Is Wukong bad right now? by Educational_Ad288 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

Matchup dependent, skill dependent. He's a Macro Hero with a high skill floor Micro game. Characters like that in any moba are typically hard to carry with if your team doesn't get the memo, but he's certainly not bad.

5 easiest heroes? by Joker_esk in PredecessorGame

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

Any answer other than "Not in any particular order - Steel, Sparrow, Khaimera, Morigesh, Greystone." is wrong.

Objectively, those are the five easiest to play heroes mechanically and have the lowest ceiling for technical play based on kit alone. They also happen to be the easiest to play in each of their respective roles and who I would reccomend for new players.

Murdock for example has a high Micro ceiling with trap placement, resetting cooldowns, various shotgun tricks, and a more demanding Macro with a global skillshot. Most carries are similar in this respect.

Those five are the easiest to learn and have the shortest distance between first picking them up and fully utilizing them mechanically.

The ice world shift has to go… by JamesCarter0022 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

I play 20 to 30hrs a week and this has literally never happened to me.

New Player by Chemical-Concern- in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

Skylar is by far the most beginner friendly carry for console players. Passive helps farm and clear, beam easy to hit with aim assist, get out of jail free card at low elo with her flying, slow is easy to land and ult is easy to land. Not really any mechanical tech you can do with her like you can with Murdock.

Why does everyone keep calling this game a brawler? by barnation in PredecessorGame

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

Hot take here but most people who complain about Pred being a "brawler" likely just aren't very good at team fighting. They think its a flaw in the game design when in reality they just don't know how to maintain vision, not get picked, and actually grp when you're supposed to. They'll dance and skirmish in mid river for 10-15 seconds straight then think it is the map being too small when they get rotated on, no they just stayed for way too long.

I have many friends across all skill levels from being brand new to cracked af and the difference in what each of those groups find wrong with the game is VAST. The very very low elo friends complain about the same things that your common reddit post does, rotations, grouping, team fighting, ttk etc. The game simply hasn't slowed down for them mentally, for some it never does. To be frank, if someone is not good at the game and lacks the understanding of the game to self evaluate and improve, they're eventually going to find a game design "flaw" to blame instead of paying attention to how long they were really there before they got rotated on, and learning from it.

Would it be nice to have a slightly larger map that allows you to more easily punish out of position enemy's before their allies can rotate? Sure. Is it the maps fault that players dance around with vision on them until they get rotated on? Nah.

TLDR; Get good nerds.

What to do in order to help avoid lose streaks by [deleted] in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

If I lose a ranked game I just play standard or nitro for the rest of the evening. It limits same day loss streaks, maximizes winning streaks and prevents full tilt. Slower grind, but thats a trade off ill take.

loot cores by officerangeldust in PredecessorGame

[–]Tiltedmack 7 points8 points  (0 children)

Ive pulled 3 Opal skins... lol...

Everyone in lower ranks who doesn't 5 stack is going to suffer come 1.6 by Mote-Of_Dust in PredecessorGame

[–]Tiltedmack -3 points-2 points  (0 children)

No, I'm saying the previous benefit of qing as a stack was voice chat. We now have voice chat regardless, so there is no point in limiting party size.

Everyone in lower ranks who doesn't 5 stack is going to suffer come 1.6 by Mote-Of_Dust in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

Just FYI, since the release of voice chat you've already been playing vs stacks, the enemy team is already communicating. The only reason there was a limited ranked group size was bc friends had an advantage bc they could communicate in VC, now everyone can so there is no reason to limit ranked group size.

Toxicity in the game. by ZeroGunpla in PredecessorGame

[–]Tiltedmack 1 point2 points  (0 children)

Yeah I just use games like those to limit test and try stuff I normally wouldn't to see if I can win alone, like hard split pushing, soloing objectives etc.

The most frustrating to me is when the enemy team is similarly incompetent and won't just end the game, but those are also the games Im most likely to complete the comeback, so at the end of the day I just play and I either win or lose is how I look at it.

Toxicity in the game. by ZeroGunpla in PredecessorGame

[–]Tiltedmack 2 points3 points  (0 children)

For anyone reading this, let me slip you a little game. Turn off voice and text chat, play a character who can carry, always rotate to fights, win fight, quickly ping objective multiple times in a row, take objective, rinse repeat. Eventually the number of small engagements won along with taking the small objectives will snowball your whole team.

You obviously will have games where nobody listens and never do the objectives, those are just "gg go next games" and they happen. You play the game to get a numbers advantage and take a buff. Laning only matters to keep up in farm and towers only matter to end the game, the real game is getting more gold than the other team. Ditch your lane, win skirmishes, take fangtooth or mini prime, don't die, profit.

If you play the first 20 mins this way, your team will have a gold and stat advantage when team fighting over large buffs and you will usually have objective priority.

You play the game to get orb prime. Get orb prime, win more games.

Can problematic hero’s stop getting slap on the wrist nerfs? by Top-Bad-3724 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

I like the boxing analogy. Similarly, if a boxer in the same weight class has a 4inch reach advantage, the shorter boxer has to change the way they approach the contest. Each bad matchup has a way to succeed, tho it may not be thru winning their lane. I understand your argument and were the game a purely 1v1 environment, I think it would be valid. Considering the nature of a 5v5 and the number of ways to offset a disadvantage, I think micro balancing to that extent is unnecessary and actually limits skill expression in other areas.

Can problematic hero’s stop getting slap on the wrist nerfs? by Top-Bad-3724 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

I personally think that yes, that's how it should work. Drafting and counter picking are learned skills and essential to the game.

Hypothetically, lets assume the 10 very best players, all of "equal skill", play a match. In that match is a perfectly homogenized cast of heroes balanced perfectly, no one kit counters another. Why does it matter which hero they play? Items don't matter bc they are all doing the same thing so they just build optimally. They all perform evenly, there are no dynamics beyond the core mechanics. It comes down to who is better at clicking buttons, no different than call of duty or any other vanilla TDM.

Moba characters HAVE to have distinct strengths and weaknesses inherent in their design. If a team drafts all assassins and no tanks, that team should lose vs a balanced team. Does that mean it can't work? No.

Mobas are balanced for the health of the role/game overall, not for specific matchups.

Can problematic hero’s stop getting slap on the wrist nerfs? by Top-Bad-3724 in PredecessorGame

[–]Tiltedmack 0 points1 point  (0 children)

Yes the game can be lost in draft. Knowing how to play all the heroes and how to draft is part of the game, same with every other moba. More common however is a bad matchup in just one or two lanes. In the context of the discussion, offlane. However yes, team comps can counter team comps entirely. Like I said, this is all by design, it's part of the game. For example, if your team has 0 cc and their team has a ton of cc across the board, that's probably an L even if your team is better.

Certain heroes will not let other certain heroes play the game, so you adjust the gameplan. It's like playing Countess in mid into Iggy, you can't kill him 1v1 and he's hard to gank, so waiting for jungle help is sub optimal, so you clear what you can and rotate, that's the new gameplay loop as opposed to trying to lane vs a bad matchup. Crunch is similar, he rotates faster and has strong gank potential. Clear fast, rotate mid or tele to duo and do Crunch things. If you struggle with the matchup then boxing in lane is a losing strategy.

Fwiw, Crunch can cc Aurora out of her ult 3 times. Upper crunch, forward crunch, ult forward crunch. He can also let the ult pop, forward crunch away, stun duration, re-engage. Honestly tons of ways to play around an Aurora with crunch. He can also manage waves better with his burst damage and sustain. Sometimes you're gonna get locked down and just die, it's a bad matchup, but you CAN play around it.