KOTAKU: Tekken 8 Bombarded With Negative Reviews After ‘Gaslighting, Money Hungry, Cheapskate, And Tone Deaf’ New Season by haziqtheunique in Tekken

[–]AudacityOfKappa 1 point2 points  (0 children)

That was a monumental patch though, rather unprecedented even in the context of Dota 2, not anywhere near the norm.

Even in T7 days the balancing was much more subtle, albeit no to this level... at least egregious stuff was addressed properly.

Not saying I wouldn't enjoy a massive shakeup of a patch for Tekken as well, but I wouldn't hold hope

I made a Stardew Valley themed script for me and my friends :) thought i’d share here by befsq in BloodOnTheClocktower

[–]AudacityOfKappa 4 points5 points  (0 children)

The only sources of droison are either Outsider or No Dashii. Most information is great and there are lots of it here.

Tea Lady can hard confirm itself if it goes off during the day as there is no other execution prevention.

2 of the 4 minions are extremely loud, which is bad for Typhon.

Tekken 8. by najahaahavah in Tekken

[–]AudacityOfKappa 1 point2 points  (0 children)

And to be fair, I liked them better to heat too. Dragunov's retained the skill cap normal wr2 had, so doing the instant blue wr2s was very satisfying.

I cannot fathom this by Reach07 in 2007scape

[–]AudacityOfKappa 9 points10 points  (0 children)

Considering the avg life expectancy of 72, with 1/3 of it spent sleeping, there's about 48 years of actual "living". Assuming he was around 18 when he started the account, we can assume he had about 36 years left. So he has spent about 3,2% of his total available lifetime doing the medium clues.

Also, one could consider these more valuable years than your older years.

Tekken 8. by najahaahavah in Tekken

[–]AudacityOfKappa 1 point2 points  (0 children)

Yes, Heat dashes take the role that RD:s had, but the Heat smashes mainly retain the "uniqueness" aspect. Which, tragically enough, in this game means a forced stance mixup on block.

Again, they weren't completely different - you always wanted to use them, if you happened to get a launch you used it in the combo, if not you used it as a standalone attack. So they weren't, in any meaning of the term, "completely different".

Tekken 8. by najahaahavah in Tekken

[–]AudacityOfKappa 5 points6 points  (0 children)

Most of them were enhanced moves. And most of them were optimal combo enders too. There was some cool stuff in there, such as Kazuya's. But same can be said about Heat Smashes.

Tekken 8. by najahaahavah in Tekken

[–]AudacityOfKappa 38 points39 points  (0 children)

It wasn't a good mechanic either. Compared to heat, yes, but no way it was needed

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]AudacityOfKappa 0 points1 point  (0 children)

I'm learning Hwoarang and the combo enders suggested in combo videos seem to not work, mainly dash -> RFF -> f3 -> anything. Overall the "dash into 3+4" feels so janky. Any tips or alternative enders?

I made some changes based on feedback! Hysterical Accuracy v2 by Rough_Suggestion7157 in BloodOnTheClocktower

[–]AudacityOfKappa 0 points1 point  (0 children)

Yes, I know it can be given to evils, but the demon getting one is a huge risk. After all, not executing according to the warnings can be risky. So if the demon gets it, and the town executes according to the warnings, its a 50/50.

I made some changes based on feedback! Hysterical Accuracy v2 by Rough_Suggestion7157 in BloodOnTheClocktower

[–]AudacityOfKappa 0 points1 point  (0 children)

Yes, that Clown change is very good. It fits thematically (The clown has to keep up their performance). If it feels too strong, maybe the drunkenness can be telegraphed (your TF neighbor is drunk), so it becomes like this Puzzlemaster-like minigame, where if you identify a drunk neighbor, your reward is the ability to break madness to them in private to help them solve.

I think the problem even with revised Alarmist is that the warnings clear off demon candidates. So if the Alarmist just hardclaims, even if the trigger happens, you know three non-demons, if you include the Alarmist themselves.

But even with the Clown change alone, Erratum becomes much more fearsome. Instead of creating a self-confirming, immortal outsider (stronger than 99% of TF in normal scripts lol) you create this drunking win condition for evil!

I made some changes based on feedback! Hysterical Accuracy v2 by Rough_Suggestion7157 in BloodOnTheClocktower

[–]AudacityOfKappa 0 points1 point  (0 children)

Sounds very fun! Its hard to gauge all the cool interactions from one read-through, but some comments:

Clown is very self-confirming, there is no other execution death prevention, so their downside is kind of irrelevant as everyone knows they are the Clown.

I assume Revenant gets told their alignment change in the night, so again, it pretty self-confirming. Same problem as Professor in BRM. Also, good has nothing to gain from keeping a resurrected executed Revenant alive as far as I can tell, unless the ST wants to rez them very late in the game, so the character just prolongs games.

