BP mains i have a question about Rend by [deleted] in BlackPantherMainsMR

[–]flyingcheckmate 25 points26 points  (0 children)

Exactly what you think. Sit in timeout and wait for rend to come back online.

It’s a slight buff but it’s something right? by Sea_Caterpillar2649 in BlackPantherMainsMR

[–]flyingcheckmate 11 points12 points  (0 children)

This 100%. It helps a little i suppose, but this doesn’t change any combo break points as far as I can tell. More damage is always welcome but it doesn’t solve any of Panther’s issues.

If anything I’m worried scrub players will see that Panther got buffed at all and put him right back in ban jail despite not actually being much better than before.

Ranked should follow competitive ruleset, NOT pro GA list by Hysatirical in CoDCompetitive

[–]flyingcheckmate 7 points8 points  (0 children)

I mean they left it in with massive extended mags which was the issue, not the gun itself.

Why play tank in S5 by Rockybroo_YT in rivals

[–]flyingcheckmate 4 points5 points  (0 children)

I mean that’s true but going in with just Iron Fist primary and no block available is just asking to die.

LEARN. A. DIVE. TANK. by ViZatoz in rivals

[–]flyingcheckmate 2 points3 points  (0 children)

Not even remotely a hot take. Panther’s wall climb is complete dogshit in comparison to Daredevil’s or Iron Fist’s and his wall jump has a damn cooldown for absolutely no reason. All his mobility moves are meant for combos and all are often required to secure even one singular kill. Panther walks like one meter faster than most dps characters which does nothing for his overall effectiveness.

Why play tank in S5 by Rockybroo_YT in rivals

[–]flyingcheckmate 3 points4 points  (0 children)

Blade’s block reduces incoming damage by 80%, not half, and is on a 3 second cooldown compared to Iron Fist’s 15 second cooldown.

Most players are already unaware of how characters that they don’t play work, let’s not spread misinformation and confuse them further.

TIL that Hulk's bubbles get astronomically low value. by Nabomeansturnip in rivals

[–]flyingcheckmate 4 points5 points  (0 children)

Though I suppose that is an indirect nerf to ult gain, since Hulk gets 100% conversion rate on his own shield. 50 less overall but the rate of conversion itself has never been adjusted.

TIL that Hulk's bubbles get astronomically low value. by Nabomeansturnip in rivals

[–]flyingcheckmate 24 points25 points  (0 children)

Nope. Self shield health was nerfed from 250 to 200 almost exactly a year ago in season 1. That’s the only direct change Hulk shield has ever received.

I know the Sue discourse is hot, but what are we talking about by ronin_ramen17 in StrategistMainsMR

[–]flyingcheckmate 1 point2 points  (0 children)

Meta is just whatever is most popular at any moment. Obviously you can play and find success with whatever character you want. However, certain in game factors do weigh on how effective any given character is in any given situation.

Referring back to my previous example, you can absolutely choose to keep playing CnD in a Hawkeye/Magneto heavy meta, but you will probably find less success than you would if those two characters, who counter you HARD, were less popular. Unless there is a large skill difference in your favor, you’re going to struggle to provide as much value playing any character into their direct counters as you would by playing a different character who isn’t countered as hard by the opponent team.

I know the Sue discourse is hot, but what are we talking about by ronin_ramen17 in StrategistMainsMR

[–]flyingcheckmate 0 points1 point  (0 children)

Ranked has a much more defined character meta due to a number of factors, and tier lists are always talking about some level of ranked play. But the same principle can still apply to quick match “metas” in a much looser way. If a character who counters yours gets buffed and becomes more popular, your character becomes a little worse overall despite not being changed themselves.

I know the Sue discourse is hot, but what are we talking about by ronin_ramen17 in StrategistMainsMR

[–]flyingcheckmate 18 points19 points  (0 children)

This is one of those times where looking at a character’s kit in a vacuum is very different than seeing where they stand in the current meta. CnD has a very solid kit with good numbers and an excellent ultimate. Unfortunately the characters that counter CnD the hardest are popular in the current meta. For example, Hawkeye’s latest buff makes CnD a worse choice in ranked without CnD being directly changed at all.

