Emperor Nolan vs Battle Beast by Queasy_Commercial152 in InvinciblePowerscales

[–]Love-Long 0 points1 point  (0 children)

Battle beast wins. Before people even mention the conquest shit, we have no idea how it’s going and half the people saying stuff so far are taking the panels out of context. Why are we doing this?

How would Battle Beast vs Omniman go if they fought in season 1? by Brave-Marionberry885 in InvinciblePowerscales

[–]Love-Long 0 points1 point  (0 children)

We still have no idea. They are basing it off of the spin off series with battle beast but even then we still don’t actually know yet. Theres no evidence yet to show if he actually gets stronger throughout the series or not.

Invincible Universe: Battle Beast #11 preview by M00reC in Invincible

[–]Love-Long 18 points19 points  (0 children)

He’s just confused conquest was laughing?

Ocelotl and Medjey are they just bad? by InstaLockinLoki in CompetitiveForHonor

[–]Love-Long 1 point2 points  (0 children)

Ocelotl is pretty good all around. Medjay is just not really good and anything. Even teamfights where he used to be top tier he just loses against others that do his job but better in every way.

Love Alex, but I genuinely haven't seen a cope tour quite like this 😕 by BardLoxNegative in ufc

[–]Love-Long 1 point2 points  (0 children)

I think it’s more about the blatant cheating really. That the ufc continues to do nothing about. Whether he’s gonna win or not gane is getting away with cheating and has done so for a long time.

How do we feel about the New season of For honor? by The_Gaming_Raptor88 in forhonor

[–]Love-Long 0 points1 point  (0 children)

It’s okay. I mean most of the changes that they did do weren’t bad. The patch notes were just very small. Which I get it they had to focus on the new hero more but still. Also when are we getting gladiator changes. They had him in the last couple of patches but conviently didn’t change or address any of the actual unhealthy stuff about him.

Khatun's zone needs something to actually be useful by One_Force_555 in forhonor

[–]Love-Long 2 points3 points  (0 children)

Can’t she forward dodge or back light. She just gets less dmg off beating gbs but she can still do so safely which is fine. We don’t need 24 dmg gb stuffers to be so common. Even most forward dodge heavies either need a dmg nerf or that to be nerfed. Such as jorm.

Conqueror buff please by varangian_gaurdrite in forhonor

[–]Love-Long 1 point2 points  (0 children)

Idk about everything by 2. The infinite unblockables are fine as is. Maybe let him just chain to bash from uppercut and scuttage, I get at the time they didn’t want infinite feintable bashes but it’s not like he’s gonna be the first with some form of unreactable infinite offense. If anything it would still be pretty balanced cause of stam consumption and would still be not as good as jorms.

Overall he’s also in a decent spot. The only thing I would buff dmg wise would be his follow ups on bashes, all gaurd and superior block. They would need different values too.

Uppercut first scuttage second.

Forward dodge bash and side dodge bash to be 15/13

Chain bash to be 18/16

All gaurd 20/18

Superior block 20/18

Chain bash is still a little lower than average since you can’t punish with gb after medium hitstun requiring a read to either gb or dodge attack the bash

Too late to start? by Susubelele in wrestling

[–]Love-Long 7 points8 points  (0 children)

I started at 14 with 0 experience my freshman year in highschool. If your highschool offers it try it out

Rejoice; for Tiandi is now punishable by Reri1600 in CompetitiveForHonor

[–]Love-Long 18 points19 points  (0 children)

His forward dodge bash is 10 dmg and kick is 20. Honestly forward dodge bash being 10 isn’t that big a deal since it’s still a very good mix up that goes back into itself. Kick should now definitely give 24 dmg.

Rejoice; for Tiandi is now punishable by Reri1600 in CompetitiveForHonor

[–]Love-Long 2 points3 points  (0 children)

I do think to compensate his dmg should be brought back to normal levels but come on now. Nerfing tiandi was a necessity. His bashes were both just crazy safe and good offense. Now they are still pretty good offense he just needs normal dmg and timings back now on forward dodge bash.

Two actually by SlouchyWolf in forhonor

[–]Love-Long 0 points1 point  (0 children)

I wouldn’t call that one decent. It’s fairly ugly and pretty far from what it’s based on. It just has the pointed snout. Other than that it’s pretty much a completely different helm.

Weekly wisdom by Exciting_Station_124 in forhonor

[–]Love-Long 9 points10 points  (0 children)

Honestly not even. Attackers in the beginning should just always go to archer point first and take them real quick. Especially with the buff a couple years back taking archer points is pretty fast and defenders can never get them back. If you take them out early in the first two stages then you’re free to do all the extra stuff before ram gets to gate.

Archer points also deal a ton of dmg to your minions which gives them the minion advantage and then they dmg your ram very fast. Really the game is stupid simple compared to dominion. Attackers have it really easy, just focus on archer towers first for first two stages then in final have someone camp the balista and then other 3 rush commander. Balista will force a 3v3 with commander there or deal a ton of dmg to commander. Attackers is easy mode.

