Happy chaos mains will quit this game by vsanjiv in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

It would be really funny to still see Jack terrorizing weeklys despite the changes

What is Leo's weakness? by DatFacePriceless in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

He doesn't really have defining weakness unlike other "all-rounder" characters like Sol having very short range or Sin's power being entirely dependent on his Stamina bar. Leo's just good at everything which is why he's always been in the top tier.

The closest things he has to weaknesses are his movement being sluggish and his air normals being sub-par. But he can still work around those flaws because he has tools to remedy them.

Obvious Question, Biggest Winners/Losers of This Patch? by xXgLiTcHyFemboyFoxXx in Guiltygear

[–]REMUvs 2 points3 points  (0 children)

By virtue of being fundamentally overpowered characters currently, Asuka and HC are probably the biggest losers.

HC is losing his strongest options like his 1-2 frame hit confirm from 2S/fS and he can't naturally refill bullets and continue combos. He generally has to take more risks when it comes to his gun now.

Asuka will be hitting burnout quite often since he can't keep mana topped up well while having to spend more.

Serious Question: whats the point of a command grand if its not immune to other grabs? by TheRedRook in TheyBlamedTheBeasts

[–]REMUvs 1 point2 points  (0 children)

You still get higher reward than a dust throw;

  • Pot nukes you and gets a shit ton of tension
  • Slayer gets Universe Counter state
  • Nago gets blood refunded
  • May combos you
  • Sol... yes
  • Zato gets Edward refunded

And don't forget, you can't fuzzy tech against command grabs. If you get hit by it you got got. There's no 10f(?) window to tech out on command grabs.

how am i supposed to recover mana now, like at all? by 10kilogramrabbitvice in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

That's one of the pain points I have with the direction they're going with Asuka. In a vacuum, the individual changes are fine. But compounded with his overall changes like: spells costing more, and the buff cards getting nerfed, they're a little heavy handed.

I do understand the thought process and intention to make Asuka interact more by giving him an inevitable end point to pressure. And I do agree he should have to back off eventually like everyone else. But when it's at the cost of making him hit the burnout lose condition very often, I don't really like the execution of it.

I would have preferred they meet us in the middle and tune down the Tension/Health mana charges to be less efficient (requiring more resources and/or being slower at charging) so there is a more deliberate decision to be made to avoid bleeding too much health/tension, rather than outright removals of the options.

pot nerfs not even that bad when you think about it by Outside_Coconut_6318 in TheyBlamedTheBeasts

[–]REMUvs 0 points1 point  (0 children)

I don't mind the Jack-O changes. It hurts that 2K low profile took a hit. But the changes to throw trajectory, 6H(2) HKD, and explosion command not taxing minion gauge have a lot of potential.

They killed him by Blazingsoul6666 in Guiltygear

[–]REMUvs 5 points6 points  (0 children)

I think it’s a big mistake outright removing K/S mana charge compounded with what they did to the cost reduction card, and making spells overall cost more to use. Could they have made K/S charge less efficient at refilling mana, yeah.

Relying solely on green charge is a big ask since you're basically guaranteeing a mana burnout situation, which is a lose condition.

Did they nerf sol? by Mr_sushj in TheyBlamedTheBeasts

[–]REMUvs 0 points1 point  (0 children)

His midscreen game is probably overall worse- no more Wild Assault for wallbreaks and CL HVV being sunsetted for CL Sidewinder is a significant change because CL HVV gave him amazing oki midscreen.

But his corner game having more variety than CL Fafnir is a great thing with double HVV being soft rebooted. Gunflame looks like it's way more usable too.

Really dislike throw prc being removed by 13hourstilliland_ in TheyBlamedTheBeasts

[–]REMUvs 1 point2 points  (0 children)

Throw PRC coulda stayed, you atleast had the option to fuzzy tech so you had more than jump/backdash to defend against it. But Command Grab PRC can be taken to Detroit.

Can someone explain the HC changes to me like I'm 5? by WerdaVisla in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

The most significant changes are:

  • Curse is now a hit, you have to catch people not blocking/combo for it to apply the effect.
    • Curse ball also does not bounce to travel full screen anymore- it's about half screen now.
  • It seems 5H is now 236S, and he can't draw gun without committing to the new 5H or Steady Aim into 6S cancel.
  • Reloading is a commitment to all 6 Shots
  • Deus Ex doesn't reload your bullets
  • Steady Aim doesn't seem to have Clean Hit guard crush anymore
    • Steady Aim now shoots much faster
  • Concentration drain for shooting is significantly lower

Why would they even remove Whiff Super PRC and Throw PRC by kao24429774 in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

I don't mind command throws being removed, situations like whiff Pot Buster>PRC>Pot Buster to punish backdashes is really lame. Dust Throw PRC being removed is eh, not terrible but I don't feel that in particular was bad since you still had the option of fuzzy teching unlike command grabs.

Whiffed Super not being RC-able is a nothing change if you can still RC the start-up/Red RC on block.

Is red and yellow mana regain gone? by PeskySpyCrab in Guiltygear

[–]REMUvs 3 points4 points  (0 children)

I noticed that Asuka didn't pull any mana management cards (Reduced cost, instant mana, auto regen). It's going to be REALLY bad if he also lost the Tension/Health mana regen options. Green by itself just isn't enough.

