Yeah I've noticed Cap can mean the difference against teams that won't die; he's just got really good self sustain and damages enough to handle other bruisers like Thor 1v1 and not be scared
I've been enjoying Magneto, Cloak & Dagger and Squirrel Girl, but Cap is really resonating with me. Depending on the situation you can switch between bodyguard and backrow hassler, plus shield throw kills are extremely satisfying
I hear people coming around to Magneto but he always feels like a wet noodle to me.
I've been enjoying Magneto, Cloak & Dagger and Squirrel Girl, but Cap is really resonating with me. Depending on the situation you can switch between bodyguard and backrow hassler, plus shield throw kills are extremely satisfying
I hear people coming around to Magneto but he always feels like a wet noodle to me.
Given I only do quickplay.
He was my Rosetta Stone from Overwatch once I realised he was part Zarya, who was my initial main there. There are parts of his kit that are underwhelming (I don't think Mag Cannon is good enough to warrant a whole mechanic centred around it) and you have to deploy his abilities wisely, but he's a good mix of offense and defence and his team up is frequently active with how popular Scarlet Witch is.
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I dunno what it continues to surprise me how much people really delude themselves as to what the problems are on a team. You gotta be pretty dumb to look at a 2/2/2 setup where three characters are dive characters constantly running out of range/LoS and then complain about the healing. This is on a capture point, too, there's just no reason at all for Thor to constantly chase the enemy team halfway to their spawn. Meanwhile the remaining tank and both healers are fighting for their lives the whole match because the dives won't even attempt to help the back line.
+1
TexiKenDammit!That fish really got me!Registered Userregular
Yeah we're reaching the point where if you don't know how to play, go to the AI for practice, there's nothing wrong with that, it's better than the training room (gah it really should have been made the Danger Room instead of Assgard). Even in QP you shouldn't be pants on head stupid now. Had an Iron Man shit the bed so hard he switched to Wanda to save face but looked even worse to which everyone lol'd him.
I tend to give people a lot of leeway in quick match. If I can tell you're trying, then I can't be mad. Sometimes you have off games. I have 70+ hours played at this point and sometimes I'll be the 0-4 DPS two minutes into the game because I'm misjudging angles while Hawkeye uses my nostrils to store spare arrows. Shit happens.
I give people less wiggle room in Ranked, but I also avoid that mode unless I know I'm in the mood to get sweaty
Actulaly switching the wall build in combat? you madlad
And yeah, as nice as bots are for initially learning abilities, you need the human component even when it's very imperfect to help learn. Bot develop bad habits, just quickplay develops bad habits but not like vs AI where your team goes and camps spawn and usually wins (given only done easy AI). And yeah, sometimes I'm absolute crap. If the team is non-toxic, I generally don't care. It can be frusterating to be sure, but you can still pull off good stuff and yeah a good player will absolutely stomp you, but if I want more fairness then I'd go to ranked but like Fig-D I usually don't feel like getting that sweaty.
Yeah part of the fun of Groot is tossing out walls to try to split up the teams, often I'll lop off a healer from his tank, and then one or the other will panic back pedal into the wall as my team wails on them
For sure, I just can't get my brain to do more than spawn it in the regular shape as fast as possible in the heat of battle so having the wherewithal to do it mid combat is a skill I gotta work on.
It's weird how I will jump on a vanguard like Groot or Dr. Strange for the first time without any prior reading of their kit or training room practice and get MVP. Then I'll suck it up every game thereafter with them.
The thing that's hard for me as a controller player is keeping my CDs managed effectively. I basically have swapped to semi claw style so I can hit all my abilities ASAP when they become available. Some characters with less going on aren't as bad but most tanks I'm constantly hitting buttons.
