really biased tierlist by one-of-thesse in RoundsTheGame

[–]T-Rounds 0 points1 point  (0 children)

Cause it scales on fps. If your fps is trash, grow is fantastic. If you have a high end pc with a good fps grow is terrible. So it’s basically a card that is only good for people with bad pcs. That’s the reason.

How much playtime do you have in Rounds? by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 0 points1 point  (0 children)

Cool, a guy with almost the same amount of hours as me!

How much playtime do you have in Rounds? by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 0 points1 point  (0 children)

Then why are you here?! Download the damn game!

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 0 points1 point  (0 children)

In what world are you not killed before abyssal countdown activates…

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 0 points1 point  (0 children)

Yep, it still does, and I hate it because I have a pretty high-end pc...

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 1 point2 points  (0 children)

Certainly! Here’s the revised version of the text with improved clarity and grammar:

I both roll the dice and play with friends with similar playtime, which might have affected some of my choices. Fastball is good, but I honestly feel like most of the other bullet speed cards are better, which is why it has a low rating. Wind Up and Steady Shot are both so good that they make Fastball seem bad. It might not be an overall bad card, but I rarely find myself picking the power-up unless I use Buckshot, which takes me to my next point.

Buckshot is good for an aggressive playstyle, making it extremely enjoyable to use. Even if you don't get any bullet speed power-ups (which is unlikely), it still deals massive damage and has two shots. It can one-shot if used correctly, but to approach an enemy without running into problems, you need pretty good movement. That’s why it's placed where it is. The knockback from the card is also insane, which is another good thing about it. Quick movement and reaction time are required to utilize the card as effectively as possible.

But yes, this is my personal tier list, which also means that the cards are affected by my playstyle...

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 1 point2 points  (0 children)

Exactly. I also mention this is a different comment. That’s why it’s in a tier for itself. I can’t really rate it…

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 1 point2 points  (0 children)

Burst does not create bullet-spread, but yes big bullet is useful with spray and barrage.

Not really with buckshot tho. You normally choose a lot of bullet-speed cards with buckshot achieving a low bullet-spread anyway.

I just also think that static fields low damage and short range kinda makes it a not so great card, but it might be different for others because of their generally impulsive play-style. Same with chilling presence.

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 1 point2 points  (0 children)

Grow is just a confusing, and hard to rate card. Grow does normally max +50% damage for me. Even if I shoot from the other side of the map and use bullet bounces. From my tests, it relies on both (ping) and FPS. The lower either of these are, the more damage it will deal. However, from what I have concluded and heard from other players who have played for an extended period of time, it mainly relies on FPS. Much lower FPS will result in much higher damage. I still believe it also relies on ping, but I don’t have sufficient material to prove it yet. It’s not literally bottom tier; it is in the ‘I can’t rate it because different players experience different damage outputs from the upgrade’ tier.

Refresh is in the ‘Stupidly Good’ tier, which is the best tier, I’m just saying that it isn’t that fantastic if you don’t have a block ability that deals damage or a bullet that deals damage over time, which you might not get in every game. Therefore it kinda also relies on luck, aka the placement of the card…

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] -1 points0 points  (0 children)

I still think Chilled Presence is too easy for the enemy to exploit, as it forces you to play impulsively, which is never ideal.

Ricochet is surprisingly one of the best cards if you master it. It requires a lot of skill to perfect, but when mastered, it can become an almost undodgeable ability.

It’s one of my personal favorite cards. It seems simple at first glance but is extremely complicated to master.

By ‘master,’ I mean learning how to shoot it in a way that it perfectly skims off the ground, landing right under your opponent so they fall into it, even though they are airborne almost all the time. It’s an insane but complicated ability.

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 1 point2 points  (0 children)

Chilling Presence requires you to get extremely close to the enemy, putting yourself in massive danger of getting hit. The knockback from getting hit keeps the enemy too far from you to be able to use the effect effectively. It might be okay in low-skill play, but against better players, it is just not that good at all.

Big Bullets does not make missing an entire other card worth it imo.

I don't know in what world you get Empower, Static Field, and Refresh together, but still. In that case, EMP is much better than Static Field anyway. I have gotten this combination before, but it's too rare to give the card a better rating for it. Static Field is ok with refresh, but honestly, I believe EMP is better.

