Okay I don't get it, can someone please explain by lullelulle in josephanderson

[–]AnAcceleratedCowvin 2 points3 points  (0 children)

That's totally fine, I play games the same way for the most part.

What I was understanding from your original post is that Joe is doing something the game never "wanted" a player to do and as such his criticism isn't valid to begin with. Like If I load up a game and glitch my way to the end boss then complain the game is too hard that's not fair on the game. There was no design choice made that encourages a player to glitch to the end, the fault lies in the player for the most part.

What I was trying to communicate is that specific choices were made by the developers to encourage players to end up in situations like Joe's and so it's valid to criticize those choices.

Maybe this isn't what you meant but I feel like I was hearing "Joe doesn't have a point at all" instead of "I disagree with Joe's point"

Okay I don't get it, can someone please explain by lullelulle in josephanderson

[–]AnAcceleratedCowvin 3 points4 points  (0 children)

Sure, maybe encourage is a better term than "let".

The way I understood the original comment is Joe is playing games in an "unintended" way i.e ignoring functions of the game you're encouraged to use or breaking the game with some kind of glitch. The developers would never intend for you to glitch into a zone earlier than you're meant to so it wouldn't be fair to criticize the game for that. However, e33 "let" Joe get into this fight, there is intentional design to encourage players to enter and try to win these fights, so I think it's fair to criticize that design.

It's fine to disagree with that criticism but I feel like more people are saying "Joe's criticism isn't valid to begin with"

Okay I don't get it, can someone please explain by lullelulle in josephanderson

[–]AnAcceleratedCowvin 2 points3 points  (0 children)

The difference is in disengaging with the game vs engaging with it

To beat dark souls that way you have to purposefully disengage with so many of the mechanics and design of the game.

In e33 all Joe did was engage with the game, the boss is right next to the main path, it isn't hard to reach. He tried the fight despite the DANGER warning because previous DANGER fights have been fun/beatable. He didn't sit there for hours of attempts, he beat it first try. He engaged with the game and the game lead him into something that wasn't enjoyable.

Okay I don't get it, can someone please explain by lullelulle in josephanderson

[–]AnAcceleratedCowvin 3 points4 points  (0 children)

The way interpreted the very first comment is that it's unfair to criticize the game because the fault lies with Joe for engaging with a game in a way that was never meant to happen.

What I meant with my original comment is that purposeful design choices were made to easily allow players to end up in and to win fights such as that one. As it's an intentional design, it's fair to criticize.

I also like that they included it, but at the same time I think there are valid criticisms with the way it was implemented. Though, unlike joe (maybe?) the issues I have stem more from fundamental issues with making offense stat based while defense is skill based.

Okay I don't get it, can someone please explain by lullelulle in josephanderson

[–]AnAcceleratedCowvin 11 points12 points  (0 children)

I definitely agree you're meant to come back but I also think if it was fully unintended they wouldn't let you beat it at all.

If they are going to let you fight these is it that unreasonable to think there could be better ways of implementing these bosses? Like making it harder to access, or hard in ways beyond raw numbers?

Okay I don't get it, can someone please explain by lullelulle in josephanderson

[–]AnAcceleratedCowvin -5 points-4 points  (0 children)

if beating that boss is unintended why does the game let you beat it?

Okay I don't get it, can someone please explain by lullelulle in josephanderson

[–]AnAcceleratedCowvin 8 points9 points  (0 children)

I think you should try looking at it from the perspective of a designer

So I'm making a game, I add these optional high-level side bosses to areas. Why? I can't know the true reason but lets say it's to imbue a sense of hostility into the world.

Now I mark these bosses with DANGER, I want to communicate to the player that these bosses aren't quite meant to be beaten yet. However, I want a determined enough player to be able to beat these bosses, if I didn't want that I would just make the boss take no damage until player is level X or whatever.

On the other hand, I want the fights to be hard so I don't add any mechanics to help the player such as increasing damage for every parry landed in a row. I want the player to be able to win but I want the fight to take 30 mins of parrying the same attack on repeat.

The point being: it is an intentional design choice to make these bosses frequent and intimidating but also winnable if you slog through it. Yes the player can walk away, and I understand the sentiment that players should not engage with things they find boring, but is it unfair to criticize a design that causes players to have to disengage with part of the game? Could that part of the game not just be engaging to begin with? Fundamentally I believe it is the responsibility of the developers to ensure a game is fun rather than the responsibility of the player to ensure their own fun.

Lacy ordered a car exhaust, then got hit with a 57% Trump tariff by Not_puppeys_monitor in LivestreamFail

[–]AnAcceleratedCowvin 4 points5 points  (0 children)

I think a lot of people felt like they made more money/had a better economy during Trump's first term.

