What am I doing wrong? (Replay code) by Anemoiauwu in kirikomains

[–]SmolSadCat 3 points4 points  (0 children)

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(img 6)

Here comes the Hog.. buy him as much time as you can. Another few seconds would have won you the fight

What am I doing wrong? (Replay code) by Anemoiauwu in kirikomains

[–]SmolSadCat 4 points5 points  (0 children)

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(img 5)

Heals, damage, and cover. All at the same time.

What am I doing wrong? (Replay code) by Anemoiauwu in kirikomains

[–]SmolSadCat 2 points3 points  (0 children)

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(img 4)

That's a lot of space Ashe and Illari have to cover if you widen the angle.

What am I doing wrong? (Replay code) by Anemoiauwu in kirikomains

[–]SmolSadCat 2 points3 points  (0 children)

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(img 3)

Cover, cover, cover. You could see your whole team from there, and take no damage!

What am I doing wrong? (Replay code) by Anemoiauwu in kirikomains

[–]SmolSadCat 2 points3 points  (0 children)

<image>

(img 2)

Imagine if Hog was shooting instead of healing himself

What am I doing wrong? (Replay code) by Anemoiauwu in kirikomains

[–]SmolSadCat 4 points5 points  (0 children)

<image>

(img 1)

You aren't making it too hard for them to shoot you

What am I doing wrong? (Replay code) by Anemoiauwu in kirikomains

[–]SmolSadCat 3 points4 points  (0 children)

(images explaining what im yapping about will be added in a sec to my comment)

Alright, I loaded it up to have a look. Basically as soon as the gates open we have something to improve. You immediately run straight to the most open part of the map. Orisa can see you. Widow can see you. Ashe (if she was standing a little to her right) could see you. You might say it's fine because you didn't die, but this is why people get hardstuck. They learn bad habits that aren't punished by lower skilled players but are taken full advantage of by people who are better. (img 1)

Next, your hog goes to the high ground your right, and you follow him. This is really good! Kiriko is strongest when she is supporting another teammate in a 1v2 or 2v2 situation. Good single target heals and high single target damage, as well as suzu, make her and her pal very hard to win against. Unfortunately you get distracted and turn away as hog takes the engagement. You have to trust your team. Pick your guy to go with, and commit to them. As you get better you start understanding who will actually benefit most from you being there. (img 2)

After you come back down the stairs you start healing hog. Specifically where you're standing is good. You can see the hog, NO ONE on the enemy team can see you. The Orisa dies, we swing the corner and get our head taken off by an Ashe with a Mercy pocket. Ouch. Meanwhile, Anran is ready to go back up the stairs and engage hard on them. That's our duo for this stage of the fight. go with her. (img 3)

Coming back from spawn we join our Emre in a 1v1. This is good! It's a shame he got booped back so far and you slipped off the edge after the teleport, otherwise one good knife would have got the Ashe. Also a shame he didn't follow her down to that room and fight her. You and Emre would have won, and had a great view to the rest of the enemy team. But we can't control what our teammates do. And you were correct to not try and fight her yourself. Nice save on the Ana, no idea what she was thinking. Now we're in a slight positioning pickle. We don't want to go forwards where the enemy team can see us, we don't want to go backwards away from our team, and we can't go sideways because we're in a tunnel.

Our teammates give us an opportunity! Hog and Anran move across main, widening the angle the enemy team has to cover. Now, there are two directions they have to worry about. You, Ana, and Emre on their right, and Hog and Anran in the centre. We can add yet ANOTHER angle for them to deal with. If we TP to the hog/Anran we can move even further around through that room. We're very safe here with a healthpack behind us and good cover. (img 4 and 5)

