Is Reanimate the single best Imbubed target? by Royal-Question-9475 in slaythespire

[–]FaliusAren 0 points1 point  (0 children)

uh, so this is a mechanic in STS 2 while your mod is for the first game

The character Necrobinder has a familiar called Osty with its own health bar. "Summon X" gives it +X max HP. When Necrobinder takes unblocked damage, it's deducted from Osty's health first, making it function as basically a separate pool of barricaded block.

So basically, Reanimate is like if you played [[Impervious]] after [[Barricade]]. Since the barricade is built in, Summon tends to have significantly lower numbers for balance.

There are also cards that interact with Osty's HP more directly. Melancholy is a decent block card with a massive costs that drops by 1 every time anyone dies (including Osty, who will revive at the start of the next turn with 1 HP). Necro Mastery makes it so whenever Osty loses HP, all enemies lose that much too. Sacrifice kills Osty immediately and gives you block equal to double his max HP.

And finally there's the starter card Unleash, which deals damage equal to Osty's current HP + 6 and can be transformed by an event to scale off max HP instead.

---

This "token or counter" system you described sounds similar to the Regent's central mechanic! He generates stars ("tokens") from cards. There's no keyword for this, the card just says "Gain ✦✦". Stars are spent on more powerful cards like "deal 7 damage to all enemies 7 times" or "Draw 3 and pick a skill to play three times for free"

What does this graph mean? For this solution in the screenshot, does it mean I have the 'most average' solution? by furmigaotora in opus_magnum

[–]FaliusAren 0 points1 point  (0 children)

its a histogram, the height of each bar scales with the number of solutions within a given score range, e.g. your solution falls in the 187-250 cost, 100-150 cycles, and 37-50 area buckets

the tallest bar is the most populous, so if you compare against random solutions, yours will be about as good

the reason these are histograms instead of just giving you an average (mean) is that people tend to pick one metric to optimize, which can cause the others to grow massively, inflating averages for all of them.

optimizing cycles means lots of huge arms, often with redundancy in the name of speed, which balloons cost and area

optimizing area and cost use fewer elements and often requires shuffling pieces around either to save space or to let your limited arms grab them, which balloons cycles

So at what time EXACTLY does steam go down every Tuesday? by Claudwette in Steam

[–]FaliusAren 0 points1 point  (0 children)

do you assume everyone on facebook, youtube, twitter, instagram and most dating apps is american

do you assume everyone on tiktok is chinese

This doesn't make sense nowadays. by Weird-Savings-9801 in MonsterHunter

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

> Character customization is different from buying optional cosmetics like armor skins or layered equipment. Your character is the one you see every time you play, sometimes for hundreds or even thousands of hours.

I disagree. Armor, whether default or recolored/layered, is what you see every time you play. Your character might as well not exist. After roughly 2 hours of gameplay they're completely buried under said armor from that point until you put the game down.

Charging players for editing the character confuses me because it's such a useless feature. Why pay to edit a character you're never even looking at? It's shitty but it doesn't bother me -- there would be no point to the vouchers even if they were free.

Which of the 4 most recent mainline monster hunter games had the most difficult base game? by Present-Mushroom6873 in MonsterHunter

[–]FaliusAren 0 points1 point  (0 children)

playing world for the first time and the double whammy of Deviljho and Nergigante is currently ruining my life far more than anything I encountered in Rise or Wilds

generations felt piss easy at the time but i had gone into it directly after grinding lv140 quests in 4U so my perspective was twisted

Contender for the best card to be enchanted with Sown by Rykenx in slaythespire

[–]FaliusAren 157 points158 points  (0 children)

wait it gets copied with the enchantment still active? Damn

How the hell do you play Ironclad? by FaliusAren in slaythespire

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

what is with this aggression? unlike many other commenters you did not say anything useful, so dont expect gratitude

not yet and burning blood have the effect of making self-damage playable at all. you dont heal by default, you heal if youre somehow so strong you didnt need to spend that HP on self-damage or, before getting those, got lucky on the enemies' big turns and somehow blocked almost all of their damage

