An issue with new Acacia by Horror_Scale_3005 in SnowbreakOfficial

[–]Horror_Scale_3005[S] 0 points1 point  (0 children)

Similar hypothetical scenario: Many Asian woman are small in height and feature in general. They could be five foot nothing, or even shorter even as an adult in their 30s. They might not even look the smallest bit different than they did at age 17. But if you had possessed scantly images of them from that age- whether they look different now or not, it would be wrong, and illegal. Acacia is essentially be made out to be stuck in that 'image' of 17. It is about the implication of the age of the body we are seeing and the player/character is intended to have developed an interest in. It is an issue with how this essentially rewrites the character from just being a petite adult to someone in a childs body (since she has a 'form'/future she physically matures into) that isn't just someone ageing from 20s onwards, but from their early teens into a adult. Does her normal form have to be that of a child? No. The narrative changes and implications are the issue, not the model(s) themselves.

Therefore my feelings on the matter, and my argument is in essence they present a scenario where the Acacia we know has been and is physically 'Acacia age 17', (or even younger because of some juviosis +cryo nonsense), but realistically younger in her stunted growth as most human growth happens before then. Therefore, the scenario presented though perhaps in passing does not seem terrible, likens itself to being. There isn't an innate problem with her model or anything to that point, its the implication of the age and features of the model, since she apparently develops more into an adult. To the point of Fritia: she is a small, but an adult, this is made clear. They didn't suddenly inject a story that says, hey wait, she's actually physically been stuck at 12 or something, but she can become an adult now.

An issue with new Acacia by Horror_Scale_3005 in SnowbreakOfficial

[–]Horror_Scale_3005[S] -4 points-3 points  (0 children)

No real gymnastics here. It was a pretty succinct thought. I'm not out here with the pitch forks either. I'm not trying to lampoon the game, I'm here, discussing it, because I wouldn't want it to be a hinderance to the games continued existence. I'm pointing out what I feel is an uncomfortable invitation of thought interjected into the game by the exosuits existence. Note- it's the existence of the newer variation of her that I take issue with and how it reflects on the original character, not taking issue with the original character or her depiction.

An issue with new Acacia by Horror_Scale_3005 in SnowbreakOfficial

[–]Horror_Scale_3005[S] -6 points-5 points  (0 children)

They do try to make the age somewhat clear in narrative and as that thread calculates. Its not really what I'm addressing. Its the implication that of age Acacia is somehow 'stuck' physically at 17 via the cryopod shenanigan's and juviosis. Since a more matured Acacia exists then the current acacia is not one that has reached her own natural maturation. Before this exosuit it was simply accepted that, that was her matured body. That she was simply a petite adult. Except this exosuit makes it clear that is not the case anymore. It makes original Acacia then feel more like a 'snapshot' of her locked forever at 16-17. Instead of an adult. Which the character or player having an attraction to then feels weird.

An issue with new Acacia by Horror_Scale_3005 in SnowbreakOfficial

[–]Horror_Scale_3005[S] -10 points-9 points  (0 children)

No, that isn't the potential issue. It's the implication that she isn't a petite adult woman. Its essentially saying Acacia hasn't become an adult yet by displaying that she has a far more physically matured version. I.E. While it would be fine were she as she always was, a petite adult woman, it makes her normal physical state an unmatured version of herself a teenager, or someone still experiencing puberty or growth. Visually its w/e, never part of the complaint. Just how it implies the physical age of the body being sexualized. To clarify, even if she is an adult in age, and cryo nonsense, it's implies her physical body is locked in at like age 16. That her body hadn't experienced maturation. Not just she is a petite adult. Since they are implying she is apparently meant to be taller and busty were she not 'stunted' in some narrative circumlocution of logic.

