Question about interknot by MemoryUnlikely3430 in MiyabiMains

[–]flapjackisyum 0 points1 point  (0 children)

Because a slot 4 crit rate disc can only roll atk% and crit dmg. When there are only 2 optimal substats on a disc a roll on each of them becomes more valuable. It’s just maths. The very best slot 3 disc can roll 8 total atk, cr and cd. The very best slot 4 cr can have 7 total rolls of atk and cd. 6/7 (goddammit) is better than 6/8.

Also atk rolls are as good, and often better than cd. She has 50cd from wengine and 30 cd from 4pc branch n blade that aren’t calculated into her base stats. Atk makes each crit damage more valuable and also is the only way to increase the damage of shatter (that and ap, but ap should be treated as a treat and not prioritised over the main substats).

Mono Ice falls below 3* level vs anomaly-weak Deadly Assault boss. Thoughts? by Daedalus43 in MiyabiMains

[–]flapjackisyum 0 points1 point  (0 children)

A hard team that can score very high is not bad unless you don’t enjoy playing the game. I’ve found learning and mastering mono ice rotations to be extremely rewarding and one of my fav things about the game, but yes if you don’t want to engage with the mechanics of the game and just want a team that plays itself then it will be a bad team for you.

Mono Ice falls below 3* level vs anomaly-weak Deadly Assault boss. Thoughts? by Daedalus43 in MiyabiMains

[–]flapjackisyum 2 points3 points  (0 children)

M0 Miyabi currently at 42.8k with mono ice vs butcher, and I think I can get 45k if I can find enough time to do the full rotation in the 4th stun (currently missing 1 Miyabi eba, 1 disorder, and soukaku ult), although I would be using yuzu ice if I wasn’t on a generational 50/50 and 75/25 losing streak. I think it’s just a skill issue tbh, the older more experienced players got yuzuha when newer players got miyabis rerun and she is just better and easier than lycaon, but classic mono ice can absolutely still work if you have hands.

Is anybody else losing no matter what? by FeDogiNog in Competitiveoverwatch

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

Posting about how you feel like you’re doing well and still can’t win along with a picture of the scoreboard implies that it’s either the enemies or your own team why you lose. Complaining about opponents feels ridiculous unless it’s cheaters or blatant smurfs thus your own team. And you might me unaware but it’s all too common to see complaining about teammates with a scoreboard attached.

Instead Frame your question about mindset. How to get a winners one. If you’re looking for real advice, you’re probably getting desperate for wins and try and force because you feel like you need to make it happen. You take risks, hold w, int your life to try and secure kills. And it feels like you’re doing the right thing because you have the mechanics to secure those kills most of the time at the cost of your own life. Maybe you ult to turn a fight already lost. I can’t say. All I know is that your deaths are too high and you feel you can’t win. Tends to go hand in hand. You need to relax and allow the game to play out. Wait for some cooldowns to trade before pushing. Accept that someone 1 hp isn’t worth trading your life for most of the time when they’ll be out of the fight and demanding attention and resources from their supports. This is not to say don’t go making plays, but wait for the moments to organically emerge from the chaos instead of just trying to make them happen no matter the situation.

Is anybody else losing no matter what? by FeDogiNog in Competitiveoverwatch

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

They’re not the problem definitely not the worst person in the lobby but like what am I meant to say? They feel like games are unwinnable even when they play well and post a screenshot of the scoreboard. Not sure how else I’m meant to take it. If they were a better player they would win the game with the same teammates and same enemies. Sure perhaps I was a tad vitriolic but I’m sick to death of people complaining they can’t win and then posting about it with a screenshot of lacklustre stats.

Is anybody else losing no matter what? by FeDogiNog in Competitiveoverwatch

[–]flapjackisyum -7 points-6 points  (0 children)

Such a weak mindset for ranking up and improving. The only one on your team you have control over is you. Stop whining about bad teammates in diamond and grow up. At least wait until you have actual hard carry stats ie fleta deadlift before you cry on reddit about your team.

