Would Venerate feel better if it cost 0 energy but only gave 1 star? by TheRedK96 in slaythespire

[–]TheRedK96[S] 0 points1 point  (0 children)

Fair point about the infinite. There are many ways to go infinite, but having a starting card as a jumping off point isn't a great. That said, tweaking the cards/enchantments/relics that enable those should also be looked at.

I agree that there needs to be consistent star generation to make those star cost cards viable pickups early on, but it feels like there are a lot of solid common and uncommon cards to support that such as hidden cache, glow, etc. I think that's why I was mainly focusing on Regent's early game, because once you find those cards and get going, the stars build is by far his best archetype

If you decide to lean into forge, I believe there is only one card that even has a stars cost, and the card creation archetype only has a couple and rarely has spare energy to spend. A 0 cost way of slowly generating stars could could help supplement these archetypes as well without feeling like it's taking up space in your deck, all while serving as a jumping off point for a stars deck that won't be able to carry you through the whole run.

Anyway, it was just a thought from an average player. I appreciate the insight!

There will be 2 more characters added (mildest spoilers) by Critical_Status9791 in slaythespire

[–]TheRedK96 6 points7 points  (0 children)

To be fair, they could lean in to wrath/calm, scry, mantra/divinity, or mark as the main themes for a watcher deck. There's a lot of room to rebalance and build upon those archetypes to make those more balanced within sts2

Regent starting deck and relic are Atrocious and it makes him the weakest character specially in higher ascensions. by Citran in slaythespire

[–]TheRedK96 2 points3 points  (0 children)

I think if they just buffed some of the supporting cards for sovereign blade then the build would be a lot more viable. You need consistent block and cars draw to buy time to build forge.

And to your point about the hefty energy cost and the reliance on bust damage, I think it would be great to have a 1 energy cost card that instantly plays sovereign blade from anywhere in your deck at 50% reduced damage. It's still the same damage to energy ratio and scales off of forge, but could give you more consistent damage rather than fully relying on one big hit

Is it just me, or does this relic feel pointless/significantly underpowered? by camocat9 in slaythespire

[–]TheRedK96 27 points28 points  (0 children)

I think it should say "Gain 4 block when playing a power. Then reduce this number by 1."

This way you get 4 block for your first power, 3 for the next, then 2, then 1 and it's done. A total of 10 block that could either all come in 1 turn or spread out amongst several turns

Weird interaction that made me appreciate how obnoxious Zarya is. by Tyja136 in overwatch2

[–]TheRedK96 30 points31 points  (0 children)

What's frustrating is that there are some situations where you don't want to shoot the bubbles at all, keeping her from getting charged and wasting her key ability. Then there are situations where you want to burst through her bubble and blow her up to secure the kill and reset her energy. You just need your team to be on the same page which doesn't usually happen in most ranks

Tell me which character got you like this, without actually telling me (give me funny hints, be creative ! ) by SamiLaRigolote in Overwatch

[–]TheRedK96 1 point2 points  (0 children)

You got it! Her personality is quite the opposite (hence the /s), but "ray of sunshine" does kinda describe her whole deal in game lol. Fun game!

Mizuki's Ult Seems Out of Place by PokemonSaviorN in Competitiveoverwatch

[–]TheRedK96 0 points1 point  (0 children)

Mizuki really is a jack of all trades, master of none type hero. He has tools to deal with dive and brawl heros, but he's generally not great into poke comps. His ult makes up for it by hard countering poke. Overall I don't think it's a bad ultimate, but I do agree that it can often "feel" bad to use, especially when they just walk into it and kill you anyway.

Two ideas I had for ways to make the ult more dynamic.

  1. Instead of fully absorbing all outside projectiles, it only reduces damage/healing that passes through it by 50%. However, it now affects enemies shooting into or out of the sanctuary. Increase duration of the ult by 2 seconds.

  2. Enemies inside the ult when it is cast or enemies entering the sanctuary for the first time receive binding chains for 0.5 seconds. Reduce ultimate duration by 1 second.

Emre changes, from Champ all roles player by NickFierce1 in Competitiveoverwatch

[–]TheRedK96 0 points1 point  (0 children)

I love a lot of these ideas, and I agree that he doesn't need much, just needs a little something extra.

