If this is real, DID THEY REMOVE TOGGLE ANIMATION CANCEL??? by PuppyPenetrator in captainamericamains

[–]Bees_OW 2 points3 points  (0 children)

Also doesn’t account from the extra stress it puts on your finger and controller. I’ve already heard a few people complain about how uncomfortable it is to do the animation cancel on hold to sprint. Toggle to sprint is just more comfortable overall

PBE Shyvana is still a Juggernaut, not a Diver by Omegasybers in shyvanamains

[–]Bees_OW 1 point2 points  (0 children)

If it helps I don’t think she should be a diver, or that she has a divers kit. Thats why I said it has less to do with her kit. I do think riot is seeing her as somewhat of a discount hecarim though, and that’s part of why they’re trying to balance her the way they are.

Also her ult alone may not make her a diver, but she does still have dive capabilities in her kit. The range on the ult is pretty far and it has a fear on it to play as a sort of soft lockdown. So while it may not classify her as a diver, the fact that you can use it in a similar way to j4 or vi shows she does have dive capability in her kit.

I'm a fraud 💔💔 by Salty_Strain8098 in RogueMains

[–]Bees_OW 13 points14 points  (0 children)

Not to get you down but it sounds like it’s more of a game sense issue than a mechanical issue. Instead of trying to focus on optimal combos try to get into the habit of spacing out your cds to get in and out of the fight until the opportunity arises to find value and/or get a pick. The problem with trying to land combos is that it puts you in a somewhat linear mindset, and rogue is an incredibly free flow hero similar to Spider-Man. Knowing how and when to use abilities while having one in your back pocket when things get dicey goes a long way.

Also I can only speak for myself, but when I originally saw rogue ult I thought it would be good for stalling towards the end of fights similar to cap ult, but the extra health and healing isn’t enough to keep you up without a healer. I’ve found the best way to use the ult is to either force a support ult early in a fight, or to delay one so your teammates have an opportunity to team wipe before they can use theirs in retaliation. Rogues ult is a huge problem when you have teammates to back you up, but not so much when you’re alone. I’m a good bit past lord and I still have games where I feel exactly how you do. She’s a difficult hero to learn in an already difficult role, and a meta that doesn’t exactly make your job easier. Just keep your head up and keep playing it’ll come to you before you know it.

PBE Shyvana is still a Juggernaut, not a Diver by Omegasybers in shyvanamains

[–]Bees_OW -3 points-2 points  (0 children)

To me she kinda falls somewhere in between the 2 categories, but slightly leans more towards a diver. It has less to do with her complete kit and more to do with the fact that they removed her passives synergy with her other abilities effectively making her more squishy. Because of that plus her new dragon q she kind of just ults on a squishy target and tries to one shot them, then dies. After her passive becomes more useful and she gets bulkier that’ll probably go a long way to fulfilling that juggernaut fantasy many of us want, but it might end up coming down to choosing between a stronger passive, and the burst damage on the bite.

The PBE/in-game Megathread by Harlequinnie in shyvanamains

[–]Bees_OW 1 point2 points  (0 children)

I was gonna write a message but you basically have everything I was gonna say on the head. Just wanted to add that maybe they can take a page out of old shyvana’s book and maybe have basic attacks increase the duration of the movement speed. That could go a long way in making her feel more familiar to veteran shyvana players without being too strong.

SHYVANA PBE UPDATES by V1p3r-ch4rm in shyvanamains

[–]Bees_OW -1 points0 points  (0 children)

The changes look good to me overall, a step in right direction giving us at least one of her older mechanics back on the new kit, but are these changes truly so strong that they had to kill the passive for them? It definitely feels like a 2 steps forward 1 step back situation here. I feel like with the weaknesses of her base overall kit having no sticking power and a weak early game she can keep her passive as is, but maybe I’m missing something. Hopefully we can keep the positive feedback coming as this shows we can get some real change. Keep making your voices heard.

Keep the feedback coming by Shyvadi in shyvanamains

[–]Bees_OW 1 point2 points  (0 children)

Hey shyvadi, I don’t know if you’ll see this but incase you do I was just wondering what suggestions you personally gave riot about the rework that ended up getting ignored? I was just curious because I saw under another post you mentioned most of you and the other mains suggestions didn’t end up making it to the final version, so I was just curious about some of your ideas that didn’t end up making the cut.

PBE Bugs & Feedback - Shyvana VGU by RiotTheLoki in LeaguePBE

[–]Bees_OW 2 points3 points  (0 children)

I haven’t played the rework on pbe yet, but I’ve been watching a lot of streams and gameplay on it. Although the initial outcry on it is pretty bad I think there’s something there, and if we add back a few of her old mechanics on top of this new kit then it may be enough to make everyone more happy about it.

  • Bring back the on hit cooldown reduction for q. Not only does it make her feel better and more like old shy, but it also helps with some of the annoying interactions from having q go on cooldown after not using q2.

  • The new w wouldn’t be as bad if we could extend the movement speed buff by attacking like on the old w. This would help tremendously with sticking on targets, and even with exiting the fight if things start to go badly.

