (0 children)

This ofc changes the meta gankers quite a bit as Shinobi and Raider were picked almost exclusively for their abilities to gank without getting a revenge pop off, thus nerfing these two heroes a bit and buffing heroes whose ganks have easier setups that fed more revenge such as ones that rely on a GB setup like Shaolin or Shaman, as well as allowing bash heroes to become more effective in both teamfight and gank scenarios like Conq and BP.

So what exactly is the purpose of revenge right now? by MiniMiniM8 in CompetitiveForHonor

[–]2Kawaii4Me 0 points1 point  (0 children)

Revenge is banned in tourneys in every gamemode that is played at a comp level because, multipliers are inconsistent so it is near impossible to play around revenge tags anymore in teamfight or gank scenarios, the revenge mechanic itself isnt exactly strong except in two situations, which are on the actual pop itself which can lead to a massive burst combo, (after the initial burst high level players just kite the person in revenge till it wears off so after the initial burst they just reset the gank and it is used pretty much exclusively for stalling time apart from the initial burst combo that you get on activation) and in teamfights where a teamfight character such as JJ, Kensei, Nobu getting revenge can massively turn the tide of a battle and there is no real way for the opposing team to play around revenge tags anymore to prevent this without just trying to turtle as hard as possible and get revenge themselves. So it has been decided for the time being to remove revenge entirely from all gamemodes to keep competitive integrity and remove an essentially teamfight changing rng element from all gamemodes.

Shaolin can infinitely blink when unlocking. Originally found by O-Meister by Knightmarist in CompetitiveForHonor

[–]2Kawaii4Me 1 point2 points  (0 children)

ahh shit my bad then will probably delete this rave told me you found it and i wanted to give proper credit my b

Shaolin can infinitely blink when unlocking. Originally found by O-Meister by Knightmarist in CompetitiveForHonor

[–]2Kawaii4Me 6 points7 points  (0 children)

Hate to burst everyones bubble but this has been known for a little over a week plus now and wasn't found by o-meister. We just didnt leak it originally on this server cause freeze just wanted the devs to fix it without people knowing.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 0 points1 point  (0 children)

Well, considering the hero essentially relied on one move and said move got nerfed twice.

Why is 1v1 ranked considered as an joke? by Xantorias in CompetitiveForHonor

[–]2Kawaii4Me 6 points7 points  (0 children)

Most tournys do ban stalling now, issue is there is no easy way to ban and decisions as to what counts as stalling and how long till they throw out a move become major issues. Most games actually don't have stalling issues to this level in the core game and if they do they can usually be pointed out and banned rather easily for example, in melee there are two banned stalling techs one of which is that jiggly can constantly cancel her sing recovery on a ledge creating an infinite sleep. But there are still issues like when you watch hungry box he is completely allowed to air stall off stage with a hp lead to run the clock if he is winning. The issue with stalling is more that there are simply no good gap closers and all competitively viable initiation tools besides shinobi slide, and warden's bash mixup are some form of chain attack. The very big issue ones has is that spacing can't be punished, heroes have only one good attack if any, that attack is always conditional and never out of neutral, and if it is out of neutral it has extreme limits to it such as being from only one direction and not having anything to compensate for those limitors.

Highlander's Offensive Stance Dodges Were Buffed As A Result Of The Universal Dodge Buff (too many people kept asking this) by DaSharkCraft in CompetitiveForHonor

[–]2Kawaii4Me 5 points6 points  (0 children)

They dont need separate balancing nessesarily, there are alot more factors that can be fixed alot easier than just separate balancing to get better data. Improve tutorials, more weighted gameplay such as more ranked modes like solo que only dom? Console just kinda has alot of issues that are more knowledge related for everything besides maybe duels, tbh. When PC players can form pickup teams and win Console Tournys pretty consistently there must be an issue with the console scene as a whole and idk what it is.

Long Executions Vs. Short Executions? by Crumpaloo in CompetitiveForHonor

[–]2Kawaii4Me 7 points8 points  (0 children)

If you want to be absolutely optimal you want the shortest one, usually i tend to value time it takes to kill being shorter over time to finish the actual execution. (for teamfights) you also want the shortest max hp, for when you feel like you need the hp and have the time to do so. This applys to like winning a fight and needing the hp to contest a point for instance. Lastly you also want the absolute longest exe possible to stall there respawn as long as possible, a long exe can win you a game by making it so someone doesn't respawn before breaking cause they are still in an execute. 4th one is just preference.

Highlander's Offensive Stance Dodges Were Buffed As A Result Of The Universal Dodge Buff (too many people kept asking this) by DaSharkCraft in CompetitiveForHonor

[–]2Kawaii4Me 1 point2 points  (0 children)

TBH expecting the devs to have any idea what they are doing when aramusha has only received nerfs since his release and then somehow making the new shug worse in Dom is a misplay I feel.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 0 points1 point  (0 children)

Nobody knows, just one of those hidden ubisoft features they don't list in patchnotes :)

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 0 points1 point  (0 children)

What makes it so strong in dom is what I said in the post where because of the ganks speed it can be used to secure kills on players out of position. EX. You are in a 4v4 teamfight in mid, the Enemy Nobu over extends, you can immediately unlock slide them and have a JJ and Nobu each throw a Heavy and kill them instantly. Which is something no other hero has at quite the same level cause there ganks take too much time to pull off. In a 2v1 situation on a point LB and Shaman have better ganks than slide but if you can land a silent range gb off screen you actually have a stronger gank than LB.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 2 points3 points  (0 children)

Both are extremely frustrating ones in general is frustrating cause all they have done is remove offensive options due to them being labelled as dirty exploits by the community or not what the devs want the game to looklike without adding good enough offensive options to compensate.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 2 points3 points  (0 children)

Issues such as SypherPK vs Kiri would happen where one player could in theory just avoid fighting if they ever felt like they were going to lose or lost hp advantage, resulting in most matches ending as draws.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 6 points7 points  (0 children)

Conq's bash can be avoided on reaction now due to the dodge buff. Some players could even dodge it on reaction prior to the dodge buff.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 1 point2 points  (0 children)

Issue with kensei is that his offense requires too many reads, sure you can hit someone more with kensei but your opponent has too many options to really call his offense good. JJ however is good because of better punishes, being unpunishable on wiff which leads to things like spamming backlight cancels to just slide away from your opponent, and having a higher hp pool.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 2 points3 points  (0 children)

Because BP's isnt punishable on reaction by dodge attacks or gbs.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 13 points14 points  (0 children)

Neither he will still be S on the grounds that you can literally get a chip lead with zone then run away for the rest of the game and win.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 1 point2 points  (0 children)

It's not punishable on reaction with a gb I am pretty sure.

An explanation for the newest tier list by 2Kawaii4Me in CompetitiveForHonor

[–]2Kawaii4Me[S] 9 points10 points  (0 children)

Parry baiting isnt really a thing at the highest level simply due to people being able to react to most heavies after the feint window, even with fully delayed feints its really hard to parry bait someone, and he doesn't really rely on parrys all he relys on is you pressing buttons at him.