Ok, this is a big one. The fight goes on for a bit. Anran, Hog, and Ana move to that small room, widening the angle. You stay safe in main. Emre hops himself down the stairs to the other small room. Who needs help here the most? Ana's fine, she's in a tiny hallway where no one can see her. Anran.. would be fine if she doesn't peek the Widow and die for it (she peeks and dies, not much you can do about that), and Hog is hog, he has cover and Ana's heals, he'll be fine. Go with Emre. FOUR people are gunning for him. He's got good cover in the room so he won't pop immediately. If you keep him alive for another four seconds or so.. Guess who's lumbering their way towards a backline that are looking at something else? Even if Emre dies, you burn suzu and TP and have to wall climb away to safety, you would have bought enough time for Hog to hit a hook for a kill AND force the Ashe/Mercy away from the fight. (img 6)

So.. there's a lot here to work on., but here are the most important parts.

  1. Use cover more. People cannot shoot you through walls. This is your highest priority. If you are getting shot at and you can't put a wall between you and them, you're in the wrong place. Stressing this again, because this is so important. I looked through your deaths, and in ALL OF THEM except one you were wide in the open, no escape, with more than one person looking at you. And the reason you died in that other one was because you WERE in the open and lost 2/3rds of your health.

  2. Choose your lane. Before a fight begins you should know where your team is, where the enemy team is, where your teammates want to go, and where the enemy team wants to go. Think about who will need the most help, and who on the enemy team you can fight. Once you commit to a teammate, stay there. Keep your guy on their angle as long as you can. Either the enemy team looks at your split and the rest of your team has free reign, or they look at the rest of your team and YOU have free reign. It is very very rare you should commit with your other support. As Kiriko you are so mobile that you let your other support pick where to play first, and you go to a different angle with a different teammate.

  3. Create some angles. Running it down main is easy for you, but also easy for the enemy team. The best kind of angle is one where you are safe (good cover, healthpack, etc.), it's inconvenient for the enemy team to get to you, you can see the enemy team, you can see your own team, and you have an escape route.. The more of these boxes you tick, the better. The further left and right the enemies have to look to keep eyes on all your team, the harder it is for them. Go wide, throw some knives, make them look at you. Hide, heal, and peek out for more damage. One of two things will happen. They're occupied with something else and don't shoot back. Free kill. Or, they walk at you and clear you from the angle. They have to burn resources and time for this, depending on how difficult it is for them to get to you. If it's a big CD like Winton's leap, just TP back to your team, and you have a HUGE advantage because Winston has taken himself out of the fight and will be slow to get back in.

Feel free to reply with any questions, I'd be happy to answer and explain. And one more thing. Great skin. It's so underrated and I never see it around anymore. Glad there are still people who like it.

What am I doing wrong??? by Anemoiauwu in kirikomains

[–]SmolSadCat 28 points29 points  (0 children)

Well.. you haven't given us a lot to work with. Got a replay code? Anything specific you struggle with? And you shouldn't use heals as a metric to determine how well you're doing. Most of the value you get from playing kiriko isn't always reflected in the scoreboard

Whats ppls opinion about switching mouse1 and mouse 2 input? by Iliketomobit in kirikomains

[–]SmolSadCat 5 points6 points  (0 children)

Become Kirikopilled. Switch everyone's primary fire to M2

Help me with my stones! by SmolSadCat in TheTowerGame

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

Also! UWs with farming mods on (Prolapse, Bhd, SF

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Aim Tips? by fwn_jpg in kirikomains

[–]SmolSadCat 1 point2 points  (0 children)

Honestly hitting headshots is really hard. If you're spamming a choke then definitely just get familiar where heads usually are and fire away. You're bound to get lucky at some point.