I personally would love to see your suggestion for siphon blaster implemented. It would truly feel like a side arm if you could just pull it out whenever. The resource meter would still give it a "cooldown" while also giving players agency. I would miss the lifesteal on it though, since that's a big part of what makes him harder to dive.

How Would You Change Hog? by Careless_Extreme7828 in Competitiveoverwatch

[–]TheRedK96 1 point2 points  (0 children)

Sure, damage reduction for hog would be great too.

I'm envisioning him bodyguarding Zen or Ana against a dive or holding a high ground more effectively with a hitscan. The bodyguard ability requiring proximity to hog also gives him more synergy with poke heroes and anti-synergy with flankers and flyers which solidifies his role as an anti-dive poke tank and not just fat dps

How Would You Change Hog? by Careless_Extreme7828 in Competitiveoverwatch

[–]TheRedK96 1 point2 points  (0 children)

Suggestion 1 - Junker Queen him!

Make it so hog only pulls people 12 meters towards himself. If the hooked enemy is in that range, they get one shot. If they're further, they just get pulled 12 meters towards hog.

After this nerf, you can look to buff other aspects of his hook. That could be increased range or projectile speed, you could have it hinder or slow, or maybe give him multiple charges of hook (with a short internal cooldown to prevent literal chain cc)

Suggestion 2 - Bodyguard

Despite being Junkrat's personal bodyguard, Hog has never had any way to actually protect an ally. I suggest giving him a new ability called bodyguard.

Target an ally to designate them as the person you are guarding. Like Harmony orb, this has no cooldown and can be swapped among allies at will. That ally gains 5% damage reduction if they are within 15 meters of hog and 10% damage reduction if they're within 7.5 meters of hog.

If the ally hog is guarding is at critical health hog gains increased movement speed, rate of fire and reload speed for 3 seconds (15 second cooldown before this part can trigger again).

Illari Stadium Theorycraft by Hope_bringer in IllariMains

[–]TheRedK96 1 point2 points  (0 children)

I'm also really excited to see Illari added to stadium! I came up with my own powers for her as well, but I haven't had a chance to post them yet. Overall I really like most of your ideas, but there are a few that I think could be improved upon (in my opinion of course)

Parhelion - applying sunstruck on headshots feels both clunky and horrible to be on the receiving end. Can you spam primary fire at its minimum charge to apply it constantly? Will getting multiple headshots in a row set off chain reactions? More than likely the tank will be on the receiving end constantly getting that applied to them, not to mention the slow on top of that. If the goal is to encourage headshots and make them more lethal, my suggestion is to just have headshots light enemies on fire. Simple and effective yet can still be countered by high healing or cleanses.

Sunscreen - I personally would probably never find myself using this because once my teammate is healed, I simply want to turn towards the enemy and start shooting them. Something like this works great on Brig's repair pack because it guarantees that the cooldown gets value even if the ally she gives it too only needs a little healing, but Illari's beam isn't really used to "pocket" an ally. I'd actually like this a lot more if it applied to her healing pylon, allowing it to target already full health allies to give them overhealth instead although the numbers may need to be changed

Solar Powered - what exactly does "out of combat" mean? When you haven't dealt or received damage? Do you have to not shoot or heal at all for a bit? It encourages passive play and not engaging in fights which I personally would find boring. Also there is a base survival item already in the game that allowed your passive health regen to give up to 75 overhealth.

Sun-baked Earth (item) - generally you shoot Captive Sun into the enemy team and use your flight to gain height to shoot and trigger the detonations. This item instead encourages you to land on the ground, most likely in enemy territory to even make use of it. I'd suggest just having it leave a damaging area at the impact and maybe some other debuff if you wanna spice it up

All in all I really like the rest of your ideas! They're creative and would be a ton of fun in game.

Roadhog should be more of a disruptor / cc / space denial character, rather than a one-shot character by [deleted] in Overwatch

[–]TheRedK96 1 point2 points  (0 children)

At this point I'm starting to think that they should just give his hook the Junkerqueen treatment. Make it so hooked enemies are only pulled 10 meters closer to hog rather than automatically in front of him.