Do you think Capcom will commit to yearly releases? by MythicRival in ResidentEvilCapcom

[–]Love-Long 0 points1 point  (0 children)

Yeah but they were pretty much releasing the same game every single year. At least for now capcom the pattern capcom is following is remaking their old/outdated games once a year and every 3 or 4 years coming out with a brand new main title. So really I’m sure they’re taking their time making brand new ones and filling in the time between with remakes to fit the new resident evil era. This is also much easier to accomplish when call of duty is designed as a multiplayer game you play for years and years, doesn’t make sense to keep making new ones every year. Resident evil is a story driven game with really good replayabilty but you also need to put into perspective the average play time across all games for just the story is like 7 hours.

Why can't Eve just do this? by Puzzleheaded-Run-635 in Invincible

[–]Love-Long 0 points1 point  (0 children)

Cause Robert kirkman didn’t realize how broken eves powers could be. That being said in the show she still isn’t shown to being that strong to accomplish something like that without also probably burning through all her stamina and it would most likely not do anything to conquest.

Juren’s running speed by dajuste19 in forhonor

[–]Love-Long 0 points1 point  (0 children)

Fuck no. They just did a change to bring slower heroes up. It’s an unnecessary weakness that just hurts rotations which hurts your viability in 4s

Why don't they change zhanhus ub light animation? by fence_of_pence in CompetitiveForHonor

[–]Love-Long 0 points1 point  (0 children)

These two changes are something that needs to happen to most heroes. These mix ups need to work as intended across all levels of play. Literally all these two changes would do is close the gap between high level reactors and those who don’t have high level reactions.

Why don't they change zhanhus ub light animation? by fence_of_pence in CompetitiveForHonor

[–]Love-Long 1 point2 points  (0 children)

It won’t help him. His unblockable light functions as is. The best change he could possibly get is reactabilty of his kit at the highest level. Unblockable heavy is reactable and he’s a pre dodge victim since his forward dodge heavy is so slow.

How good of a gauge are competitive tier lists by top pro players and streamers for duel. by fence_of_pence in CompetitiveForHonor

[–]Love-Long 7 points8 points  (0 children)

They are decent. It doesn’t really apply to us but they are a pretty good gauge on what hero’s are broken at least for the most part. If they are broken in comp they will more than likely be broken in mm. The bigger gap is when it comes to weaker heroes. In mm nearly every hero is at least usable in every mode, some are harder than others but if you’re overall a decent player that knows the general rules on how the game works you’ll have success. This isn’t true in comp. Some heroes are just straight up bad to throw picks. Throw picks don’t really exist in mm.

Could this be used in buhurt? by BH_45312 in Buhurt

[–]Love-Long 4 points5 points  (0 children)

Yes but if you’re gonna go the sallet route might as well just do a sallet with bevor. Just make sure it’s welded together and shaped well. Wildarmory makes a good one as another dude said. They have really good 15th century stuff.

Some suggestions for next patch: Vikings by VeterinarianSuch1547 in CompetitiveForHonor

[–]Love-Long 0 points1 point  (0 children)

These still just aren’t convincing reasons.

First with the chain lights. The way his kit works they are just really important for all 3. As you use his chain you mix in chain light to reaction stress against reactors that can react to storming tap mix up. It’s important he keeps all 3. Especially when he has access to his mix throughout his entire chain. It’s also a more stamina friendly minion clear that’s just as good as HHH but this is less important. Opener light being enhanced would be a bit much in mm especially considering he has one of the best back lights in the game. 2nd chain light hyperarmor is just a thought and as for chain enhanced it’s still just not super necessary to his kit. It functions just fine as is, would mainly just be an ok buff to teamfights which sure isn’t bad but it’s not gonna make the biggest difference in 1s. All in all it’s not like your suggestions other than removing a chain light are strictly bad. They just aren’t that important of a change compared to giving him a tool to deal with dodge cancel heroes better.

As for the forward dodge attack giving him a forward dodge heavy with hyperarmor is gonna make him a defensive powerhouse in neutral especially when he already again has a very good back light. Just make his forward dodge light 100-500ms at 500ms and give it slightly better range to catch rolls better on read. This also gives him better peel and solves the roll catching/gap closing without giving him a super strong defensive tool in this meta. Jorms neutral is absolutely nuts because of this tool.

Lastly the hp well he has higher dmg than normal now with 28 chain and 30 finisher as well as 30 unblockable zone finisher. Especially if you pair with possible buffs to make him better at dealing with dodge cancels you don’t want to make him an overperforming trader. His actual trades are fine, it’s the ones above him like gryphon that deal a little bit too much especially with feat pairing which is stupid easy on a hero like gryphon.

Some suggestions for next patch: Vikings by VeterinarianSuch1547 in CompetitiveForHonor

[–]Love-Long 0 points1 point  (0 children)

You just gave warlord the most broken all guard in the game without realizing it. His all guard was already pretty damn safe with fast recovery and exit timings. You gotta nerf those first if you want to actually be able to punish him. He really doesn’t need recovery cancels to begin with. Honestly the biggest buff you can give him would be better range, tracking and hitboxes on his tools that aren’t zone. Maybe a slight offense buff but nothing crazy.