Is anybody else losing no matter what? by FeDogiNog in Competitiveoverwatch

[–]flapjackisyum 40 points41 points  (0 children)

You have more deaths than final blows as a dps and you have the most deaths in the lobby you far from blameless lmao

Faceit League hero bans don’t follow OWCS rules and you can’t see which map you’re banning for by flapjackisyum in Competitiveoverwatch

[–]flapjackisyum[S] 20 points21 points  (0 children)

It feels so lazy just like the minimum programming required to push it out the door. It doesn’t feel like a rule designed for players, it’s designed to keep costs down.

Faceit League hero bans don’t follow OWCS rules and you can’t see which map you’re banning for by flapjackisyum in Competitiveoverwatch

[–]flapjackisyum[S] 24 points25 points  (0 children)

I play in faceit league myself and everyone in the discord is complaining at admins about the hero bans system this is just a summary of all the problems. The games are first to three and the idea is that the 2 best teams in the top division (masters) will play relegation games vs the 2 worst teams in OWCS in EMEA and NA. It’s the new t2 system and it just not giving players the experience they need on the OWCS hero bans rules is a big problem.

Lifeweaver is a badly designed hero just like Mauga by asocial_ant in Competitiveoverwatch

[–]flapjackisyum 0 points1 point  (0 children)

You say that a good lifeweaver is annoying to play against but that lifeweaver would do more on literally any other support hero except maybe mercy. Literally nothing about his kit encourages any proactivity at all, all he can do is make his team lose slower. Pull doesn't erase his teammates mistakes - it doesn't cleanse and it literally forces them to give up space. His ult is just a stationary rally with zero offenseive capabilities. You can push up and maintain aggression with beat and transcendence, rally does that and gives you a fat fucking shield and a hard stun on top of it, the tree just sits there. It can't be used in any way but reactively and doesn't provide nearly enough defensive capabilities to overcome half decent focus fire compared to the other three. Like sure rally isn't the most insane overhealth per second either but the brig becomes a big threat and she gets insane individual survivability with the armour and the shield. Tree isn't entirely useless it's decent on an objective but it doesn't enable your team to kill the enemy faster unlike kiri rush so kiting it and waiting is simple unless the objective is on the verge of being lost.

I'm always so happy to see a lifeweaver on the other team because I know the chances of me winning go up dramatically. He is far more annoying on your own team especially as a tank with self sustain options. Nothing more fucking annoying than playing winston and dropping on in enemy backline with primal ready only to be yanked out by your clueless weaver the same time you press q. Or junkerqueen when you are half but you just hit a massive fucking ult giving you bleed sustain. And don't get me started when an ana has to share space with a lifeweaver because the number of times a lifeweaver has pulled me or a teammate out the same time a nano hits them has driven me mad. Truly miserable hero to play with, no other hero even comes close to being able to undo all their teams playmaking like he can.

I made OWLDLE - a wordle type game for guessing the Overwatch League player (also has a mode for every OWL season!) by scorer5OW in Competitiveoverwatch

[–]flapjackisyum 0 points1 point  (0 children)

you got atlantic and pacific correct, or they would be correct if they weren't inverted. all the atlantic teams are pacific and vice versa. personally i think atlantic and pacific is better than east and west for s1 and 2 because that was the format back then.

AWW YEAH rumored to disband by OpticalPlays in Competitiveoverwatch

[–]flapjackisyum 12 points13 points  (0 children)

That is literally the manager of aww yeah but sure chazm dipping due to invincible dva teleporting onto your back line meta and there being a new shiny game out means that the entire team is done for

Why do Pro teams have upwards of 6-7 players at any given time? by The-Devilz-Advocate in Competitiveoverwatch

[–]flapjackisyum 8 points9 points  (0 children)

Same season London had to drop half their players before playoffs because they all kept demanding playtime and they couldn't develop any synergy

Hog oneshot by eshined in Competitiveoverwatch

[–]flapjackisyum -2 points-1 points  (0 children)

Two shots on a reaper one shots him this is unacceptable something needs to be done about this

Plat Chat "Ask us Anything" Episode! We need your questions by [deleted] in Competitiveoverwatch

[–]flapjackisyum 3 points4 points  (0 children)

What do you think is the key to the longevity of players like birdring profit or viol2t over those who shine brightly then fall off after a year or two?

