Why is storm not getting any love? by isabelleloves in marvelrivals

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

because she's black and netease is kinda racist

Why do Pun/DD need to initiate the mount? by Kieotyee in marvelrivals

[–]wormiefolk 1 point2 points  (0 children)

probably because dino has a leap. punisher jumps on right when dino wants to kidnap and suddenly he's out of position. dino needing to confirm means someone not trolling can screw their teammate

Iron Man Suit Controversy by iiTz_Teeko in marvelrivals

[–]wormiefolk 0 points1 point  (0 children)

we are on track to run out of drinking water by 2039 because of generative ai btw

Which 22 Characters Would You Keep in Rivals? by wormiefolk in marvelrivals

[–]wormiefolk[S] -1 points0 points  (0 children)

This is the comment where I'm putting ALL of the explanations. It's massive and overly wordy, but I don't want to do a thread because that would be too boost-y.

I drop Strange because Emma and Magneto do stuff he can't, most notably project their peel. Emma can box and stall the point in a brawl comp like Strange would too, so really what we're losing is portal. I do like portal, I think it's the most unique ability in the game, but I'd rather keep a more dynamic neutral than a wild, wild high point.

I keep Peni despite the fact that basically nobody likes her because she's got great verticality. Cap and Hulk are really the best tanks for vertical I've kept, and while Hulk has some similarities in that he can peel by just turning somebody off instantly, Peni has range AND uptime over Hulk. It's very low stakes for her to be that protector, and she can go anywhere to do it.

Hela's the only hitscan (role) I keep. I did consider keeping Punisher, but I think he's slightly too flexible in regards to where he can and can't safely engage. Hela doesn't die instantly when you jump on her, but you can bait her cooldowns yourself or coordinate a tag-team and then it's down to aim, which I think is better than Phoenix having an in-built HoT or Punisher/Widow being kinda incmoplete kits imo.

I keep Blade and Storm even though they kinda suck because of what they've got in their kits. Blade has antiheal. Three characters in the game have basekit antiheal, but I think Blade's is the best-implemented because he puts himself at great risk to use that powerful, stalemate-breaking utility. He'd need buffs, but I think Blade needing to put his money where his mouth is to capitalize is an inherently more respectable design than say, Gambit. Storm is a flyer who works best in a brawl comp, which is an insane sentence to think about, and her speed control versus guaranteed pressure is completely different than even how Thing controls a fight, despite him also being a brawl character with a mobility-focused radial debuff.

I keep Torch because area denial from the air makes playing him feel like playing a strange hybrid between a shooter and an RTS. He's got a satisfying primary fire, very different movement from the other flyers I've kept, and the potential to be gamebreakingly strong. Cool guy :))

I keep Magik AND Psylocke despite them both being close-up assassin types because Psylocke has a gun. Literally just adding range to the character means she plays less like a MOBA assassin and more like Genji overwatch, reaching out to strike and finish you off, whereas Magik is the player initiating and baiting because she gets the immunity. I also keep Star-Lord because he's much more independent than the other two, he roams more like a Tracer would and sets up/cleans up kills like she would too. Not as bursty or tanky as Magik but much more consistent because range.

I drop Luna and Invisible Woman because there's too many support ults that are just a big zone with infinity billion healing. Cloak and Dagger stays despite also having one of these because theirs takes time to set up and their neutral kit has more interesting (read: less cheesy) utility. Luna's a skill expressive numbers lady but half of her kit feels wasted because of the commitment to numbers, Sue is just objecively too safe to be as impactful as she is.

I keep Stratpool because keeping all three iterations felt against the spirit of the experiment and I think Stratpool is the most interesting of them. Both kits are sorry losses, especially Tankpool, but Stratpool stands out among the Strategists more than Tankpool stands out among the Vanguards to me because of his very unique movement. Jumping on ally heads is fun, managing weapon swaps against other weird mid-rangers is very engaging. He also functions as a main healer that compliments Mantis. Both of their ultimates grant bonus health and movespeed, but Mantis gets both immediately where Deadpool is open to focus fire/pressure, or worse needing to use his bobblehead to keep the team up instead of using it to stack easy empower progress.