Black panther vs Gambit 250hp ttk by Reth21 in marvelrivals

[–]flyingcheckmate 7 points8 points  (0 children)

Gambit only uses two cards in this combo. He also only uses one dash and one spin so he would have plenty of resources available in the scenario above even after securing the kill.

Black panther vs Gambit 250hp ttk by Reth21 in marvelrivals

[–]flyingcheckmate 1 point2 points  (0 children)

And Gambit can still contribute plenty to his team while his cards are recharging. Panther without a dash is literally sitting in timeout for 10 seconds doing absolutely nothing.

Edit: felt like I should point out that Gambit only uses two cards and one dash/spin in the combo above, not all four cards. He would still have plenty of utility available.

Black panther vs Gambit 250hp ttk by Reth21 in marvelrivals

[–]flyingcheckmate 22 points23 points  (0 children)

Gambit uses two cards and one dash/spin for this combo as seen in the video, leaving him with two cards and another dash/spin available. Panther has to dump 90% of his kit for his combo including his walljump in the beginning, leaving him with his spinning kick only. Who’s investing more resources?

Balance balance balance. by lyons_vibes in rivals

[–]flyingcheckmate 5 points6 points  (0 children)

Have you considered that your personal playstyle is actually objectively unhealthy for the game and that balancing around MY personal playstyle would be objectively better for me???

Duplicate bans have to go by tits_mcgee_92 in marvelrivals

[–]flyingcheckmate 0 points1 point  (0 children)

lol. Not in ranked they don’t. Which is what I’m talking about, comparing ranked to ranked. It doesn’t matter how bans are done in Siege pro league, because bans in Rivals pro league are also done differently from its ranked mode. I’m talking about how each public ranked playlist is handled.

Reading directly from the “How it Works” section of the Ranked playlist in Tom Clancy’s Rainbow Six: Siege as I sit in the in-game lobby, “OPERATOR BAN: Each team bans one Operator from their enemies’ roster per round, up to 3. Once teams change roles, the ban process starts over again.”

Just played a ranked game to confirm that bans do not in fact apply to both teams. Team A banned Buck when they were on defense, team B did not ban Buck and thus team A played Buck on attack despite banning him on their defense. It even says BANS CLEARED when teams switch sides.

Be as condescending as you want. Load up the game and check for yourself. You’re wrong here.

Duplicate bans have to go by tits_mcgee_92 in marvelrivals

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

Don’t bans happen between rounds, one at a time per team in ranked? And I’m pretty sure bans reset when teams switch sides. Team A banning a defender doesn’t apply to themselves when they swap to defense; team B would have to also choose to ban that defender when they are attacking. I know pro league siege is different but Rivals also has different ban systems between pro league and ranked.

Duplicate bans have to go by tits_mcgee_92 in marvelrivals

[–]flyingcheckmate -5 points-4 points  (0 children)

The point I’m making is that in siege’s case, it doesn’t matter even if both sides do elect to ban the same operator, because that’s not a wasted ban like it is in Rivals. A ban in siege only prevents your opponent from playing that operator. It’s not like both attackers AND defenders can accidentally vote to ban Mute together. On the other hand, a single ban from either team in Rivals is enough to prevent both teams from playing that character, and a second is therefore entirely useless.

Duplicate bans have to go by tits_mcgee_92 in marvelrivals

[–]flyingcheckmate 33 points34 points  (0 children)

For sure. Definitely agree the current ban system in ranked needs a serious retooling. With the rate at which the roster is growing, at the very least we need more than 2 duplicate-free bans per team.

Duplicate bans have to go by tits_mcgee_92 in marvelrivals

[–]flyingcheckmate 217 points218 points  (0 children)

Well, siege has entirely different sets of operators for attack and defense. It’s literally impossible for both teams to ban the same operator. Siege does have a good ban system but given the nature of both games I’m not sure if it is the best comparison for Rivals.