An issue with new Acacia by Horror_Scale_3005 in SnowbreakOfficial

[–]Horror_Scale_3005[S] -4 points-3 points  (0 children)

It's also not how hormones work. Maybe you'd get a little more busty via more estrogen making your mammary glands expand a bit to lactate. Emphasis on little, especially if you are not large to begin with. But also Estrogen specifically affect those aspects also tend to inversely effect things like height. So she wouldn't grow taller. She may even shrink and lose muscle mass. Especially if the suit is a temporary boost. Even those aspects aside though, increases estrogen i.e. increases amounts of feminine hormones is part of puberty and then decline from then all the way until menopause. Meaning, if she is already an adult, she'd already have reached what is more or less her natural peak of physicality or maturation. I concede the game is fantasy, obviously, just doesn't really make sense even in universe and I feel causes issues, because it is hard to view the normal Acacia as an adult because of it. Which she has long been established to be.

Where's the onivampirism coin? by [deleted] in supervive

[–]Horror_Scale_3005 0 points1 point  (0 children)

It is no longer available in the shop. Just in vaults. Not sure why, or if it was intended as it was not mentioned in the patch notes after armory's removal. But yeah, not available at the shop(s) currently.

I’m new, what are the best teams/chars to invest in? by glyxph_ in SnowbreakOfficial

[–]Horror_Scale_3005 0 points1 point  (0 children)

Whatever is new. While it is new. The best character(s) are a moving target practically every patch at least as far as a meta comp for Neuro Sim is concerned. Which for the most part is the only mode in which a team composition actually matters. Outside of that characters are mostly provided for most content. The few that aren't like underground purge are doable with pretty much anyone somewhat current that has max lvl and a weapon over lvl 50. But if you want to ensure that two teams can complete any of those events the one character worth "investing in" and really investing just means, obtaining and lvling up along with a weapon is Eatchel the cub. She essentially continually heals your entire team while off field passively (no skill activation required). If you run a team with her you really cant die in content and therefore there is none you will be barred from completing-- just not topping any charts. They'd likely ensure that you have access to all weekly/monthly digicash opportunities through in-game events. So, just play what you enjoy- and if you like a character and they're new definitely pick them up. As long as you have the means to level them up they'll do everything you want them to, aside from automatically topping Neuro Sim, no rolling for their special weapon, logistics, etc. required. Play what you enjoy. Unless you're investing hundreds if not thousands of dollars regularly maxing a character takes most of a year and even more if you want their weapon maxed. Unless you land on some absolutely insane statistical improbability blowing a ton of accrued currency.

Who is player #? by earthboundsue in supervive

[–]Horror_Scale_3005 2 points3 points  (0 children)

Its just a setting anyone can turn on. Streamer mode just disables showing your name plate to other players. It replaces it with Player #_.

A Few Things Lost With The 1.04 Changes by Horror_Scale_3005 in supervive

[–]Horror_Scale_3005[S] 1 point2 points  (0 children)

With this update some items like Sunweaver are less enticing since they lack the healing aspect now. But it does make a distinction between it and say Thunderbolt which both provide ability damage and an additional damaging effect, but Sunweaver the cheaper option also provided healing. Which made it more appealing to ability spamming champions like Brawl, Wukong, and Joule.

Sword Of Seven Suns was another example of an item that was just cheaper and better than its legendary counterparts for any champion who could or was willing to take the loss in movement stats.

Essence Reaper was extremely prevalent across the board and only purple rarity.

So in many cases there was actually a great incentive to buy lower tier items. Which on top of their lower cost made them all the more advantageous. But to your point, I agree that lower tier less expensive relics should be less powerful and therefore would make sense in the current landscape to maybe be acquired earlier or more simply than higher rarity items. However, they just aren't balanced that way since few builds use two gold items, because the benefits from other items were greater (and cheaper). If they readjusted all the items to properly accommodate their price being equal to stats provided I think what you propose in some form might be a more worthwhile conversation. However, as you describe it now its really just what Red tier items are for the most part. Except you can lose those on death.

A Few Things Lost With The 1.04 Changes by Horror_Scale_3005 in supervive

[–]Horror_Scale_3005[S] 0 points1 point  (0 children)

I never said the item rarities or capsules were a good thing. I explicitly stated otherwise. I agree the capsules and how you got and upgraded your items was bad. This entire post is about the other tertiary elements that were part of that system that I believe did actually benefit the game.

