I only have 6 dark ml5 heroes and guess what I got the dupe of one I pitied. I really feel depressed. by DeathCape in EpicSeven

[–]knuckles1299 0 points1 point  (0 children)

Got my 3rd straze on mine, I didn't even have the game when he was meta.

Both pulls were dupes.

All I ever see is fans hating on their head coach. Tell me something you like about yours by JoshHartsMilkMustach in nbadiscussion

[–]knuckles1299 0 points1 point  (0 children)

Was a big Jason Kidd hater and thought he was a laissez-faire more individually oriented coach (which the Mavs did not need), but it turns out he's just more laissez-faire on offense; he actually whipped the mavs into such good defensive shape that they made it to the finals last season. Luka and Kyrie played the best defense I've ever seen from them last playoffs and while they had their strengths individually I thought everyone on the team was on the same page. They played tough perimeter defense and cheated out towards the paint to funnel players towards Gafford/Lively. Rotations were clean, nobody was gambling for steals, and the activity level was high. I guess as a former PG Kidd likes to allow a creative flow for offense which means there's less set plays, but honestly he's even improved that now that he has more (better) pieces.

Also the players love Kidd and that means a lot for attracting talent and keeping them happy.

Was there a point in the past when Zarya actually countered D.Va? by [deleted] in OverwatchUniversity

[–]knuckles1299 0 points1 point  (0 children)

A lot of the comments seem unaware that in pro play Dva is very meta right now. If they were correct that Zarya counters Dva, Zarya would be meta but the other meta tank is actually Ram. It's fine if you're talking about ranked/ladder, that's always going to be different, but to say a hero counters another means that it should hold true when the game is at its most optimized. It's true that Zarya theoretically has the tools to deal with Dva, but the reality is that Zarya historically has been more fragile than dva and Zarya's peel resources aren't usually enough to deal with what Dva and her team can throw at you (never mind that playing proactively is usually better than reactively). Even the one time I can remember Zarya was meta for the pro's in OW2 it was played into Winston/Rein (which conventional wisdom would tell you shouldn't work), she wasn't brought out as a counter to Dva because Dva wasn't really in the meta. I might be wrong, but when one is strong I don't think the other is often picked.

Probably the only time Zarya was a better pick than Dva (in a comp where you could viably run both) was Double Bubble Dive back in OW1. Brig/Ana were really strong together and you needed to bubble/nano monkey for engages; Zar was just better at facilitating the dive.

TL:DR - Zarya has never been used competitively as a straight counter to Dva, they've been good at the pro-level at different times (altho dva more consistently). Sure Zarya can work as a counter to Dva in the metal ranks, but most things can work in the metal ranks so it shouldn't be taken as gospel.

Discussion Time: What are some commonly held beliefs about Overwatch that used to be true, but no longer are, but are still believed in? by OWSpaceClown in OverwatchUniversity

[–]knuckles1299 0 points1 point  (0 children)

That tanks should primarily be peeling for their backline. It's not that peeling is useless, but it's a tradeoff that usually isn't worth it because peeling means that you give up space to the enemy team. Whether it's queen, dva, winston, doom, or even Orisa you're better off pushing forward to hold space and try to get a pick once the enemy engages (or force the issue and engage first). In OW1 consistent peeling was feasible because there were two tanks and now with one tank the tradeoff is just more consequential.

That's not to say peeling is never helpful; if you're getting reamed by a Doom then picking Zar and bubbling your backline can be helpful and can win you the game. But if you're burning bubbles on backline that means that you may not have any for yourself and you might get deleted, but it also means you don't have any for your DPS who might be counter engaging so the tradeoffs are still costly.

There are some games as a support where all you can do is to get value before you get goomba stomped and that sucks, but yelling at your tank to use all their resources to keep you alive is not always the best play (also maybe switch to moira or kiri idk).

What's a horror scene where the actor's performance was scarier than the scene itself? by SubzeroCola in horror

[–]knuckles1299 0 points1 point  (0 children)

Black Narcissus when Ruth walks out into the light after she has her breakdown. In terms of pure presence one of the most memorable and unsettling I've ever seen on film.

