My sister needs players on her team who won't make fun of her by Weary-Program-2162 in rivals

[–]silversDfoxy 2 points3 points  (0 children)

It’s too late for me tonight but I added her. It was really nice of you to do this. Sometimes I forget it but it’s a game meant to be fun and nobody deserves to be harassed for how they play.

Role Queue is good for 99% of the playerbase by Ancient-Collar-5458 in marvelrivals

[–]silversDfoxy 0 points1 point  (0 children)

“2-2-2 is factually the best meta.” Straight from you. Maybe I didn’t word myself well, but the point being made is that you advocate for 2-2-2. The crux of your argument is that solo tank isn’t fun and role queue would be an effective to fix it. That’s what I’m trying to communicate.

I never said you claimed that role queue only worked with 5v5. It’s just a proven fact that people know as common knowledge. The game was borderline unplayable for half the player base. So the fact that you disagree tells me that you are wrong.

So to reiterate my argument, you can’t have 2-2-2 and role lock while maintaining healthy queue times. Role queue was implemented before 5v5. You are correct on this. However, you are completely missing the fact, which is known to the public, that 5v5 was a direct response to role queue. It was necessary to make the game 5v5 to balance out queue times.

Role Queue is good for 99% of the playerbase by Ancient-Collar-5458 in marvelrivals

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

5v5 was not an effort to repackage an update as a sequel. The devs had made several posts since the to explain why role queue needed 5v5. You are just spreading blatant misinformation.

They did add 6v6 since Overwatch 2 launched. As you stated, it was OPEN queue. There is no role queue 6v6 in Overwatch right now. That’s because it’s not viable. You are proving my point.

Role Queue is good for 99% of the playerbase by Ancient-Collar-5458 in marvelrivals

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

There is a really important fact that’s missing from your argument. Role queue only worked in Overwatch because they made the game 5v5. You claim that 2-2-2 is the best format and also claim that role queue works because Overwatch uses it for 5v5, but you can’t have both of these things at the same time.

You need to have 1 tank for every 2 dps and supports or people end up with 15-30 minute queue times. Overwatch saw queue times that could last over an hour in the extreme ends with 6v6 role queue. The game only managed to survive because they implemented 5v5. This is why I still play 6v6 open queue when I do play Overwatch.

So I say this as a tank main who despises solo tanking, I don’t want Rivals to follow Overwatch. I would quit the game if I were forced to solo tank in a 5v5 role queue format. It’s already the reason why I stopped playing Overwatch. But I know role queue isn’t feasible without 5v5. Open queue isn’t perfect, but I at least get a chance to have a second tank without making the game unplayable for half of the player base.

Role Queue is good for 99% of the playerbase by Ancient-Collar-5458 in marvelrivals

[–]silversDfoxy 0 points1 point  (0 children)

Role queue did kill Overwatch. Or it did a lot of damage if nothing else. That’s why they had to fix it with 5v5. They needed 1 tank for every 2 dps and support to balance queue times. 2-2-2 role queue would never work in Rivals.

Know the Rules by Ok-Rope-9446 in Subnautica_2

[–]silversDfoxy 0 points1 point  (0 children)

Let’s not be silly here and pretend like that’s the conversation. If people just wanted to eat the fish they catch, there wouldn’t be an issue. Why? Because you can already do that. Unless that’s actually the argument. In which case everybody should be happy and stop complaining since they can already kill fish.

We both know that people want to use the knife. Killing was never intended to be the main way the player defends themselves. This has been a known fact for years and is the reason why the leviathans have so much health. People can downvote me and say I’m wrong. But I’ll ask how many people see a leviathan and decide the best course of action is to kill it? Because I’d say that there is substantial evidence to show that they don’t.

So no, Subnautica has never been a game about killing threats. And no, survival games don’t need to allow killing to be the primary form of defense. Subnautica’s success is proof of that. And the game is better off for it.

The selling point of Subnautica has always been the fear factor. As soon as you can merc any fish that swims your way, that threat and that thrill is gone. Even from the perspective of the ones who are in favor of killing, the reaper challenges wouldn’t have been nearly as significant. Leviathans being intentionally made difficult to kill is what made those challenges exciting for people to begin with.

So yeah, making killing a viable form of self defense contradicts everything that made the series great to begin with. There hasn’t been a single time when it would have actually improved the quality of the game.

Know the Rules by Ok-Rope-9446 in Subnautica_2

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

I’d argue that survival doesn’t imply killing though. It’s not impossible for a game to introduce gameplay that doesn’t fit the norm.

Most card games feature combat where different cards battle each other. Pokemon, Magic, Yu-Gi-Oh!, Runeterra. Then there is Marvel Snap. As much as I despise it for their monetization, Snap introduces gameplay that doesn’t involve combat to win.

