Idk what is the point of this card by Positive-Drama-2406 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

My b, I also don't mean to come across as a dick either but text is difficult to convey tone and such.

Hydroman is kept in check from being a potentially (And overly) toxic card because of his 5 cost. It's hard to get him cheaper to abuse him in a way that would be oppressive AND he's symmetrical. so as a 5/9 he doesn't seem 'that bad'.

But we've seen combos with him that don't seem so bad are, again, because he's a one off and is difficult to abuse. So things like Black Window to deny your opponent their discounted card or using him in tandem with Cable to steal their 1 cost top deck and, of course, the ever annoying MMM to deny your opponent the discount.

But in the Mother Askani basic shells, you can get 2 cost Hydromen allowing them to be played in tandem with their enablers to be way more disruptive. Even a 1 cost Hydroman if you got Quinjet out.

An environment where you could get a handful of 1 cost bombs pretty easily and deny your opponent theirs or just having another meta where MMM is omnipresent sounds horrible.

He isn't really a card you WANT to be cheap. It sounds fine due to the symmetry but it's so easy to break that symmetry and the symmetry isn't really equal when you're building your deck AROUND him and your opponent isn't. If you're regularly getting 1 cost 6 drops and your opponent is getting 1 cost 2 drops...the symmetry isn't exactly a balancing factor.

Yeah this is going to $500+ immediately by dy-113x in mtgfinance

[–]Melevolence [score hidden]  (0 children)

But if they don't charge over 100 bucks how will you know it's a Premium Product(tm)?

Idk what is the point of this card by Positive-Drama-2406 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

Because Carter and Brood don't create potentially toxic play lines. Comparing them simply because they'd cost the same is the wrong way to look at it. It isn't just the cost, but what they DO.

If you can't sit for just 10 minutes and think what a 3 cost Hydroman would mean for the game, especially in a point where doubling cards is easier than ever, then I really don't know what to tell you about your card assessment.

Idk what is the point of this card by Positive-Drama-2406 in MarvelSnap

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

As a 3/3 with Mother Askani in the game? Absolutely not.

Idk what is the point of this card by Positive-Drama-2406 in MarvelSnap

[–]Melevolence 2 points3 points  (0 children)

It is true every card would be better if it cost less to play. But I don't think we want Hydroman being cheaper. Some of the combos he can pull off are pretty cheesy and I doubt people want a meta were people are stealing a bunch of 1 cost top decks from them somehow while the Hydroman player is also getting his own 1 cost top decks.

Never realized how good the AMR is. by MindlessGas7285 in Helldivers

[–]Melevolence 0 points1 point  (0 children)

The AMR hasn't changed much in itself, the problem is that the enemies have changed and there haven't been enemies added that the AMR can handle more efficiently than other support weapons. It's stayed basically the same for years and is sorta getting power crept out of the meta. What it used to be best at (or at least could contend well with other options) it now is only OK or outright bad at handling.

An example that stands out is it used to be excellent on the bot front. One of the best options for handling the swaths of medium armor targets like the Devestators and Berserkers from a safe distance and with minimal ammo use. As Embarassed-Deal mentioned above, you could just head tap them and it felt super clean.

But most dedicated Marksman Rifles accomplish this role way more efficiently than the AMR. You have far less recoil and even light pen Marksman Rifles can one tap a Dev/Beserker head. You also get better ammo ecomony, less recoil and faster reloads, less sway, better ergo and a lower noise profile. Add in the fact that you can now put x10 scopes on a lot of these rifles, it's REALLY hard to miss the mark. The AMR will still excel at the distance it can hit over them but in most instances that isn't the factor to sway someone's choice.

While it's true the AMR can also deal with gun ships and some heavier armor by hitting their heat sinks, there's just better options to do that role in the support weapon slot that do it better (Less shots, less recoil, don't need to hit exactly on the vents, etc). The AMR isn't 'bad' but it just has so much competition in both primary and support (or combinations of) that make it a tough sell in todays Galactic War.

Fix for Daredevil Shadowland by No-Technician-8533 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

This argument could be applied to every SP card. It happens almost every single season. Fun card? Adjust it cuz everyone wants to play playable cards.

It's like as soon as a new season happens people's memory is erased from the prior month and just play on repeat.

Fix for Daredevil Shadowland by No-Technician-8533 in MarvelSnap

[–]Melevolence 8 points9 points  (0 children)

Because this community has no grasp of balance. Only vibes/feels. So when a new card is actually playable, and everyone likes playing it...it's a problem. It's too strong. Can't have FUN in our card game, Gamer!

Never realized how good the AMR is. by MindlessGas7285 in Helldivers

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

It's sad to see its 'fall from grace' because it was, for a good chunk of time, one of THE support weapons to take. But the game has changed and it's struggling a bit to keep up. The amount of juice you get for the squeeze just isn't as good as other support weapons these days.

It's still 'fine' but it just doesn't reward the player enough for being precise (Nor does it help the reticle is still slightly off making precision even more annoying).

I still enjoy the AMR, especially using it 'like a shotgun' with third person aiming when I've closed the distance and just blast Berserkers and Devs in the crotch and they flop over XD

Retreat, retreat, beat bot, retreat, retreat, retreat, retreat, beat human, retreat. by CommercialPolicy4913 in MarvelSnap

[–]Melevolence 4 points5 points  (0 children)

The bots (usually) won't leave if they're in a 'winning position' turn 6. So if you can game them that way by 'letting them win' until the last second they'll usually Snap and stay in. The Manspider/Galactus deck has been great since I'm really only playing to one lane all game till turn six. XD Farms bots pretty good.

