u/Impressive-Thing-780

Captain America needs some adjustments. Here's 3*: (Warning: Math)

- Decrease Sentinel Strike 2nd, 3rd, 4th, 5th, and 6th hit from 0.5, 0.5, 0.57, 0.5, 0.57s to 0.45s.

-Increase Sentinel Strike First Hit Attack Interval from 0.4 to 0.45s.

*Okay technically this last one was a fourth but like, it's the same thing? I don't know man

- Sentinel Strike no longer interrupts Leading Dash.

- Living Legend HP Regeneration Delay decreased from 4s to 2.5s

- Captain America's new Damage Per Second with the shield throws alone is increased from 88.815 to 100.

Math Below:

Captain America's Full 6-hit Sentinel Strike Execution deals 270 damage, with each hit taking 0.4, 0.5, 0.5, 0.57, 0.5, 0.57 seconds, respectively.

That is a total of 3.04s.

270/3.04=88.815 Damage Per Second. Not bad, if we look at it in a vacuum.

But then we think about him needing to be in melee range for the first 2 hits.

So let's look at JUST the Melee, as that's what most Cap players are currently using.

45x2=90

0.4x2=0.9

90/0.8=100

Captain America's melee only deals more damage per second than using his Primary as it's intended to be used.

I don't know about you, but that feels like a bit of a problem to me.

So this is how we fix it: Reduce ALL intervals of Sentinel Strike for Captain America to 0.45s.

Here's why: Currently, at melee range, Captain America deals 100 damage per second.

At Range, Captain America deals 84.11 Damage Per Second, when we factor ONLY the Shield Throws.

A character who's *Primary* means of dealing damage is Projectile, should not be *punished* for using that projectile.

In *ANY* other case, the nerf that Captain America received with the removal of his Primary Animation Cancel would have been met with a MASSIVE compensation buff.

In looking at the animation cancel in a vacuum, they have removed the fluidity of Captain America, and actually made him more difficult, rather than easier, as was the intention.

I do not think the Animation Cancel should be reinstated. I just think that Captain America should be buffed *properly* to compensate.

Decreasing the interval of the last 5 strikes of Sentinel Strike to 0.45s and increasing the first hit attack interval from 0.4 to 0.45s, for a consistent 0.45sx6=2.7s, or exactly 100 DPS.

This does not increase the offensive power of the character too much. In fact, I would argue it puts him exactly where he should be.

In summary:

- Change ALL Sentinel Strike Attack Intervals to 0.45s

- Sentinel Strike no longer interrupts Leading Dash

- Living Legend HP Regeneration Delay decreased from 4s to 3s

Three things. I wholeheartedly believe that this would implement exactly what the Sentinel Of Liberty needs to spread even more freedom across the battlefield.

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u/Impressive-Thing-780 — 13 hours ago

Making Captain America's Damage Consistent

- Decrease Sentinel Strike 2nd, 3rd, 4th, 5th, and 6th hit from 0.5, 0.5, 0.57, 0.5, 0.57s to 0.45s.

-Increase Sentinel Strike First Hit Attack Interval from 0.4 to 0.45s.

- Sentinel Strike no longer interrupts Leading Dash.

- Living Legend HP Regeneration Delay decreased from 4s to 2.5s

- Captain America's new Damage Per Second with the shield throws alone is increased from 88.815 to 100.

Math Below:

Captain America's Full 6-hit Sentinel Strike Execution deals 270 damage, with each hit taking 0.4, 0.5, 0.5, 0.57, 0.5, 0.57 seconds, respectively.

That is a total of 3.04s.

270/3.04=88.815 Damage Per Second. Not bad, if we look at it in a vacuum.

But then we think about him needing to be in melee range for the first 2 hits.

So let's look at JUST the Melee, as that's what most Cap players are currently using.

45x2=90

0.4x2=0.9

90/0.8=100

Captain America's melee only deals more damage per second than using his Primary as it's intended to be used.

I don't know about you, but that feels like a bit of a problem to me.

So this is how we fix it: Reduce ALL intervals of Sentinel Strike for Captain America to 0.45s.

Here's why: Currently, at melee range, Captain America deals 100 damage per second.

At Range, Captain America deals 84.11 Damage Per Second, when we factor ONLY the Shield Throws.

A character who's *Primary* means of dealing damage is Projectile, should not be *punished* for using that projectile.

In *ANY* other case, the nerf that Captain America received with the removal of his Primary Animation Cancel would have been met with a MASSIVE compensation buff.

