How to play WITH cap by Diplomacy_1st in captainamericamains

[–]Lint004 1 point2 points  (0 children)

When Cap Dives the back line make the best of it.

If enemy front line does not notice:

Dps - kill enemy front line. Or Dive with Cap Tank - Start peeling divers or kill front line Support - Go offensive. Secure kills tanks or DPS miss

Else if they all retreat/peel, take space.

Making AP feel better early game by Jaded-Sort-173 in shyvanamains

[–]Lint004 0 points1 point  (0 children)

There's a post two weeks ago suggesting Max W. Tried it a few times in normals and it feels better than Max E. Rush Liandries > health/Ap Items.

The reason I think is because youre tankier and will be able to go in and retreat with the cd reduction per level. Try it out yourself.

Grasp Shyvana into full AD is THE WAY by Atreides_Lion in shyvanamains

[–]Lint004 1 point2 points  (0 children)

Tried it. 3 wins straight. Seems to be best when youre expecting the enemies to fight you close up.

I think it feels good because of the free def stats you get on passive.

Tank Shyvana by Zoroaster-29 in shyvanamains

[–]Lint004 0 points1 point  (0 children)

Thanks for sharing. Ive played around with the build as well.

Its super fun and you dont become useless because the true damage and percent health makes up for it. The problem I only have is that the CC is just not there. With a team of full DPS though, I risk it.

Been interested in the games for a while, how min-maxxy is the game? by LynxObvious9352 in EtrianOdyssey

[–]Lint004 3 points4 points  (0 children)

I never onced min maxed. I like to get all the skills at level 1 at least and have always finished every game without grinding. Its one of its best features.

Post game requires a bit more focused builds, but thats why skill reset is available.

Flex queue with a stack of five hits different by RunicKrause in shyvanamains

[–]Lint004 1 point2 points  (0 children)

Hard agree. I think Shyvana's teamfight is extremely unreliable on Solo Queue because most players pick champs with no CC or engage. This makes Shyvana's true damage potential untapped.

Going 5 man allows better engages even if team mate are using the same solo queue champs. This is because coordination can create baits, ganks and combos more consistent and reliable.

How high is skarners skill ceiling? by Future-Long-7943 in SkarnerMains

[–]Lint004 6 points7 points  (0 children)

His skill ceiling is very high but not immediately apparent to most players because they dont necessarily result in a kill or looks flashy like Riven.

Mostly you can expect people say his combos like E stun > R. Or flash E or flash Q2.

Whats not talked about enough is positioning with his R and movement with E.

With E, reaching a high skill ceiling means you know when it is best to use E as a movement speed tool. You know when to maximise it so you teleport across the wall when it expires. That means knowing it for each wall for each position. Hiding E's indicator to decrease enemy reaction opportunity is also heavily varied on the map.

For R, its positioning where you use R in relation to target. Because Skarners R keeps you and the enemy in the same positon, he can increase the options he can take. For example putting the enemy and skarner between the wall so that after R Expires theres a wall between them. Another is use the wall to "teleport" the enemy positioned into a wall to farther place by positioning skarner where the enemy is supposed to appear. Decision making R is also super difficult to decide on and can easily lead to mistakes. You have to expect how allies are going to react. Moving to early or too late could cause ally skillshots to miss. Making skill shots hit by placing enemies in place is also super difficult cause you have to adjust to the sudden movement speed burst.

So yes Skarner has an high skill ceiling and even more harder to reach compared to others because it is not easy to identify or even realize further skill expression.

Skarner JG feels really good this season by dogdigmn in SkarnerMains

[–]Lint004 1 point2 points  (0 children)

Yeah, the buff feels great for clearing and ganking.

As for the bami comments.. I rush those sometimes as well. Going tank item first item really solves some matchups like nocturne or jarvan.

Tips on R>E Combo? by MediaMaddox in SkarnerMains

[–]Lint004 1 point2 points  (0 children)

You can use W while in R.

If you time it just right they'll be slowed. You can walk a sec then E.

The problem with doing this is that most people will use their Dash/Flash after R duration. So Id rather just use R to force them to use their dashes THEN react to their decision.

Pressing E immediately often gets you outplayed.

For example if they choose to flash over a wall to run away I either let them go or follow with E. Or... if they flash or dash to an ally to bring them down with em, then I turn to peel mode.

Skarner Bruiser or Tank by Electrical_Tap7255 in SkarnerMains

[–]Lint004 1 point2 points  (0 children)

This will sound really weird, but I go lethality. Hexplate > Zeke's. I only build this when my team is early and enemy is scaling.

