Is it me, or does the Gambit team up look extremely weak? It sounds to me like they're handing out Gambit team up to everyone the same way and they didn't realize they didn't fit the Wolverine.

u/Pepr70 — 3 days ago
▲ 81 r/MisterFantasticMains+1 crossposts

Half of Mr. Fantastic mains will look at this and tell you Mr. Fantastic doesn't need damage buff. (Hulk is without Wolverine, and Hood doesn't land headshots.)

u/Pepr70 — 1 day ago

Big Mr. Fantastic damage compare to Hulk (no wolverine team up), full demon Hood and zero demon Hood. (Hood can double his damage if he is hiting heads)

Before the last patch, there was a big effort to mr. Fantastic buff so I'd like to throw in a demonstration of how much Mr. Fantastic needs to be a better damage dealer than the Vangaurds.

Enough time has passed so I believe that you can assess how much more durable the 700hp Hulk and the 600hp Hood is/is not than the current Mr. Fantastic and goes to assess whether he deserves to be in this position.

u/Pepr70 — 4 days ago

Staff of Trickery is a card in a very long time that surprised me by how bad it is in the result. Not that I played it directly in rankeds, but when I tried it in Causal with my hero power oriented druid, I was strangely surprised by how bad this card actually was.

https://preview.redd.it/o8y6ly1g40fh1.png?width=404&format=png&auto=webp&s=d92ffdf81af5dbf7693f83563497658dc2987bbc

It's not directly about hate I just needed to vent a little about my surprise that someone could issue such a bad card.

It seems to me that this weapon would need as much as 100 durability to function.

In a lategame where I discount the card price by +-15 mana it's just an extra card and sort of the ideal scenario where the player plays Groovy Cat turn 2 + turn 3 + Genn Graymane turn 4 it's literally turn 5: extra damage and random card that cost 6 less.

The problem is that if you have a choice between three cards that cost 0-4 mana then you've just lost so much pace that you might as well give concede.

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u/Pepr70 — 28 days ago

The new type of hp makes for quite interesting quiz suitable mainly for our class. ohdadu of what kind of figure it is according to healthbar. So I threw a demonstration of what it might look like. It is the largest healtbars a character can have using her own abilities and team ups.

I was attacked on three levels.

  1. Easy: >!Thing base hp + shift (I'm not sure if you can have bonus hp from secondary and bonus hp from shift at the same time.)!<

  2. Medium: >!Thor base hp + sedondary + 3 thor force + Angela upgraded team up.!<

  3. Hard: >!Mr. Fantastic base hp + passive + 2 E + Thing team up. This one is tricky.!<

u/Pepr70 — 1 month ago

The first similar reason why Mr. Fantastic team up has such a huge cooldown is his healthbar. If Mr. Fantastic has been designated as a Vangaurd so a 600hp healthbar would not be taken as a problematic thing when it still has a 300hp fridge and an extra 350hp in passive.

I feel like if mr. Fantastic was a 400hp vangaurd instead of getting the last buff extra 5 damage to the primary so today his team ups are better.

I wouldn't even be surprised if Thing base team up is the same as the enchanted one and enchanted one that doesn't have a cooldown on ability and instead is constant active like Rogue has an active gambit team up and Wolverine has an active Cyclop team up.

And all it would take to rocket team up is to raise mr. Fantastic hp to 450 when selected just like Dr. Strange shield gains hp when the IW team up is active. Rocket team up is good anyway primarily to become a bigger damage sponge.

u/Pepr70 — 1 month ago

Secondary =&gt; double primary during Human Torch team up VS Sedondary only during Human Torch team up.

Secondary => Double primary remains the most effective way to fight back. It should be added that the primary attack itself also gets a bigger range from 4m to 6m while the secondary is changed from 8m to 9.5m.

The difference isn't that big, but Thing secondary is %-based so the smaller the enemy, the more effective the primary is.

Secondary => Primary I didn't even shoot because it is still less efficient than Secondary => double primary and loses range advantage.

u/Pepr70 — 1 month ago

Comparison of 2 poke vanguards against an 850 HP hero, assuming both have poke-oriented team compositions. Tank pool: upgraded Hela as primary (extra percent-based damage) and Peni - BP. Tankpool deals more damage.

