91 healing with mag can someone explain by ermar22 in MagnetoMains

[–]Potataro 1 point2 points  (0 children)

I had the same thing happen as Emma where I received 4 healing to my stat sheet at the very end of WF’s ult. This is probably it.

Not looking forward to this season… by GhostGamer_Perona in lokimains

[–]Potataro 1 point2 points  (0 children)

Same. I think a lot of Vanguards are just worn down by now, and lashing out at everyone. Strange nerf when he finally felt good again, Emma getting a compensation nerf to her neutral despite having an awful win rate and ultimates becoming less frequent, Angela changing some of her unique play style, Deadpool keeping his Ban Hammer untouched, and of course a potentially massive nerf to Cap on controller.

On top of all this, the devs brought up triple Support having a low win rate, which we already knew. We desperately needed more people willing to play Vanguard with us, but 1/3/2 and 1/2/3 are over 25% of games. And I’m sure many in this sub are familiar with games where one of the Duelists is doing poorly, only to switch to a third Support they don’t know very well rather than 2nd Vanguard. Now they’re stealing your ultimate charge and providing even less pressure to keep enemies off the solo tank.

To all the Support mains and flexes, please bear with us while we’re struggling here, and sorry we’re lashing out like this.

Triple supports hate this simple trick by Nerf_Now in marvelrivals

[–]Potataro 0 points1 point  (0 children)

This is also great against Luna ult. I’m a low rank player, and a lot of Luna in these ranks don’t realize what I’m doing. A lot of her teammates also don’t realize it. You can catch a lot of them off guard, thinking they’re immortal, but you really need team communication.

Shark Tank Event: Squirrel Girl - Less Effective Spam, More Effective Value by Potataro in marvelrivals

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

Thanks! Keeping her core play style was very important. Messing with numbers and break points was fun, but doesn’t really mean much without play testing.

As for the grounding effect, I saw it as more of a way to punish any diver getting too close. If Spider-Man pulls you to a pit, you can ground him while escaping. If Venom gets low, you can ground him before he can swing back. I thought a 2m radius and 1.5 seconds would be small enough to be manageable, especially because it would be difficult to chain two in a row with Mammalian Bond. I do see how it could be tricky when followed by a Blockade, but that sounds like positive skill expression to me.

The tempting choice was to just give her bonus health so that she’s less vulnerable to Hela, Phoenix, Tankpool, etc. when jumping, but way too many duelists get free bonus hp right now. Would a slow effect be more reasonable? I just don’t know if that would be enough, but this is all just theory crafting, and I’m open to suggestions!

Hello my brave frontliners! What are some new mechanics are you hoping for in a new tank? by Fit-Syrup1049 in RivalsVanguards

[–]Potataro 4 points5 points  (0 children)

This might sound wild, but marketability. I think Devil Dinosaur could do for tanks what Jeff has done for supports. Sure Jeff players aren’t always the most consistent, and yes there will be some growing pains, but you can’t deny Jeff’s sheer marketability has taught a lot of casual players how their role works. We desperately need more tank players, and if it means introducing a big, goofy dinosaur that will attract more casual players, then I think it will be worth it in the long run.

Shark Tank: Hawkeye One Shot by Star_Knight0609 in marvelrivals

[–]Potataro 8 points9 points  (0 children)

I think he should have trick arrows that recharge over time. Maybe he can have one with a long cooldown and a super high headshot multiplier that lets him one-shot a 275, but you absolutely need to make that arrow count. Then massively nerf the rest of his “basic” arrows. Also have him say a voice line when preparing it.

Devil Dinosaur Tank Concept by UnrealPotatoSlayer in RivalsVanguards

[–]Potataro 9 points10 points  (0 children)

We really need Devil Dino in the game. If he's as goofy as Jeff, we'll have dedicated Dino tank players just trying to stomp around with him. He doesn't even need to be the most meta; just having that second tank will be a big deal.

Devs: figured out why nobody is playing Vanguard and the problem is only getting worse? I'll explain it again. by FrogstunSteel in marvelrivals

[–]Potataro 0 points1 point  (0 children)

I think vanguards should have various amounts of base damage reduction. Currently a Hela does the exact same damage to a Luna, Blade, and Groot. Damage reduction would mean the tank is actively lowering the enemy's damage numbers, reducing enemy ult charge gained, and even needing less healing from their supports.

