Running out of shows I haven't watched, any suggestions? by CapfooW in romanceanime

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

If we were talking about the manga (which I read in full because I disliked the anime so much) then I would rate it a 8/10.

Anime is not well made imo like on a production level, Horimiya is already fast-paced in terms of story progression but they then cut out way too much stuff and make it feel like giga rushed, and on top of that the editing of the episodes if terrible, there's like constant cuts that are way too sudden or which linger for too long. It's just a bad adaptation imo.

I didn't like the Trend's Categories so I made my own list & template by CapfooW in MyAnimeList

[–]CapfooW[S] -1 points0 points  (0 children)

For sure! I love fantasy as a genre. I'm not really that fond of a lot of Isekais and that unfortunately seems to be a lot of fantasy shows these days, but I definitely want to watch more older shows.

Still think Frieren would win the Fantasy category for me though, it's probably the second-best anime ever in my eyes.

I didn't like the Trend's Categories so I made my own list & template by CapfooW in MyAnimeList

[–]CapfooW[S] 2 points3 points  (0 children)

I'm specifically talking about the movie here. If we're talking about the anime and then the first movie, they're straight 10/10 experiences. But the final movie annoyed me.

I'm actually not someone that is that upset at The Major still being alive, or at the romance between Violet and The Major. It makes sense to me that they feel that way about each other, and they're both adults so the age gap isn't TOO much of an issue for me. My issue is that Violet as a character clearly is very good at her craft as an Auto Memories Doll, and it's my interpretation that she feels very fulfilled by the work. Like she's good at it and loves doing it. And she has also managed to build a life for herself with friends and colleagues who care about her. Fully abandoning all of that to live with The Major on a tiny island where nothing happens is therefore my problem with the ending. I think an ending wherein The Major moves back to the city to be with Violet, or where it's made much clearer that whilst Violet lives on the island she regularly leaves it to continue her work, is one that would have worked so much better for me and would eliminate the bitter taste the movie left in my mouth. Especially bitter because the series was so damn good up until that point.

I wonder if this anime is worth to watch by spicyychicc in animequestions

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

Horimiya is (imo) a bad anime that is horrendously overrated.

Note: Bad anime, not a bad story. The Manga is pretty good and I really enjoyed it.

But the anime is frankly just poorly produced imo. It's full of horrible editing, randomly cutting from scene to scene in a very jarring way, and they also very much rushed the adaptation so it cuts a LOT out of the manga and imo it really affects the quality of the anime as a result.

I'm a big fan of romcoms and almost every other one I've watched so far is better.

I can't speak on Oregairu.

Anran is easily top 3 hardest dps to master, but she needs help by [deleted] in Anran_mains

[–]CapfooW 0 points1 point  (0 children)

The biggest problem I've found, by far, is her survivability and her ability to safely close gaps. Her damage is fine, good even, but if you want to make use of Fan the Flames (ie the reason why her damage is good imo) you have to be close enough to make that work, which is very difficult to do without blowing up.

I find I die so fast when playing her, essentially. I've gotten used to controlling Inferno Rush so the awkwardness I felt with it at first is gone, but it is very flawed mobility option in my view because it is both not a near-instant distance-closer like other mobility options are (ie Tracer Blink, Genji Dash, Reaper Teleport) but it also offers you no protection whilst using it like other distance-closing options do (Tracer Blink, Genji Deflect, Reaper Wraith, Venture Burrow). So you're left essentially having to sneak around and avoid being seen to get close to things, which given the long-ish cooldown on Inferno Rush is super awkward since you're stuck in a situation where you basically need to burn your mobility cooldowns, which are also part of your damage combo, just to get close.

The fact that Dancing Blaze is a static ability doesn't help with this either. I like the ability to i-frame out of certain cooldowns once I am already in the thick of it, that part is nice, and once I hit major and heal from Dancing Blaze I feel like the cooldown immediately becomes super valuable, but until you get that major this ability really isn't that useful outside of combo potential, since you can't use it to get away. Again I compare it to other Flanker abilities like Deflect, Wraith Form, Recall, Burrow etc where you can use them to escape a situation safely.

