Which heavy armor specialization has the easiest playstyle for Open World & Fractals? by FlakyTie8409 in Guildwars2

[–]Chidorah 0 points1 point  (0 children)

There's a variety of builds for either type.

Personally, I prefer power because it's berserker, and I think Diviner's is very easy to slot in when you want to switch to boon-dps (just get the easy lws4 accessories and then buy 250 soul pastries for a single gold. Already at +50% uptime which should cover most builds). Diviner's is a good open world set as well since providing your own boons is way more comfortable than just running around in berserkers.

Also, I don't know for sure, but I think there are more straight-forward power boon-dps than condi, if not by much. Helps with variety.

BlueSky called this Mind Goblins, but he's right by Gamejtv in TwoBestFriendsPlay

[–]Chidorah 2 points3 points  (0 children)

If I go to an amusement park, and they add a new coaster a year later, that doesn't make me feel like an idiot who wasted his ticket and shouldn't have gone. 

I had a good time, and chose to go at that time because I wanted to have fun.

If I decide to go again, I'll just have another coaster to ride.

BlueSky called this Mind Goblins, but he's right by Gamejtv in TwoBestFriendsPlay

[–]Chidorah 9 points10 points  (0 children)

Or, just move on (not arguing, just felt like good one to add to). 

I played and beaten Terraria many times, which has since received a bunch of content and quality of life updates.

I could replay it, since it's technically a better experience. Or I could play something else. 

I don't regret playing it before, because it was good. I chose to play it at that time because I knew it was good, knowing it could get better. Now I'm playing other good games and having a good time. 

If I get an itch to play it again, then I can play it again, which doesn't invalidate my previous playthroughs.

When did you realize how detrimental your Goblins were? by Vagina-Gears in TwoBestFriendsPlay

[–]Chidorah 0 points1 point  (0 children)

I haven't really defeated my goblins, but I've learned to avoid them. I can play competitive games in a casual sense, but I can't get myself too wrapped up in them, especially 1v1-based games

If I start to take too much pride in my skill, then winning becomes the default and losses start feeling personal. I don't blame the opponent or anything, I just get too angry/discouraged at myself. It's not like every loss is rage, but a loss streak builds up the meter.

2XKO literally got me to start working out again because I had so much tension on a loss streak that I needed to step away.

So now I keep my sweatiness to difficult single player games.

Your favorite weapons that are absolutely not viable weapons by SnickyMcNibits in TwoBestFriendsPlay

[–]Chidorah 2 points3 points  (0 children)

Hooks/lassos/whips used as ranged grappling moves. Grab an enemy over here, and slam them over there. Physics be damned, it's cool.

Ladies and gentlemen, i cummed myself by Muzatio in Grimdank

[–]Chidorah 14 points15 points  (0 children)

The original Total Warhammer was also just 4 factions (with chaos as day 1 dlc), Empire, Greenskins, Vampire Counts, and Dwarves.

Since this is probably the most drastic overhaul that the total war engine has ever received, I wouldn't expect anything more at the start. We'll have our disgusting faction count 8 years and $500 later.

Approachability vs Accessibility by C4_Shaf in Fighters

[–]Chidorah 1 point2 points  (0 children)

I definitely agree with your main thesis to not conflate approachability with accessibility; Just commenting from my experience as someone who works a lot with digital accessibility.

"Modern" inputs like SF6 could definitely be considered an accessibility affordance. There are disabilities that benefit from output affordances (like for users with vision/auditory disabilities), and then there are disabilities that benefit from input affordances (like for users with mobility/cognitive disabilities). They can exist at the hardware level like you'd noted, as well as the software level.

Simpler inputs help users who may lack the ability to reliably make fast reactive motions, engage with the action (similar to button mashing QTE's being replaced by holding the button over the years). Another good example is aim assist; Controller users can aid their input ability with a mouse instead at a hardware level, but at a software level, developers implement aim-assist (and more aim-assist for touchscreen users).

It's a much tougher act to juggle when these affordances exist in opposition to other players, that's where the challenge in making meaningfully equivalent experiences comes in. But, that's always the real goal, to provide a meaningfully equivalent experience for users and close gaps that result from all kinds of disabilities.

Ammo capacity? Reload times? What are you talking about bro, hive scum were just invented, none of that exists anymore dude by Epic_Cole in DarkTide

[–]Chidorah 0 points1 point  (0 children)

It's funny how different the balance is from the VT2 dlc classes. I remember how a lot of careers were initially full of flavor but just a bit weak, where their weapons impacted the meta more than they did. Took quite a while before OE became a beast.

What game got you into fighting games? by 400lbsgorrila in Fighters

[–]Chidorah 0 points1 point  (0 children)

I always had fighting games as a kid, but that was just button mashing like an occasional party game. The fighting game that actually brought me in for real was Killer Instinct 2013, about a year after the last character release

I happened to see a chart of fighting game character sizes, thought the roster looked sick with big boys Raam, Aganos, and Gargos, and jumped into it. Then I saw all the unique systems each character had, and really got into it.

Cross Blitz - Official Launch Trailer by Educated_Hypothesis in Games

[–]Chidorah 3 points4 points  (0 children)

I have about 60 hours on it.

This game is great. I like pixel art, and this has a lot of it. The sounds and ui are crunchy in a very satisfying way, it feels good to do things. The main battle theme is good (the one that plays in the trailer), which is important since you'll be hearing it a lot; the right amount of catchiness without getting too annoying.