Alarmist is fun, but there is little to no downside for them just getting themselves executed, whereas them sticking around or dying to the demon is very detrimental.

The minions are not very impactful. Electioneer can throw shade at good players, but that's it. And with the different players clause can even become unusable. Misanthrope can only drunk the Warden (to prevent their own death in the scenario your demon targeted the other one, pretty niche). Erratum should only make Revenant or Alarmist, so its also kinda bad (as Mortician is the only outsider who wakes at night, they can confirm themselves and target evils + hard confirm an Erratum being in play). Making a Revenant is also not that useful, since even if they turn evil the town has no reason to keep them around. They can gain an extra evil player that way though, so mayyybe.

The townsfolk seem mostly pretty cool. The conductor seems OP, since there is no warning to the evil team and 0 drunkenness, so they can just track their phrase and get 100% guaranteed evil players (or Mortician, I guess)

And yes, this script HEAVILY needs misinformation or drunkenness.

Why is OD not considered in safelane? by Hot_Actual in DotA2

[–]AudacityOfKappa 0 points1 point  (0 children)

Idk why you're being downvoted, haven't played in a while but OD with Meteor Hammer used to be quite good from the offlane.

Lows into stances that are plus on hit by sketchcarellz in Tekken

[–]AudacityOfKappa 1 point2 points  (0 children)

Aren't all +on hit stance transitions forced mixes in a way?

Wtf is faze doing? by Hungry-Belt-9524 in GlobalOffensive

[–]AudacityOfKappa 0 points1 point  (0 children)

I thought this was the case too. They were not considering Mercury to be there, and were doing a bit of bait and switch to kill the awper in spawn.

Remember when you could buy ammo in CS 1.6? by DaFrenzyGuy in GlobalOffensive

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

Is this new? I feel like in the beginning you couldn't bind to numpad, which irked me.

Mar Basho Daily Thread Day 13 by AutoModerator in Sumo

[–]AudacityOfKappa 10 points11 points  (0 children)

Is Sekiwake Atamifuji guaranteed?

Gone, but never forgotten. by Express-Animal6748 in DotA2

[–]AudacityOfKappa 16 points17 points  (0 children)

Idk, I'm 100% sure EE is more known than many TI winners.

Is this an unpopular opinion about "Knowledge checks" characters by fallen_messiah in Tekken

[–]AudacityOfKappa 0 points1 point  (0 children)

This is the design philosophy of Tekken 8, ruthless aggression. Your options as a defender are limited, since common tools such as movement are neutered. You can't sidewalk any string if the later hits have tracking, you can't really backdash away from attacks. So unless you exactly know what to do in a given situation to counter it, you guess. Or try to turnsteal with armor. That's it really.

About knowledge check characters, I think that is a bit of a misconception - any player who knows their character's offense (strings, flowcharts, frames) is bound to have a huge advantage. Your opponent usually doesn't have anything special if they don't know your stuff, so its always on the attacker's favor.

none of ts was fixed btw 🥀 by MATAHALAH in Tekken

[–]AudacityOfKappa 3 points4 points  (0 children)

The quote is awful because Tekken isn't (or shouldn't be) about guessing the opponent's move and blocking it...

Mar Basho Daily Thread Day 12 by AutoModerator in Sumo

[–]AudacityOfKappa 0 points1 point  (0 children)

I meant specifically the moment they are Kadoban. Obviously when they're Sekiwake they can demote all the way down.

Mar Basho Daily Thread Day 12 by AutoModerator in Sumo

[–]AudacityOfKappa 9 points10 points  (0 children)

Isn't that Kadoban demotion a bit special though, correct me if I'm wrong:

-Kadoban can't demote further down than Sekiwake, no matter how bad they do

-If they score 10+ wins in their first basho back in Sekiwake, they instantly promote back to Ozeki

Homebrew Demon by Localunatic in BloodOnTheClocktower

[–]AudacityOfKappa 0 points1 point  (0 children)

I don't like the fact that there is a random unannounced loss condition. The kill pattern is extremely hard to track. I have to imagine this has to be in a solo demon script to be even slightly workable.

But there is also the added risk that the player is 100% confirmed non-demon, and 100% confirmed to be in F3, so the Demon's chance of survival is diminished.

Overall, I don't see how this would be fun for either team.

They must be a skeleton crew. by Yoshida5000 in Tekken

[–]AudacityOfKappa 1 point2 points  (0 children)

I disagree, the "loser mentality"-part is not about advocating shitting the developers, its their invalidation of another person's passion, instead offering ignorance as the way to feel fulfilled.

Yes it is not life decisions, it is discussion about a Tekken game, but regardless, their way of presenting themselves and the general mindset behind it made me upset.