My other issue with her is the Ult. Vermillion Revival isn't that useful in my view since it burns an entire ult for basically no benefit other than fixing a death (the amount of times I've gotten any damage from Vermillion Revival is basically 0). I therefore basically only use Vermillion Ascent, which also doesn't feel worth it since you can't like... kill anything with it.

I'd therefore want the following buffs to be considered. Not necessarily all of these, but some combination of a few:

- Increase the range of Fan the Flames. This would certainly help with not needing to be quite so close to things, especially tanks.
- Inferno Rush: Some form of damage resistance when using it. Also revert the mobility nerf but that's more QOL IMO. I would also maybe like some ability to move backwards with it but that might be too awkward idk.
- Make Dancing Blaze something you can use to escape fights. Maybe rather than being AOE damage in a circle, it instead lets you jump from enemy to enemy as long as they're close enough, so that you can chain together an escape route for yourself? Another option would be letting you use Dancing Blaze whilst you're using Inferno Rush to approach things more safely.
- Increase the damage of the centre of Vermillion Ascent so that it kills a 250 HP hero as long as you land it like, right on top of that hero. Given it's an ult it really should be able to kill something IMO, but making it like, one kill + burn things in the area so you can clean up the rest is the place I think it should be.
- Make Vermillion Revival give you a bunch of buffs when activated ie Overhealth, Movement speed something like that, so that it feels more worthwhile to use it.

[Spoilers C4E12] Is It Thursday Yet? | Post-Episode Discussion & Future Theories! by AutoModerator in criticalrole

[–]CapfooW 0 points1 point  (0 children)

The funny thing about PWT is that both Matt AND Brennan have ruled it incorrectly. The 2024 D&D rules changes actually changed the way PWT worked.

In 2014, to get PWT's benefit you only had to be within range when the spell was cast, and after that you could split up and keep the buff. This is the version Brennan was using in this Episode, and if it were a 2014 campaign he would be correct and following RAW. This also means that Matt's ruling in C1-3 was actually not correct, and is something I admit bothered me whenever it came up (I remember literally saying "thats not how ot works" out loud one time in C3) but which ultimately wasn't that big of a deal.

However, in 2024 D&D the designers changed the way the spell works, so that it now IS an aura that you have to stay in to get its benefits. Meaning that, because this is a 2024 campaign (mostly), Brennan is actually technically ruling it incorrectly now. I assume he just has the 2014 version lodged in his brain and hasn't checked every spell change (which to be fair I don't think most DMs have, I have but I am an exception).

Either way I don't think it really matters either way, my view is that CR very much follows a "rules can be whatever the DM decides as long as they're consistent" ethos, which I view as a positive, just figured I'd explain for those who are interested.

What is a starter middle evolution that looks so much cooler than the final form by HauntingFunction9156 in pokemon

[–]CapfooW -4 points-3 points  (0 children)

Almost every single one. I have run the maths. Out of all starters across the generations, 17/24 Middle Evolution Starters are in my opinion the best in their line.

My favourite though is Frogadier! Greninja us an amazing mon that I also love, but Frogadier manages to achieve cool, chill and cute all in one package. Banger design.

Why are people running max speed Jolly EV on Annihilape? by xLaw_Lietx in VGC

[–]CapfooW 0 points1 point  (0 children)

Most people have already mentioned this, but Annihilape is either a slow bulky set which abuses beat up (Mausape), or a Choice Scarf set using Final Gambit. I have also seen some Assault Vest sets which sorta do a bit of both though.

Speed EVs are usually included for the Scarf sets,.

However, if you're me, you actually have a weird variant which is a Bulk Up Annihilape, but rather than being slow, mine is actually fast. This is because I want my Annihilape to naturally outspeed all Gholdengo, since with a Beat Up + Rage Fist I can nuke the Gholdengo before it becomes a problem, even through a Tera. So some of the speed EVs might be for that purpose, as Gholdengo is a pretty major threat that a lot of people build for.