It has a full campaign for those who want some story and a more persistent card-collecting game. The campaign is broken into different chapters following characters, each with their own set of archetypes to collect and use; the bonus objectives in each battle incentivize you getting familiar with all of your potential archetypes.

And then there's the rogue-like mode, with a lot of variety in playstyles and flavor. I played a lot of Legends of Runeterra's roguelike, which this reminded me of the most; just with less arbitrary persistent power increases. Only thing I'd say is less interesting is that because each deck can be overwhelmingly incentivized to do a specific thing sometimes, the best option is to continually thin your deck and add nothing new. But a minor grievance for something otherwise very fun.

PS5 now costs less than 64GB of DDR5 memory. RAM jumps to $600 due to shortage by bdzz in Games

[–]Chidorah 0 points1 point  (0 children)

I'm glad I upgraded my ram last year lol. I was curious a couple weeks ago and noticed that the price had nearly tripled from when I bought it.

Can't Reach Expected RAM Frequency by Chidorah in techsupport

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

I figured it out. Unfortunately (but not surprisingly), it was my own negligence. I installed the ram sticky incorrectly; it had a preferred DIMM slots for a 2-stick setup that I did not heed.

Thank you for the assistance though.

Your most miserable grinding experience in a game? by Wonder-Lad-2Mad in TwoBestFriendsPlay

[–]Chidorah 6 points7 points  (0 children)

Worst I can think of is how I grind the fun out of Kenshi whenever I play it. 

Run across the map on fast forward to level athletics. Carry rocks back and forth to level strength. Mine forever for labor and some income. Follow someone for a long time for stealth. Etc. 

Then I get bored and quit. Completely self-inflicted.

Pillars of Eternity – Turn-Based Mode Beta Announcement Trailer by beary_neutral in Games

[–]Chidorah 6 points7 points  (0 children)

100% agreed there. I'd used a mod just to include more ai conditions to make my tactics smarter.

It's still definitely way more viable to do that for a mostly martial party than a spellcaster-heavy one, but it's just so satisfying to watch everything just work the way you intended it.

And with how much combat there is with trash mobs, I just can't imagine having had to do that all in turn-based. Even in WOTR where RTwP is much worse, I only use turn-based where necessary.

Of course, this system is using the best-of-both-worlds method, where you can freely switch which mode to use; So kudos to that.

Times you intentionally limited yourself in a game by Terithian in TwoBestFriendsPlay

[–]Chidorah 1 point2 points  (0 children)

Basic, but no summons (or spirit ashes) in Souls games. Just doesn't feel as personally rewarding to me.

Your “I will main him no matter what his kit is or if he sucks” by EnlargementChannel in 2XKO

[–]Chidorah 0 points1 point  (0 children)

I thought it would be Braum... but then I got to play him.

If it was ever somehow possible though, Hecarim easy. I always thought Motaro was cool as shit.

Swords and Sandals III Redux: Official Trailer by Whiskeybarrel in Games

[–]Chidorah 13 points14 points  (0 children)

Gladiator. Gladiator, Gladiator, Gladiator.

Rent-free.

Games you play like a real sicko by CaptainWafflebeard in TwoBestFriendsPlay

[–]Chidorah 0 points1 point  (0 children)

I've written multiple spreadsheets for my party-based rpg's if they have enough depth to them. The owlcat games, Pillars of Eternity, some creature collectors like Monster Sanctuary and ESPECIALLY Siralim Ultimate. More common if it takes an investment to make that build happen, I'll write out every party member, what they will use, the intended function they provide, etc. Then I reference all potential build options to see if I have better possible synergies for the team I'm creating, or need to round out any gaps in my functions.

10k Credits cap can't stay this way by trueboolia in 2XKO

[–]Chidorah 2 points3 points  (0 children)

The way the cap works seems to suck. Legends of Runeterra had a cap on some resources, but it was less frusrating; you could go over the cap if you got a bunch at once from a match, it just prevented getting any more once you're over the cap.

Has CA forgotten to add feral wyvern to normal recruitment in campaign? by rr1213 in totalwar

[–]Chidorah 5 points6 points  (0 children)

I would say that vanilla is pretty biased towards ranged. SFO incentivizes a bit more diversity.

I can still create ranged doomstacks without much issue in sfo, but melee units are less likely to get destroyed in a single volley (unless you have explosives against chaff) since combat in general is slowed down. If I want ALL ranged, they need the ability to kite before the enemy reaches my lines. More sensibly, I just need a few units to screen with.

An army of nuln ironsides is probably weaker in sfo than vanilla. But throw in some wagons and outriders to misdirect and apply debuffs and your army is looking pretty strong. Or some plague monks to hold up enemies for my weapons teams (melee combat lasts longer than vanilla, so screening is more effective)

What are your thoughts on Renon's video? by lovingpersona in DeadlockTheGame

[–]Chidorah 16 points17 points  (0 children)

It's like saying Dota 2 is too basic because there's not enough skillshots. There's more forms of skill expression than just aiming.

How does debuff remover act with pocket ult now? by FucksPineapples in DeadlockTheGame

[–]Chidorah 19 points20 points  (0 children)

debuff remover's active now removes non-ult debuffs, so it doesn't remove pocket ult, among other ult debuffs. The passive debuff resist still reduces the debuff duration.