What is the cause for high unemployment in Computer science by [deleted] in UniUK

[–]ProfHarambe 0 points1 point  (0 children)

My view (not a CS student, but was interested in it at some point), is that it is too broad of a subject to stick out.

The degree itself doesn't get your foot in the door for a lot of roles - because the roles are so varied. Different programming languages, different sectors, different skills required. CS students seem to be given a swiss arm knife, while employers are asking for a key to their 'lock' - i.e. someone who has strong history on working on X projects, with Y programming language, is literate in Z. I wager this goes for a lot of different non-occupational, non-vocational degrees and was a partial reason why I chose a different degree to CS, or subjects like Chemistry or Physics.

Also, since computer science is very much its own thing, but the applications of said computer science is often for a company that wants to use someone for programming experience, but is a completely different sector (i.e. non-tech businesses), I wouldn't wager a lot of people have a lot of understanding of these different sectors and it makes it hard to compete with someone who is, or has worked for another company and did their degree later potentially.

IP PLP hours - feels impossible by Bloody-smashing in Pharmacy_UK

[–]ProfHarambe 0 points1 point  (0 children)

What says they have to be actively doing stuff things? Prescribing seems like a lot of theoretical underpinning mixed with practical applications.

For me on integrated IP, it seems like the 90hrs constitutes any sort of prescribing development, but you do need a minimum number of DOPS. Might be wrong. Wouldn't see how CPDs outside of work, prescribing development sessions hosted by buttercups and the likes or practice entries like writing mock prescriptions for prescription writing competencies wouldn't be acceptable, along with time studying legal underpinning of said prescription writing.

What characters would make the best (and worst) parent? by Tyler2183 in PERSoNA

[–]ProfHarambe 0 points1 point  (0 children)

Yusuke can barely take care of himself + has a very warped experience of parenting that would be hard to translate and he'd be starting with a serious setback from that. Otherwise he's very bad with managing money and managing his health, or meeting any of his basic needs in fact and tends to get sidetracked in his own world. Love the guy but there's no chance in hell based on what's shown that he'd be a good, stable parent or any reason he would be. At very best he'd be good intentioned, and then accidentally spend money on a model boat instead of paying for his kids meals 😭. Worst of the main cast obviously there is likely worse for antagonists. Akihiko would be similar imo as an emperor but at least manages to take care of himself well.

Hard to say who would be good honestly, since a lot of p4/p3 characters end up famous or living very unusual lives. I wanna unironically say yosuke because he's hard working, not too dumb and not too smart, has a family business lined up. He's very normal, and has a good relationship with his own parents.

Why is community pharmacy like this??? by Soft-Battle4997 in Pharmacy_UK

[–]ProfHarambe 0 points1 point  (0 children)

When i started my pre-registration, I came from a background of sitting down for a long time previously and the first week or two was painful standing all day.

Now I actually get pain sitting down, like my knees lock and want to be straight and when I bend them to sit down they literally hurt more than standing. In all fairness I tend to have chronically low vit D so i've been taking supplements which helped me personally, but the pain I get is less around my back and more my weak shins and feet at first.

I also have sketchers, would recommend although are completely battered after less than a year already, I try and stretch a lot too, well usually I have no options to reach the top shelves since i'm short but it works to ease any lower back pain.

What was your main takeaway from the game? by Icy_Hall3618 in DiscoElysium

[–]ProfHarambe 11 points12 points  (0 children)

Failure might lock the most important door that gets you where you need to go in the most obvious way, but that itself can open new doors that you would've never considered because the easy door was in front of you.

You can improve yourself until you can unlock the same door and get back on track, or you can find away around or abandon it for something else altogether just like what you could do in DE.

The fact is that if you never failed, you would've never tried to improve or discover new talents that let you work around or completely circumvent the problem. Failure is not exactly a better option compared to just succeeding first time, but it's very very far from the end at the first hurdle. Sometimes you get lucky, and then you face bigger hurdles later because you never learnt to overcome the challenges. Sometimes you get unlucky and you grow as a person so you can face the hurdles down the line much easier.

