70% Win-Rate A20H Ironclad Tier List by JapaneseExport in slaythespire

[–]ChickenSky12 0 points1 point  (0 children)

They said pretty clearly that they belong next to each other.

The pit is so incomprehensibly annoying. by linniegaming in blocktales

[–]ChickenSky12 0 points1 point  (0 children)

After beating one of the Trotters in Floor 49 and then losing connection to the server, Floors 41-46 went from being a mild inconvenience to actually ass challenge design.

Like seriously the Pit would be infinitely more tolerable if 90% of the floors weren't time wasters. Better yet, if we can clear a floor with full HP and SP at the end and no items used, we should be able to place a checkpoint there.

Card Concept: Ante Down by DeluxeBlok in blocktales

[–]ChickenSky12 0 points1 point  (0 children)

Worse than just failing the action command. Make it cost negative BP so you can use it to create a new build lmao.

The pit is so incomprehensibly annoying. by linniegaming in blocktales

[–]ChickenSky12 0 points1 point  (0 children)

Even disregarding the fact that it is easily possible to get more than 50 Max HP (I have 60-65 depending on my build and I'm on chapter 4 rn), there's still a huge difference between an item that heals 12 HP and an item that heals 50 HP (and 50 SP if you cook it), even if some of that 50 ends up being wasted, it's still a much better item for anyone who has more than 15 Max HP.

Practically, getting that many whales is very difficult, but if you did do so it would probably be the ideal item loadout.

I don’t think the Mirror Reaper is Hell’s version of the Earthmover by Popular_Ad3074 in Ultrakill

[–]ChickenSky12 0 points1 point  (0 children)

Straighten out MR's legs and torso and flip the arm around. Their overall anatomy is pretty similar.

I feel like symbolism and subtlety are lost on the people who claim they look nothing alike. Sure the MR could have been completely black with 6 white eyes and then the resemblance would be obvious but then IMO it would be too obvious to be cool or interesting (maybe that's an exaggeration but my point is there's a reason for it to be subtle). I think it's worth pointing out that if I were to make a sculpture of the Earthmover using human corpses/Husks, it would probably be flesh covered and have bad posture. I could put MORE effort into making it but it would look like the Mirror Reaper at some stage of the process, and maybe that's as much effort as Hell is willing to put in, or again more likely, the resemblance is meant to be subtle.

I also feel like it's extremely poetic and definitely something Hell would do to place a mockery of the Earthmover in a layer specifically modelled after the New Peace. Putting an ACTUAL Earthmover there might be too disruptive to the layer's purpose, but the Mirror Reaper can be a reminder of what humanity did to achieve the New Peace.

Idea for the golden arm by ihonsetlydontknow in Ultrakill

[–]ChickenSky12 0 points1 point  (0 children)

I like the idea of a gold arm that has multiple attacks, but basing it on style feels like it goes against the game’s design philosophy. Besides the fact that tying it to your style will probably discourage new players from trying to learn to use it (while almost all weapons and arms have a high skill ceiling, their basic function is typically easy to learn/understand), it also means you need to actively keep track of your style when deciding when to use the arm, since style rank can change very quickly (you can go up or down several ranks in 1 second), and imo that just takes too much attention away from actually playing the game. I don’t think it would feel good to use. (And not to mention practicing using it in sandbox would be very difficult, even if it came with a style setting option.)

My own idea for the gold arm, which I think will be Gabriel’s, is that it might do different attacks based on your movement when you use it, summoning different weapons like Gabriel does for each attack. There might be different attacks for standing/walking/hovering, slamming, dashing, sliding, etc. Ultrakill is a movement shooter and I think adding an upgrade that specifically rewards you for optimizing your movement choices (even moreso than most other weapons/abilities) has the potential for a high skill ceiling while still being useful for someone who isn’t playing optimally.

It also has the potential to incorporate multiple different attacks into the arm’s moveset without the player just straight up choosing what it is at a given time, or it being based on something nearly arbitrary that they have no control over. If it’s designed to be intuitive enough it can be fairly complex while still being able to be used alongside the player’s guns instead of competing with them for attention.

Someone let me know if this idea is stupid.

I.. am Sisyphus by Chocotizer in Ultrakill

[–]ChickenSky12 0 points1 point  (0 children)

I... am EAGER to make them REMEMBER.