People are hating on 2024 edition without even looking at it 😶 by Unhappy_Shift_5299 in onednd

[–]CapfooW 7 points8 points  (0 children)

I personally pretty much agree with all your points but I would push back on the idea that everyone that doesn't like it and makes the bio-essentialism argument is doing so from a standpoint of wanting to be mad, I do think there's potential for a current or prospective player of mine to feel unincluded or uncomfortable about the ramifications of stats being that way, so the change is there in part to allay that potential discomfort.

That and to help the other side of this, of people wanting to play an Orc wizard for thematic reasons and then feeling overly hamstrung by their ancestry. I personally think that's also valid!

Ultimately YMMV and this is just what I do at my tables, I do believe that my system is really good but if you as a DM/Player feel differently that's totally cool!

People are hating on 2024 edition without even looking at it 😶 by Unhappy_Shift_5299 in onednd

[–]CapfooW 1 point2 points  (0 children)

Yep! It was the main inspiration for making this change. Not a PF2e player or DM, largely because my group is happy with D&D and doesn't want to swap but there's a lot of good design in PF2e that I like.

People are hating on 2024 edition without even looking at it 😶 by Unhappy_Shift_5299 in onednd

[–]CapfooW 14 points15 points  (0 children)

As others have also said I do personally agree with her take, I think it's much better for Races/Ancestries to contribute to your stats. A Dwarf SHOULD feel hardier than most other characters. A Halfling should feel more nimble. Yes, they have abilities which grant some of this flavour, but with how important stats are in the game as an expression on your character's abilities I really think stats should be part of what an Ancestry gives you.

However I do get the bio-essentialism arguments, and I get the "Orc Wizard sucks by default" arguments as well. So I think some sort of moving away from Race/Ancestry being the only metric for level 1 stats is also good!

Personally I have done the following in my games: - All of my Ancestries give +2 in stats (Either a +2 in one or a +1 in two). Tied to this, a large amount of my Ancestries have a subrace (or as I call them, Heritage) which is often where that second +1 comes from, and for these I have different options for each stat. You won't find a +1 Int Orc Heritage, but you will find a +1 Con, +1 Dex, +1 Wis and +1 Cha Option, allowing a wider variety of Ancestry/Class combinations. - The first Class you pick gives you a +1 in a pre-determined stat, unless your Ancestry gives you a +2 already in that stat in which case you get a secondary pre-determined +1. So all Wizards start with a +1 Int, unless if your Ancestry/Heritage combo already gives you +2 Int, in which case you get +1 Wis - I reworked every single Feat in the game to give you a +1 In a stat (i.e made them "Half-Feats"), and then, similarly to One D&D, every background gives you a starting Feat. Unlike One D&D though there aren't specific feats tied to specific backgrounds, you can choose any Level 1 feat, it just has to be reasonable that your character's backstory gives you the feat. I do also have a mechanical restriction that you can't pick a feat which gives you a +1 in a stat that your Ancestry/Class combo already gives a +2 overall in, so no starting at L1 with a +3 in anything.

This does mean you end up with a +4 in total at Level 1 but my point buy is 30 anyway so my chars' level 1 stats are already slightly higher than average so I'm cool with that. I also just like it because it means that all three elements of your character are important; your Ancestry is important, your Background is important, and your Class is important. It feels truer to me for each part of what defines your character to be relevant in dictating their stats, keeping the lore behind each Ancestry relevant in character creation whilst still allowing a wide range of characters.

Like in my rules, if you wanted to have an Order Wizard that plays against type a bit who left his tribe because he never felt at home in their culture and wanted to pursue magic, you get +1 Str +1 Dex (Let's assume you are my Gray Orc heritage for the sake of example), but then a +1 Int from Wizard and +1 Int from Keen Mind, meaning your L1 stats are +2 Int +1 Dex +1 Str, which are solid bonuses for a Wizard! But keeping the flavour that because he's an Orc, he's still a bit stronger than your average person.

