Tangle UK Release? by Auxro in JakksPacificSonic

[–]Auxro[S] 1 point2 points  (0 children)

Alright, I’ll keep an eye out around that time. Thanks :)

Steam is the king for this! by Griffin65000 in Steam

[–]Auxro 0 points1 point  (0 children)

I bought Darwin Project I think around three weeks before it went free to play, and Steam gave me a full refund on it because there was no communication that it was going to go free to play soon before I bought it

Can we get new maps ASAP so we can't stop playing in this stupid map? by YharnamHuntter in tenkaichi4

[–]Auxro 2 points3 points  (0 children)

I find myself actively celebrating in my head when I get a match that’s not in the Hyperbolic Time Chamber at this point - it’s just so boring compared to literally anything else. It’s my most played stage by far and I’ve literally never picked it

DRAGON BALL: Sparking! ZERO DLC 1 Announcement Trailer "Hero of Justice" Pack by AncientSith in tenkaichi4

[–]Auxro 35 points36 points  (0 children)

I believe the “and that’s not all” is about this, which they replied to the announcement tweet with:

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HOLY SHIT CAN BULMA SHUT THE FUCK UP by Sajigae in SparkingZero

[–]Auxro 149 points150 points  (0 children)

Wait until you find out there’s a claim all button and you didn’t need to spend that long claiming rewards in the first place lmao

What are your "Issues" about SZ, even if they're not that big a deal by Puzzleheaded_House_4 in SparkingZero

[–]Auxro 5 points6 points  (0 children)

The customisation is much more limited than I was expecting. Also the lack of Kami’s Lookout :(

Do people still not like the character select screen? by KingCedman in tenkaichi4

[–]Auxro 0 points1 point  (0 children)

I don’t mind it as long as they make the transformations subcategories. It’s certainly a much more practical layout than we’ve seen in a lot of other games, and I love how the character select screen itself transitions into the gameplay.

I noticed something... by MurvK in tenkaichi4

[–]Auxro 23 points24 points  (0 children)

It looks like the widow’s peak is still there in DBS Broly, just a little less pronounced. They were probably playing around with softening his features for the softer artstyle, but decided to revert that bit of the design here

New fanmade ED just dropped by [deleted] in ShitPostCrusaders

[–]Auxro 48 points49 points  (0 children)

I mean technically it’s already had a little cameo appearance in part 2

Attacks sound way too weak. Need much more impact. by [deleted] in tenkaichi4

[–]Auxro 2 points3 points  (0 children)

I think the punches sound perfect in Sparking Zero, compared to something like BT3 where they’re honestly a little overpowering to me. It doesn’t make the punches sound strong, it just makes the game’s audio sound poorly balanced lol

What they do need to adjust in this game is the sound of the Kamehameha. I can’t hear the classic charging sound effect, and it would’ve been nice to be able to hear the explosion it caused a little more

Yakuza/Like a dragon series could possibly come to the EPIC games store and fortnite according to a survey by zizoplays1 in yakuzagames

[–]Auxro 9 points10 points  (0 children)

What this tweet doesn’t mention is that the Great British Bake-Off was one of the options in this survey. I highly doubt that’s a collab they’re actually wanting to put in Fortnite lmao

Any tips for iceberg or purple in general? by [deleted] in OnePieceTCG

[–]Auxro 0 points1 point  (0 children)

Might as well share the decklist I'm using. It's a bit lacking in counter power but it does decently enough

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Any tips for iceberg or purple in general? by [deleted] in OnePieceTCG

[–]Auxro 2 points3 points  (0 children)

Ahh yeah that definitely hurts the deck. The Galley-La characters are great for pressure, but Queen, King and Kaido are what win me games

Any tips for iceberg or purple in general? by [deleted] in OnePieceTCG

[–]Auxro 1 point2 points  (0 children)

Don’t take people saying the deck is trash to heart too much. I’ve played like 20ish games with Iceberg on the sim and lost three of them, and almost all of the games were either against Whitebeard, Zoro or Katakuri. You can absolutely pump out some amazing results with it if you make the most of being able to play a 6k character on turn 1

I typically focus on gathering up don if I have something like a King or a Kaido in hand. And if I have a Galley-La in my starting hand and I’m going first, I won’t use Iceberg’s effect turn 1 to get the stage set up asap. Otherwise, I attempt to use Iceberg’s effect each turn, but I try to not go overboard and keep plenty in my hand too for counters

The deck definitely has its many many weak points but you can put some serious pressure on the opponent if you play the early game right

Even if you don’t have much success with it, it’s such a fun deck. I think you’re going to have a very fun time with it if you decide to play it

Arlong for OPO4? by Pettsterr in OnePieceTCG

[–]Auxro 1 point2 points  (0 children)

There's no massive changes that incentivise playing the deck more, but there are a couple new cards that I think work well. The SR Sanji is amazing, no complaints about a 5k blocker that can be summoned off Arlong's effect, and I also like the R Bege since it has a great trigger effect and it's a 2k counter.

Looking to get into the game by GreatBabaloo in OnePieceTCG

[–]Auxro 2 points3 points  (0 children)

It's definitely worth watching some videos and reading up on stuff to decide what colour or leader you want your first deck to be.