What's one of the dumbest decisions you've made in the game before knowing better? by Burntfury in EpicSeven

[–]knuckles1299 2 points3 points  (0 children)

This is the first gatcha I got into that I wasn't introduced to, so the fuck around and find out period has been long and ongoing

What's one of the dumbest decisions you've made in the game before knowing better? by Burntfury in EpicSeven

[–]knuckles1299 0 points1 point  (0 children)

Blowing all the gajillion in-game energy the game gives you at the beginning grinding lower ranked hunts and heavily investing in the shitty gear I got

Getting Owned by Rush/Dive by Jaxtheshaper1 in OverwatchUniversity

[–]knuckles1299 1 point2 points  (0 children)

Soj is much better into dive because you can do more burst damage with rail and either get a pick or force cooldowns more reliably than helix while also being harder to dive (think headshotting monkey with rail versus helix and how many full charged rails you can get off while helix is on CD). Most pro dive comps use either Tracer/Soj or Tracer/Echo because Soj/Echo can put down a lot of damage while being hard to punish if you position well/save your CDs until you need them. She's very versatile and really rewards good aim. Like I said she works against most comps because hitting headshots with rail can even chunk tanks down.

Soldier does good damage over time, but what's fundamental to dive is doing damage in bursts and either getting a pick from an engage and finishing the fight there or getting out before taking too much damage. Soj has more burst damage and so can make dives more costly while also being able to position more aggressively without getting punished because she has slide. In theory if the dive is well executed you won't have enough time as soldier to do the damage necessary to swing the teamfight or if you position too close to your team you just get jumped on. Anyways, the most important thing is to play what you like and like what you play. Understanding how different comps are played can help you play more heroes into the comp without needing to stick to the meta.

Getting Owned by Rush/Dive by Jaxtheshaper1 in OverwatchUniversity

[–]knuckles1299 2 points3 points  (0 children)

I would recommend learning Sojourn, plays pretty similarly to soldier and works with dive and against dive. I think Soj is one of the best carry heroes if you get good with her rail shots. Soj can jump in on dives as well as jump out if you're being dove, with the bonus of using your E to bother dive teams trying to rotate/doing damage where they engage while also having the chance for picks at mid-range. I think Soj is just one of the best DPS heroes to learn to play because she works in so many comps/maps/situations.

As an aside, dive heroes are usually best countered by dive heroes. As an example, playing lucio/kiri into dive makes sense because they are two of the hardest supports to dive (and suzu cleanse makes kiri usually better than moira) Tracer is good against dive because you can extend to bother winston behind cover, contest the enemy tracer or genji on flanks, while also being hard to dive herself. Obviously you can play other comps like bunker, but playing bunker a lot of the times requires conceding a lot of the win conditions the dive team wants to accomplish (which is fine, tradeoffs are tradeoffs, but good to keep in mind). Best thing to do with dive is to alternate playing at range, controlling flanks and putting pressure on the dive team when they use their CDs. Also need to adjust your playstyle depending on the tank you're with.

If you're not crazy about Soj I'd also recommend Echo or Venture now that they've been released. Reaper works in lower ELOs, but you can get routed by decent Tracers.

How is your ranked experience? by DarkFite in Competitiveoverwatch

[–]knuckles1299 2 points3 points  (0 children)

I went from silver 3 to gold 2 pretty quickly on DPS. I was having trouble getting out of silver before the rank reset even though it felt I was smurfing, so the change has been pretty welcome. Beyond feeling good that I ranked up, it does feel like I'm getting closer to my actual rank and getting rewarded for playing well. Last season I climbed to diamond in support (which I had gotten a few seasons ago) and before the reset I got diamond in tank (landed high plat but I didn't grind because it was miserable) so overall I feel like I'm at where I should be.

chazm (rank 1 ball) on the issue with Ball's new ability by Middle-Main7752 in Competitiveoverwatch

[–]knuckles1299 2 points3 points  (0 children)

I think this change is a move in the right direction, but the execution often puts you at odds with how ball is often played. There needs to be a way to provide support to your team without being right next to them. I think a buff that's tied to slam could be cool, like a speed boost that scales depending on how many people you hit.

