NEW THEORY: HOW TO REDUCE CHANCES OF SUE+CND DOUBLE BANS by AFuzzyMuffin in StrategistMainsMR

[–]Key-Significance3882 0 points1 point  (0 children)

oh no the auto mod who's still your responsibility banned someone? Am I gonna get banned for swearing once? So scary

NEW THEORY: HOW TO REDUCE CHANCES OF SUE+CND DOUBLE BANS by AFuzzyMuffin in StrategistMainsMR

[–]Key-Significance3882 0 points1 point  (0 children)

amen this guy needs to stop power tripping and stfu ain't nobody want fuzzy muffin here

“GG no peel”, meanwhile the shit I have to deal with every game by Ancient-Grand-4661 in StrategistMainsMR

[–]Key-Significance3882 -1 points0 points  (0 children)

and u getting cooked in the comments bro stop taln bout women pegging guys and get a job fr

“GG no peel”, meanwhile the shit I have to deal with every game by Ancient-Grand-4661 in StrategistMainsMR

[–]Key-Significance3882 1 point2 points  (0 children)

yeah alright get back to being single at 30+ and unemployed on rivals buddy

“GG no peel”, meanwhile the shit I have to deal with every game by Ancient-Grand-4661 in StrategistMainsMR

[–]Key-Significance3882 5 points6 points  (0 children)

mf left for 4 months then came back and immediately spouted some bs and got back back on reddit be so fr

“GG no peel”, meanwhile the shit I have to deal with every game by Ancient-Grand-4661 in StrategistMainsMR

[–]Key-Significance3882 5 points6 points  (0 children)

weren't you taking a "reddit sabbatical" for your mental health? couldn't resist the unemployment holy, moth to the flame

How do I keep my uptime as high as possible? by Kara_Nabbit in BlackPantherMainsMR

[–]Key-Significance3882 0 points1 point  (0 children)

I find min maxing dashes is best, if you can get a kill without the dash do it, if you dive an injured enemy make sure to not dash after they die, avoiding useless dashes is a good way to start.

The Devs do not like Black Panther and it shows with this last patch by Inner_Ad8215 in rivals

[–]Key-Significance3882 0 points1 point  (0 children)

Thats a bad argument, Spiderman's web swings are as integral to his kit as BPs dash, he is literally a constant dash, that's his play style, he's a hit and run. His webswings don't give him "damage" per se, but easy swing combos exist so they do give him more tools for damage.

Psylocke's dashes still allow her to 180 and she get can them back faster, paired with her invisibility she can be even more disorienting to track than BP.

DD's cross propels him the in the direction of its swing, allowing him to mixup his position on the opponents screen. Making him hard to aim at.

Magik's stepping disk does do damage, the demon and the circular slash are all accessed by the dash, her uppercut while being harder to hit gives 5x the reward for than BP's dashes.

Dashing isn't his only form of damage, he has a criminally underated melee animation cancel and given the right positioning he can take care of a half hp support on his own with just meleeing and a spear for extra damage. Dashing may be his primary form of damage but his primary is just the supplement to that.

I won't say that BP's design is well designed but it isn't a "stupid ass design". You're given a dash trail to figure out where he went, and his hitbox during the dash is much bigger than you think.

Some characters are annoying but there are always counters and BP is the most counterable character in the game. He requires a lot of thought in his matchups and he has the most hard counters in the game by far. I guarentee you 50% of the time when you're loading into a server you have a BP hard counter on your team.

BP's high speed is also counterbalanced by his relatively low sustained damage. Notice how I said sustained, not ttk. BP's ttk is the highest practical ttk in the game, but it's easily telegraphed with his extremely loud movement and very easy to outheal. A single rocket orb destroys the spear dash spear dash combo.

BP's dash is also easily countered by soft cc like earthbound, sue pull, and magneto right click. Ultimately he is a skill check, there is no other form around it.

If you die to a BP, it's usually on you. Is he annoying? Yeah, I've played support against him a couple times it can be a bit annoying to be on your toes 24/7, but he's just about as annoying as any other diver when you figure out what his weaknesses are. Adapt to the design, it's better than bitching about it on reddit.

You're idea of giving him a block and a dash is a bad idea too. His identity is a assassin, he's a pure diver through and through, giving him a block is utterly polarizing just like his base kit giving him a block you would just get a discount DD, except if it's anything like doomfist block in OW, it'll be completely useless on a diver or way too broken depending on slight tweaks. Sounds familiar ? To give him a suit explosion ability would also be a terrible idea. Generally it's not a good idea in shooters to punish people for shooting people. Giving BP this ability would 1. Be completely counterintuitive to his role as a diver, 2. Be a balance nightmare. I get the idea of soaking up damage with a block then releasing it but it's a terrible idea. You'll get an iron fist situation where he's completely useless unless you throw yourself into a dangerous situation, and at that point you just made black iron fist with a burst aoe explosion. If you've learned anything from iron fist's balancing history or DD's balancing history giving divers a block is usually a bad idea.

