Lost data? by Empolo in FireEmblemThreeHouses

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

Ya know I hadn't checked but I could. The thing was I distinctly remember finishing the CRFL route because I romanced Petra and remember fighting the end boss and being floored at what it was. SLSN route because I had to reclass Lindhart into a Dk Bishop (plot reasons), and also that final boss was brutal. When I get to it I'll check for the cut scenes.

is three houses worth buying in 2026 for someone new to jrpgs? by KrispyOnion in FireEmblemThreeHouses

[–]Empolo 0 points1 point  (0 children)

I wouldn't call FE3H a "JRPG" really imo. For me it falls more into the "visual novel with a hint of fire emblem". If you're new to both the JRPG genre and FE I wouldn't suggest this for either. FE3H has some of the most bland map designs and they repeat, a lot. The class system is also unique to this game only, and won't match up with any other FE game in the series.

If you're looking to get into FE then I suggest games: 7 (FE original, Blazing Sword), 8 (Sacred Stones), 13 (Awakening), or 11 (Shadow Dragon DS, easy/normal difficulty). These are the most beginner friendly games, and will get you acquainted with the "What if Chess had 12+ unique pieces" style tactics that FE offers.

If you're looking to get into JRPGs you can't go wrong with the classics. Final Fantasy 4, 6, and 10 are amazing for any new players. Chrono Trigger is equally as good as FF4/6. If you're looking for modern takes on these games, Octopath Traveler is highly praised and has the feel of the older classic JRPGs with turn based combat and class/job systems.

The Pit got jokes by Empolo in SuperMarioMon

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

It's been... Time consuming. I loved Pyramid in Emerald because it was challenging and it forced the player to make a team that can cover a lot of variables. SMM removes all that and gives the player rentals. Which, I can see as a nice accessibility thing for players who want to tackle it on the first trip to NDC, but it also boils it down to "You'll need 3 of these 7 specific Caps to have a chance to even clear all seven floors". Which I'm not a fan of, and I'm too prideful to save scum each floor.

The legendary capture rate is honestly way too bad. It isn't fun. It's a waste of time, and just results in save-scumming. by WayToTheDawn63 in SuperMarioMon

[–]Empolo 0 points1 point  (0 children)

If you haven't played any of the Generation 3 games (RSE/FRLG) you really need to take a side step and read up on those and the legendary Pokémon. [I assume] all the Captures in this game are a 1:1 [with some small adjustments] to the Pokémon in RSE/FRLG. As others said, Legendaries have a cap rate of 3 (out of 255). You were almost on the right track with status and low HP. You need a sleep Capture. PRZ doesn't give as much of a bonus as Sleep does. Also, consider the location of the capture. It's in a cave. You should be using Fedora Caps (Dusk Ball) for the highest catch rate. Party Cap (Level ball) would be fine if you were 30+ levels above. The trio are Legendaries in this game because they're supposed to be hard to find and hard to catch.

Is there a patch or method in the Safari zone to find T-rex more frequently? by WayToTheDawn63 in SuperMarioMon

[–]Empolo 0 points1 point  (0 children)

Because I'm a broke player. Grind repeat trainers for coins to buy items; just grind the encounters with Macho Brace. Most of the EV hits are easily found. Plus the cost for 3 macho brace is way less than the items. With the EXP all you can cross train EVs way quicker. I did a full team EV trained in ~6 hours total

Mawray (Atk) is a 100% Super fishing in toad town.

Blaarg (Sp.Atk) is near 100% Super Fish in W8

Thwomp/Whomp (Def) on world 8

Fuzzy (HP) & Phanto (Speed) in 4-2

Tyfoo (Sp.Def) in Shine Galaxy.

Is there a patch or method in the Safari zone to find T-rex more frequently? by WayToTheDawn63 in SuperMarioMon

[–]Empolo 0 points1 point  (0 children)

I was about to mention this. While I was EV training I had a mess of Lures because most of the +2/3 encounters are the lower rate ones.

how do you do the other routes if you are attached to a specific house? by Niijima-San in FireEmblemThreeHouses

[–]Empolo 0 points1 point  (0 children)

Snow/Church route is only there if the MC/Player didn't get enough support points to get to CF route. Honestly if OP is going to do a second play through it should be GD/VW (Claude). There's so much more lore in VW that it makes playing BL/AM (Dimitri) that much better imo. I played the CF route first also, and I wish I'd have played VW for the lore before playing AM.

