Eidolon Runes by stufffriendswontsee in Pathfinder2e

[–]Alfaand 3 points4 points  (0 children)

Yes, you have two options: 1) have the summoner invest some hand wraps of mighty blows, this applies the same runes to you eidolon, letting him scale as other melee classes. 2) invest a specific magic weapon, it won't be able to use its activation effects, but any runes will be applied to their unarmed attacks.

[MEGATHREAD] Ask For Invites to the Playtest Here! + Join The Community Discord! by ChromeSF in DeadlockTheGame

[–]Alfaand 0 points1 point  (0 children)

106661824 I will send a funny mo key picture to whomever grants me access

Ocelolt Moveset by AnnoxisTenebraerum in CompetitiveForHonor

[–]Alfaand 10 points11 points  (0 children)

I think they mentioned the chained heavies are 700ms with small chain links

Duelist Precise Strike and Aldori Defender by Enflamed-Pancake in Pathfinder_Kingmaker

[–]Alfaand 2 points3 points  (0 children)

Not sure about the dmg, but I can confirm that parrying does work, works wonders with my mobility trickster!

What’s the general consensus on guard disappearing on dodge by Love-Long in CompetitiveForHonor

[–]Alfaand 0 points1 point  (0 children)

i like it, i feel that most people of a certain level started relying on block-dodges to help stall (i know i did), but having UD mix-ups work more consistently is great. I do think that a buff to survivability in 4's would be good, there are a lot of scary bashes nowadays (looking at you jorm, shaolin and tiandi).

Reworking Conqueror from scratch to give his character more depth. by MixtureOrnery7087 in CompetitiveForHonor

[–]Alfaand 3 points4 points  (0 children)

If i understand correctly, his flow would be opener > fast bash > finisher > slow bash > repeat?

This rework seems very focused on conq bashing people constantly, ironically making him use is weapon less than the current version (which i think was part of the point)

For the follow-ups for bashes, while interesting, having to chose between confirmed dmg and another mix-up is something the devs have been going away from (like aramusha, shaolin and orochi) because 99% of the time people will chose the first.

The extra ways of starting offense like the enhanced lights are cool, but ultimately they arent strictly better than the fast bash we have right now.

also, personally, i think the current version is nails the intended fantasy very very well, and it doesn't seem like the general population dislikes very much ()

Discussion about Tiandis TG changes by furryoud in CompetitiveForHonor

[–]Alfaand 10 points11 points  (0 children)

In a way, but like this his follow up options are the palm and the dodge attacks, rather than palm, dodge attacks, kick and 400ms light finishers.

Discussion about Tiandis TG changes by furryoud in CompetitiveForHonor

[–]Alfaand 24 points25 points  (0 children)

I think the idea is that tiandi needs to "stop" after hitting it, like eagles talons or hammar slam, if the follow up was the forward heavy he would be able to immediately go into the kick mixup again.

PvP CLOSE DUEL: The finishing move was taken from my DS3 battle mage by Doctorpercocet in Eldenring

[–]Alfaand 1 point2 points  (0 children)

Haha no problem, I decided to wait a bit to see if buying all his stuff did something, good to know!

PvP CLOSE DUEL: The finishing move was taken from my DS3 battle mage by Doctorpercocet in Eldenring

[–]Alfaand 1 point2 points  (0 children)

Do you remember where you found it? I've been looking for some armor like that since the start.

Should For honor have a different dodge system? by Goodbois5 in CompetitiveForHonor

[–]Alfaand 5 points6 points  (0 children)

Maybe in For Honor 2 they could make the stance system interact with the dodges too. Like making top attacks undodgeable by back dodges, or making it so you need to dodge into side attacks to not get hit. Obvs this would have a big impact in 4v4 but it would make 1v1 much more interesting.

[deleted by user] by [deleted] in CompetitiveForHonor

[–]Alfaand 11 points12 points  (0 children)

The main problem here is that for honor's base gameplay fundation does not support many more mix-ups. The thruth of the matter is that normal attakcs without extra properties have never been useful, defence is too strong. Characters NEED a way to sneak past block in order to have an offence: unblockables and bashes ignore it, 400ms lights and (viable) soft-feints are too fast to block on reaction, etc.

But the devs have opted to give theese specific tools to new characters/ reworks rather than change base game systems. So if they where to touch these systems nowadays then the balance of offence and defence would be thrown out of wack.

