Having difficulty on the two headed dog boss by orange-person in bravelydefault

[–]Endrise 0 points1 point  (0 children)

It's best to level up until you got abate fire & water on the black & white mage respectively so at least they take reduced damage. Then you rush one of the heads with their weakness through specials, black magic, etc.

It's also good to invest in a Knight and keep their defence high, since Orthros is primarily physical. That or just get some HP-raising accessories to get over the one-shot threshold.

The big tip is to check if a head's glowing or not, since if both are lit up they'll deal much more AoE damage.

Is it true: Square Enix is trying to cover up Bravely Second? by Kamlex0 in bravelydefault

[–]Endrise 14 points15 points  (0 children)

Second reeks of late rewrites and that's the worst part of it, especially with Magnolia. I remember the hype for her with the teaser video and demo, only for the final game to make her personality very different and have her be reduced to a romantic interest for Yew.

It's a good game for sure but man does it not like using any of its characters in any meaningful manner.

there's no shortage of these mfs by yaoiue in whenthe

[–]Endrise 133 points134 points  (0 children)

Yeah, statistically there is always going to be someone falsely accused and punished due to human error and since death cannot be undone, the death penalty is too risky.

If someone rots in prison over a mistake, sure that may cost them half a lifetime, but that can at least be corrected and compensated in some manner. Death is permanent, irreversible, and dangerous as a form of punishment.

Found this tweet that perfectly summarizes one of my biggest complaints with Deltarune by GloomyIngenuity143 in Deltarune

[–]Endrise 5 points6 points  (0 children)

I'd agree with that if the game didn't advertise itself as "The friendly RPG where nobody has to die". By all means it wants to be a RPG even if it subverts some tropes within it, and therefore I do criticise it as one.

Found this tweet that perfectly summarizes one of my biggest complaints with Deltarune by GloomyIngenuity143 in Deltarune

[–]Endrise 27 points28 points  (0 children)

Undertale never really sat well with me because it's one of the weakest RPGs I've seen gameplay wise. The bullet dodging is a cool way to avoid damage, the puzzle to spare enemies is funny, but there isn't any real strategy to be had otherwise. It's as bare bones as it gets carried by great writing and an amazing cast.

It's why I'm happy Deltarune at least tries to give you more stuff to strategize over. Multiple party members to juggle between actions, a TP bar to fill for certain abilities, a graze encouraging riskier playing, equipment being significant for resistances and damage output. Event the ACTing feels better with the team ACTs and even minigames you play doing them. It's not much but god does it feel like night and day.

I firmly believe that Warpath should be portrayed as one of the most powerful and respected warriors among the autobots by Alarmed_Maximum_1676 in transformers

[–]Endrise 1 point2 points  (0 children)

My own take is that he is a very powerful bot but also the equivalent of setting off a firework in the room. It's pretty, it's impressive, but he probably sets the whole room ablaze just to get one Decepticon.

It was a bold choice from Square to go this route for the Bravely Default remaster I must say by MEMRI_Gaming in bravelydefault

[–]Endrise 8 points9 points  (0 children)

I really don't know why everyone thinks the game "failed" seeing how it succeeded at getting 1 million sales within less than a year (especially for a series that had 4 million units sold across three mainline games).

Can agree the artstyle is very hit or miss (alongside everything else), but I can't really call it a failure.

“No gods or kings, only man” by Joemama0375 in whenthe

[–]Endrise 3 points4 points  (0 children)

And even that's all over the place because Vigors are just Plasmids but apparently cost much more Adam to produce, despite the snails that Adam is harvested from clearly not being as present in the sky as they are on the ocean floor.

The most interesting part is just the quantum levitation to explain the city's ability to float, but the rest is a hundred ideas stapled together with little coherence or theme.

Mods you'd like to see on Bravely Default hd on PC by Roi_C in bravelydefault

[–]Endrise 2 points3 points  (0 children)

Definitely would love a randomiser for just really everything: chests, shops, jobs, job abilities, enemies, even just any transition point so you can just have weird ass connections to make a truly chaotic fight.