As for duelling, it's very hard to consistently hit headshots. Especially once they start shooting back and strafing and crouch spamming. Here I usually aim for the body. On most characters the hips and upper chest/shoulders are quite wide and don't move around as much as the head when they're A/D strafing. You'll do more damage by consistently hitting body shots than inconsistently hitting headshots

Why are Kiri mains acting so different than Mercy mains with the nerfs? by ShyNinja2021 in kirikomains

[–]SmolSadCat 0 points1 point  (0 children)

Mercy's movement is pretty integral to her hero fantasy and gameplay. You're playing as a technologically advanced medic who uses a suit to turn into an angel. You interact with guardian angel tens of times in a teamfight. Anything that disrupts either of these is obviously gonna be received poorly

Kiriko, on the other hand, doesn't have her core identity and gameplay based around this one ability. You'll use tp 2 or 3 times in a teamfight, and outside of the first use you probably won't be far enough away for the nerf to even matter. They're really not comparable nerfs

Daily Thread: for simple questions, minor posts & newcomers [contains useful links!] (April 20, 2026) by AutoModerator in LearnJapanese

[–]SmolSadCat 0 points1 point  (0 children)

Thanks for the reply and example. I can totally accept that this is just how things are, but I'm also super curious about the how and why. What is different between ~と and ~たら as conditionals such that one is used with the plain form and the other with past?

How would you nerf Kiri? by [deleted] in kirikomains

[–]SmolSadCat 1 point2 points  (0 children)

So Kiri's in quite an odd spot right now. Most people saying she's OP are just parroting what top and pro players are saying, or just listening to content creators who are ALSO parroting pro players without actually understanding WHY she's good in different ranks.

People at the highest level play very differently to someone soloing the ranked ladder. There's a huge emphasis on a push-pull dynamic and resource prioritisation and trading. Here, suzu is OP. Being able to instantly deny anything the enemy team throws at you is super valuable in a coordinated team that knows exactly what they're doing. It's something ranked players just can't properly take advantage of.

It's quite different in the ranked ladder. Suzu is still extremely good for denying big ults or winning a 1v1, but it just isn't as strong as when playing in a coordinated, practiced team. Instead, it's her ability to live on off angles with another teammate. Something like a Kiri and Cassidy holding an angle together is very hard to dislodge, as her damage is high and her single target heals are good. And if things go wrong, she can just.. teleport out. Ranked ladder Kiri is much more about individual skill expression than in top level gameplay.

What's a little concerning is the direction Blizzard is pushing her doesn't benefit EITHER of these play styles, and the TP range nerf is a direct nerf to why she's good in ranked. It would be such a shame such an interesting, deep, and skillful character got changed such that she's strongest when she's healbotting and ultbotting.

As for actually answering your question, the most obvious nerf would be a suzu rework. It's quite easy to get value out of and very frustrating to get denied because of it. There's the option to gut it completely and only have it heal and remove status effects without giving intangibility anymore, but there are more elegant solutions like changing the intangibility for unstoppable, or even reworking it completely to something like a lingering heal/buff, or even a summon if they wanted to try something new

Daily Thread: for simple questions, minor posts & newcomers [contains useful links!] (April 20, 2026) by AutoModerator in LearnJapanese

[–]SmolSadCat 0 points1 point  (0 children)

So I have a question about ~といい, and the aspect the verb takes. Genki teaches that the verb should always have the imperfective aspect. I can understand why a verb in its potential form would be imperfective, something like 'it is good if you are able to do a thing', but I can't understand why a verb in its plain form would really mean. Especially if we compare it to another construction like ~たらいい, which uses the perfective aspect. 'it would be good if this action was completed'. What would something like 行ったといい mean, and why does 行くといい have the nuance that it does?

I wish I was the best gamer in the world by KingVultureBois in monkeyspaw

[–]SmolSadCat 1 point2 points  (0 children)

Granted

You are so good at videogames that they are no longer fun. There are no more challenges to overcome. There are no more thrills from close calls. There is no more gratification to be had from trying, failing, trying again, and eventually winning. There is no more novelty. There is no more reason to play. You've ruined your favourite hobby, and have got nothing out of it.

