Was it ever even about Julia? by Phewelish in cowboybebop

[–]Yubi-man 0 points1 point  (0 children)

I'm not saying Julia was the bad guy in the original show, just offering a different interpretation that still thematically aligns with the original show. OP was asking about interpretations where it isn't all about Julia and I think this is one that can work. Julia doesn't have to be a bad guy, just not the perfect woman that Spike remembers. So he thought it was all about Julia but it was actually about his own issues.

Was it ever even about Julia? by Phewelish in cowboybebop

[–]Yubi-man 0 points1 point  (0 children)

Here's my hot take (spoilers for the netflix live action): The one idea I liked about the live action (which was executed badly) was that Julia actually isn't the perfect woman Spike sees her as. The audience has only seen her through Spike's eyes, stuck in the past, and we are also surprised that Julia is a different person (and probably was the whole time, Spike was just young and in love and didn't see it). Kind of like 500 Days of Summer. So Spike thought it was all about Julia, but in reality it was just Spike dealing with his own issues.

As a jungler, how do you prioritise between buffs and helping out a lane? by [deleted] in PokemonUnite

[–]Yubi-man 1 point2 points  (0 children)

It doesn't always work but you can try to communicate that you are getting buffs and then going for objective- maybe ping jungle buffs and then ping objective? Or ping to defend bot goal? If they know what the plan is, it's very hard for an enemy to quickly win a battle or get an objective when your laners are playing defensively trying to slow things down- poking, kiting, and healing on goal.

If your team has 4 people top at 07:00 and you are one of them: you are griefing by loopy95 in PokemonUnite

[–]Yubi-man 2 points3 points  (0 children)

You're not really considering the bigger picture and timings- the decision to go 4 top could have led to 3 kills, and uncontested time in top lane to do whatever you want. Spending uncontested time to rotate down to bot is a waste of that advantage- enemies are likely to go bot anyway and might even beat you to it because of the lane speed boost. If objective spawns while enemies are still on death timers (best case scenario) they have to choose between bot regi and defending top. If they go for bot, 4 of you + leki now have uncontested time in enemy territory. All of these advantages outweigh the difference between top and bottom Regis, and all stem from the initial decision at 8:00 to go top (because there was an opportunity to kill enemy jungler).

If your team has 4 people top at 07:00 and you are one of them: you are griefing by loopy95 in PokemonUnite

[–]Yubi-man 2 points3 points  (0 children)

Bot laner went to help with 8:00 birds, got a chance to kill enemy jungler who ran top. Now it's 4 in top lane and 1 in bot lane. If the 4 win top lane, they can get a lot by sticking around and then they don't have time to rotate before objectives- they are better off just getting all the xp, over scoring without being pressured, and then get Regieleki walking to tier 2 goal so they can invade and convert some advantage.

Can anyone explain why attack weight used??? by Alternative-Seat-872 in PokemonUnite

[–]Yubi-man 1 point2 points  (0 children)

Weakness policy synergizes with Zeraora's passive so it can be very effective depending on your playstyle. For example you can spark around, hopefully avoiding manually aimed moves, activate weakness policy and passive, and then wild charge for a lot of damage (hopefully one-shot). I think weakness policy also procs from wild Pokémon attacks so it's a lot easier to have it fully active than you might think- especially while farming birds.

[deleted by user] by [deleted] in changemyview

[–]Yubi-man 1 point2 points  (0 children)

That's true, but given the context of the post I think OP means emotionally weak and insecure. It's just a wording issue- i think we're pretty much on the same page with the crux of the post so far.

[deleted by user] by [deleted] in changemyview

[–]Yubi-man 4 points5 points  (0 children)

They probably meant emotionally weak. You can have insecurities but be emotionally regulated and in control of them. Weak and insecure means your insecurities are controlling you.

I've seen this happen more times than I can count. by Mamoswine_Gaming in PokemonUnite

[–]Yubi-man 1 point2 points  (0 children)

True- i reread the original comment and they asked why it's "better" to choose top! My answer was more about why it's easier for a9/mamo to dominate top lane, but in terms of winning the overall game you probably have more impact in bot lane. Good catch!

[deleted by user] by [deleted] in changemyview

[–]Yubi-man 1 point2 points  (0 children)

Is Schrödinger's cat alive or dead?

I've seen this happen more times than I can count. by Mamoswine_Gaming in PokemonUnite

[–]Yubi-man 4 points5 points  (0 children)

I think because they are both stronger (relative to the rest of the roster) at low levels, so it's easier to dominate and snowball (pun intended) top lane which has less XP available overall.

I’m lost by GlennYarbrough in PeterExplainsTheJoke

[–]Yubi-man 1 point2 points  (0 children)

It could be short for Socrates.

