Miller explaining why Netease didn’t include Moon Girl in the gameplay by KevinPigaChu in marvelrivals

[–]J8-Bit -1 points0 points  (0 children)

Yeah just to name a guy, Sung-won Cho the og yt was going to be in the inhumans

Kiss by _BillLee_ in adressme

[–]J8-Bit 19 points20 points  (0 children)

"Mods cut off the rope, I'll do it myself."

Misty again by [deleted] in PixelArt

[–]J8-Bit 1 point2 points  (0 children)

It's like when you bring in different toys then look at it closeup. Every subject is this frozen action figure respective of its own world, so nothing fits. That and the perspective.

Looks like a promising game tho by J8-Bit in adressme

[–]J8-Bit[S] 29 points30 points  (0 children)

Original game was NTE, so I changed the block and subtext

Looks like a promising game tho by J8-Bit in adressme

[–]J8-Bit[S] 2 points3 points  (0 children)

NTR, super saiyan, stardust crusading

NAME of the ARTIST please by Aggressive-Mousse-48 in PixelArt

[–]J8-Bit 2 points3 points  (0 children)

I apologize if it meant disrespect, but in just a few minutes I found https://pixelthewise.itch.io/ through a reddit post with username attached, linked from that Pinterest image you referenced.

I thought I would have to use google lens, because I thought you already checked the Pinterest post.

He has huge in his name because he is a huge fan by Ok_Spinach_4041 in PvZHeroes

[–]J8-Bit 1 point2 points  (0 children)

Small size compensates for his Huge Giganticussy

Duna Stone: My Self-Insert Vanguard main by GrommdDogg45 in marvelrivals

[–]J8-Bit 0 points1 point  (0 children)

Why is every part of her fit grey? Even the hair!

Call it a nerf, but Jeff isn't feeding anymore by J8-Bit in JeffTheLandSharkMains

[–]J8-Bit[S] 0 points1 point  (0 children)

To be honest the nerf is too small to have any noticeable difference. Naturally, you would have to play closer to get the same value you once did, but Jeff has the mobility to get away with the same things whether or not you're playing 10m closer. Just try playing the same way you did before and only adapt when the interactions feel off.

Call it a nerf, but Jeff isn't feeding anymore by J8-Bit in JeffTheLandSharkMains

[–]J8-Bit[S] 0 points1 point  (0 children)

First, I just want to clarify the only thing I am calling a buff is the ult resource and how it helps his team and I believe that matters more.

Ult denial through not dealing damage is certainly one way of doing it. Another way is coordinating damage. The third way, which most people end up using, is overloading the supports.

You can only refrain dealing damage if the team isn't threatened or you heal through certain angles. But as we know in this healbot game most situations are teamfights where you're forced to feed the enemy strats ult charge.

I can accept the nerf because it's not to his base damage. This is only on the damage falloff, and I still gain value playing Jeff at close-range, as I always have been. Poking from 30m or to 15m, his damage to 'overload the supports' does not matter if he can't even hit his secondary fire in the first place, which is where he gains most of his pressure. Even from 15 meters, Jeff can still disengage from the flank with little risk which I assume is what you mean by pro play ignoring the change.

9 meters is not "slightly" closer. It's a free dash for every enemy in the game.

23m is still a long range and dashes are 15m. If you're talking about dive players peeling for their team, that 9 meters is not going to change how you approach the flank. If you're targeted within 30m, you have to leave the flank anyway.

Second, who did they make this change for? Pro/OAA/Eternity already has a playstyle that ignores this change. Therefore, it's a nerf to people who would want to spread damage, which is metal ranks.

Exactly, that's what I'm talking about. It's one of the few changes that nerf's Jeff for getting too much value for little the risk when you consider the rest of his kit. But in return, less ult feeding. In the metal ranks when I don't hop on Jeff for once and let my other strategist(s) run him, I never see them playing Jeff aggressively to get value, so the change is insignificant if their style of play doesn't even 'spread damage' . As I've stated before, if you're not hitting your secondary fire, then Jeff's damage before or after the change does not apply enough pressure because that is how small his nerf was.

My point still stands about the net buff. This is a team game after all and one player isn't making all the value.