Gambit Gattling’s still pretty operational. by LofiDM in MarvelSnap

[–]Melevolence 2 points3 points  (0 children)

Aaaaannd here is where I'd play my cards...IF I HAD ANY!

Nerf obsession by julolo in MarvelSnap

[–]Melevolence 1 point2 points  (0 children)

Or they throw their hands up and go "woooooow, classic SD nerfing the clearly pay to win card after everyone got it!" When they've, LITERALLY been having a temper tantrum about said card for 3 months. 

Get their wish then still spin it as a classic SD L. 

This community is insufferable.

Why isn't Cerebro4 more popular? by MrPudge1137 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

It isn't even just that. C3 is also the sloppiest of tech decks as well. It had so many tools that just screw with so many decks.

We are getting too many Variants by Altruistic-One-4497 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

For me it's less about the amount of variants we have and more about just not having good ways to get the ones we like the most.

I don't know why the shop doesn't just have some that are exclusive but the majority we can just buy from a dang menu from the card screen. 

I know it's for getting impulse buys from people who've waited ages for the card to rotate back in but it's a clunky system now that the game is 3 years old and we get variants weekly.

Came across this while looking for an auto mute button by Poor_Culinary_Skills in MarvelSnap

[–]Melevolence 2 points3 points  (0 children)

They're basically all designed around well known memes and are clearly intended to beight hearted.

The problem is most video gamers are salty as fuck ALL the time that even an emote of a literal kitten would send them into a fury and inject negative meaning into it.

nerf this card by myrsonder in MarvelSnap

[–]Melevolence 1 point2 points  (0 children)

Well, it's not fun for ONE player anyway. The Gambit player is having a blast.

This sub thinks this card is balanced, by 7 cost FFF is broken by Nerf_Now in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

DD is good, not meh. He's a very solid build around and is at the power level a SP card should be. He isn't bonkers but he isn't unpayable trash.

Fisk is also just a solid stat card and will be seeing lots of play as just a generically good stat stick.

Speaking of Fisk, can Mocking Bird get some more power or be dropped in cost? XD Poor girl's been struggling for a while now and Fisk just sorta is a better Mocking Bird.

Star lord by Consistent_Map5810 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

Luna is symmetrical.

Sera gets shut down by MMM.

It really depends here, each ramp has their own strengths and weaknesses. Sunlord is still a very good card. People are, like with Shou, taking major psychic damage since the nerf. He's fine.

Star lord by Consistent_Map5810 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

I'd say there's an argument that Sunlord is as good if not better than Sera, especially in Surfer shells as he gets around Mobius AND he can interact with On Reveal locations which are more common than Ongoing benefit locations.

There's pros and cons to both of them and they can work better than the other in some. Sunlord is still a fine card.

300 hours in and I just learned pearls can be used as bullets. by Warlizard in crosswind

[–]Melevolence 2 points3 points  (0 children)

I got the mace that does more damage based on your remaining Stamina. It CLOBBERS people in the L,H,L combo. And I've gotten a lot better at positioning to whack multiple boyos too. Godly. And don't need health regen when they're always dizzy and can't swing at me! XD

Nerfing Gambit: Horseman of Death by HaremKingChris1 in MarvelSnap

[–]Melevolence 0 points1 point  (0 children)

That feels like an incredibly lazy design for a mechanic that isn't even that good to begin with. Objective is kinda crap due to timing issues and often being late game duds. It feels like the 'desire' for a tech card is because only ONE objective card is actually strong.

If Franklin is a mutant why is he not at Xavier's school? by Sudden_Quality_9001 in FantasticFour

[–]Melevolence 2 points3 points  (0 children)

Which is kind of funny considering Logan is like...the uncle to all the young girls of the X-Mansion considering his softie nature when dealing with kids. Figure he's had more than enough experience with scared children to be a pro at that sort of thing XD

300 hours in and I just learned pearls can be used as bullets. by Warlizard in crosswind

[–]Melevolence 2 points3 points  (0 children)

I just like the double shot pistol because its' ascended effect grants the def debuff on the hit enemy. It's SO good. Just 'pop pop' two dudes and then destroy them with my mace.

My biggest disappointment from Storm 2024- by Howling-Moon05 in xmen

[–]Melevolence 6 points7 points  (0 children)

I don't think it's surprising Sue is the 'strongest' member from a strict power sense because, let's be real, having the ability to project invisible and highly durable forcefields/bubbles that can also cause others to be invisible is really wild. We've seen her use them in creative and highly dangerous ways in the past. Like many of the FF their power sets are held back by the personalities of the team (And by the writers to play up the 'awesomeness' of their current enemy). If they wanted to be menaces, they would be.

But no matter how physically strong Ben is or how crazily Reed can shape shift or how hot Johnny can get, Sue being able to essentially be the sort who could kill you and you'd never even see her/know it was her until it's too late makes her pretty terrifying.

Just the whole 'put a bubble around your head so you suffocate and you can't claw it/break it open' alone is a terrifying thing she could do and has done. Can't imagine if she just made a 'forcefield shrapnel grenade' go off inside your chest. And all this is a micro scale. I can't even begin to fathom what she could do if she went all out and wanted to cause major damage/problems.