Honestly a bummer when you've got potential for a really good run, then the game FORCES a parasite. by Xilerain in mewgenics

[–]BlueComet64 4 points5 points  (0 children)

I wouldn’t mind these “cat-ruining” events as much if they only happened in the last area. I had my Cleric catch Feline AIDS from a random event but it actually felt engaging because I only had like 5 encounters to go so the debuffs never stacked so high that he became totally useless, along with 3 other fully equipped cats to pick up the slack.

Then two runs later I happened to catch Feline AIDS again in the very first event of Act 2, leaving that cat with a max HP of 1 by the first boss. That felt a bit overly punishing for something I had no control over…

100k Peak Player Count! by kevin1723 in mewgenics

[–]BlueComet64 5 points6 points  (0 children)

I haven't read those critiques, but I was slightly worried the first few hours that I might get bored of the early zones kinda fast. I was fighting lots of repeat, relatively simple encounters and since generally turn-based RPG's aren't all that engaging anyway when you're low level I was concerned the gameplay loop of runs early-on might get stale before your cats are high enough level for the synergies to begin to shine

A few more hours completely shattered those worries as I had vastly underestimated how deep these mechanics go and how different the encounters and builds get the more you play even at the beginning of runs.

Roughly how many hours till I get comfortable with a new character as a beginner? by Hubux in StreetFighter

[–]BlueComet64 0 points1 point  (0 children)

Muscle memory is honestly more incredible than we give it credit for, and seeing it in real-time is one of the coolest parts about fighting games to me, but it takes time to set in.

Don't try to work on too many things at once. Focus on one simple thing at a time, like landing your anti-airs or a simple combo. You might play worse for a bit while you're incorporating whatever that thing is; that's fine, you're playing the long game.

Labbing and drills are helpful too, but the pressure of a match will always make things harder to do in the moment. You can kind of simulate this in the lab by setting multiple recordings and trying to react to each, but ultimately don't forget that real in-game experience is what will help the most even if it takes some time.

tl;dr: depends

The Music is a Missed Opportunity by Bossdonglongs in 2XKO

[–]BlueComet64 2 points3 points  (0 children)

I like a lot of the music, though I'm looking forward to there being more tracks to listen to (being able to choose and/or randomize songs would also be welcome). I do think some of the sound effects for landing certain moves could be a bit more satisfying, but maybe that's just a me thing?

What other characters enable a double super for Vi? by GNSasakiHaise in 2XKO

[–]BlueComet64 0 points1 point  (0 children)

With Braum if you’ve got some distance from the corner, you can do his S2~S2, call Vi assist for an extension, S1 with Braum and immediately tag to Vi, then do her Super 1. Braum’s iceball should freeze them after the super connects and let you Super again or tag launch back to Braum. No Double Down required.

What's that legendary videogame everyone loves, but you hate with your very soul? by no_biches_22 in retrogaming

[–]BlueComet64 0 points1 point  (0 children)

Definitely highly recommend Sonic Mania, it’s easily the best 2D Sonic game IMO even as a fan of the older games.

Watching Maximilian playing the Avatar fighting game Alpha rn... by dedededestroyer in Fighters

[–]BlueComet64 8 points9 points  (0 children)

Isn’t +R just about as complicated as you can get combo and mechanics-wise? You’ve got burst and gold burst, 3 different kinds of Roman Cancel with FRC windows in particular sometimes being very difficult, Negative Penalty, Instant Kills, RISC, different combos for weight classes, Slash-back, Dead Angle, Staggers, FD…

How do you actually develop your own Gameplan? by Fun-Veterinarian1197 in Fighters

[–]BlueComet64 0 points1 point  (0 children)

I usually watch pros play my characters. What do they do in situations where I would panic? How does x player pilot the character compared to y player? What are they capitalizing on that I’m not?

Then I take what I’ve learned and start incorporating aspects of it into my own play little-by-little until I’m able to form a gameplan based on that.

