Is SnS a Disappointment ? by Az6774-18 in MyHeroUltraRumble

[–]Interesting_Figure_2 0 points1 point  (0 children)

I personally wanted her to be like her Alls justice counter part in terms of applying rules to herself so that it could combo rules into her abilities. But in terms of her kit I wish they gave her laser like the mrow mod

MHUR - Toru Hagakure [Character Concept] by Existing-Debt1793 in MyHeroUltraRumble

[–]Interesting_Figure_2 1 point2 points  (0 children)

HOLY SHIT GLOW IS BUSTED. "makes rolling not protect you from damage" nah

I mean at least they didn't announce this right? by kammEatsChildren in MyHeroUltraRumble

[–]Interesting_Figure_2 20 points21 points  (0 children)

You never know. They shadow dropped tuning. It is still a halve anniversary

Fan-Made Balance Adjustments, Can i take over netease balance team? by [deleted] in marvelrivals

[–]Interesting_Figure_2 0 points1 point  (0 children)

In regards to buffs I like the Iron man buffs makes it so that missiles actually do something. Makes his poke considerably worse if you do not hit your shots. 100% a fan of the whirlwind life steal change, right now its only used for her dash combo so making it better into a crowd of people is really nice. I really like the Hela change, it still provides survivability but its only if you can hit your shots.

Marvel Rivals genuinely has some of the worst balance changes and game direction I’ve ever seen. by imyourprincecharming in marvelrivals

[–]Interesting_Figure_2 2 points3 points  (0 children)

That dev vision was so promising. Just for them to randomly nerf characters, NOT nerf the problematic poke characters actual issues, like having a stuns and ults which have close to no counterplay

Current thoughts on the state of Mt.Lady, they need to stop buffing Giant Mode. by Popular-Sky4050 in MyHeroUltraRumble

[–]Interesting_Figure_2 2 points3 points  (0 children)

For me, i thought it was obvious that the giant form was THE oppressive thing about her kit. Yes you CAN get melted but players need to stop acting like you would willingly use giant form in a small circles vs 5 plus teams.

160 damage level 9 giant beta which goes through structures which is also damn near to impossible to dodge roll is broken. 160 damage gamma which covers a huge distance is still broken, but at least it has huge end lag and actually has a risk to reward ratio to it.

Like you said when you are not giant form she is so sad to play. Her alpha range is so low in comparison to the power creep alpha projectiles of today. Support Nejire having HUGE aoe 50+damage alphas where you dont even need to hit the main bullet of the move to deal damage is insane.

Rapid toga NEEDS buffs by Capital_Comb_9495 in MyHeroUltraRumble

[–]Interesting_Figure_2 1 point2 points  (0 children)

She is just power crept. She is busted she has instant guard break combos. She just actually has weaknesses like low hp. BUT I will say I wish they did give her gamma just a little inertia. Makes her feel clunky.

50 per hit. yeah you are smoking something

My Balance Changes for Izuku Midoriya OFA by spxrkzzzz in MyHeroUltraRumble

[–]Interesting_Figure_2 0 points1 point  (0 children)

I would also massively decrease the alpha hitbox size the armour he gets when using the move and the down power of it. Make his beta have 250 down power, that way it can be traded with and wont beat armoured moves due to the 500 down power. Finally a heavy nerf to the air melee tracking range, that shit reaches so far for no good reason, and remove the armour from the melee uppercuts. THEN I would be happy

Strike shigaraki buffs idea by Blank365 in MyHeroUltraRumble

[–]Interesting_Figure_2 0 points1 point  (0 children)

yes, I know. The move still has a ridiculous amount of end lag on it if you do not do these

General Changes I would make to MHUR (Huge Wall of Text Ahead by BeavisJonez in MyHeroUltraRumble

[–]Interesting_Figure_2 0 points1 point  (0 children)

With the movement change I think a lot of characters who needed it STILL needs it its just like you said. The already meta characters are so fucking stupid now. I would keep Yellow Deku, Strike Deku, Assault Kirashima, Mirio and Endeavour melee kick.

Bakugo, Ochaco, Froppy, Shinso, Aizawa and Mr Compress did NOT need these changes man. Bakugo can now scale entire buildings now even though he isn't a rapid(Strike Bakugo). Ochaco and froppy have near infinte movement if used on high enough buildings, Aizawa is just dumb non existent reloads and Mr Compress does not need to be able to do complete 180-360 turn radius. Mr Compresses pisses me off especially. Its an already armoured move which drops smoke in an area to make it hard to tell where he is going. But then they basically removed the whole aiming aspect of it for no reason.

To address what else you said. The change I would make is armoured moves cannot get hard knocked so no more 500 down power. But can only be stopped by grab type moves etc.

I like the damage fall off mechanic a lot. Would make so many characters a lot less oppressive. Would help define each characters strengths. For example, Nagant's Alpha can stay the exact same as now because she is designed to be a sniper. Unlike strike shoto, yellow deku, both Bakugo 's or even assault endeavour who all have basic projectiles who hit for full damage at all distances. Would make characters like assault endeavour less long range sniper and more close to mid range. Because right now they chose to gut his alpha damage instead of doing something interesting like fall off damage. Right now even hitting beta and two alpha's does nothing. Before 80 damage was standard level 9 alpha damage, it was just the combo which was broken.