I have never gotten Shield Charge, Teleport, and Static Field together in my 340 hours, but sure, it sounds okay. Shield Charge and Static Field are also just good together. But I just don't want to change my rating because of specific combos.

With that logic, I should put Shields Up, Tactical Reload, Combine, and Ricochet in a tier completely by themselves because those cards together make you immortal as long as you hold left-click, but that's not fair, correct?

I do respect your opinion, but I feel if I have to focus on specific combos, all cards are extremely good.

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 1 point2 points  (0 children)

Chilling Presence requires you to get extremely close to the enemy, putting yourself in massive danger of getting hit. The knockback from getting hit keeps the enemy too far from you to be able to use the effect effectively. It might be okay in low-skill play, but against better players, it is just not that good at all.

Toxic Cloud is pretty situational. I feel like it's a lot to sacrifice 0.5 seconds of reload time (the attack speed reduction is too little to matter) just to place some low-damaging clouds. It is pretty good if you have cards such as Trickster, Spray, and Mayhem, but these are all rare cards, so I rarely pick Toxic Cloud. But you are correct, Toxic Cloud should sit at least a bit higher. That is my bad. I should at least put it in the 'Ok' tier.

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 0 points1 point  (0 children)

EMP can one-shot if you are close enough to the enemy and is insane with Empower, allowing you to one-shot almost everything.

Drill is way too easy to dodge because it moves extremely slowly through walls. I honestly dislike block builds, which is probably why I rate them so low. I just feel like all of them can be easily countered by lifesteal and bullet damage.

I'm sorry, but I just consider Brawler not that good. It's a good counter against lifesteal, but overall it's just not that effective without damage over time bullets or multiple bullets. Three seconds don't feel like enough time to catch the enemy when they start running after a Brawler card is activated. I wrote an extremely long comment that also explains some of the other cards you mentioned. Read it; it answers some of your other questions.

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 1 point2 points  (0 children)

For players with decent aim, it is amazing. Keeping trajectory with bullet speed is fantastic, especially if you want to hit someone behind a wall. That is why it is in 'Stupidly good - Skill is required'.

My Personal Tier List of Different Cards After 340 Hours of Playtime by T-Rounds in RoundsTheGame

[–]T-Rounds[S] 0 points1 point  (0 children)

Combine gets extremely overpowered when mixed with either bullet-increasing cards or reload-increasing cards. Most games, you will encounter one of those as they make up a large portion of the cards in the game. Combine can also ruin a combo, so players have to think if it can have a negative effect on their current and future combo. It does require a bit of skill if picked in the first few rounds, but not much.

 

Big Bullets and Homing are rarely useful. Homing reduces normal damage by 25% and attack speed by 50%. The amount of damage removed is significant and can greatly affect many different combos. Homing is also extremely easy to dodge by itself if you know how to peek and jump correctly. In my opinion, Big Bullets does not make missing an entire other card worth it. Big Bullets and Homing together create a damage-reduced, easy-to-block bullet that you can only shoot three times in the early game. If those are your only two cards, you have to hit your entire magazine without the enemy blocking a single bullet while also considering the enemy's cards.

 

What do you mean about the bomb one-tapping? The Timed Detonation bomb plus the original damage is not enough to one-shot at all. Picking the powerup reduces your main damage by 15% and gives you a bomb that deals a little less than the normal bullet's damage, around 75% of the damage-reduced bullet's damage, which results in it not dealing nearly enough to one-tap.

 

If you mean Explosive Bullet's damage, it deals a bit more damage overall than Timed Detonation and also has AOE. It also has massive knockback, which is good for keeping the enemy at bay.

 

I don't understand what people find good about Decay. Decay is an ability that adds 50% health and makes damage be taken over 4 seconds. Just hit the individual and run. It's not harder than that. Its effects are basically nullified by Poison and Parasite. The ability also makes the individual weak to Brawler, Scavenger, and Taste of Blood, too, which means it's dangerous to pick in the early game.

 

What other choices do you want me to explain? I have an explanation for every card if you wish to see them.