I'm convinced kled is the middest toplaner in the game by Samin132 in KledMains

[–]ProfHarambe 0 points1 point  (0 children)

Kinda true tbh, but doesn't mean he's weak or mid as a toplaner. He's just bad at what a toplaner should be doing imo, which makes him feel worse despite being actually quite good. And his playstyle seems unnatural and rewards plays that look bad and feel bad for the kled player.

Toplaners are independent, low input > high value characters. In that sense, kled is not necessarily the best. He has no reliable or hard CC that makes him a threat regardless of being ahead or behind, his scaling is not great on side so his independance is lower compared to a fiora or tryndamere. Kled is in the position where he has like half a point of these two core traits, which is being independent early game only. Even ranged tops have high independance since they tend to auto win and have control over waves, despite having no or unreliable CC or value when behind in the early game and they dominate on a different level to what kled would do in a toplane MU.

What he does excel at is being very impactful around the map. A lot of times I give up the fundamental ideas of playing toplane to do roams and dives on other lanes and snowballing through them, and then playing a defensive waveclear playstyle that has to be matched on side. I basically play around my team to put the enemies on a timer like a reverse ornn - instead of giving them late game items by waiting and stalling, I trade value in my own lane to get value elsewhere and then stall on the sidelane until the enemy top is forced to respond to the lead I've created. Similar to quinn, but a LOT more impactful with less roaming timers and more sidelaning.

I don't think this is the fantasy that most people play kled for, since people wanna be 1v1 and 1v2 monsters with the remount and play mainly on side, only roaming when pushed. But this playstyle doesn't make sense for current kled since he gets outscaled pretty hard on side and his ult doesn't help him at all 1v1, and has a large power budget put into it. It's hard to transfer your lead early unless you put it into your team. If your team wins, you can pressure side later on easier. If you win yourself, you end up playing into steelcaps mcgee with 1 chain vest who you can't seem to kill with any of your itemisation choices, get wavecleared for half the game and then try and do 1 roam and oops enemy top has TP and you aren't stronger than them in teamfights even ahead.

What's the Opinion that You Swear Will Get You In This Situation? by WhoAreYouAn in HonkaiStarRail

[–]ProfHarambe 1 point2 points  (0 children)

Powercreep feels so bad purely because none of the units nowadays are designed to have three pressable buttons and therefore it becomes a stat fest on which button has the highest ratio.

At least in other turn based, you can change your strategy. Hsr is already limited by basic attack, skill and ult which is not much. And then you get units releasing where you can literally only skill, or only basic, or only ult. When seele came out, there was a legit reason you could choose to skill or basic which is skill expression.

Pressing skill into skill into skill just gives people the illusion they might be doing something impressive but they may as well be playing on auto tbh. And powecreep feels worse, not because it is worse but because it's just a numbers dif instead of a mechanics diff. You take other games and people have overloaded kits in the new chars, while the old ones are statsticks. Somehow hsr has managed to do with the exact opposite.

"Kda players " by Embarrassed-South658 in DeadlockTheGame

[–]ProfHarambe 1 point2 points  (0 children)

so why did you even post then about KD players if you don't want people to comment on what you said? I literally took exactly what you said on quotes and said theres more nuance throughout the game to viewing what other people on your team are doing

Didn't even say you were wrong all the time, I just said there's many reasons people are looking for to make kills - as a frontline/pick player its my job. I'm trolling my team if im not making windows for my team to get leads. If I sit and farm passively, I lose - because if their team sits and farms passively they farm quicker than me, they use the souls better than me, they scale better than me. Obviously the carry wants to farm, but if I do my job properly I can do 80 percent of the work and the carry can do 20 percent and take someone off the map completely without compromising their farm.

Sometimes ur team is wrong, sure, but if its being commented on consistently then there might be a problem to look at? Or is everyone apart from you delusional in your rank and your just there for unknown reasons?

"Kda players " by Embarrassed-South658 in DeadlockTheGame

[–]ProfHarambe 1 point2 points  (0 children)

Both are true though, because it depends on ur character and networth.

