would it be good to prevent tethered allies from shooting or using ultimates?

most suggestions hv been about putting tether on a timer, but i was thinking how about preventing allies from shooting or using ultimates while tethered

this will prevent stuff like cat-bastion combos and some frustrating ult combos like sky noon, but still maintain the spawn taxi and repositioning aspect of it

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u/arvcloud7 — 3 days ago

is JPC really being a bad kitty this season or r people overreacting?

is the hate this season really deserved?

i want to know from other jpc players, considering there has always been a hate for jpc in the community similar to heroes like sombra, roadhog, doomfist etc anytime they get buffed or see relevent play

she used to feel kinda sluggish after her previous mobility nerfs and now finally feels fluid to play only for the community to get mad again n demanding nerfs

i did agree that cat needed nerfs back when she had early claw and territorial perks which turned her into a dive assassin that could even 1v1 most dps heroes, even i felt guilty n thought i shouldn't be able to get away with those sort of plays

but this time the buffs were purely to her mobility, not to her dmg, she can't reliably 1v1 dps heroes or quickly assassinate the backline like she could b4, unless they r already low hp or r being negligent at checking for flanks

she still has to play backline support most of the time, with tether being her only proper utility which is kinda situational, while also having one of the most map dependent ultimates in the game which most players hv already learned to play around by now

it has been suggested here many times, but i think the devs should really try making the jetpack louder b4 nerfing her mobility too much, as i do agree that a permaflying flanker can be hard to deal with depending on maps

will cat players never get to enjoy the game without making others angry?

edit: i forgot about the weapon dmg buff jpc received last season due to previous nerfs, and that should prolly be reverted now that her mobility is back, but idk if that would be enough

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u/arvcloud7 — 6 days ago

how does rocket feel in s9?

https://preview.redd.it/i1e981z047jh1.png?width=1471&format=png&auto=webp&s=c6c5d2af56bc2f67b5300d8c2697e9194ee91b90

the stats seem to show that he's over performing this season, but i just don't feel like im making as much impact as most other supports in my games

adding the range penalty to the ult particularly feels like a bad direction, as it punishes rocket for good ult placements, like why we punishing rocket for playing well?

its the only support ult that can be destroyed directly without killing the support, which is y rocket was given the option to place it on high ground or corner spots as a way to make it harder to destroy

and due to losing the anchor bonus and increased ult cost, i find other supports ulting more often than me

surviving dives feels much harder than before, due to them having an extra cooldown to burst u down and their regen hp letting them dive more frequently than b4, i really wish the groot teamup could heal rocket for a reduced amount like his heal orbs for some extra survivability

but maybe its just me and he's fine rn? idk

reddit.com
u/arvcloud7 — 7 days ago

why does rocket's weapon hv dmg falloff despite being projectile?

i thought projectile weapons r supposed to hv no dmg falloff as a tradeoff for having travel time over hitscan weapons

but rocket's weapon has the cons of both weapon types which dosen't seem fair to me

and wats more weird is that the falloff starts from 10m range, while most hitscan weapons start from 15-20m

wat am i missing here?

reddit.com
u/arvcloud7 — 8 days ago
▲ 1 r/MRTheHoodMains+1 crossposts

the hood should hv manual control over when to enter his rapid fire form

currently when hood's energy meter becomes full, he forcefully enters his rapid fire form which denies him from using his bubble shield ability, which is a very important defensive tool for him

he can't even manual exit the form for the initial 4s, which makes his form management feel clunky

and sometimes u want to hold off on using his rapid fire form until its the right time to commit or it can easily get wasted

mr fantastic also has this similar issue with his big form without his rocket teamup, which should honestly be a part of his base kit

netease plz dont make the same mistake with the hood, give him better manual control over his forms, if this makes him too strong then nerf him elsewhere, no hero should feel clunky to play

reddit.com
u/arvcloud7 — 13 days ago

why does no one use whitefox as a dive support?

i see almost everyone use her for anti dive which is fine, but almost nobody uses her for diving with her divers to help finish off the enemy backline while keeping the divers alive with some healing to keep up the pressure, like a dive support should

even her ult requires her to be in the middle of the enemy team for max value, which again requires u to dive

so wat am i missing here?

reddit.com
u/arvcloud7 — 14 days ago

blade block being both on a cooldown and a resource meter feels really clunky

being on either is fine, but being on both feels really weird considering its only frontal block and dosen't even block full dmg, and blade still suffers from heal reduction while blocking in bloodline

