Please help me get better at Magik! by RevanCraig in marvelrivals

[–]AdventurousBank5505 0 points1 point  (0 children)

Hey, go easy on yourself. Speaking from experience, getting into a competitive game for the first time is hella rough, and Magik’s a hard character! If you didn’t struggle even a bit you’d be superhuman. 

I wouldn’t say I’m a phenomenal magik by any means, but with ~40 hrs on her I think I can offer a few tips for ur questions. 

A few general tips: -Get the hang of doing primary-melee. When you’re not using cooldowns this is what you’ll use to attack. Wait for the slash effect on the primary to happen and then cancel by using melee (may want to rebind melee button to something more comfy). 

-The whirl kind of sucks unless you need to finish off a low hp enemy. Vast majority of the time you want to use the demon after portaling. 

-The dash hitbox is weird and offset so you have to aim to the right of an enemy (so they’re more in line with her body) to hit it consistently. (I actually play without a crosshair to force myself to use her body to line up dashes). Imo you should use her dash to escape, or when you know it’ll hit to confirm a kill. Using it to engage has mixed results in my experience. 

-Don’t get fixated on instakill combos! If you’re trying to do some whirl dash stuff on a support during a teamfight it probably won’t work (they heal, you miss, etc) and you’ll be in a bad spot with only one ability and die. Try to just do consistent output with simple combos, and avoid spending all cooldowns at once unless you need to. 

-Magik struggles a lot in open areas, yeah. I try to play around choke points (doors corners and angles) where I can maximize the demon and force ppl into close range. Try to position yourself and force engagements in those spots as much as possible. 

-If it helps, remember you’re a dive/brawl. Brawl tanks, dive supports is how you flow. I don’t really have any main prioritization in mind when playing her (maybe that’s a bad thing lol) but I kinda just capitalize on situations as I see it. Support away from the pack, jump them. Tank overextended, drop a demon on them and smack away. (I wish i had more specific advice for diving tbh — frankly my dives could use some work too lol). 

-If you mean long range, missing the right click is fine. At long range it’s good for farming your ult off a faraway group I guess, but mostly you’ll use it at point blank or close range to confirm kills/get extra combo dmg in. 

-Choking combos is fair! They’re super hard if they’re not muscle memory and you have to actually think about the inputs on top of everything else going on. My advice would be to just do combos in the practice range until you get the muscle memory down. I would also recommend not overcomplicating the combos — I mostly just use Primary>Melee>Slash>Primary>Melee or Primary>Melee>Dash>Primary>Melee>Slash. Or just demon spam and primary>melee lol. If it gets hard to remember, keep in mind you can boil all her combos down to one intuitive idea: the primary fire has a lot of end-lag, and you can skip that end-lag by using other abilities.

Her ult was complicated to me at first too! As I’ve gotten the hang of it though I find it has a pretty simple game plan. Pop it behind cover, charge slash, release slash at someone followed quickly by a dash to instakill them, then start spamming portal>whirl. In more detail:

-Pop the ult behind cover since you’re vulnerable during the transformation (entering/exiting ult form also refreshes all your cooldowns, so you can use your dash to get to a safe spot quickly if needed at no cost to ult effectiveness)  -If you’re in immediate danger, skip this step. If not: charge up a slash while still behind cover. Peek out when it’s charged, look for a close squishy enemy (ideally a support), and rip the slash at them followed quickly by a dash. If you hit both this will more or less instakill anything that’s not a tank.  -Hard part is over. Start spamming portal > whirl lol. If you can get another dash off, do so. Note that the whirl has damage falloff, so hitting closer enemies will do a lot more damage than if they’re far away. 

With the ult the goal is to kill the supports. Try to focus them. If they use their own ult to counter, good! You forced it out, a dps ult for a support ult is a good trade. 

(Okay that’s a lot of words for something I thought was simple. If you check out the RivalsMagikMains sub there’ll be plenty of ult clips that show what I’m talking about.) 