In looking at the animation cancel in a vacuum, they have removed the fluidity of Captain America, and actually made him more difficult, rather than easier, as was the intention.

I do not think the Animation Cancel should be reinstated. I just think that Captain America should be buffed *properly* to compensate.

Decreasing the interval of the last 5 strikes of Sentinel Strike to 0.45s and increasing the first hit attack interval from 0.4 to 0.45s, for a consistent 0.45sx6=2.7s, or exactly 100 DPS.

This does not increase the offensive power of the character too much. In fact, I would argue it puts him exactly where he should be.

In summary:

- Change ALL Sentinel Strike Attack Intervals to 0.45s

- Sentinel Strike no longer interrupts Leading Dash

- Living Legend HP Regeneration Delay decreased from 4s to 3s

Three things. I wholeheartedly believe that this would implement exactly what the Sentinel Of Liberty needs to spread even more freedom across the battlefield.

reddit.com
u/Impressive-Thing-780 — 13 hours ago

Okay, I'm not an avid X-Reader, so: What does this sub's name refer to exactly?

I know Cyclops was a revolutionist leader but what about him was so controversial that the "Cyclops was right" phrase has spread so intensely around the Marvel sphere of the internet?

I'm very confused. I started reading X-Men like, as Krakoa was falling.

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u/Impressive-Thing-780 — 18 hours ago

Could anyone help me find my BMR? I'm not sure my estimate was accurate.

My estimated BMR was 2900, and so for a 500cal deficit I've been doing 2400/day relatively consistently, give or take, and primarily I'm focusing on habit-building for the first month or three.

I'm 5'11", 380lbs last time I checked, and I exercise 2-3 days a week depending on schedule. I've been able to keep 2 days/wk consistent so let's base it off of that.

I'm doing weightlifting on both days, and the workout takes me about 45 minutes, if that helps at all.

Anyone able to help?

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u/Impressive-Thing-780 — 5 days ago

Copying this from a comment I just made but...is Zhiyong getting enough protein and sleep? TW?: Cap Nerf Rant

The Cap nerf WOULD have been fine, IF they had just made the Ani-Cancel speed permanent and reduced his damage.

I've done the math, and at maximum effciency, Cap got ~134dps on his primary.

Sentinel Strike 6-hit sequence went like this: 0.4, 0.4, 0.5, 0.57, 0.5, 0.57.

With animation cancel on the last four, (which was what everyone did. ani-cancel on punch wasn't as necessary), it was 0.4, 0.4, 0.25, 0.32, 0.25, 0.32.

They nerfed Cap's damage by ~FORTY THREE DPS

If you did that to ANY other character there would be roaring in the streets. But our beloved soldier clad in red, white, and blue, and there are roars but a similar amount of roars the opposite.

People did not understand that Cap's animation cancel was not difficult at all.

Removing was the play, for consistency's sake.

But instead of buffing a measly 5 damage on his closest-range primary, they SHOULD have just decreased the attack interval by 50%, making the animation cancel a permanent feature, and adjust based on that.

Cap would've gotten a net buff from that.

40+40+45+45+45+45=260 (pre-cancel removal primary sequence damage) 260/2.94(sequence time)=88.4dps without the cancel.

With the cancel, it would've been 260/1.94=134dps

If they wanted to nerf Cap's complexity, they could remove the cancel, and reduce all Primary Interval to 0.4s, resulting in (assuming they didn't buff his melee) 260/2.4=108.3

It still would've nerfed his overall damage output, but put a middle ground between Cancel users and Non-Cancel users, simplifying his system a little bit.

But now, as most people are going to use him as generally intended and not as a melee bot like experienced Cap players, they're going to be using it inefficiently, resulting in the overall dps being 88.4 than to 134.

134-25.7=108.3

88.4+19.9=108.3

So for experienced Cap players, while it would have been a damage nerf, it would've been acceptable because it would feel better to have consistent damage output and no noregs.

For Inexperienced Cap players, it would've felt like a mega-buff, even if it was technically a nerf.

There were SO many better ways to do this. Is Zhiyong getting enough sleep? and Protein? The balance decisions being made are WEIRD, dude. He keeps nerfing tanks and buffing the strongest characters. I don't get it.

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u/Impressive-Thing-780 — 7 days ago

I think he could be a strategist too.

Don't get me wrong, I WANT Cyclops to be a vanguard, and I think that DPS would be the worst role for him, in terms of character fantasy, gameplay, and general balance of the game.

