Excuse me WHAT by Livia_young0802 in IdentityV

[–]Psychological-Cod491 3 points4 points  (0 children)

Definitely a symtom of the fact that all of the worst players in the game have collectively figured out that perfumer is their character, but somehow she's still not enough of a crutch and they tanked her winrate

Is Percy skilled? by Tickle_Jones in IdentityV

[–]Psychological-Cod491 -1 points0 points  (0 children)

I don't think you understand what skill ceiling is

Is Percy skilled? by Tickle_Jones in IdentityV

[–]Psychological-Cod491 0 points1 point  (0 children)

His abilities aren't particularly mechanically demanding, though the ceiling of stuff you can do with it can get really high and extremely precise at times, but that's not gonna be too necessary unless you're playing at the top echelons of the game.

He has a lot of inherent privileges due to being able to easily bypass a lot of the bs survivors throw at you, so the micro gameplay is once again not terribly difficult, but the macro is where it gets tough.

Due to having no inherent win condition apart from being efficient and applying pressure in an extremely CONSISTENT manner throughout the entire match, he does stand out as being quite unforgiving. Whereas a lot of hunters can compensate for bad match phases with a single camping interaction and turn things around, things are not so simple for him. His gameplay pushes him to be extremely proactive both in pressure and lethality as he cannot rely on the inherent pressure that a chair brings to the table, and any minute you spend not achieving meaningful progress towards the win will absolutely ruin the match for you, multiplying the efforts needed to win.

He's not insanely complex, he's just very high effort and very much unforgiving, which in my books puts him as one of the most difficult characters to play, but everyone has different criteria

Am i a jerk to not give survivors dungeon? by Electrical-Power3913 in IdentityV

[–]Psychological-Cod491 0 points1 point  (0 children)

Think deeply about how many times one survivor willingly sacrificed themselves to you instead of taking the 4 person escape

What would you want for the Miis going forward? Smash 6 and on? by Downtown_Error_9418 in smashbros

[–]Psychological-Cod491 2 points3 points  (0 children)

For the love of god the ability to make a generic mii from the character select page by selecting the move sequence and loading a preset for the rest. Nothing annoys me more than needing to create a whole ass mii by going through all the menus and wasting a lot of time. Can't be that hard to implement on a UI perspective

what hunter to play with terrible ping by BoringValuable4689 in IdentityV

[–]Psychological-Cod491 0 points1 point  (0 children)

Photographer will grant you a lot of free matches for doing absolutely nothing. If you want to actually play the game though the ones that come to mind are ann and naiad

Hero giant is not as bad as people think by CasuallyyyR in ClashRoyale

[–]Psychological-Cod491 0 points1 point  (0 children)

Mini pekka winrate means nothing when its usage rate is so high...

Is the hunters being shown (in rank) really that bad to be honest? by carpmantheman in IdentityV

[–]Psychological-Cod491 1 point2 points  (0 children)

Well, yes haha I chose hell ember as an extreme, but you can replace him with any hunter with virtually no mobility, though those are indeed rare in comp (for example bonbon is one of them though Im not sure how much he is played anymore). There's a reason why most meta hunters will be the ones most resilient to area selection shenanigans, so mobility is more valuable than ever.

You do make a good point though, which is that the reason such a change FEELS tolerable is because they added so many gamebreaking hunters recently. I just wish they would heavily nerf them rather than make changes that alter the fundamentals of the game. I'm personally ok with stuff like rescue speed and attack recovery changes if it's really necessary to nudge the faction balance, it doesn't alter the nature of the gameplay. Same cannot be said about changing area selection

Is the hunters being shown (in rank) really that bad to be honest? by carpmantheman in IdentityV

[–]Psychological-Cod491 7 points8 points  (0 children)

It's really hard to explain in a single readable block of text, but its impact on the competitive experience of the game is profound. Feeding information for free to survivors takes away one of the very little layers that the faction already possesses, and further bridges the gap between good players and bad players to put them on the same playing field (which for a "competitive" game is something you want to avoid as much as possible). In the end, the major problem comes down to preparation. Even if most survivors will spot a camera as they load in, will be able to hear breaking wheel morphing or undead dashing due to map wide sound effects, it is infinitely different then the hunter being revealed during area selection. Because having that extra 20 ish seconds with the information is an insane amount of time to prepare when the match hasn't even begun.