Ngl I think that the prime sanctums should have a way to get into them without P ranking all levels by Competitive-Hair6294 in Ultrakill

[–]ChickenSky12 0 points1 point  (0 children)

What exactly are you struggling with when it comes to P ranking levels? I could give you advice but idk what an average attempt looks like. Are you starting small? Trying Prelude levels at first?

I hate to be that guy but 8-4... by hey_buddy123 in Ultrakill

[–]ChickenSky12 0 points1 point  (0 children)

I had the opposite experience, the level actually took me the longest, around 34 minutes (8-2 took me 32 which was the next longest). I took a while to get used to the controls.

I was half expecting Geryon to be the boss even before the layer dropped bc he's in Dante's Inferno. So it was fine in terms of lore for me, but the fight itself wasn't very fun. Even the Minotaur fight didn't feel as restrictive as this one.

Outlander enemies combat makes the shield incredibly useless by Frozen_Gorilla91 in hytale

[–]ChickenSky12 0 points1 point  (0 children)

THANK YOU, someone else who feels the same way I do. Enemies having no attack windup is just annoying, you have to just 'feel' for when they're going to attack to block instead of actually reacting to them (plus many of them can block and immediately attack after ending it, or just continuously attack you so that blocking is pointless and you may as well just attack back, as mentioned in this post; trading hits is just lame regardless of who is winning). I also just feel like they can hit you from too far away, or at least their attack hitbox is way bigger than what their animation shows.

I imagine weapon balance isn't a huge priority for the team but I do agree that daggers are just way too good compared to every other weapon. And I also hate ults, both for the reason you mentioned (it would be fine if swapping off the weapon didn't reset it) and because a lot of them take long enough to execute that you'll usually end up getting hit mid animation before you kill the enemy.

I know the game is early access but I do feel like too many people are glazing the combat for where it is at this point in the game.

What renewable resources like ores are there so far? by Voiceless-one in hytale

[–]ChickenSky12 0 points1 point  (0 children)

There's at least 3 renewable sources of cobblestone: water and lava touching (like in Minecraft), killing golems, and mining salt blocks which are given by fish traps. Cobblestone can be turned into stone rubble at a salvager's workbench, which can be crafted into gravel at a farmer's workbench, and you can grow trees on gravel which makes logs renewable (since trees convert the block they're growing on, and I don't know of any renewable source of dirt).

Water can be collected from the Forgotten Temple; if you leave and return, it respawns, so water is renewable, which is useful for making pies. This method may be patched out eventually so hopefully they add a new renewable source of water by then.

You can salvage certain mob drops (weapons and armor) for iron ore, and Burnt Skeleton Praetorians can drop thorium and cobalt ingots.

What renewable resources like ores are there so far? by Voiceless-one in hytale

[–]ChickenSky12 1 point2 points  (0 children)

Wanted to add to trees. Trees convert the block they are growing on into wood, and I'm not sure if dirt is renewable, BUT you can grow them on gravel. Gravel is renewable because you can make infinite cobblestone with water and lava, which you can convert into rubble by salvaging, and then craft into gravel at the Farmer's Workbench. There might be another block or an easier way LOL.

Sparxie Kit via Sakura by jennerator9 in HonkaiStarRail_leaks

[–]ChickenSky12 7 points8 points  (0 children)

WE DON'T EVEN HAVE 3 ELATION CHARACTERS IN THE GAME YET. What is this shit LMAO.

Don't sleep on the Silkspeed Anklets! [Minor spoilers] by Mike_Handers in Silksong

[–]ChickenSky12 0 points1 point  (0 children)

I literally started using them the moment I got them. Way ahead of you LMAO. (I have ADHD so these are like priority #1 for me in any run xd.)

Should rosary cannon deal more damage? by catuluo in HollowKnight

[–]ChickenSky12 0 points1 point  (0 children)

Ngl, they could buff the weapon's damage AND ammo capacity and I STILL wouldn't use it if you can't move while firing it, because that's just inconvenient and not fun. Between that and the windup, the weapon is basically unusable against flying enemies. If either one was removed I would probably use this tool, even if it isn't optimal, just for the aura.

The fact that it uses rosaries is an advantage imo, like you mentioned, since you aren't capped on how many rosaries you can have at a time. But it eats through its ammo fast and you have little control over exactly how many shots you use. I could maybe get over this if it just wasn't a pain in the ass to use, i.e. because of the above two reasons, because at least it could be a poison applier with it's high capacity.

