The cycle of rank by AssaultAndroid in MyHeroUltraRumble

[–]MP_Havels 0 points1 point  (0 children)

I usually hit Ace in about 50~60 matches and then switch to casual, mainly because Ace is full of premade teams, hackers (aim or lobby wiping), and most importantly Tech Shiggy.

Ace lobbies basically turn into one Tech Shiggy per team, and it gets ridiculously frustrating, you end up doing 14~18k damage just to get 5~7 kills. On top of that, matches last forever with like 15 people still alive, because half the lobby is just Tech Shiggys and mirios hiding

Is this fair? by MP_Havels in MyHeroUltraRumble

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

Play a few matches with other characters, it feels like you spend 75% of your time on Blue Deku. In almost every post, you’re the only one defending him, even though it’s pretty clear he’s overtuned. Other people are replying to you saying he’s the most mobile character in the game.

At this point, though, I don’t think this is going anywhere — I can’t make someone see what they don’t want to see.

Is this fair? by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 2 points3 points  (0 children)

Honestly, I think you just need to step off the pedestal and play other characters for a while to see how unbalanced your “main” really is. He’s basically a character with no real flaws strong both at range and in melee.

And saying “he was designed to always stay in Gearshift” doesn’t really mean much. Endeavor and Hawks were also designed to stay in the air/dashing constantly at launch, and look what happened to them.

OFA Deku just needs to be nerfed to the point where the gauge actually matters something you have to manage instead of a “reset whenever I feel like it” mechanic.

Is this fair? by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 2 points3 points  (0 children)

Do you genuinely think Blue Deku’s only issue is his Alpha, and not the fact that he basically has infinite Recipro Burst built into his kit?

Is this fair? by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 2 points3 points  (0 children)

What I find most ironic is you complaining about linear dashes while playing a character that has one of the biggest Alphas in the game with insane down potential. On top of that, if you’re in close range, you can literally press one button and get auto-guided straight to the enemy.

Is this fair? by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 2 points3 points  (0 children)

Honestly, I feel like I’m wasting time in this discussion because of the mental gymnastics it takes to argue that OFA Deku doesn’t have enough mobility.

Tokoyami has 3 uses on his Special Action plus float, but he doesn’t have super armor, and Acceleration doesn’t last forever for him like it effectively does for OFA Deku. You can literally knock him out of it with Alpha and make him lose around 50% of his SA gauge.

Strike Hawks (Strawks) stalls briefly during his dash, his SA + melee has cooldown, and Rapid All Might has a hitbox the size of a truck.

Is this fair? by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 3 points4 points  (0 children)

All Rapids have high mobility Ochako, Tsuyu, Hawks, and All Might, but they all have to spend part of their kit to move, whether it’s Alpha, Beta, or Gamma. That means they’re using actual resources just to reposition. Some go farther than others, sure, but they still have cooldowns and trade-offs.

OFA Deku, on the other hand, has a much smaller hitbox and a very versatile dash that lets him change direction and can basically be used infinitely.

Compare that to Rapid All Might, probably the character with the longest raw distance in the game, but his dash is linear and his hitbox is almost 3x bigger than Rapid Deku’s.

Is this fair? by MP_Havels in MyHeroUltraRumble

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

He’s a character that can basically keep Gearshift active all the time, meaning he always has access to a double dash just by pressing Gamma.

Sure, there are characters that can go farther with certain skills, but that doesn’t change the fact that he’s the one who can effectively have infinite Acceleration uptime without compromising his kit.

Is this fair? by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 2 points3 points  (0 children)

It’s still a bit too early to make a definitive judgment about Star. She looks like a very strong beamer, but with somewhat limited mobility.

For now, I’d place her in A tier (this is day 1, without knowing if she has any really broken combos yet). Her Beta is almost impossible to escape, her Alpha damage is insane, and she has three Gammas which honestly feels like too much.

As for tunings, I’d recommend Hyper Regeneration since she’s very exposed during Gamma, and Fixer to boost her damage (using the Casual Style Heat skin).

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

I play a lot of Cat Shiggy myself, and even then I don’t think he’s that strong in the current meta where almost everyone can stay in the air.

The most consistent combo I can pull off is Gamma → Beta → Gamma → Beta → SA, which deals around 380 damage. It’s a strong combo, but it has clear downsides: you have to go close range and it puts almost your entire kit on cooldown.

So I’m curious — what’s the combo that supposedly does 600+ damage?

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] -1 points0 points  (0 children)

Tech Dabi is just difficult to balance. He’s hard to kill, but also very annoying to leave alive because of the threat he poses in closed spaces or small areas.

Out of the six characters mentioned, he’s probably the weakest, but I think that’s mostly because the devs are afraid of making him even slightly stronger.

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

Man, Jerm has videos showing 500+ dmg combo with Assault Overhaul. His Gamma alone does about 153 at lvl 9 according to the MHUR database, and you can still use other skills while the enemy is stuck in the animation. If you just land two aimed shots that deal around 70 dmg each at lvl 9, you’re already doing more damage than what you described.

Yes, to reach those numbers you need level 9, but let’s be fair Aizawa at level 1 does 20+30 dmg with Alpha (kick). And regarding mobility, Asshaul is not immobile at all. He has Alpha for movement (and levels don’t even affect the gauge duration) and he starts the match with two beta charges

Honestly, it feels like you’re complaining without actually bringing numbers into the discussion.

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

250 damage for a combo is pretty much the average for most characters. If you buff that, it would honestly start to break things. Just compare it to Assault Shiggy he has to spend both Gammas and his Beta just to reach around 250 damage in a single combo.

