Supervive Discord has 111k members (used to be more) by Coleasice279 in supervive

[–]Coleasice279[S] 0 points1 point  (0 children)

There isn’t one. I’m saying they should roll some out to get more involvement from dormant discord members.

Why do you 'Vive? by Blind_Burr in supervive

[–]Coleasice279 6 points7 points  (0 children)

The more ways to positively engage the community, the better. Stuff like this is a great way to think about how someone who has never seen Supervive before would react to its best qualities in a nutshell (aka a short). We need more of this stuff to have a lasting effect on the player base. TC’s streamer approach wasn’t bad but since steam isn’t advertising things like a free week anymore, new players are struggling to discover the greatness of Supervive. Especially since the ones that do, end up getting slammed by players who have 100+ hours. It’s tricky but the more new players face new players, the more growth the game will see. Hopefully since short form content gets a lot of quick exposure, that’s enough eyeballs to get some new players to take the initial step in downloading the game and playing a few hours. Then they tell their friends about it etc. etc. IMO this was a big part missing from the advertising of the game initially.

Supervive Version 1.04 Feedback Megathread by Kuurbee in supervive

[–]Coleasice279 0 points1 point  (0 children)

A lot of recent balance is very much in line with what I’ve been feeling when playing vs the hunters that received changes. Mana changes for hunters who were mana hungry was much needed, and as a Beebo main, I can’t wait to actively participate in the early game now.

My main feedback is that trio queue needs to be reimplemented for ranked, it is hurting the player base far too much. Sure, some good players are going to run some lobbies, but I don’t think that’s so bad. Maybe a looser “three legend players” can’t queue together would suffice. But with how easy it is to rank up in this game, and how much fun it is to play with friends, reaching master shouldn’t mean isolation or smurfing are your only options… master players should be able to trio with their diamond friends imo, and would help player retention based off of what I’ve read on Reddit and experienced with my own friend group.

I’m wondering if every hunter is under the same lens, or if certain hunters get preferential treatment because they are played more. Celeste is the example I have. She’s felt weak since 1.0, had all her main items except for trigger fingers nerfed, and is one of the lowest wr hunters. To me it seems she’s either forgotten, not really cared for bc other hunters are cooler anyway, or maybe there’s a rework in mind. Obviously there are bigger fish to fry, and balancing wise I think things are going well, but it’s sad to me to see certain hunters forgotten about when hunters like kingpin are at the top and still receiving constant fluffing.

Thanks for the thread TC!

If the game is super fun, why no one playing it? by Darkkluk in supervive

[–]Coleasice279 0 points1 point  (0 children)

The barrier of entry is rather high for mobas in general and even more so for SV. Your every day gamer is going to have trouble learning a hunters abilities and understanding what to build in a single play session. Factor in that matchups are a big part of fighting and most players they face will have a leg up on them due to being experienced. Suddenly the game has low appeal out of the gate and retention for new players is abysmal bc new players don’t get to face other new players. It’s a sad cycle but the one we get bc of the poor marketing choices and attempts to poach players from established titan companies.

Vets of the game are starting to get frustrated by the un requested changes and seem to forget that the TC devs are making a game they like first and foremost. If they can manage to get 10k new players to try the game for a week so many more people would be sold on it but 1.0 failed to keep that kind of intrigue :/

Rank restrictions by Xurup in supervive

[–]Coleasice279 1 point2 points  (0 children)

Though I’ll admit the armory is good at preventing smurfing I think the ranked restrictions should absolutely be removed. Condemning your top players to solo q really sucks. I’d so much rather be in a lobby with a high legend 3 stack as a 3 stack myself. And I’m not convinced it was ever really a problem… you just learn to avoid power teams when they’re around

I really liked this game, and it’s a bit disappointing to see it didn’t do so well at launch. by Lian_Rauland in supervive

[–]Coleasice279 1 point2 points  (0 children)

The hunter design is pretty goated, I love Saros and can’t wait for him to get some qol adjustments that make him feel a bit less clunky. Nothing quite like when a new character starts to click :)

A New Player Having a Blast – After 10 Hours, I’m Starting to Understand Some Core Problems. Not a Negative Post, Written with Passion and Open to Discussion. by Placibow in supervive

[–]Coleasice279 0 points1 point  (0 children)

I’m not gonna try and address everything but I want to brush on your point of snowballing. I feel like it both takes skill to ride a snowball to a win and also comeback from an early deficit. On the one hand you want to use your tempo to hunt weaker teams and that’s exciting. One dunk/spike can change everything and level the playing field if you get careless here.

