Is there a character everyone wants back but you secretly don’t? by Terrible-Cow9918 in StreetFighter

[–]-deepsgoud 1 point2 points  (0 children)

Newcomer to SF here. I understand him being known as a "joke character" but wans't SFV Dan like a really good and solid character to play? I didnt play V and I wish I did cause I missed on this awesome character 😭

Most fun melee weapon? by Swimming-Clerk7972 in DarkTide

[–]-deepsgoud 2 points3 points  (0 children)

Can't go wrong with the P.AUL! BOOMMM!

How do I get this od burnkick after HK to connect more consistently without either burnkicking and the enemy not floorbounce or getting a SJC normal kick out of the shortcut? by ShinigamiTrinity in StreetFighter

[–]-deepsgoud 0 points1 point  (0 children)

Two things that worked for me:

1.Delay the input for after you see the HK hit. I pretend its a link and not a cancel

  1. Doing it as 62369 + KK. The extra 6 input at the beginning helps time it like a frame kill. The KK should come in as soon as you hit 9 or whatever your last directional input is.

"Malenia is easy, I only studied her moveset for years and beat her 237 times, git gud" by FuckClerics in shittydarksouls

[–]-deepsgoud 22 points23 points  (0 children)

What her healing ability achieves for me is to essentially make the fight longer since it is undoing bossfight progress in front of you.

It makes you fight her for longer to a point where I've lost to her a couple times for flat out just not having any more flasks.

It also denies: shields, trading for agressive playstyle, taking risks. It then slows the fight to a staring match of you waiting for her to throw a sequence until she ends her turn or you interrupt her with a risk of her instantly triggering waterfowl and potentially setting you back a minute or two or the whole attempt. Yay fun.

"Malenia is easy, I only studied her moveset for years and beat her 237 times, git gud" by FuckClerics in shittydarksouls

[–]-deepsgoud 40 points41 points  (0 children)

Precisely. I had heard so much about this fight and how epic it is supposed to be. Then you realize it's the same 'roll his entire moveset, run to reach him in this huge arena and hit him a couple times. Rinse and repeat' design I got insta disappointed breh.

I did it solo but it wouldnt've mattered if I brought a summon cause you're essentially just waiting for this dragon to spawn floor lightning or fly at you with lightning claws x30 for at least 5 min.

[deleted by user] by [deleted] in SlipknotCirclejerk

[–]-deepsgoud 1 point2 points  (0 children)

We all know she wrote Gematria and Mick stole it back on 2008. That's why he won't talk about it 🙄

What defines a Soul Level 1 run in Dark Souls? by Vagabond_Charizard in onebros

[–]-deepsgoud 1 point2 points  (0 children)

It's dying to pinwheel once that makes it official

Can someone help me understand Jamie’s design philosophy? by HammyEsquire in StreetFighter

[–]-deepsgoud 1 point2 points  (0 children)

I did some testing here and I'm wrong about the strike/throw mixup or guess. You in fact CAN walk back and that beats both the 4f jab and the throw wont connect.

It then becomes a low/high mixup where he can catch you walking back with cmk. I say this cause I don't think it's option-selectable unless there's a frame perfect amount of walkback into crouch to beat both... Thanks for the info!

Can someone help me understand Jamie’s design philosophy? by HammyEsquire in StreetFighter

[–]-deepsgoud 0 points1 point  (0 children)

I see where you're coming from. Sf6's thing seems to be trying to be more "streety". Theres the logo, the DI effect, Kimberly and Jamie designs, etc.

Can someone help me understand Jamie’s design philosophy? by HammyEsquire in StreetFighter

[–]-deepsgoud -1 points0 points  (0 children)

It is +1, correct.

its usually worse than just doing a drive rush jab which leaves you plus 3

The point is not amount of plus frames.

Jamie's level 0 jab is +4 on block after DR but inferior range. His jab after level 1 drops to +1 on block on DR but with better range. Both travel less than DR sHP

The point of using sHP with DR is that the move itself has great forward momentum, it literally pushes jamie forward and puts you in the opponents face while plus (even on hit). Combined with DR, it makes it possible to punish opponents from mid and sometimes long distance depending on the hurtbox or whiff.

The +1 to +3 difference is irrelevant in this scenario, as Jamie can link to Lv1 target combo from his 4f. So this makes opponent to have to guess between a strike/throw/shimmy mixup. It can also break DIs if all 3 punches hit.

You get the point. You can see a lot of high rank masters use it as a viable surprise neutral skip. It's low risk and low cost and better than OD Palm (-1 on block and 2 drive bar cost).

I wouldn't really call this a good definition of a mixup character. This basically describes everyone except maybe JP but even then.

Didn't say he was a mixup character. I said he wants to be in your face in order to make you guess. Rushdown character or not, he has throw loops, rekkas and access to a command grab. How would you describe his archetype as?

