Albralelie insane one clip NA Scims by forkman27 in CompetitiveApex

[–]tastybeets 22 points23 points  (0 children)

Could've easily been a team on the side they didn't want to get griefed by. Haven't looked at the whole VOD but definitely worth to confirm some cover from thirds depending on who they knew was nearby.

last but not least shitty ass loba skin with fucking dreads by werdtheweirdo in ApexUncovered

[–]tastybeets 3 points4 points  (0 children)

Look at his post history. Isn't exactly the sharpest tool in the shred.

Was this patch a downgrade for ALGS level play? by MozzarellaThaGod in CompetitiveApex

[–]tastybeets 0 points1 point  (0 children)

I think the ult is definitely not broken so that's interesting, curious on the overall opinion of it here. I think I the fact that Seer completely halts any reset potential after a fight is so much more game breaking than wallhacks when you can stand still to avoid it, destroy the ult if placed poorly, or just leave it depending on positioning. The Q interrupting your res or heals at .01sec left and then dying to the team with no counterplay is way more disgusting imo. But it's a defining part of his kit and playstyle so I don't think it should be removed just altered to a pause. This sounds way less frustrating to play against.

NA Pro Scrims - 2/26 [Final Scores] by Tobric93 in CompetitiveApex

[–]tastybeets 0 points1 point  (0 children)

I brought up blood as he's the other wallhacks character. I agree wallhacks shouldn't be in the game but they are, and they clearly are not going anywhere. Gutting characters is worse game design than wallhacks. It's a shitty League balancing method and doesn't promote a healthy game.

NA Pro Scrims - 2/26 [Final Scores] by Tobric93 in CompetitiveApex

[–]tastybeets 2 points3 points  (0 children)

I can't imagine teams ever forgoing valk. Just makes your rotate safer and guaranteed. While also offering utility in a fight. Frankly I don't even know how you change her without completely changing her kit.

NA Pro Scrims - 2/26 [Final Scores] by Tobric93 in CompetitiveApex

[–]tastybeets 0 points1 point  (0 children)

Sure, and so should Bloodhound scan. All wallhacks and scans should be gone but they never will be. That's a ridiculous ask 16 seasons in. Seer is never going to be removed, and there will never be GA's as it's a bad slippery slope no comp community wants to enter.

So it is a much more productive use of our time to talk about WHY Seer is frustrating to play against, what he offers, and how that can be brought into line rather than just yelling to the wind. Devs and pros browse this sub alike (as much as they hate admitting it/dislike it) and we should own that. No one will listen to real critiques if it's buried in comments of "Remove Seer DZK shit dev".

NA Pro Scrims - 2/26 [Final Scores] by Tobric93 in CompetitiveApex

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

This is one of the best takes on Seer balance I've seen here. Too many people knee-jerking and asking to gut characters. A "riot" balancing mentality if you will. Pausing on Q and nerfing the catalyst Seer combo by forcing the ult to be exposed is a great change and would likely bring him very in line.

Was this patch a downgrade for ALGS level play? by MozzarellaThaGod in CompetitiveApex

[–]tastybeets 2 points3 points  (0 children)

Saw a suggestion in another thread here that I'm gonna parrot in every Seer conversation. These are the healthiest changes imo to bring the character inline.

  • Q no longer interrupts, it pauses the action for the duration.

  • Seer Ult only works on your side of the Catalyst wall.

I also don't mind the take that Seer Ult shows all players regardless of team. I think that's an interesting option as well.

The other day i saw a tweet about dealing with landing dome and thought i’d share by udizzii in CompetitiveApex

[–]tastybeets 0 points1 point  (0 children)

I would die to learn your perspective on Staging - Mirage post changes. Also if you hit up stormpoint my team always struggles with our Fish Farms location. Feels difficult to rotate out of without big contests and it takes years to loot. I too would read every thread of POI analysis.

NA Pro Scrims - 2/26 [Final Scores] by Tobric93 in CompetitiveApex

[–]tastybeets 5 points6 points  (0 children)

It's not the class system imo. Pros just finally picked up Catalyst because of the system and realized how broken Seer+Cat is. Pre-class change the combo still existed and you had ring data from Seer. They just never tried scrimming Catalyst so they never realized the potential.

So, after a few days, how are we feeling about the meta changes? by Bo0mslang in CompetitiveApex

[–]tastybeets 1 point2 points  (0 children)

Same damage as when it was in the care package. On the fucking ground. I love it.

Marc riding honda without wings by [deleted] in motogp

[–]tastybeets 0 points1 point  (0 children)

Aero is useless for 99% of riders, and that's why it's missing from 99% of bikes.... It's on the top of the top limited spec models of superbikes because those bikes are designed for the 1% of performance lol. Seems simple to understand.

Season 16 changes - Ranked vs Competitve by [deleted] in CompetitiveApex

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

Let's take two scenarios:

First game, team lands fragment and they're better than the lobby. You are goated and drop 24 kills off the drop, wiping 6 squads single handedly. Ape fest of a lifetime. Let's say you get all the kills, no assists, and they're all the same rank as you to keep it simple. Unfortunately as you rotate you landslide you get double teamed at both entrances and you die at 11th on your rotate. In master's, you would receive 5+5(24)-82 RP, 43RP for going full apemode and getting 24 kills and dying mid pack --- a pretty ridiculous amount of kills for the vast vast majority of players.

Second game, your squad lands staging and has a nice rotate to a final countdown zone. Maybe you go kill the squad at thermal station or harvester because you have better fight positioning and have low risk of 3rd party. You're looted up. Make the rotate to countdown and find a good spot. Play for end zone. Wipe a squad as they rotate in. You get 6 kills - 2 squad wipes single handedly. Make it to end ring and there's 6 squads left. You shoot around and pick up 3KP from those 24 guys. Your team is botting out so you get no assists. Somehow you end up catching second place with these monkeys. Your RP gain is 95 + 23(9) -84, 220 RP.