I also really like Venom but if your team isn't working with you, it can be just pointless to try. Better off just picking a generic tank to support folks because the dive/dmg soak only works if you have the damage characters to help your dives work well
In most games I play, DPS is often an issue when the other team has frontline, workhorse characters like Punisher and our team is Spider-Man/Iron Fist/Starlord or whatever
localhjay on
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited December 2024
I find Groot's barriers to be a double-edged sword when things get heavy. They are fantastic for splitting off enemies from healing and escape, but just as effective as splitting off healing and friendly shots. Not always a problem, but you do get the odd Groot who throws up barriers everywhere in a furball and is constantly cutting his own team off so much that it almost hurts the team as much as enemies. He's probably the most complex tank to use well because you have to balance tankiness, defensive walls, offensive walls, not blocking your own healing, blocking enemy healing, blocking enemy escape, and not blocking allies from finishing off fleeing enemies. It's a lot of plates to keep spinning.
And yeah, 9 out of 10 times, the team with basic ranged damage output on DPS is going to win out against a team running the clip-friendly dive DPS stuff. Bucky in particular is incredibly strong against dive characters. They generally won't even attack if he lands a shot or two on them at range because they'll go back for healing right away. And when they land, he can grab and haul them in for the kind of damage they can't weather at all. Even just landing the grapple arm before they can do anything is often enough to drive them off even if you don't followup with damage, but it's a death sentence for them when you've got a halfway-aware team that sees when Bucky grabs a dive and they react to it.
Holy heck Jeff you beautiful gremlin, had a game the other night where ours got an Ace by getting all six members of the enemy team with the ult into a pit. It truly was a Jeffsmas miracle.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I find Groot's barriers to be a double-edged sword when things get heavy. They are fantastic for splitting off enemies from healing and escape, but just as effective as splitting off healing and friendly shots. Not always a problem, but you do get the odd Groot who throws up barriers everywhere in a furball and is constantly cutting his own team off so much that it almost hurts the team as much as enemies. He's probably the most complex tank to use well because you have to balance tankiness, defensive walls, offensive walls, not blocking your own healing, blocking enemy healing, blocking enemy escape, and not blocking allies from finishing off fleeing enemies. It's a lot of plates to keep spinning.
And yeah, 9 out of 10 times, the team with basic ranged damage output on DPS is going to win out against a team running the clip-friendly dive DPS stuff. Bucky in particular is incredibly strong against dive characters. They generally won't even attack if he lands a shot or two on them at range because they'll go back for healing right away. And when they land, he can grab and haul them in for the kind of damage they can't weather at all. Even just landing the grapple arm before they can do anything is often enough to drive them off even if you don't followup with damage, but it's a death sentence for them when you've got a halfway-aware team that sees when Bucky grabs a dive and they react to it.
Thankfully moving your cursor over a wall and pressing F will immediately dismiss the wall so you can quickly undo any bad walls.
And then yeah I forget his right click grenade which has a fairly low cooldown.
Yeah any time I do a bad wall I can count on my teammates to yell at me lol, but I'm putting them down/moving them around so much I'm sure it's just chaos haha. The thing is it's gonna be like that with an enemy Groot too so atleast with a friendly one you can ask them to chill or take down a bad wall. Also, putting up a wall under say, an enemy Peni's Nest breaks it instantly.
localhjay on
+1
KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
Holy heck Jeff you beautiful gremlin, had a game the other night where ours got an Ace by getting all six members of the enemy team with the ult into a pit. It truly was a Jeffsmas miracle.
The amount of games 'saved' or 'lost' because of a single good Jeff ult is too damn high for me.
Jeff's ultimate can be changed quite a few ways to make it less bullshit, the most obvious being a reduction in either size of the AoE or the length of time he can hold you
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited December 2024
I see why Hulk does well at higher levels of play, but it's a struggle at lower level. He's got a lot staying power and is difficult to keep down, but his strength is heavily being able to keep an enemy pinned down while your team puts on the real damage. A Strange focused on Hulk isn't focused on shielding his team and that's when you focus Strange. Alternatively, a team distracted by Hulk is the right time to pick off their Iron Man or Hawkeye while they try to kill Hulk. And if your team doesn't focus that damage, enemies just walk away and heal up a lot of the time. And if you don't get solid healing attention, you just get melted.