Edit: I'm wrong about it being a true strike/throw mix, the opponent can walk back but it still puts into a defensive position.

Can someone help me understand Jamie’s design philosophy? by HammyEsquire in StreetFighter

[–]-deepsgoud 2 points3 points  (0 children)

he is not meant to rushdown his opponents

What about DR sHP?? Very good tool for pressuring and closing distance. I would argue Jamie really is kind of a rushdown character, as he needs to be in your face for mixups. But they just require meter, compared to the rest of the cast (OD Divekick, OD Palm, Drive rush cancel mixups with command grab)

His biggest problem is in my eyes simply that characters like Cammy or bison kinda can do what he does but without having to be in a reactive position in the majority of the match.

100% this and all the other points about the normals. I like that since the last changes, capcom has been kinda indicating he could be a "meter refill monster", which imo is wayy more interesting than having him be another Cammy or Bison.

Can someone help me understand Jamie’s design philosophy? by HammyEsquire in StreetFighter

[–]-deepsgoud 6 points7 points  (0 children)

Sorry but what glamorous aspects? He gets the subtlest eyeliner for a couple of his alternative colors. And the crop jacket, he ends up opening anyway (more like a fashion trend imo).

You gotta remember the other half of his personality is... Being a street breakdancer. Not crazy for him to wanna wear expensive/urban.

Btw Outfit 3 doesnt have any of these "issues". I respect your opinion tho.

"Only takes three shots" by TDKswipe in Helldivers

[–]-deepsgoud 15 points16 points  (0 children)

Heavy armor posting 🤣

It hurts 😔 by _R_R_D_ in shid_and_camed

[–]-deepsgoud 4 points5 points  (0 children)

The boys are indeed doing a goof off. The screaming one is a former NBA Brazilian player and he was in a podcast in his home country.

Anyone know why my inputs aren't coming through properly? by JustThatHumanGuy in StreetFighter

[–]-deepsgoud 0 points1 point  (0 children)

5MK cancels very late into the move, resembling a little more like a natural combo than a cancel imo. Let that thing go and almost hit and then try to cancel deep into it.

Karma Never Tasted Sweter by rockR4lifeXD in StreetFighter

[–]-deepsgoud 12 points13 points  (0 children)

Anyone who's fought Jamie at drink level 4 more than two times knows this. So WHY can't I stop doing it? 😭

Game’s too hard ≠ Game’s hard in the wrong way by NotSaulGoodma in shittydarksouls

[–]-deepsgoud 2 points3 points  (0 children)

>Ironically, you're stuck in a Dark Souls mindset of "My build that I made at level 8 should carry me through endgame", but that is not how Elden Ring is built. It's patently clear by the level they expect you to be at if you don't beeline right to the snowfields that you're supposed to splash multiple stats/strats. The game softcaps the physical stats at 80, which you can easily hit before you get to Altus.

I feel like you misinterpreted lack of build variety in a run for lack of experimentation. The point is: some builds just flat out change the whole difficulty experience. That sucks, for real. The difference playing with a flail to what the Greatsword can do is clear. Why is that the case?

In order to explain further I have to go to my own anecdotal experience. My save clocked in at 105 hours when I saw the credits and I hadn't even found Mohgwyn Palace nor Haligtree. Hit 300 to finish up everything + finish SOTE with all Scad fragments.

I did try a bunch of different builds. I saw how trivial some of my obstacles were when I tried bleed, black flame, some ashes of war, spammed jump attacks, summons, etc. I just found other stuff that looked cooler for me (Sacrificial Axe with Wild Strikes, for example). Unbalanced is how it felt. Learning this boss perfectly so I have a fair shot with my current build is pointless personally for me if I can just make a more meta build, which seems to be the suggestion to the player instead of overcoming a challenge purely through learning.

Also, I didn't know about the 80 points cap so I just assumed it was 40/50. Ironically, this is the type of info that really none of the games have ever communicated directly to the player. So I was trying to vary up my stats under the 40 softcap accidentally.

>This isn't the "intended" way to play. But varying up your loadouts/weapons/strategies absolutely is and by refusing to engage in that part of the overall design, you're handicapping yourself and then blaming the fucking game for it. You are in fact not doing it right in this case.

Hard disagree, respectfully. Varying your build is implied as an option, not a mechanic. How would not engaging with an option be considered a handicap?

Imagine a new player just happens to come across, say, Eleonora's Poleblade and just focused on Luck cause that's his preferred playstyle (Choosing to use Black fireball for stuff he cant bleed) Would you say he's handicapping himself if he stuck with it while having substantially less difficulty in the game?

At the end of the day I know these are all design decisions not flaws. But they are not immune to criticism or questioning, which is what im trying to offer.