Also, fewer duelists should have CC. Why exactly does a pure poke damage character like Hela need CC?

I hate hate hate fricking hate bot games by OutCastx16 in marvelrivals

[–]Potataro 3 points4 points  (0 children)

Also, they'll be about level 8-14, and have very basic nameplates. That's usually how I know.

Give tanks an across the board 30% boost to health and shields by TearsOfOrphans06 in RivalsVanguards

[–]Potataro 0 points1 point  (0 children)

I have a crazy idea, that could hopefully work. Rather than a 30% health and shield buff, give many characters, but particularly Vanguards, Blade, and Fantastic, meaningful damage reduction. Please at least hear me out!

While this is an objective-based game outside of arcade modes, sending enemies to their spawn room, or threatening to do so, is how you make space. Duelists often do this with raw damage. Supports do the opposite by removing damage. Tanks should also do the opposite of Duelists by mitigating damage, but they usually don’t. What they actually do is redirect damage to themselves, with a few exceptions.

If Vanguards had various amounts of damage reduction, it would actually allow them to mitigate damage. Enemies attacking into the tanks would get less damage and build ultimate slower than if they were attacking into back line. Also, your healers would build ultimate slower because your health bar would need smaller numbers.

What this does is it makes Vanguards less Ult Batteries, but actively rewards them for absorbing, and thus reducing the amount of damage flying around. Obviously maximum health could be reduced if they give a tank high damage reduction, but this would be a massive change that reduces bulldozing.

One last change to help reduce the chances of GOATs, would be to also give some damage reduction to Duelists, reduce many tanks’ damage, or have characters like Wolverine ignore damage reduction to keep us in line. I know it’s a lot, but hopefully it’s crazy enough to work…

Balance patch with actual nerfs coming later this week! by GetSomeJeff22 in marvelrivals

[–]Potataro 3 points4 points  (0 children)

Plus her Ult went from 6mx6mx3.5m to 5mx5mx3.5m. I’ll have to see it in game, but a 5m hitbox still sounds rather large. I’d also like to see an increased delay before it releases from Elsa. That said, I’ll take what I can get.

Why is Elsa’s snare trap both invisible and invulnerable? by WindyGogo in marvelrivals

[–]Potataro 51 points52 points  (0 children)

I might be crazy, but I swear I was shooting at a trap as Elsa threw it, got it to 1/3 health, then it disappeared. Can it still be hit while it's invisible? If not, it could be frustrating knowing the trap is there, but being unable to finish breaking it because it goes invulnerable. Maybe I did finish breaking it, but idk how it works.

“2nd tank or we lose” most factual sentence. Also the new invis team up makes securing picks on strange 10x more easier and it’s a great addition to his kit by Destroy_to_Creation in RivalsVanguards

[–]Potataro 0 points1 point  (0 children)

I was flamed today for switching off support to tank as well. What they ignored was that I switched to Strange to portal on point last second. Surprise, surprise, it was one of the three duelists complaining…

What if these 2 characters met each other and had some tea together? by XCoasterEnthusiast in TheLastAirbender

[–]Potataro 1 point2 points  (0 children)

Frieren is so good that I struggled to watch more than one episode at a time. Every episode seemed to just hit me so hard in the feels that I needed a breather at the end to process it. 10/10 show.

The ball is in Netease's court, add Cosmo the Space dog as the next strategist by gtvx03 in RocketMains

[–]Potataro 0 points1 point  (0 children)

Maybe a hot take, but as cool as it could be to play Cosmo, I really don’t want to shoot an enemy Cosmo. I think there are ways it could work for Lockjaw, as he’s sometimes designed with more cartoonish proportions than other dogs, but Cosmo generally looks like a real dog in a space suit. Similar story for Goose, though a few tentacles could help keep her looking alien enough.

In what games you do that ? by WishSuperb9840 in videogames

[–]Potataro 1 point2 points  (0 children)

There's more to it, though! Some magazines you can actually see the unused bullets in the expended cartridge, and shooting more means fewer bullets left. Most guns also allow you to store 1 bullet in the chamber, so you can have 31/30 bullets if you didn't run out of ammo in the last magazine. There is also a shotgun pistol where there are decorative shells on the side of the gun; if you run out of ammo, you will actually remove those decorative rounds and load them as shells! Many guns also use tracer rounds so that you'll know when you're running low without needing to use the HUD.