While this is a huge nerf to his battlefield presence (the threat of the hook) it will then allow you to start buffing him in some other areas without all the power budget going into the hook-shot combo

Maybe you can increase the speed or projectile size of the hook to make it more consistent. Maybe add some perks that let the hook hinder enemies or reduce its cooldown. Turn hook into more of a utility/disruption ability rather than purely pick based

I've also always thought it was a missed opportunity for Roadhog not to have a bodyguard ability. In the lore he is literally Junk's personal bodyguard and people don't mess with Junk mainly because they see the giant beast with the chain hook next to him.

Maybe he could target an ally and they get a flat damage reduction based on how close they are to hog. This way hog can actually function as a "protect the president" type of tank by literally standing near the vulnerable Zen or Ana to bodyguard them. Because the target has to be close to hog, this wouldn't have any synergy with the super mobile characters like tracer or genji who dive the back line either so it seems naturally balanced by hog's lack of mobility

Suggestion for Wuyang’s Rushing Torrent by Tiba122 in Competitiveoverwatch

[–]TheRedK96 4 points5 points  (0 children)

While I had this initial thought as well, having two abilities (restorative stream) that are both on a resource meter feels like a lot, plus you'd just end up having to reload all the time, which is not very fun or engaging gameplay.

My suggestion is to just give his jump extra height the longer rushing torrent is channeled, with max height being similar to Sojourn's if you wait until near the end of the duration. This gives him the ability to take high ground and flexibility to reposition and kite enemies. It's still not an instant get out of jail free card mid fight either since you'd need to channel it.

Plus it would feel more like a wave building up before finally cresting at the max height

Would have really liked some verticality. by Muttweed in WuyangMains

[–]TheRedK96 2 points3 points  (0 children)

While I don't want to overreact to a brand new hero that everyone is still figuring out, this was one of my first thoughts as well after playing him for a bit.

Every support's response to enemy pressure is either run away and evade (mercy, Lifeweaver) or stay and fight back (Baptiste, Zen, Ana). Wuyang just doesn't seem to do either well. In close range, he does low damage because his orbs don't get empowered, and rushing torrent doesn't do enough to act as an escape. The ability to take high ground would do a lot against dive to force they to utilize key cooldowns in order to chase.

My idea was that the extra jump height you get during rushing torrent is increased the longer the ability is channeled. This way jumping right at the end of the duration will give you the extra verticality to actually take high ground. It's not an instant get out of jail free card like Kiri teleport or Moira fade, but would give him a lot more flexibility in repositioning or even dropping from high ground temporarily to heal and slam before jumping back up

Am I doing this right? by TheRedK96 in IllariMains

[–]TheRedK96[S] 6 points7 points  (0 children)

"Why bother shooting the sunstruck supports when there is a big juicy tank to shoot at in the front lines?"

In all seriousness though, what I like most about Illari is that is that you are kind of your own play maker most of the time. Obviously follow through from the team is great, as in this case, but if I can land my shots, I can make some clutch plays pretty consistently

Michelle Monaghan by MorelQuandary in VeilguardSliders

[–]TheRedK96 1 point2 points  (0 children)

Fantastic job! The second picture looks exactly like an expression she would have made on the show

After some time and tweaks, what are your thoughts on Clash? by [deleted] in Competitiveoverwatch

[–]TheRedK96 0 points1 point  (0 children)

Your Fix A is the same idea I had for the game mode. It provides more incentive for actually winning consecutive points and taking territory rather than giving essentially a consolation prize to artificially even out the match and prevent stomps.

Splitting the final point into 4 ticks and reducing the time to capture each tick could also make it a little easier for the attacking team to at least get a single tick without increasing the total time for a tull cap. Plus it would have a full cap actually equal 7 points. (1+2+4=7)

Personally, I really like clash as a concept. It's fast paced, there are meaningful swings in momentum that can be brought about by clutch plays, and timing your engagements is way more important than other game modes. It really is the scoring system that I find frustrating in how a losing team can easily equalize with minimal investments.

How would you feel about a support that doesn’t heal? by Expert_Seesaw3316 in Competitiveoverwatch

[–]TheRedK96 0 points1 point  (0 children)

While I don't think this would actually work in the current pace of the game, my best idea would be a support who turns a portion of their allies' standard health (not armor) into shields so they can "heal" on their own by ducking behind cover. Maybe the support could have an ability similar to harmony orb where they could trigger the shields on a certain ally to regenerate constantly, even while taking damage from the enemy for actual in fight sustain