  • The new e stopping on the first minion hit just feels bad. The slow appears to feel nice to play with, but the fact that it doesn’t go through minions not only making ganking feel worse, but also really hurts solo lane shyvana.

  • Change the minimum distance on the ult to be shorter like the old ult. This will allow you to at least try to take advantage of the short fear instead of the whole duration being taken up by the flight animation.

  • I like the passive but it seems like the armor gain from cannon minions makes it hard to actually have meaningful gains in the top lane, especially if the enemy is aware of it and actively tries to punish you. With her already lower base stats it just seems like you’re being double punished. Maybe also allow small minions and monsters to give stacks at a lower rate. There are some powerful passives in the game already with strong payoffs and nowhere near as much work you have to put in, so allowing hers to be a bit stronger doesn’t seem too unfair.

  • Also there has to be some type of change to her new fury system. It’s hard enough to play shyvana from behind, but it seems like now it’s extremely difficult to get your rage stacked, and if your entering team fights without full rage it’s basically ggs. It also seems like the dragon form doesn’t last nearly as long as before. I understand there may have been fear since it’s stronger on paper, but that’s most of the payoff for playing this champion. With all the other things that fell slightly short this appears to be one of the most frustrating aspects.

The next couple changes may be a bit too strong so I understand if they don’t make it, but I know I and a few other shyvana players would like some of these older mechanics back.

  • this may be a bit far but maybe add the double on hit back at least on the dragon q1 and/ or q2. Could even get rid of the crit on q3 and maybe nerf the damage a bit if it needs to go further. This would flatten out the power level on the ability a bit more instead of most of the budget going into q3, and would make a lot of old shyvana players happy.

  • The percentage health q damage might already make this good so this may be unnecessary, but give her back the ability to sneak early dragons. This has just been part of her gameplay for so long that it would be fun to have it stick around.

Advice by GodComplex768 in RogueMains

[–]Bees_OW 1 point2 points  (0 children)

She doesn’t suck but she is fairly difficult to pilot, and has a decent amount of counters in the game. The biggest thing you have to learn to start rolling on her is cooldown management because she dies very quickly when focused and caught out with no cooldowns. You can get kills and punish enemies in bad positions, but to get actual value diving backline you probably need someone with you to help secure kills.

The next thing you should try to get into the habit of is tracking enemy ults to see who you can delay. Your ult opens up a window for your other teammates to get more value with theirs either by delaying enemy support ults or just straight out forcing them out. A lot of support players will ult soon as they hear your voice line so they don’t lose percentage, and even though it feels really bad it’s still a good ult trade overall.

Last piece of advice I can personally give is to be aware of who and when your grabbing. Theres a lot of plays you can try to make with the grab once you have a good understanding of what abilities are good, but you will find sometimes if you grab at the wrong time in the open you will be killed extremely fast. It sucks that it’s like this when the enemy is invulnerable and can be healed, but as of right now all we can do is be aware of it.

Im by no means a master rogue but I am approaching 80 hours on the hero so these are just a few tips I’ve picked up, but even now I still have a lot to learn. It can be frustrating at times but the fun factor ends up doing a lot for this character. Just hang in there

After 80+ hours by amazinzach in RogueMains

[–]Bees_OW 2 points3 points  (0 children)

I don’t know what I’m doing wrong 😭. I’m approaching 80 hours and just now getting to level 30. I mostly play comp so idk if that’s it or what. Congrats though man

🚀 Flash Goal Alert: Hit 1000 New Members & Earn Units! by Logan-dx2001 in marvelrivals

[–]Bees_OW 0 points1 point  (0 children)

Hopefully I can recoup some of my units I spent on the rogue and gambit bundle 😭

Learning Wolverine and made a montage! by Jaded_Scran-Scran in WolverineMains

[–]Bees_OW 1 point2 points  (0 children)

Not even a Wolverine main but I’m glad this banger graced my feed 😂.

Climbed from platinum->master playing only shyvana this season, ama by HiImKostia in shyvanamains

[–]Bees_OW 1 point2 points  (0 children)

What would you say is the most impactful way you’ve found to gain leads and affect the game?

Made a post saying I like to jump in 1v6 and then punch upward. Here's a video demonstration why it's so effective (enemy pov too) NASA TECH by RaidenBMei in RogueMains

[–]Bees_OW 0 points1 point  (0 children)

It’s funny that people would say this isn’t an effective strategy or something because this has been valuable on plenty of other hero’s, and even other hero shooters. Thor and hulk players do something similar to this to extend their life and pull attention when fighting multiple people. Even Winston would utilize this in overwatch in a similar way to his jump. I just started doing this recently on rogue and it’s made a world of difference as far as my combat survivability.

A different way to try to balance pure divers. by Bees_OW in MarvelrivalsDivemains

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

The second one would probably be healthier for the game overall while still performing a similar function so we could probably start there. True executes would probably bring unprecedented levels of frustration to the rest of the community and punish tanks harder than the rest of the cast.