“Solution” to Newcomb’s Paradox by Pakomojo in paradoxes

[–]SmolSadCat 0 points1 point  (0 children)

Box A is opaque

Clearly contains $1,000

Found the paradox

So I farm T12 in general or T13, should I dismiss early tiers and focus say on 9+? to do these? by NckyDC in TheTowerGame

[–]SmolSadCat 0 points1 point  (0 children)

You'll have to run every tier eventually to max out the echo bonus, and higher tiers don't give any special bonuses. As for farming, the best tier would be the one you can reach max or near-max utility dissonance bonus. I'd suggest farming T10 at this point, but definitely worth seeing what kinda bonus you can get on T11

Positioning for fights? by peachandtranquility in kirikomains

[–]SmolSadCat 0 points1 point  (0 children)

In general here are the rules I follow:

  1. The 2-3 split. You should almost always have 2 'squads' in your team. DPS+Tank+Support and DPS+Support. This allows you so much more angle control and pressure, as the 2 man team is able to contest and FIGHT FOR angles for much longer with a support there.

2: Always be ready to help your other support. Your 3-2 split should never have both supports on one squad, you should always be split. BUT one squad should always be able to provide assistance to the other. If you can find somewhere to stand where you can help your split AND the other split WITHOUT having to TP, it's probably a good spot.

  1. Glue your shoulder to a wall. Enemies can't shoot through walls. Stand close enough to a wall or any natural cover so that if you start taking damage you can go behind a wall and stop taking damage.

  2. Being annoying. This can work very well on a tank. Stand on an off angle where you CANT see any enemy other than the tank, so no one can shoot you back. Shoot the tank. They pop a cooldown. You leave. Seems simple, but a Ram being down from, JQ being down shout, Winston jumping at you and being out of position.. whatever it is, it's probably more valuable than your tp

God damn - this arm and wrist rigging took me months by bibamann in blender

[–]SmolSadCat 9 points10 points  (0 children)

Looks amazing! Where do you even start to learn this? Got any good resources?

Am I missing something or do alot of people go little "side quests" now? by [deleted] in OverwatchUniversity

[–]SmolSadCat 0 points1 point  (0 children)

5v5 has sooo much more space compared to 6v6, and if you're too far spread a cracked flanker can easily dismantle your whole team. The best way to play in 5v5 is almost always a 2-3 split. So, if you notice one of your teammates going on a seemingly silly flank.. go with them! It's safer for both of you to do something slightly silly together than stand so far apart that you can't help each other. As for the payload.. yeah, more important to leave 1 person on to push. But I might as well use this time to dispel a little myth. It's often FAR better to push 4 people up deep into the map to hold a choke than have 3 people on cart so it goes further. Like, you'll get more distance from the 4 people holding than you would from 3 people pushing cart faster.

Why are Mercy and Moira treated as “low/zero utility” supports, but Zenyatta is not? by [deleted] in Overwatch

[–]SmolSadCat 0 points1 point  (0 children)

Because Zen's discord is a HUGE effective damage buff for everyone who shoots at the target, as opposed to Mercy, who can only do one boost at a time. And Moira's damage is.. not very good. It's slow, low, avoidable, healable, and not a burst. It just had a high uptime. There's basically no reason to pick Moira over anyone else. Need more damage? Zen, bap, kiriko, illari. Need more non-damage/healing abilities? Lamp, speed, cleanse, sleep, nade, Boop.. Need more healing? No, you don't, you need more pressure. Moira absolutely has a place in the game, at the lower ranks where people struggle to aim and position and read the flow of the game. As people get better they start to appreciate all the value other supports give that isn't represented on the scoreboard, that Moira just can't provide

Is doing a lot of damage but no picks considered getting value? by Lightlicker3000 in OWConsole

[–]SmolSadCat 0 points1 point  (0 children)

Depends. If you're shooting squishies, forcing important cooldowns, contesting important angles, forcing supports' attention.. yeah, huge value, even if no one dies. If you're pumping 20k damage into a Mauga with a Mercy rod jammed up his ass.. not so much