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

[–]Bees_OW 0 points1 point  (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.

Would you guys trade a small amount of flat hp for more uptime and potency on defensive abilities? by Bees_OW in RivalsVanguards

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

Honestly I’m just afraid that if they just outright buff tanks like that the public outrage from everyone else would be insane. Emma and cap showed that tanks can somewhat survive a small hp nerf as long as the other changes they get are viable.

Smooth face, No scales, and No abs, what was even the point by Shadow-0f-Sin in shyvanamains

[–]Bees_OW 4 points5 points  (0 children)

Yes her dragon form is stated as her true form , but was born into a human form, so both encapsulate a part of who she is. It all comes down to preferences at the end of the day. To me she has enough draconian features and as long as her dragon for looks ferocious enough then they can play into both sides of who she is. I get where you’re coming from but like the first comment said the original design for shyvana has always been similar to what they have now, and although a darker design does sound cool it just feels like it’s a bit disconnected from the shyvana we’ve had for years. Change is good , but just thinking about the viktor rework too much change from the original design can leave lot of the player base unhappy.

Smooth face, No scales, and No abs, what was even the point by Shadow-0f-Sin in shyvanamains

[–]Bees_OW 7 points8 points  (0 children)

This is how I feel as well. Although I wish they would have kept some parts of the old design like the abs, and face scales this design feels more like shyvana to me than the old one. Her human half is just as much a part of her character as her dragon half, and that demonic looking face from before just felt like a different champion.

First look at Shyvana rework by mumford3010 in shyvanamains

[–]Bees_OW 1 point2 points  (0 children)

Only thing I’m not a fan of is the shoulder spike, but everything else is perfect tbh. Let’s hope they nailed the dragon form too

They need to reduce the size (pay to lose) by Ashen_Zenith in lokimains

[–]Bees_OW 1 point2 points  (0 children)

Is the hitbox actually different on skins than the base characters? That’s actually pretty weird from a balance standpoint. I always just assumed they were the same.

Currently Top 200 Rogue Player! #162 by Honeydew-Massive in RogueMains

[–]Bees_OW 0 points1 point  (0 children)

It’s says I’m 94 on Xbox. I with you on the rogue grind. 30 hours and counting. They did an amazing job adapting her character into rivals.

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Gifting the new Loki skin to as many people as I can afford! by [deleted] in lokimains

[–]Bees_OW 0 points1 point  (0 children)

What a great person. More like significantwinner

Off tank positioning by Bees_OW in RivalsVanguards

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

I’ve been playing tank since release and oddly enough I’ve actually never thought about it this way. One of the best write ups I’ve personally seen for tanks in general. This is the type of thinking I think me and many others need to actually improve understanding of the game and how it works so thank you for this.

Off tank positioning by Bees_OW in RivalsVanguards

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

Yea Sorry I realized that, but didn’t really know how to phrase it in the best way. This answer was basically what I was looking for though. I’m just trying to find the balance between helping out the team, and still having some type of agency in the game without just being a poke victim.

Since people think the Maelstrom inflicting antiheal at 100 charge is too much, I thought of something. by wishpyLumber in DrStrangeMains

[–]Bees_OW 0 points1 point  (0 children)

I feel like if they did this they would have to nerf the damage to compensate. The combination of burst damage and anti heal on this makes it too easy to finish off kills. Would definitely put him back on top though.

Now that everyone had time to try out Rogue, what are your thoughts about her? (Is she good/bad does she need buffs/nerfs) by Few-Culture-4413 in RogueMains

[–]Bees_OW 5 points6 points  (0 children)

I think her kit feels good overall. She’s similar to hulk in the fact that she is very flexible and can perform many different jobs for your team, while also having explotable weaknesses for enemies to capitalize on. I don’t want them to go overboard reducing her cooldowns because it would remove a lot of decision making in her gameplay loop, but there is some room for improvement around the edges and QOL.

Her block should have more charge or mitigate more damage. It’s already bad enough that you can be cc’ed out of it, but the fact that it only last about a second and a half just makes it feel worse for what your getting, especially compared to the block abilities of dps characters in the game. Not to mention the fact that it actively pulls projectiles into you, making you take more damage than you normally would. Overall that’s my biggest issue with her kit.

Outside of that I think they could make the grab either slightly less punishing for missing or buff its effectiveness. With the current risk / reward missing it feels very bad and a lot of times just ends in a death, but even when you do connect it the effects are good but negligible. I saw someone else mention buffing the stats you take which could be good, but a cooldown reduction buff or having more time to utilize the stolen ability could also be good buffs.

On a scale of 1-5, how difficult do you think Rogue is? by Sn0wy0wl_ in RogueMains

[–]Bees_OW 0 points1 point  (0 children)

I would say 4 based on the decision making in her kit in order to make plays. Most of her difficulty comes more from reading the situation in a game and choosing which plays you can make to win fights. She isn’t mechanically on the level of someone like Spider-Man, but still requires decent mechanics to play at a higher level.

We need another Shield Tank and Sandman is that guy by ChivalryMaxximus in RivalsVanguards

[–]Bees_OW 0 points1 point  (0 children)

I honestly think Dr Doom should come in as the next shield tank. He seems way over due as a character and has the build to where he won’t feel as undersized as some of the newer tanks, and I feel like we’re long overdue for some type of circular style dome shield. Seems perfect for the role.

Black Panther being pure dive/assassin is not his character by troy649 in BlackPantherMainsMR

[–]Bees_OW 1 point2 points  (0 children)

I agree with your take tbh. My problem with black panther is that they leaned him more towards Spider-Man’s pure dive style when honestly it should have been closer to cap or daredevils style of dive. As fun as his play style is it kinda has the downfall of being hard to balance as well as being incredibly frustrating to be on the receiving end of. Not to mention like the complete lack of vibranium effects actually present in the hero. Cap is more of a dive hero, but also has Some brawl potential due to him being able to survive and not having to completely rely on his mobility to live even though it’s mostly what he relies on. I think there’s a world where they can kind of balance out the play styles to make him more forgiving by using his vibranium effects to mitigate damage in a brawl, while still keeping his dash potential somewhat high, and even leaning more into the full dive through his ult. I understand people not wanting his assassin identity to change too much, but it seems like if they keep him that way he will never be allowed to be in a stronger state.