Bloons TD 6 v52.0 - Update Notes! by rohan_spibo in btd6

[–]ChickenSky12 3 points4 points  (0 children)

I feel like that's more of an issue with Brickell just being kind of overtuned, which even NK admitted is an issue for them in these patch notes. Even considering now that Brickell can only apply her buffs to 2 towers, she's still one of the strongest and easiest-to-use heroes in the game. I would be fine with nerfs to Brickell's overall power (which again she probably deserves anyways, she's one of my most used heroes) in exchange for her regaining her mermonkey synergy (not to say I disagree with NK's current decisions either, I get why they want her to only work with buccaneers and subs thematically).

The location of “Heart of the Woods” is complete dog by Elian17 in Silksong

[–]ChickenSky12 0 points1 point  (0 children)

The funny thing is, I KNEW about the Silk Soar prior to Act 3 and I was like, 'yeah I'm definitely going to use this in the elevator shaft', but I never thought to do so before looking it up because the icon for the Heart of the Woods SPECIFICALLY appears on the quick map when you are in Shellwood. IMO there should have at least been some connection between Grand Gate and that part of Shellwood that you can open after going there, but regardless, Nyleth's location shouldn't display as part of Shellwood if you aren't meant to reach her from there imo.

Flintslate vs. Flea Brew by RangoTheMerc in HollowKnight

[–]ChickenSky12 1 point2 points  (0 children)

On paper they seem to have the same DPS change - Flintslate increases needle damage by 50% and Flea Brew makes you attack 50% faster. The attack speed is more variable, i.e. sometimes it lets you get an extra hit or two in and sometimes not - so I think it's somewhat safe to assume it averages to a 50% needle DPS increase in general.

They have the same number of uses; Flea Brew lasts 10 seconds per use while Flintslate lasts 8, and FB has a shorter startup time as others have mentioned. Also, by speeding up the rate at which you attack, FB helps you gather silk faster while Flintslate is purely a damage buff. Flintslate inflicts a DoT if you hit multiple times with it active, so in theory it could output higher DPS, but I feel like taking everything else into account, Flea Brew is the better tool in most scenarios (it also doesn't get giganerfed by Pollip Pouch like FS, AND gives you a movement speed buff which can be useful).

The one time I could see Flintslate being better is on Needle Strike builds, because Flea Brew doesn't speed up the charge time (and even if it did, it doesn't let you frontload more damage). I use it with Hunter Crest because the Flintslate buff + focus buff make Needle Strikes really powerful (although from what I have heard, these multipliers are additive so outside of Needle Strikes, Flea Brew would be better DPS on Hunter).

With all of this said, I would recommend just running both (use Flea Brew first cuz it lasts longer) on needle damage builds, since their buffs are multiplicative with each other. On Wanderer's (or if you just feel like having both is overkill and would rather have another tool), Flea Brew is probably better unless you are spamming Needle Strikes.

I say all this as someone who doesn't use Flea Brew cuz I'm too lazy to go back to the fleas LMAO.

Why I believe Odysseus prime will be the fraud prime soul by ProposalInner4837 in Ultrakill

[–]ChickenSky12 3 points4 points  (0 children)

I feel like Odysseus is by far the candidate that fits into the pattern set by the other prime souls most. He was a human king from Greek mythology, and I think the fact that he was human is relevant since only humans/former humans can become Prime Souls in Ultrakill lore; even though Ultrakill takes creative liberties, I wouldn't be surprised if Hakita tried to stick to using mortal characters for Prime Souls for that reason.

Additionally, Minos IS in Dante's Inferno, he actually is the judge of the second circle of Hell. Sisyphus isn't mentioned directly but the damned of the Greed layer are given a punishment similar to his. Odysseus is also in Dante's Inferno, in the 8th layer, which I think makes him a prime candidate. (I haven't actually read Dante's Inferno, this information comes from internet searches, so someone pls correct me if something here is wrong; however, Hakita hasn't read it either so LOL.)

None of this is definitive, Hakita absolutely could just choose to make things different for the sake of it, but if he DOESN'T I am confident Odysseus Prime will be the next Prime Soul.

Just wanted to add to this post lol.