But at the moment Strategists have 11 and Tanks have 12.

I think it might be more likely that he's a Strategist, and it fits him if he's a mantis-like, with good damage and lower but constant healing.

I think requiring actual Strategy with Cyclops would fulfill his character fantasy the same way that being on the front lines would.

Heck, give him 300hp and put him on the front lines as a high-hp strategist why not?

Literally ANYTHING but a duelist, PLEASE.

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u/Impressive-Thing-780 — 12 days ago

What NEW systems for puzzles and combat do y'all want to see in Jedi 3?

Personally my wishlist is:

- Lightsabers can cut through certain materials for puzzles

- Fluid stance change, maybe in a cycle? So like if you go Blaster-Single-Double-Dual-Crossguard-Single, if you're on Dual, you can only switch to Double or Crossguard.

- A No-Lightsaber Stance for a portion of the story that also includes unarmed combat

- Force Jump for platforming

- Force Slow-Fall for descent (we see Second Sister do this at the beginning of Fallen Order in the first boss fight it's not a stretch to let Cal do this now)

- Force Lightning, maybe for a section where we temporarily lose BD-1 and Cal taps into the dark side more.

- Force Choke

- Force Judgment (Different version of Force Lightning that has a different use)

- Light Side/Dark Side Story Path, if they won't use Cal in live action, or they can just do this and leave it up to the player.

- More Mind Trick dialogue options

- Side Quests on all planets, not just Home Base Planet.

- I WANT to say Tattooine but I know a lot of you would hate that.

- Story Interaction with more of the Star Wars galaxy, maybe hearing rumors of "that mandalorian fellow" referring to Mando from Mandalorian.

- Force Speed being an option

- Merrin playable optional co-op character for Puzzles

- Merrin-Specific mission

- BD-1-Specific Mission playing as the little guy on a stealth mission gathering information

That's all I can think of right now.

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u/Impressive-Thing-780 — 12 days ago

Gregg Sulkin as Red Hood

He's already played the "standard jock who's actually surprisingly smart" in Marvel's Runaways (I haven't seen him in anything else yet), but I think with a bit of a harsher edge to his acting, he could play Jason pretty well.

u/Impressive-Thing-780 — 13 days ago

Rework Melon in Minecraft

In real life, watermelon is an extremely filling food, but given that it's mostly water, it's not filling for very long.

Thus my proposal:

Melon Slices should each give 10 hunger points, (5 bars), but only 3 saturation.

For those that aren't aware, saturation is the invisible system used to track how the player gets hungry. Certain actions drain more or less, depending. Once saturation is depleted, that is when you begin to see your hunger drop.

In the early game, Melon is an okay food source, but raw meat is better.

To offset this a little bit, I propose that Melon Slices should give massively increased Hunger Points, but very little saturation, meaning you need to eat them more often, but they give more hunger per piece eaten.

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u/Impressive-Thing-780 — 14 days ago

Like, I read the arc where she was retconned into being a mutant (which I still dislike) and the last thing I remember is the disembodied "mutant" ethereal version of her telling her about her abilities.

Where did she go from there and why hasn't she had a solo comic since? She's a good enough character to warrant one.

reddit.com
u/Impressive-Thing-780 — 19 days ago

He's not BAD, but he DID get heavy nerfed.

If you're not using your melee as your majority damage (and NOT the shield throws) you're actively decreasing your dps.

Previously we used to be able to cancel the Return of the shield throw so that the attack interval got cut in half, from 0.5, 0.57, 0.5, 0.57s, to being 0.25, 0.32, 0.25, 0.32s.

So even if, say, Cap's melee was buffed to 45dmg before the cancel was removed, it STILL would've been a better idea to use the Shield Cancels because you had a faster damage output, and when healing is this much in Rivals, that's necessary.

But now, they've "buffed" his shield throw by removing the cancel (there's no way they actually think this is a buff), and buffed his primary to be 45.

So now your DPS with the shield throw is locked to 0.5, 0.57, 0.5, 0.57. Meaning your total DPS, with JUST the shield throws (not counting the melee to get them up) is 84/s. For reference, the most similar tank in gameplay loop, Angela, her axes do 77.7, but they at LEAST have the ability to dash Angela forward.

So, let's revisit Cap:

If you assume that he uses his full primary sequence, his DPS becomes 0.4+0.4+0.5+0.57+0.5+0.57s, AKA 2.94s. To find the DPS, we divide the total amount of damage done in that sequence by the amount of time it took to execute. In this case, it is (45*6)/2.94=91dps

So, using your entire primary shield throw, you get JUST over the standard enemy damage with their primary.