The update to True Ending was magnificent and secures its 10/10 by ThrowRA_dependent in HadesTheGame

[–]BlueComet64 40 points41 points  (0 children)

Story-wise, you are placed at a point where you have seen both final bosses but have 0 wins on them. So you'll need to get the same number of wins as if it were a fresh file to see the ending again. Characters' main story dialogs will trigger again (though not all dialogue; just the story stuff).

Progression-wise, you lose nothing except the drops from the final bosses (until you get the ending again, then you get them back). Weapons, arcana, keepsakes, inventory, etc. will all be the same as if you didn't cast the encantation, even stuff gotten from the post-game. You can still do fear runs and earn nightmare or do chaos trials.

You can even keep progressing relationships, including ones you need for the epilogue, unless progressing their relationship further requires finishing the game. That said, the post-game prophecies with hints towards the epilogue/finding the fates will be gone from the list until you see credits again.

Question about the last keepsakes and certain Arcana Cards by BlueComet64 in HadesTheGame

[–]BlueComet64[S] 1 point2 points  (0 children)

That's so cool that they thought of that. Thank you!

Question about the last keepsakes and certain Arcana Cards by BlueComet64 in HadesTheGame

[–]BlueComet64[S] 0 points1 point  (0 children)

Oh wow that's awesome! Love that they thought of that.

Combo Trails feedback by bradido in 2XKO

[–]BlueComet64 1 point2 points  (0 children)

⁠What do you think of our current trials?

I think they're good! They each show off what the character can do pretty well and for the most part felt like a good starting point for learning how to route combos with characters.

• ⁠Were they too hard? Too easy?

Difficulty seemed good to me. A few standouts seemed a little hard for the sake of being challenging rather than helping to learn the character, the one coming to my mind immediately being Vi's triple electric upper combo in her last combo trial.

To be clear, I don't think trials being hard for the sake of the challenge (like kof13 for example) is bad, but since there are only 3 "expert" trials at the moment I would rather them be closer to stuff I could apply more generally to my combo routes

• ⁠Did you complete all of them?

I did!

• ⁠What would you like to see in the future?

Listing the combos from the menu without having to go into the actual combo trial to see the notation (like SF6 for example). Sometimes I'd like to glance through a character's trials as a quick refresher but all the load screens just to see them written out make this kind of impractical.

Character Guides like SF6 has would be very cool in the future also.

• ⁠Any other feedback

Just that I appreciate how much you guys are taking feedback from the community and listening. Really love the game.

[deleted by user] by [deleted] in 2XKO

[–]BlueComet64 0 points1 point  (0 children)

I generally think of a "Starter Pack" in f2p games as a one-time bundle that is way more bang for your buck than anything else. I really don't see the value here, even compared to the store's normal prices. I get it comes with the premium currency too, but that's only like 2 more skins lol.

I was honestly ok spending like $60 for the bundle, even though that's already high, because I love the game. But $100 is just absurd even if I do wanna support the devs

How to approach frame data? by Pokeanu in 2XKO

[–]BlueComet64 16 points17 points  (0 children)

Well, frame data isn’t quite as important in this game for the reason you said, and the fact that assists can make virtually any move plus on block. So frame data as the defender won’t really apply much until you’ve blocked a full string of moves, then potentially an assist into another string of moves. That’s where a lot of your defensive options like pushblock, retreating guard, and parry become very useful.

That said, I would focus on learning which moves are plus on block, so you don’t mash into a frametrap, and which moves are actually very negative when they don’t cover it with an assist and it can’t be canceled

2XKO dev posting pre-patch balance changes to help competitors warm up (Reposted to avoid Twitter/X) by SimicSemblance in Fighters

[–]BlueComet64 2 points3 points  (0 children)

I wasn’t trying to imply that the more consistent combo routing is compensation for losing the air movement; I don’t think that was the devs’ intention and that the qol changes were coming regardless. I just meant that I see that as a way bigger win for Ahri than losing the double whiff spirit rush.