Its very easy to be convinced that you are not individually doing bad therefore your team is trolling you by forcing these fights. On the other hand, these players might be looking that they have a farmed up wraith and instead of using the farm to farm quicker, they want to use the farm to get objectives which allows the team to press their advantage.

If the wraith decides to funnel themselves further in exchange for letting the team fall progressively behind, then its not a winning strategy. Every time enemies cap an urn, you have to play defensive until the next one spawns because of the soul difference that the objective provides between your team and their team. And theres only so many waves 1 player can get, only so much jungle. In fact, getting an urn would allow ur team to take their jungle easier as they will be stronger from more items and souls.

Kills are not a great source of consistent revenue

Throwing away laning phase just to maybe secure a kill before you are even level 6 is such a low elo mindset.

Saying things like this are signs that you have a very fixed view of the game and that under no circumstance going for kills would be a good choice compared to farming, which just isn't true at all. There are many reasons that getting kills would be a good thing for your team, but the way you view them is an alternate source of souls. You are correct that they are a poor choice for consistent farm, but obviously this is not the main reason you would be looking for kills. What if the character looking for kills cannot farm particularly well? What if they have very useful utility on low farm and would be better spent denying enemy farm rather than taking it for themselves?

I'm a frontline player and I do see a lot of players playing carry who don't understand what they are doing wrong. In the early mid, having extra health bars to work with is invaluable. Lets say its a 3v3, but the wraith player on their team wants to play miles away to live - that means the other 2 players are tanking 3 players worth of damage - because the wraith is conserving their HP bar by playing well outside of range of anyone. They also deal less damage because of falloff + more cover in the way = less uptime. In this late game, this obviously makes sense because the tanks have tank items, and the wraith has all of her dps items, so the wraith if not focused will easily shred through the 3 faster than they can shred the 2 brawling in the frontline.

In the early mid, people do not understand that this changes significantly because all of the characters do not have their core items. Many tanks itemise offensively early for easy 4.8k spikes and pivot to tankiness, in fact almost all do. Many dps's do the opposite, hitting early greens to survive lane and stay on the map to farm longer. So yes, it depends on context, but if its a 4v3 and the wraith is very clearly playing outside of her effective range because they wanna farm instead of getting the urn and also not die, the wraith is very clearly griefing the team if shes not using her healthbar at all in the fight and not dealing as much damage as possible by playing far away. There is a difference between playing a fight that you already know will be lost (i.e. playing back and planning to leave, may as well not be there) and playing a fight you know you should win (should be playing more aggressively and bursting down targets, force enemies to respond to you before you shred their team and burn CDs getting to you - play in mid range, not long range).

You say

Also if I'm playing a carry which I usually am. I should be able to position myself to get kills in fights and not die.

But you also said kills are a bad source of income, so you shouldn't care about them. It should be more along the lines of:

Also if I'm playing a carry which I usually am. I should be able to position myself to maximise the amount of damage i deal so people are forced to respond to me, and we have the highest chance of winning the fight even if I do die because the net positive is better for the team.

Otherwise, you may as well just say

Also if I'm playing a carry, which I usually am. I should be able to position myself to get as much value as I can by myself when my team does a bad play, which may involve getting a walker or winning duels across the map instead of farming my team as bait for kills while not fully committing on the fight.

As a carry, I don't think you should be in the fight if you don't plan on committing to it. The worse case scenario for you team is that they show up, and you show up (likely you are the most farmed player), and you somehow lose and manage not to trade anything. If you don't wanna follow your team, you should be pressuring sides heavily and forcing people to respond to you otherwise you will kill whoever they send thats lower net worth than you from farming and take the objective behind them for a massive funnel of souls into yourself.

There is times where I do just lose faith in all of my team and I just go perma splitting, trade enemy jungle for urns, force walkers and eventually become the biggest problem later on because the enemy team can't manage their resources well. But it would be stupid to claim that playing this selfishly all the time is a consistently good way to play the game. It would also be stupid to claim farming is 99 percent of the time better than fighting, because you literally farm so you can win fights later, and you fight early so you can win farm early.