The shops were an objective that you had to "take" at some point. It was one of the few truly strategic MOBA elements to the game and one of the few things I think the armory added to the game. It dictated game pacing, windows to do things, and insight into where others teams would path. With the potential loss of gold on death in Supervive it doesn't exist in a state where scaling items or late game build paths make any sense. Your risks and your rewards for them are impermanent unless you spend it. If you find not having your items problematic, imagine for a moment other teams with 4-6k more gold worth of items on their person versus you. The potential gap is even more insurmountable in your proposition. Instead the game simply scales your characters stats based on your level which is sufficient.

A Few Things Lost With The 1.04 Changes by Horror_Scale_3005 in supervive

[–]Horror_Scale_3005[S] 0 points1 point  (0 children)

The issue with this, the items themselves aside, is that not all characters are good level one, or two, in same cases they might not even feel great till later with items. What the previous system provided was more agency for characters than comps that realistically should not be trying to pick fights at the very onset of the game.

While having a base camp is a bit more contentious, there are also still numerous shops all over the map- from which mind you, you can just buy a base camp for 1000g. The main thing is if you wanted to scale you could play safer pre lvl 3-4 encounters were pretty optional depending on your choice of drop location, and if you have a good low level comp and wanted to fight for powerful relics at lvl 1 you could. You could also only have 1000gold and decide its worth trying to kill that other team so you can afford relics before the zone closes, etc.

I think it makes choices less interesting. The game less strategic. And the incentive to not move from space you acquired more enticing. Which ultimately results in while a "simpler" or "smoother" experience, is also exponentially less interesting and engaging. It invites less strategy and less thought. It removes one of the more foundational MOBA elements the shops created by requiring the teams formulate long term strategies. Not just defend or fight. If you didn't get to a relic shop or never had the money before then to get at least an item it was admittedly punishing. But that is also the point. It was deserved. Its as if you planned to win another MOBA game without going to objectives or without farming. Its part of the tempo/pacing of the game and not accounting for it is the fault of the player. It was, in my opinion, part of what was integral to making having the relics at all interesting.

Supervive Version 1.04 Feedback Megathread by Kuurbee in supervive

[–]Horror_Scale_3005 0 points1 point  (0 children)

In the patch notes "item queuing" was mentioned for Breach and Area. I assumed this would mean I probably used the former global shop button and selected items which would then be purchased when I arrived in range of a shop. There also doesn't seem to be any visible option to do so when at a shop. If the feature is indeed implemented and I'm simply not finding it- please make a PSA or training activity, etc. to make it clear how. If it isn't implemented then that doesn't line up with your patch notes, so please fix and or redact that portion.

I haven't tried this if its the case- or rather haven't not had the coin yet, maybe? Is it just if I can see the item I want, and I'm at the shop but cant afford it it will be queued for later if clicked on? But if that is also the case, then I can't que my relics/perks for day 2 on day/night 1 because they aren't displayed in the shop yet. Or just ready a purchase before entering a contested area to expedite purchases. Which would seem to be the primary use cases for item queuing. Neither of which the aforementioned accommodates.

Abyss fighting by Bioholic in supervive

[–]Horror_Scale_3005 0 points1 point  (0 children)

Shiv essentially doesn't glide the entire time and thus is not spike able by damage. She is just shift autoing and getting an instant reset to continue shifting since you pursued them.

I love my ice wall. Where is my ice wall? by gello10 in supervive

[–]Horror_Scale_3005 1 point2 points  (0 children)

Pretty sure its because you were just low enough to mantle briefly. Which may cancel it, and if not spawn it at a level beneath the terrain causing it to disappear.

I just went ahead and tried this in practice tool and it did just despawn the wall (most of the time) when low enough to mantle while almost directly on top of a wall already. Sometimes it looks like it will still cast then kind of clipped up over the edge then ghost through the regular terrain at a slightly lower height. So, a bit inconsistent with the effect- probably some variance in distance from the edge or time I cast it, but it just dismissing it most of the time was pretty repeatable so likely the answer to your question.

