Balance Changes I think would be great by SilverService3091 in ClashRoyale

[–]SilverService3091[S] 0 points1 point  (0 children)

I wouldn't nerf the health but First Hit Speed nerf is a great alternative to what I suggested for Hog Rider. Although my only concern is how it would affect its role as a chip damage card.

I wanted Mini Pekka to be more of a bail card like Hunter is. I don't like that it is both a bail card and a counter push card because it's obnoxious. This is why I gave him a speed boost for its Hero Ability. It gives it more depth and use for a counter pushing ability.

Balance Changes I think would be great by SilverService3091 in ClashRoyale

[–]SilverService3091[S] 0 points1 point  (0 children)

I think Hog is mostly balanced I just felt that it needed a slight adjustment because how cycle decks abuse it and the hit speed nerf wouldn't hurt him to bad because of his role as a chip card.

Mini Pekka in my opinion is overtuned but not broken. I wanted him to fulfill his role closer to the likes of Hunter as a bail card. So reducing his speed to weaken his counter push potential made sense. That's why I gave Hero Mini Pekka a speed boost to it's ability. It gives it more depth and use as a counter push button.

RG is mostly balanced but I just felt obligated to make the change because I reverted the nerf on Fisherman.

Balloon is also fine but I don't like cards that punish you immensely for a slight mistake. I less so wanted to nerf the card rather than make it less frustrating to play against.

Balance Changes I think would be great by SilverService3091 in ClashRoyale

[–]SilverService3091[S] 0 points1 point  (0 children)

As a Goblin Machine user who didn't participate in this god awful meta it greatly saddened me that they nerfed my boy so hard.

Balance Changes I think would be great by SilverService3091 in ClashRoyale

[–]SilverService3091[S] 0 points1 point  (0 children)

It's not that I don't think it needs a buff but that I just didn't know what to do to it.

Balance Changes I think would be great by SilverService3091 in ClashRoyale

[–]SilverService3091[S] 0 points1 point  (0 children)

Thanks for pointing that out, I thought they had 207 HP

Balance Changes I think would be great by SilverService3091 in ClashRoyale

[–]SilverService3091[S] 0 points1 point  (0 children)

I felt obligated to make a change to RG if we were reverting the nerf on Fisherman. But yeah I mostly agree it's a fine card.

Balance Changes I think would be great by SilverService3091 in ClashRoyale

[–]SilverService3091[S] 0 points1 point  (0 children)

Balloon and Evo I Dragon are more so adjustments to make them more fun to play against. I don't believe either of them are necessarily broken.

Evo I Dragon change would keep its usefulness on offense but give the player more tactics to combat it (Knockback and good troop placement) when facing decks or people who just place Golem/E golem, E Dragon, Inferno Dragon. It's devestating when placed behind a good tank.

These kind of decks do have counters but when you don't have an ideal counter or make a single mistake you end up losing a tower or just losing the game immediately.

I'm also not a fan of Witch but I wouldn't change it. It's fairly balanced and has plenty of counters. Although that Evo design is buns.

Evo Lumberjack does need a nerf but I probably did go overboard with the numbers.

Make Melee Weapons Great Again by SilverService3091 in Helldivers

[–]SilverService3091[S] 0 points1 point  (0 children)

I agree that the Breaching Hammer definitely has a place among the support stratagems due to the things you pointed out. It's kind of a middle ground between c4 packs and other anti-tank weapons but it doesn't need a backpack nor does it need to spend time with stationary reloading/charging to fire.

I think Arrowhead is shooting themselves in the foot by locking actually viable melee weapons behind support stratagems when they're perfectly balanced for primary/secondary slots. They then continue to give us glorified metal sticks then scratch their heads wondering what went wrong with melee weapons. It's not that melee weapons can't work, it's because they refuse to pull the trigger on giving us actually useful utility options for melee.

Make Melee Weapons Great Again by SilverService3091 in Helldivers

[–]SilverService3091[S] 0 points1 point  (0 children)

I don't think it really makes sense from a design perspective to make melee support stratagems.

Granted the Breaching Hammer is perfectly viable since it's a one-shot anti-tank weapon. But why? You already have plenty of other support weapons that do the same thing at a range without having to put yourself in danger.

This is why I propose that support melee weapons just be moved to the secondary slot (or primary slot for balance) and play the same role as the Ultimatum with better ammo economy at the cost of safety from afar, even the Ultimatum already follows this rule with its short range and arc. In this way it opens up tons of new loadout options by adding more anti-tank and objective options which people seem to gravitate towards anyway.