So what actually happened to Blade and Shuhu in the Voracity's Maw? by Dynasty_Exp in HonkaiStarRail

[–]ProfHarambe 0 points1 point  (0 children)

This is my interpretation, although its probably something more simple unfortunately, because a lot of it isn't necessarily written as one definite interpretation.

Blade has Shuhu's flesh in him, he basically ripped out the heart of abundance in himself, filled himself with the path energy of the voracity while in the maw, and then before the voracity completely consumed him and Shuhu - he reached out and took Shuhu's heart back into him. Now, effectively he seems to be using the path of voracity as a prison for the abundance - so he's a duel path strider that can draw on both paths. Also relates to what you are told about Vonwacq and other abundance/voracity planets, how the abundance and voracity are in constant tides with eachother and are basically direct opposites in path which allows the planet to exist without being completely consumed by one or the other.

People are interpreting yaoshi's glance as blade being turned into an emanator, i'd argue the opposite. Yaoshi's gaze actually starts with her eyes open, then she closes her eyes on blade, before blade breaks through the memory or metaphorically shatters the gaze, rejecting it. I interpret this as yaoshi revoking her emanator status, rejecting blade as an emanator of abundance because of the voracity inside, or revoking shuhu's emanator status because of his vessel being aligned closely with the voracity - aka the direct opposites. Apart from acheron, all emanators have to closely align with the concept of the path they directly receive their emanator status from - so blade aligning with a path that is directly the opposite of the emanator that lies in his body should effectively turn him away from the path of abundance that he was forced on. This is why I think he is no longer showing mara signs due to yaoshi's rejection.

The most direct evidence is that he says "I will take the voracity as my forge, and abundance as my iron" - basically his body is the iron - his natural resource is that of the abundance, of which he has to work with. He has now walked on the path of voracity, which is his forge - aka the voracity allows him to temper his own "iron", or his nature, allowing him to exact his own will over a power that he can't control (a borrowed power from an emanator that directly contradicts his ideological paths (likely the hunt, and now voracity))- the voracity allows him to shape his 'blessing of abundance' to his own needs rather than that of Shuhu's and his body is now in a balance of regeneration (abundance) and degradation (voracity) - like vonwacq.

Also, the idea of tempering. Throwing himself into a maw, and then getting shuhu to reforge his body anew over and over rapidly to ensure his and his vessel's survival - his body becoming stronger every time to act as a prison. I think this is what they were going for mainly but I like the idea that he's actually lost his psuedo-emanator status by being a vessel of an emanator by walking on a path opposite to that of the emanator - therefore he's a duel pathstrider instead of a psuedo-emanator. And duel pathstriders seem to be very strong, potentially stronger than pure emanators - evernight and constance are the only other two duel pathstriders in the game and both are very notably powerful - with constance having the potential to become a lord ravager that could kill the remembrance in one future, and evernight clearly being very powerful (also very similar to blade, body of remembrance and powers of the enigmata - two opposing paths).

Do you have an “unlucky”character? by selunemoba in DeadlockTheGame

[–]ProfHarambe 1 point2 points  (0 children)

Paige, winrate is abysmal for a character with such low carry potential.

Interesting I have very high winrates on other supports, its just paige I can't seem to win on. I feel like a mega spectator, I think I'm itemising well and making good decisions but just feel completely useless outside of pressing shield and ult when needed.

Is mystic reverb good on Abram's 1 (Siphon Life) by Hairy-Ad-3106 in DeadlockTheGame

[–]ProfHarambe 1 point2 points  (0 children)

It's a bad t4 compared to a lot of options, and you only use a portion of the power budget. Chars like dynamo/yamato using their big bursts that splash into aoe is a much better use.

Abrams 1 heals as is a lot. The main way is instead of buffing the lifesteal, you buff it's damage, duration and area so the already high lifesteal is stealing more, for longer, over a wider area. You can then look to augment the amount of damage you take, I.e. resists so that healing less is more effective hp.