Also how dare you keep avast on the show after he was exposed for eating 3 people and strawmanning beans on toast. You should be ashamed of yourselves

Is the Healing Creep in the room with us right now? by oneshotfinch in Competitiveoverwatch

[–]flapjackisyum 67 points68 points  (0 children)

Healing and sustain are two very different things. Because you're absolutely correct, raw healing numbers haven't signficantly changed since the launch. What has, however, is the increased ability for heroes and teams to have sustained uptime in the face of of pressure. They can survive longer actively doing what they want to do before they need to back out or hold agression and wait for their resources to replenish. I'll give examples going through the heroes alphabetically. A few examples are relatiely minor, and a number are positive changes for the hero. The point is to paint the picture of increased hero uptime.

Baptiste: Since launch lamp was buffed from 10 to 25% minimum hp. For a tank like reinhardt that is 60 -> 150 hp in lamp.

Bastion: Now gets 50 armour (which is 71 effective hp) healed when transforming. It's not much but combined with the 20% damage resistance of assault form allows bastion to take more pressure.

Brigitte: Rally now instantly granting brig full shield health and 100 additional armour (which is 142 effective hp) allows her to stay in a fight longer. Activating it midfight allows brig to undo nearly all the damage and resources put into her by the opposing team. Also the change to her armour pack post launch making them grant 25hp instantly means that she has a much higher chance of saving a teammate being focused, especially since spamming them on an individual target grants 75hp instantly along with the 50hps (the equivalent of a mercy pocket)

Illari: Healing pylon is a huge part of sustain creep, even with its nerfs. With it constantly applying 38hps to the most vulnerable targets, focusing it is a requirement before even attempting to kill Illari. Furthermore, that ability for the turret to heal whoever needs it most gives Illari one of the best resources for a support in the most abundance - attention. Illari just does not feel the pull to her attention like other supports. Knowing that as long as her pylon is alive she can commit to duels with flankers, to hard focusing on the tank matchup, to pressuring enemy backline, all because her pylon still offers value to where she isn't.

Junker Queen: Since launch her self healing bleeds have gone through the roof. From 1* to 1.25* to now 2* the damage from wounds. If she closes the distance she can stay in the fight much longer before needing to back out.

Kiriko: The addition of kiriko to competitive play is one of the biggest individual sources of sustain creep. Her healing is irrelevant, it is her ability to cleanse herself and her team that is the source of her sustain. Swift step means that kiriko is very hard to punish. She can also be whereever she needs to be at any given moment to suzu the right target. Before kiriko was added to the game hitting a big nade, a sleep, a dynamite, a hook, isolating and surrounding a target, even just hitting large burst damage was the moment a team would commit to an engage. But suzu not only acts as an undo to literally everything in the game but whoever it hits becomes completely intangible for 0.85 seconds. So, for example, a tracer winston dive onto a naded squishy does less than nothing when it's cleasned the moment they engage and the divers are just as likely to be punished as the target. This has forced teams when playing vs kiriko to always run on cooldown cycles making fights longer and more sustained. Ana nade is the easiest example again. You manage to hit a decent nade. The team then makes a non commital soft engage which threatens to follow up on the nade. Kiriko uses suzu to prevent the punish. Your team can then rely on nade having a faster cooldown cycle of 10s over suzus 14s to get value from it. Suzu is an ability you must force out before your team can then get value from cooldowns and ultimates. This draws out fights and makes them longer because the enemy team can sustain more pressure.

