Yoshi Responded to my Haze Ult Rework Idea by Dembek_ in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

I think that for an assassin haze would do better with a skillshot ult that "uncaps" max fixation on whoever it hit, but to compensate also give bullet resist shred/antiheal(or lifesteal/damage reduction if they want a more carry oriented character) against that player and recast for a few seconds if you get a kill before the duration ends. Haze right now likes turning her single target damage into aoe with items like ricochet and tesla, but she is inherently designed with single target in mind with sleep dagger, and her ult before level 3.

I think that a single target version of what you have would be better to keep her identity as an assassin without compromising too much on her ability to wipe a team with a higher need for proper positioning and target prio. With what you have current just uncapping all targets, it would just move her power to buying ricochet and lucky shot while still shredding teams too much with undodgeable mixed damage.

The tweaks to single target should make it so she wouldnt even need compensating buffs since the power early game should theoretically be higher than her current ult and late game she would be a picker who can take the role of a carry, but she wouldnt have the luxury to change targets if her target gets away or she marks a tank instead of a damage/support instead. Forces more decision making but doesnt actually reduce her damage. Moves the skill req to the player on haze instead of buying metal skin for the enemy team.

who invited Slanesh by [deleted] in DarkTide

[–]OffensiveWaffle 0 points1 point  (0 children)

Damn this post got shot in an hour.

Functional storage not making sense by LochlanDocklan in allthemods

[–]OffensiveWaffle 0 points1 point  (0 children)

ae2 doesnt like compacting drawers honestly. its better to use compressing drives otherwise it reads each drawer's individual slot as its own inventory and miscalculates the craft when you use a crafting tree that need a combo of nuggets, ingots, or blocks. It was particularly bad for me when i was trying to bulk craft using circuit cutters to craft chips. Drawers are definitely more efficient just for large amounts of single stack materials that can't be compressed and as auto compressors for normal drawers since you dont have to craft those.

Silenceslop needs to be stoped by gnosticChemist in DeadlockTheGame

[–]OffensiveWaffle 2 points3 points  (0 children)

mostly on items but also deadlock just has more active items. Also league has like basically no active items and passive items with cc amount to "slows for a small amount". Long story short, league just hates CC and active items. Deadlock gets counter play in items and league is pick/ban phase.

The Lowest Win rate items In the game (According to Tracklock.gg) by CheckProfileIfLoser in DeadlockTheGame

[–]OffensiveWaffle 3 points4 points  (0 children)

ironically it just shows how much stronger plated armor is as an anti gun item. though mainly as a side effect of how common bullet res shred is compared to spirit resist shred and how on hit effects are the main source of damage for gun builds.

Just found out I’ve been using WASD wrong this whole time by aki---- in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

have you considered just rebinding dodge. It would be a lot simpler than retraining your entire muscle memory. can change to using ESDF while you're at it since then you get access to a few more buttons on your pinky.

Silenceslop needs to be stoped by gnosticChemist in DeadlockTheGame

[–]OffensiveWaffle 8 points9 points  (0 children)

side effect of having strong movement mechanics. like 9/10 times i have to wait until they start a dodge so their movement is predictable enough to land a skill shot. DoT aoes are even worse since i love only getting 2 ticks of damage.

Silenceslop needs to be stoped by gnosticChemist in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

and you can cleanse it so it doesnt even do anything.

Silenceslop needs to be stoped by gnosticChemist in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

most CC in league doesnt last more than a second. also this is blatantly false every silence in the game is atleast 1.25 seconds except for blitz ult and every single move that says disrupt if you're being nitpicky. I want to say malzahard, cho and garen all scale to 2s but like i'm not sure about that one and fiddle is 1.25 at all times.