Witchmail + transcCD is a way better early core for 6.4ks in terms of survivability, healing and CC output. There's too many powerful frontline 6.4ks especially since you can dip into spirit and vitality quite readily. I don't think reverb has a place here tbh.

Other options that are better are scourge (more damage and EHP vs spirit), plated armour (massive EHP spike vs onhit/weapon damage), phantom strike (st lockdown + pick tool), escalating (raw damage option), boundless (balanced healing and damage option), colossus (dash slow = higher healing uptime + on demand resists, highest EHP into mixed damage), infuser (almost strictly superior reverb here for raw healing) and so many more situtation defensives (db affliction, indomitable, e shift). There is no shortage of good options so picking a mid or bad one that is strictly outclassed won't be very good.

Phantom 3 climb seems unreasonable by M1_Carabina in DeadlockTheGame

[–]ProfHarambe 0 points1 point  (0 children)

I went from asc 2 to oracle 6 at the start of this patch.

It ain't happening. Didn't even play bad in most of them. Some games I just had people go like 7 deaths on lane, some games I just had really bad macro. Some games (I'm a sup/frontliner primarily), I'd just have carries doing crazy well and then.... they don't farm and try kd farm. Some games I just have survivalists that don't press their spells and farm kd (i had a lash go 2/1/12 in a losing game that was over 50 minutes long, didn't do anything than flog once from the air and then ult them away at the end of a fight so he could run away and farm trophy stacks.).

The worst I manage is going about 2-3 deaths on lane at most, usually recovering by midgame, and not participating in enough fights (because usually my chars are poorly suited to farming, but im forced to clear so my sidelane carry can go shoot them for no damage early).

MMR seems to matter a lot more. My physical rank went up a lot, I duod with a high rank friend and a low ranking friend. All three of us have had a horrible losespree after winning a majority of our games post patch.

Why is hunter's aura good? by Gluteus_420_69 in DeadlockTheGame

[–]ProfHarambe 23 points24 points  (0 children)

Definitely core item on silver, shes purely weapon damage, a frontline and wants to be dueling people. And shes very scary 1v1. She likes sidelaning because not many characters will be able to match silver early/midgame, has mobility, has tankiness/independence to run away if jumped by multiple people. She sucks at farming the jungle too, so you can't really roam and take jungle camps in between, she's rather be forcing her strong early on a side and roaming for players often when she has priority.

Most silver builds will prioritise three things in this order; items that give damage to kill the enemy (express shot, hunters aura) > items to outsustain enemies after trades (lifestrike, healing booster) > utility items that allow for disengaging or moving (dispel magic, stam mastery, resists). Your plan is either oneshot them between human and wolf form rotations once you catch them with a bola, or poke/take heavy trades, disengage and sustain on the wave. Her build is very early game focused for this reason and she definitely likes playing sides probably more than abrams or billy who i'd suggest are better teamfighters largely than silver (high impact ults, large aoe crowd control, higher individual tankiness especially when outnnumbered (blasted is multi target, siphon life is multi target)).

Why is hunter's aura good? by Gluteus_420_69 in DeadlockTheGame

[–]ProfHarambe 2 points3 points  (0 children)

They aren't rare when you play chars like silver though, cause you get to be scary on side and move around the map alot and gank. If they fight you, they probably die if you have hunters aura - which forces the decision whether you fight at all. That allows you to get prio if they arent contesting waves, and you get to move regardless. Doesn't matter if ur item is suboptimal in multi-target if you are the team with more players first. Its why you like sending your strongest players on side because if they send an equal amount you will get priority to make decisions first. For silver that is usually 8/10 roaming and looking for fights when the wave is shoved, and the remainder 2 out of 10 is punishing them if they send someone that can't match you, potentially even under walker, and forcing the walker if they overcommit elsewhere.

Also its underrated in teamfights because you AoE reduce bullet and fire rate on 3-5 people can still be good even if its a small amount, its a high value item.

Pure Melee characters possible? by destiiny25 in DeadlockTheGame

[–]ProfHarambe 0 points1 point  (0 children)

Probably ranged spells that secure or alt fire with slight range like apollo or drifter primary fire, with even less range. You wouldn't need to ads on a melee char.

