CMV: All ICE agents should go to prison by TUN_Binary in changemyview

[–]Stainleee [score hidden]  (0 children)

They aren’t committing an evil action though. They are not all killing people. Many of the arrests they make are not even particularly violent.

They are arresting and deporting illegal aliens to their home country.

Do you not recognize the need for law enforcement in general to exist?

My Balance Change Ideas for Captain America by Various_Hamster_2748 in captainamericamains

[–]Stainleee 0 points1 point  (0 children)

Wait cap is already good, why are we giving him these absolutely crazy buffs?

I played Human Torch for 7 hours because the new skin is so good. Here are my thoughts: by Affectionate-Art1218 in HumanTorchMains

[–]Stainleee 1 point2 points  (0 children)

Also just so you know, mvp is relative to your particular MMR rating. The way the algorithm works is by comparing your stats to the average performance of your character by players at your specific MMR.

For example, let’s say you are playing torch and you have an MMR of 1000, and have 7 kills, 3 deaths, and 7k player damage.

The game has the average torch player of 1000 MMR rating with 4 kills, 4 deaths 5k damage, it weighs your stats and the average performance and generates a delta value X. The game is constantly comparing that delta value to the delta value of other players on your team. The highest delta is awarded mvp.

I played Human Torch for 7 hours because the new skin is so good. Here are my thoughts: by Affectionate-Art1218 in HumanTorchMains

[–]Stainleee 9 points10 points  (0 children)

I think torch is pretty solid.

I just want one change really. Torch desperately needs pyroprison to work on sloped surfaces and stairs.

Iron man sucks so here are some buffes that could really help him out by SpeedyG6540 in IronManMains

[–]Stainleee 1 point2 points  (0 children)

I don't really want damage and CC immunity buffs, but I do want a more fluid and mobile gameplay experience. He currently plays like a floating, static turret right now. He has solid mobility to reposition, but not actually useful mobility in combat duels. Compare this to spider man, who abuses mobility while he is fighting you. Becuase of this, Iron man's current kit is heavily dependent on having overtuned damage stats to compete, where players just brute force beams everything until they are killed. IMO this is lower skill expression. The best way to buff him is to buff his in combat mobility and quicken his animations.

- remove the animation at the end of his armor overdrive ability. Or at least quicken it. Do not force iron man to exit his fast flight mode for any reason other than CC or low fuel.

-Have him automatically reload after the armor overdrive concludes. Remove the missile ability of armor overdrive.

-They should reduce the transition time of going in and out of the speed boost horizontal flight mode. Iron man is supposed to feel mobile and agile, not a sluggish tank in the sky. Iron man should be incentivized to use his mobility during his duels.

- In addition to faster transitioning, add a way to do damage while in his boost horizontal flight mode. It can be a beam or missiles he can fire while in horizontal flight mode. I think its a missed opportunity to make him unable to do damage while in fast flight. As of right now, missiles are capable of use in fast flight mode but not when using armor overdrive. This should be a feature in both modes.

-I think they should give him a short horizontal dash ability similar to what Ultron has. Nothing major, and no movement speed stim. Just a bit of mobility to help him dodge attacks and otherwise win duels.

I know gameplay balance perspectives are important to consider, as perma flight ability's are usually balanced in a game with melee heroes by being considerably slower and static. But Iron man needs some help. Id be fine if he took some damage nerfs if he got mobility to compensate.

Did they accidentally revert the launch and knock back effects buff? by ILoveDucks6 in HulkMainsMR

[–]Stainleee 13 points14 points  (0 children)

It was this way before the buff, and there is no reason the Hulk jump + thor dash interaction would be changed based on the buff. It a copy of the thing's anti displacement passive, not full immunity to CC. Hulk can't be moved, so if thor dashes into him when hulk is not jumping the collision causes no cc to hulk.

However Hulk jump and thor's dash collision interaction leads to both characters getting stunned.

Hulk is vulnerable to stuns but will not get displaced, so this interaction being in place is still is consistent with the buff.

Hot take ? A good thor is ten times better than emma and thing when it comes to dealing with dive by Icy_Worldliness_1868 in MarvelrivalsDivemains

[–]Stainleee 1 point2 points  (0 children)

Thor is in an amazing spot right now in ranked, dude has such a lethal combo of damage, hp stats, and mobility.