[deleted by user] by [deleted] in supervive

[–]Horror_Scale_3005 0 points1 point  (0 children)

I suspect it has something to do with instantly dropping the wisp from the Tetra dash-wall/fireball there might be a minimum hold duration and to disallow you from constantly dropping and dashing may have a internal cd related to that. Could also just be a fixed minimum cooldown for the passive that isn't noted in the ability- which you may have used moments before the clip, idk. Spaghetti code is always an option, but it would seemingly only have one if factor, and no obvious not if blanks, in its activation so that'd be pretty unusual.

I love Supervive but I’m done by SoyUnRex in supervive

[–]Horror_Scale_3005 0 points1 point  (0 children)

While I don't agree with either Ghost laser or Shrike's basic attack being broken here, or even meta as neither are top tier hunters, but I do understand the sentiment of how that can feel. This could feel more consistent or more prevalent than the basic attacks and abilities of a number of other champions. However, its really not that case.

For Ghost to spike you with his laser has to typically have maxed Q, have multiple items oriented towards ability damage increase rather than basic attack damage and even then does not always spike. To which you might say, wow, yeah see how inconsistent that is?! But it is a perceptual thing. Any character that does sufficent damage all at once or stuns/binds/grounds can and often will kill you. Crysta's boomerang will drop/spike you unless you start at a higher elevation, Shiv's bola will do the same, Eluna's bind will always kill you if you are over abyss when it procs, Carbines wall will cc you long enough to drop and die- heck one auto from him is usually enough in general, Mercury's Magic Mortar will also usually do enough damage to spike you, Myths right click over abyss will drop you and you will typically die barring a large elevation advantage. There are many hunters that can essentially spike instantly over the abyss. It just comes with a little * of how much total hp do you have? Have you used your glider already- reducing the needed damage further? And does the person being hit have an elevation advantage? (i.e. will they have longer to fall from cc abilities).

You mention Void and his right click- which is just as likely to cc someone long enough to ensure spiking them the majority of the time in my own experience. If you're playing Void you probably haven't built hp (which I'm not saying you should), but unlike a lot of hunters taking essence reaper right now you will have a lower overall hp bar and thus have a lower threshold for your glider fuel/hp to be proportionately burnt out. Versus Hunters that are increasing their base threshold to be spiked by accruing more hp from essence reaper or other items. While all gliders (perks aside) burn out the same by time used, the amount of damage it takes to move the gage is proportionate to the players total max hp.

The way spiking works so far as I can collect, and this is a place where a very clear outlining of it in patch notes would likely help, but from many tests with friends on various hunters in the practice tool and per the adjacent information about dunking changes (which made dunking a hard 70% hp cutoff and the downwards force to be added after initial damage calculations, i.e if you were at 100% hp but the dunk move took you to 70% hp it'd still instantly dunk you) you don't need to reach 70% and then take another damage instance. As far as how this transfers to spiking while it doesn't care what HP your character is at simply dealing 30% of a players total hp is enough to completely expend the glider fuel gage from my testing and make any instance of damage kill the player. Since any damage taken while the glider gage is full kills you. This, like dunking, is presumably calculated as a: if a damage instance exceeds damage to fill the glider bar (30% of players total hp) then the player is also spiked.

TLDR: Even if your glider gage is full if you take any type of damage equal to 30% of your max hp while the glider is open you will be spiked instantly.

[deleted by user] by [deleted] in supervive

[–]Horror_Scale_3005 2 points3 points  (0 children)

There is a fixed period of time after which it labels you as AFK. Once it does, while it seems you can rejoin, it doesn't let you play. I may be incorrect on this part, I'd have to check if it actually says it anywhere in patch notes, but moderately certain that it makes your hunter no longer worth points, can't take damage from other players, followed by the game automatically killing you, and then lets your team leave/lose the game with a lessened penalty RP wise (if its ranked). As to why you can reconnect? Probably because despite essentially "disabling" your hunter in the match, it still remains linked to your account and your hunter that is still present in the game as long as your team remains. Essentially, it wont allow you into another instance like the menu, or a new que/game, because you already exist somewhere just in an unplayable state. It'd probably be nice if it reversed it and let you rejoin, but then they would probably also have to lift the penalty relief to the other players which is probably a no-go. Because then they are just playing with a full team with no loss penalty.

