Image 1 — Happy 250th America!
Image 2 — Happy 250th America!
Image 3 — Happy 250th America!
Image 4 — Happy 250th America!
Image 5 — Happy 250th America!

Happy 250th America!

Some of my favorite fashions, I wear these all year long but I figure now is a better time than any to post them. Happy Independence Day to everyone who calls the US of A home!

u/zeroreasonsgiven — 1 day ago

Where would Warden sit with a side dodge stab with i-frames?

So we can probably guess that the main reason he hasn’t been given one was because he would then have 2 different side dodge attacks, requiring an extra read to counter him, but after Juren’s release it’s clear that Ubi doesn’t really see that as a problem. That said, I don’t think he would be nearly as problematic since the side dodge bash doesn’t have i-frames, or if it does they’re very minimal. Any thoughts?

Mainly asking because I’m sick of hearing warden mains crying about having a shit character lol.

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u/zeroreasonsgiven — 7 days ago

Order Rework

So, as we know, the order system leaves a lot to be desired for a number of reasons:

  1. Not all heroes have an equal treatment, there are some heroes (Vanguards, Wu Lin, Outlanders) who just have fewer orders available to them for no reason other than not updating the order pool after new factions were introduced.
  2. Many orders reward bad gameplay and force you to either play vs AI or simply sandbag your team for the sake of completing them in a timely manner.
  3. Orders are not being used as well as they could to encourage experiencing as much of the game as possible, with several game-modes being dead because they simply have no orders, which likely contributed to the snowballing problem of their low population.
  4. Some are way more tedious than others, with some orders being achievable in less than 10 minutes and others requiring upwards of an hour if playing normally.

My objectives for this rework:

  1. Orders should encourage variety of gameplay
  2. Orders should be evenly distributed amongst all characters/gamemodes
  3. Orders should reward steel/XP proportional to the effort required to complete them
  4. Orders should take no longer than 45 minutes to complete when playing normally, ideally less than 30
  5. Orders should encourage gameplay that is beneficial to the team

Some objectives will contradict, but I will prioritize the higher objectives for the most part.

Rather than listing every current order currently in the game, I’m just going to make a complete list of orders that should be in the game as well as difficulty levels for each reward tier in the format of (#:100 | #:150 | #:200). When needed, I will provide an explanation, but many will be self explanatory. Existing orders not mentioned should be removed from the game with the exception of daily orders, as they are commonly used to encourage playing an event gamemode and are easy enough as is to complete without trying.

General orders: (8 orders)

  • Kill orders (includes assists) (15:100 | 20:150 | 25:200)
  • Flawless kill orders (includes assists and carries over progress after match/round completion) (3:100 | 5:150 | 7:200)
    • Can now be completed practically in Duel/Brawl/Elimination
  • Match orders (4:100 | 6:150 | 8:200)
  • Renown orders (carries over after match completion) (300:100 | 600:150 | 900:200)
    • Can now be reliably completed in any mode with renown
  • Environmental kill orders (Includes fire) (2:100 | 3:150 | 4:200)
    • Just a fun little order reminding people that scumbaggery is a totally valid way to play
  • Execution orders (3:100 | 5:150 | 7:200)
  • Matches with a friend (1:150 | 2:200)
  • Counter attacks in training mode (includes all defensive maneuvers apart from trading or blocking) (10:100)
    • Encourages players to warm up prior to playing live matches

Most of these orders are harder to complete than orders of other categories because they can be completed in almost any mode. Revive orders have been removed since they rely on other players choosing to wait for a revive and lead to griefing of teammates.

Hero/Faction related orders: (19 orders)

  • Class/Faction kill orders (includes assists, 1 per class/faction) (10:100 | 15:150 | 20:200)
  • Class/Faction match orders (1 per class/faction) (2:100 | 3:150 | 4:200)
  • Different hero match orders (2:100 | 3:150 | 4:200)

This will give all heroes an equal opportunity to complete orders for XP. The only risk here is that new players chasing steel will be unable to complete any Outlander faction orders for steel, but being that there's only a 21% chance of being unable to complete one hero order any given day and a 0.05% chance of being unable to complete either order, I'd say it's not a big deal. This problem can also be solved by giving all new players access to Pirate or another Outlander for free as they have with Tiandi/Nuxia.