Had a match where I was facing down a Thor. 1v1, I could get the Thor every time. Unfortunately, every encounter after the first few ended with Thor simply leaving because my whole damn team would just... ignore him if we were fighting. Shoot him, Hela and Starlord. He's right the fuck in front of you. Aaaand nope, there he goes at quarter health after I've frozen him, we could've burned him down in about a second. Good thing you took care of that Iron Man in the meantime oh you actually did fuck-all and Iron Man is now beaming me while both you of shoot anything else.
Which brings me down to the core balance issue of the game: DPS exist. Maybe one lost game in twenty is for a reason other than non-terrible DPS. Maybe one in three of those losses is because it was a close game and we simply lost. Every other dang time, it's triple DPS/shitty DPS/autolock DPS which will NEVER CHANGE.
So the obvious answer? Ban all DPS from Competitive mode and put them in their own mode. Let them forever autolock to failure in their own little bubble and let the team players play the team game. All problems solved, FOREVER.
EDIT: Also, Hulk seems... glitchy. I've jumped onto a couple dozen flying players, all of them a good 10+ feet above the ground, and knocked one down. I've had three times where I hit an Iron Man, their ult still goes off, there's no explosion, and I just revert back to Banner because I ate the hit apparently? Maybe the hitbox for the air grab is just very small or something so it isn't landing when it seems like it should. Plus a weird number of time where I hit the gamma shield, revert to Banner, and then everybody does a sudden burst of catchup laggy movement and I die instantly. Dunno what's going on.
Unless there's a teamup or one of your tanks is more dive than protecting team, switching a vanguard to duelist seems a frequent choice and generally works fine.
Even teams that forgo vanguard altogether and still crush.
Given this is quick match so big ol grains of salt the size of small moons.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited December 2024
2/2/2 isn't required, but it tremendously more effective than triple DPS unless you're running with a full organized team of your own and/or up at pretty high levels. Three healers thus far seems much more effective but, of course, the plague is always triple DPS. I've never seen triple tank because it's just impossible to pry DPS obsessives out of DPS roles for that. Which DPS are also, of course, hugely an issue. A Punisher is an excellent, reliable source of raw damage output. A Winter Soldier can be great as well but is trickier. A Spider-Man can be a terror... or get stomped flat all match and be totally useless. And of course everybody wants to run the "all or nothing" characters that they universally stink at, never get better, and won't even attempt something different.
Triple DPS is also why you get players moaning about healing. All DPS are really squishy on their own if they don't have any buffs started and just melt against balanced teams without enough tank protection or attention to go around. Almost any hit is serious, which means the healers are pushed even more to keep up to keep attention around. Half the team is too weak for sustained damage and at least one, probably two, of those three DPS are going to be too awful to even bother changing up their character if it isn't working.
Just look at the damage blocked by tanks at the end of each match. An intensive match can have two tanks with something like 20k damage blocked each for 40k damage altogether. That's enough damage to kill your average DPS player over 150 times. So if you're down a tank, the 75 kills worth of damage that goes somewhere and mostly into the DPS. Then look at the endgame stats and you'll see the whole enemy team has 20+/30+ kills each and yeah, it's because they had a field day fighting squishy DPS run by players too bad at the game to realize that triple DPS is a terrible, terrible option most of the time.
Ninja Snarl P on
+1
TexiKenDammit!That fish really got me!Registered Userregular
What would you judge your games based on matchmaking so far?
Out of 10 games, it feels like 6 are balanced, 3 are stomps one way or the other, and 1 is basically whoever has the most leavers loses.
That might seem bad, but coming from Overwatch it's hella refreshing no cap. Over there it's more like 2 balanced games, 6 stomps either way, and then 2 based on leavers (but this was muuuuuch higher before they introduced leaver penalties).
