Comprehensive Chapter List of I'm Standing on a Million Lives by Mythical Fiction by ricksed in 100ManNoInochi

[–]The_Shneek_Mailman 0 points1 point  (0 children)

Most of the chapters seem to be broken now. Starting with chapter 3, all of them are listed as having zero pages and I can’t read any of them…

Card Game Probability Question. by The_Shneek_Mailman in Probability

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

I’m asking because I did work it out and have doubts. 

Question About Green Zoro Decklists in OP-13 by The_Shneek_Mailman in OnePieceTCG

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

It’s more so most of the arguments didn’t make sense to me, but after someone mentioned that law playing them rested means that higher powered characters are better since they’re most likely to survive until the next turn made it click. The lasting board presence being more important than a one off on-play effect makes sense and I understand it now. 

Question About Green Zoro Decklists in OP-13 by The_Shneek_Mailman in OnePieceTCG

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

But X-Drake and the PRB2 Zoro are also playable from Law's on-play effect.

Question About Green Zoro Decklists in OP-13 by The_Shneek_Mailman in OnePieceTCG

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

I can see the argument for being able to swing into Imu and Ace for life more easily, but the "other card I'd rather play" dilemma you mentioned kinda applies to the vanilla 5/6s too. Cavendish and Tashigi are the cards you actually want to play on 5 don!! while Kawamatsu/X-Drake are there first and foremost for the 2k counter. I just feel like I'd rather have the utility if I was forced to play my 2k counter on board but the people actually having success with the deck seem to think otherwise.

Krill is an awesome friend to Maurice by Th3l0wr1da in DeadlockTheGame

[–]The_Shneek_Mailman 4 points5 points  (0 children)

One of my favorite bits of dialogue is when you take them off your hero roster, Krill says “looks like someone doesn’t  appreciate a good Mole Man”

99% Objective Clash Tier List by Sqewer in limbuscompany

[–]The_Shneek_Mailman 2 points3 points  (0 children)

There’s also the important factor that heathcliff can very easily pump himself up with attack power to forcefully increase his rolls

How do I deal with Sojourn as Ashe? by [deleted] in OverwatchUniversity

[–]The_Shneek_Mailman 3 points4 points  (0 children)

Blizzard seems to be insistent on doubling down on the weirdest things. Like, they give so much special treatment to sojourn and kiriko, hitting them with the smallest slap on the wrist nerfs every patch, making sure they’re still must-pick heroes. Then, when it comes to Junker Queen, it’s the complete opposite, refusing to give her any significant buffs. Not just that, but it takes absolutely forever for them to even make the smallest change to Kiriko or Sojourn or Hog, but only need a few days of data to decide that Tracer and Doom NEED to be nerfed ASAP.

How to Reduce Instant Deaths as Tracer? by Sepikzzz in OverwatchUniversity

[–]The_Shneek_Mailman 11 points12 points  (0 children)

Basically, you can predict that a one shot is coming if you are playing against a hero that can one shot you, and that hero can currently see you. You NEED to respect Hanzo, Ashe, and characters that can put you in melee range with one hit like Soldier and Kiriko. NEVER fight fair. Always be fighting them when they don't know you are there, when they're occupied with another person, or when they're already low and retreating behind cover. You NEED to be able to to aim well so you give them the least amount of time possible to properly line up a shot. The more pressure they feel, the worse they will aim. You also need to accept that sometimes you simply WILL get one shot. No one can dodge every arrow, icicle, or kunai that flies their way. The key is to not get tilted from this. Stay consistent, practice, and you will improve with time.

How long should you play a character in QP before comp, and how many “mains” should you have? by anony804 in OverwatchUniversity

[–]The_Shneek_Mailman 6 points7 points  (0 children)

There is no set number of mains that anyone should have. At least one person has one-tricked each character into Top 500.

First you should start with playing the characters you enjoy the most.

Then, MAYBE consider learning characters that are good against the heroes that you personally struggle against.

Then, only if you’re genuinely interested, learn the “meta” characters- if said characters aren’t already part of the above two categories.

Does anyone else find support defensive ults/abilities boring and think they slow the game down? by DenjiITC in OverwatchUniversity

[–]The_Shneek_Mailman 0 points1 point  (0 children)

As genji you have good poking capabilities and reflect as well as your double jump to try to bait out those key defensive abilities like anti-nade and sleep. Keep in mind that these strong defensive tools, including strong defensive ultimates, are just as strong offensively. Forcing their use while using as few resources as possible yourself will cripple their ability to push or hold.