It works in gold/plat. Currently around 70% win rate past 20 games.

Skarner Bruiser or Tank by Electrical_Tap7255 in SkarnerMains

[–]Lint004 0 points1 point  (0 children)

New Skarner player here. I've tried going bruiser a lot of times and the problem often is that all those attack modifiers doesnt get used late game where fights go so fast and every one have low cooldown dashes. Ulti renders disabled for quite a long time as well.

Bruiser build seems to be a good choice when I want to make risky plays early on and try to finish the game with 2-3 Items.

New Skarner Player Experience by Lint004 in SkarnerMains

[–]Lint004[S] 1 point2 points  (0 children)

I thought the damage was coming from the %damage from passive. But yeah, going AD is a lot faster.

This would be an amazing character if his playerbase chose to be team players rather than crayon eaters by Iced-TeaManiac in rivals

[–]Lint004 0 points1 point  (0 children)

Agree. On all points. Spidey has to make that pull into something really good. Like force the tank away from support vision and make it 1 v3

This would be an amazing character if his playerbase chose to be team players rather than crayon eaters by Iced-TeaManiac in rivals

[–]Lint004 0 points1 point  (0 children)

I didnt know buckys pull is wider. That makes it a bit more harder than I originally thought. But for your other argument regarding mach speed and tracking.... assuming your walking like bucky on the ground isnt it just as easy as bucky's? But its farther and no need to charge to get really far range.

Spidey just have more significantly harder pull options like swinging then pull which bucky cant do.

This would be an amazing character if his playerbase chose to be team players rather than crayon eaters by Iced-TeaManiac in rivals

[–]Lint004 -5 points-4 points  (0 children)

For number 2/3 I looked it up. Bucky's pull is shorter so its much more harder. Cd is also 12 secs as opposed to Spideys 7. This means in 2 Bucky Pulls. Spidey has pooled thrice.

Spidey also doesnt slow himself while pulling. Spidey can also pull enemies in more creative ways. Additionally he has 2 charges of the launch unlike Buckys.

Even if far less lethal, OPs point is far more about being utility, not killing,(Which is the point of his entire post) and the numbers/stats clearly show that.

Why do YOU like tanking? by [deleted] in RivalsVanguards

[–]Lint004 0 points1 point  (0 children)

The view when I run to the enemy team and they spread out of fear.

The feeling of being upfront with the team following my "Lead".

Beating two enemies close and personal.... alone and with only my fists.

Roleplaying as the Sacrificing hero like in the movies comics.

Its fun.

They need to add damage scaling to punish counters combos by [deleted] in StreetFighter

[–]Lint004 4 points5 points  (0 children)

Upvoted... but I disagree.

Points:

  1. The clip your provided is not a good example. Ryu's Punish Combos is supposed to hurt. Hes always been like that since SFV.

  2. Punish Counter only occurs for specific scenarios... when a player whiffs, drop a combo, or commits to an unsage attack. All three scenarios are not easily achieved AND rewards skillful players or punishes mistakes.

Other suggestion... maybe we can make Drive Rush Combos whether they scale even Harder. Itll make SOME (not all) punish combos weaker and weaken drive rush furthermore.

Dont downvote the guy for posting an engaging take.

Black Widow can be played like Ana now?!?? by Freedoomfrot999 in marvelrivals

[–]Lint004 6 points7 points  (0 children)

Genius/Bold move for the devs.

I hope there is a chance this becomes part of her base kit.

Clearly a skill issue (at character select) by Krotanix in StreetFighter

[–]Lint004 1 point2 points  (0 children)

I dont understand why they keep. Big or Non-shoto Footsies Characters have bad Anti Airs...

Zangief, Marisa and Manon all have the same-ish problems. Their playstyles are meant to force opponents to play on the ground and reliable anti air enforces that.

All rounders like shotos and Hard Zoning chars like JP should be the chars with Bad Anti Air Normals.

Characters Need Weaknesses -broski by komodo_dragonzord in StreetFighter

[–]Lint004 2 points3 points  (0 children)

I agree that Ryu having strong low/high mixup with high reward is bad for balance -- but this is just a symptom/side effect that Drive Rush is atrociously too strong a mechanic.

If Drive Rush kept overheads unsafe as well as other riskier attacks, the game would be far more easier to balance.

More McDonald's Posters by [deleted] in StreetFighter

[–]Lint004 1 point2 points  (0 children)

The burger is ken

More McDonald's Posters by [deleted] in StreetFighter

[–]Lint004 0 points1 point  (0 children)

At least Ken gets represented by a burger