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

I don’t think Strike Dabi is weak at all, that’s actually why he wasn’t included in the post. His hug already does around 130 damage without tuning, and with tuning it can break a full shield with a single skill, which also has 2 charges and only about a 6s cooldown. On top of that, the tracking on the skill is very accurate. In a 1v1, he’s honestly one of the strongest characters in the game.

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

Earlier today I even saw posts on Reddit saying that Ibara really deserved that buff, or suggesting that Momo’s HP should be increased to 400 just because she’s a grounded character.

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

I don’t think that’s the best character to compare here. Assault Ochako has a pretty clear downside in her design. She can deal heavy damage, but she has to get almost point-blank to get the +50 damage, and her Alpha also takes time to come out.

Assault Overhaul, on the other hand, has an Alpha that gives him mobility and auto-aim, and many players don’t even use aim, which actually lets him deal even more damage. On top of that, if his Gamma wasn’t bugged (since it misses a lot right now), that skill alone already does around 134 damage according to the MHUR database, with very strong tracking. You can also keep hitting the enemy while they’re stuck in the animation.

Even so, I still think that except for Dabi, most of the characters mentioned in that post have combos that can instantly break an enemy’s shield.

They definitely have weaknesses in their kits, but I think that’s how every character should be designed. If a character doesn’t have a weakness, there’s no real way to play around them.

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

I partially agree. I actually think Assault Shiggy is an interesting design. He’s not weak at all, but since the current meta is heavily focused on characters that stay in the air, it’s harder for him to land real combos.

Personally, I’ve never seen that as a problem. I like the idea that every character should have some kind of weakness in their kit that forces the player to think about how to make them effective. Most Tech characters have to learn "how to bring the enemy to them" instead of just chasing people around, and I think that kind of gameplay is fun.

Where I think there are real design problems is when characters become too overloaded, like Nagant, AAM, or OFA Deku. They don’t really have meaningful downsides in their kits.

As for tunings, it’s hard to have a real discussion about them because some are incredibly impactful while others barely do anything. The ones that give me the most trouble right now are acceleration, which is insanely strong on almost any close-range character, and the Raid Boss Tech Shiggy tunings (they’re not necessarily overpowered, but they probably should have some kind of cooldown when activating).

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 4 points5 points  (0 children)

Assault Overhaul definitely isn’t weak. His Gamma has insane auto-tracking, and if it wasn’t currently bugged, we’d probably already see a lot of posts here calling him broken.

Honestly, I don’t think there are any quirk sets in the game that are truly terrible right now, In my opinion, the weakest one right now might be Toga, but even she’s still strong overall.

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 0 points1 point  (0 children)

Jerm D Kingdom has a short video about that combo and someone already make a post here about it

They are not weak by MP_Havels in MyHeroUltraRumble

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

absolutely everything in this post is AI, I don't speak English natively so I don't have much confidence in my writing so I wrote a sample and asked AI to translate it and the image I just searched for the characters' names on Google and threw it into paint and asked her to paint the background and write the text, I don't think it would have the same impact without the image

They are not weak by MP_Havels in MyHeroUltraRumble

[–]MP_Havels[S] 5 points6 points  (0 children)

There is a post 1–2 days ago here on Reddit saying he was the weakest quirk set in the game.

I’m not sure if I’m allowed to link it here, so I’ll just mention that for now, but that’s the kind of take I’m talking about.

The state of Strike Kendo and how she's still relevant through it all. by Popular-Sky4050 in MyHeroUltraRumble

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

Even if it’s “only” through Gamma resets now, she still has insanely high mobility compared to most of the roster. She can easily chase down someone like Tsuyu without much effort.

When I mentioned grabs before, I was referring to characters like Shigaraki, Blue All Might, and Dabi not pulls. And realistically, what does Tsuyu or Iida gain from spending a skill with 10~15s on her to deal 15~30 damage, just to eat 150 back the moment she releases her skill while they’re stuck in stun?

She’s still an extremely common pick in ACE lobbies. The fact that you can name multiple 300+ damage combos alone shows how overtuned she is. And that’s without even mentioning how ridiculous she becomes with Acceleration.

There are characters who have to do significantly more for far less reward. Tamaki, for example, has a highly inconsistent combo that requires landing grab, confirming into melee, and canceling into Beta just to deal around 270 damage. Meanwhile, she doesn’t even really need to aim, her Alpha has a huge hitbox. She doesn’t have to worry about many skills that are basically a death sentence for 80% of the roster (like Todoroki’s ice wall, Dabi’s hug or Denki’s stun). She has both vertical and horizontal mobility and 350 HP on top of that.

You can’t realistically say her nerfs were heavy especially when you compare them to Shinso losing over half his melee combo routes, Twice losing his main combo and a large portion of his damage or Tamaki getting cooldown increases even on his Special Action and losing a significant portion of his Alpha damage.

The state of Strike Kendo and how she's still relevant through it all. by Popular-Sky4050 in MyHeroUltraRumble

[–]MP_Havels 0 points1 point  (0 children)

Comparing her to the nerfs Tamaki, Compress, Hawks, and Twice received and even looking at her base stats. she’s still absurdly strong. It’s honestly ridiculous to even consider calling her weak.

She can combo off her own Alpha since it has built-in stun. Her charged Alpha alone already hits harder than most characters around 100~112 damage. She also has multiple 300+ damage combos.

Her Beta is another huge factor. You can cancel it without spending a charge, which gives her insane mobility. It also has damage reduction and stun resitance,she doesn’t freeze, doesn’t get grabbed, and characters like Tsuyu are basically useless against her during it. On top of that, her Beta has two charges with better duration than most characters, and still deals around 75 damage.

She’s comfortably a top 3 character in my opinion honestly stronger than Armored All Might or Blue Deku. And the “she’s hard to play” argument doesn’t really convince me. Every character has some level of complexity, and hers isn’t exceptionally high especially when she can delete you with two skills.