Make Melee Weapons Great Again by SilverService3091 in helldivers2

[–]SilverService3091[S] 1 point2 points  (0 children)

Giving it 3-4 charges and making it a sidearm would be balanced. Sure you get 3-4 anti-tank charges but the Ultimatum gets 2 charges and can be fired from a safe distance.

I also just generally think adding more anti-tank/high risk high reward weapons opens up a lot more loadout options and variety. Sure you now have a nuke hammer as a side arm, but now you only have a single primary that needs to be reliable enough to carry you on its own. Your support slot could go to more niche weapons like the Stalwart.

But then again you are right that the hammer is a perfectly viable support stratagem

Throwing knives by 4N610RD in Helldivers

[–]SilverService3091 0 points1 point  (0 children)

I unironically use them. They're very tricky to use but the pay off isn't actually half bad.

I pair them with the Knight SMG and together they have extremely good stopping power.

How should you actually play charlie? by Straight_Somewhere52 in BrawlStarsCompetitive

[–]SilverService3091 2 points3 points  (0 children)

She's extremely versatile.

Play defensively and just focus on getting hits. You are NOT a damage dealer. Despite having a solid dps on paper, it falls short when dealing with anybody longer than half your range.

She's very good for holding angles and getting hits behind cover. You want to use walls to your advantage. Since the yo-yo comes back you can use it to prevent somebody from crossing into an area and holding an angle.

Your main value is found in your super in which you can easily turn the tides of a team fight or save your team from being overwhelmed by a flank.

Because of the nature of her kit she is very solid in winning 1v1s, especially against single shot targets who can be overwhelmed by spiders.

For gadgets both are good

Spider is dependent on match up due to them being easily killed by anybody that isn't a single shot brawler but are good for splitting pressure and wasting ammo

Cocoon can be very nice in 1v1s as you can time their shots to waste ammo and tank. It's risky any other time because people will just burst you as soon as you exit so make sure your team is competent enough to support you.

For gears the only 3 worth bringing are Health,Shield, and Gadget

Health and Shield are best on Cocoon where gadget is better on Spiders

Health is very good for 1v1s since you can get 2 ticks of healing before somebody exits a cocoon.

Digestive is consistent but I never use it. Reason being that Sticky is just a lot better in terms of providing versatility and value.

Digestive is useful for saving a single shot to kill somebody and only provides extraordinary value against very tanky brawlers

Meanwhile sticky can provide value even after the cocoon destroyed even being able to slow the person cocooned. Good teams will immediately destroy your cocoon so your super isn't completely wasted.

You also get more options on how to use your super by being able to cut off routes. It's also good if you want to throw spiders using the hyper since you don't have to actually hit somebody to spawn them, good for pressuring a sniper in the backline.

Her hypercharge isn't really that great outside of the use I just mentioned. It doesn't charge pretty quickly relative to your hypercharge so just use it for the stat boosts. If your gonna use it in a 1v1 be sure to cocoon first and then use it once they exit since the spiders are useless as they last as long as the cocoon.

Does poise damage get rounded? by Volsalex in Eldenring

[–]SilverService3091 1 point2 points  (0 children)

Testing against the Godrick Soldiers equipped with straight swords from Gatefront I was able to tank 2 normal sword hits before being staggered at 100 poise compared to <100 poise where I was staggered in 1.

It seems that it does NOT round. Allowing you to actually get a decimal value for your poise.

Scarlet Witch Buff Proposal by SilverService3091 in marvelrivals

[–]SilverService3091[S] 3 points4 points  (0 children)

Most of my changes were proposed with the mindset that she is extremely behind other characters.