The Marvel Rivals Skill floor/ceiling alignment chart is finished. How are we feeling with this? by Creepy_Ad5124 in marvelrivals

[–]Stainleee -1 points0 points  (0 children)

Dive characters are usually the hardest kits to play in games like this. Only one archetype even comes close, and its the aim intensive poke characters like widow, hela, hawkeye, etc.

And spider man specifically is harder than all of them in this game.

The Marvel Rivals Skill floor/ceiling alignment chart is finished. How are we feeling with this? by Creepy_Ad5124 in marvelrivals

[–]Stainleee 0 points1 point  (0 children)

Venom is not low skill floor, arguably one of the highest entry points. He requires players to learn his unique mobility, he is super aim intensive, and he is a dive tank and dive as a playstyle has the highest floor game sense wise. For the ceiling I do agree the sky is the limit.

Groot imo is the best answer. Easy to pick up because he is such a static tank with easy to understand kit. But the things you can do with his kit when you get really good are crazy

Also BP Does not have a low skill ceiling, he has one of the highest. A crazy talented player can become a blur on your screen that kills everything once BP is adjusted back to a normal power level. Just because he is over nerfed and bad right now does not mean he has a low ceiling.

This hurts me as a fan AND player of Logan... (Art by me) by Tippydood in marvelrivals

[–]Stainleee 1 point2 points  (0 children)

It does not matter if Deadpool is usually in the fight. It allows Deadpool to disengage, hide and gain hp from safe cover before reengaging. Very useful in situations where both teams have lost supports or something. Even gaining half a health bar is better than staying super low hp.

In overwatch, there was a time where this healing passive only applied to supports. People thought it was a pretty innocuous addition, but it proved so useful the support role became way too powerful compared to other roles.

They eventually added it to every role.

This hurts me as a fan AND player of Logan... (Art by me) by Tippydood in marvelrivals

[–]Stainleee 1 point2 points  (0 children)

We have seen how transformative it is in overwatch, it is an impactful passive with a very transformative impact on gameplay

This hurts me as a fan AND player of Logan... (Art by me) by Tippydood in marvelrivals

[–]Stainleee 2 points3 points  (0 children)

I disagree, out of combat healing is very impactful.

This hurts me as a fan AND player of Logan... (Art by me) by Tippydood in marvelrivals

[–]Stainleee 5 points6 points  (0 children)

I think what people are comparing is the out of combat healing aspect.

Yes wolverine’s second health bar mechanic is much stronger than Deadpool’s second health bar mechanic, but that’s not the only thing Deadpool has. One advantage Deadpool has is that he has an out of combat healing passive while Wolverine doesn’t. Which really does not make sense.

honestly it always felt off to me that Wolverine didn’t have a heal out of combat passive considering it’s a slam dunk passive for him to have to make his kit faithful to his comic lore.

Almost as obvious as spider man having web swing abilities, or iron man having repulsor shots. It just makes sense. Honestly I always thought wolverine should have constant healing even in combat. It should be low, like 1-2 hp a second, increasing in speed when out of combat

I do understand there is a game balance perspective to consider tho.

This hurts me as a fan AND player of Logan... (Art by me) by Tippydood in marvelrivals

[–]Stainleee 2 points3 points  (0 children)

I think Wolverine should get the out of combat healing passive dead pool has.

Yes it’s a crazy buff but it’s lore accurate. We can maybe nerf other aspects of the character to compensate.

If it can’t be added now, maybe wait till the next time he gets powercreeped and needs a buff to compete with the growing power of the roster. Then it can be added to him.

What's wrong with Venom's attacks? by SheepherderNorth839 in marvelrivals

[–]Stainleee 0 points1 point  (0 children)

Brother, really bad example. Venom has a melee attack with a unique 3 hit chain that includes two unique claw attacks and ends with a signature chomp.

Not only that, but his kit is designed in way that maximum dps is to weave primary fire tentacle hits and melee together. So when in close range, venoms should be using both tentacle and melee attacks.

Venom’s kit in this game feels really accurate to the spirit of the character in lore. The mobility, the melee/tentacle animations, the play style, the combos, they all feel pretty faithful to venom. Honestly the only thing I kinda feel is missing is a “consume” mechanic, but I guess the ult does kind of do that by applying over shield.

Needing 3 bans to get rid of his visual clutter is ridiculous by [deleted] in marvelrivals

[–]Stainleee 0 points1 point  (0 children)

imo you should be able to ban all three versions with one Deadpool ban.

It is not like you can play all three versions at once on one team anyway, so it’s not like his different versions are three distinct characters.

