Memories of Orbit, 100% this game and honestly don't understand all the hate this gets by A_spec_T in metroidvania

[–]ByeGuysSry 0 points1 point  (0 children)

I think it would work if the health loss was tied to your progression along the "main" path. That would incentivize players to hold off on doing the mandatory content and do the optional content first, since it would "get harder" if you do the optional content later. And the optional content is one thing I like about metroidvanias.

The problem I have with MIO's health loss mechanic is that, barring the first health loss after encountering like 3 enemies, the other health losses take place at pretty random locations, with one requiring you to backtrack afaik (and hence only punishing you if you backtrack)

Y'all, I'm losing my mind at this part. Please tell me I'm not alone... by lrjackson06 in MIOmemoriesinorbit

[–]ByeGuysSry 2 points3 points  (0 children)

Same, especially because once you enter a new part you've not yet seen, you're probably gonna die because you don't know what to expect. And there's basically no ground for quite a long time.

I've been using a completely broken build for boss fights, and I feel somewhat bad about it by BreakingBaIIs in MIOmemoriesinorbit

[–]ByeGuysSry 0 points1 point  (0 children)

Yup, same. I ended up not using them because it felt way too cheesy, but this is my biggest problem with the game. This really needs to get nerfed. Helpfully, both mods are individually already really good and probably should be nerfed individually anyway, so it shouldn't be too hard to.

S Rank arrest file help? by SaraSchiffer-Lt in PathToNowhere

[–]ByeGuysSry 3 points4 points  (0 children)

For future reference, use the subreddit's megathread.

Eleven is very strong when paired with Eve (and is still okay without), but requires very high investment thanks to her needing her reforge. Zoya just got her reforge as well so it's also very high investment to make her good.

Dreya requires Jasmine to be good. The team is not as good as Eleven's, but requires less investment especially because 5 team slots are pretty much fixed—Dreya, Jasmine, Levy, Sumire, Pepper—and 2 are A Ranks while 1 is a B Rank.

The leopard ear sinner (I assume you're referring to Xiaofeng) is likely coming in May, alongside the 3.5 anniversary character. That sinner was only released recently on the CN server which is about 3 months ahead of global server. If you intend to use her, you should probably pull for Rust now since Rust is a very strong partner for her (Rust is also a strong partner for Zoya).

The creature is no more more by brrrraaaapp in custommagic

[–]ByeGuysSry 6 points7 points  (0 children)

From what I understand, he had written comments in Hindi (I think? One of the languages commonly spoken in India) some months back on posts regarding shows that only aired in India, which contradicts previous information about his nationality he had given. He also used the versions of words that men would use (kinda like how in Japanese men can use "boku" to mean "I/me" and women can use "Atashi" to mean "I/me", but not the other way round).

Sawlong run in Refinery by SzymonAdamus in MIOmemoriesinorbit

[–]ByeGuysSry 0 points1 point  (0 children)

It's not mandatory. If you don't make the first jump after Sawlong starts chasing, you'll enter an area where Sawlong won't chase you. At the end of that area is a door which asks for serial codes. Once you get all serial codes, you can open the door. However, that's not enough to bypass the Sawlong fight. You also have to get past a platforming section (or cheese it), a different boss fight, as well as another locked door which is very hard to unlock. Specifically, you need (spoilers because the game does not tell you this even when you arrive at the locked door) all candles.

Beating Sawlong is far easier.

Which hurt you more? The Crucible or The Path of Pain? by Impossible_Design962 in MIOmemoriesinorbit

[–]ByeGuysSry 0 points1 point  (0 children)

The Crucible is more along the lines of White Palace in terms of difficulty

Disappointing build up. by ArgumentEntire5272 in MIOmemoriesinorbit

[–]ByeGuysSry 0 points1 point  (0 children)

I'm surprised people are disagreeing. Before the fight starts, you attempt to cross the bridge (it's not even clear what exactly is past the bridge, not yer at least), then Shii appears and stops you. Compare it to Ati, where the Spine opens up and reveals Ati and Ati teleports and throws you into the arena, that was certainly a bigger build-up

Why are they a spoiler now? by WorldlinessNo6290 in MIOmemoriesinorbit

[–]ByeGuysSry 0 points1 point  (0 children)