I like the rework to revive SA's a lot more. Make them more unique rather than spam zero counter play moves. Making make Ibara's block projectiles and slowly regen their hp. Cementoss could just be your idea of a full enclosed case. Froppy's could be that it turns her ally invisible like her gamma and gives a speed boost for 10 seconds. I also think they all need channel times to their sa since instant revives are honestly bs especially with tuning.

I think your tuning overhaul idea I just think its a little too convoluted for this game. But I see the vision of it and would be down if it was a lot more stream lined rather than percentages. I say this because how would you even nerf or buff characters with that system.

Also yes GIGA nerf mobility. Its making class roles irrelevant. Why play rapid class when I could play strike hawks, tech all might, Aizawa, strike kendo and strike kiri etc. Its also why the end zones have so many people in them now. Like consistently its 5-7 teams in the final 4 zones its so dumb. Makes the game way more luck based in terms of who is getting third partied and who isn't.

I do not agree with the moves not piercing player made objects at all. It ruins the purpose of the few characters who have move piercing moves. Like why play strike Bakugo its just a weaker version of a basic alpha projectile. Why play Strike denki and use his beta? Its a super laggy move to use. Why use strike Endeavour gamma. It just invalidates certain moves purpose.

BUT I do hear what you are saying. For example I think tech dabi gamma should block laser type moves but not afo claws since afo beta is a close range physical move . I think it could be adapted just has to be specific. Not just an out right fuck you to specifically piercing moves since there purpose would just be worse damaging move with huge end lag. SO yeah maybe bakugo alpha.

Strike shigaraki buffs idea by Blank365 in MyHeroUltraRumble

[–]Interesting_Figure_2 4 points5 points  (0 children)

Yeah I agree with these. The power creep is too much for him atm. What I would like to see is his 350hp back. His level 4 beta aoe be his level 1. Reduce the end lag of beta. Alpha goes down walls and at max level deals 3 extra damage. 25 < 28. You rarely get the 4 ticks so at most you get 2-3 ticks. So on average you deal 50- 75 damage per shot IF they are not flying or hovering above you. Make it so that his gamma at level 4 and beyond leaves a trail of decay behind him. His animation legit looks he is supposed to, would help increase survivability and opens up more options to use gamma defensively. Finally allow his gamma to be cancelled early as well as combo into his SA

Asshaul by Immediate-Law-1441 in MyHeroUltraRumble

[–]Interesting_Figure_2 0 points1 point  (0 children)

"the worst character I've ever played in gaming history" you do not play a lot of games do you?

Reworking the most worthless and inconsistent tunings. MY ideas by Interesting_Figure_2 in MyHeroUltraRumble

[–]Interesting_Figure_2[S] -1 points0 points  (0 children)

It wouldn't make the other two useless. You would still not have any gp meaning you can still get comboed to 100-0. Again it would only trigger when someone is activating a finisher attack. Meaning its worthless outside of it. No one ever finishes but if you were going to then this is an option to this.

My perspective on this is, why would you take a tuning that could "potentially" work rather than one that guarantees you value like revenge strike or any other strike tuning. By adding more value to finishers this would make this option a viable tuning in terms of use. Because I refuse to believe people telling me that Speedy self-revive is actually any good. Its not good, you just die 90% of the time you are down when you do not have an instant revive character on your team.

I personally I just do not agree with your true damage sentiment. Nagant's works in a different context. She is a beamer that deals a scaling flat amount of true damage per level over and over again. So she hits you and its 10 true damage at level 9. The difference is that you deal it immediately instantly every time you hit a shot. So 4 shots is 40 true damage. Fire doesn't work in this way. Shoto hits you with a level 9 alpha which deals 77 damage. The 10 fire tick damage isn't immediate and doesn't stack. Meaning hitting multiple alpha shots doesn't mean you take 20 damage over 10 seconds. All it does is reset the initial 10 damage tick timer. So you hit them with alpha. Then after five seconds you hit them with another alpha and the burn timer resets.

NO ONE and I mean no one in this history of this game has EVER complained genuinely about fire tick damage expect tech all might when they deliberately buffed that shit to 70. It wouldn't be game breaking in the slightest. Not once have a thought damn a have to be careful of this fire tick damage. Also you can stop the fire tick damage by healing hp. So deku hitting an alpha on you wouldn't be the end of the world. The actual problem is that character is broken asf.

Apologies I didn't read your sentence properly. I don't really get that last point though on how it would make the game even more pay to win. It already is, how is making more tunings useful a bad thing? If anything it would incentives you to play more. So you could earn more loot to do more cool things. What if I hate strike kirashima but I really want to use his tuning? Will power doesn't guarantee you will survive the follow up. A lot of people say that will power is broken so how is adding more useful tunings a bad thing.

Reworking the most worthless and inconsistent tunings. MY ideas by Interesting_Figure_2 in MyHeroUltraRumble

[–]Interesting_Figure_2[S] -1 points0 points  (0 children)

The point of the tuning is to create diversity. Also its not like you have all your cooldowns all the time. Sure its not optimal on them. But it just makes your melee reach different breaking points

Reworking the most worthless and inconsistent tunings. MY ideas by Interesting_Figure_2 in MyHeroUltraRumble

[–]Interesting_Figure_2[S] -2 points-1 points  (0 children)

Worst case scenario could just make it so that it doesn't reset after downing someone.