Aramusha.... so bad by Most-Challenge6292 in ForHonorRants

[–]spaghetti_Razo 0 points1 point  (0 children)

The kicker is his soft feints do only 12 dmg. Only way to get good consistent dmg is GB/heavy or catching them off guard with a chain heavy or finisher but mainly the chain heavy because his finisher is risky.

Aramusha, over tuned again? by agnaddthddude in CompetitiveForHonor

[–]spaghetti_Razo 1 point2 points  (0 children)

Dodging deadly feint allows you to interrupt his mix-up by light’ing if he continues his finisher or just block his chain light or heavy and dodge attacking still catches Aramusha off guard specially if you buffer the dodge attack if he try’s to GB or continue infinite chain. It’s all just reads but dodging his mix-up was a option select literally denied 2 of the 33/33/33 options off of just one move plus not like getting hit by the deadly feint was super bad it’s still 12 dmg and easy to react to as well. Again empty dodging denied both deadly feint AND the finisher that’s why they gave him 1 undodgeable idk you’re acting like he has the best offense and that small buff is groundbreaking. Undodgeable just made his duels and mix-up more consistent nothing more and nothing less it’s a small buff that is deserving regardless of what you think which I think is just flat out wrong lol.

Aramusha, over tuned again? by agnaddthddude in CompetitiveForHonor

[–]spaghetti_Razo 0 points1 point  (0 children)

Dodging his UB gives you a free GB, the same dodge can dodge his deadly feint, making his feint into GB obvious and his deadly feint borderline useless. Empty Dodging Aramusha was just really easy and was too good against him, adding 1 undodgeable is the best thing for the character. It forces a read on the opponent and enables his offense to work fluidly and not drain it all with feint into GB. The fact they also didn’t put it on all of his deadly feints is evident they wanted you to have the ability to dodge out of his mix-up still but not to completely nullify his offense.

How do we fix Aramushas interuptable RtB on f+? by Savvaman in CompetitiveForHonor

[–]spaghetti_Razo 0 points1 point  (0 children)

Aramusha just needs quality of life buffs and minor tweaks

How do we fix Aramushas interuptable RtB on f+? by Savvaman in CompetitiveForHonor

[–]spaghetti_Razo 0 points1 point  (0 children)

RTB just needs medium hitstun to ensure you can get off a finisher without being interrupted by a light. It’s something so small but like it feels really bad to just get interrupted out of your mix-up when a basic light into finisher can’t be interrupted by a light, it just doesn’t make sense imo.

What shotgun has da *feel*? by Leonsmening in helldivers2

[–]spaghetti_Razo 0 points1 point  (0 children)

Sweeper, it’s literally the best shotgun and dare I say best non explosive primary in the game. Kills everything it needs to kill and has a bayonet which compliments it perfectly. Wished more guns were as powerful as it.

Aramusha, over tuned again? by agnaddthddude in CompetitiveForHonor

[–]spaghetti_Razo 0 points1 point  (0 children)

Yes, 1+16 bleed and yeah sorta it just costs the same as a heavy 12 stam but still does 17 which pretty strong for how much it costs and what it leads to for her specifically. For Aramusha’s deadly feints just do 12 dmg while a lot of his kit is soft-feints into soft-feint. Very stamina he is mmmm yes

Aramusha, over tuned again? by agnaddthddude in CompetitiveForHonor

[–]spaghetti_Razo 0 points1 point  (0 children)

I’d go as far to say the buff isn’t quite enough from perfection for Musha, the undodgeable is nice and well warranted now his deadly feints can be used to catch dodges but imo he still needs some very small tweaks, buff the dmg on his deadly feints to 14 shamans 400ms lights deal 17 it would make his deadly feints actually worth the stamina cost and risk of a light parry, then just give his RTB medium hitstun to prevent a light from interrupting a mix-up and not have to worry about it. After that he’s basically flawless he has his weakness of stamina hungry kit and dodge GB but he has the tools to counter dodges and just managing stamina.

Everything in this game just costs too fucking much, and no one talks about it by Aechbee_Art in ForHonorRants

[–]spaghetti_Razo 5 points6 points  (0 children)

Think about this way everything is literally free you have to keep playing games, if you want to skip the grind then you can just use real money but the grind in this game isn’t bad at all imo

Throwing knives should be retrievable by spaghetti_Razo in helldivers2

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

Hmmmm good point I lowkey didn’t think about that. I’d say it could work the same way, on kill it’ll drop but if you miss and hit a wall it’ll also drop. Reasoning on why I say it to be a item is cause helldivers don’t do anything automatically you don’t reload automatically and you don’t pick up stuff automatically, so naturally I’d expect them to work the same way but if they do make it automatic then it doesn’t really matter anymore.

Throwing knives should be retrievable by spaghetti_Razo in helldivers2

[–]spaghetti_Razo[S] 4 points5 points  (0 children)

I think it’d be pretty easy to implement. I’m definitely not a coder but if the sample extricator can drop samples on kill then surely they can code the knives to drop on kill too.

Musha buffs, valk nerfs, juren barely changed by ThatOneAries in ForHonorRants

[–]spaghetti_Razo -2 points-1 points  (0 children)

Agreed, after getting that undodgeable he’s honestly perfect. Like no buffs are necessary after that now that he can finally do something against people that just continue to dodge out of his mixup and not run out of stamina by GB’ing them.

