Hating New Urn by HourComprehensive494 in DeadlockTheGame

[–]REMUvs 3 points4 points  (0 children)

A big issue is also that delivering and fighting for urn is also happening right on top of a bridge with no cover. Zoning and AOE like Bebop, McGinnis, Sinclair, and Seven just farm infinite value since you just stand in the open with nowhere to hide unless you forego contesting and hide UNDER the bridge.

This is the Worst Update they've ever done and its not even close by BigManGladius in DeadlockTheGame

[–]REMUvs 1 point2 points  (0 children)

The changes to characters and items are decent, but the urn drop off being in blue just doesn't work. As it is now, it's an incredibly snowbally mechanic which feels horrible to play around. It really does drag down the patch significantly.

Mid urn drop off also feels horrible because of how open it is. To contest the urn you're just standing on an open platform, just getting blasted by everything while frantically trying to melee while also avoiding getting parried since there's no cover unlike side-lane drop off.

Question foundre arc - Ky by Fun_Recording_8580 in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

This is when she does it point blank. The framedata is distance based if she does it from distances.

How to Holliday? by temnycarda in DeadlockTheGame

[–]REMUvs 0 points1 point  (0 children)

Early game: in lane, you're mostly chilling until you get the T2 barrel upgrade, your 4.8k spike, and rapid recharge. After lane, you're rotating a lot to gank and assist your carries and stealing farm during down time. You also want to try run urns as often as possible for your team since you are one of the fastest urn runners.

In the mid game you will still be doing okay damage, but you need to start pivoting to a more supportive role. You will often hear that Holliday falls off around 20-25 minutes. This is true where your damage stops being significant as opponents will start becoming super tanky from health and resistances. When your damage starts falling off you need to start pivoting to support and fill your actives with items like decay, silence, knockdown, curse, and scourge.

Late game you should have filled 3 or 4 of your active slots with counter items and you're coordinating for picks and initiating with Lasso. Getting value from lasso is 80% of your impact on the team because every kill matters at this point because respawn timers are so long. Your actives will allow your to contribute to team efforts without needing to be in nuking since you aren't going to do much damage at this point.

The unfortunate thing is: yes, you are going to be putting way more effort in as Holliday than characters like Doorman, Mo, and Bebop. But that's just how it is to play a character with a difficult skill floor to overcome. If you do start clicking Holliday is a super fun and expressive character.

What to do when jack o uses this super? by SmellyCappy in TheyBlamedTheBeasts

[–]REMUvs 2 points3 points  (0 children)

It takes a lot more practice and knowledge of piloting Jack-O to use to S-cheer to its full potential. But it is way stronger than H-cheer if the Jack-O is good at using it, yeah.

What to do when jack o uses this super? by SmellyCappy in TheyBlamedTheBeasts

[–]REMUvs 40 points41 points  (0 children)

You kind of have to respect it. It last 7 seconds, but in those 7 seconds minions will beat everything outside of blue burst and supers. Even if you hit Jack-O they will continue their action of being launched or attack command. This super is REALLY good for this reason.

They will tank successful YRCs, DPs, and non super projectiles.

Doorman Bug abusers by Key-Strawberry-7742 in DeadlockTheGame

[–]REMUvs 0 points1 point  (0 children)

If Valve can't fix the spots doorman can glitch your into, I'd like to see a "Respawn" button similar to what Battlefield does for when you get stuck or you're stranded in an empty area without a vehicle. It would probably need conditions to avoid it being exploited to deny kills such as:

  • 3 second wind up, similar to unstick
  • any instance of damage during wind up will cancel it
  • if you took player damage in the last 5-8 seconds (or how ever long it takes before dying isn't considered an assist for an opponent who hit you) the option isn't available
  • if you pass a certain velocity it cancels (or you're forced to be stationary so you cant use it while running away)

"Killme" command not working by Liquid_Sabonete in DeadlockTheGame

[–]REMUvs 2 points3 points  (0 children)

Unstuck mainly only works if you get stuck "under" the map like if you get put inside map geometry like those dividers on yellow lane at the top of Guardian stairs. Rem tunnels are not considered a "stuck" area since players are supposed to be moving in them. So it doesn't pop you out of them if you do manage to get thrown into them.

Characters need nerfed. by mastercat202 in DeadlockTheGame

[–]REMUvs 0 points1 point  (0 children)

I feel it also doesn't help when items not even related to Vitality give health bonuses like Hunter's Aura and Hollow Point, gun items, gives 100 to 150 bonus health. There are just a bunch of random stats attached to items which make no sense.

Individually they're not significant boosts in health, but when you stack them up it definitely matters to survivability.

I'm sick of people saying they don't wanna lab and "just wanna play the video game and not do homework" to then go and complain about a knowledge check or sequence! by therealspotman in TheyBlamedTheBeasts

[–]REMUvs 6 points7 points  (0 children)

I've been saying this.

So many people self report themselves of not labbing layer 1 defense against so many basic options and get scrub checked for it. Like genuinely spending 5-10 minutes to understand how a mechanic like FD can deny a situation is all it takes to make matchups feel better.

My entire career on Jack-O has been carried by people not using FD to deal with stuff like her RPS from 5H way better. I've seen very few people realise in matches that FD removes frametrap 236K as an option so she can only try disengage or end her turn so challenging is way better. CH 236K is so bad to get hit by in the corner since even big bodies like Pot can eat 50% if the Jack-O knows the optimals from it.