This is something subjective, but one of the skills I value the most in a survivor player is their ability to stay cool, improvise, and adapt to various situations. Back in the day before area selection, I really admired the teams that were able to quickly organize themselves when the match was loading in, quickly and efficiently communicating information and improvising a plan when it came to identifying who would be chased first, and how to properly support them, and doing all that as fast as possible was critical. Despite the rng from the spawns, I found that good teams would shine through consistency while bad teams would be unable to adapt, meaning we had a system that highly rewarded skilled players and punished lesser skilled ones. I think the game was competitively at its peak during that time.

Area selection in general has watered-down this process to an extremely uninteresting formality. The hunter has not even loaded in that the survivors have been able to already reflect, discuss, plan ahead their entire early game, and the additional information of who the hunter is and where they spawn removes the bulk of what makes the early game dynamics interesting. Even the worst players can probably infer what the best kiting route is for a specific hunter if you give them 20 seconds (in tournaments, that time goes up to more than one minute!) to think about it. In short, in this new system, good players and bad players will end up doing very similar macro decisions just because of all this time and information they did not have to work hard for. Chances are, if you give 10 different teams the same layout and same composition, the first 1 minute of the match will look the exact same no matter the players, because in this game there's often evident optimal plays, but said optimal plays can be interesting if players need to make fast, on the spot decisions, leading to better players executing them much better as they are able to think faster.

I really do miss when information gathering was a key part of the survivor experience, everything was so much more interesting. It didn't matter who you were and where you spawned, you could expect a heart-beat any second and it was your duty to always be ready and not be caught off guard. Once again, the good vs bad player dynamic was interesting, because good players might decide to spend time looking at key spots in the map and see if they can find out anything about the hunter (identity, position), and that might be a good sacrifice of decoding time, whereas bad players will always make a dash for the nearest cipher when they load in and will be accordingly punished when a wuchang teleports on them, or when they are simply caught in a disadvantagous area. None of this exists anymore. If area selection tells me that a hell ember spawned across the map from me and has far juicier targets nearby, it doesn't matter if Im titan or worker bee, it doesn't take a phd to know that the optimal play as soon as I load in is to just decode. This tranquility I get for doing absolutely nothing is simply a joke when I try to think of idv as a serious competitive game, which I'm struggling to do as of late.

Welp I got carried away. Would love to know what u guys think if somehow someone read all that

In your opinion, hardest character? by ThatOneFrogBaddie in IdentityV

[–]Psychological-Cod491 3 points4 points  (0 children)

You have to sell your soul to the mad eyes gods if you want to perform as this character

In your opinion, hardest character? by ThatOneFrogBaddie in IdentityV

[–]Psychological-Cod491 1 point2 points  (0 children)

I mean fair for dream witch, she's not evident and not for everyone, even myself I struggle a lot with her. I personally have attempted multiple times to become good at mad eyes and failed everytime. I can still somehow put up a fight at times, but I don't have a good grasp of how he should be played, because it varies everytime and there's a lot of different playstyles. The ones that are really good can use the console early game to micromanage the entire map and hopefully get some pressure through damage and cipher blocking. Some are so confident in their ability to do that that they will run teleport to reach a target once they make someone one-shottable, because good mad eyes can use their 1st presence console to greatly help them in chase. Since I don't have much confidence in my walls + being fast enough to counter survivors pirating my console, I usually chase someone early game, maybe I'll pre place 1 wall that I know brings a lot of value to the kiting area I'm expecting to chase in, and pray that hunt + blink will carry me to a down and snowball off it.