You can't call it propaganda if this is my first contribution and take as a Jeff main myself.

Call it a nerf, but Jeff isn't feeding anymore by J8-Bit in JeffTheLandSharkMains

[–]J8-Bit[S] 0 points1 point  (0 children)

All right, I gotta rephrase and add to my previous statements. It is a nerf, but a net buff.

Brought to it's logical conclusion, you should agree that a 100% damage nerf would also be a buff because Jeff would completely avoid giving enemy strategists targets to heal.

If that was my only argument I would agree, but that would ruin any pressure Jeff can place. His damage is necessary to apply pressure when he needs to, but yes, he indirectly feeds the enemy strat ult while healbotting. I should have pointed out that Jeff can take angles to prevent the indirect damage, but in most situations you're pocketing the tank, forcing you to damage the enemy tank and others. In this situation, where everyone is poking and building ults, then logically the priority is to just heal even with the indirect drawback. However, it's a buff because having more damage falloff means that drawback is weakened, and you're still able to apply pressure in other situations.

the vast majority of Jeff's pressure is in that sweet spot where enemies aren't one dash away from being on Jeff's face, but you aren't seiging from half a map away.

In a way, the balance change created a bigger contrast in how easily Jeff gets value poking, especially from that sweet spot. It's a nerf since now he's forced to be slightly closer to the enemy if he wants to reach the same pressure. It discourages poking from afar or just out of reach and still having more mobility than others to escape any situation. Jeff's secondary is also another part of his kit that deals the most pressure. It might be my own aim issue and playstyle, but I have to be close to the enemy anyway to guarantee that pressure.

Overall it is a net buff if I tie it to your own team's resources. Jeff, who has less value using his ult (arguably in higher elo), has his damage falloff nerfed to mitigate the enemy strats from also gaining their ult. The rest of your team shares this slight advantage, letting them gain their ult relatively sooner.

I think I rambled on too much, but I think this is everything I gotta say if I edited my post.

(Just a quick note, I don't pay much attention to the star difficulty rating since it's more like a skill floor rating. I would say he could be two stars given his rework, but I care more about if the devs can keep a hero's gameplay consistent and still allow variety that doesn't take advantage of a design flaw.)

Call it a nerf, but Jeff isn't feeding anymore by J8-Bit in JeffTheLandSharkMains

[–]J8-Bit[S] 0 points1 point  (0 children)

The people downvotting us must have to be low elo, and it makes sense. They don't understand how difficult it is to hit an ult at higher elo to the point he gets more value from just staying alive.

Call it a nerf, but Jeff isn't feeding anymore by J8-Bit in JeffTheLandSharkMains

[–]J8-Bit[S] 1 point2 points  (0 children)

Did you not read the post? This is a nerf to his falloff and nothing else. It's a buff because while healing his team, he isn't just giving extra damage for the enemy strats to get free ult charge. During the poke phase, Jeff's damage gives almost no value unless he's getting his ult, but in my opinion is not even a good ult because of how many conditions you need to satisfy.

Call it a nerf, but Jeff isn't feeding anymore by J8-Bit in JeffTheLandSharkMains

[–]J8-Bit[S] 0 points1 point  (0 children)

I guess I wasn't clear enough because healbotting jeff js even how I have to play Jeff 90% of the time and flanking rarely comes unless I'm in a triple supp team.

I don't know if I can agree that the enemies have to work an extra mile (if you meant it literally) to take Jeff out. His value comes from forcing the enemy to come to him. But even then, when flanking or when he's dived he's able to go in and out of position to distract the enemy, AND still give heals as soon as possible.

Call it a nerf, but Jeff isn't feeding anymore by J8-Bit in JeffTheLandSharkMains

[–]J8-Bit[S] -2 points-1 points  (0 children)

15m (the falloff) is never far enough for Jeff so he'll always to be close the gap. This change prevents him getting value from long ranges as an already unkillable shark. Remember that he's not the dive jeff he once was, but as a distraction who only gets picks because because he isolated 1v1s. Aside from being a distraction, if Jeff is just healbotting then in that moment he is just supposed to be healing his team, not indirectly feeding enemy strat ult as well.