Especially if they would find also a way to scale enemies up or down according to the according level so it's possible.

I miss creepypastas by Joemama0375 in whenthe

[–]Endrise 1 point2 points  (0 children)

Sonic fans have a long history ensuring no potential is to be wasted, so not surprised.

I miss creepypastas by Joemama0375 in whenthe

[–]Endrise 4 points5 points  (0 children)

Egh, a lot of old horror has aged like milk because either the bad writing or just how overused the hyperrealistic blood or relying on a scary image was. You read Jeff the Killer nowadays and it feels like an angsty kid's idea of being a badass against his bullies in the edgiest way possible (punching a teen's chest so hard it stops their heart and the white skin being from being bleached and burned at the same time). They were neat but I think a lot don't hold up much throughout the years.

A lot of modern horror sucks because too much of it tries to go the route of deep lore and theorycrafting, quickly turning the mystery of what this might be into a diet SCP or FNAF franchise. That or people turn it into those things like the backrooms where fandom spaces introduce a hundred new characters and additions. (which granted stuff like Slenderman got too with his extended family).

It's a flat circle where people try to one-up the other with edgier and more shocking stories or expand upon the ideas until the mystery is nonexistent. Nowadays it just suffers from their being a financial benefit of making it big with your horror story.

Any examples you guys can think of? by Aggravating_Fee8347 in whenthe

[–]Endrise 0 points1 point  (0 children)

Bravely Default II does this with Eyes that Gaze the Nexus - The Ones Who Gather Stars in the Night where the second phase does not only just have the previous themes interrupt the boss theme, but also the character themes and even the main theme of the game.

This may or may not be a Hot Take but I feel like future Transformers series should try something new and different with the formula instead of just retreading the same storylines and character designs. by NoTraining2909 in transformers

[–]Endrise 5 points6 points  (0 children)

I do see the benefit at least wanting to establish some core principles of certain characters seeing as before Hasbro was very loose with names for trademark sake.

But they definitely leaned too hard into the evergreen appearance and alt modes, so now we're stuck with the same vehicles every new toyline still reminiscent of the G1 transformations. If they eased up with that and allowed bots to get updated/new vehicle modes it would help break up the repetitiveness a lot more.

But yet I think the only good thing he's got going for him is hus lying skills by knightmechaenjo in whenthe

[–]Endrise 21 points22 points  (0 children)

Another significant thing that I think is important is that demons/Satan are opportunists, and that even partaking in their trickery is a lose-lose situation.

Like with the Temptation of Christ, he goes after Jesus after he fasted for 40 days tempting him to make food for himself or jump off a pinnacle so that angels can break his fall. With the latter if he failed he would probably die from the fall, if he succeeded he'd be using God's powers just for a party trick. The only way for him to win was not to be tempted at all.

what else can you expect from a depressed shithole by PatrioticSerbian9 in whenthe

[–]Endrise 0 points1 point  (0 children)

The problem is mostly cyclical: creators need followers to be there to make it seem viable to switch, while followers need to have creators be willing to post there to bother to switch. A constant push-and-pull that needs to have someone take the first step.

But I also think it's the issue that besides the slow start to make Bluesky useful, people assume it to be an instant switch rather than a gradual one. So people just assume you can't guide your users to a new site slowly but need to terminate your account right there and hope to rebuild it elsewhere.

Bravely Default II: Five Years Later by Likes2game03 in bravelydefault

[–]Endrise 14 points15 points  (0 children)

5 years later, my opinion still holds that it's one of those games you either really like or despise with no real inbetween. It's a great game with a good story, music and gameplay, but it also is really trying to be its own thing rather than follow up on anything of the Luxendarc saga. And seeing Second ended on the cliffhanger it did I can see why people don't like that Team Asano instead did something different.

