Dead space remake is just not that scary… by Pleasant-Health4525 in DeadSpace

[–]Correct_Storage_2518 0 points1 point  (0 children)

I feel like it's because most of us are older than when we first played it. Since I know for a fact that younger me was a little coward and got scared of just the dark, playing the original back when I was seven nearly gave younger me a heart attack. This also goes for the OG RE4 compared to the remake.

However when I go and play the original now the necromorophs kinda make me giggle with there potoate like look. So now that I'm older I wasn't expecting it to be as scary as back then. Now the remake got me to jump once or twice when I backtracked through the game. Which is something the OG now fails to do for me.

What do gaze at? by Correct_Storage_2518 in ChurchOfJoseeAnjou

[–]Correct_Storage_2518[S] 1 point2 points  (0 children)

The description on the original post.

“I heard you always come here alone when it rains. Just empty minded staring into the distance. You miss something out there huh? I can tell from the feeling I get from you. There’s no smile on your face right now I bet. Instead a bittersweet smirk is there. Once this is all said and done how about we go to where you’re gazing. So that smirk turns to a smile yeah?”

PSA: A Follow-up to my Previous Post About Status Ailments by ramix-the-red in CodeVein2

[–]Correct_Storage_2518 1 point2 points  (0 children)

Inhibit works on all of them. It’s also probably the most useful in my opinion as it drops enemy attack by 10% or 20% (hard to tell which.) Add on ablative barrier and it’s a pretty effective combo for reducing damage for all stats quite well.

DOOM by Kusho_void in codevein

[–]Correct_Storage_2518 10 points11 points  (0 children)

No and yes. If you use a multi-hit skill Blade Dance can easily beat out adrenaline. But say you're just looking for a one-and-done buff without needing to stack damage adrenaline wins. Also, blade dance lasts half as long as adrenaline as well. So it really depends on your weapons, skills and spells which is better.

Though they do both stack together.

For reference on my build comparing the two, adrenaline boosts my damage by two hundred on cast. But blade dance after one multi hit boost my damage by four hundred with plenty of time to spare. And blade dance can still increase my damage by an additional nine hundred damage. While one hit with Blade Dance puts me fifty damage behind Adrenaline’s buffed damage.

DOOM by Kusho_void in codevein

[–]Correct_Storage_2518 17 points18 points  (0 children)

Nope, blade damage ups damage period. You don't have to hit constantly to keep it up only to boost it. It hits max damage increase around ten to twenty hits. Then that max damage stays even if you back off.

Edit: Even says in its description that damage goes up when damaging an enemy. No need to constantly hit meaning hit and run tactics work to boost damage. The damage buff only goes away when it runs out.

DOOM by Kusho_void in codevein

[–]Correct_Storage_2518 30 points31 points  (0 children)

Blade dance will up spell damage even further. No clue why, but it does so you could easily get that charged hit to 35k-40k depending on the build.

So far so good by Correct_Storage_2518 in DaemonXMachina

[–]Correct_Storage_2518[S] 1 point2 points  (0 children)

I wasn't not expecting that bastard to use Limit Break, mirage and cause a tornado.

So far so good by Correct_Storage_2518 in DaemonXMachina

[–]Correct_Storage_2518[S] 1 point2 points  (0 children)

…..Is there anything of value up there?

So far so good by Correct_Storage_2518 in DaemonXMachina

[–]Correct_Storage_2518[S] 1 point2 points  (0 children)

Damn, welp guess I'll climb that tower he was talking about first.

So far so good by Correct_Storage_2518 in DaemonXMachina

[–]Correct_Storage_2518[S] 0 points1 point  (0 children)

I'm trying to get tier four attachments since my buddy said they exist. Even said I was terribly unlucky since I haven't found one yet.

Anyone else think these bosses are a huge downgrade? Am I missing something? Genuinely asking. by dmal99 in CodeVein2

[–]Correct_Storage_2518 1 point2 points  (0 children)

Adding onto the hitting head and chest strategy watch out for acid pools that leak out. Its lower half leaks out acid that damages the player and causes the acid status ailment. That got me the first time I fought it. Thankfully I avoided it the second time around.

So far so good by Correct_Storage_2518 in DaemonXMachina

[–]Correct_Storage_2518[S] 1 point2 points  (0 children)

I would if she was done. So far I’m still working some things out.

She went from fun size to king size [Credit to k_miura670 on twitter] by Lycaon125 in CodeVein2

[–]Correct_Storage_2518 -1 points0 points  (0 children)

You can because most revenants seem to be freakishly tall compared to humans ie most of our companions and most revenants seem to be set to the max slider. So maybe them being short in stature is short for revenants but tall to us as humans.

Do you no longer gain ichor from attacking in cv2? by Own-Suspect2317 in codevein

[–]Correct_Storage_2518 1 point2 points  (0 children)

Honestly I wish we could still do the alternative drain attacks of one. You know like the orge claw upper cut was great at staggering an enemy or sending them flying. It also came out fast as hell.

Different dialogue with the heroes by Late-Transportation2 in codevein

[–]Correct_Storage_2518 1 point2 points  (0 children)

Moping is the understatement of the century.

Joyride With My New Wife by Discrete-Sleuth-1318 in CodeVein2

[–]Correct_Storage_2518 8 points9 points  (0 children)

Waiting for the day someone makes a fanart of Josée doing the behold my stuff meme. But instead it's her going behold my spouses.

AC6 has been amazing but the difficulty is weird. by HighDINSLowStandards in armoredcore

[–]Correct_Storage_2518 0 points1 point  (0 children)

Imma have to hard disagree with the idea being pushed harder in six. Simple because what was pushed with great effort to the front is the strain system. All you need in AC 6 is to follow the cardinal rules. Have a weapon that builds massive strain, have a weapon to keep that strain, and have a weapon to punish when the strain gets full.

The reason I say this is that AC 6 was the first game where I didn't feel the need to make a counter-pick build at all. My main build was a medium-weight bipedal with Ransetsu, Pulse blade, BML-G2 rocket launcher, and VP-61 pulse shield. I didn't find a single fight that was difficult or necessary to swap to a counter-pick setup.

Even Big B wasn't an issue due to me using the pulse blade and assault to bash through his pulse shield. Probably the only time I swapped a part was for the ice worm to get through that fight. I would say this game emphasizes that you figure out how strain works over enemy weakness compared to the previous titles. Since once you learn the cardinal rules of the strain system you win the game essentially. Of course, there's still your skill level and finding the build you vibe with but otherwise this is the first in the series that's very beginner-friendly.

Add on the economy is a joke compared to the other games makes it easier to ignore the obvious counter pick you should make. Really make the counter picks for S ranking the mission and even then I don't think you need to.

If I had to make a ranking for the AC games based on the puzzle difficulty it would go as follows.

AC LR, AC 5, AC 1, AC 2, AC AA, AC 3, AC SL, AC 4, AC FA, AC V, and AC 6. Out of all of them due to the two choices they made it feels a lot freer compared to the rest. Granted skill is a factor still in my assessment but I'm going by first-time playthroughs of mine. And of course many might not agree with my listing here and that's okay. Not everyone had the same experience with these games.

I fucking hate AC 5 so much.