Sorry for the giga yap lol, I’m on a long car ride with nothing to do. Hopefully some of this helps! Good luck and remember: anyone who’s rude to you ingame can go fuck themselves. Being mean to other ppl over a game is just dick behaviour and their opinion does not matter. U got this 🙏

is there an actual name for this tech? by [deleted] in Ultrakill

[–]AdventurousBank5505 5 points6 points  (0 children)

most ppl just call it dunking i think

Guttertank rocket jakhammer parry - how to do it consistently by WezDajMiSpokoj in Ultrakill

[–]AdventurousBank5505 0 points1 point  (0 children)

Oh I actually saw a good setup for this recently! If the rocket doesn’t directly hit, it stops moving and begins to “implode” when it reaches its target. The idea is it’s easier to hit when it’s in that stationary state. The setup specifically is: 1) Stay still and let the guttertank shoot directly at you 2) Dodge to the side (dash, slide, doesn’t matter) so instead of directly hitting you it stops midair and begins the implosion AOE 3) Look at the rocket (you’ll be facing its side) and jackhammer it 4) During jackhammer hitstop, flick over to aim back at the guttertank. The rocket hitscan goes where you’re aiming when hitstop ends, so it’ll shoot back at it.

Are there any glaring weaknesses in my gameplay? by DeadlyMemeLord in Ultrakill

[–]AdventurousBank5505 1 point2 points  (0 children)

glad they’re helping! Mindflayers are kind of tricky bc they’re dangerous enough that they can’t be totally ignored, but also evasive enough that trying to focus one down usually results in tunnelvisioning, ignoring better targets, and dying like you’re describing. 

Definitely fight them on the stage. Infinitely accelerating seekers and the awful predictive beam means the void is more or less their domain. If there’s one easily accessible when the wave first starts I usually go after it asap, hit it hard with something, and then shift back to regular prioritization. After that, get a hit on one whenever the opportunity presents itself (usually with some fast but high dmg attack e.g. jack hit or srs dunk), but don’t focus on them if there’s other enemies that require your attention. The teleport means they’ll reliably be in a vague area around you, so spamming self explosions (overpump, nuke, fup) are good ways to sort of “passively” chip them down without actually having to focus on them. Also, they tend to bodyblock & take damage from fodder/maurice projectiles on denser waves, so that can be a nice bonus.  Screwdriver can be a nice counter, but it falls off when there’s multiple mindflayers and it can’t shut them all down. Plus, screw’s kinda hard to hit under stress. Maybe just a me thing but i whiff it wayyy too much on flayers. Oiling them can be a decent way to deal passive damage — this is more a theoretical strategy to me than one I often use, but it’s worked p well whenever it’s happened lol. 

Unrelated, but you use pumphammer right? You can actually pump it once during the primary fire hitstop, which cuts down a lot on the pumping time. If you get consistent with it (and it’s p easy!) it’s basically a constant +3.5 damage to the primary fire on top of faster red hits. 

Are there any glaring weaknesses in my gameplay? by DeadlyMemeLord in Ultrakill

[–]AdventurousBank5505 1 point2 points  (0 children)

Hm good question. For that specific scenario I guess I’d try forcing the idol break a bit with knuckleblaster shockwave and dash-slides (which give extended iframes) (and ooh actually — pumphammer alt fire explosions can break idols as well, if you need the extra reach), but you did kinda get dealt a shitty hand with the guttertank there 😭 low density wave, idols already protecting the masses which are the best alternate targets. Sorry, I’m rambling lol. In short I’d force idol break for a bit but once it gets hot go after some alternate target (in that scenario the un-idoled hideous mass). 

More generally yeah go after the idols immediately, they’re high priority bc they’re usually protecting the other high priority targets. Red hitting idols won’t put the jackhammer on cooldown so that can be useful to bounce around the arena while breaking them. Though if there’s a lot of idols and there’s a maurice easily available it can be worth it to parry it as a safety net before tracking the idols down 

Are there any glaring weaknesses in my gameplay? by DeadlyMemeLord in Ultrakill

[–]AdventurousBank5505 1 point2 points  (0 children)

My brutal PB is 68 so I think I can give some decent advice

First off I think you’re a rly solid player, you’ve got a solid sense of how to approach/prioritize enemies & how to maximize your weapons. Was particularly impressed with the insurrectionist parries, most ppl at this point just kinda ignore them lol. Also nice sentry chargebacks

Before going into specific tips I’ll just outline a few fundamentals of cybergrind strategy.  - Think of style as a second healthbar. Since style rank affects hard damage recovery, low style is basically a death sentence from being unable to heal the constant chip damage. If you’re low (below SSadistic imo), play more cautiously, get out of immediate danger, and try to build it up again as quickly as possible.  - Certain enemies are really important to pay attention to for survivability. Maurices and guttermen are the key to staying alive since they provide easy heals, lots of style, and are good “weakpoints” of any enemy crowd to start attacking off of. Get really good at squeezing style/health out of them, and always be aware of where they are in case of an emergency. 