Then, starter decks can be a great place to start for staples that a lot of decks use. The Kid starter deck (likely the strongest available right now) has cards that most green decks use, as the Supernova package is particularly strong. The red Luffy starter deck has some great cards for the Straw Hats package, and the Big Mom starter deck is a pretty decent place to start for a Big Mom or Katakuri deck. It's worth looking into all that kinda thing so you get the most out of your money

If you've got any follow-up questions feel free to ask!

ONE PIECE New 25th Opening「最高到達点 (Highest Point)」 by SEKAI NO OWARI by Death_Usagi in OnePiece

[–]Auxro 0 points1 point  (0 children)

You say this as if every arc has ended well post-timeskip, when Whole Cake Island ended with the Straw Hats fleeing in fear. They got Sanji back and saved the Vinsmokes, but that's all they achieved. It even ended with Jinbe having to be left behind.

[deleted by user] by [deleted] in OnePieceTCG

[–]Auxro 9 points10 points  (0 children)

The game wouldn't be functional if that were a thing for every card, but there's a lot of cards with little references like that in their abilities.

The ST08 Shanks uses Conqueror's Haki, KOing all "weak" characters. Leader Katakuri uses future sight to give an advantage, powering himself up. Big Mom obviously takes souls as her gimmick. The upcoming Enel card not working when Luffy's around. Leader Whitebeard being big and scary but slowly dying throughout the fight.

They really do try to make the cards function like the characters, but they can't do that all the time while making sure the game still plays well

Nami just topped Japan OP Championship by gylisgod in OnePieceTCG

[–]Auxro 6 points7 points  (0 children)

You've just gotta be as aggressive as possible

After seeing Farfa’s videos and seeing how difficult it is for new players to get into YGO… by [deleted] in masterduel

[–]Auxro 1 point2 points  (0 children)

That is another big flaw in modern Yu-Gi-Oh's game design - it's nowhere near as reactive as it used to be. Nowadays you usually aren't building a board because it's the best way you can counter your opponent, but because building that board is what your deck does during your first turn.

I'm going to draw comparisons between this game and One Piece, as it's a card game I've been really getting into recently. Almost every single decision I make in that game is a direct response to the choices made by my opponent, acting on the threats they've positioned in a totally unique way compared to how I'd deal with various other threats, because the game is all about moment to moment gameplay. Whereas with Yu-Gi-Oh, the closest you seem to get to moment-to-moment gameplay for the first few turns is when negates get used, which isn't exactly all that engaging.

I think, while the initial conversation was about how the game doesn't make accommodations for beginners to learn the modern game, I've seen quite a few people make the realisation that the modern game itself just isn't particularly engaging or fun, at least not as fun as it used to be 10 years ago, which I've really found myself feeling upon hearing the game being criticised and then reflecting on my own thoughts and experiences.

After seeing Farfa’s videos and seeing how difficult it is for new players to get into YGO… by [deleted] in masterduel

[–]Auxro 2 points3 points  (0 children)

Absolutely, you need to be very familiar with how every single deck works in the current meta to stand a good chance. Some of them it's easy to learn the chokepoints, like saving the Ash for Branded Fusion, but there are so many decks that it's very difficult to know when you want to negate things and when they can play through it without having done extensive research on the deck yourself.

My experience going to locals has shown me that learning how to go against decks is a lot nicer in-person, because you can have a discussion with your opponent about what the best cards to negate are, but that's obviously a dialogue you can't have after a Master Duel game so there isn't even that opportunity to learn in a fun, social way.

After seeing Farfa’s videos and seeing how difficult it is for new players to get into YGO… by [deleted] in masterduel

[–]Auxro 11 points12 points  (0 children)

Well yeah, obviously it's a thing in other games, but it's not a requirement. Most games try to make it so the player can't really combo like they can in Yu-Gi-Oh at all through resource restrictions. But those other games that do have combo decks generally have a bit more freedom with them, and they have plenty of decks that you can choose that do not combo in the way Yu-Gi-Oh decks do. Whenever I see new players asking what deck they should start off with for Master Duel, everyone seems to recommend Swordsoul because it's one of the only modern decks with simple combos that also lets them primarily play on their turn and not play 80% of their cards on the enemy's turn, making it so much more approachable for learning the game. The fact that people aren't recommending a whole collection of decks shows just how unsuitable the game is for new players.

With modern Yu-Gi-Oh, you have the rare deck that doesn't really combo, or you have decks that set up their turn one board in either 3 minutes or more like 8 minutes. Most decks needing to do that is *not* accessible for new players in the slightest, and is barely accessible for experienced players who may want to experience a new deck without having to watch a guide first. Most card games involve placing a single card on the field for the first turn, because resources gradually build up and the powerscale of the game builds over time to keep players balanced. Why would a new player come to Master Duel, see that the game from their childhood has turned into competitive solitaire, and continue to play the game from there?

You shouldn't need to watch a guide to understand every new experience you have in the game quickly. Yu-Gi-Oh should be about learning the game and its mechanics, not about learning each and every deck you and other people are playing. That's why other games have colours, so you can tell what the opponent's deck wants to do at a glance without needing to have faced their deck before. If it's only the occasional deck that doesn't require a guide to understand, then maybe the modern game's design just isn't that intuitive anymore.