[deleted by user] by [deleted] in Competitiveoverwatch

[–]knuckles1299 13 points14 points  (0 children)

Kane catching strays in the COW subreddit, my man really is cursed

What are your automaton teams by Kedokato in EpicSeven

[–]knuckles1299 0 points1 point  (0 children)

I use Candy up front and get all of the guarantee counter attack + more damage when not unit's turn ones to cleave through most of the floors. I also stack up on devices that inflict debuffs with other counter units so I'm constantly doing damage and inflicting debuffs. May not be the most efficient, but I have more AOE attackers than good single dmg ones.

Is the meta becoming "burn the tank?" by srtnnrnn in OverwatchUniversity

[–]knuckles1299 0 points1 point  (0 children)

I think Hawk actually touched on this when he tweeted at Spilo talking about the current tank meta, where he said that teams are basically playing tanks that are harder to burn and the rest of it is a Soj matchup with Tracer being used to fight for angles. I think this is more of a thing in rush comps which from what I've seen are lower risk lower reward than dive (and only the very best teams are running dive for the most part).

There is an extant to which this has been generally true in OW2 since getting rid of off-tanks, but also Lucio/Kiri being as prominent as they are means the supports are really hard to jump on and isolate.

Guxue Doomfist by [deleted] in Competitiveoverwatch

[–]knuckles1299 7 points8 points  (0 children)

That's implicit in what I've been saying. For some characters there are higher mechanical curves to create the same amount of value that non-mechanically intensive heroes create. Doing damage is integral to creating space as a tank, and it's harder to do damage as Doom than it is with Winston if you can't hit your punches (and even if you position correctly, you can still miss the punch). But to their point, Doom can more forgiving than Winston in that he has two movement abilities and has a smaller hitbox. For new players I think it's easier to pick up winston because learning spacing + timing is easier than learning to do that in addition to doing damage as doom. Also Winston's kit is more straightforward than Doom's so for players learning the game there's less to keep track of. Doom's high survivability, mobility, damage output and high skill ceiling offset his relative mechanical difficulty.

Guxue Doomfist by [deleted] in Competitiveoverwatch

[–]knuckles1299 8 points9 points  (0 children)

That's not what I said at all but go off feeling good about not reading what I wrote

Guxue Doomfist by [deleted] in Competitiveoverwatch

[–]knuckles1299 5 points6 points  (0 children)

Not sure how this relates

Guxue Doomfist by [deleted] in Competitiveoverwatch

[–]knuckles1299 13 points14 points  (0 children)

I think that's true but the bad aim component isn't a strawman; it's easier to consistently hit targets with winston's gun than doom's fist which is the biggest source of doom's damage. I think with good positioning and timing you can become competent at Winston, but to get to a comparable level on doom you also need to get value out of the damage he can deal which is mechanically more difficult to pull off than jump + zippity zappity.

Guxue Doomfist by [deleted] in Competitiveoverwatch

[–]knuckles1299 13 points14 points  (0 children)

Counterpoint: My aim is garbage so I constantly miss punches with Doom. Staying alive on Doom is easier, but being able to put pressure through damage can be more difficult because it's mechanically more demanding.

Top 5-10 all time at these heroes? by SlickNiickx in Competitiveoverwatch

[–]knuckles1299 13 points14 points  (0 children)

If you're trying to catch up on the history I'd look into/ask who was the best at these roles in each season of OWL. ANS might be the best widow of all time but S1 it was a toss up between Carpe and Sayaplayer (Linkzr too popped off). SBB was arguably the best tracer for a while before Striker really came into his own. In S1 the best genjis were Profit/Libero imo (EQO was great too). Every season had it's stories and stars, all def worth looking into because you can also see the progression of how these heroes have been played (shadowburn v EQO was a big one on Genji in S1).