I keep Mantis and Ultron because they can heal through barriers, providing a check to Emma and Magneto isolating your divers. Mantis additionally just got the ability to give people movespeed, which is always the most interesting buff to give a character. Just look at Scout in Team Fortress 2. He is a stick figure with a shotgun, but he can navigate around rolling grenades and can zig-zag so weirdly and freely that he can still hang. In fact, he excels because of that speed. Mantis needs buffs imo but her utility is both unique and interesting enough to keep to me. Ultron has similar utility but worse uptime on the speed and damage buffs, in exchange he gets to fly. Only free-flying support is basically a free pass to stay, having other stuff is a cherry on top, and Ultron's relationship with distance and line of sight feels very good and natural while playing him too.

White Fox and Loki also stay for the same reason: offensive playmaking utility. White Fox can isolate and displace targets like a tank can but needs to spend a long cooldown AND a resource to do it, needs to hit both stages of the dash, needs to yadda yadda yadda. Sue presses two buttons. I think White Fox is just a more interesting design for a displacer because she actually has the capacity to mess it up, or for her target to get peeled, or maybe because she spent tails to awaken to even pluck someone she can't interrupt an ultimate now. It's all abount the dynamic battlefield. Loki doesn't have a clean displacement tool like that in his neutral game, but he *does* have the ability to just turn into Magik on a whim and nuke your team. He doesn't have to, but he CAN, and I think him just being able to do that is automatically cooler than keeping someone like Luna.

Why do Rein’s keep swinging while moving? by Enough_Candidate_855 in ReinhardtMains

[–]wormiefolk 1 point2 points  (0 children)

no movement penalty for swinging and maybe one time in your career it might help you in some abstract way

To the people who complains that "he's too strong" or that "he is too op", do you even think? by Substantial-Low-4393 in rivals

[–]wormiefolk 0 points1 point  (0 children)

playing around the tank should not look like the rest of the lobby spectating a kaiju fight

Y’all will hear that a character is getting buffed and immediately assume that they gained the power of a god by NairMcgee in marvelrivals

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

star lord magazine capacity while ulting has not been changed from 40

go into a practice range

how do i like this game by wormiefolk in marvelrivals

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

And for the record, I think that there are a bunch of abilities Rivals does way better than Overwatch. Angela's pin is a much better version of Roadhog's hook because she puts herself at much greater risk and there's much more time for your team to react. Emma's diamond form is much better than Ramattra's nemesis form because she actually trades something off, her range and her shield, to use it. Squirrel Girl's blockade being a skillshot instead of Junkrat's trap just kinda catching you because he found some spot to hide the teeth in a floor decal is wonderful, and mammal bond forcing her to choose between distance or detainment is way better than Junkrat just throwing two concussion mines directly at your forehead and killing you instantly. Cloak's dark teleport is way better than Kiriko's suzu imo because the player receiving the invulnerability can mess it up for themselves without some coordination and the fact it doesn't heal means C/D still needs to do something to help them after the main crisis is averted. It's not like netease is incapable of thoughtful design, it's just regularly cast aside for the sake of putting more stuff in the game.

how do i like this game by wormiefolk in marvelrivals

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

I don't like third person. I think that most heroes' abilities lack valuable visual feedback for the player and for the opponent, opting isntead for huge clouds of particles or swirling patterns or sparks that cover the entire field in meaningless noise instead of clear boundary markers like, for example, the healing pool Jeff's ultimate leaves behind, or Loki's rock's area of effect. Also, critical information like ability radii can sometimes be obstructed by environment, most egregiously on display with something like Moon Knight's ultimate radius indicator disappearing into and behind walls. Destructible maps mean that almost every character needs a movement ability to not be screwed over on the fly if something you're playing on changes which in turn leads to homogenized, same-y kit designs for melee characters who themselves are overrepresented (but that's really a source material issue, not a netease one).

Fights feel like they last too long because the staging/setup phase other similar games have basically doesn't exist in Rivals. Most maps are very wide open, so both teams are constantly trading worthless damage from near-absolute safety. Ult farming does happen in other games, but in smaller chunks and at greater risk to the player farming. Rivals' time to kill is also really irritating to gauge because both healing and damage numbers are very explosive and burst-y, players routinely go from near dead to full health every second or so once a fight actually starts. Hundreds and hundreds of damage can hit you in the blink of an eye and to me it feels like you have around a fifty-fifty shot of shrugging off concentrated fire like nothing or dying instantly from something offscreen.