Mode related orders: (14 orders)

  • Duel/Brawl match orders (1 per mode) (2:100 | 3:150 | 4:200)
  • Duel kill orders (4:100 | 6:150 | 8:200)
  • Brawl kill orders (8:100 | 10:150 | 12:200)
  • Dominion/Deathmatch/Tribute match orders (1 per mode) (1:100 | 2:150 | 3:200)
  • Dominion/Deathmatch/Tribute kill orders (1 per mode) (10:100 | 15:150 | 20:200)
  • Breach match orders (1:150 | 2:200)
  • Breach kill orders (15:100 | 20:150 | 25:200)
  • Boost/contest an objective for X seconds (cumulative, includes breach ramparts/ram/banner/totem/minion lane) (120:100 | 180:150 | 240:200)
    • This order replaces the capture order and encourages gameplay that is more beneficial to the team. The banner, ram minion lane and totem completion conditions will be determined by fighting in the bounds of the minion lane or within 10m of the ram/banner/totem.
  • Powerup kills (includes holding a powerup when killing a player or killing a powered up enemy, includes pickup/guardian/tribute powerups, active feats and revenge, excludes passive feats) (2:100 | 4:150 | 6:200)
    • This order can technically be completed in any mode other than duel, but is most practical to complete in Breach/Deathmatch and especially Tribute, further encouraging players to play those low population modes.

The Duel and Brawl related orders are designed to take 3-5 matches because those matches are so much quicker than the 4v4 modes. Dominion/Deathmatch/Tribute orders are designed to take up 2-3 matches and Breach orders are designed to take 1-2.

You’ll notice that almost every order here has 3 different variants with rewards proportional to the difficulty of the task. This is so that almost any combination of orders can provide the same amount of steel as the current distribution. That said, I do think that there should be a particular distribution of orders from each category.

Every order pool should have 2 general orders, 2 hero related orders, and 3 mode related orders. This way you can use 5/7 orders at minimum to level up the same hero if you are power leveling, and also encourages the revival of low-population modes. Additionally, a 1.25/1.5x XP boost rotating between each gamemode would also encourage people to play these less populated gamemodes.

I think the numbers here can certainly be tweaked, but I hope that Ubi at least sticks with the core concept here. Let me know if you have any tweaks you’d make or suggestions for unique orders.

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u/zeroreasonsgiven — 8 days ago

Not only would it be fair…

… but I feel it would make Ubi more money to do hero fests for recently released heroes more often. I seriously don’t need any more executions for Y1 heroes, they’ve all got great ones already.

Please do more hero fests for the heroes released after marching fire, their pool of choices is incredibly anemic. Hell, you could even reduce the discount to 2500 from 5000 and I don’t think people would complain as much as they do not having any executions to buy for them.

Also please release hero specific emotes/signatures/ornaments during hero fests! I want to give you money but ur not giving me a reason to!

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u/zeroreasonsgiven — 11 days ago

Where would oathbreaker sit in terms of viability if it was proactive instead of reactive?

I totally get why comp players see it as a balanced feat in high tier play, and tbh it’s not busted in MM either, but as it stands it’s annoying as hell and I believe it was nerfed the wrong way originally.

If Ubi were to make it so it disabled shield gain for 10 seconds instead of just draining all shields once, it would at least give the affected player a decision to make when they get revenge to either take the autoparry early or hold until the effect wears off. It would still be plenty effective for ganking, but I think it would be less infuriating to play against since it wouldn’t just be free damage.

Is there anything I’m missing here that would explain why Ubi balanced it the way they did?

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u/zeroreasonsgiven — 14 days ago

Im on a 6 match losing streak in dom, it finally switches out the dude sandbagging our team for the enemy who’s been going 10-2 every match.

Mr big shot decides now is the time to lobotomize himself with an ice pick and sandbag hands the controller off to his older brother who proceeds to wipe our whole team single-handedly.

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u/zeroreasonsgiven — 2 months ago

It seems like a perfect fit with the feathers on his Baiyan head serving as All Might’s bunny ear things and with his massive stature. I’ve been trying to experiment with different armors to see what works, but it’s kinda hard test things without dropping a bunch of steel on different sets and materials.

It seems like the bright yellow material is a no brainer for the boots and the gloves, though it’s hard to figure out a paint combo that works to both make the feathers yellow and most of the body blue. Any suggestions?

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u/zeroreasonsgiven — 2 months ago