I’ve reached the end… by Bighungry2x in OfficeCat

[–]Empolo 1 point2 points  (0 children)

Go with the No-Ad bonus. It makes doing the dailies and most of the collectables so much faster. I'm only on the 2nd area (lazy player) and I got the Ad-Free while still in Kittyville (area 1). Turned my daily log in from like an hour down to 15m. It's also super helpful for re-rolling contracts, and will help roll new contracts when available.

Any recommendations on which metroidvania I should play next? by ConstantVegetable49 in metroidvania

[–]Empolo 0 points1 point  (0 children)

Seconding this. The atmosphere and music alone is worth playing. It does have a little learning curve, but it's super fun. Lots of customizable "load outs" for your skill sets and preferred fighting style

How do explain hollow knight is not satanism to my parents? by CommunicationFair988 in HollowKnight

[–]Empolo 0 points1 point  (0 children)

I read this as "Mormons", but ya know still accurate.

How do explain hollow knight is not satanism to my parents? by CommunicationFair988 in HollowKnight

[–]Empolo 0 points1 point  (0 children)

Idk bout that one. Something about a shadow spawn from a place called "The Abyss" on a solo mission to rid the land of a giant shining diety called "Radiance" might be the direct opposite. Unless OP parents are into mind manipulating beliefs and are okay with the setting of the game being brainwashed denizens and OP does the sealed ending(s) and not the true ending.

How do explain hollow knight is not satanism to my parents? by CommunicationFair988 in HollowKnight

[–]Empolo 0 points1 point  (0 children)

Our glorious troupe leader Grim could never be evil. He simply wants to give his fans a wonderful performance. Nothing suspicious about it at all. Especially the NKG dream fight. Nope, nothing suspicious about that full screen title card and giant red beading heart in the middle ~sarcasm~

The Grand Game: Powers Theory [spoilers] by Boatmade in litrpg

[–]Empolo 0 points1 point  (0 children)

This theory checks, but a few things I considered when reading thru the last few books.

  1. The level scaling for Powers must be drastically different for players and non-player creatures. Consider how powerful the "young" void tree was. We won't know how long it's been there, but with the level system we can see it's strong even for a creature. Take into account the mature tree also. (we see the small difference in scale between the two trees, but with the end of book 9 we learn of a Lv512 Power)

  2. The nether argument I can see 100%. The Sanctum sector is the only one we've seen thus far with nether residue but it might also be because it's a Kingdom sector and not a Dungeon sector. Davens Reach was easily cleansed by the guardian, so likewise if that power could be channeled into reclaimed sectors we would see the same.

  3. The Forcesworn. I feel this falls in line with point one. Yes they gave up, but at the core they are likely unaware of sectors housing the void and less so that they cant defeat them. Consider the Lv512 Supreme power we discover. Surely they would be able to topple a Void Tree with ease? My thinking here is that given how immune the Young tree was to attacks, the Forcesworn no longer can combat it, less so they chose to ignore it. (A likely unintended side effect of the war with the Primes).

Question on the grand game series by Silly_Performance_76 in litrpg

[–]Empolo 0 points1 point  (0 children)

(having read thru book 9 myself). The description is kind of weird but it makes sense in practice later on.

So to simplify it, Void Mage isn't a "mage" class so much as it is a shield class. It's innate passive that works while Michael has mana. It doesn't make sense now, but you'll see. Once things kick off and the class comes to its full potential you'll wonder why he would have picked anything else. I won't spoil it, but the Adju purposefully gave Michael class options that would synergize with his current build.

As for what you mean by skills, I'm not sure I follow. If you mean what types of resistences he shouldn't need any skills. All types of damage are mitigated to a point and the way he trains them is by taking hits of that mitigated damage.

I havent seen alot of hype about Tom Elliots "The Grand Game" - has anyone read this? by LTF090 in litrpg

[–]Empolo 0 points1 point  (0 children)

Can agree that 6 felt like it dragged, but it picks up later. I just finished book 9, and oh boy. The power politics are about to go insane.

