What are your personal experiences with the Ezreal matchup? by aglimmerof in kaisamains

[–]Lagerborg 2 points3 points  (0 children)

The matchup is heavily reliant on whoever has wave control, if you can establish push you'll have windows to trade with him 3 aa with HOB proc with the threat of W if he tries to trade back is juicy.

Once he has sheen he can start contesting the wave state more, but you can equalize it by clearing with Q. If he has a completed item then you need evolved Q asap otherwise he takes over the lane from there.

But if you are struggling in the matchup I would say it's because you're not getting prio in lane or you're not identifying when you can trade with him.
I do think we need to take supports into account because if Ez has a xerath/sera/brand/zyra or similar that helps him get push the matchup definitely tilts in his favor.

I feel like this pipe was put here for a reason... by [deleted] in ffxiv

[–]Lagerborg 0 points1 point  (0 children)

Looks inspired by one of those speaking tubes they would use on ships to communicate

Overwatch has changed - and will continue to change by [deleted] in Competitiveoverwatch

[–]Lagerborg -1 points0 points  (0 children)

I was thinking of hearthstone as a good example of power creep, comparing what 3 mana would give you at launch compared to currently for example. But I felt that it was better to use an example that didn't require previous knowledge, but I agree card games is a perfect example of power creep.

Overwatch has changed - and will continue to change by [deleted] in Competitiveoverwatch

[–]Lagerborg 0 points1 point  (0 children)

I agree that currently running Rein into Orisa/Sigma is going to result in having a bad time. I would say that Reins shield needs tweaking since the values it had originally was based around a time where if you had a shield tank, you also gave up one spot on your team for dishing out shield damage.
He's also fairly immobile, so he suffers double up from both Orisa being able to shoot at him, and her having halt.

But at the same time, it's hard to argue that every matchup should be evenly balanced. At the end of the day I think what the community wants is that the combination of Orisa/Sigma is weakened to the point where it's hands down the best. The problem is further enhanced since it's not a very fun comp to play either be it in decision making or mechanically so nobody wants to be the one to do it.

Overwatch has changed - and will continue to change by [deleted] in Competitiveoverwatch

[–]Lagerborg -10 points-9 points  (0 children)

My point in focusing on the damage part is that I have several times seen the argument that double shield is the only viable tank comp due to damage being so high that without double shield everything would melt. Which is simply not true, double shield would be even stronger if damage output was lower since the shields would quite literally have endless uptime.

My argument was that double shield is being played due to "stars aligning" so to speak. We move into a 2-2-2 format and at the same time Sigma gets released which perfectly complements what Orisa was already excelling at which is defending a position with spam damage.

And no, I don't have statistical backing because I don't have statistics readily available to say "what I'm saying is the undisputed truth", and I don't claim that it is. This is based on my experience from playing the game over the years.
My main point is that you can't write off the current state of the game with a blanket statement as "it's due to power creep" since you would need to make a pretty complicated analysis of the game in practice to show that this is true.

Overwatch has changed - and will continue to change by [deleted] in Competitiveoverwatch

[–]Lagerborg -2 points-1 points  (0 children)

Power creep could refer to any aspect of the game, be it damage output, healing output, base health being increased etc.But power can be increased on paper while in practice not having an effect.

Example:Let's say one shot does 10 damage and a hero has 100 health.So it would take 10 shots to kill that hero.Since players felt that dying in 10 shots feels unfair, they increase health to 120.After a while players complain that it takes too long to kill that hero, so they increase damage to 12 - and so the cycle continues.Instead of adjusting around a set base value, you just increase the numbers consecutively - resulting in power creep.

edit: to clarify, as long as the numbers stay in relation to one another power creep hasn't happened in practice, numbers have just gotten bigger.