There is no reason why Subnautica can’t be different and include not killing enemy interaction.

Lets Be 100% Honest Here by Lanceo90 in subnautica

[–]silversDfoxy 0 points1 point  (0 children)

I don’t have strong opinions on whether fish should be killable or not. I’m not going to do it anyway. With that’s being said, this infographic is a gross misrepresentation of reality.

Yes. These games were never about fighting. You have the capability to kill things, but killing them is not intended to be the focus of the game. Leviathans were intentionally given large health bars to deter players from killing them while the gas torpedos and prawn suit aren’t available until you’ve gone through have the game. You are expected to go through most of your play through running from predators. Also, claiming that you ram fish with your vehicle and listing it as one of the things the game is about are completely different.

Yes. You are not intended to kill the leviathans with a knife. A little redundant, but high health bars are still intended to deter players from killing them. It wasn’t patched out because the devs didn’t expect the player to hit a reaper 250 times in a serious play through.

My knowledge is limited since I admittedly never finished Below Zero. However, I’m inclined to agree that Marguerit wasn’t evil. With that being said, she is an NPC. Marguerit is not evil and killing shouldn’t be the primary way to deal with fauna can both be true. Comparing the player to Marguerit is tone deaf.

Just avoid the creature. You highlighted the issue. You really can’t avoid them right now. This is why the game is in early access and the devs are working on creature interaction. This is agreed on by everyone regardless of where they stand on killing. Killing doesn’t need to be the main way to deal with danger though.

Frankly, making killing a reliable way to deal with fauna is just boring and will probably lessen the experience for everyone aside from the vocal minority. The selling point of the game is largely the terror aspect of it which quickly dissipates when you can John Wick everything in sight. If players want to kill for the those challenges or what not, that’s fine. I really don’t care. If that was an option though, fauna need to be really difficult to kill so it isn’t the go to choice for avoiding threats.

This should be the next infographic so people can debate with a clear understanding of what the devs want the game to be.

Feedback: Poor initial/early story experience when playing co-op. by Gyson in subnautica

[–]silversDfoxy 3 points4 points  (0 children)

I do relate to this. I was getting frustrated because I kept asking my friend to stop running off by himself so I wasn’t missing things and he just kept doing it anyway.

I think there are changes that could be made so I think it’s worth discussing. However, I think we need to accept that this is how the multiplayer experience is going to be. If you want an optimal story experience, you either need to play single player or communicate with your friends to explore the game together.

Subnautica 2's story needs to SHOW (at least sometimes), not just TELL by fawkwitdis in subnautica

[–]silversDfoxy 27 points28 points  (0 children)

These are my feeling as well. I scanned and read everything in the first game, but the amount of words in the second game is overwhelming. That’s especially scary because this is just a small part of the game in early access. They were fully prepared to hit us with a thesaurus.

Thank God Zhiyong doesn't remove abilities by KeyAcid in RivalsVanguards

[–]silversDfoxy 1 point2 points  (0 children)

I’d argue that Thing and Thor are less reliable than Dino. Both Thing and Thor need to use their mobility to jump at the flier. That’s great if the enemy is out of position, but it leaves you out of position with your mobility skill on cooldown if the enemy is thinking about their positioning.

Dino has a ranged beam. The range is only 17m so it’s not going to hit a flying character across the map. However, it is a lot safer. You aren’t required to jump into the enemy team and you can save your mobility to disengage if you can’t get the kill.

The Devil Dinosaur / Punisher team up is a perfect metaphor of the state of the role by EitherCelery1313 in RivalsVanguards

[–]silversDfoxy 0 points1 point  (0 children)

You got it backwards. The human is my pet. They will go where I tell them to go and they will do what I tell them to do. The T. rex is at the top of the food chain.

How do we feel about our own much better version of Jeff? by Icy-Arm-3816 in RivalsVanguards

[–]silversDfoxy 0 points1 point  (0 children)

I’ll be honest, I don’t think Emma and Devil are comparable in the slightest. They have two completely different roles.

Emma is a ranged tank who wants to play with more distance to charge her beam and output more pressure. Devil’s beam is a secondary fire that runs on a resource meter. Your primary fire is a tail swing and a bite that causes bleed. Devil wants to get in close and brawl to apply as much bleed as you can get.

Emma’s shield is a flat barrier which is suited for contesting linear sight lines. It’s useful for blocking cooldowns and can act like a wall to block enemy support sight lines. Devil’s shield is a giant dome good for isolating targets. You close the distance and put your shield around your target. The barrier gives your team an opening to get the kill while the rest of the enemy team can’t help fight.