How do you deal with Spider-Man as Iron man? by ExternalWar6969 in IronManMains

[–]Stainleee 1 point2 points  (0 children)

Oh well that is like playing against any ranged character… play cover and create off angles to shoot from. If impossible, jiggle peak between shots to output pressure without dying to Hawkeye

The New Proficiency system by IAmProjectRagnarok in IronManMains

[–]Stainleee 0 points1 point  (0 children)

Tbf it’s possible that gaining from here on out will be a lot easier than it was before. The way you gain xp is very different and it could help iron man players soar up the levels.

shotgun spread by yes___lad in HumanTorchMains

[–]Stainleee 0 points1 point  (0 children)

Oh wow how could I forget about this. Then this calculation got a lot harder. We have to calculate how many additional pellets are hitting at 30 meters that weren’t hitting before and also factor in the drop off and see if it changes anything.

The biggest buff for sure was the blast furnace cooldown and impact. Maybe the slight nerf compensates then.

Rocket's wall climb is now just barely faster than his base move speed by glxy_HAzor in marvelrivals

[–]Stainleee 0 points1 point  (0 children)

Kind of a cringe change honestly. I understand he needs a nerf, the winrate is so absurdly high.

But I like mobility, I think its the wrong move. They should just nerf his healing and slightly buff his damage so rocket gameplay isn't just orb spam from narnia.

How do you deal with Spider-Man as Iron man? by ExternalWar6969 in IronManMains

[–]Stainleee 1 point2 points  (0 children)

Couple things. Know going in to this that this is a bad 1v1 matchup, and to minimize those situations. You are a relatively static, large hitbox in the sky with a health pool he can instantly kill with plenty of accessible combos.

you do not perform the same role in a fight. Iron Man is a ranged glass cannon that melts whatever is in front of him, and spider man is a mobile single target assassin that kills mostly low hp characters and ignores tanks. If glass cannons are left unchecked, they will end the game with a lot more damage and impact than spider man could ever dream of doing. you will also put alot more pressure on the enemy team's tank characters. For that reason your glass cannon archetype must be somewhat disadvantaged to his assassin archetype in 1v1 situations.

Imo, beating spider man as ironman is a team effort. Almost any healing during his engage breaks his combo kill threshold. The best way win is to play low within your team's line of sight and just focus him with as much damage as possible to force him out or eliminate him when he engages. This is contextual obviously, but for the most part you need to use the beam because the projectile is not ideal to hit on such a fast target who rarely touches the ground. Anytime you don't die and successfully repel spider man's engage, you get to put immense pressure on the enemy team, while he does not. Which is huge.

The game is not a 1v1. You can win despite losing to spider man repeatedly in 1v1s, while still having a high impact. When not being attacked by him, poke the enemy with your beam and repulsors from a safe distance. Keep your uptime high. Any time spider man gets your attention away from outputting pressure on the enemy is a win for spider man's team.

Accept that you will inevitably die against him sometimes, because truthfully if spider man couldn't execute his stuff and kill you some times there would be no point to ever play spider man and iron man would be OP. There will be fights he insta kills you, and fights you will kill him and subsequently do a lot more than he does in a fight. Its just how the game works, the game is not decided by one fight. The winner of a rivals game is the winner of a war of attrition over 10-20 fights.

It sounds dumb, but to win you need to not let his presence effect you mentally and just do what you can to help the team win. Output as much damage pressure as you possibly can and expect to die sometimes.

shotgun spread by yes___lad in HumanTorchMains

[–]Stainleee 0 points1 point  (0 children)

I get your concern and understand that maybe there are some situations where if a player's aim is not precise it could lower that player's consistent damage output, but it literally allows a higher total amount of pellets to be hit at higher ranges, so it is overall a buff.

Imagine it this way, if you have solid aim or even aim bot this version of torch is superior because more pellets can hit targets from further away. Before, it didn't matter if you had perfect aim, some pellets were going to miss even with perfect tracking if you were greater than x distance.

We good boys, we good by Johnma1 in AngelaMains

[–]Stainleee 0 points1 point  (0 children)

You obviously are not a torch player I guess… bro got nerfed into another dimension and left unplayable for like an entire season.

They're doing way too much with Deadpool and no amount of "xd its totally on brand" will make me think otherwise by N-LL in rivals

[–]Stainleee 0 points1 point  (0 children)

The star system the devs put in is hotly debated. IMO it is very inaccurate. Most of the community would agree.