Problem: Cap doesn't have very much combo potential without wasting a lot of how he survives.

And this is JUST regarding his primary right now.

But let's see how much damage Cap deals with JUST his melee, which is, as of S7, equal to his shield throws at a faster attack interval.

45*2=90

90/0.8s=112.5DPS; 113, rounding.

So literally, Cap using his Shield Throws now, while still decent for Ranged combat, they have no place in his up-close fighting, because you are losing out on a total of 21.5, or NEARLY TWENTY TWO DAMAGE.

As opposed to previously with the animation cancel, where we could cancel the shield throws, it became 0.4+0.4+0.25+0.32+0.25+0.32.

The first 2 strikes did 40 damage, and the last 4 did 45.

So that was 80+180=260

Over a period of 1.94s, that becomes 260/1.94=134dps.

No matter which way you swing it, the animation cancel being removed, EVEN WITH THE BUFF TO THE MELEE, the S7 Captain America changes are a net nerf of somewhere between 21.5, up to potentially 43 damage.

FORTY-THREE DAMAGE PER SECOND WAS REMOVED. You cannot tell me this was not trying to KILL Cap.

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u/Impressive-Thing-780 — 24 days ago

I think the story would have to pick up at the Origin, because we haven't had a properly remastered Heroes for Hire origin since the 70s and I think it would be cool to do in a 3rd person RPG semi-open world.

For the gameplay, I'd want it to be forced Co-Op. Like, you NEED a secondary person to fully do everything.

Of course you COULD connect 2 controllers and be 1 person doing that, but the point of the game would be akin to Pico Park, which would allow up to maybe 4 players (Luke, Danny, Misty, Colleen), but primarily focus on 2.

As for gameplay, I'd imagine Luke would play as the typical "Strong Man". For puzzles, he'd be the guy moving stuff around and Danny would be the one that could reach the high up places.

For combat, I imagine Luke as the bruiser style, very Arkham-esque but with less of an emphasis on countering and moreso having a "Resistance" bar that functions like a second healthbar. You can't take damage until your resistance bar depletes, and then you take less damage, but Luke would have less mobility than Danny.

Then for Danny's combat, I'd imagine him as a freeflow fighter with a mix of Arkham Batman's groundedness but also Insomniac Spider-Man's combat mobility, although slightly less.

The story I figure could have someone like Tombstone and Davos working together for one reason or another.

And I say Tombstone because while traditionally a Spider-Man villain, he slots into the "basically [Title Card]" place for a boss fight.

Misty Knight would be the investigation type, though not without combat ability, and Colleen would have fast movement and high damage, but be relatively weak in terms of durability.

What would y'all want from a Heroes for Hire game?

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u/Impressive-Thing-780 — 28 days ago

I think the story would have to pick up at the Origin, because we haven't had a properly remastered Heroes for Hire origin since the 70s and I think it would be cool to do in a 3rd person RPG semi-open world.

For the gameplay, I'd want it to be forced Co-Op. Like, you NEED a secondary person to fully do everything.

Of course you COULD connect 2 controllers and be 1 person doing that, but the point of the game would be akin to Pico Park, which would allow up to maybe 4 players (Luke, Danny, Misty, Colleen), but primarily focus on 2.

As for gameplay, I'd imagine Luke would play as the typical "Strong Man". For puzzles, he'd be the guy moving stuff around and Danny would be the one that could reach the high up places.

For combat, I imagine Luke as the bruiser style, very Arkham-esque but with less of an emphasis on countering and moreso having a "Resistance" bar that functions like a second healthbar. You can't take damage until your resistance bar depletes, and then you take less damage, but Luke would have less mobility than Danny.

Then for Danny's combat, I'd imagine him as a freeflow fighter with a mix of Arkham Batman's groundedness but also Insomniac Spider-Man's combat mobility, although slightly less.

The story I figure could have someone like Tombstone and Davos working together for one reason or another.

And I say Tombstone because while traditionally a Spider-Man villain, he slots into the "basically [Title Card]" place for a boss fight.

Misty Knight would be the investigation type, though not without combat ability, and Colleen would have fast movement and high damage, but be relatively weak in terms of durability.

What would y'all want from a Heroes for Hire game?

reddit.com
u/Impressive-Thing-780 — 28 days ago