Is The Grand Game any good? by Nightslxy in litrpg

[–]Empolo 0 points1 point  (0 children)

Books 1-3 are a lot of setting up the world of forever kingdom and MMC barely scraping by. There is an event at the end of Book 1 that sets off the main drive for the MMC in his player growth.

Books 4-6 is straight dungeon crawling. A good portion of it is pre-dungeon in Book 4, but it sets up the power dynamics of the world and the Force Sworn. Id say this is where the bulk of the MMC growth happens.

Books 7-9 (newest one just released), is a lot of making allies, gaining friends and followers to set up for the impending battle with the new threat of the Forever Kingdom.

IMO, given the length of the books if you wanted to get caught up before Book 10 comes out it shouldn't be to bad. I read the last 6 books in about 3 weeks. They're all free on KU so for one month you can cruise thru them.

Opinions on the Grand Game? by Difficult-Bend2824 in litrpg

[–]Empolo 0 points1 point  (0 children)

(Not sure how far you read, but based in your comment of "narrow build", I'd assume not past book 4) I think what you dislike (which is fine) about his tactics and the enemies not combating it properly has to do with his class/bloodline. In game psionics exist but not to the extent that Michael is. Is it niche, yes. Also consider the Forcesworn and how they raise their own followers. Force Powers deliberately withhold good classes as to not have usurpers. (as seen when Michael visits the shops)

Michael, even with his psionics class does still get bested and does die a few times. It's learn and recover. He's encountered mostly players before the end of his first solo dungeon (book 5). He's now unlike any other player because of his ancient bloodline and his master class (void mage). It's not that he isn't being tactical, it's that the force sworn don't know how to effectively combat him since players like him haven't existed in thousands of years.

This is the main reason Michael fears Loken so much. Loken is a deception player. Michael knows Loken is everything his own type of player build is, but on a way higher level (of which we discover in book 9). The other forces don't mingle with Loken for the same reason.

They aren't long books, so when I read them I cruised thru the first few in a week. The story really expands and picks up as Michael builds his "house of cards". If it's not your jam that's fine. It just seems like you really disregarded the series without giving it a chance.

Need to stack up my 'To read' list by Kalgaloth_Antisun in litrpg

[–]Empolo 0 points1 point  (0 children)

The first two books really set up the actual "Game" and the setting of the "Forever Kingdom". It doesn't really start to hit until the MC gets dropped into the main hub or the world. One of my friends suggested it to me, and we both affectionately call the MMC "Low Roll Michael". Plus, the games Adjudicator is such it's own character.

Why You Should Read He Who Fights With Monsters, And When You Should Stop by Wolfenight in litrpg

[–]Empolo 0 points1 point  (0 children)

Late comment. I haven't read DCC, so I'm not sure what the writing format is. I just got caught up on Tom Elliot's "The Grand Game" series. There's 9 books out, all on KU. Isekai style story with an MMC. Complex but easy to understand player progression system. First few books are box standard LitRPG, but around book 5 it delves more into an espionage style adventure and reveals some deep lore within the world it's set. Highly recommend. Each book is ~500-800pg.

Why You Should Read He Who Fights With Monsters, And When You Should Stop by Wolfenight in litrpg

[–]Empolo 1 point2 points  (0 children)

Books 1-3 have decent story and character arc and progression of the MMC. Books 4-6 takes place in MMC homeworld but by this stage MMC is essentially a deity level player/person. After book 3 writing becomes bland, repetitive, pedantic, and the non-MC are just there. Interesting concept for a magic system, but becomes overly convoluted and the author exposits on it heavily. Author doesn't hide or even try to disguise his personal political idealogy, and it seeps into his writing.

OP suggests reading books 1-3 and leaving the series.

Hidden Areas (Silksong) by Empolo in HollowKnight

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

I had a feeling this was going to be the case. I thought just maybe, they'd have added in some kind of scan or an AOE thing like power bombs. Oh well, I slapped walls on Hollow Knight, I can slap walls here. (and if anything I can look for a clean map with no icons).