So Tankpool still has the potential to be a better poke damage dealer than Peni, but it's a good idea not to ignore the 50% attack speed boost from the new team-up.

u/Pepr70 — 1 month ago

Worst possible new rule for MR I can think of: Anti-heal passive. (Tenacity paasive but against healing.)

It looks like a new rule is coming to MR, so I decided to write down the worst-case scenario just so the new rule wouldn't sound so bad.

After you have been healed six times within 7 seconds, or have been healed for 300 HP within 7 seconds, you lose all healing and gain 30% anti-heal for 3 seconds.

Each additional heal extends the duration by 0.5 seconds and increases the anti-heal by 10%.

Once you reach 100% anti-heal, you are completely immune to healing.

Revival and setting HP to a specific number ignore this passive.

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u/Pepr70 — 1 month ago

Mr. Fantastic primary ("auto-aim" with 15m range) vs Cloak primary (auto-aim with 20m range). I often hear that what from Mr. Fantastic makes the Duelist is its primary and that's thanks to the "auto-aim" and the fact that it can hit more enemies. So I found it convenient to show strategist auto-aim

It's less of an effort to disrupt that myth of being a Mr. Fantastic ranked in the right class.

The interesting thing is that Terror Cape (Cloak E), which has 2 charges deals 55 damage and gives enemy 28% vunlerability. That is, in addition to having a larger range, it has more damage hidden among abilities.

A more appropriate comparison would be cyclop, whose secondary can hit more enemies and has "auto-aim," but A demonstration of the difference with strategist seemed more appropriate.

u/Pepr70 — 1 month ago

Fanmade idea Blade rebalance around bleed:

(Bleed = 1.5% damage per second = It works like Devil Dino bleed, but it adds up and Blade goes untreated from Devil Dino bleed and Devil Dino doesn't get the bonus hp from Blade bleed.)

Bloodline Awekening (E)

- New functionality: Blade sees red roads to bleeding enemies when Bloodline Awekening is activated.

- By the time it is active it is also treated from the bleed it has applied.

Hunter's Shotgun (gun primary)

- Damage per shrapnel hit reduced from 8 to 5

- New functionality: If the enemy is hit with all the shrapnel then it will bleed on the 4s.

- Initial projectile maximum distance reduced from 8m to 5m.

- Two tap damage reduced from 350 to 220 + bleed (15 against 250hp hero and 51 damage against 850hp hero)

Ancestral Sword (sword primary)

- New functionality: When hit, extend any debuff by 0.1s. (Bleed, Antiheal, Slow)

Thousand-fold Slash (Q)

- New functionality: aply bleed with antiheal.

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u/Pepr70 — 2 months ago
▲ 24 r/MRTheHoodMains+1 crossposts

Fanmade Hood. What I'm expecting from the next Vanguard.

Passive works by using shift to switch between 2 base forms, each of which has 350 base hp plus 50 bonus hp. This effectively makes it a 700hp hero with 100 bonus hp. The problem comes when one of the forms dies because you lose half your kit.

After revival, he should start with full bonus hp.

Ultimate is not strong, but by the time it is active are both non-demon forms unused => both are being healed.

At the same time, Ultimate Makes Hood a temporarily potent melee hero who's hard to ignore.

Both basic primary attacks are more debuff oriented.

The first 2 attacks in human form when hit by the heads put together 195 damages, which makes two taps impossible, but does not prevent it from subsequently having 230dps agaisnt head. (Peni has 150dpd against head and upgradet tankpool has 195 + poop, 273 + poop with attackspeed)

u/Pepr70 — 2 months ago

Original Mr. Fantastic would be good frontline against Devil Dino. 350 base hp + 150 bonus hp from E + 450 bonus hp from paasive would be good against %-based damage.

Mr. Fantastic has long been seen as a suitable counter to %-based damage, and I think it would be better to make him that rather than nerf yet another %-based hero.

In the long run, that would be ideal.