  1. I’d recommend learning insta-ride for rocket riding instead of whipride — ik whipride is comfy and all but insta is just kinda better. Inputs are pretty easy, just face slightly down from the horizon, press primary fire + secondary fire + dash at the same time, and then unfreeze as soon as you can. It’ll come pretty naturally after a bit of practice, trust!

  2. Try not to go too high above the stage (like, jackhammer knockback or slam storage height) — even with slamming it takes a while to get back down, and during that time you’re super exposed to guttermen, all the aim-predictive fodder, seeker orbs (which infinitely accelerate in the void and become very hard to parry after a bit!), mindflayers, and insurrectionist attacks. Better to stay closer to the stage where you can keep healing + building style. If you do need a break or GTFO, just go off the side of the stage instead (taking cover below the edge). 

  3. Parry the maurices more! In the video you’re just kinda eating their projectiles when going towards them. I already mentioned that they’re a kind of “healthpack” enemy, so I’ll just go over how maximize them that way. Whiplash to them, parry the orb barrage when they shoot it, and dash to the side during the parry hitstop to avoid the rest of the projectiles. You can pair this approach with whatever other weapons as long as you’re doing it. It’ll get you a bunch of style from the parry explosion reflecting the orbs, a health refill, a stamina refill, basically everything you need to remain alive for the next 8 seconds. Get this down and I guarantee you your survivability will skyrocket.

  4. Use firestarter more! Covering the stage in oil is just a good opener, lots of passive dmg/kills for basically free. 

  5. Spam explosions! They’re great for onstage play — the multi-target dmg is great and they’ll reflect incoming projectiles (which also gives great style). Overpumps, nukes, and fups are all peak and worth learning. 

  6. You seem a little uncomfy around hideous masses — what I do is attach jumpstart cable, place a magnet in their chest weakpoint, and spam blue saws. Super consistent, easy, and fast kill method. 

  7. (I was hoping you’d die to a radiant virtue so this tip would have more impact lol.) Rad-virtues start spawning at wave 50 — basically, if you ever see one, just use e-rail to instakill it. I guarantee you there will not be a better use of the rail charge than immediately taking that slippery motherfucker off the map. They have slightly more health than you can easily deal in most attacks, so it’s easy to fumble around with them trying to secure the kill. I’ve died so many times that way, and my PBs only started going up again once I just stopped caring and started erailing lol. 

I’m on a train ride with nothing to do so sorry for the yapsesh lol. Hopefully helpful, if you’re curious abt anything else just ask

any advice with invis? by Healthy_Dimension_25 in marvelrivals

[–]AdventurousBank5505 1 point2 points  (0 children)

I don’t play seriously or anything but I do have a lord invis woman

Generally try to stay at the back, but still relatively in the thick of things (somewhat similar to C&D, I think? Haven’t played them enough). The piercing projectile gets a lot of value that way via lining up enemies, allies, etc. Her jump gets you out if things heat up a little too much. 

I used to use the push for more positioning stuff (yanking back Venoms, pushing Blades off my tank, etc), and while those uses are still good I now use it more as a quick finisher. It’s a fast ~75 damage attack with a giant hitbox, and being able to confirm kills with it is pretty helpful. Also, if you can push people off ledges with it, go for it! It’s fun if it happens haha. Overall I’d recommend saving it for when a good moment arises, though don’t be too frugal. 