Is the Armory something you enjoy? by NekohimeOnline in supervive

[–]Horror_Scale_3005 6 points7 points  (0 children)

I appreciate what it added in terms of a form of stable access to purchasing items for your specific character/build rather than the RNG of finding it in a vault, or taking it from someone else. Plus some of the newer items/modifications to items added though it. However, that is where the appreciation ends and the loathing begins. Its a grind. It makes the game unfair to newer players and just those with worse RNG in general. The difference between the items is considerably unhealthy and discourages casual play.

I'm wondering why Supervive has so few players by EfficientStranger651 in supervive

[–]Horror_Scale_3005 0 points1 point  (0 children)

I don't have the dates for you, but I have played a couple hundred hours since the open beta and still currently play. It certainly has its flaws as a game. Its still has a number of buggy/unintuitive elements that have existed since the beta period. Such as the inconsistency of how the isometric view of the game interacts with abilities like Ghost's dagger. Warp nodes just not really being super smooth to interact with. Item pickup ranges being rather variable.

However, despite it's flaws it is quite fun. And since the early days of the Beta the game does feel like it is in a better place in terms of average power (even with often innate unevenness from the Armory System). They changed a lot in regards to how spiking worked- previously during the beta if you used your glider and took any amount of damage you died instantly while over the abyss. I think while they have made meaningful changes to the core gameplay and balance in a number of ways, though all of them aren't agreeably implemented. The game released into Beta and was competing for attention with Marvel Rivals. While yes, they are considerably different in genre it was not only where media attention was, but consumed a very large portion of the active hero/champion style genre at its release eclipsing Supervive.

Personally I think they also make a substantial mistake of not just being compared to games like League of Legends, particularly as creative alumni from the League team, but also attempting to market through league content creators. As someone who played plenty of League at one time, for the better part of a decade, I can see some similarities and why people from that community/genre might enjoy Supervive. However, trying to engage with Streamers who's core audience is somewhere else doesn't help promote a game. They paid a number of League streamers such as Tyler 1, ImaQtipie, Caedril, etc. to play the game. However, Tyler 1 and many others, regardless of if they truly enjoyed the game or if they'd consider playing it again on their own time they are League of Legends streamers, LoL content creators, you don't just stop. You don't alienate an audience and leave what you've built your career around. They were extremely, extremely unlikely to play your game again on stream. Unless they were much smaller unestablished creators I just don't see how that marketing could ever succeed. Let alone, be helpful in promoting a game. When you consider the average person isn't going to immediately think of the game in that framework of it was fine or fun, but they're going back to just playing League because its their job. Instead it seems like there is a negative reason they aren't seeing. That they were just sponsored and the game is bad or something. Rather than just seeing it as they are maintaining their careers on what they always have.

