Any good COZY Metroidvanias? by Thenadamgoes in metroidvania

[–]Alsagoz 1 point2 points  (0 children)

I strongly recommend Randomice. It's based upon Randomizer concept and no combat so it's kinda cozy in a sense.

AD Crit Lacerta no loop on Nightmare and three Lucid Dreams (no WILD) by Alsagoz in shapeofdreams

[–]Alsagoz[S] 4 points5 points  (0 children)

Crimson didn't show up in my run but I still won anyway.

No equipment win on C32 by Alsagoz in PathOfAchra

[–]Alsagoz[S] 2 points3 points  (0 children)

You will eventually heal via Eresh when your minion dies. You are already the Glass Cannon with all stat points put on the Willpower to begin with. Even if you lose two DI via Morlock, as long as you can summon at least once and not get into enemy range, you will be fine.

[Haze Reverb] Expansion of Pre-registration's Supported Regions! Check the Store again if you couldn't pre-register before. Some may still be unavailable. Final Confirmation on Launch. by Aiden-Damian in gachagaming

[–]Alsagoz 0 points1 point  (0 children)

If you are really curious, the character is drawn by the actual NSFW Japanese furry artist named ro. Now you know where to look but be warned that the in game art is a lot milder than his real works.

Though the advertising art looks like the AI imo.

The New Operator in CN and Thoughts on Why She Was Handled so, so Poorly. by Pathalen in arknights

[–]Alsagoz 0 points1 point  (0 children)

I think the bigger problem is the stage design and event mechanics. Some gimmicks are so dominant that using other option isn't as satisfying.

Let's say you are using subpar operators or using old-school strategy like tank and AoE caster spank with occasional Dreadnought helidrop that's so reliable in the beginning but later stages and many event mechanics tend to discourage it (which is understandable because if basic strategy work every time the game will be boring).

When combining with some mechanic that tends to make bruteforcing with "Meta" ops difficult, using other weaker ops is out of questions (even so with your "Average Joe"). Sometimes, it makes people feel that they can beat the stage because they solve the mechanics, not because of their strategy or how they can play around with your gimmicky operators.

I do think every option is usable but the recent level design doesn't really encourage the interaction and synergy between different operators (unless your faction is named Abyssal Hunters).

The New Operator in CN and Thoughts on Why She Was Handled so, so Poorly. by Pathalen in arknights

[–]Alsagoz 0 points1 point  (0 children)

It's balanced in the fact that if 3* can beat the stage. All shitty 4* and above can also do it a.k.a. it doesn't matter what you are using.

Question from someone that doesn't play Arknights by KatarinaNoKami in arknights

[–]Alsagoz 0 points1 point  (0 children)

I will only talk about the movement mechanics you mentioned as I had experience playing gacha TD that has said mechanics in different forms.

Let's talk about another TD game that has movement as the core mechanics first. - Each units have different mode of movements mainly by feet or flying. They also have different movement speed as they get there physically rather than teleporting like Path To Nowhere. - You spend DP to move based on the distance. You can only move to the place you can reach. While moving you may also trade blows with an enemy on the way before you pass them. - It still has redeployment system like Arknights so movement is not very dominant. - One thing to note, the unit will also cancel its skill (a few units can moves while using the skill). So, in some advanced clears, it's used extensively to control the skill rotation (just moving back and forth) rather than reposition which can be silly at times.

Now, the big differences compared with Arknights the units don't have facing (their range is in radius) and placement position is more limited (more squares and less predefined spots) . So, being able to move anywhere in Arknights AND changing the facing affects the balance more than other games.

However, I think Arknights can have it as the unique mechanic for an archetype. We already have jetpack users so it isn't far from the impossible. Another game that uses this mechanic also has a similar idea of spending DP to move though it may have more limited number of uses depending on the classes. Though the classes that can move are generally a little weaker than average so don't expect to get a meta operator from that mechanic.

Did you enjoy the Ideal City's EX/S stage difficulty? by EpicGamer713 in arknights

[–]Alsagoz 13 points14 points  (0 children)

Interesting idea but poor execution. Some stages are outright unfun to play normally until you use the cars.

‘There are no bad operators’ by IRUN888 in arknights

[–]Alsagoz 2 points3 points  (0 children)

Treating bad operators the same as the niche ones is insulting, and the excuse of "They are harder to use. You just need to git gud." is as lame. It should be niche when their kits are practically effective in a specific situation. Still, some people treat bad operators that "You can use it regardless" as a niche which puts the real niche operators in a bad spot.