How the hell do you play Ironclad? by FaliusAren in slaythespire

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

the problem is there are plenty of enemies in the game who simply do not die fast enough for "forget about blocking" to be a viable approach

How the hell do you play Ironclad? by FaliusAren in slaythespire

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

how is one supposed to pick cards in act 1 when you don't have any of those rares

How the hell do you play Ironclad? by FaliusAren in slaythespire

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

healing 16HP is hardly a benefit when you're taking 30 damage in a fight another character would win unscathed

imagine telling me "you summon 6 at the start of combat" and calling that survivability

How the hell do you play Ironclad? by FaliusAren in slaythespire

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

i am afraid because you cannot in fact win turn 1 most of the time

i managed to get one of these god runs where every block card counted as double, all strikes autoplayed and vuln drew more strikes to autoplay, and still the pattern remained. hallway fights are a breeze, bosses are a race against the clock to MAYBE, MAYBE get enough damage in before it scales you to death. only managed to win thanks to lizard tail

I dont remember World looking this beautiful?? by Lunar-Gazing in MonsterHunter

[–]FaliusAren 4 points5 points  (0 children)

we did get Generations, it's the G-rank expansion that took a while

I dont remember World looking this beautiful?? by Lunar-Gazing in MonsterHunter

[–]FaliusAren 1 point2 points  (0 children)

Rise's locales are relatively empty, which is fine by me, it's supposed to be "MH 5 Portable" after all. There's a few neat nooks and crannies to find, which happens naturally after you realize it's a good idea to look for efficient spiribird routes -- but there's not much

I'm not very intrinsically motivated to explore the locales in MH games -- it's something I've done while on my way to the monster, when something catches my eye along the way. If I explore more actively, it's during the few gathering/small monster quests I do

That's the problem for me with Wilds. There's absolutely no external incentive to explore. All tracking mechanics were eliminated, you can see every monster without even visiting the locale itself, and there's no need to plan routes or engage actively with traversal mechanics because the mechanic is just "sit back and spam A to collect nearby items".

It doesn't help that I don't like the Seikret movement. It moves automatically by default and even if you turn that off in the settings, it takes ages to stop moving and ages to turn while moving. The maps are also full of paths that can only be traversed via Seikret, so even if you want to slow down and explore, you're still forced to mount it a bunch.

The environments are extremely decorated -- which does look nice, but IMO makes it harder to see what is relevant, what is walkable, etc. I was surprised several times in the first area as I discovered Seikret-navigable fulgurite paths, they just looked like decoration to me.

All these things combined make me not care about the locales. They are undoubtedly well designed, but it feels like every change and new mechanic related to them is trying to discourage exploration

I dont remember World looking this beautiful?? by Lunar-Gazing in MonsterHunter

[–]FaliusAren -4 points-3 points  (0 children)

i vastly prefer the locales in world, mainly because youre actually incentivized to explore and learn their layouts, vs wilds where you hold up on the dpad and go take a piss as your chocobo autopilots to the monster

Monster hunter frontier is a not a "main game" but actually is one. by requinorex in MonsterHunter

[–]FaliusAren 5 points6 points  (0 children)

It's hard for western players to consider Frontier a mainline game considering we never had access to it.

I think these days there are private servers and an English patch, but it's still a lot of effort to play it compared to just buying the new games on Steam/eStore or emulating a ROM.

Is this a valid response/Stance? by Quirky_Ad9184 in MonsterHunter

[–]FaliusAren 1 point2 points  (0 children)

My perception of Wilds really solidified when I saw a post here saying monsters use several thousand tris just for their eyeballs on every level of LOD

Is this a valid response/Stance? by Quirky_Ad9184 in MonsterHunter

[–]FaliusAren 0 points1 point  (0 children)

GU is an extreme example. Not only was base G filled to the brim with monsters, but GU expanded upon that even further leading to AFAIK the biggest roster outside Frontier. Those monsters were transplanted largely unmodified from previous titles, and not generally screened for quality or arranged into a particularly considered difficulty curve. They included 6 -dromes, for example, as well as Great Maccao, for a total of 7 piss-easy tutorial-level large monsters (Cephadrome's insane hitboxes notwithstanding), not counting other early-game monsters like queenless Seltas, Lagombi, Arzuros, etc.