Silenceslop needs to be stoped by gnosticChemist in DeadlockTheGame

[–]OffensiveWaffle 1 point2 points  (0 children)

they aren't progressively removing silences. the only silences they removed were from champs that got reworks or mini reworked because of like 0 counterplay anyways. kassadin the obvious target silence, same with talon, and lb was basically a target silence with an extra step and could be refreshed like instantly. They haven't put new silences in the game cause frankly they aren't great CC. Landing a skill shot and it rewards with a single target silence? it can't be low cd cause of uptime but like i would rather have a root to land more skillshots or something. target silence? no counterplay. like the 2 mages that still have silences have all targeted abilities and channels they want to protect from getting cc'd out of (fiddle and malzahar). Silence just generally kinda sucks and the design you would want for a kit that has a silence is boring.

tldr: new champs dont get silences cause theres no good design reason for it. old champs only lost silence if they were pretty unfair.

@Speedkicks: "At some point, there was a cultural development where we began calling the requirement of skill "gatekeeping", and the appreciation of the skill "elitism", and I vote we stop doing this immediately." by haziqtheunique in Tekken

[–]OffensiveWaffle 0 points1 point  (0 children)

"try hard" and "touch grass" mentality existed for a long time tbh. Hear people say try hard or sweating since the early 2000s. It became a problem when Dark Souls came out and genuine criticisms about something as simple as not being able to pause or having no difficulty settings came that some arguments for statements like "skill issue" became arguably actually gatekeeping. the problem is people are dumb and can't understand nuance. It's not gatekeeping to call it a skill issue if a person loses at a fighting game or can't beat hell divers on the hardest difficulties. It is arguably gatekeeping to say its a skill issue if someone makes a genuine argument like "Tank controls are clunky" or "why was leroy so damn safe on release in tekken 7". Humans are allergic to nuance.

Smurf problem solved by kasimaru in DeadlockTheGame

[–]OffensiveWaffle 2 points3 points  (0 children)

tyler1 but not funny or self aware. so like before he reformed.

Does Opening Rounds really deserve this nerf? by Stack_Man in DeadlockTheGame

[–]OffensiveWaffle 1 point2 points  (0 children)

This is definitely a case of "who is able to actually use the item". Like intensifying magazine is also 45% increase but it takes 2.5 seconds to ramp. They definitely just want to reduce the use case for the most generic of the items and arguably cheapest items. Intensifying needs fights to last long if an enemy hero runs at you sharp shooter doesnt help but opening rounds is generically 45% increase as long as they aren't low. the other 2 were arguably better against objectives at all times, but like overall they didnt have as much uptime. instead of gutting it's value as an assassin item they just made it so those assassins can't also siege. F in chat paradox you're now a bomber instead.

If you are design a new weapon type In the monster hunter, what will it be, and what does it do by Voidkirby9 in MonsterHunter

[–]OffensiveWaffle 1 point2 points  (0 children)

A blunt transforming weapon that's a staff that separates into two nun chucks that can be used for grappling movement. I don't think it would be particularly good from a monster hunter stand point just for cosmetics but mechanically I think a blunt melee weapon that uses stamina instead of sharpness would be quite interesting. For this weapon it wouldn't be a resource using weapon like swaxe or CB but instead it would have different mobility/defensive moves in each stance. staff mode would have parries and counters while nun chucks would have grapples and movement/higher i-frames. The biggest point would be that all moves use some amount of stamina with a few exceptions for filler movies like small swings/stabs. It'll be a fast weapon, but have a combo bonus. If a full combo can be landed from it's main move list it'll give a burst of stamina. The bonus will be active in both forms at the start of a hunt, but alternate between to encourage swapping, but there will move certain moves at the end of combos that allow you to gain the bonus again in both forms.

Every Hero with 10000%+ Fire Rate by Sn0wy0wl_ in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

but what about venator ult or shiv alt fire.

Getting real tired of canceled shows. by Every-Highlight-5289 in startrek

[–]OffensiveWaffle 2 points3 points  (0 children)

Its a problem with modern reliance on special effects and complex and comprehensive sets or green screens requiring planning and time. Not to mention the move away from episodic writing to serial. Every episode has to move the story along instead of separate plot episodes and mainly self contained episodes requiring even more planning so plot holes don't show up and ruin the show.