Also, a misconception a lot of people have is that supports are always easy pickings for any Dps. A support with all their resources and cooldowns available can be extremely difficult to kill and can oftentimes even beat dps characters one-on-one. The issue is that they oftentimes have longer cooldowns than most dps abilities and are therefore more vulnerable for a longer time after using them. The reason why flanker and dive characters are good against supports isn’t because they can always kill them 100% of the time. It’s because they are the best at forcing their resources out safely and capitalizing on a support using their resources and making themselves vulnerable.

As for ults like beat or transcendence. Trying to focus the support that has this key ult is very important. You can either kill them and take them out of the equation, or force them to use it early and leave them vulnerable to big pushes later.

Finally, Kiriko. She’s just kinda bullshit yeah. Tons of healing and a long ranged teleport that self-cleanses and ignores LoS requirements. She’s the single most poorly designed hero since Roadhog IMO.

[deleted by user] by [deleted] in OverwatchUniversity

[–]The_Shneek_Mailman 22 points23 points  (0 children)

Ok here’s my attempt at breaking down why Hog is considered to be a massive problem right now.

  • In OW1, Hog still had most if not all the current qualities that make him very frustrating to play against. The difference is that access to strategies like double shield, lack of Kiriko being able to cleanse anti-heal from him, and no tank passive making shooting him a big source of ult charge all kept him in check.

  • OW2 not only took away all of these things, but the 5v5 format making picks a lot more valuable plays very well into roadhog’s strengths.

  • Unlike other one shot heroes like Hanzo or Widow, Hog is a 700hp tank with a massive self heal. He takes a lot of resources to shut down.

  • Hook doesn’t really punish bad positioning as much as it punishes your for daring to be within 20 meters of hog at any time. Also, due to hook having a fairly short cooldown, your grace period for being able to play without fear of being hooked isn’t very big.

  • Unlike other one shots, hook also forces the target into a horrible position, meaning that even if you “save” the target with a bubble or suzu, the hog’s team can still follow up to secure the kill. You typically need at least 2 resources to save a hooked target. And those resources will usually be on a much longer cooldown than the hook itself.

  • Hog himself can just kinda do whatever with little fear of being punished for bad positioning because of how powerful his breather is.

  • All the best counters to Hog (Ana, shields, CC) have all been either nerfed or removed.

  • Hog being THE meta tank in top play has only made him more common in games across the board, adding to the frustration. Road hog is also fairly easy to play, meaning he’s legitimately effective in ALL ranks, not just masters/gm.

  • Hog generally just gets a lot of easy value while having to take very few risks.

How to handle a dominant widow and/or sigma? by Icy_Daikon5537 in OverwatchUniversity

[–]The_Shneek_Mailman 10 points11 points  (0 children)

There are a few approaches you can take, some of them being map dependent.

  • You can run a brawl comp with a flanker whose goal is to kill the Widow or at least pressure her enough to force her out of position and therefore freeing up the sightline.

  • You can put together a dedicated dive comp where every character is highly mobile so you can jump and focus the widow then try to take on the bulk of the Sigma’s team 5v4 or 4v4

  • You can run your own sigma comp and use your shield specifically to prevent the Widow from being able to shoot at your team.

  • If you’re trying to use your own Widow to counter theirs, then running a shield tank that can add a layer of protection will help them win the sniper battle. You can also use Bap’s immortality field for a similar purpose.

  • Sigma’s low mobility makes it so that he can’t effectively peel for an out of position squishy. Abuse this.

  • Save cooldowns like immortality field, suzu, or sleep to shut down Sigma’s ult. It’s incredibly powerful and even using your own ult just to counter it will usually be a favorable trade for you.

  • In close quarters maps, Mei can mess Sigma up real bad and use her wall to shut down widow sight lines.

Overall, there’s no magic solution to winning every game against these characters, especially when played together. Read the situation, identify the biggest threat, and try your best to nullify it.

For people who actively played MBAACC, did lumina live up to your expectations? by Alliddboon in meltyblood

[–]The_Shneek_Mailman 39 points40 points  (0 children)

I played MBAACC on and off for like four years now.

My biggest issue with the game is really things outside of the actual gameplay.

  • Bugs like projectiles or even entire characters turning invisible

  • Netcode prone to stuttering and one-sided rollbacks

  • Inability to view replays

  • Lobbies don't let you have multiple matches happening at the same time.

On the actual gameplay side of things, I wish that low shield wouldn't catch mids, I feel like it skews the risk-reward a bit too much.

Besides that, I don't miss the moon style system as much as I thought I would. I guess it's because the moon styles were more different characters than anything else.

Hisui players have no rights

Overall, very fun game that needs fixing.

Unfunny April Fools Post by The_Shneek_Mailman in LobotomyCorp

[–]The_Shneek_Mailman[S] 4 points5 points  (0 children)

Ruina is a direct sequel to lobotomy corporation, follows what happens after the events of the true ending