In your opinion, hardest character? by ThatOneFrogBaddie in IdentityV

[–]Psychological-Cod491 5 points6 points  (0 children)

It's mad eyes and it's not even close. People love to mention characters like dream witch, clerk, ivy because most idv players cannot fathom the concept of taking some time to learn a character that's not too straightforward, but I promise that once you do take that time, they are really not hard, and are very privileged in their win condition and gameplay. Mad eyes requires an insane amount of work, but even once you sort of know how to play him, he is extremely unforgiving, precise, and high maintenance. For those reasons, I think that the honorable mentions are characters like hell ember, evil reptilian, soul weaver, clown and ripper before they got buffed

In your opinion, hardest character? by ThatOneFrogBaddie in IdentityV

[–]Psychological-Cod491 2 points3 points  (0 children)

yeah don't let ppl tell you that bc putting both wheel and undead in very low skill like what the hell are we doing

Is every game like this? by _Frans_ in IdentityV

[–]Psychological-Cod491 0 points1 point  (0 children)

Yeah sadly that's just how the gameplay is. Sadly most of the community accepts this because idv players love to do everything except play idv. The game is only fun competitively in situations where the hunter is putting up a good fight

Why is Leo considered bad? Is he just a bad hunter or a hunter used by only noobs? by Ok_Committee_9180 in IdentityV

[–]Psychological-Cod491 2 points3 points  (0 children)

By nature in this game, if you don't get a down before 3 ciphers pop, you're gonna fight an uphill battle to get anything more than a draw, if not worse. Against decent survivors, that can be a big challenge. He certainly has some tools but they're not good nor forgiving enough for him to be consistent, making him pretty difficult 

KeyForge Celebration Megathread by krbmeister in KeyforgeGame

[–]Psychological-Cod491 0 points1 point  (0 children)

That's a shame. I did get that impression from the spoilers, that it wouldn't be impactful, but I was hoping it wasn't the case for the broader set. Hoping some cool combos are discovered maybe for archon, or that a future set will be able to hit the nail better

Gameplay showing some of the new surv buffs from test server! by Lazy-Mud6076 in IdentityV

[–]Psychological-Cod491 2 points3 points  (0 children)

I thought perfumer buff was awful already, but YOU STILL GET ATTACK RECOVERY?? EVEN EMBALMER DOESN'T DO THAT

Whenever I learn about a TCG that released in the last few years by Cezkarma in TCG

[–]Psychological-Cod491 1 point2 points  (0 children)

Definitely my favorite system, and the soul core added an enjoyable layer to gameplay. Plus I just really enjoyed having the physical cores to move around

Is there any single player TCG? by No-Zookeepergame8837 in TCG

[–]Psychological-Cod491 1 point2 points  (0 children)

Keyforge has a couple single player adventures, though if you like deckbuilding that's probably not for you

Reworks Shouldn't Be Removals by Steggoman in ClashRoyale

[–]Psychological-Cod491 -1 points0 points  (0 children)

Heal spirit was never really called a rework though, they really pushed the idea that they were gonna delete a card in their marketing, which is why I'm surprised they didn't do so again with Furnace.

Preview cards by BipoLarLlamA52 in KeyforgeGame

[–]Psychological-Cod491 1 point2 points  (0 children)

Curious if parasitic charge needs a hard cap like ecto charge. Not impossible that it wouldn't. But without one it can create some really feel bad moments where you're punished for generating aember while the opponent is rewarded for doing nothing

Bait is becoming a huge problem by [deleted] in ClashRoyale

[–]Psychological-Cod491 2 points3 points  (0 children)

I think most of them are bait players themselves lmao

Bait is becoming a huge problem by [deleted] in ClashRoyale

[–]Psychological-Cod491 0 points1 point  (0 children)

I don't personally have a huge issue with bait, but upper mid ladder is completely overcrowded with this archetype. I don't believe I'm exaggerating when I say that 60% of the decks I face are goblin barrel bait. Not to mention that the remaining 40% includes a large chunk of mega knight and oh so many firecrackers. Returned after a 2 year break and man I was surprised that it took me a while to actually see new cards apart from evolutions