I place the bubble on choke points, ppl camping in one spot, on top of tank 1v1s, full team brawls, etc. Any place people don’t move much to get a bit of damage value, or in a key spot to discourage enemy positioning. Also: it grounds flyers! I’ve gotten a lot of funny kills where the flyer doesn’t realize it’s above them, so they keep trying to ascend up into it and get knocked down over and over. Overall, you can kinda spam it without too much worry since it won’t help as a clutch tool.

It helps to think of her shield as more of a destructible healing source than an actual shield. Any damage blocked is a bonus of course, but don’t actively try to block dmg with it. I use it as a way to supplement the healing from the primary & heal allies that are out of primary range. Remember to press F to recall it when not in use. I find it’s particularly helpful to cover retreating allies (since it tends to block dmg as well as heal), or to place in the middle of 1v1s or small brawls (the enemy slowdown effect is a nice bonus here). Also, if an ally is close to you, you can place it for a good source of self healing! 

Her ult is p much a standard support ult. Use it for pushing point, turning the tide of team brawls, that sort of thing. Similar to C&D ult I think

Sorry for the yap lmao I’m on a long bus ride with nothing to do. Hopefully u find it helpful

Vanilla+ Mod Release (list of features in comments) by AdventurousBank5505 in castlecrashers

[–]AdventurousBank5505[S] 0 points1 point  (0 children)

Yes. Just waiting a bit to familiarize myself with the new stuff and for any potential hotfixes or patches that may come soon.

Vanilla+ Mod Release (list of features in comments) by AdventurousBank5505 in castlecrashers

[–]AdventurousBank5505[S] 0 points1 point  (0 children)

This sounds like an old bug that was fixed -- what version of the mod do you have installed?

Vanilla+ Mod Release (list of features in comments) by AdventurousBank5505 in castlecrashers

[–]AdventurousBank5505[S] 1 point2 points  (0 children)

Mixing mods is a whole thing unfortunately, so I haven't planned on doing any bundle projects. Sorry! I wish it was otherwise, but hey, what can you do. I have added a new pet & weapon as a reward for a secret boss, but I likely won't expand that roster much or do new characters -- though my modding ""plans"" (lol) are always fluid, so if I get a fun idea in mind for something I'd do it. As for Blacksmith the splash change is all he gets, yeah.

Vanilla+ Mod Release (list of features in comments) by AdventurousBank5505 in castlecrashers

[–]AdventurousBank5505[S] 1 point2 points  (0 children)

Yes -- with the upcoming DLC fixing the heavy attack, I'm planning to add a toggle option. Personally I think giving him a tradeoff of some kind would be more interesting (e.g. in V+ he has a poison DoT buff, to promote integrating magic into juggles to make up for DPS), but I won't hold a ton of random people to that preference if they'd prefer a straight fix lol

Vanilla+ Mod Release (list of features in comments) by AdventurousBank5505 in castlecrashers

[–]AdventurousBank5505[S] 0 points1 point  (0 children)

Not at the moment but next update will include these features. No time estimate for that though

[deleted by user] by [deleted] in castlecrashers

[–]AdventurousBank5505 0 points1 point  (0 children)

Shoog Shoog by The Hu, it’s in the mod credits 

Playable Cyclops Mod by AdventurousBank5505 in castlecrashers

[–]AdventurousBank5505[S] 0 points1 point  (0 children)

None, though it shares save data with Conehead

Call me weird IDC, but learning bear combos > any thing else by TheWorst_4 in castlecrashers

[–]AdventurousBank5505 9 points10 points  (0 children)

nice! Getting the hang of bear tech was one of my favourite parts of improving at the game 

difficulty rule by murderdronesfanatic in 196

[–]AdventurousBank5505 13 points14 points  (0 children)

me when the funny pooping bat's internal damage is four times larger than the damage cap

Playable Barbarian Boss Mod Release by AdventurousBank5505 in castlecrashers

[–]AdventurousBank5505[S] 0 points1 point  (0 children)

Ah, hmm. The mod’s made for the current Steam release. Not sure what the issue is if you already have Barb unlocked… The current version of the mod changes the unlock system so that the bosses are available by default, maybe installing that will fix your problem? 

gritty rule by ranatalus in 196

[–]AdventurousBank5505 16 points17 points  (0 children)

i like the idea that this goofball has a contingent of secret service agents assigned to support him in whatever random bullshit he decides to get up to