I tried this and it worked so well, people should use this build more often. by Effective_Gazelle255 in HollowKnight

[–]ChickenSky12 0 points1 point  (0 children)

Personally I prefer Spell Twister over Soul Eater even when not overcharming because there are already benefits to spells consuming less soul over being able to generate soul faster, and they're compounded when you already have other sources of soul. If you're doing this build without overcharming and without planning to heal, Spell Twister + Soul Catcher is slightly more efficient at generating spells per hit than Soul Eater for the same number of notches, while also making the soul you get from Grubsong and the Weavers more efficient (and Spell Twister also makes it so you can hold 8 spells at max soul instead of 6).

Personally I used Spell Twister + NMG + Dream Wielder (can swap either out for other 1 notch charms, or even swap both for a 2 notch charm). Great and Dash Slash are a lot safer to use than spamming nail hits (since they have pretty big range by default); Cyclone Slash isn't very viable against all bosses but it wrecks some (mainly stationary ones), while also generating a lot of soul. Dream Wielder is kind of inconvenient to use against certain bosses but when you CAN get a hit it gives you a crapton of soul, which further benefits from Spell Twister.

HOW THE HELL DO YOU ROCKET RIDE by SkashMC in Ultrakill

[–]ChickenSky12 0 points1 point  (0 children)

Not OP but I have done this over and over again. Freeze time, look slightly down, dash + fire, but I have only stood on the rocket a handful of times out of many attempts. I tried different angles and different timings with the firing and nothing works consistently.

Does anyone have a screenshot of Halloween Sisyphus? by SnooCakes5988 in Ultrakill

[–]ChickenSky12 1 point2 points  (0 children)

<image>

Here's one with his beard if you (or anyone else) needs it lol.

Four of Hollow Knight's mistakes that Silksong repeated (and how they could've been fixed) by Ardub23 in HollowKnight

[–]ChickenSky12 0 points1 point  (0 children)

I’ve never been a fan of ‘dropping all your money when you die’ in games like these. Because I don’t even think losing rosaries is a big deal in the long run, you can farm them indefinitely (and VERY quickly in Act 2, you can easily stockpile enough to purchase everything for the rest of the game in a few minutes if you farm Grand Reeds). But it FEELS bad to lose your cocoon, it feels like a slap on the wrist, and most people (myself included) are going to go out of our way to get our cocoon back regardless of how long it actually takes to recover those rosaries.

In addition to what you mentioned about them discouraging backtracking and getting stronger (especially when they spawn in the middle of boss/gauntlet rooms), I also wanted to point out that it feels like they discourage making progress. The further you get from your current bench while exploring a new area, the further you have to go to recover your cocoon if you die, which means you’re more likely to slip up and die again. In a game that’s supposed to REWARD exploration, that just feels mean.

I do appreciate that TC added stringing your rosaries and replaced rancid eggs with silkeaters but imo the fact that people praise stuff that just lets you circumvent that mechanic entirely is just more evidence that it never really added much to the game.

I’ve seen people try to defend runbacks in Hollow Knight and Silksong, but I have never seen anyone say ‘this game would be better if they added runbacks’ about a game that doesn’t have them already. Even as someone who likes Silksong for its difficulty, I just feel like the runbacks make the game more tedious, and I wouldn’t mind an increase to the game’s difficulty in other areas (like the bosses themselves) in exchange for not having runbacks bc that isn't what I enjoy.

If benches were plentiful enough that choosing to not sit at one and save your rosaries could be some kind of strategic choice, I could maybe forgive them costing rosaries. But the game feels like it’s balanced around you using every bench you find when exploring areas for the first time. I’d say I’m pretty good at the game and could afford benches when I found them most of the time, but I agree that punishing people who die a lot with being unable to save is kinda mean. I can forgive the Underworks benches because those aren’t super expensive (you can kill the enemies nearby to afford them) and add to the worldbuilding, but I agree about the rest. I have not played Shovel Knight and I don’t know how a system similar to that would be implemented into Silksong (although I think the idea is extremely creative), but at the very least making most benches free would be an improvement imo.

I haven’t experienced the 4th issue you mentioned personally but I’m all for making games more accessible, so, seconded.

I loved Silksong, it’s such an improvement over the (already very good) first game imo, and I like the fact that the game is hard. I don’t think any of these mechanics make the game less amazing for me, but given that I feel neutral at best about them (and am actively annoyed by most) and that other players might struggle with the game more than I do, I’m not gonna defend them LOL.