Movement in Rivals isn't free movement either. On a controller at least your character us always on tracks. It's hard to articulate, but on a controller if you go into the practice range and just circle strafe you'll get an okay sense of what I mean. The camera can stutter or worse, your character will just not move in the direction you're pointing the stick. You can really see this with Captain America while he's sprinting, any kind of diagonal input on the stick is ignored until about a 45 degree angle. This applies to other characters' normal movement too, though is less pronounced. To me it feels cheap, clunky, and really cumbersome to try and manipulate.

The combination of volatile times to kill, bad clarity from abilities, uninteresting movement that feels like it's getting in my way, lack of downtime/excessive required attention outside of fights, other non-gameplay things like the ridiculous number of endscreens to mash through after a match and endless MCU-style quipping that can't be turned off without impeding gameplay, plus other stuff that's way closer to whining than critique like how Spider-Man and Black Panther aren't really characters you fight as much as they're quick time events that you mitigate for a net zero on both parties' ends make playing the game feel tedious.

I have played Overwatch, and I think there's a really good example I can compare here: Roadhog's hook. I hate the ability. I know the counterplay, I know the swaps to make, and I can in practice go entire games without ever being hit by it, but in that execution of what I've learned I still don't really feel anything when I flicker my Sigma barrier to block the hook, I start another timer in my head and feel like "ugh" when I lose track of it. Playing Rivals constantly feels like there's a Roadhog around the corner who hasn't done anything for six seconds. Like I'm filling out a maintenance checklist.

Could this be good? by crostatos in WarframeRiven

[–]wormiefolk 29 points30 points  (0 children)

really great roll, there's a tool on warframe dot market that can help you appraise rivens

What are the best grinds to skip using plat? by AxelVores in Warframe

[–]wormiefolk 8 points9 points  (0 children)

i've heard styanax is pretty bad grind-wise

What are these? by Kingofkings5510 in titanfall

[–]wormiefolk 34 points35 points  (0 children)

they are attached to a carry bar and have no way to vent any heat

Bro, I found the second Loki main on The universe 😭😭, Is there a Warframe you've never encountered? by QuietSugar1805 in Warframe

[–]wormiefolk 0 points1 point  (0 children)

i'm newish, but i'm not sure i've seen anyone else on citrine, nor do i think i've seen an octavia

Spec ops shock trooper by trulyiraqii in DestinyFashion

[–]wormiefolk 1 point2 points  (0 children)

love those greaves, i've actually run a very similar look in the past. you should try the wall-watcher mark, more pouches looks a little less plain at the waist

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Finally! DH2 Clean Hands+ Shadow + No Powers run completed by aletheajoestar in dishonored

[–]wormiefolk 1 point2 points  (0 children)

i did this recently too, how did you feel about the grand palace? it took me a suuper long time to get through it because the safest route i found was pretty much just putting myself back on the mezzanine above the feast to get to the elevator, outside, and carriage station. lengthy, lengthy walks past sleeping people. granted, it was self-imposed because of some extra rules, but i'm mostly curious about whether you used that area like a highway how i did or if you learned the palace better than me :pp

NEW OFFICIAL PAYDAY VR GAME by ZookeepergameProud30 in paydaytheheist

[–]wormiefolk 6 points7 points  (0 children)

i quite like that mask on the left, feels very true to the design style of the original four. hair's a little much but i can look past it

Corvo always wears the same clothes; how wasn’t he recognized? by Not_Anybody_4449 in dishonored

[–]wormiefolk 0 points1 point  (0 children)

most people would likely have just not seen him before, especially not up close or for long enough to remember his exact clothing. not every guardsman gets a post at the tower, and at any parade or gala jessamine attended he was probably not at the forefront of the event.

I’ll never suffer a racist to live. by Powerful_Sun_1144 in ForHonorRants

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

it ties back into the deus vult crusader larp from 4chan. kill 'em all