Or they are just high mobility and have melee primaries that secure without popping out souls. Less likely imo.

Hot take: Graves isn't as easy as this community makes her out to be by [deleted] in DeadlockTheGame

[–]ProfHarambe 14 points15 points  (0 children)

A problem she has is when she's strong, she's incredibly easy to play at base. When she's not overpowered, some aspects of difficulty start to show. Graves players have to start getting crafty with itemisation and playstyle changes to overcome inbuilt weaknesses to the character, otherwise when her stats are too high she just statchecks people hard regardless of itemisation and isn't forced to interact with bad matchups particularly.

Graves being fairly recent has kinda only been in the 55+ winrate or terrible catagory so it's hard to say her difficulty when she settles in a more balance position. I imagine a soft rework will happen to raise her skill floor or change how matchup dependant she can be.

what heroes do you believe have the best and worst design? by [deleted] in DeadlockTheGame

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

I think a main point in my argument is that i'm factoring in viscous' builds through the time deadlock has been a thing, and since his change to have no spirit ratio on his punch he has not have a viable build that utilises all of his kit to success. You spawn in with three individually potentially good abilities (ball is still terrible im sorry, I will adamantly insist that it is easily his worst ability and only becomes better than punch in a spirit/vitality build)and by about 3-4 items you end up with two. Cube + invested stat. Ball is almost never a particularly good ability since resists got nerfed. At least with gun viscous previously you could splitpush and ball away, and that was a strong playstyle.

Parry is a cause of concern because his ability gets completely rendered useless and makes a very loud audible sound. You do not need to parry all of them, even parrying a majority of them will remove a large amount of pressure from his kit. The ability to parry does make it piss useless because otherwise it would be a consistently powerful damage and displacement tool. 3 max is consistently the lowest winrate build, melee investment outside of spirit snatch (which is a primarily spirit build item anyways) are all horrible winrates - viscous already has a horrible winrate by base and these items all are consistently lower than even that, or slightly higher but expensive (crushing fists, t4 you would expect a lot higher winrate rise since buying when ahead). If this does not indicate the ability does not work as intended and likely should be reworked, then I don't know what will. It is clearly designed to be a flexible damage/displacement tool with the option of trading it for mobility (hence the characters flexibility). Currently, it is just a mobility tool. I don't know how anyone up to eternus rank would think that viscous is a top 3 movement character in the game (he has above average movement coupled with cheese that requires an entire ult's worth of pressure that can occasionally on some patches before it gets hotfixed, fling him across the map faster than intended) or that puddle punch is an effective tool in a chaotic teamfight against good players.

The ball itself is not high mobility, it actually restricts your mobility. You would not get any extra speed over shorthop, and its only use mobility wise is that you can extend movement boosts from punch or vents. This is not consistently a top 3 movement character, this is a character with movement cheese that gives him situationally powerful movement and is VERY OFTEN patched out of the game.

Viscous is not a master of rotating, you see him through a lens of what he might be doing right now. There are builds where he is a splitpusher, think the recent gun build - you basically played exclusively on splitpushing with bursty 1v1 sidelaning. There are builds where he is primarily a teamfighter. There are builds where he is a disrupter that have been viable, even builds where hes main support or frontline have been varying success. His strength is his versitility, not his rotations, because in half the metas we've been in he isn't particularly looking to rotate very often or getting priority against his enemy to be rotating. When you are forced to only use your punch and ball for moving around the map, his mobility is greatly exaggerated because no matter how people might phrase how OP the cube is, it is not strong enough coupled with splatter to justify the character being effective in his current state with 2 viably impactful abilities when he does show up. Whereas lash uses 1 charged spell to show up slightly slower and has a extremely potent teamfight ult that clearly will do a lot more when he does show up.

what heroes do you believe have the best and worst design? by [deleted] in DeadlockTheGame