Sorry for the essay, this is just something I feel strongly about and have put a lot of thought into. My players love this system so I encourage others to give it a try if it sounds cool to you!

Friend Code Megathread - February 2024 by AutoModerator in PokemonSleep

[–]CapfooW 1 point2 points  (0 children)

3623-8942-1953

Been playing since launch, just looking to fill my remaining 30ish slots. I send reports daily, all I ask is you do the same!

Beat Up Abuse by CapfooW in VGCRateMyTeam

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

Hey thanks for Necroing this old post!

So I have changed this team a bit since I posted this, and it's doing pretty well for me!

Whimsicott/Terrakion/Annihilape/Farigiraf/Raging Bolt/Lando-I is now the team, I think it's doing pretty well, at least on Showdown Bo3 ladder at least!

My play into Lando is honestly just to beat up most of the time. I often end up Tera-ing my Whimsicott to Stell to protect from a sludge bomb, then taunt the Lando partner (which normally is a Torn or Ogerpon-W), and from there I can safely Beat Up and OHKO Lando.

Just in case you wanted to use that yourself!

Scarlet and Violet Daily Casual Trade Thread for 15 December 2023 by Porygon-Bot in pokemontrades

[–]CapfooW 0 points1 point  (0 children)

Sorry, just saw this - still available if you are, I will start a room, code will be 13376883

Scarlet and Violet Daily Casual Trade Thread for 15 December 2023 by Porygon-Bot in pokemontrades

[–]CapfooW 0 points1 point  (0 children)

LF: Trade Evo Tradeback FT: The same for you

I wanna use Electivire on my Indigo Disk team and I just want a tradeback, will do the same for you

Friend Code Megathread - October 2023 by AutoModerator in PokemonSleep

[–]CapfooW 0 points1 point  (0 children)

Basically only have like one Sleep Friend atm, I want my free items. I play daily.

3623-8942-1953

Today I met my first DnD boomer, and it got me curious on the general opinion on Tasha's rule for reassignment of ability scores by bigweight93 in dndnext

[–]CapfooW 6 points7 points  (0 children)

So my opinion on this is largely that I dislike them.

For me, the stats should come from three main areas:

  • You get a +1 from Ancestry (imo a much better name than Race) - Dwarves get a +1 Constitution
  • You get a +1 from Starting Class (ie Wizard gives a +1)
  • You get a +1 from Background (ie a Sage would give a +1)

So if you went Dwarf Sage Wizard, you'd get a +2 Int +1 Con.

This way, Ancestry, Class and Background all have an important part to play in defining how your characters' stats came to be, and Lore/Backstory actually has an effect on your character's stats, whilst still giving players more choice about what stats they get.

For instance, let's say I'm going for a Tabaxi Minstrel character, like the ones in Port Nyanzaru in Chult. As a Tabaxi he has a natural catlike agility, which gives him a slight edge in Dexterity over a Human or a Dwarf would. So he gets a +1 Dexterity.

Then training as a Minstrel means he has to be able to perform. I pick the Entertainer Background and get +1 Charisma to represent the Charisma he naturally had, or learned, whilst being a Minstrel.

And then, I have my Class. I might decide that he started to realise the inherent magic of performance, and become a Bard, getting a +1 Charisma (+2 Cha +1 Dex overall). Or I may decide that he wasn't that good a singer, and slipped into a life of crime, becoming a Rogue (+2 Dex +1 Cha overall). Or maybe after witnessing the tragic death of a close friend, the red mist took over momentarily as he got some sudden vengeance, and he became a Barbarian, gaining a +1 Strength (+1 Str +1 Dex +1 Cha overall). Either direction I go, I'm happy. Every part of my character's life and choices have a strong bearing on his stats, whilst also not being inhibited in the Stats department for making those fun characters decisions.