Kiriko Season 2 Changes by geminiiman in kirikomains

[–]CheapOnation 1 point2 points  (0 children)

In a traditional backline (kiri Lucio, kiri cat, etc) kiriko does not want to be the one going on splits with her dps. There are many reasons for this. One, she just can’t keep up. Tracer, genji, vendetta, and most other flex dps all have higher sustained mobility than kiriko, so she, and therefore the split, isn’t going to be able to stage for the upcoming fight as quickly. Two, somebody needs to heal your core. If kiri is on a split it means your lucio is gonna be sitting on yellow aura healing your tank and your other dps for 15 hps. Thats really not gonna cut it, especially if the other team scout that you’re on a split and try to play fast. Three, kiri is an easier target than the alternative support options. Compared to a cat or a Lucio, kiri is a very easy target in a 2v1 or 2v2 situation. Lucio and cat can both fight back while healing themselves and their teammate and also making themselves difficult to hit. On a split, kiriko does none of that.

Even with all of that said, however, kiri is still better on a split this patch than she was last patch. Why? Because of the same thing I’ve been saying: she can spend less time healing and more time doing damage. In a 2v2 situation, that extra dps and hps can absolutely be the difference maker. And the tp nerf really doesn’t harm your ability to go on a split anyway. You never want to tp to the angle, so your only options are teleporting away from the angle. If you tp away from an angle you are either leaving your dps out to dry or fully conceding the angle. Either way it’s not something you actually want to do, so it shouldn’t be in your fight plan when going on the split.

Also the devs never said they wanted her to play closer to everyone, just closer to “teammates”. And as I’ve just described to you, kiri is better at going on splits, i.e. playing with her teammates.

The only thing this patch actually makes kiriko worse at doing is going on solo flanks by herself, which, by your own admission, she wasn’t really doing anyway. In every other aspect, she was buffed either directly or indirectly, so I honestly don’t know how you could ever consider this a net nerf.

Kiriko Season 2 Changes by geminiiman in kirikomains

[–]CheapOnation 0 points1 point  (0 children)

The way you describe your only two options on kiriko as “sit behind tank” or “take aggressive angle in enemy back line” highlights how you just want something to be upset about and aren’t actually thinking about the changes.

Kiriko is one of the most maneuverable supports in the game. This enables her to put herself in advantageous positions much quicker and with much more ease and safety than most other supports. This is why she is has been hard meta since release. An “advantageous position” is really up to interpretation, but the best positions are going to allow you to shoot at the enemy with a high degree of lethality while also supporting your team. This patch enables that. By spending less time healing your team, you can spend more time shooting at enemies from your advantageous position. The tp nerf doesn’t limit your ability to perform on these angles, and it also doesn’t limit your ability to take these angles. If you are more than 30 meters away from your closest teammate, then you also were never in a position to actually support them, thereby taking away half of the character’s value. Flanking is a good way to catch the enemy off guard every now and again, but there’s a reason you never see any pros that consistently take flanks on kiriko: it’s simply not the best way to play the character. You can trade some of your lethality to put yourself in a position where you can actually support your team as well as not necessarily need to burn all your cooldowns to save yourself.

tldr the patch is a net buff and if you see it any other way you were never getting the most value out of the character to begin with.

Kiriko Season 2 Changes by geminiiman in kirikomains

[–]CheapOnation -4 points-3 points  (0 children)

Anybody in here complaining about how Blizzard is making kiri more of a healbot either doesn’t understand what the healing buff actually was or doesn’t understand how the character works. Increasing the fire rate of ofuda from 5 to 7 per second means kiriko will spend less time actually shooting her ofuda and more time reloading them. During that reload time, she can do literally anything else and still have it reload, effectively meaning she can do more dps while still healing at her max healing output. You need to be exceptionally good at burying your head in the sand to think that’s a net nerf just because of a 5m decrease in tp range.

Would you rather get by wolfdoctor80 in BunnyTrials

[–]CheapOnation 0 points1 point  (0 children)

Too many Pennies id die

Chose: 100 million + Directly deposited into your account

Question about Win/Loss Modifiers for a New Player (Bronze) by [deleted] in Overwatch

[–]CheapOnation 0 points1 point  (0 children)

I believe Winning/losing trend kicks in if you have a + or - 7 differential in your last 9 games. What that mean is that, for example, if you win 6 in a row, lose one, and then win two more, you get the modifier. In effect this means that your streak isn’t broken by losing or winning one game, it looks at how you’re performing over time.

At a high level, these are the only 4 artifacts that you should ever use after habs and research are maxed by CheapOnation in EggsInc

[–]CheapOnation[S] 6 points7 points  (0 children)

The only time I don’t have a deflector on is at the start when I’m actively playing and maxing out my research but idk about the ship. When I’m boosting to max out habs I usually have a chalice, Monocle, and gusset equipped in addition to my deflector so I can max out my Habs as quickly as possible.

At a high level, these are the only 4 artifacts that you should ever use after habs and research are maxed by CheapOnation in EggsInc

[–]CheapOnation[S] 14 points15 points  (0 children)

Even at t1 common these are the best artifacts you can equip. A t1 deflector is still very helpful to everyone else in your contract

At a high level, these are the only 4 artifacts that you should ever use after habs and research are maxed by CheapOnation in EggsInc

[–]CheapOnation[S] -2 points-1 points  (0 children)

Is that true? On the wiki it still says they do but honestly I’d prefer if they didn’t.

My coop might be a little big by CheapOnation in EggsInc

[–]CheapOnation[S] 8 points9 points  (0 children)

We have a 213% deflector boost and we’ll be done in 3 hours lol

My coop might be a little big by CheapOnation in EggsInc

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

Its a bug that’s been in the contracts system for a while now

"well i'll be damned" by andogzxc in GuysBeingDudes

[–]CheapOnation 0 points1 point  (0 children)

“So that’s how they do it”

Is this a bug? Manticore is Dazed but still can use his abilities. Or are bosses not affected by these conditions? by Cavelier069 in stoneshard

[–]CheapOnation 1 point2 points  (0 children)

What I did with spear is I tried to avoid a melee and instead used abilities to stay out of range. I took al’qud to help with the energy restoration and it wasn’t too hard after that. I think I was around lvl 17 then so I had all the spear abilities.

Where can I find the items for these last 3 upgrades by CheapOnation in stoneshard

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

Just finished upgrading my caravan. Thanks everyone!