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited December 2024
I'm working my way through Gold and when you don't get triple DPS stupidity, most matches are fine to good. But the matchmaking throws a fairly wide spread at teams so you can have anywhere from lower Silver to upper Platinum, plus still too many asshole third DPS players that spend at least one whole round being complete garbage with their default pick. I don't give a shit which character you claim to play, play other shit, being a one-trick is mostly dead weight unless you're in something like the top 2% of players.
But the third-wheel DPS shit is far, far more the issue than who is in which rank. If you're looking at the team that's got five slots filled and you decide we need that third DPS, well, we don't. Second tank, maybe. Third healer, maybe (it can work incredibly well). Third DPS? All but guaranteed to have one that is dead weight and that will ruin an otherwise-good team, and that is the one player that will flat refuse to even change which DPS they are. Maybe one out of ten or twenty times, they will actually reasonably change to a tank or healer like the team needs and do it before the game is halfway lost already.
The upside is that Rivals is so much better about how they spread out and balanced the things that could ruin Overwatch games (shields, stunning, one-shot-kills, etc), losing badly still feels way less oppressive. There is also a wider availability of hard and soft counters, so there's a LOT less need to run a given character to keep another character from being a real fun-destroying problem. Shit, for half the time I played Overwatch, the counters to the most obnoxious characters was to also have one of those characters, which is lousy balance.
EDIT: And a shitload less stuff like a particular character-support combo forcing support players to be welded to somebody's ass all round. Supports being able to decently contribute to fights in a way other than just pouring on more healing is huge improvement.
The amount of times i fire up the game and load into a ranked game, only to realize i forgot to uncheck the one US zone I ping fucking 200 ms to as opposed to the 40-60 of the other two, that it enables every time i start the game. is too fucking high.
What would you judge your games based on matchmaking so far?
Out of 10 games, it feels like 6 are balanced, 3 are stomps one way or the other, and 1 is basically whoever has the most leavers loses.
That might seem bad, but coming from Overwatch it's hella refreshing no cap. Over there it's more like 2 balanced games, 6 stomps either way, and then 2 based on leavers (but this was muuuuuch higher before they introduced leaver penalties).
Quick Match has hidden bots if you lose too much, and that would roughly map to your experience.
What would you judge your games based on matchmaking so far?
Out of 10 games, it feels like 6 are balanced, 3 are stomps one way or the other, and 1 is basically whoever has the most leavers loses.
That might seem bad, but coming from Overwatch it's hella refreshing no cap. Over there it's more like 2 balanced games, 6 stomps either way, and then 2 based on leavers (but this was muuuuuch higher before they introduced leaver penalties).
Quick Match has hidden bots if you lose too much, and that would roughly map to your experience.
It’s a frustratingly common thing these days.
This is actually my 100% most hated thing about the game. I only play competitive now, despite hating competitive and typically playing when i'm a couple joints and drinks in strictly because I feel like playing against bots is a waste of my time. They're so bad it's not even remotely fun.
So as of the 30th these are the leaked characters on their way
Angela
Hit-Monkey
Deadpool
Captain Marvel
Emma Frost
Phoenix/Jean Grey
Valkyrie
MODOK
Mr. Fantastic
Human Torch
The Invisible Woman
The Thing
Blade
Ultron
The Hood
Thing, Human Torch, Mr Fantastic and Ultron are confirmed for Season 1
A surprising lack of heavy hitting X-Men on that list. Gonna need that Nightcrawler Gambit and Cyclops dawg. I'm curious how Jean/Phoenix will work.
Is far too easy to only do X-Men and Spider-Man villains on Marvel games, so if I'm looking at the long term, I would try to stretch it out to let things breathe. Also they are obviously going for the MCU cast first, it makes more money to launch X-Men when the MCU X-men films are up.