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u/arvcloud7 — 15 days ago

with lots of dive heroes being meta, i miss infinite swim more than ever

would it even be that broken rn, considering jeff can't even heal allies during it, and aqua burst can't be spammed anymore for dps playstyles

i know this might sound like skill issue, but i just miss being able to zoom around on jeff, being forced to walk from spawn feels really bad

reddit.com
u/arvcloud7 — 18 days ago

i wish flex elongation could ground enemies to make reed better vs dive/flyers

with lots of dive heroes being meta, reed feels out of place more than ever

since everyone just picks namor,bucky or elsa to counter dive atp and those heroes r good on their own rn without even trying to counter dive

reed's only niche currently is good survivabilty, but as a dps he needs better proactive tools for playmaking

any thoughts?

reddit.com
u/arvcloud7 — 28 days ago

the effects for base and enchanced cap teamup should be swapped

currently there's no reason to go for the base teamup without the enchanced one, since blade can already get max stacks quickly without it and it adds nothing significant to his kit

imo the base effects of teamups should be viable on their own with the enchanced effects only upgrading the base effects

reddit.com
u/arvcloud7 — 29 days ago

should blade ult should give him bloodline stacks?

his dash already gives him stacks, but his ult dosen't which is weird imo, considering it also applies his lifesteal and counts as his him striking enemies with his sword

this wont change much when he ults mid fights, but would help him when he ults at the start of fights

reddit.com
u/arvcloud7 — 30 days ago

thoughts on giving blade cc immunity during the ult channel?

with all the extra cc added in the game with teamups n wat not, im finding my ults getting cc cancelled more often

i think in S9 it would be fair for blade to hv cc immunity during the ult channel time, since its already one of the worse dps ults and most heroes can just walk out it even after its usage

i don't think this would make blade op by any means and feels more like something he should already hv

any thoughts?

reddit.com
u/arvcloud7 — 1 month ago

is there any stat that would be good at reflecting cap's performance?

i know stats aren't everything, but i believe there are much more stats being tracked n recorded in the game that the scoreboard dosen't show

for example, overwatch has a stat called 'objective contest time' which is not shown on the scoreboard and only the tank player himself can see it inside their personal stats, and given how good cap is at stalling objectives i think its one of the stats that would be good at showing cap's performance

and there's another one called 'players saved' and its mostly for supports, but given cap's ult and his new bucky teamup, maybe it could work for cap too

among already existing ones final hits and low deaths r prolly good ones, but after removal of animation cancel n the 5% anchor dmg boost, getting good finals on cap is kinda hard

i know in the end replays r always going to be the best way to evaluate a game, but i was just being curious here and wanted to know if there's any other stat u can think of since the existing ones don't do cap enough justice

reddit.com
u/arvcloud7 — 1 month ago

anybody struggling to generate cap's ult on time this season?

i didn't hv much problem last season getting the ult on time for important pushes or defenses, but this season it feels like its taking way too long to generate and by the time i do, everyone else hv their 2nd ult almost charged and the 1st objective point already ends up getting pushed

i know cap ult is one of the stronger ones and shouldn't be up as often, but i don't think it should take this long to charge either

anybody else facing this issue or its just me?

reddit.com
u/arvcloud7 — 1 month ago

anybody else feel supports this season hv enough sustain to just ignore cap?

jubilee, CnD, luna, gambit etc all hv so much self sustain where they can just continue healing their team while ignoring me most of the times, the dmg loss from removal of animation cancel and 5% anchor dmg boost is really adding up here

and if they do decide to focus me, im forced to retreat earlier than usual due to the 75 hp nerf and all the extra dmg everyone has this season, the regen hp and bucky teamup does help mitigate this to some extent

but the fact that i cant even force enemies to respect me kinda defeats the point if they can just ignore me most of the times when i engage them, cap dosent even hv any hard cc like most tanks to forcefully disrupt them when he gets ignored

the only time when im able to do any significant dmg is with the thor teamup, but only when thor himself is on the team, which is not going to happen every game, the base effect is just regular shield throws without any added dmg which feels kinda useless

maybe its just me and im doing something wrong, any thoughts?

reddit.com
u/arvcloud7 — 1 month ago

tips on playing against thor?

thor is the only tank i struggle playing against, even emma and thing are not as bad since i can just run n keep my distance, but thor just pushes me around and can chase me down

has anybody had any success playing against thor?

reddit.com
u/arvcloud7 — 1 month ago

melee cancel bug in practice range with ability cooldowns off

https://reddit.com/link/1uxx3ih/video/bnzn36f71kdh1/player

was trying melee cancel in practice range and noticed cap was punching at an abnormally fast speed with abillity cooldowns off, then when i turned ability cooldowns on he was punching at normal speed

this dosent happen with any other hero's melee attack, only with cap while sprinting and tapping the melee button

is this a known bug? not that its an issue, i just found it funny how cap did faster dmg using just quick melee than iron fist does in his flurry punch mode

reddit.com
u/arvcloud7 — 1 month ago