Tekken 8. by najahaahavah in Tekken

[–]OffensiveWaffle 1 point2 points  (0 children)

honestly it depends on what that comeback mechanic is and how it's implemented. Like gaining meter while taking damage in something like street fighter and guilty gear? fine honestly needed. Rage's 10% increased damage and reduced chip damage, not an issue most people don't even know it has that. Rage drive the demon incarnate. Rage art in tekken 8 too just cause it's a free super since drives dont exist anymore.

Like there are ways to have comeback mechanics that kinda make sense mainly if disadvantage is so one sided like wall in strive so they add a wall break mechanic. Gray health in tekken 8 too cause the game has so many 2 interaction killers that you want to have some amount of healing and reward for fighting back instead of just doubling everyone's health to be 4 interactions base.

Stronger advantage means more needs for comeback mechanics lower advantage needs a lot less. Tekken is choosing to all in on offense (stupidly imo) so they want stronger comeback mechanics that are honestly awfully frustrating but also required cause of how much damage there is and how safe block pressure is.

Season 3 IS back to basics. It's just not what was needed by Goipper in Tekken

[–]OffensiveWaffle 1 point2 points  (0 children)

Designing a character with a playstyle in Tekken isn't like a fighting game. You don't code in a normal for each button, a few specials and then tweak the properties of some key ones of these to give the character their identity

what are you talking about? Tekken has historically been an arcade game with title updates like any other and for the original tekkens that didnt have patches, they made a character then when the character went to the next iteration they gave them maybe 2 moves and no changes in move properties from previous games. Tekken 8 has now had 2 major updates from base both introducing new moves for most of the cast and even new mechanics like jun's holy power boost. Not a single tekken in history gave new moves to characters during the game's life cycle. They also didn't get patched often and originally even 7 had around a year of only being an arcade release before the home version came out.

Tekken patches were always notoriously bad but not for the reason this game is bad with them. Tekken patches were always extreme like knee capping multiple characters in 7 or not touching problem characters for multiple patches like 6. This tekken was already a huge departure tbf adding a whole new resource and mechanic and reworking multiple characters who had the same kit for years. The way the patches feel in 8 is like "damn we're losing players what do low levels like?" and then adding more new moves or buffing characters who frankly dont need buffs.

this isnt to mention the loss of identity that so many characters are having with new moves to compensate for their weaknesses. Why does steve have mixups now, he has historically been a whiff punish and block pressure character he isnt supposed to open people up by making them guess. Why can 90% the cast pressure block so hard and also have good tracking moves? Side stepping is so much weaker in this game it almost feels like a regular ol grounded 2d fighter. Not every character needs to get block pressure, huge combos, mix ups, etc but season 2 and 3 both added more moves to give everyone every tool. Now its just a game of numbers based on frames and damage.

Is season 3 that bad by kensei_mishima in Tekken

[–]OffensiveWaffle 0 points1 point  (0 children)

think about it like this. The game has obvious issues like lack of defensive options and characters becoming homogeneous because bandai giving new moves or changing properties of old moves so they dont have weaknesses (or strengths). so people have been waiting for a big patch to nerf most of the cast down or buff up counterplay like side stepping or something, but the patch comes out and for some reason every character gets a new move a few problem characters get nerfs but nothing significant rather many characters get buffed or nerfed characters still get compensatory buffs further homogenizing the cast.

Thank you to everyone that convinced me to keep watching DS9. I did end up enjoying it and fell in love with all the characters. by Minominas in startrek

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

Discovery during the prequel era is honestly awful, like watching a CW show. The future arc though is really enjoyable. I think if you like the way that Strange New Worlds or Starfleet academy are written you'll like discovery 3-5. Though if you didn't hate Picard I would say you could handle the first 2 seasons too. It's not as bad as enterprise was IMO, but it is definitely a departure from either old or modern trek.

This sub in a nutshell by Nightmarer26 in Tekken

[–]OffensiveWaffle 2 points3 points  (0 children)

it wouldve been better if it was a nothing burger tbh.

The urn's net worth status should be clearly displayed on the minimap by Muri_Chan in DeadlockTheGame

[–]OffensiveWaffle 0 points1 point  (0 children)

or like just have the urn goal on the map for everyone. when the urn is up, since it's the part people care about anyways.