Abacus on
+1
TexiKenDammit!That fish really got me!Registered Userregular
I just want Cyclops to be in the game and just give him his Capcom fighting moveset. An optic blast that can trip/stun, a hurricane kick for close combat, and a Spoder-Man style uppercut with an optic blast finish that can also be used to hit flying targets. And his ult his just a big ol' red beam zone denial like Hamzo's ult. And then his syncs are health regen with damage dealt with Jean, and more defense with Emma (assuming she's going to be diamond form based with like a psychic stun like flashbang).
I have this idea for Cannonball where he has a limited moveset, just a fast flyer, but he has one ability which is just a fast use of his body as a projectile and he's invulnerable when he does it, but he has no other abilities.
Posts
I hear people coming around to Magneto but he always feels like a wet noodle to me.
Given I only do quickplay.
Source
He was my Rosetta Stone from Overwatch once I realised he was part Zarya, who was my initial main there. There are parts of his kit that are underwhelming (I don't think Mag Cannon is good enough to warrant a whole mechanic centred around it) and you have to deploy his abilities wisely, but he's a good mix of offense and defence and his team up is frequently active with how popular Scarlet Witch is.
I give people less wiggle room in Ranked, but I also avoid that mode unless I know I'm in the mood to get sweaty
And yeah, as nice as bots are for initially learning abilities, you need the human component even when it's very imperfect to help learn. Bot develop bad habits, just quickplay develops bad habits but not like vs AI where your team goes and camps spawn and usually wins (given only done easy AI). And yeah, sometimes I'm absolute crap. If the team is non-toxic, I generally don't care. It can be frusterating to be sure, but you can still pull off good stuff and yeah a good player will absolutely stomp you, but if I want more fairness then I'd go to ranked but like Fig-D I usually don't feel like getting that sweaty.
Groot is Great
In most games I play, DPS is often an issue when the other team has frontline, workhorse characters like Punisher and our team is Spider-Man/Iron Fist/Starlord or whatever
And yeah, 9 out of 10 times, the team with basic ranged damage output on DPS is going to win out against a team running the clip-friendly dive DPS stuff. Bucky in particular is incredibly strong against dive characters. They generally won't even attack if he lands a shot or two on them at range because they'll go back for healing right away. And when they land, he can grab and haul them in for the kind of damage they can't weather at all. Even just landing the grapple arm before they can do anything is often enough to drive them off even if you don't followup with damage, but it's a death sentence for them when you've got a halfway-aware team that sees when Bucky grabs a dive and they react to it.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Thankfully moving your cursor over a wall and pressing F will immediately dismiss the wall so you can quickly undo any bad walls.
And then yeah I forget his right click grenade which has a fairly low cooldown.
The amount of games 'saved' or 'lost' because of a single good Jeff ult is too damn high for me.
Had a match where I was facing down a Thor. 1v1, I could get the Thor every time. Unfortunately, every encounter after the first few ended with Thor simply leaving because my whole damn team would just... ignore him if we were fighting. Shoot him, Hela and Starlord. He's right the fuck in front of you. Aaaand nope, there he goes at quarter health after I've frozen him, we could've burned him down in about a second. Good thing you took care of that Iron Man in the meantime oh you actually did fuck-all and Iron Man is now beaming me while both you of shoot anything else.
Which brings me down to the core balance issue of the game: DPS exist. Maybe one lost game in twenty is for a reason other than non-terrible DPS. Maybe one in three of those losses is because it was a close game and we simply lost. Every other dang time, it's triple DPS/shitty DPS/autolock DPS which will NEVER CHANGE.
So the obvious answer? Ban all DPS from Competitive mode and put them in their own mode. Let them forever autolock to failure in their own little bubble and let the team players play the team game. All problems solved, FOREVER.