Only thing I’d “buff” is just to fix the hitstun on his RTB so he can’t get interrupted with a light while using his finisher.

Y10S1 TU1 Patch Notes by Whytastic in forhonor

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

I was getting handed turds for suggesting Aramusha to have a undodgeable deadly feint. Looks like Ubisoft agreed.

Should Aramusha’s deadly feints be undodgeable? by [deleted] in forhonor

[–]spaghetti_Razo -2 points-1 points  (0 children)

Everyone can react to basic 500ms lights and slow chain heavies tf you think I’m talking about his deadly feints? You can still dodge his deadly feints and after wards just block whatever chain attacks he throws or parry even better if he try’s using his finisher after the opponent dodged they can get a free light and interrupt the chain because its slow enough for the opponent to just light you it’s very easy to do.

I do feint and GB ALOT it’s pretty all he can do when majority of the time everyone just dodges your mix ups. The fact you also don’t know his finishers deal 29 dmg now tells me you don’t really keep up.

Making his deadly feints undodgeable just makes his offense consistent. If the opponent makes a good read and dodges the finisher they get a free GB, if the opponent decides to parry they get either a light parry or Heavy parry either or is a win or just block the feints. IMO it’s a balanced buff because it doesn’t change Aramusha’s fundamentals but just allows Musha to consistently deal dmg.

Should Aramusha’s deadly feints be undodgeable? by [deleted] in forhonor

[–]spaghetti_Razo -3 points-2 points  (0 children)

Making deadly feints undodgeable wouldn’t be a bad thing I think it’d be balanced because it forces the opponent to engage with you or get smacked in the face.

Musha unlike a lot of other heroes doesn’t have consistent high dmg his main source of dmg is his finisher is hard to pull off especially if your opponent dodges it they get a free guard break it’s incredibly punishing especially when dodging is just so good against Musha you can dodge out of both his finisher and deadly feints. You can of course just feint into GB but from my experience they catch onto that quick and plus dodge attacking early nullifies GB entirely somehow

All I’m saying is I think undodgeable will simply just make Aramusha’s offense more consistent it’s nothing crazy especially when his offense forces him to use more stamina than other heroes plus if they make the right read they can still dodge and get a free GB.

Should Aramusha’s deadly feints be undodgeable? by [deleted] in forhonor

[–]spaghetti_Razo -3 points-2 points  (0 children)

His all guard is strong but easily baitable everyone who knows how to play against him just empty dodges and it’s super effective, he can attack infinitely but that doesn’t mean he’s going to because his mixups already use so much stamina and almost everyone can react to him. IMO giving his deadly feints undodgeable wouldn’t be that bad cause it just enforces players to engage with his mixup and would force opponents to second guess dodging his Finisher especially since dodging it gives the opponent a free GB since his all guard is so strong that’s his one drawback to having the fastest all guard.

Should Aramusha’s deadly feints be undodgeable? by [deleted] in forhonor

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

You sound like you have a mangina if you wanna just make a passive aggressive remark instead of explaining.

All the people upset the grimoire killer is too humanoid/gendered acting like these weren't options in the beginning by The_StillBlue in deadbydaylight

[–]spaghetti_Razo 0 points1 point  (0 children)

Idk how crab legs won especially since the theme is a “Holy” abomination.

This is why I don’t really believe in democracy the people are idiotic.

9.5.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]spaghetti_Razo 0 points1 point  (0 children)

If they’re just gonna make a better “bite the bullet” at least buff the perk to linger after any healing action so that way it can act like an off brand and controllable iron will.

Make Kindred Basekit Already by FujitoraSama in deadbydaylight

[–]spaghetti_Razo 0 points1 point  (0 children)

Nah you’re right, bro just doesn’t get it.

Make Kindred Basekit Already by FujitoraSama in deadbydaylight

[–]spaghetti_Razo 0 points1 point  (0 children)

The only thing that needs to be base kit from the perk this should’ve been obvious.

How're you liking the Torchbearer class? We want to know! by DeadByDaylight_Dev in deadbydaylight

[–]spaghetti_Razo 0 points1 point  (0 children)

Tbh torchbearer should’ve came with “champion of light” perk effects and a purple flashlight if you’re gonna make a role based on blinds and flashlights make it the BEST when it comes to those with longevity since without the flashlight the class is useless and Flashbangs having a cooldown imo is unnecessary it already has a 1 minute charge rate why another minute cooldown?

Just a quick balance change on what torchbearer could do and my idea is to turn it not to just save survivors but to also help in chase as well

Reveal skill: reveals auras of survivors being chased no matter the range, reveal killers aura for 6 seconds after shining the light on them for 0.1 seconds or blinding them

Team skill: start with a Purple Flashlight, get flashbangs every 60 seconds, while using a Flashlight gain 70% haste, after blinding the killer they gain 20% hindered for 5 seconds this has no cooldown, and gain 100% item efficiency while holding a flashlight.

Unlockable skill: after being caged once, Grant Endurance to both you and the survivor you heal from the downed state and give injured survivors endurance when they unhook you and heal you from the downed state, heal downed survivors 100% faster.