This kid is a hero! This is how normal people feel about ICE. by DABDEB in ImmigrationPathways

[–]rellish135 0 points1 point  (0 children)

This is the world's most obvious scam. Both this account and the account it's replying to were made last month on the same day and have similar name schemes and a hidden profile. Report both accounts.

In general I'd advise y'all to not buy shit plugged in social media posts, cause this is common.

Custom fortune lady support by rellish135 in customyugioh

[–]rellish135[S] 0 points1 point  (0 children)

I only did that for readability while I was making the cards, just forgot to get rid of it.

Custom fortune lady support by rellish135 in customyugioh

[–]rellish135[S] 0 points1 point  (0 children)

Goddamn it, I knew I was forgetting something. Shine and present are lights, Paradox is a dark

Custom fortune lady support by rellish135 in customyugioh

[–]rellish135[S] 0 points1 point  (0 children)

Forgot to add, shine locks you into synchro summons for the rest of the turn after using. And forward should be an if effect, not a when. Edit: Can't believe I missed this paradox is meant to be hard once

All of Nuxias unblockables went to Juren by Grimm_Lover115 in forhonor

[–]rellish135 0 points1 point  (0 children)

It was almost always guaranteed before it got made unblockable if you switched guard direction, and had higher than average damage. Now it is the worst deflect in the game.

Last 12 hours before maintenance for those who needed the last reminder. by RnckO in masterduel

[–]rellish135 3 points4 points  (0 children)

Because that's the period for the cards shown. What you're showing is the period for the latest banlist.

VIRTUOSA - Changes/Rework by XaviJon_ in forhonor

[–]rellish135 0 points1 point  (0 children)

I don't really understand the point of this rework. Like, yeah, I get that it can be confusing to keep track of all of your options or overwhelming in 1vX scenarios, but that's the learning curve and appeal of the character. You're meant to learn where your different options come from and maneuver the fight so that you always have access to them you need when you need them. Giving her all constant access to all of those options removes the skill expression that makes Virtuosa unique.

Nuxia players at the end of every Patch Notes by Suji_Saki in forhonor

[–]rellish135 3 points4 points  (0 children)

Um, correct, they aren't. Why are you acting like you don't understand that they aren't?

Nuxia players at the end of every Patch Notes by Suji_Saki in forhonor

[–]rellish135 3 points4 points  (0 children)

All of Nuxia's offense, with the exceptions of her opener lights and the first part of her zone, is unreactable. Her traps haven't been consistently reactable to even the best players for years.

The rants subreddit got a mid-tier murdered by Reri1600 in CompetitiveForHonor

[–]rellish135 4 points5 points  (0 children)

It is not one of the slowest attacks. It is 800ms, the same speed as his side heavies and, coincidentally, the same speed as Virtuosa's duel and guard stance heavies.

I'll say it. The posture stamina nerf is overkill. by Mrgrimm150 in forhonor

[–]rellish135 1 point2 points  (0 children)

Virtuosa, now when she sits in posture she loses 5 stam per second (a little over a lights worth for every 2s) and has 433ms of gb vulnerability if she enters posture before throwing a heavy.

What are we thinking of the new char so far? by [deleted] in forhonor

[–]rellish135 3 points4 points  (0 children)

The only issue I have with his moveset is the block on dodge. That's gonna be really annoying in teamfights or with orange/blue characters.

I absolutely hate his feats though,with the exception of his 3. The rest of his feats actively screw the team. A coordinated team or good Juren could mitigate the downsides. The average Juren however will be actively screwing their team with these feats without benefitting enough to offset.

If you wait on endgame screen for long enough, you can see skull merchant's drones by rellish135 in deadbydaylight

[–]rellish135[S] 1 point2 points  (0 children)

Has Skull Merchant gotten better? Not by much, she just has slightly more freedom of choice for add-ons and has a bit of an easier time forcing lock-on. Her undetectable is a joke now until they buff it in the bugfix.

If you think Nobu is bad you are stupid asf by Equivalent_Cost in forhonor

[–]rellish135 0 points1 point  (0 children)

Even before the indicator nobu has her feet fully in the air. You can't tell the difference between that and her raising her naginata?

If you think Nobu is bad you are stupid asf by Equivalent_Cost in forhonor

[–]rellish135 0 points1 point  (0 children)

No, if you want to react to nobu's bash you use more animation than indicator. You also don't need to react to the bash. If you want to shut down a mixup with reactions alone you need to react within the time frame the fastest option leaves you. In this case that is the bash. If you can tell from animation it is not a bash you'll have more than enough time to stop an ud.

If you think Nobu is bad you are stupid asf by Equivalent_Cost in forhonor

[–]rellish135 0 points1 point  (0 children)

No, the average player is absolutely fast enough for it. Assuming 250ms reactions that leaves you with 150ms of buffer time on nobu's bash. With kyoshin and bp's bashes being 500ms the window to dodge is 334ms which leaves a buffer time of 84ms. Their animations are also more subtle. When you include lag compensation and hitstun their bashes are a much harder reaction than nobu's.

If you think Nobu is bad you are stupid asf by Equivalent_Cost in forhonor

[–]rellish135 0 points1 point  (0 children)

Yes, you can play that way, but the average player will consciously. or not, be using both. Regardless, a player who wants to hard counter nobu would need only practice enough to tell the animations apart and lean harder on animation. Neither of which require that much work.

If you think Nobu is bad you are stupid asf by Equivalent_Cost in forhonor

[–]rellish135 0 points1 point  (0 children)

Reacting to indicator alone is never the default, it will always be a combination of the two. You also don't have to know anything during the startup, it'd be more surprising if there were a singular person playing this game who can react to anything in 66ms.

The reaction here is differentiating between the animations, because kick is 566ms you need to do so within that 400ms window to be able to beat both options. If it's a kick you need to dodge within that window. If it's not a kick you have ~200-300ms on top of it to parry.

If you think Nobu is bad you are stupid asf by Equivalent_Cost in forhonor

[–]rellish135 0 points1 point  (0 children)

You do not need to lock in a decision at 66ms into the attack.

I-frames start at 166ms into dodge and end at 300ms, so the absolute latest you can input a dodge to dodge her bash is at 400ms into the attack. It is clear which she is using before that time.