Flats places captain america D to C tier in s9.5 with the title of "worst tank in the game"
I kinda agree he's booty cheeks, definitely bottom 3 tanks if not the worst in his current state
Y'all agree?
I kinda agree he's booty cheeks, definitely bottom 3 tanks if not the worst in his current state
Y'all agree?
Klyntar alliance
Implementing the old beta shield throws where it ricochets to multiple enemies per shield throws, adding the bleed effect on each hit so it improves the dmg from 45 -> 55 per throw to single targets, ricochet fall off to the second enemy would be 30 with 5 bleed dmg.
Gamma liberty
It feels like a better bucky team up since you don't need to rely on your team to activate it, making it better to solo dive and survive more, with the enhanced team up you can peel better and duo dive better. (Forgot to add that it's on a 15s cooldown and it can be reduced on each vibranium saw Ricochet. And the enhanced version hp is 200 with 3s duration)
Sentinel of heven
This team up idea is more of copium injection. You get the shield 50hp buff and dash knockback, on the enhanced you get a solid engagement and a 2s decrease on his slam.
Imo if i get one of these team ups as a compensation for the 75hp nerf I'd take the team ups, i mean a hulk bubble is way better then a 75 more hp for survivability imo
What y'all think about the ideas? And if you like one of them what would you add/remove to it?
This is old captain America footage maybe beta i think and you don't know how attractive it looks.
Original shield throws were 2(?) That ricochet on multiple enemies. If you ask me i would love to see that in the current season cap.
I feel this would benefit cap so much dps-wise () since his dmg on single targets is MORE than fine and doesn't need any change. However what needs a little change is his dmg approach like the animation cancel, AC wasn't a dmg tech it was a fire rate tech and now that ppl adapted beyond animation cancel to melee cancel i feel like his shield throws needs a different approach more than just distance melee hits.
I present that they bring back the ricochet on this video shown on his four default shield throws. I wouldn't be sad if it had damage falloff like his vibranium saw. Ricochet shield throw would be great for cap especially aircap since the playstyle is for distracting the whole backline not a single target and a ricochet hit would attract more attention so bringing back that ricochet for the shield throws would be a massive FAIR dps buff for cap. That's not even talking about the side effects of that buff like his ultimate charge would be significantly better and his dmg stats and attracting more ppl to play cap and adapt to the fair aircap playstyle and i feel it would bring a spark for cap players aswell since the gameplay in this clip is so attractive if you ask me.
What do you think? Should they bring back that Ricochet? How would you like to implement it on his kit?
(Bring back 675hp cap 💔)
Cap got his animation cancel that took skill to master and made him stand out in situations removed and replaced with a lower skill demanding mechanic ruining the fun and skill expression for cap.
Peni now got her snare reduced to 2 second slop cc ability that doesn't work effectively against divers with mobility and small hitbox (dps divers) only ruins the fun for big hitbox easy to hit tanks and dive tanks. Reworked her entire ability to piss off tanks.
All roads lead to slopification
We all love the bucky team up and some of us prefer it over Thor's me included.
But we all agree the team up is so janky and broken in a bad way not the good broken
First of all: bucky team up allows cap to latch into allies granting 150 overshield, on paper and action it's a pretty good peeling/escaping ability but on actual action it's 60% of the time throws your performance.
while airbone cap can still latch into his allies the issue many find is it doesn't travel as fast as on the ground, so if your supp gets hit with a ttk and you instantly latch into them while you're on the sky, you might not reach them on time to save them. Also if you're escaping the same thing can be said, you wont reach your team in time.
cap's latch has two separate effects, overshield and dmg converting. It's pretty good effects but they come seperates, when you choose the teammate to grant the overshield and dmg convert it doesn't give the overshield but gives the dmg conversion first, so if you latch into a teammate and your wave didn't hit them they get dmg conversion without overshield, which is pretty common to occur, cap's latch get cancelled BY EVERYTHING, if you're stuck on a terrain or even stairs and try to latch into your teammate it won't reach him right and the whole overshield is gone without any value out of it.
What i present is that we make cap's bucky team up a less attractive cc immunity-less hulk bubble, cap presses the button giving overshield and dmg conversion in a spherical wave 3-4 meters, that way cap can survive more on his dives since my guy's 600hp 😭 and can peel better without any issues and in all fairness, cap doesn't need 3 escapes tool if you make the team up a spherical wave only without depending on teammates it'll be more diverse since you can dive peel and survive better with it (activating the team up will be like punching in the ultron game mode) also it'll be more practical outside of normal matches like doom match and many 1v1 situations.
Legendary find tho, don't mind if I do 👀🤞
NOTE THESE BUFFS ARE ON THEIR OWN NOT IN A BUFF PACK IF CAP GETS ALL OF THIS HE WILL BE UTTERLY BROKEN EACH BUFF IS ON THEIR OWN
-making escaping easier since you cannot survive with only 600hp and a cardboard shield.
-kinda like black cat team up
Dps buffs:
vibranium energy saw now has 2 charges and 3s cooldown between each use and increasing overall cooldown to 7s each vibranium saw
after hitting twice and acquiring the four shield throws first two shield throws starts with 45 dmg if you land the first two, the remaining two shield throws will be buffed to 60 each shield throws (note: if you don't land the first two default 45 shield throws the next throws won't be upgraded, if you missed the first but landed the second and third the last one will be buffed to 60)
-this encourages precise aiming for the highest value, increasing his skilll expression and buffing his overall four shield throw combo from 180 to 210-195
-this enables cap to brawl in a 5-10m distance and still maintain his dmg output speed, same as the melee cancelling weave only difference is that you don't have to be 3m close to weave since being that close this season is a high risk.
Microbuffs:
- if he stays at 600hp he needs it
-same with the above.
-if the devs are going in the direction of making cap a survivalist distractor this will be vital (even tho they nerfed his survivability)
-if the devs go the dps route this will be a start for a good engagement.
Do you prefer the new cap or the old cap?
For me I'd give everything possible to get that flow back especially after i learned how to play cap efficiently after the ac removal.
Discovered this combo by combining captain crunch reliable combo and Voltaic animation cancel watch my previous post about it,
Important tip is that just like captain crunch you have to hold your shield RIGHT after vibranium saw so there's no delay in the combo it's also an animation cancel known for a lot of time
The combo is high risk for eliminating 275hp since it does a combined dmg of 280 by using your dash as the last attack
It can also be fumbled easily so failure is common and expected, it still does high dmg
I rate it 3/5 for reliability and 5/5 for difficulty
As usual creds for u/Zybten1 for the V.A.C
Creds to u/Zybten1
I saw a pc player u/soup2eat_shi on this sub trying out the voltaic animation cancel and i wanted to try it out on console, original user tried the method by using the mouse browse thingy forgot it's name to spam the voltaic shield throws and melee, it's possible to do so on the console by initially spamming two buttons but it's a sequence:
pind the melee and shield throws to whatever makes you comfortable to mash the two at the same time for me it's R1 melee/R2 throw (PS5).
activate the voltaic team up and start the sequence by pressing Melee IMMEDIATELY followed by a throw to imitate the cancel.
keep practicing for perfect sequence
Tips for the tech:
try as much as you can to aim at the ground for the highest dmg during enhanced thunder cap.
aiming the cancel is made of two parts, snappy and tracking, if you look at my aiming during the moving target you can see that i snap the Melee and track the throw to the target's moving direction to perfectly register the melee and throw for the highest value.