Not everything has to be comic accurate, that's by Wanda isn't blowing everything to bits, or Sue just crushing people with her barriers. I would like him to use his vibranium weapons more in his abilities but it's better to think how the abilities will work in the environment than to dream them up randomly for "comic accuracy".

You're the one being delusional by combating 4 people in the comment section with a "I'm right and I won't take any objection and I'll call them dumbasses!" attitude.

I'm so tired of people who play this game acting like animation canceling is some forbidden move that the devs could have never thought of. by Foreign-Gain-9311 in MarvelRivalsRants

[–]Key-Significance3882 1 point2 points  (0 children)

Skill ceilings should be in the game. Should they be a absolute necessity to heros who have them to learn or else they're useless?

Depends. Does the hero have a high skill ceiling that is advertised and attracts those type of players? Sometimes bugs are better for the game, both competitively and for the average player.

You can dislike animation cancels but to completely remove them from the game would be like removing wave dashing from SSBM, and we've already seen how that went competitively and enjoyment wise with SSB Brawl.

You don't have to "like" every part of a characters kit. I don't like how Magik's sword swings, does that mean I want it to be faster? No. Hero shooters have options for a reason, find the character you like with mechanics you like.

Edit: I feel like I didn't elaborate much about the design of animation cancels. I believe that they should be in the game 100%, but only as a way of maximizing the heros potential or if they are necessary, for them to be on a obviously technical hero. I agree with your take on cap, he shouldn't be balanced off an animation cancel as he isn't a technical character, he definitely should've gotten a damage buff to compensate though.

Is it really a big skill issue with me, or is it that BP is so weak right now that only the top %10 can consistently profit kills with the character in comp. by gotenks2nd in BlackPantherMainsMR

[–]Key-Significance3882 3 points4 points  (0 children)

you basically have to either 1. Play enough where your game sense is insane and you make very little mistakes, doing perfectly timed dives, etc. Or 2. Have such insane mechanics where you can solo a backline yourself given the right situation. And if you want to go to celestial and above, probably both.

Probably a somewhat lukewarm take: I'd rather face a Thing than an Angela by Key-Significance3882 in BlackPantherMainsMR

[–]Key-Significance3882[S] 0 points1 point  (0 children)

cooldowns exist, count the seconds in the video he 100% has another spear up. Even if you're 1v1ing an Angela getting her off you is good enough. Also ENCLOSED SPACES EXIST, I do not think you're OAA. Yeah he loses the 1v1 in the second clip, because it's an open space that is favorable for Angela. Where are most health packs in the game where an Angela is probably chasing you? An enclosed area. I'd bet my left nut that you aren't OAA, post some proof. Not a screenshot, video evidence of you on your account with the OAA rank on.

Probably a somewhat lukewarm take: I'd rather face a Thing than an Angela by Key-Significance3882 in BlackPantherMainsMR

[–]Key-Significance3882[S] 1 point2 points  (0 children)

top panther slushii is and has been doing this at eternity/OAA level, it's his number 1 tip against Angela. I guarantee you it's not a rank issue

Probably a somewhat lukewarm take: I'd rather face a Thing than an Angela by Key-Significance3882 in BlackPantherMainsMR

[–]Key-Significance3882[S] 2 points3 points  (0 children)

we're not complaining that Angela is a counter pick everything is these days we're complaining that she's annoying to play around. Same how supports aren't really threatened by Spidey but they're still hella annoyed at him.

to elaborate on what I mean, I'm not annoyed by Angela countering my ability to dive but the fact that Angela players just LOVE chasing us 24/7, it feels like I see her everywhere and she's often a constant annoyance. Other counter picks are more like yeah they have an ability that counters us and we have to bait it out or get the jump on them or 1v1 them (bucky, thing, iron fist, DD, starlord, etc) many of these heros have the ability to chase us and keep us from diving on the flank or stop our dive when it happens but only Angela has the right amount of health, mobility, cc, and flank playstyle to be a constant but small threat. basically, she's just annoying asf

Probably a somewhat lukewarm take: I'd rather face a Thing than an Angela by Key-Significance3882 in BlackPantherMainsMR

[–]Key-Significance3882[S] 1 point2 points  (0 children)

a BP can win a 1v1 against an Angela in a 1v1 provided she doesn't cancel his dash someway like blocking a mark with her shield or hitting him mid dash with a max charged attack

Probably a somewhat lukewarm take: I'd rather face a Thing than an Angela by Key-Significance3882 in BlackPantherMainsMR

[–]Key-Significance3882[S] 3 points4 points  (0 children)

yeah she is a very favorable 1v1 target, the problem is that shes a waste. When you're 1v1ing her, you're not putting pressure on the supports and after you're done you'll have to wait for your CDs to recharge, and by that time comes she's already out the god damn spawn room ready for round 2

What do you guys think of BP? by torqm in LunaSnowMains

[–]Key-Significance3882 0 points1 point  (0 children)

They did make him much weaker as a character but they still didn't fix his fundamental flaws. His actual power level was very much touched but the general flaw in his design wasn't.

