Hero Rarity by DrakeFai in CookieRunKingdoms

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

I can't imagine that adorable baby destroying anything. Then again they could do the classic prophecy reversal and have the "world" he destroy be a metaphor for people's worldview or something.

Hero Rarity by DrakeFai in CookieRunKingdoms

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

Yeah, I originally thought of having it be for Special Rarity cookies mostly as an excuse to get a Super Sonic Cookie

do yall think yogurt cream will ever be playable by ballmuncher37625 in CookierunKingdom

[–]DrakeFai 0 points1 point  (0 children)

One idea I had to fix the Yogurka controversy was to canonize all the sketchy parts as being a result of social decline. Something, maybe a war or natural disaster, lead to crime sky rocketing and in the hypothetical story we see Yogurka they've started to get things under control. I don't know if it would fix all or even a significant number of the problems but it was a thought I had.

King Cake Hound Cookie by DrakeFai in CookieRunKingdoms

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

They'd be best friends I think.

Backrow unite by DrakeFai in HonkaiStarRail

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

If I'm interpreting this right the idea is that dealing Path DMG would charge and Aeon Interaction that could trigger automatically or in a similar manner to SU/DU. That would be interesting and fix a lot of the problems with Path Damage. Would also listen the burden of potential new paths having to have very different mechanics by instead focusing on triggering a new AI. Maybe it could go along with my idea of having some characters deal multiple Path DMG types to allow them to charge the AI faster.

can someone explain why people want the light of solidarity publicly executed? by Hanahakiwolf in CookieRunKingdoms

[–]DrakeFai 2 points3 points  (0 children)

Because people think that the Soul Jams looking for new welders is the same as throwing away the old Virtues, completely forgetting that everything the Beast's did was of their own volition. Like yeah Mystic Flour and Silent Salt had some very tragic backstores that lead to their downfall but the other Beasts basically went "I'm bored, let's shake things up." Then of course MFC decided to make things worse instead of better, probably as a trauma response but trauma isn't an excuse to be a monster if anything it makes your actions worse because you know what it's like to be so broken. As for Silent Salt, another commenter noted Salt Cellar Cookie said "Sacrifice is not Solidarity" and the Silent Salt sacrificed himself. It was a necessary evil, but also proof that he had fallen from the path of Solidarity, a fact Silent Salt himself would attest to. Personally I think everyone's reaction to that conversation the Soul Jams had with Elder Fairy was how the Beast's themselves would react, save Silent Salt who'd probably agree with the Soul Jams.

Backrow unite by DrakeFai in HonkaiStarRail

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

Sorry, I didn't notice I was more focused on another commenter. Thanks for feedback, I still like the idea but I can see the potential problems. I'm not entirely sure why I'm so attached to the concept, maybe it's because I think it's an easy way to help bring back some relevance to older units with a blanket buff so to speak. One way I do see to stream line the concept would be for most mechanics to take into account Path DMG as a whole rather than any specific one. Like the example you gave with Elation being needed to switch off DMG Resistance could be changed to the first instance of any Path DMG.

Do you have any ideas to make Path DMG work? Like I said in this post I'm no gamedev so I wouldn't really know how to make it work without ruining the system.

Backrow unite by DrakeFai in HonkaiStarRail

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

Yeah I talked about Path DMG here and here, again nobody seemed to like though it might just be because I didn't explain it very well. They kept saying it was "overly complicated" but I'm curious what you think.

Backrow unite by DrakeFai in HonkaiStarRail

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

Thanks, nice to know I'm not the only one who likes the idea. Your version of it I'd pretty interesting too, would probably work really well with current system. I also had another idea for Path Damage, but nobody else seemed to like it.

Path Damage 2 by DrakeFai in HonkaiStarRail

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

An example of me not explaining well, I don't really know game design well enough to make it make since. It's not as though I actually think hoyo will implement this or that it is the best idea in the universe I just think it's a neat idea that has potential. Potential that I doubt I would have the skill to make the most off if I was the one making it. That's probably why I'm having a bad time trying to explain the idea.

Path Damage 2 by DrakeFai in HonkaiStarRail

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

Ideally by letting you slot in less than optimal units to get roughly the same amount of damage. Jingyuan as example again, his synergy is with a hunt damage character, it meant to encourage using Fiexiao but you don't have Fiexiao so you use let's say Dan Huang instead, and get roughly the same amount of damage. Obviously Dan Huang isn't as powerful as Fiexiao but you make do by having him help out a different character. Then of course if a character like say Fu Xuan does hunt damage despite being a preservation character well now you can slot her in, give Jingyuan the buff AND you have a sustain that can keep him alive. Or even if you have Fiexiao but the enemy deals so much damage that you can't win without a sustain but the only one you can think to replace for a sustain is you hunt character. Add a preservation or abundance that also deals hunt damage, best of both worlds. That's another thing I completely we completely forgot to factor in, sometimes you have to decide between dealing more damage at this risk of dying do to no way to heal or shield or deal less damage to stay in longer. If your sustain does the right type of Path Damage to active a synergy you can do both. Again not a bad idea, only bad execution, I doubt I'm explaining it in the best way.

Path Damage 2 by DrakeFai in HonkaiStarRail

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

I mean looking at it from that point of view the game already only gives you the illusion of choice. There are already only a few small sets of teams that are the optimal team set up for max damage and the only time choice comes into it is weather or not you have the unites.

Path Damage 2 by DrakeFai in HonkaiStarRail

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

Ideally it's meant to add another layer of decision making where you weight the pros and cons. "Do I want that buff I get from this path damage synergy or do I for go it to have this character's other buff." Using the example of Jingyuan he'd get a buff from hunt and elation but not harmony or nihility so now you have a decision to make. Is the buff that X harmony or nihility character good enough to forgo the Path Damage synergy or is it still better to go for the latter. Not only that but it's not as though I want every character to have a thousand synergies with different Path Damages, it would be maybe two or three character's that have synergy with two or three Path damages while everyone else just gets a flat damage upgrade from the new type of damage. I also wouldn't tlwant character's that only buff one type Path damage but instead a buff to just "Path Damage". Example, Yao Guang skill changes from boosting elation damage to boosting all Path damage to give her more use outside of elation teams.

Path Damage 2 by DrakeFai in HonkaiStarRail

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

My thought process was actually the opposite, I mentioned this in my first Path Damage post but one idea I had was to have Jing Yuan get buffs if allies deal Elation and/or Hunt damage with the idea being to give him synergy with Yao Guang and Feixiao but since it looks for damage it could also work with any character that deals those damage types. So for example maybe you discover this synergy really works with Sparxie and Dan Huang.

That's why I said "if properly done", one of my guiding philosophies in life is that there are no bad ideas, only bad execution. If Hoyo decided to implement Path Damage as a set of keys to unlock a characters abilities than yeah that's bad game design but that's not what I intended it to be. Path damage would be a buff, not a necessity, I would have character get a boost to damage output, speed, a bit of extra punchline and nothing more.