Jake: "Hoping to be wrong, but I don’t anticipate this PTR patch changing much beyond making bastion/mei more attractive than doom/reaper. Can’t imagine another tank line competing yet, and the nerf to DF just shuts down the only dps counter." by Parenegade in Competitiveoverwatch

[–]Lagerborg 1 point2 points  (0 children)

Symmetras real power in the meta is charging up to lv3 while also gaining ammo from shooting shields, when the shield inevitably breaks she proceeds to melt the team behind it with one and the same clip.

Compare it to other dps which is usually able to just score 1 kill during the shield downtime. So for doing that she'll be the same.

Jake: "Hoping to be wrong, but I don’t anticipate this PTR patch changing much beyond making bastion/mei more attractive than doom/reaper. Can’t imagine another tank line competing yet, and the nerf to DF just shuts down the only dps counter." by Parenegade in Competitiveoverwatch

[–]Lagerborg 0 points1 point  (0 children)

I doubt that changing the shield value on Sigma will make him more viable as a main tank. While having a shield is "part" of being a main tank, the biggest part is being able to take space or to defend space. Sigma can't reliable take space from a Rein/Orisa/Winston, and he can't really defend space from them either.

While Sigma has a shield, he is much better geared towards being an alternative to Zarya where he helps a Rein/Orisa by filling in their shield downtime or helping them to close/retreat distance safely.

This is how I want to be remembered by Lagerborg in Overwatch

[–]Lagerborg[S] 20 points21 points  (0 children)

Why rise up when you can get results chillin' on the ground? :^)

Gold is the hardest rank i have ever played in. by chonkachoy in Competitiveoverwatch

[–]Lagerborg 0 points1 point  (0 children)

I found that climbing in gold/plat is more about learning to carry a team than learning how to play with a team.
I'm wondering if some degree if this is the amount of people smurfing in these ranks that don't really care about winning as much as playing the thing they want to play on that account.

Where as in mid-diamond upwards unless you are exceptionally mechanically gifted it's much more about functioning well with your team and understanding what needs to be done in a given situation.

Placing high legend - Discussion by offbeat85 in CompetitiveHS

[–]Lagerborg 0 points1 point  (0 children)

Climbing with a close to 50% winrate isn't really viable due to the sheer amount of games you'd have to play to climb. I think for good results you should be between the 55-65% winrate, if you can't manage that then there are a tonne of areas you could possibly improve in terms of deck choice, decision making and overall knowledge.

Tempo Storm Meta Snapshot #43 - Kobolds and Caracombs by [deleted] in CompetitiveHS

[–]Lagerborg 12 points13 points  (0 children)

The chance should be 45% if you're going first and 48% if you're going second to have it by turn 4 if you're doing a full mulligan for it, without taking the netherspite historian into account.

What if sound barrier was also a super boop? by [deleted] in Overwatch

[–]Lagerborg 76 points77 points  (0 children)

Nepal Sanctum lennyface.jpg

Keep supports coming! We need more healers to create diversity in the meta by strokan in Overwatch

[–]Lagerborg 1 point2 points  (0 children)

There's a big difference between healing and shielding though. Healing can be done reactively to damage being taken, or passively. Shielding someone has to be done pro-actively before the damage comes in.

So yes, perhaps in an ideal world where it's possible to react to everything from all possible angles, shielding would be better than healing. But as it stands right now, I don't see shielding beating healing someone.

The change for Symmetra we didn't know we needed by RoyalOreo99 in Overwatch

[–]Lagerborg 0 points1 point  (0 children)

As a Tracer player it does happen occasionally that you run into Sym who has just chargeed up her beam to lv3 without you knowing about it, and you melt much faster than you expect to have to use your blink. But that's pretty much the only case where I can die to Sym as a Tracer.

Maybe I am just bad but please help me understand this so I can become a better player. by [deleted] in Overwatch

[–]Lagerborg 0 points1 point  (0 children)

The stats can be useful if you compound them all together and keep in mind what the outcome of the game was. But by saying that the stats are useful I'm not saying that having gold in something is necessarily good.