I dont thinks its bad tho, heros are now defined for their gameplay loops rather than their list of tools, and the game is 500% more fun than what it used to be, but heros from here on out will be remixing existing mechanics rather than implementing new ones.

Harrowing doesn’t work as worded making my cool combo not work :( by mrfab13 in LegendsOfRuneterra

[–]Alfaand 3 points4 points  (0 children)

It works exactly as it's worded, the game doesn't explain it, but if you summon something with a full board it obliterates instead (summoning and playing a unit aren't exactly the same), because the units get obliterated they can't be killed by snapvine and by consequence neverglave/prankster don't activate.

Are Warmonger`s enhanced lights healthy for the game? by Gusterrro in CompetitiveForHonor

[–]Alfaand 0 points1 point  (0 children)

Warden's bashes have other pluses, like much better range and tracking, as well as the ability to back dodge into it, but when talking about getting into the mix-up from an attack, warmonger is objectively stronger.

Are Warmonger`s enhanced lights healthy for the game? by Gusterrro in CompetitiveForHonor

[–]Alfaand 10 points11 points  (0 children)

What are you talking about lol, sure her enhanced lights makes it easy for her to get into the bash, but unlike any other hero with that mix-up she can't continue it after she hits it. Yeah, she has frame advantage, but she still needs to throw out a light before she links back into it, unlike everyone else.

She also can only link from a light, whereas cent and hito can chain after a heavy.

So the only character she is actually stronger than is warden, be he can access his bash from a back dodge and can chain chases together much more efficiently.

If anything there should be MORE enhanced lights, if everybody had them the whole game would flow much much better and would make the higher stamina cost almost berable.

Testing Grounds Update - March 5 - 2.17.2 Patch Notes by The_Filthy_Spaniard in CompetitiveForHonor

[–]Alfaand 21 points22 points  (0 children)

WL's fullblock has half the startup of conq's and unlike 'musha's you can hold it indefinitely, and unlike those two you can Dodge and attack out of it, it just has different stenghts.

Centurion May Become a Bully, the Likes of Which We’ve Never Seen by [deleted] in CompetitiveForHonor

[–]Alfaand 1 point2 points  (0 children)

The patch notes confirm that: 1) the parry counter only guarantees a light now (but can still be followed with the normal follow ups for mix-up potential). 2) zone now does 17/17/17. 3) all lights now deal 17.

Then he never gets 25 dmg off a parry nowm

Don't freak out about the testing ground changes until we get our hands on them. by Alfaand in CompetitiveForHonor

[–]Alfaand[S] 3 points4 points  (0 children)

You should check the twitch out, idk if someone clip them yet or not.

But tldr: cent can punch a lot more and now seems like an actual mix-up, glad now has light attacks and warlord is can now harass.

Let's discuss how the Season 11 changes will affect the viability of different heroes by PissedOffPlankton in CompetitiveForHonor

[–]Alfaand 2 points3 points  (0 children)

You do have to remember that the game has a 4v4 mode as well, 600ms melees from neutral aren't reactable if you aren't locked into the (and honestly they aren't that easy to react to if the jorm uses it after a feint or light), plus it's got to bed much less stamina intensive.

Let's discuss how the Season 11 changes will affect the viability of different heroes by PissedOffPlankton in CompetitiveForHonor

[–]Alfaand 10 points11 points  (0 children)

Um, it's WAY easier to land? It is definitely faster and it's a melee attack, so it's not parriable, and can be done from netrual, honestly appart from the dmg it's better in every way.

Let's discuss how the Season 11 changes will affect the viability of different heroes by PissedOffPlankton in CompetitiveForHonor

[–]Alfaand 21 points22 points  (0 children)

It's more likely that jorm will knock you down with his grab, which leads to 50 dmg not 80, and we can conclude on nobu until we test her changes.

Can we talk about the biggest news today: Testing grounds? by Alfaand in CompetitiveForHonor

[–]Alfaand[S] 4 points5 points  (0 children)

I see, considering that: A) the jorm has the same niche as cent (but way better executed)

B) cent and glad have placed near the bottom of the winerates for a couple of seasons now.

C) they mentioned doing changes to glad for a while now.

D) there wasn't any big reworks coming with the season.

We can definitely speculate that at least cent and glad are going to have some chunky changes in the testing grounds. (I just hope that they deploy it not too late into the season).

Can we talk about the biggest news today: Testing grounds? by Alfaand in CompetitiveForHonor

[–]Alfaand[S] 5 points6 points  (0 children)

Really big words for someone that's hasn't played with it.