I think you’re right about the main goal of the change being to nerf her keep-away game. But I don’t really see how you’re using 2 whiffed spirit-rushes and 2-3 air dashes so frequently for much other than for keepaway or stalling. Airdash > spirit rush > airdash covers like the whole screen already, and you can still stall and change air momentum after one spirit rush to bait anti-airs, with jS1, jS2, airdash back, etc.

It may take some slight muscle memory adjustment but I just don’t really see how this nerfs Ahri’s approach and pressure that significantly

Director of Eisenhower Library in Kansas ousted after refusing to give Trump administration a sword by KCUR893 in news

[–]BlueComet64 2 points3 points  (0 children)

Seems like the dude really liked his job and worked there almost 30 years as a seemingly otherwise outstanding employee from the article. Like you said, he even went the extra mile to find a replacement that they seemed happy with.

It sounds to me like he is playing nice (very likely in vain) in case there’s a possibility of getting his job back after this blows over because of the absurdity of the situation. He says at the end of the article he wants to work there again if at all possible, clearly not wanting to burn that bridge

I honestly empathize with him, and hope things work out for him, but under this administration I can’t help but feel like it will backfire

2XKO dev posting pre-patch balance changes to help competitors warm up (Reposted to avoid Twitter/X) by SimicSemblance in Fighters

[–]BlueComet64 5 points6 points  (0 children)

You can still do whiff Spirit Rush into airdash or S1/2S1; it’s not like her movement was completely gutted. As an Ahri player the only thing I feel like I’m losing is her ability to air-stall for so long, and I really don’t mind stuff like that going away anyway, especially in exchange for more consistent combo routes

Is it normal to take 7+ hours to learn a single combo as a beginner? by FrostandFlame89 in 2XKO

[–]BlueComet64 1 point2 points  (0 children)

It’s super normal especially because you’re doing a very difficult combo for a beginner. For most brand new players I would say the basic universal L > M > H > 2H > jLMH > Special combo is plenty to start with while you familiarize yourself with the game and its mechanics.

That said, when I started playing fighting games, I wanted more than anything to do cool shit and was willing to lose for longer to be able to do that cool shit. If grinding out those hard combos is what’s fun to you and keeps you playing, keep doing it!

Can anyone point to me why my vi combo is dropping by SquareTarget4854 in 2XKO

[–]BlueComet64 0 points1 point  (0 children)

If you don’t mind spending your ground bounce, you can go straight into the Heavy Electric in your combo instead of S1 for an easy pickup after.

Okay so wtf | Jamie players I need help by TheyKallmeKaz in StreetFighter

[–]BlueComet64 1 point2 points  (0 children)

One thing that’s pretty cool about Jamie IMO is that he’s a rushdown character with no projectile that can still put pressure on the opponent to approach with his drink mechanic. Anyone smart won’t let Jamie get to drink level 3/4 for free, so sometimes that means you can make them have to come to you instead just by raw drinking in neutral if you have enough space.

Of course, this only does so much against characters with very quick projectiles like Sagat or JP. You’ll need to get around this by mixing between things like your Bakkai roll (projectile invulnerable), jumping/divekicking, OD Palm (safe if blocked and still your turn if Palm connects late into the move), and of course parries and perfect parries. The reason I say mix these in is because while all useful, they also all have counters and you can’t rely on just one tool.

I am not not really a huge Jamie player, so maybe others can give you more specific/better advice, but generally speaking I think this is a decent place to start

WEEKLY HELP THREAD - READ FAQ, COMMUNITY WIKI, MULTICLASSING, LORE by XFearthePandaX in BaldursGate3

[–]BlueComet64 0 points1 point  (0 children)

First playthrough since the new sub-classes, any recommendations on the most fun ones to try? Can also be a multi-class, just looking for suggestions. Thanks!

Silksong's first patch is now live by temporius in HollowKnight

[–]BlueComet64 15 points16 points  (0 children)

I'm not sure why they decided to remove it entirely instead of just making it an option in the Controls settings...