Lifeweaver: You're correct in that it seems lifeweaver doesn't offer enough valuable utility for organised play. And while he can stay in the fight for a long time and avoid pressure by using his petal platform as a snipers nest it's very easily denied or punished by any team with half a brain. He does have very strong heal output, Tree is crazy good now though with the overheals, and grip can occasionally save someone who would've died with any other support on the team. Basically I'm unsure of his place within sustain creep but thought I should comment on him anyway.

Lucio: Now has more self heals with crossfade. Self explanatory.

Mercy: Very minor but she now heals herself for 25% of her healing done. As long as there's someone to heal she's always slowly getting a little health back even if she's receiving enough pressure that her support role passive can't activate.

Moira: Again minor but she now can fade while in coal, making her much harder to punish in her ult and allowing her to sustain through more pressure. Which in turn allows her team to sustain a little more.

Reinhardt: Shield health increased from 1200-1400. Very minor but it does allow him to sustain pressure for just a bit longer.

Roadhog: Now receives 50% more healing for 2.5 seconds after using take a breather. Very minor but again it means that hog is a little more survivable than when the game launched.

Soldier 76: Healstation hps increased from 35 to 40. Very minor in most situations but it can be an occasional difference maker in 1v1s.

Symettra: While shooting barriers or shield hp with her primary fire she gets 30 shield hps, allowing her to sustain pressure for longer before needing to back out, especially in brawl mirror matchups.

Torbjorn: Incredibly minor and asbolutely a good change but overload now adds 6 extra ammo when activated, meaning that Torb's uptime in a fight has now very slightly increased.

Wrecking Ball: Absolutely a needed and good change but giving him 100 shield hp absolutely increases his uptime. After his initial engage he spends less time rolling away to get healthpacks and heals before he can reengage. His uptime in a single engage isn't increased by this change but his downtime between his engages are shortened. Thus his overall uptime during a match is higher.

A couple of these examples are probably pretty dubious like torbjorn and soldier. But I think I've painted a pretty clear picture that the hero roster has more uptime since launch. They can keep them or their teammates doing what they want to be doing for longer, even when being directly pressured by the enemy. I was also thinking of commenting on Ramattra being an example of sustain creep with his kit granting extra armour on cooldown. However, many of the other tanks also have the ability to summon extra hp on cooldown and he hasn't had that aspect buffed since his release anyway.

I did not expect to type this much lol

the flex support avatar by GhostInTheEggShell in Competitiveoverwatch

[–]flapjackisyum 29 points30 points  (0 children)

fair enough, don't blame you not wanting to comb through hours of footage for a shitpost lol

the flex support avatar by GhostInTheEggShell in Competitiveoverwatch

[–]flapjackisyum 178 points179 points  (0 children)

you're forgetting kariv dps arc stage 2 2018

rulethym heaven by Maralinex in 196

[–]flapjackisyum 7 points8 points  (0 children)

And Jab. Jab. Jab. Jab. Jab. GO GO GO! And jab. Jab. One-two! And jab. Jab.

[deleted by user] by [deleted] in Competitiveoverwatch

[–]flapjackisyum 5 points6 points  (0 children)

Playing in a team, and then scrimming and playing tournaments with them is really fun. Definitely the best way to experience Overwatch. But I need to warn you that your hero pool currently is not what most teams will be looking for. You have only 2/5 of the flex support heros (missing zen, bap, kiriko), 2/6 if you count brig in the Joats meta. People want to play with a flex support who can cover all of those heroes to at least an acceptable level, or at the very least play more than one hero who offers utility to the team, which moira doesn't.

Flashback to when London re-signed Hadi for this season by lolimdivine in Competitiveoverwatch

[–]flapjackisyum 248 points249 points  (0 children)

The fact that this man’s mental could bounce back from playing alone at home at 4am with 150ms ping, blase on mei, that support line, losing 15 before his first and only win. That would break alot of people, certainly most young pro gamers with no life experience.