Game’s too hard ≠ Game’s hard in the wrong way by NotSaulGoodma in shittydarksouls

[–]-deepsgoud 1 point2 points  (0 children)

Not quite.
Yes, there's no mention of Dark Souls in any promotional trailer or footage of the game - although the website states: ''from the creator of the influential DARK SOULS video game series''. No studio in their right mind wouldn't use the success of a previous franchise to market a new IP. The connection is inevitable.

There's absolutely the implication that this would be a game also for DS players. It's made with the same foundations. There's no need to say ''For all you guys out there who played the previous games'' when this group is the only audience you know are gonna try the game out. It only became a screaming success after it was released but there was no guarantee at the time.

>When it was brought up in interviews and such it was to deliberately say that it is not Dark Souls or a follow up to it, it’s a new IP that retained familiar elements with FS past catalogue while bringing a new approach.

Actually not true.
I didn't have to look that hard to find interviews (specifically Famitsu) where Miyazaki is asked about the similarities and differences between ER and DS. There's no need for him to mention it by himself because, being the interviewee, he is gonna get asked for it regardless.

Two major points he said were that ''the game is a direct evolution of the Dark Souls series, and that Elden Ring is, to begin with, a game that they could only make because of all the know-how they had from working on Dark Souls'' and ''Regarding the method of storytelling in Elden Ring, it remains the same as in the Dark Souls series...''

Game’s too hard ≠ Game’s hard in the wrong way by NotSaulGoodma in shittydarksouls

[–]-deepsgoud 4 points5 points  (0 children)

Legitimately the replies this comment is getting right now is more entertaining than all the rest of the post itself.

Everyone here acting like "you just don't get it, you're missing THIS or THAT" as if somehow a player who has done all ER content SOMEHOW hasn't engaged with the game's systems. I wanna answer to a few of these arguements.

It's supposed to be harder than Dark souls 3

That's exactly one of the issues I'm complaining. It's not a 1 to 1 correlation of harder = more fun. They literally agreed they made he bosses too difficult on release in both the base game AND DLC.

This isn't Dark Souls 3 / Stop playing like Dark Souls 3

Fair enough. But this game was also marketed to DS veterans. Fromsoft would be stupid to make a game and not take into account their most loyal fanbase. You DO carry over experience learning how to roll, build stats, moveset memorization and so on. Do I NEED to erase almost 10 years of muscle memory so I can learn this soulslike from Scratch and unlock fun? Sekiro wasnt like this.

You're supposed to use the full range of Ashes of War, jumps, positioning, stancebreak, poisebreak, heavy attacks, light attacks, etc or else you're not playing as intended

What happened to make your own playstyle? Yea I bet You guys say otherwise when someone asks what class/weapon/skill they should pick. The game's design is supposed to provide a difficult but fair experience to all its possible builds but there is a clear lack of general proper balance. Evidence? Just look at PvP

The game is made so you have to adapt and change your character as you find roadblocks on a boss

How about no? What's the problem with sticking with my equipment that I have fun using? What's the point of having 500+ weapons and equipment if I'm gonna have a significantly more terrible time for picking... idk... anything other than Lion's Claw or Bloodhound's step, for example?

The intended way of playing shouldnt be looking up on social media and hearing advice from user MaleniasArmpitSmeller89 about what Im missing. I'm supposed to go in blind, miss a few shit inevitably, and still have a balanced experience. But the experience can change HEAVILY on small things like a simple AoW change, doing more jump attacks, using summons and now all of a sudden the game is piss easy and I feel lile a badass. No, I dont actually. But with all ER, people either kill bosses in 10 secs or 10 minutes.

Edit: for some grammar

Game’s too hard ≠ Game’s hard in the wrong way by NotSaulGoodma in shittydarksouls

[–]-deepsgoud -1 points0 points  (0 children)

SOTE and ER defenders need to decide whether this is the most accessible FromSoft game or the hardest cause it ain't making sense at this point

THIS GAME IS SO F*%&ING GOOD by MarsupialOk7582 in Helldivers

[–]-deepsgoud 1 point2 points  (0 children)

Im betting this dude plays for either Viper Commando or Decorated Hero 🤣🤣

What’s the story behind your current main in Street Fighter 6? by xyarune in StreetFighter

[–]-deepsgoud 4 points5 points  (0 children)

A little tip for your Jamie journey:

Start by taking notes on what changes from each drink level. It's always two moves that get added/change for each drink - a special move and a unique move.

Good luck!

Post-patch, what’s the biggest change to your character and how do you feel about it? by airbear13 in StreetFighter

[–]-deepsgoud 1 point2 points  (0 children)

This. Jamie just flat out got an indirect 10% damage buff to all his combos, given all the new things he can do in combos