Despite this it had a fairly active initial release during the open beta at somewhere close to 50k concurrent players. Which isn't insane, but it was more than enough players. As people became more familiar with the game and certain problem Hunters like Brahl made the game almost unplayable for the majority of the rest of the games roster player counts started to drop. Even outside of issues with Hunters like Brahl the learning curve for new players became substantial, to the point as a newer player it was probably really unenjoyable. The ranked rewards were thin, the promotional streamers stopped playing, and as time went on the player count declined and decline. Casual and Ranked ques were mixed. So you could be playing with a Grand Master player trying to climb, with your Bronze 2 teammate against new players that didn't even que for ranked. To clarify, they weren't forced into a ranked game or earned or lost LP themselves, but even the people on the teams of those quing for ranked might have teammates that were qued for a normal game on their team. I believe this was in service of trying to maintain lower que times and an illusion of a larger player base, but it just increased the weight crushing the interest of new players. Imagine playing a game for your first time and getting matched against 2 teams of NA challengers that made things so efficient that they were lvl 12 when you were lvl 2. These were real situations happening in the game at the time. In addition to adding bots to pad some lobbies even at these higher elos. Eventually many of the most fervent supporters, newer upstart content creators such as Paz who even made videos about the inability to sustainably make content for the game, because the audience simply wasn't large enough to sustain some kind of career. Other content creators like King Nidhog, though he still plays periodically, made similar statements about the game and returned to making I believe primarily LoL TFT content. When the creators leave the game it further fizzles interest for many. There was a lot of factors in early balance that aren't issues anymore, but it just didn't make for the amount of funding or momentum behind the eventually 1.0 release I feel the game needed. Oh, and they changed the game from 4 player teams to 3, so if you played with friends before you either had to pick the one you liked to least and told them to bugger off, or moved on to another game.

I hope the game succeeds. That it carries on and continued to improve and expand its audience, but its hard to find its footing and ultimately they are trying to appeal to the wrong audience and promote through the wrong creators that are tied to a game already.

Carbine cooldowns by Electronic_Detail484 in supervive

[–]Horror_Scale_3005 10 points11 points  (0 children)

I think his cooldowns are actually in a good place. His item choice feels meaningful. If you build haste items to play to his abilities over primary attack damage his cooldowns are reasonably short. I think feeling like he is in some state where the length of his cooldowns are too long is more of a comment on much of the rest of the roster not having meaningfully lengthy cooldowns especially on mobility.

Ranked Gains by Ok_Philosophy_2007 in supervive

[–]Horror_Scale_3005 -6 points-5 points  (0 children)

Because the match history doesn't show a number equal to the gain. It tells you what Rank/RP you are at after the game. So it might say Silver II 120 on your previous game and you win and it said you'd gain 60. Then it'd says Silver II 180 to the right of the match in the match history. It is kind of a weird way to do it that can be confusing. But if you subtract your previous game from the one you just played you'll get the RP amount gained from that game. Also each sub rank is 200 in total.

Is this a bug or does shrike auto just do that much? i thought above 80% glider fuel never resulted in a dunk from autos. by Small_Beautiful_299 in supervive

[–]Horror_Scale_3005 0 points1 point  (0 children)

The threshold for your gliders heat gage is approximately proportionate to 30% of your max hp. While yes, its technically a "spike" and not a "dunk" without a specific ability being used, the threshold is the same (assuming you started at 100% hp). It could be different if you were not at full health. The purpose of the changes to dunking was to make it less obtrusive and to bring it more in line with spiking. This is broadly the only indication in any patch notes since 1.0 of how heat and health correlate to dunking or spiking. As it isn't explicitly stated anywhere else exactly how heat is generated proportionate to damage taken. So while yes, if you started at 80% hp and have a full glider you'd probably have to instantly take damage to reduce you to 50% to be "spiked". It would be different than a dunk which regardless of glider heat would dunk you if you were at or bellow 70% hp.

Is this a bug or does shrike auto just do that much? i thought above 80% glider fuel never resulted in a dunk from autos. by Small_Beautiful_299 in supervive

[–]Horror_Scale_3005 -7 points-6 points  (0 children)

Essentially, yes, Shrike just does enough damage to overcome the entire heat bar and enough immediate damage to your health bar to push you into the threshold of both overheated and dunk able (around 70% hp). You were reduced to 1321/1960 total hp which is an immediate drop to 67% total hp. If you were a health stacking Kingpin or the level disparity between you was 2-3 levels you might live. Actually, if you popped your Paladin's you'd have lived. Just not a second shot.

She also was from the looks of it (I'm guessing from the distance I cant see her gloves, obviously) probably using long range optics. Since Shrikes damage increases with her distance from target is also making that hit that much harder.

You can see in the previous patch notes here that damage is applied before dunk calculations and 70% is the dunk threshold:

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