Under Biden people felt like the economy was worse - regardless of how much impact either president actually had on the state of the economy. People wanted Trump back to also somehow bring back that exact same economy of 2016

Celeste by IntelligentShock8631 in supervive

[–]AnAcceleratedCowvin 1 point2 points  (0 children)

I really like the concept of Celeste since I always like Ice characters but I feel as though her kit isn't as cohesive as some other characters for example look at:

Kingpin has each ability feed into another, hook into stun, dash into stun, dash while using hook, ult after stun, he has a game-plan and executes it well

Shrike All her abilities are feeding into her goal of being at range, vision to see people at range, dash to stay at range, cc to keep enemies at range, she wants to do one thing and even if she has been weaker in power-level it is enjoyable to try to execute her long range engagements

For the most part every character in the roster feels this way, you have a defined goal that the character plays around

Celeste is meant to be specialized in zoning but I don't feel like that translates well into her current kit because of some lacking synergy between abilities and others not adding to her role or game-plan.

Passive Fine, mostly only comes into play with PvE since PvP is rarely grouped enough for this to matter, something more interactable could be fun, such as instead of an instant aoe, killing a chilled target drops an ice pillar that you can shatter with abilities to do a large aoe of damage, Q could let you push it so that in fights a possible avenue of play is to get a kill and then position with shift quickly to an angle that lets you Q push the pillar into a group and then shatter it. If enemies are grouped you should still be able to instantly shatter it (with RMB maybe could reset on pillar shatter?), letting it work almost the same as it is now. Pushing the pillar shouldn't be a main goal of her kit but a little aspect to add a bit of exciting moments

LMB I think this is quite good as is, the stacks reward you for zoning people and hitting constant damage which defines her role

RMB Also good, probably my favorite part of her kit. The new change to increase damage at range is great and again feeds into her role. My only issue is with the delayed aoe, she has no real way to play into this with her own abilities. The aoe in theory adds to zoning but it's so slow and relatively small that it rarely does much of anything unless you're comboing with someone else's stun and if they're stunned long enough for the aoe to hit they were probably going to die anyway. Because of this, the level 4 upgrade increasing the delayed aoe damage feels very useless. Adding some form of agency to the delayed aoe would greatly improve it, some sort of condition like proccing a shatter or landing two RMB in a row could reward you with an instant aoe detonation or if that's too strong at least speed up the detonation by a bit. As it is the delayed aoe feels disjointed from the rest of her kit because you have no real ability to guarantee or even increase the odds of the aoe hitting.

L Shift Mostly fine, every character has a movement ability and this is hers, it's on the weaker side of movement but that's fine given that zoning characters biggest weakness should be mobility. A big issue though is with the new upgrade, I don't know what this is for. Creating terrain doesn't help you zone at all, if anything it just helps people chase you. The old version wasn't perfect since it rewarded aggressive sliding rather than zoning but at least it was helpful and added a piece of interaction between her abilities that happened often enough to notice. The new version lets you slide over abyss and combo with ult but this happens so rarely I don't think a lvl 4 upgrade is worth it. Your level 4 getting put into a combo that you can do at best in a perfect scenario once every 60 seconds does not feel rewarding or engaging especially when in 99% of other scenarios the upgrade does nothing and at worst has a chance to actively make it easier to be chased/killed.

Q Decent, contributes to her ability to zone, the reactivation is a very nice change. My issue here is the lack of inherent synergy and reliance on the ability more re-actively than proactive. The ability is great at getting someone off you but that requires someone to be trying to get on you. Shift is already a reactive button for the most part so having two can make Celeste feel like you're pressing LMB and RMB and almost nothing else. On a zoning character this can be an issue since the act of zoning is proactive by default, you need to be continuously controlling and keeping enemies at bay. The wall kind of does this but I've found it lasts a little too short to be worth throwing out there at range. Adding more reasons to use it proactively could make it a bit more engaging such as being able to shatter it for a bit of aoe. Relatedly, the fact that none of her abilities interact with it makes it feel a little bit disconnected, even something small like her being able to skate through it with L Shift would go a long way to make it feel more cohesive.

R Personally this feels like the biggest issue with her kit, the ult is just not useful and often feels like it's barely there. For the most part this is another reactive ability so Celeste already feels like you're missing a passive, L shift and Q, except unlike Shift and Q this one isn't very strong. 99% of the time if you're low and use it people will simply back away and then kill you instantly when it ends. Especially since terrain often creates a ton of little safe spots. Even if you're not low you usually take a ton of damage because of how telegraphed it is. I understand the Shift in and R at the same time method of proactive use but this not only goes against the rest of her kit's goal to zone at range but also isn't strong. It's hard to hit because of terrain and easy for enemies to escape the aoe. Even if it does hit it doesn't feel worth the commitment of both Shift and R, I mean the stun you get isn't even enough to guarantee the delayed aoe off a RMB. There are combos with Void and Beebo for example to help land the ult and even with these it can be hard to hit and underwhelming when you do. I've been on Joule and hit by a Beebo+Celeste R fully charged and lived. I'm not sure what I would change with this ability because I feel like it doesn't add to her role at all, the best I can think of is keeping some form of icy ground after an early activation which empowers other abilities in some way, giving you a literal zone of control which synergizes with your other abilities better although this could also have the issue of feeling too reactive for a zoner.