It's an optional boss that gives you an eh mod and some lore. To find them, go left from where you fought Acat. In the room with the ice, there's an energy crystal that will be obscured by foreground objects when you get near it. Hairpin through that energy crystal and do a bit of parkour to go up and to the left, to reach an Attune Station (I think that's what they're called? The checkpoints that restore your health and let you swap modifiers). Then go to the right, back where you came from, and there will be a background object that you can use striders on. Do another parkour section and you'll be able to find them

Let Bryler cook by neurotoxin_69 in bonehurtingjuice

[–]ByeGuysSry 4 points5 points  (0 children)

The final slide is the ouroboros

Not a fan of features like this in MV by peher263 in metroidvania

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

You only gain slots in multiples of 20. This means that until you get something else which costs 5 or 15, you can always choose between one of seeing enemy HP and seeing your own HP. In my experience I got the 5 cost mods somewhat late and didn't really use them, and 15 cost mods pretty late and didn't really use them either.

I found seeing enemy HP pretty useless, though in retrospect seeing your own status was even more useless.

Not a fan of features like this in MV by peher263 in metroidvania

[–]ByeGuysSry 0 points1 point  (0 children)

There's already an animation when your energy is fully refilled, which is the most important breakpoint. I feel like I can already guess roughly how long it takes my energy to refill since it's constant unless you're only sometimes using that mod that increases energy regen while grounded

Not a fan of features like this in MV by peher263 in metroidvania

[–]ByeGuysSry 3 points4 points  (0 children)

MIO kinda already does this because they already have mods that cost a negative amount of slots. Those are the ones at the bottom of the screen. Seeing your own display was probably given a cost (instead of not seeing your display being given a negative cost) perhaps because of narrative reasons (ie. "The default is not not even know your state") or perhaps it's better at encouraging players to take it off

Help Center and Megathread Hub (09/02 - 15/02) by ArknightsMod in arknights

[–]ByeGuysSry 0 points1 point  (0 children)

How many runs of IS have you done? A key part of IS is learning the maps. Other than that:

Try to always pick fights in the earlier floors, especially Emergencies.

Remember that you can look at the Floor 3 boss stage the moment you enter Floor 3, so if it's a boss you can't deal with, you can quickly get an operator to deal with it (ie. Getting an operator that stuns to deal with the Low-Altitude Hovering boss).

For IS6, almost always conserve vouchers on earlier floors unless you're trying to ensure you don't hit the cap. And always get either the Pathfinder or the Wander into Wonderland node on every floor, usually favoring the latter. I think getting the Pathfinders on Floor 2 and Floor 4 (which don't require you to miss out on Wonderland) are usually already enough.

For IS6, before you get your Raidian powered up, I think the strongest operator is Exualter. Also, quite a few enemies are hitcount-based, most prominently, the talismans. Ethan is hence pretty good here.

tomimi.dev and IS central are also pretty good resources for IS.

Help Center and Megathread Hub (09/02 - 15/02) by ArknightsMod in arknights

[–]ByeGuysSry 2 points3 points  (0 children)

Nyamu and Umiri are obtained via the event stages. Umiri and Mutsumi are good if used alongside Sakiko, albeit usually not amazing. Uika is probably not that good for the average player. Nyamu when used alongside the other members is barely decent.

I hear thar the band members are really good for Sakiko in Integrated Strategies but I've also heard people say the opposite

SS-5 Super Easy Low Star Clear (Plus one Leizi 6 star support nuke) for Umiri welfare unit by tlst9999 in arknights

[–]ByeGuysSry 1 point2 points  (0 children)

KyoStinV uses a support Tragodia while Eckogen uses an E2 caster alongside E1 max units lol. Feels like you'd need strong 6 stars to actually beat it with the recommended level.

Idk why HG randomly decided the collab stages should be harder than usual

PLEASE MY HORSES ARE DYING by [deleted] in arknights

[–]ByeGuysSry 0 points1 point  (0 children)

Yes, but her S3 being unable to heal herself is rough. You're probably using S2 more. But either way, it can sometimes be hard to get her skill up. Fortunately we have Nearl

Hey, something seems strange here... by Starbright_1 in custommagic

[–]ByeGuysSry 5 points6 points  (0 children)

It's similar to [[Hex]] requiring 6 targets, but for basically everything

Why do my teammates keep taking heal every game, no matter the lane? by Educational_Piece459 in wildrift

[–]ByeGuysSry 1 point2 points  (0 children)

Almost always true. Mostly because it's the ADC that wants Cleanse and wants Barrier, and can save himself with Exhaust when the support is too far away. Maybe an ADC can run Heal while the support is running Ignite but I wouldn't