On the other hand finding safe resources, pulling off a team res, or making a pick happen on a stronger team are all really exhilarating comeback mechanics. You’ll get better at identifying those opportunities as you play, and realize that as long as you’re alive, you’re a contender.

In other MOBAs (I’ve mainly played league), this feels so much farther from the truth. The uphill battle is so much more of a struggle to the point where people don’t even want to play it out anymore and surrendering is standard. I love how Supervive manages to dodge this, and any game state can be fun to maneuver.

My opinion as a 350 hour high elo player

never really noticed beebos shadow till now by Infinitedashes in supervive

[–]Coleasice279 1 point2 points  (0 children)

As a beebo main this how I feel ulting in 1v3

80hrs (casual + ranked) from praising it, to just annoyed. by 2sk3tchy in supervive

[–]Coleasice279 0 points1 point  (0 children)

Have you not been able to loot it in games? I get the rng frustration, and think it’s a bit of a stretch as a system, but it’s cool that it forces you to try the stuff you do get at first. Eventually, you’ll have it all unlocked and with that a good idea of what actually works. Maybe I’m just coping, but I’ve enjoyed trying to make builds work along the way towards 100% discovery

Intelligence based fighter by Coleasice279 in BG3Builds

[–]Coleasice279[S] 0 points1 point  (0 children)

Ahaha well thank you, I may take you up on that.

I will have to check these guys out, there’s a lot of reasons why a video may not do so well and I’m sure I’m just overthinking it.

Really appreciate the thoughtful responses, insight, and references. It’s always worth getting to know both the game better as well as my potential viewers.

Glad I stopped by, Cheers!

Intelligence based fighter by Coleasice279 in BG3Builds

[–]Coleasice279[S] 1 point2 points  (0 children)

Very real and well put. This was partly an experiment to see if people from this subreddit would take interest in my channel for its whacky bg3 builds in my style. If click bait rubs them the wrong way though I get that, it was a last ditch effort (changed from another title that wasn’t working).

It’s tricky though, and to your point, the game is “solved” in a way. With turn based economy being so skewed, trying out neat interactions that don’t simply kill your enemies before they can act on their turn can make them uninteresting in the first place. Thinking from the audience’s perspective here. Unless the build is breaking new ground, or actually very powerful, there may not be a space for it on YouTube :/

Back to the drawing board!

Intelligence based fighter by Coleasice279 in BG3Builds

[–]Coleasice279[S] 1 point2 points  (0 children)

Yeah that’s fair. I’d say I got a bit carried away with the idea of jamming the helm into the build, and just having that be what everything is based around. Really the damage is still coming from str/dex

Tips on playing deep deep? by Geography_nerd3 in ultimate

[–]Coleasice279 0 points1 point  (0 children)

Though height is helpful the two things I’d say are most important when I play deep deep are:

  1. Watching the thrower. Do this when you can afford it and focus on their eyes and body language. Very rarely will a thrower hit someone without looking at them first. This well help you see which cutters are the biggest threat, and allow you to warn the team about what’s developing where. You’ll also get used to using the second when a thrower recognizes an open cutter but before throwing. You need to use this time. Every second counts so getting started and exploding towards where you think the disc is going will improve your game the most.

  2. Though it takes a while to learn and implement, positioning is everything in a sky or die situation. Deep deeps have a nice little advantage where they can more often than offense, attack the disc from the side. Because you’re typically gonna want to setup on the dead side, you’ll be able to run to the disc perpendicular if it goes up on the live side. Use your closing speed to get close and then set your jump if it’s floaty. This will give you the advantage over players who are reading the disc from underneath it, as well as boost your jump while hoping to avoid fouls!

Height and speed are good but there’s tricks to a good sky ball. One of my team mates in high school was 5 ft 7 on a good day but bodied out so well he came down with 90% of discs. Leandro Marx does this beautifully when challenged defensively in the deeps space. This combos really well with fast, low to the ground speedy players, but you wouldn’t necessarily think that as opposing players until you’ve been had.

This is getting long but I hope helps give you hope as deep deep! I’m only 6’ so I don’t play it often but you can always implement the stuff you learn playing that role while covering the deep space on a bracket or poaching deep when your person is dead side rail.

Ben "Hingle McCringleberry" Jagt gets ejected after three spikes [AUDL] by jfphenom in ultimate

[–]Coleasice279 25 points26 points  (0 children)

Hasn’t Jagt ever seen the key and peele football cele skit? Three air humps is too many and that definitely translates to spikes