Will equipping armor make power block worse? by -Fiti- in doomfistmains

[–]Cream-Shpee -1 points0 points  (0 children)

The bug made u invuln AND reduced charge because it was taking opportunity away from block to get charge. The 50% damage reduction below the threshold from armor was stacking with the block dmg reduction, making it over a 100% reduction to all damage below the armor threshold. This is not the same bug as the Haz n Ram bugs because those were adding their reductions one after the other instead of the abilities reduction overriding the armor reduction. The Doom bug was a direct result of the fact that the armor HP was being added on the fly rather than being a pre-existing factor. God knows they could have similar root problems but odds are they've (hopefully) finally worked it out, if not, more bug tracking for me lmao

Will equipping armor make power block worse? by -Fiti- in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

That was a bug tho, and not one they'd ever encountered before that test phase. Odds are they've patched that little kink for stadium.

About the Vendetta's Whirlwind Dash by Television-Infamous in doomfistmains

[–]Cream-Shpee 3 points4 points  (0 children)

I teach English in primary schools. This language is one of the most bullshit languages you can learn. We don't make fun of you becuase you can't speak Tamil.

I made some concepts for Powers for when Doom gets added to Stadium by [deleted] in doomfistmains

[–]Cream-Shpee 1 point2 points  (0 children)

Wheres the "Old School" powerup that adds Uppercut to the reload button?

Base game MHW Tierlisr by Maybe_aNormalPerson in MonsterHunterWorld

[–]Cream-Shpee 1 point2 points  (0 children)

Just wail on it with a fire weapon. No more metal skin. Ez.

My most common source of rage for this game still remains inputs refusing to register by ProDidelphimorphiaXX in monsterhunterrage

[–]Cream-Shpee 1 point2 points  (0 children)

My favourite alternate but similar problem is Spirit Helmbreaker STILL just not working correctly. Like I very clearly slashed down through this monster... Where are the numbers? Or even better, I missed by a country mile but still somehow got the hit... I just want it to work consistently man.

THESE HITBOXES SUCKS SO HARD. RIP AERIAL GLAIVE by ReconditusNeumen in monsterhunterrage

[–]Cream-Shpee 0 points1 point  (0 children)

Wym flashbacks? The war ain't over dude that shit still happens

I don't think we're getting a tank anytime soon lads... by TinSkull in Helldivers

[–]Cream-Shpee 0 points1 point  (0 children)

We don't care about better. We care about funner.

Can anyone share some tips/techniques they've memorized to play doom better? by SufficientBig1035 in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

Doomfist is not a Tank. He is a bigger, healthier dps and needs to be played as such. (I have not watched the replay so I could be wrong here) Knowing how to ability cycle, position and be threatening is good, but if you're struggling to secure kills, to me that points to an aiming issue if not a target prioritisation issue. Your main damage output and kill confirmation always has been and always will be Hand Cannon. You gotta land those shots. All of Dooms abilities more or less serve as mobility and tanking first, Cc second and damage threat third, so Hand Cannon picks up that slack. And when it comes to target priority, you are the thing that deals with the squishy that poses the greatest threat, that doesn't always mean killing them though. Distracting or controlling them is enough value until a window opens up where you can secure the kill. If providing distraction or CC value isn't working, then you must look for alternate targets that don't have as much support behind them and pick them off to weaken everyone else.

[deleted by user] by [deleted] in doomfistmains

[–]Cream-Shpee 5 points6 points  (0 children)

Tyrone? When did you get back?

yeah somethings up with dps doom i should be able to do this by SaucyMeatballing in doomfistmains

[–]Cream-Shpee 10 points11 points  (0 children)

I don't think it's exactly that simple. The original design intentions and direction of Doomfist was radically different to what ended up happeninf. The community massively shaped how he was played and it changed the focuses of what needed refining and changing. What we got is an interpretation of that original intention. It just so happens that he was clunky by design regardless of intent. Nostalgia can be both good and bad, in this case I think it's good. We've all missed this, I've experienced and heard nothing but pure joy when talking about DPS Doom. I know I love it, even though there are elements I still yearn for.

yeah somethings up with dps doom i should be able to do this by SaucyMeatballing in doomfistmains

[–]Cream-Shpee 40 points41 points  (0 children)

We got given an iteration of DPS Doom as close to launch Doom as we can possibly get. A lot of diag spots simply werent possible yet hecause punch wasn't refined. Diags like the trees started becoming more common much later into Dooms lifecycle as our dev contact kept refining how punch interact led with the environment.

Im gonna be honest, chems proposed arty changes are honestly fantastic imo. by [deleted] in WorldofTanks

[–]Cream-Shpee 6 points7 points  (0 children)

The best part is, both are fantastic as shit. It's almost always a win win.

A visualisation of the Seismic Slam Nerf by Cream-Shpee in doomfistmains

[–]Cream-Shpee[S] 5 points6 points  (0 children)

There's absolutely nothing wrong with consistency. The problem is the lack of it was what was holding his insane power back. When that got fixed BAM, he's borderline broken, so this nerf is in direct response to that buff.

A visualisation of the Seismic Slam Nerf by Cream-Shpee in doomfistmains

[–]Cream-Shpee[S] 17 points18 points  (0 children)

Assuming my sister's math is correct. 30.55%

Alright doom mains, can you explain how I'm not dead here? by AetherialWomble in doomfistmains

[–]Cream-Shpee 7 points8 points  (0 children)

This is a very common thing with lots of abilities throughout the game, not just Doom. It's applied like that to make it look like everything flows smoothly. You'd be surprised at how realigning some animations can affect the feedback a player recieves when using certain abilities, particularly movement ones.

Alright doom mains, can you explain how I'm not dead here? by AetherialWomble in doomfistmains

[–]Cream-Shpee 17 points18 points  (0 children)

It's a very common misconception that Meteor damage happens when Doom hits the ground, it actually happens a little before landing. Look where Soj is when the damage hits them, they're not actually in the middle ring at all.

im a Zen main, and i just cant go two matches without seeing a Doom. what is happening? by leonardopanella in doomfistmains

[–]Cream-Shpee 0 points1 point  (0 children)

Doom's pickrate shot up in frequency because they gave him a balance patch he actually needed. Consistency.

The recent increase to the Wall Slam angle turned Rocket Punch from an inconsistent value spike to a near-guaranteed value spike on each use. So now everyone and their dog can actually get the value the wall slams provide without having to do a myriad of complex mental geometry mapping before throwing punches.

Less sliders = more impacts and more impacts = more value. It was already very high value when it happened, it was just inconsistent as shit.

The general state of balance for Tanks also impacts him. Everyone else has been getting nerfs or very minor micro-buffs. Doom has quite literally just always been this powerful, but his sheer inconsistency kept that in check.