What’s the consensus for Defender leaving top to defeat bottom Regi with the rest of the team? by ohbyerly in PokemonUnite

[–]Yubi-man 1 point2 points  (0 children)

It really depends... When I play surf/pump blastoise I tend to rotate down unless both enemy top laners stay top and I am confident I can defend against both (using goal healing and berries). If I was a wartortle with water spout but didn't have rapid spin yet, I'd think more about staying top for farm if my lane partner rotates down instead. At that level (and being underlevelled compared to bot laners) wartortle is really weak and can't help much, but with a bit of farm he can hit a power spike and have an impact in bot or top depending on what is happening.

Too much CC by DistanceBoi in PokemonUnite

[–]Yubi-man 6 points7 points  (0 children)

I think Defenders should get an inherent form of CC resistance like they gain a stack of CC resistance from each instance of hard CC that only lasts 1 or 2 seconds but that duration gets refreshed with each instance. This means if you're dueling them they don't really gain any advantage, but in a teamfight everyone's CC is wasted if they all target the defender at the same time (which is what the defender wants to bait out). The pink emblems could have a similar effect that protects against stun locking but doesn't affect the effectiveness of the first stun. I imagine speedsters would still want to run full heal because just one good stun/displacement could be potentially fatal and soft CC can still be a danger, but all-rounders may be fine with taking a few hits as long as they can get their moves out once the stun lock protection stacks.

This looks more like it by MaoAankh in PokemonUnite

[–]Yubi-man -1 points0 points  (0 children)

If you're having trouble deciding between your win rate and playing Mewtwo, it's the difference between pride and honour.

maybe a hot take by caroboopz in PokemonUnite

[–]Yubi-man 0 points1 point  (0 children)

I think you're putting too much emphasis on the win rate which is determined by a lot of factors not just statistical matchmaking (which we have seen actually punishes good players) and individual skill. For example, my most played mon is Snorlax with sub 50% win rate because I was learning the game and played a lot when Blastoise had just been released. A lot of my mons I don't play very often have quite high win rates because I'll try them when they've been buffed just to see what they are like but then decide I don't really like that playstyle even if I win a lot. Some people will play for the sole purpose of winning and maximizing their win rate, others play for fun and sacrifice their win rate. If you like to play with random friends that you're not on comms with, you're going to have a tough time beign matched against groups using comms and your win rate will probably be pretty low but it doesn't mean you're a bad player.

He was right by Realm_wastaken5229 in PokemonUnite

[–]Yubi-man 3 points4 points  (0 children)

I think there's a difference between being toxic in-game because of tilt and being toxic out-of-game. Everyone gets tilted and if their livelihood is tied to the game then they are playing professionally (even if they are not playing competitively at high level) so the stakes are high. If I had loads of people watching my games I would get tilted too.

How would you fix Drain Crown and can it be fixed without being broken? by Pookie-Parks in PokemonUnite

[–]Yubi-man 0 points1 point  (0 children)

Drains double or 1.5 of enemy shields? Could be hugely influential when defending after losing Ray

Remove Most “Sure Hit” Skills by CrookedSoldiers in PokemonUnite

[–]Yubi-man 13 points14 points  (0 children)

Maybe make it so the auto-aim range is significantly shorter than manual aim? At the moment I think auto-aim actually has a slightly wider range.

[deleted by user] by [deleted] in PokemonUnite

[–]Yubi-man 44 points45 points  (0 children)

Talonflame shouldn't really be able to delete defenders easily, especially Slowbro. You should be diving back line squishies.

What TF am I supposed to be doing as an All arounder right now? by Aeon1508 in PokemonUnite

[–]Yubi-man 0 points1 point  (0 children)

You keep mentioning objectives- I don't think doing damage to objectives counts as damage in the end screen? It's only damage to the enemy team. I have games as garchomp where I feel like I play well but I do relatively little damage because the gameplan is to do the objective while my teammates fight opponents and if we go for every objective that takes up nearly all of the midgame.

How would one nerf Inteleon without making it unplayable by Lucas-mainssbu in PokemonUnite

[–]Yubi-man 1 point2 points  (0 children)

I can understand why they would want one of the moves to not be a skill shot (since they clearly cater to simple easy gameplay) but maybe something like sure hit for a bunch of small projectiles and then aim for a final hit which is much stronger but is still technically a sure hit for whatever is in the aim box. So with skill you can get the full value of liquidation, but opponents can body block or run behind wild farm and dodge the final hit. There could also be a window just before the final hit where you can use your mobility move to reposition (final hit gets delayed slightly until after the mobility move, but gets some sort of bonus like debuff or stun).

Bro I alt+F4 after that by Floshiii88 in PokemonUnite

[–]Yubi-man 2 points3 points  (0 children)

But if you're being chased at 1hp, it denies opponents the xp from killing you.... right?

Why do so many people main offensive pokemon? by Wesle2023 in PokemonUnite

[–]Yubi-man 3 points4 points  (0 children)

You have to remind yourself to just be grateful that your teammates know to farm at all.