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u/Pepr70 — 3 months ago
▲ 765 r/rivals

This post was for some reason banned from main subbreddit but I would like to have somewhere this post: DPS Luna Snow (selfboost) vs Phoenix. Comparison: Double headshot against 300hp hero, Primary DPS, CC duration, speed of movement during transport, selfheal level.

Phoenix is definitely more consistent and can fly, but I can probably see why some of the better players are currently trying DPS Luna.

To explain DPS Luna Snow is a strategy where you use snowflake on yourself to get a 10% damage boost making doulbe headshot deals more than 300 damage.

Phoenix has considerable advantages in having colateral damage, it can easily gain the upper hand, but it seems to me that strategist with the most healing oriented ultimate should not have comparable damage to Phoenix.

u/Pepr70 — 3 months ago

Advice needed: Using the new Silver Hand Recruit, I've moved back into legend, but the main syllabus of this deck is that my hero isn't resilient enough. More info in body text.

Thus, despite the mediocre heaing, renathal and repeated profit divine shield from Starlight Groove, the game often ends too soon even though I have the upper hand on the board.

It's not that I don't have boardclears, taunt minons, or weak lategame. It's purely that the deck is pretty good at winning board based decks and has a lot of strong lategame.

u/Pepr70 — 3 months ago

An idea for a different version of "Fabled." It's a 1-cost story (location) that grants you an infinite aura with a rather weak effect, and prepares a card for your next turn via Battlecry and Deathrattle. It should also always include a sidekick hero card.

u/Pepr70 — 3 months ago

Comparison of neutral %-based damage dealt by Devil Dino and Thing:

The combinations are:

- Devil Dino: primary => F, then (primary => secondary => repeat)

- Thing: secondary => double primary => repeat (with F in between)

As far as HP bonuses go, Devil Dino is definitely better because it generates a large amount extremely quickly, but Thing is more consistent.

It should be noted that it’s easier to dodge Dino’s attacks, and I’m ignoring both shifts. That said, the Thing shift deals much more damage, but for both Vanguards, this is a crucial ability with a 10-second cooldown.

It's also worth noting that in 1v1 matches, Thing has fewer HP and therefore gains more bonus HP against Devil Dino.

Either way, it’s clear that Devil Dino is on a very similar level to Thing, and the rest can be evaluated as follows:

- Kidnap is simpler than with Angel, but weaker and more predictable due to the bleed condition

- Tankiness on par with Groot, but more reliant on healing from allies. (Groot has selfheal.)

- Ultimate is weaker Monster hulk (bonus hp instaed of selfheal and cooldown reduction + colateral damage instead of +-100% damage boost and ability reset) but harder to counter with %-based damage and without transfrormation.

- Weaker slow as Venom secondary but harder to counter. (Shield slows enemies around him.)

- Good shield.

This isn't specifically about the "Devil Dino is OP" post, but rather an example of how the game combines many different mechanics into one, despite its relatively simple gameplay.

u/Pepr70 — 3 months ago

As a fan of game design, I’d like to clarify which radical option would be more acceptable to the Mr. Fantastic community.

An extreme damage boost would put him on par with Storm, who grants teammates bonus HP instead of a damage boost or movement speed boost.

A durability buff would put him on par with Magneto.

View Poll

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u/Pepr70 — 3 months ago
▲ 1 r/MisterFantasticMains+1 crossposts

Mr. Fantastic as Vanguard: An example of where Mr. Fantastic would rank if he didn't lose the HP bonus from E and that bonus were instead added to his base healthbar. (Base healthbar - Biggest neutral healthbar - "shield ability" - durability from ulitmate - neutral damage reduction.)

It's a little bit of a demonstration of how easy Mr. Fantastic to rank among the Vanguards.

The basic premise, then, is that the 150 bonus hp it can get thanks to E I calculate as part of his base healtbhar.

Minor puns on the biggest netural healthbar:

- I also count passive such as Bruce Banner and the conditional part of healing factor at Tankpool, which he will use during the fight not outside of it. I'm not sure they'll cure 100 or 200hp.

- Healing and bonus generation during fight is ignored. It's already too much in one post but it's easy to say that his selfheal from passive and bonus genration from E would put him somewhere in the middle.

u/Pepr70 — 3 months ago