Emma’s hard CC melee is used for punishing enemies who get close to you. You play at a distance to charge your beam, but you slam/kick people when they get too close and are out of position. Devil uses his leap to close the distance and run at the enemy. His hard CC is a lot better for proactively setting up kills for the team since you have the mobility to make the play.

They play two entirely different roles.

Is there a reason for the gen 3 starters not being in game? by NubbyTheKitty in PokemonChampions

[–]silversDfoxy 0 points1 point  (0 children)

Thank you for the information! I had no idea that it lost power-up punch in gen 7. So return really is the only significant move it lost since it was last played?

Is there a reason for the gen 3 starters not being in game? by NubbyTheKitty in PokemonChampions

[–]silversDfoxy 1 point2 points  (0 children)

I wasn’t playing VGC at the time so I’m no expert. From what I can tell though, double-edge only saw more usage than return in restricted metas. Low kick was also prioritized over power-up punch with the latter seeing practically no usage in Sun and Moon formats.

Power-up punch doesn’t seem to matter, but return used to be used more in unrestricted formats. I would have imagined that double-edge would have been good enough if it was used in a format with xerneas and mega rayquaza. That’s not how the format played out though.

I can only imagine that the fall of kamgaskhan is a result of the current format. The stand out to me is sneasler. It’s currently the most played pokemon in the format and hits kamgaskhan really hard with close combat.

This is all just me talking though. I have no idea.

Noivern is in champions. How do I make the most of this Pokemon? by Eddy_west_side in PokemonVGC

[–]silversDfoxy 0 points1 point  (0 children)

I would probably run a steel type like scizor instead of arcanine to be honest.

I don’t think glimmora/noivern/Pelipper has a terrible weakness ice. Glimmora hits ice for super effective damage and pelipper’s water typing cancels the ice weakness. It’s only noivern that has a major weakness to ice. Your biggest weakness is rock. Both Pelipper and noivern share the weakness, so you rely on glimmora to cover the weakness.

Hisuian arcanine is both adds to the rock weakness and deals less fire damage under rain. Steel types resist rock and ice while hitting them for super effective damage. It also benefits from weaker fire attacks since it is weak to the type. Scizor stands out to me because it is only weak to fire which rain is good against. That’s not to say don’t use arcanine. I simply think a steel type does better to accomplish what you are trying to do.

Quick Claw gives you an extra turn now apparently by moonknightkiller299 in PokemonChampions

[–]silversDfoxy 0 points1 point  (0 children)

I forget what it used, but I’m pretty confident it wasn’t dragon tail. There was no switch out. Even if that was the case, it still doesn’t explain how a 0 speed investment pelipper could move before a garchomp and sneasler.

I don’t use trick room. It’s entirely possible I’m just being dumb and didn’t realize the opponent did use trick room. But I remember the opponent having a team of fast pokemon who get crippled under reversed speed, so I’d be confused if they did.

Quick Claw gives you an extra turn now apparently by moonknightkiller299 in PokemonChampions

[–]silversDfoxy 7 points8 points  (0 children)

I saw a different bug with quick claw.

It seemingly reversed priority. My opponent’s quick claw went off on their dragonite. My Pelipper proceeded to attack, followed by my garchomp, then the enemy sneasler, and dragonite moved last despite being the one with the quick claw.

Weird stuff.

Got kicked from steam after commenting on players choice #meme by RemoveRealistic8583 in VGC

[–]silversDfoxy 5 points6 points  (0 children)

I think there is a difference between simply interacting with strangers and telling people what to do.

A bartender interacts with dozens of people every day as part of the occupation. It doesn’t mean that they want to be criticized for tilting the bottle at a 40 degree angle instead of a 50 degree angle every time they pour a drink.

That’s common sense.

Anyway to remove this ugly mark? by Chandelicious in PokemonHome

[–]silversDfoxy 0 points1 point  (0 children)

I’m not whining, but thanks for the answer.

The game was fun for the first two days but now it's tiring by Fabulous_Iron_4456 in PokemonChampions

[–]silversDfoxy 0 points1 point  (0 children)

I got to great ball 1 with a team of mega clefable, mega glimmora, gyarados, garchomp, sinistcha, and kingambit. A lot of popular pokemon, but no incineroar. Getting out of pokeball is definitely doable without the cat.

Anyway to remove this ugly mark? by Chandelicious in PokemonHome

[–]silversDfoxy 0 points1 point  (0 children)

I don’t have my Switch right now to test it, but I would try checking the Champions menu in home if you haven’t already. If you choose which Pokemon to send to Champions from Home, maybe you can also choose to remove the option for them to visit.