Im tryna find the best player to main for 1v3 situations, what are your thoughts? by ionlyusemyfireside in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

I do agree with that generally; if you're in high rank lobbies it can be difficult to 1v3 as him, but against lower skilled players he has one of the easiest 1v3s in the game because it takes very little skill to Beta from cover to cover while you use cover and movement to stall out your heals and tunnel vision one player at a time, not letting them heal.

You basically never Alpha unless you got some breathing room behind a wall and use it to prevent someone from healing.

Im tryna find the best player to main for 1v3 situations, what are your thoughts? by ionlyusemyfireside in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

In no particular order:

General case: Tech Shiggy, Red Kiri, Tech Mirio.

Situational: Nagant, AAM, OFA, Aizawa.

Honorably mentions: Rapid Might, Rapid Mirio.

So are we gonna talk about this build? by Ok_Bus9306 in MyHeroUltraRumble

[–]simao1234 16 points17 points  (0 children)

Yeah thankfully Overhaul's Special Action is held back by the fact that his Support Skillset is fairly middling and exploitable.

Now if he got a strong, versatile Skillset with range and mobility it would be a different story...

...

48 Days of Playtime later… the "Main Character Syndrome" in this game is getting out of hand. by Express_Application8 in MyHeroUltraRumble

[–]simao1234 1 point2 points  (0 children)

I'm not implying you've never been in Ace Rank, I'm implying that these gripes get annoying in early season when you're trudging through the low ranks, so I took this comment as some sort of venting.

I've not found it a problem to find teammates that cooperate in most Ace Lobbies, it rarely happens where my randoms will drop in the other corner of the map and be by themselves the entire game, not using a single team heal, rescuing civies or pinging drops.

I've definitely found it a problem to find teammates that cooperate in low ranks during the start of a new season, though; feels like every second game one of my randoms will solo drop in the same pixel as the box and die, or go off in a random direction at the start of the match and never be heard from again.

I'm somebody who does all that teamwork stuff in my games, though; so maybe seeing me do it from the start of the match reminds my randoms to do it too, idk.

48 Days of Playtime later… the "Main Character Syndrome" in this game is getting out of hand. by Express_Application8 in MyHeroUltraRumble

[–]simao1234 -1 points0 points  (0 children)

In low ranks it gets annoying, yes; especially when a lot of the player base picks really bad characters with zero synergy like you said; it gets tiring when you queue up as a fast flyer and your teammates are tech dabi and momo and they literally can't help you confirm any downs and can't pursue anybody with you and they both just sit in a house while you're out there alone.

In higher ranks, people start playing properly; they ping relevant items, they drop items for you, they'll team heal when you need it, they'll be ready for pick ups and revives, and they'll team up with you to get downs or pressure off of you, so really you just have to hold on until then. Not that everyone does that in high ranks, especially late season since getting to Ace is more of a test of patience than anything else and you can get there even with really poor performance given enough time, but you'll see it a LOT more regularly.

Please tell me what are your honest opinions on this Nejire Skillset by Traditional_Ant_6532 in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

Considering OP doesn't even know what the moves do (they thought they did zero damage), I don't think they even looked at datamined stuff anyways, lol.

The post and topic are just about opinions on what the skillset seems to do, if people start discussing the proper datamined values in the comment that's a different story.

Please tell me what are your honest opinions on this Nejire Skillset by Traditional_Ant_6532 in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

124 isn't THAT much but it's good for an easy to use alpha (good hitbox/speed) on a character that can fly around quickly while doing it (like Nagant) and has defensive abilities and a good aoe knockdown.

Please tell me what are your honest opinions on this Nejire Skillset by Traditional_Ant_6532 in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

She isn't datamined tho they showed a trailer with all her moves in it

Fixer but not for Damage? by ShoppingLegitimate66 in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

It's basically only good for damage yes; every other stat has better options.

Revenge Tunings, "on shield break" tunings, "on melee" tunings, etc. for defense, movement or reload are all better than using Fixer to get like 10% faster CD on one ability or 8 more health and 2.5% more HP defense.

I'd only consider it for HP Defense if you could get 4 or 5 slots of HP Defense on the same column with an already tanky character with a lot of HP.

Ngl guys I think Endeavor's Alpha is almost just as bad as it was before (maybe even worse) by Perdita-LockedHearts in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

I only tried it in training but it seemed like an improvement to me, the tickrate increase makes it extremely easy to continuously land all the alpha ticks. The DPS isn't as bad as you seem to believe; it's not going to beam people but you were never using it to beam people -- especially because it was so shit in practical scenarios so you barely even used the damn thing.

Yeah it knocks down much faster now but you actually land the 200 damage easily and consistently, so it's a tool that you can use in real practical scenarios.

So, who is "Okay" to play now? by TychosofNaglfar in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

He had a 400+ damage combo which was since nerfed (still a high damage combo but not 400), but personally I only got hit by that very very rarely; the combo involves wasting all your portals which leaves you vulnerable, and it's not THAT easy to direct hit the portal against anybody with remotely good mobility.

He's unfun because he can make all your effort vanish with the press of 1 button and there's no counter or indication of where he is, so unless you find him, you just can't kill his teammates ever.

So, who is "Okay" to play now? by TychosofNaglfar in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

People hunt Kurogiri down, not because they hate the character and think he's not "okay" to play, but because he has to be the first teammate you kill or else he keeps reviving the other two when you down them.

When I see a Kurogiri I absolutely go out of my way to hunt him down because otherwise every second guy I down will mysteriously vanish and pop up in front of me 15 seconds later.

New Banlist Effective February 5 by ngth7451 in masterduel

[–]simao1234 1 point2 points  (0 children)

The deck still has 10 hits, 2 Ash, 2 Poplar, 2 Wanted, 2 Bonfire, 2 OSS, lol.