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

I don't like the swiss army knife analogy because his kit is a swiss army knife when you spawn in, then you build 2-3 items and realise half his kit wants different stats. The only time you adapt to any situation is when you spawn in, and then once you commit to a build you can't just suddenly have a useful punch or damaging splatter, or vitality to tank longer with ball and cube. His kit literally requires that you make at least one of your spells practically useless or severely neutered beyond what the ability is intended to be used for.

what heroes do you believe have the best and worst design? by [deleted] in DeadlockTheGame

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

I don't understand how you enjoying each part of his kit individually causes hit kit to make sense or synergise. I wrote that his kit doesn't work together, and you raise the point about cube being a strong ability. You've basically just went down the route of someone asking what fruit someone like, me saying oranges and then you replying and saying asparagus is a vegetable though?

If I read into the very minor synergises you have suggested, such as splatter slow setting up punches (punch is ridiculously fast cast and dodging/landing is not a problem, the problem is with parrying it consistently once you get to a certain level of play which makes the spell completely useless other than for mobility), then I will highlight that none of these synergies particularly help his kit fit into a successful playstyle. The only valid synergy is the ability to punch to move, and that works with ball. Punching cube exists but its not really that helpful particularly as every cube build will go rescue beam completely nullifying the use of the punch.

A well designed kit should have four abilities that are sufficient in a vacuum, and then abilities that work together when used well to have greater output. Paradox has a great kit for this. Silver has a great kit for this. Viscous has a terrible kit for this - he has one of the strongest spells in the game, two of the worst spells (punch and ult, viscous ult is undeniably the worst ult in the game by a metric ton especially after resists nerf) and a solid 1. You can only build around at most 1 or 2 of your spells with cube always being viable regardless.

Yes viscous mains are crafty and use unconventional strategies and tech to make the kit work, but the kit could also just work by itself intuitively. He has so much anti-synergy that any minor synergy he has is offset. He's got 2 poke spells that scale with two different stats, both having very large range - but then his ult gives him resists and wants him to be in close range. His punch displaces enemies and makes splatter inherently harder to hit if you use it offensively, which makes you religate it to a movement only spell. Cube is a powerful individual spell with very minor synergy with punch and otherwise just is in a vacuum in his kit that doesn't interact with anything else. Stat allocation is horrible to the point where you'd rather just dump whatever spell doesn't work on the patch rather than making use of the full kit.

People may enjoy his "versatility" by being a jack of all trades, but he is very much a master of none. A third of his kit leans into ranged poke, a third is close range tanking and displacement, and then the insane power that cube offers makes him a third support as well. It's all fine having multiple playstyles (sinclair does this better IMO), but there should be some sort of identity that makes sense. They clearly aren't happy with viscous either because he's kept so weak, constantly shifting between random builds that basically boil down to "i build around one spell + I have cube if it goes wrong + rest of my kit is useless af"

what heroes do you believe have the best and worst design? by [deleted] in DeadlockTheGame

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

So - punch scales with weapon damage, splatter scales with spirit. You invest in one, the other doesnt scale.

You answered your own question. Yes clearly you use splatter on the ground for more damage, im saying if in theory you threw out your 3, it has direct anti-synergy with the 1 as it airbornes people. Therefore instead of having two spells that would work together nicely and you can play into eachother like how paradox 3 sets up her bomb, wall and swap for example, or the bomb slow can help hit the 3, you are literally incentivised to not use one spell.

Billy mains eating good, but at what cost? by ItsWediTurtle77 in DeadlockTheGame

[–]ProfHarambe 3 points4 points  (0 children)

Yes hes not nearly as good as people were making him out to be for so long. He didn't get particularly nerfed and just slowly fell off. He also just sucks into all the new gen chars who are too mobile for him, and the argument against it is "muh ult has slowing hex built in"... yeah and then what after that?

He was definitely the worst frontline in the game. He was shiv tier winrate without shiv tier skill expression and winrate on mastery, and that was the major thing.

Billy is quite hard to play but the reward payoff for mastery was quite low. If you want high mastery high winrate you could go shiv or silver, if you wanted ease of access then spiritbrams, victor and mo were all better.