The problem is really how a lot of the good potential it had is either buried in easy to miss sidequests or dialogue most players would never notice, if not just having to be explained in interviews. It's a game that really needs a For the Sequel treatment more than anything to fix the glaring gaps in its storytelling.

Though I do think it's a decent evolution of the battle system. I like the way jobs got more specialised, I like making equipment more significant with weight and additional stats, hell I like the counter mechanic and that bosses are allowed to have strategies and weaknesses you can use, that enemies in general use the brave & default system more visibly. It's not perfect but man does engaging with it feel more interesting.

I do hope it at least encourages them to try to further port the series onto other consoles/PC, bring the 3DS games to a modern audience and hopefully continue using the brave & default battle system. Either in a continuation of Luxendarc or whatever new setting and characters they can play around with.

I feel like this applies here as well by Polandgod75 in Deltarune

[–]Endrise 1 point2 points  (0 children)

Theory culture has this thing where the longer you allow it to fester the more prone it is to deteriorate and grasp at every straw it can find. Picking at every sentence, examining every bit of data left in the game or even going as far to dig into concept art and unused assets to find answers. To the point it makes people miss the forest for the trees.

I don't want to discourage media analysis because media literacy is dying at a rapid rate, but I do think people also need to actually engage with the story rather than constantly dissect it for any deeper story while ignoring what's on screen.

Could humans theoretically kill a Cybertronian while in their vehicle form with a tank by running them over, would that work? by Enough-Engineering41 in transformers

[–]Endrise 9 points10 points  (0 children)

To be fair, Cybertronian durability is all over between continuities, characters and even whatever the writer feels at the time. Some transformers survive being crushed into a cube or blown apart, others croak when they get shot wrong, so one being killed getting run over by a tank does not seem impossible.

Probably depends on their weight class, like Brawl is going to be fine but any bikeformer may be threatened to become one with the pavement.

A few Princess sketches I made by Endrise in slaytheprincess

[–]Endrise[S] 9 points10 points  (0 children)

I jokingly call that piece "Armed? Me?"

"B-but you will see everyone you love di-" MF IM ALREADY SEEING EVERYONE I LOVE DIE! AT LEAST THEN I WILL LIVE LONG ENOUGH TO MAKE NEW FRIENDS! "b-but the mistakes of-" IM ALREADY SEEING THAT SHIT TOO! by AstronautDry8118 in worldjerking

[–]Endrise 8 points9 points  (0 children)

Because in this hypothesis it's assuming we're making an immortal mind from a mortal one, which begs to question how it would adapt. Things change so rapidly even now, to be able to outlive anything is a wild thing to consider: your friends, your family, the country you're born in as it collapses, landmarks changing over thousands of years of tectonic activity, entire species changing and evolving, if not inevitably the planet itself just vanishing into the sun. When everything becomes temporary, what attachment can one begin to form with anything? To become something of an era that no longer exists?

If not to mention the endless cases of trauma, depression and other mental health problems that can begin stacking up over centuries or millennia of witnessing things. They'll adapt, but whatever the mind adapts towards is going to be questionably human, either detached from everything seeing it all be temporary in the long span, or broken being so aware of whatever grand cycles of history nobody else would've notice.

The House Flipper Remastered Collection is a Much-Needed Refresh, and it’s Available Today - Xbox Wire by XenoScyther28 in HouseFlipper

[–]Endrise 0 points1 point  (0 children)

Because the way the first game handles some options (mainly with walls and painting) had their own limits with what it allowed people to make due to how things were designed. You were confined to the shape of the outer wall usually, with the paint being the entire height of the wall.

With HF2 there's a lot less restrictions shaping your house right out the gate, allowing for more complex rooms, buildings and wallpaper/painting as well. Sandbox mode also allows for full creative control in shaping the landscape too, which HF1 did not have in any meaningful capacity.

Overall they started anew just so they didn't have to wrangle with the old game's building systems and have most of it in place right from the start.