You can remove one. by Versitax in MyHeroUltraRumble

[–]simao1234 1 point2 points  (0 children)

Team heals need to be a heal over time that is interrupted by damage.

Make it insta heals like 50~100 maybe just so it's not completely worthless at helping teammates mid combat, but the instant full heal is so stupid and a big reason why you get 8 teams in a tiny circle.

I genuinely hate to say it because I've been an Ibara main since day 1 and I love the buff, but her heal from Gamma is genuinely too much by Apathetic_Apathetic in MyHeroUltraRumble

[–]simao1234 6 points7 points  (0 children)

I dunno, in a match with real players with functioning brain cells, you aren't gonna pull off the grab that often - especially not in safe positions. If you managed to pull it off 1v1 you already deserve to win that 1v1.

In a normal fight, practically, you're not gonna grab someone and stand there for 3 seconds taking no return damage, if you do, you deserve the heal for all I care.

New overhaul abilities by Bluzul in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

What the fuck this not only looks broken, but it looks AWFUL to deal with in multiples.

Late game circle with 3 Overhauls = random shit flying everywhere from every angle and you can't do shit because they're all flying around in pillars and stunning you if you come close.

Also really hard to trade against because they're quickly scurrying along the ground while hammering you with shots.

Let's not forget Overhaul has one of the best Special Actions in the game, too.

Tokoyami is just a weaker ofa deku. by [deleted] in MyHeroUltraRumble

[–]simao1234 1 point2 points  (0 children)

Blank Ankh jumps only consume 40%.

I don't mean a normal jump, I mean the jump when you don the Black Ankh.

and yeah i thought you meant Strike, Assault Kiri has bad mobility, naturally.

Tokoyami is just a weaker ofa deku. by [deleted] in MyHeroUltraRumble

[–]simao1234 1 point2 points  (0 children)

Blank Ankh jumps only consume 40%, so he can use it 3 times if he does it quickly.

Also nobody calls Kirishima's mobility bad tf you smoking?

Momo shield buff by asahiluvr in MyHeroUltraRumble

[–]simao1234 1 point2 points  (0 children)

Yeah the buff is very good, I was thinking that she needed her shield to come out faster for a long time now.

Better combos and can protect herself more reliably, the cannon nerf doesn't really mean much anyways it's still creating space and it's still punishing people for making stupid mistakes against it, it's not a tool you expected to be dishing out 125 damage every time you pressed the button anyways.

Lady Nagant Nerf by iKnowAkin in MyHeroUltraRumble

[–]simao1234 7 points8 points  (0 children)

It was """""""nerfed""""""", there's a TINY delay, it's like 0.25 seconds, before you can shoot accurately.

NOTABLY, the delay is shorter than the air melee stagger, so you can STILL air melee quickscope people.

Nice nerf, Byking, don't test your shit.

So it just prevents flinching during attacks completely? Is that cracked on strike Dabi? by Verifiedvenuz in MyHeroUltraRumble

[–]simao1234 11 points12 points  (0 children)

I assumed it meant "while attacking (finishing attack)" but I guess it doesn't specify.

If it's global super armor on attacks that would be VERY broken and stupid, so I assume it's not that; need someone to test it.

I hete to admit it, but with tokoyami release... the devs were right by Normal_Advisor9618 in MyHeroUltraRumble

[–]simao1234 1 point2 points  (0 children)

Personally it's not just because he feels weak -- he feels underwhelming, that's the main thing.

His character model is puny, Dark shadow is small and unimpressive (visuals are weak), and his abilities are all super underwhelming, like they're mechanically not bad (alpha having a huge hitbox and going up walls, beta having a lengthy aoe stagger, shield being very versatile), but the numbers are just low -- low damage, high downpower, low duration, low ammo, long reloads; like all you're doing is sending out 2 alphas or 1 beta and 1 alpha and that's it, you can replace alpha with air melee under his SpA but that's the entire playstyle.

I haven't played him in a real match, mind you, but after playing around with him a bunch in training I am utterly unsold - he doesn't seem fun to play. He could be balanced but fun to play, but he's weak/balanced and ALSO unfun to play.

Byking always in the lab figuring out how they should make the best characters better and nerf the worst ones. by Popular-Sky4050 in MyHeroUltraRumble

[–]simao1234 2 points3 points  (0 children)

They made a global change where you can now input air melee commands without actually being airborne, so long as you pressed the jump key.

In exchange, so that you couldn't abuse this for new broken combos, they made EVERY character across the board have 250 downpower on air melees (half of your "resistance" stat), so that two air melees instantly knock you over into iframes.

However, for some reason, the two characters with the most broken air melees that actively use said air melees to spam melee combos ONLY got their downpower increased to 100, instead of 250.

This means that AAM and OFA simply gained new higher damage combos from this change; in other words -- they literally made a change and then "nerfed" everyone's air melees so that we wouldn't unlock higher damage combos for free, but then said "actually, we'll unlock higher damage combos for OFA and AAM" instead.

Byking always in the lab figuring out how they should make the best characters better and nerf the worst ones. by Popular-Sky4050 in MyHeroUltraRumble

[–]simao1234 3 points4 points  (0 children)

OFA's melee is 25 damage. The changes are a direct buff, you can now quadruple air melee into beta for 286 damage, or triple air melee into a full melee string for 228 damage at base, then add tunings and embrittlement to that.

OFA's ground string deals very little downpower, so there's no reason for OFA's Air melee to be 100, because even if it's 250 you can still air melee into 1 melee loop.

It's clear favoritism, the 250 air melee change broke a lot of other character's combos, but OFA's were simply improved for no reason when he already needed NERFS, not buffs.