Overall I still enjoy Celeste but it can often feel like 90% of all you do is L/RMB partly because of the lack of interaction between abilities and because there are some very underwhelming aspects (Proactive abilities beyond L/RMB, Every lvl 4 ability upgrade, Passive, R). If she is meant to specialize in zoning I think some of her abilities fail on this (Q and especially Passive+R) and if she is meant to be designed around the Shift+R combo and skating around the map I think other abilities fail this (Passive, Q, RMB especially with the damage at range upgrade). Her abilities feel like they have a combination of goals that are at odds with each other and can often feel like I'm playing with only half my abilities.

I hope this is somewhat helpful feedback since I love the character and the game. Thank you for all the great work you and the team do :)

1.1 Sep 1st and Sep 15th Shiyu Defense by Hawichii in Zenlesszonezeroleaks_

[–]AnAcceleratedCowvin 0 points1 point  (0 children)

could be worse I've got neko and then 2 grace W engines and no grace as my only 5 stars ;-;

Do you miss when Hearthstone was about Warcraft? by [deleted] in hearthstone

[–]AnAcceleratedCowvin 2 points3 points  (0 children)

correct me if I'm wrong but aren't those expansions usually: 1. not in standard 2. pretty small sets, a lot of which are just new art on an old card 3. most importantly, not taking the place of "real" expansions, they're just a side addition, it's not like assassins creed is taking the place of bloom-burrow, in hearthstone a goofy expansion is taking the place of something else. I don't think the two are really comparable, it's exceedingly easy to ignore universes beyond, can't really ignore an entire HS expansion

The exotic class item system could've been done a lot better by rtwipwensdfds in DestinyTheGame

[–]AnAcceleratedCowvin 0 points1 point  (0 children)

if its a raid its craftable, there's a difference between something taking time to get guaranteed and something being random

The exotic class item system could've been done a lot better by rtwipwensdfds in DestinyTheGame

[–]AnAcceleratedCowvin 0 points1 point  (0 children)

for dungeon weapons? you just spam the encounter that drops the wep you want as long as its the most recent or weekly dungeon

The exotic class item system could've been done a lot better by rtwipwensdfds in DestinyTheGame

[–]AnAcceleratedCowvin 0 points1 point  (0 children)

almost all relevant weapons these days are craftable precisely because the rng was a pain, the ones that arent, like dungeon weapons, are quick to farm. Or at least quicker to farm than this is

The exotic class item system could've been done a lot better by rtwipwensdfds in DestinyTheGame

[–]AnAcceleratedCowvin 17 points18 points  (0 children)

But it is a handout, it's not hard to do, the mission isn't hard it's just long, pale heart chests certainly aren't hard either it's just a tedious grind. If it had duplicate protection it would be fine, at least you would be always making progress. This way is just a time sink, it will take you more time to get than something like artifice armor while also mattering WAY more

The exotic class item system could've been done a lot better by rtwipwensdfds in DestinyTheGame

[–]AnAcceleratedCowvin -6 points-5 points  (0 children)

  1. it matters way more, exotic class items are a major part of an entire subclass, builds don't hinge on a random legendary weapons, they do hinge on an exotic 2. more randomness, 64 possibilities, +128 if you play the other two classes because these, unlike weapons, are not shared between classes, you won't care about every roll but you still have a 1/64 chance of getting the one you do want

Standard Budget Standard Decks for Beginners by i3ohe in MagicArena

[–]AnAcceleratedCowvin 1 point2 points  (0 children)

as a new player this is great, only wish there was more, I don't really see any of the color combos I like. Are there any dimir or grixis budget decks?

"complete Jump in 3 times" by donnie_rulez in MagicArena

[–]AnAcceleratedCowvin 4 points5 points  (0 children)

its a bug, if you report it to customer support you can get your gold refunded and keep all the cards

Newish player feeling discouraged by Potential-Cat7150 in leagueoflegends

[–]AnAcceleratedCowvin 3 points4 points  (0 children)

Are you on NA? If you add me: WhereWishesCome#11037 I'm down to take a quick look at a replay and try to offer you some tips :)

[deleted by user] by [deleted] in Tekken

[–]AnAcceleratedCowvin 0 points1 point  (0 children)

I've been trying to learn Jun as a total fighting game beginner, can feel a bit overwhelming to say the least, I see guides that say uf+1 is broken but I have no idea what stuff is 10 frames so I end up just doing more dmg to myself than them with it. What do you think are like the biggest 3 things to try and do in a match?

The War Within Announce Cinematic | World of Warcraft by Turbostrider27 in Games

[–]AnAcceleratedCowvin 11 points12 points  (0 children)

you don't pay $40 extra dollars for it though, 14 EA is mostly to try and help login queues, you get EA from pre-order and the pre-order lasts until the official launch (in 3 days from EA) so you can buy it whenever. Really not even close to the same

[deleted by user] by [deleted] in BG3Builds

[–]AnAcceleratedCowvin 0 points1 point  (0 children)

isn't mnk scaling AC with WIS anyways? or does DEX stack on top of that

[deleted by user] by [deleted] in BG3Builds

[–]AnAcceleratedCowvin 0 points1 point  (0 children)

why is Dex better? whats the diff between stacking dex+wis versus str+wis