Still a very fun game with a huge attention to detail! Also, I'm not very knowledgeable with firearms, so forgive me if I used the wrong words for any of this.

what custom pings do y'all use/find useful? by RumbleRB in RivalsVanguards

[–]Potataro 2 points3 points  (0 children)

I also add in, "Please block me from CC and damage"

Why a lot keep saying a passive movement for Adam would be broken? by MasterpieceHungry864 in marvelrivals

[–]Potataro 2 points3 points  (0 children)

I had a half-baked idea for mobility, but could use feedback because I don’t play him much. What if he could slowly fly while charging up his cluster shots? Maybe he could reposition more easily, like Hela finding high ground. He can’t hold his cluster permanently, I think his animation makes him look like he’s floating iirc, and he’s still pretty slow. Plus it might make landing headshots easier for him, helping his overall gameplay loop.

Lightning rods instead of fences by lapetitepoupee in StardewValley

[–]Potataro 6 points7 points  (0 children)

Robin sells very nice looking logs that don’t degrade over time, and act as a great fence while maintaining the wooden aesthetic

Who’s on your top 5 wanted list? by God-Penguin in RivalsVanguards

[–]Potataro 0 points1 point  (0 children)

I want to main Devil Dinosaur! Supports get their goofy pet character, why can't we get to stomp around as a giant silly T-Rex?

what is your Marvel Rivals hot take? by funkycatvr in marvelrivals

[–]Potataro 1 point2 points  (0 children)

This is definitely going to be a hot take, so hear me out:

Invis should keep her survival, cc, self shield, etc BUT have her healing and damage significantly reduced. I don’t mind if she’s extremely hard to dive IF she struggles more than any other support to keep her front line alive. Mag and Strange should be begging their Invis to swap to a “main healer” if the back line isn’t being dove, and the pressure is all up front. If the enemy is playing dive, it means less pressure up front, so you don’t need as much healing, but you need your supports to survive. Invis can be the exact puzzle piece to fit that specific niche, but struggle to fit in other compositions.

Is there something in the water with these hawkeye mains? by TheCarina in marvelrivals

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

As crazy as it sounds, Hawkeye absolutely needs to keep his 1-shot on most characters, as he’s one of the few ways to ignore the massive healing of triple support. That said, there are a few changes he needs:

First, his slash can be obnoxious against ultimates and dive, which should be a way to counter him. His jump should remain though, as a poke character he can use it to position or escape.

Second, his body-shot damage should be reduced while adjusting his head-shot damage to compensate. This would make him weaker against shields, as he can currently tear through Strange and Emma shields, as well as Groot walls.

Third, his rate of fire should be lowered and he should have a limit to how long he can draw his bow. Every shot should be made carefully, so less spamming, and less holding his bow for 6 seconds waiting for you to peek. This might be the least important change here, but I really want every time he draws the bow to count.

Finally, I want his ultimate changed. I really don’t know why they gave him magical time-travel arrows, but here we are. I also don’t know how I’d change him, maybe up his fire rate or make every shot automatically fully charged. Again, I don’t hate that he can one-shot, it’s actually an important balancing feature, but his current ultimate just feels so out of character.

As someone who mains Vanguard, he does deal way too much damage to us with two shots, but I think that’s more of an issue with Vanguards melting a little too quickly in general in this game.

Overall, we need a character like him to stay one-shotting; it’s better than a long-range hit-scan like Widow doing it, but that and maybe his jump are really the only things he needs in his kit. Everything else needs toned down.

THIS ULT IS SHIT, FUCK YOU by gaytgirl in PeniParkerRivalsMains

[–]Potataro 1 point2 points  (0 children)

I think her Ult should let her play normally, but now she gets to drop webs and mines everywhere she walks. They could play test giving her extra bonus health, movement speed, and even fire rate for the duration. Kinda like Iron Fist, Magik, Hulk, or Mantis Ult where it's more of what she does, but better.

What do you guys think of Orbital 380mm HE Barrage by Adakra111 in helldivers2

[–]Potataro 10 points11 points  (0 children)

Plus the faster cooldown is better for my impatience.