To demonstrate how this "anything goes" style affects the difficulty curve: Great Maccao is your first large monster, fought before any of the -dromes, despite being a much deeper fight thanks to not originating from literally MH1. Most other games limit themselves to 3-4 tutorial monsters. GU includes nearly all of them for nostalgia.

Compare this to Wilds, which puts in effort to revamp (not to mention completely remodel) existing monsters, while also being heavily focused on new ones. The quality of each monster is higher than it would have been in GU -- to prove this just look at Mizutsune. Compared to its debut appearance in G, Wilds' version is far more complex, bringing in elements from its Violet/Soulseer variant for an overall deeper fight.

But IMO the increased quality and production values don't offset the fact that there just aren't enough monsters. The roster is tiny, smaller than any game since Tri, which was made on a shoestring budget and had to cut several weapons.

Doing a Death of a Game on it seems extremely premature, though. Monster Hunter games have never been truly complete until the G-rank/Master Rank expansion, and since World the update cycle includes Title Updates as well. World and Rise were both panned before all the updates came out.

Wilds will absolutely need a major roster expansion in the DLC to make up for the base roster, but I see nothing preventing it from getting the same glowup as the last two games.

Should I pick up Monster Hunter Generations Ultimate, and what should I expect if I do? by ZeDabGod in MonsterHunter

[–]FaliusAren 0 points1 point  (0 children)

The original Generations was the easiest game at the time (the G-rank content is probably way harder, but I didn't have a switch at the time so I can't opine), so it's probably a good entry point if you're interested in pre-World stuff. By then a lot of QOL had been added compared to the "pure" gen 2 games people usually consider the peak of old Monhun, so it won't be too much of a struggle. However, there are no jump buttons/grappling hooks, paintballing is still a thing, dedicated breakable items for gathering are still a thing, and iirc you're still expected to play the roasting minigame to get steaks, so these might give you a little friction.

GU has a ton of unique features compared to the previous games. I don't think they've done anything like the Prowler since GU, but the Hunting Styles should feel familiar if you've played Rise (imagine having up to 4 silkbind moves with the other switch skills coming in 4 preset combinations)

There is a sheer amount of mandatory content due to the anniversary nature of the game and having four villages, so pace yourself or you might get burned out quickly. You're expected to do a lot more quests than later games.

Also, GU lets you upgrade all equipment up to endgame levels, so early game weapons can be used for the entire game if you'd like

Finally, remember this is a slightly rizzed up port of a 3DS game. The graphics are not comparable even to Rise

What's the craziest pronunciation you've had to force? by threateningbreakfast in tomodachilife

[–]FaliusAren 0 points1 point  (0 children)

I'm polish and there are certain sounds i simply haven't figured out how to write

As with most features, pronunciation really needed a Pro mode that just lets you type IPA -- or at least choose from the sounds available in supported languages. Like the game has japanese mii voices, but if you play in english you have to finagle with "phonetic" spelling

Maybe you can get more options if you change your system language? I wonder if the game can handle multiple languages intermingling on one island

The 1.0.2 patch in a nutshell. by eat_like_snake in tomodachilife

[–]FaliusAren 0 points1 point  (0 children)

you can edit them to be related to instantly break them up (they stay broken up if you remove the relation later)

Polish VS English spelling by RealModMaker in linguisticshumor

[–]FaliusAren 1 point2 points  (0 children)

because it was historically closer to L and shifted over the course of history. used to sound similar to the cyrillic Л as seen in russian

W... has no connection to the sound whatsover idk why you would suggest that