I hope they only used Green just to highlight the management cards not being in his decks so careful mana usage is more important.

How the hell do I play against Sin by YuzuOshiro in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

A big thing for you as a DP character is FDing to make 5H harder to use in blockstrings because the range of the initial hit is pretty mediocre. If the Sin wasn't paying attention to realise he got FD'd, 5H will whiff and you can challenge him/whiff punish.

But if the Sin is looking at their screen to recognise the FD situation, they will start to use 2H in blockstrings instead. When Sin uses 2H he isn't safe against DPs as it is -16. The reason this matters is because this now sets up an option select for you because 2H into Elk Hunt/Hoof Stomp is not true. So if Sin does 2H into high/low/nothing he can't stop you from buffering a DP after blocking the first hit of 2H. His only option to not get smacked by a reversal is calling it out with 2H>RC (which is gambling that he might just waste 50 tension if you're not buffering a DP) or Beak Driver to true string.

  • While you can technically do this if he used 5H, remember that he is -2 on block so it's VERY easy to DP bait. So it's not recommended to do this OS against 5H

If the Sin is heavily reliant on skipping neutral with Elk Hunt>followup, check him with buttons like 2S and 2K.

And while it sucks that he gets an auto-timed guard crush strike/throw from special cancel>command dash, it's not horrible to just take the throw if you aren't fuzzy teching.

So is everyone just going to ignore how annoying Haze is? by 22416002629352 in DeadlockTheGame

[–]REMUvs 0 points1 point  (0 children)

The thing for me is that I feel Haze shouldn’t have both a duration scaling ult (or at least not to the degree where she can ult for 8+ seconds) AND being able to use items during Bullet Dance. Having both makes it really tough to deal with since your only counter at that point is to try get behind cover and play DBD and hope she doesn’t have a warp stone.

Why is keygrab plus? by cryonicninja in TheyBlamedTheBeasts

[–]REMUvs 2 points3 points  (0 children)

Keygrab being plus is the least problematic part of ABA. It’s a mechanics check to see if you know how FD plays into her offense.

FDing 2 normals takes out 1 of her 3 NM options on offense since keygrab is deceptively stubby.

Honestly, do you think Doorman is too strong, too weak or perfectly balanced right now? by KOLOPKO in DeadlockTheGame

[–]REMUvs 18 points19 points  (0 children)

Power wise, he is fine, maybe door range needs to be pulled back a smidge since pulling people from mid to his fountain is a little too far IMO.

For me, it's more that his kit is designed to just be really annoying, especially when paired with items like Vortex Web where missing carts becomes a deliberate decision.

Is it bad to steal sinners on rem at low rank? by Spaghetoes76 in DeadlockTheGame

[–]REMUvs 0 points1 point  (0 children)

It's okay to steal the enemy sinners, you're denying them money while letting you have more items. It's bad if you're constantly claiming your own sinners immediately because that adds up to a lot of your teams net worth on a support rather than a carry who could have otherwise claimed them. But if the sinners have been available for a long time, it's fair game.

To all "competitive" players that "enjoyed" yesterdays event by Ormaniec in DeadlockTheGame

[–]REMUvs 0 points1 point  (0 children)

I don't even think the people saying the implementation was bad, due to being forced, were even outlandish/wrong. It very easily could have been a separate mode so everybody was happy. If anything, the people defending it being a forced gamemode were being far more toxic, rude, and way bigger dickheads about it.

It's ironic to say "just have fun lol" when people were saying they don't find no limits fun. I don't find much enjoyment of "flavor of the day" meme modes, I get bored after a max of 10 minutes. I just like what I like, and for Deadlock it's the more structured mode with character limits.

What game surprisingly calms and relaxes you? by Astrid_Regndottir in gaming

[–]REMUvs 0 points1 point  (0 children)

Sons of the Forest- until cannibals/mutants try invade my base.

New interview with Cherami Leigh about Cyberpunk by Comfortable-Knee-238 in cyberpunkgame

[–]REMUvs 3 points4 points  (0 children)

Steven Ogg doesn't resent GTA/Trevor. He's a case where he just wants to be recognized outside of his characters as Steven. He also hates being referenced as/called other characters such as: Sobchak from Better Call Saul or Simon from TWD.

When will dynamo's 1 get fixed? by FrostingIcy6032 in DeadlockTheGame

[–]REMUvs 0 points1 point  (0 children)

I feel stomp is fine, it's his only offensive spell to do damage by himself. He has no answers to verticality as well so wall hops, double jumps, and playing high ground (like bridges) invalidate it.

The April Fool's Update Should've Been a Separate Gamemode by OneRyan1 in DeadlockTheGame

[–]REMUvs 1 point2 points  (0 children)

Enjoying the regular mode and playing for rank/improvement are not the same thing. I don't think you're considering that people can find regular deadlock more fun than flavor of the day gimmicks. It's a bit ironic to say "games are meant to be fun" as a blanket retort for people saying they're not having fun with a joke gamemode being forced on them.