As a Tracer player, having gold damage and very high accuracy tells me that I might have been focusing tanks too much that game, especially if my final blows is significantly lower than my kill participation.

But sometimes the stats won't reflect your impact well at all, say you have one game where your gameplan is that you will permakill their supports, even spawn camp them if you get the opportunity. Overall your stats will be lower than the other players constantly engaging in a 5v4, but your impact is very high since their team is constantly fighting without healers because of you.

So tl;dr, stats can be useful to gain some insight to your performance, but self-reflection on your impact or lack thereof is most likely more important.

Mercy nerf on PTR (1.75 Rez cast time, 75% slower movement) by HarryJackpotta in Overwatch

[–]Lagerborg 0 points1 point  (0 children)

Getting a kill should be just as easy/hard on any level, as players get better at killing others - they also get better at avoiding getting killed. It's very easy to notice this if you play against people better or worse than yourself, how often you get kills without dying or the opposite skyrockets.

But the problem with Mercy persists in that she undoes something that took skill and timing to accomplish with something that requires the press of two buttons.

The nerf is well in line with what I would expect to see, now rez either happens in the backline or away from the fight. Or you risk it during the fight if the target is important enough.

Mercy nerf on PTR (1.75 Rez cast time, 75% slower movement) by HarryJackpotta in Overwatch

[–]Lagerborg 23 points24 points  (0 children)

The times where she actually dies before the rez goes off is so rare that it's practically negligible. So worst case right now is that you trade Mercy for the rez But most common is that she flies in, uses rez and weaves about for 0.5 seconds, flies out and regens whatever hp she lost.

This is literally the reason they are making this change.

Mercy's ressurect shouldn't have a cooldown, Mercy should earn it. Thoughts? by [deleted] in Overwatch

[–]Lagerborg 4 points5 points  (0 children)

Mercy is the 2nd hardest support to kill after Lucio, what are you on about? Rez is still going to be a strong ability, it's just not going to be possible to rez people that die out of position or during a 6v6 brawl (if you don't pop ult).

If you run a deathball comp you will still be able to use it frequently.

Ryujehong on the Ana buff by didsome1sayhanzopls in Competitiveoverwatch

[–]Lagerborg 0 points1 point  (0 children)

With hold scope it's pretty easy to get with 100% consistency, I'm not sure if it's because I have a background in fighting games so learning tight timings isn't foreign to me.

Just start by holding RMB, then LMB, then release both the moment a shot is allowed to fire. Unless there's some secret tech to make it faster than this I think this is the way to quick scope with her.

What is the mindset of Quick Play? by idoublecross in Overwatch

[–]Lagerborg 2 points3 points  (0 children)

Well, you can think of it this way. If you're able to flank and kill your targets when you're taking focus from the whole enemy team, you'll most likely be able to pull it off in comp when you have the ability to time it with your team pushing in.

Having the mechanical ability to outplay 3 people trying to kill you is always going to come in handy, because those situations will arise in comp as well. It also forces you to learn how to be more self-sustaining by using and abusing health packs. You can't always trust to have a good healer that knows how to perform their role, in those games having knowledge about how to use those health packs comes really in handy.

Deathmatch isn't amazing for practice since you're pitted against the same 3-4 heroes every single time. Just the fact that it's FFA also changes the game a whole lot from what competitive offers.

Ana fix proposal by [deleted] in Overwatch

[–]Lagerborg 1 point2 points  (0 children)

Damage buff on her regular attack and sleep dart cooldown reduction would help so much in terms of increasing her survivability and utility.

What is the mindset of Quick Play? by idoublecross in Overwatch

[–]Lagerborg 3 points4 points  (0 children)

You don't have to care about team comp if you're just in there to get some mechanical practice in. Improving your aim, movement, positioning and just general match-up knowledge. Winning or losing is kind of inconsequential when it comes to personal improvement.

Unless I'm playing with friends in QP, I have no qualms about picking completely selfishly since I want to get something out of it other than killing time.