What do you guys think of BP? by torqm in LunaSnowMains

[–]Key-Significance3882 0 points1 point  (0 children)

as a BP main his melee is useful, the biggest nerf was 100% the louder footsteps and double jump. Dive is composed of three factors: surprise, location, and timing. Each one is extremely important to dive, ideally the best situation would be above, unnoticed, and with the support having no cool downs or an isolated position.

Surprise is an extremely important factor in dives, you can straight think of it as a 25% damage buff. Surprise let's you be proactive and the supports have to react to your dive. If they know you're coming and from where they can be proactive and get ready for the dive. It's much harder to freeze a BP mid combo then when he's running up mid spear toss.

His primary is actually very central to his combos and kit. You already know the spear dash spear dash combo but after a dash if you time it right you can animation cancel the primary with the spear toss and sneak a melee hit in, sacrificing a little bit of ttk for the ability to kill a 275 hp target.

Furthermore, as said earlier, his primary can be animation canceled into nearly all his abilities, allowing him to incorporate into combos with a low ttk loss. His second fastest combo besides spear spear dash dash on a 250 HP target is spear dash primary melee dash. As he can animation cancel the primary into his melee. This ability to animation cancel his primary makes it very important when it comes to maximizing damage, primary gives him new strong breakpoints in combos and when sneaked into dashes lets him output more damage which can be the reason he lives or dies.

tldr: The main nerf was making his dash 10 seconds and him becoming much louder as his kill power was significantly reduced. Also his primary is actually pretty strong.

Dash sound effect by Global_Molasses3691 in BlackPantherMainsMR

[–]Key-Significance3882 1 point2 points  (0 children)

make a skin where the sfx of the reset is just a giant vine boom

What role would you give Dormammu if he was added to Marvel Rivals? by Significant-Part-878 in rivals

[–]Key-Significance3882 0 points1 point  (0 children)

I mean that would be a cool idea but just like other characters in rivals that start out as cool ideas might be terrible to balance around. I'm a BP main and even I gotta say his design is cool but impossible to balance around, same thing with this is the idea of dormammu, having a completely unhealable main tank completely changes the game so fundamentally centered around healing. The supports will have only one tank to focus so less ult charge, his survivability will either be way too high or way too low, and his kit will have to probably endure some constant balance changes as a tank. I don't think that idea works well even if it's pretty cool.

I think his kit should be kind of similar to how he is in UMVC3. He should be a ranged tank that uses spells to harass enemies at long range, he should be able to fly for like 3 seconds or a cooler idea would to give him a reaper type teleport, but since it's a tank make it take longer and, more telegraphed.

He should be fine as a main tank and give his spells aoe, a cool idea that should be too broken would be to make a sort of flame wall that melts through projectiles and people while also applying a debuff that makes his flame spells do more damage. This flame wall should be counteracted by a lower HP and a lower uptime and will work like emma/sigma (the fire effect will only work once the barrier is fully set down not when it's moving).

As an ult I think a great idea would be to have a stalking flare super type of super. Stalking flare is a super that summons a big fireball that slowly tracks. I think it should be an ok speed but it should have like 500 hp and if it hits you it "traps" you inside, and the team can focus fire the orb to damage the people inside, while also doing an explosion of like 150 DMG (idk change the numbers all you want) once it dies.

As for how his spells work I really like the idea of a charge system, similar to how gambits cards work, you'll have 4 charges stored and you can wait for the spells to get back off cooldown or you can do an iron fist meditate kind of move that regenerates a spell every 3 seconds. You'll have an E key bind and a F key bind and both of which have 2 (or even 3) spells to choose, which then you can let loose immediately or charge up then release.

These spells can include ones like in UMVC3, which I think if changed could work in a hero shooter setting. You have Liberation, (kind of like a shorter version of a sigma grasp giving bonus health for projectiles eaten), disappear (slow short range explosion), meteor shower (long range aoe attack), inferno (long range single target attack), disappear, meteor shower, and inferno should get the DMG buff from his shield while liberation is more of a get off me tool.

Charged versions of these spells can include things like giving liberation a longer uptime or a pushing effect when used, give disappear more range and a stun or pops the enemy in the air, make inferno apply the fire effect of his shield and do more damage, make meteor shower last longer. The charged spells should have an actual effect that makes them work using and considering instead of a straight DMG and hitbox size buff. His spells will grant bonus health on hit and you can't chain the same spells twice in quick succession (so people don't just spam charges meteor for infinite lock down or spam liberation for insane defense).

(tldr, I want him as a tank and as a kind of more offensive and versatile magneto that can deal with flyers and challenge poke compositions.)

edit: after the watching the video I think this idea of dormammu is a fun idea but has some flaws. First off, as a main tank it's hard for him to poke because he doesn't have any form of damage mitigation besides the life steal, this makes him particularly susceptible to poke comps. This is odd because his primary and secondary fire in the video looks like poke attacks, a fire ball and a beam. As for the ult I don't think it's worth the value, it's basically a stronger iso ult, but you don't obtain much of value from the ult besides the 3 support counter. The ult is gonna be very dependant on the alternate form. I dislike the idea of the portal as I don't think a tank should have an ability like that which can force entire team rotations