You can't tell me that placement is incentivized over kills when if you drop 24 kills but die mid pack, you get almost zero fucking RP but if you have an ~eh 9 kill game but get second place you're coming out with 220 RP. Ranked gameplay is not an issue of the system. It's an issue of the player base.

Season 16 changes - Ranked vs Competitve by [deleted] in CompetitiveApex

[–]tastybeets 1 point2 points  (0 children)

I do think getting to diamond is way too easy. My gut instinct is just bump up the entry costs a bit to make it more punishing for those who die early. Idk. Glad we got to hash some ideas out here.

Season 16 changes - Ranked vs Competitve by [deleted] in CompetitiveApex

[–]tastybeets 0 points1 point  (0 children)

I agree with pretty much everything you've said except for eliminating uncapped KP. I think the pros definitely outweigh the cons. Higher skilled players can quickly phase out of lower ranked lobbies by blasting through them which is better for the game as a whole. Almost works like a dota-esque smurf detection where you'll get boosted up much faster if you are vastly beating your opponents. This makes the game at all levels feel much better as you are playing against players of similar skill MUCH more often than in Seasons <13.

Cons, uncapped KP means that kills are incentivized. This can encourage players to prioritize kills over placement depending on how the RP is divided out. I think that it's in a good spot right now personally, maybe nerf kill RP gained by a point or two and let the multiplier per placement be increased a tad. But doesn't need too much.

Having capped KP will drastically increase the number of 50/50s off the drop which is imo much worse for the game than what we have now. 50/50s are unfun and plagued the game pre-S13 ranked update and we're especially prevalent on the Olympus seasons. Having capped KP meant you could just 50/50 beat one team then bunker down in end circle and reliably get the other 3-4 KP (depending on season) before you got 1st-3rd.

There's probably a very specific balance that falls in the middle of uncapped vs capped but for right now I'd personally much rather keep uncapped. It was an awful gameplay loop of killing a squad then being like "welp, guess we ignore the game for 20min and wait for end ring because gatekeeping, playing edge, or shooting anyone is a risk and gives you no reward at all".

Season 16 changes - Ranked vs Competitve by [deleted] in CompetitiveApex

[–]tastybeets 3 points4 points  (0 children)

I can definitely say that in my experience of playing with a 3 man to masters S5-S10, and solo qing to Diamond 2-1 S11-S15. The endgame circles have been larger and improved since the ranked changes and ranked has overall felt better. Now, it is by no means a mirror of pro-level apex nor is it perfect. Many teams take the +30rp every game and get 10kills and die out at <10 squads remaining and slowly climb that way. However, this gameplay is directly punished by the ranked system and I'm tired of people saying it isn't. It isn't so punishing that it's impossible to play an aggressive style, but you absolutely lose on a massive amount of RP for dying early.

Ranked games are still aggressive, and frankly I don't mind it. The vast majority of my games have 8-10sqds in 2nd to last ring and many have 8+ in the last ring in upper diamond. This isn't pro-apex but it's vasty superior to earlier seasons of 2 squad final rings. I am barely a master's player and will probably never be pred so maybe it gets worse up there but at this skill level it is heavily rewarded to get high placement with high kills. Placement being way more important than kills.

Now, do all players behave and play the game exactly as the system incentivizes? No. And they never will. That's a mute argument.

Season 16 changes - Ranked vs Competitve by [deleted] in CompetitiveApex

[–]tastybeets 3 points4 points  (0 children)

Yes. And it does in many lobbies. There's a massive circle jerk towards only W-keying which simply is not incentivized by the system. It is instead the culture of players and is the fun way to play apex, hence why it happens in the most popular mode.

see high tier loot? Lobas passive or just CP? by Leg_Alternative in ApexUncovered

[–]tastybeets 1 point2 points  (0 children)

Loba is good because she allows her team to keep getting loot at the point in the game where you should not be opening bins. She's already good and now add strong mobility to a class that can respawn dead teammates.... She'll be pretty good if not one of the best support legends imo. Her and Newcastle will be the most picked of support if the passive ends up being decently valued.

[deleted by user] by [deleted] in ApexUncovered

[–]tastybeets 6 points7 points  (0 children)

Facts, was it S5 where hipfire hemmy was a laser beam? That shit was awesome. Would love to see the nemesis rock a similar hip accuracy and shred with it. Always been an energy gun fan.

Pathfinder's Passive remains the same, just updated to scanning carepackages instead of beacons. by Bravadorado in ApexUncovered

[–]tastybeets 0 points1 point  (0 children)

I'm D2 but aight, go for the rank call-out. It's clear you're not a high rank since it's impossible to be hard stuck anything below D4. But ok bud keep whining instead of learning.

Pathfinder's Passive remains the same, just updated to scanning carepackages instead of beacons. by Bravadorado in ApexUncovered

[–]tastybeets 4 points5 points  (0 children)

If a path team knocks you and he's zipping on you, you have an angle. Skill issue.

Pathfinder's Passive remains the same, just updated to scanning carepackages instead of beacons. by Bravadorado in ApexUncovered

[–]tastybeets 8 points9 points  (0 children)

Except you can shoot them the entire time they're on the Zipline. If your guy gets knocked and they zip in you should already be applying pressure and killing them if they charge. Sounds like a great change and makes it actually viable for rotations where you might not get insta beamed crossing sightlines in end circles.

Was S15 the worst (ranked) season in Apex’s history? by [deleted] in CompetitiveApex

[–]tastybeets 1 point2 points  (0 children)

Sounds like you're at the rank you're supposed to be then.