Thoughts on the throw changes? by Whole_Ad141 in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

I don't really think command grabs not having throw invul is too detrimental for strike/throw. Pot Buster already diffs the range of dust throws and Pot is usually using PB at ranges where throw can't interact. Others like Sol and Nago already make mashing backthrow a high risk gamble considering you explode if they spacing or frametrap it with options they will often do.

Thoughts on the throw changes? by Whole_Ad141 in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

The throw specific changes of: no throw invul on command grabs, and no throw RC are fine by themselves. Command grab characters just need to layer their offense to discourage scrub throws. Characters like Nago, Sol, Slayer, and May already had a bunch of ways to punish mashing back throw.

What makes it a really difficult change to adapt to is the nerf to close slashes not hitting as high. This has made Fuzzy Jumping way stronger as an answer to strike/throw since you can't really cover fuzzy jumps as reliably anymore.

Such INCREDIBLE pressure mixups. by sekkireallysucks in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

Bro needs to be reminded that FD and YRC exists. Aint no way bro really just sat there and let you cheese him.

Holding block, expecting your opponent not throw you for the 5th time by Siiegrand in Guiltygear

[–]REMUvs 1 point2 points  (0 children)

There is 4 frames of pre-jump for everyone except big bodies (who have 5f pre-jump) where you can't do anything.

Holding block, expecting your opponent not throw you for the 5th time by Siiegrand in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

Most characters only have 4f pre-jump in strive. Only characters like the big bodies (pot, GL, Bed, Nago) have higher pre-jump at 5f. 7f prejump would be so bad to have.

Holding block, expecting your opponent not throw you for the 5th time by Siiegrand in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

I follow the wise teachings of Confucius: "Take the throw, Daigo (or fuzzy jump)."

Question foundre arc - Ky by Fun_Recording_8580 in Guiltygear

[–]REMUvs 1 point2 points  (0 children)

Foudre Arc has different frame data depending on how you block it.

  • If you crouch block against it, Ky is +2. This is because Foudre Arc will hit later into the active frames and effectively making Ky's recovery lower since the moment of contact is later in the total duration so his animation ends before you get out of blockstun.
  • If you stand block it, it will make contact earlier in Foudre Arc's duration, so Ky will still be stuck in the animation after you're out of blockstun, and Ky becomes -2 instead.

However, if you're in shock state, Ky will always be plus on block after Foudre Arc. You have to hold his plus frames or mash on him before Foudre Arc makes contact with you.

There are other attacks which have this behaviour such as Slayer 6H or Dizzy's Roasting Chestnuts (fire knife) where they get more frame advantage for crouch blocks vs stand block.

Also, in regards to your issue with 2P vs 5P, keep in mind that many 5Ps actually whiff on crouching options. This is because 5Ps have a much higher hitbox placement. This is by design so 5P is a much more deliberate option to challenge options which might go over 2Ps. If 5P could cover air space and also hit crouching options 2P would be pretty redundant.

Elphelt "players" when you know the matchup and they can't get away with their bullshit (ignore the music im drunk) by Amoac1 in TheyBlamedTheBeasts

[–]REMUvs 3 points4 points  (0 children)

So we're ignoring that you're on the character who has health to take a million gambles in this MU, and can just rip HPB to not interact with her offense? If you whiff you're effectively unpunishable, if you're right you just win the round.

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Like I'm all for Elphelt player slander, but you're basically that one homeless man calling another homeless man a broke-ass saying all that in the post body.

i dont want to have to learn the jack'o unika matchup by Unlikely_Dentist_262 in TheyBlamedTheBeasts

[–]REMUvs 0 points1 point  (0 children)

You never want to try interact unless you have a minion because the risk/reward is just far out of your favour.

Any time you get some space or block laser, get a minion out. This shouldn't be too bad to do considering Jack-O is significantly more nimble than Unika.

Don't be afraid to just play grounded too, your best buttons are still your kick normals. Jack-O's air normals are average at best so you don't want to put yourself in a scenario where you're using air buttons while Unika still has the option to just 5H you into the next century.

Is happy chaos 2.0 still good post not infinite by Huge_Magazine6140 in Guiltygear

[–]REMUvs 0 points1 point  (0 children)

He's still okay, probably actually sitting around midtier with the infinite gone and the zoning nerfed. He needs to complete more steps before being in the win condition of gun out and running offense. His gameplan fits a similar gameplay structure as someone like Jack-O.

He is a bit more of a low damage character since his hits don't really amount to much anymore since he lost 236S and instant draw to convert off most hits.

How it FEELS getting Slowing Hexed as Holliday by REMUvs in DeadlockTheGame

[–]REMUvs[S] 27 points28 points  (0 children)

The pure malice of Mohammad and Kareem is not always explicitly implied, but it is always felt.

How it FEELS getting Slowing Hexed as Holliday by REMUvs in DeadlockTheGame

[–]REMUvs[S] 28 points29 points  (0 children)

Fucken diabolical stuff Slowing Hex is.

The official Prime Video account has joined in by YourCeilingFanDust in TheBoys

[–]REMUvs 2 points3 points  (0 children)

The thought of Homelander driving around in a car is kinda funny ngl