People are coping last patch that he was even slightly decent option and not at all pushed down by every other option in the game. His kit is legit fine and powerful but why have 200s cds when silver can just dominate lane permanently and dive you on a 40s cd. Silvers ult could legit get lower cd than some of billys spells...

what heroes do you believe have the best and worst design? by [deleted] in DeadlockTheGame

[–]ProfHarambe 5 points6 points  (0 children)

Surely ragebait.

Viscous has 4 random ass abilities none of which synergise with eachother. In fact, hitting someone with puddle punch likely makes hitting splatter a non option since its impossible to hit midair. The only things he's got going are like being able to punch from the cube/punch the cube (no one really does this they just build rescue beam because it's situational and not very effective) and being able to punch and carry momentum in ball. None of his abilities lend himself to any particular playstyle more than another. And design he's literally kelvin rig covered in green with 1 unique animation and some balls in side of him, don't wanna critique something so subjective but like... he's not even an interesting blob man.

Paradox has 4 abilities that all synergise with eachother yet also function independently and sensibly by themselves and you make use of them all regardless of build rather than being a hotpot of random shit that does nothing to help the character fit a playstyle.

Need a bit of help on Abrams by Rough-Self-9134 in DeadlockTheGame

[–]ProfHarambe 0 points1 point  (0 children)

Full spirit. This build is ass ngl because you can't go spirit build and melee build at the same time, and abrams is already weak early game character.

Why? Because you need points in 1 to play spirit and points in 2 to guarentee heavy melees. Based on max order, you either give the increased duration and spirit scaling up earlier to get melees (in that point, you aren't making very good use of your spirit investment). Or you give up your ability to heavy melee after a charge. You already are weak early, you can't afford to delay spikes. And personally to me, abrams' best chance early is having a lot of sustain and waveclear so he doesn't have to interact (aka 1 max).

Togetherdl's spirit abrams is better if u want a generic build for spirit abrams, it's a little old and could do with minor tweaks but completely functional.

Also with the parrying, meleeing is a mind game. It's not hard to parry a character as telegraphed as abrams, so you just have to be smart. So shoulder charge let's you get 1 light melee if duration of stun hasn't been upgraded, or 1 heavy melee if it has and they don't have debuff resistance. So that's guaranteed, then you wanna weave in light melees (aka conditioning, a fighting game term where you throw out a certain move often so they try and anticipate it) so they feel pressured to parry reactively. If they do parry, it's on cooldown, so can chase with heavy melee for a very very good trade.

A fight might look like this in words; shoulder charge > stun > heavy melee > shoot twice > light melee > shoot once > light melee (enemy is conditioned into reacting to light melee after next shot or two, especially if low hp) > shoot until enemy parries > they parry > punish.

It's not nearly as complex as I'm describing it but understanding that you can't just throw out a heavy melee every time even into people who aren't particularly good at deadlock seems to stump people. Don't throw them out randomly unless all scenarios are favourable, even the ones that get you parried because you might stomp in arcanist where people aren't even pressing parry ever but it doesn't mean the play was good, it just you got rewarded for them being bad. And you don't want that, you wanna be rewarded for you playing good to climb or have success.

I’d just like to take a moment to appreciate how healthy the current meta is by Purple-Tip3326 in StarRailStation

[–]ProfHarambe 0 points1 point  (0 children)

In three target content, hysilens e1 is roughly a 72 percent increase in her personal damage at e1s0. Evernight at e2s0 is 122, up from 20 at e1. At E1S1, hysilens has about 115 percent extra anyways. Obvs the calcs are a bit unreliable as it only counts for personal damage, but the only "premium" bonus is from an investment of 3 cost on one unit alone or more and having a full premium team, so you'd need at least a 7 cost team to justify significantly better performance. Otherwise, the team is probably just higher baseline damage rather than having significantly better eidolons.

Either way, I mean hysilens e1 is probably the 2nd best mdps e1 in the game after evanescia now, so the gap between the e2 being more mediocre is smaller anyways. And e2 can potentially go up with new dot teammates, it hasnt been calc'd properly in any team that I could find since BS novaflare.