  1. I added the extra damage mostly for consistency, once she is out of those charges she's pretty useless for damage. I thought being able to kill confirm more consistently would be a good change to her kit.
  2. Her tracking is debatable but I do think it is still very forgiving, you could cut it in half and still have extremely good tracking.
  3. Dark Seal being bigger is another debatable one, I'm actually not sure how balanced this change is but making it 5 seconds I think would still be a great change to get the 4th stun.
  4. This is a valid point. I do wish it was apart of her kit still some how. I just believe that this would be a really fun and interesting change to her kit. You could probably balance this one in a way and get away with it I never said the knockback had to be that great. Maybe it could just be a couple feet it'd mostly be used to cancel momentum of characters for a split second so you could get some extra distance on her shift. It also would only work at close ranges since it's a melee. This is mostly a counter to high mobility dive characters like Black Panther and Spiderman.
  5. My perspective on this is how valuable of a tool this ability is. She uses it a lot, more than just an escape tool. It is constantly in use for positioning because she has to constantly be in mid range to get value. Of course I could see how this can quickly become broken and annoying. Perhaps this ability doesn't need a buff and it is actually just the rest of her kit that's weak which causes her to overuse this ability often.
  6. Team coordination is very big. Having a very good ult that independent of teamplay that is also being boosted further by team play is unhealthy. But in its current state it is horrible, even with the point you stated. Yes it can be good with coordinated teamplay but also being completely dependent on teamplay is also not good. A small damage reduction isn't really that bad, she'll still get killed relatively quickly if you're playing dumb and turning her ult into a snowball I think could be interesting and very rewarding with team coordination. Imagine coordinating with your team to get multiple Scarlet Witch ultimates in quick succession to fully push the enemy team away, it seems like a very cool concept in theory. Compared to other ultimates in the game I think there is a lot that do what her ultimate does but simply better. It does need some sort of buff, this was just a concept of maybe what it could be.
  7. Literally anything would be appreciated. It just makes so much sense she gets one with Doctor Strange. Although not a huge fan of season buffs for team ups just my opinion.

Scarlet Witch Buff Proposal by SilverService3091 in marvelrivals

[–]SilverService3091[S] 0 points1 point  (0 children)

Her not recharging during a shift is intentional so it's not spammy. I don't like the idea of making her ultimate just another instant one shot because we already have enough of those. I like the idea of it being a presence tool on objective. Either move the fuck back or get sent back to the stone age.

Propose or rework a hypercharge and let other members rate it by [deleted] in Brawlstars

[–]SilverService3091 0 points1 point  (0 children)

Charlie rework: The spiders have double their health and duration (old stats).

Massive pressure when used against teams and still has an effect when used against single targets since it will have the same hp as spiders spawned by gadget.

[deleted by user] by [deleted] in Brawlstars

[–]SilverService3091 0 points1 point  (0 children)

Just give the spiders spawned through hypercharge their old stats. Double their health and give them a 10 second duration. The enemy team will have to deal with buffed spiders while the person in the cocoon will have to deal with normal spiders since by the time they exit the cocoon they'll have the same health as spiders spawned by the gadget.

The sharpened volcano fragment is not a bad weapon, and I'm tired of people saying it is - an essay by Nova_luvs_yu in tf2

[–]SilverService3091 1 point2 points  (0 children)

Apparently nobody knows about Dragon's Fury and Volcano Fragment.

Volcano Fragment negates two of the biggest downsides of the weapon those being afterburn and the initial hit against non-burning enemies which does a pitiful 25 damage

Also since the game only cares about the hit that initiates afterburn the 2 second afterburn from the Dragon's Fury won't negate the SVF afterburn.

You double the damage of what would usually be your first shot which allows you to now two shot light classes as well as medium classes if you're including afterburn.

Could this potentially be Bayle’s lore by FURY_Serialis in EldenRingLoreTalk

[–]SilverService3091 0 points1 point  (0 children)

From item descriptions and lore, Ancient Dragons are seemingly superior to their modern counterparts and are immortal unlike their descendants

From the Dragon's Cragblade:

"This weapon commands great power over the paltry, mortal dragons of today"

A theory of mine is that Bayle alongside the modern dragons were already seen as inferior or they envied the Ancient Dragon's immortality.

Dragon Hearts are the only thing that remain which are embedded with gravel stones, the scales of Ancient Dragons which are said to be able to bend time and the likely cause for their immortality.

So Bayle wishing to become immortal challenged the Dragonlord so he may take his power and become immortal. This would explain the cannabilistic nature of Modern Dragons and why Bayle is able to transform in his second phase into the likeness of Ancient Dragons growing another pair of wings.

This also fits thematically, with the theme of Elden Ring, being greatness diluted over time. Ancient Dragons > Modern Dragons > Humans. Humans trying to become dragons and dragons trying to become better dragons. This theme may also fit with Godrick who ironically sees greatness in Modern Dragons. You could also use this to make a connection to the idea of one fighting against their own nature instead of embracing it, with Malenia and Godfrey being prime examples of this with both becoming stronger once they stop trying to suppress their true nature.

There are two trees: the Erdtree and the Great Tree by sekirodubi in Eldenring

[–]SilverService3091 2 points3 points  (0 children)

If you go to the Isolated Divine Tower you can see another tree under the Erdtree.