EDIT: Also, Hulk seems... glitchy. I've jumped onto a couple dozen flying players, all of them a good 10+ feet above the ground, and knocked one down. I've had three times where I hit an Iron Man, their ult still goes off, there's no explosion, and I just revert back to Banner because I ate the hit apparently? Maybe the hitbox for the air grab is just very small or something so it isn't landing when it seems like it should. Plus a weird number of time where I hit the gamma shield, revert to Banner, and then everybody does a sudden burst of catchup laggy movement and I die instantly. Dunno what's going on.
Nope, 2 instalocks 6 games running
You don't have to run 2/2/2?
Even teams that forgo vanguard altogether and still crush.
Given this is quick match so big ol grains of salt the size of small moons.
Triple DPS is also why you get players moaning about healing. All DPS are really squishy on their own if they don't have any buffs started and just melt against balanced teams without enough tank protection or attention to go around. Almost any hit is serious, which means the healers are pushed even more to keep up to keep attention around. Half the team is too weak for sustained damage and at least one, probably two, of those three DPS are going to be too awful to even bother changing up their character if it isn't working.
Just look at the damage blocked by tanks at the end of each match. An intensive match can have two tanks with something like 20k damage blocked each for 40k damage altogether. That's enough damage to kill your average DPS player over 150 times. So if you're down a tank, the 75 kills worth of damage that goes somewhere and mostly into the DPS. Then look at the endgame stats and you'll see the whole enemy team has 20+/30+ kills each and yeah, it's because they had a field day fighting squishy DPS run by players too bad at the game to realize that triple DPS is a terrible, terrible option most of the time.
Out of 10 games, it feels like 6 are balanced, 3 are stomps one way or the other, and 1 is basically whoever has the most leavers loses.
That might seem bad, but coming from Overwatch it's hella refreshing no cap. Over there it's more like 2 balanced games, 6 stomps either way, and then 2 based on leavers (but this was muuuuuch higher before they introduced leaver penalties).
But the third-wheel DPS shit is far, far more the issue than who is in which rank. If you're looking at the team that's got five slots filled and you decide we need that third DPS, well, we don't. Second tank, maybe. Third healer, maybe (it can work incredibly well). Third DPS? All but guaranteed to have one that is dead weight and that will ruin an otherwise-good team, and that is the one player that will flat refuse to even change which DPS they are. Maybe one out of ten or twenty times, they will actually reasonably change to a tank or healer like the team needs and do it before the game is halfway lost already.
The upside is that Rivals is so much better about how they spread out and balanced the things that could ruin Overwatch games (shields, stunning, one-shot-kills, etc), losing badly still feels way less oppressive. There is also a wider availability of hard and soft counters, so there's a LOT less need to run a given character to keep another character from being a real fun-destroying problem. Shit, for half the time I played Overwatch, the counters to the most obnoxious characters was to also have one of those characters, which is lousy balance.
EDIT: And a shitload less stuff like a particular character-support combo forcing support players to be welded to somebody's ass all round. Supports being able to decently contribute to fights in a way other than just pouring on more healing is huge improvement.
It’s a frustratingly common thing these days.
This is actually my 100% most hated thing about the game. I only play competitive now, despite hating competitive and typically playing when i'm a couple joints and drinks in strictly because I feel like playing against bots is a waste of my time. They're so bad it's not even remotely fun.
Thing, Human Torch, Mr Fantastic and Ultron are confirmed for Season 1
{Bluesky Account }{Writing and Story Blog}
Based on my experience in SNAP: No, no, I'm good, thanks.*
(*Cosmo is a good dog who sometimes blows up my lanes in SNAP because I'm bad at card games.)
Is far too easy to only do X-Men and Spider-Man villains on Marvel games, so if I'm looking at the long term, I would try to stretch it out to let things breathe. Also they are obviously going for the MCU cast first, it makes more money to launch X-Men when the MCU X-men films are up.
I have this idea for Cannonball where he has a limited moveset, just a fast flyer, but he has one ability which is just a fast use of his body as a projectile and he's invulnerable when he does it, but he has no other abilities.