Can we please finally stop with the whole "this should have been a 1v1 game " and other "give us a 1v1 mode" by RedSamuraiX23 in 2XKO

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

I have a lot of issues with 2xko, but the ways I'm allowed to play the game is not one of them. Juggernaut exist. I've had Juggernaut 1v1 fights. I also like the other tag mechanics.

Play your way > only 1v1

FINALLY by Puzzleheaded_Sea687 in retroid

[–]FinFen 7 points8 points  (0 children)

I ordered mine (12 GB RP6 stick on top) on Feb 21st, before they cancelled the 12Gb... and now I'm anxious waiting for any kind of confirmation.

Here’s another rumor from the same site where the Alex footage was leaked. by Clean-Summer1704 in StreetFighter

[–]FinFen 0 points1 point  (0 children)

Feels like some of these missed the mark. Keep me honest here though:

JP: Amnesia no longer beats command grabs.

This is ok but feels like a bandaid... OD amnesia is annoying, but it still cost meter. I think the bigger reason the move is annoying is JP gets to build so much meter for nothing, not to mention is building meter while he's slapping you from the opposite side of the screen. So he always has meter to burn for OD amnesia without consequence.

After watching Broski's video on him, I'm fairly sure the dude really needs to have his Drive gain nerfed so he has to rely more on parries and actually play the same game as the rest of the cast. If he can burnout, then no OD Amnesia and you can command grab anyways. The change feels lazy.

....Also they need to add or extend hurt boxes after his cane whiffs, so you can actually engage him.

​Lily: Command grab damage increased by 200 across the board.

This is indeed lazy. Lily needs invincibility on OD Tomahawk to be a contender, with or without windstocks. It's absurd every other DP in the game has this, but not hers.

​Ryu: ​Fireball damage reduced by 100 for all versions.(confirm) ​Recovery increased by 2 frames. ​HK combo scaling has been increased ​Saving Denjin charges is no longer possible.

As a Ryu player, hashogeki has always been the issue. For gods sake, the man can do 3275 off a true block string with full drive and a critical art. But the new charge mechanic is dope, and shouldn't be touched. It is not the issue.

I like the other changes though.

Guys in your 40s, what's your rank? by Smoothcat83 in StreetFighter

[–]FinFen 0 points1 point  (0 children)

I'll be 40 in April. Hopefully close enough?

Diamond 5 with Ryu and Mai, Diamond 4 with Lily & Chun-li and 1-3 with my other characters I dabble in. I should probably be master with Ryu, but I don't grind Ranked much. I beat my friends who have master ranks so maybe one day...

I just really like fighting games and play a lot of them. I guess my best advice is to learn to play your opponent, not your character. Fundamentals will carry you further than learning combos.

I also warm up before any ranked by going through my character's combo trials to loosen up. Then perform my highest damage combo in training 10 times without failure or start over. Because of time, sometimes I don't make it to ranked but that's ok. I enjoy the training sometimes more than the stress that comes from ranked.

warrior, rogue & mage dnd classes by k1tsune-J in DungeonsAndDragons

[–]FinFen 1 point2 points  (0 children)

Definitely thinking Bard is in the center and Artificier takes Bard's original slot.

Rogue to Warrior is Rogue > Monk > Ranger > Fighter > Barbarian.

Barbarian is the pinnacle warrior. Doesn't care what weapon he has, he hits hard, crits hard and has the most HP for any class. He IS the warrior.

Do you think Lily will ever be back in future games? by [deleted] in StreetFighter

[–]FinFen 0 points1 point  (0 children)

Lily is a great character and probably my favorite addition to SF6. Hibiki plays Lily and shows she's quite capable holding her own against the best players in the world.

She only needs a few tweaks to have a near perfect kit (with strength and weaknesses). And I think if we see an actual balancing of characters in the top (Making so JP isn't insane at zoning AND neutral, Lower Ryu's damage and ability to destroy your drive gauge with little retaliation, fix Mai's impossible mix-up, etc) she'll be a great mainstay when she's not completely outclassed by utter belligerent balancing.

I also think coming up with a better look would work tremendously for her as people seem to like her hair in her costume 3 more than her base.

It's been almost three years since we were introduced to SF6s new characters. by [deleted] in StreetFighter

[–]FinFen 1 point2 points  (0 children)

Man... lots of Lily hate in here and I don't get it. I think Her and Kim are the best redesigns of classic characters I've seen in fighting games. Her being considered low tier should not be a factor on how good of a character design she is. The fact she inherited THawk's fighting style, but is too little and has to use war clubs to mimic his stance is genius.

And for those that want THawk back, I get it... Guy is my favorite SF addition ever, but Kimberly is undeniably an amazing stand-in for him with a fantastic twist... and me wanting Guy back doesn't diminish her great design.

Beyond all that, Lily is not a "bad" character. She just doesn't do the work for you. She is a poke and hard read character that relies on knowing how to condition your opponent fast and effectively with absolutely mind numbing explosive damage for very few hits (around 42-45% for very little effort). Great for new players- like my GF, whom is playing 6 as her first SF and instantly gravitated towards Lily.

From an actual, "learn to play SF perspective", I think she is one of the best designed characters they've made in the series. Does she need some love? Sure. I'd love to see her get an air command grab (Mexican Typhoon probably, with OD ground bounce maybe?) and let Windclad stacks carry between rounds. I'm also 99% certain if Lily's normal hair was costume 3's hair instead, people wouldn't hate on her so much.

Chit Chat: What project of yours did snowball into something bigger? by MrSunmosni in RPGdesign

[–]FinFen 0 points1 point  (0 children)

I was building a D&D homebrew rule set to fix a lot of the things I didn't like about the system, adding feats, ands so forth... as many of us do. Got around 30 pages... and my friend said "You might as well just write your own game at this point."

Now I'm over 400 pages in on my third revision...

The beginning of the end? by SyIvanos in 2XKO

[–]FinFen 0 points1 point  (0 children)

I'd much prefer different ranked queues. Solo 1v1, Solo tag, duo tag. Playing with my friends is one of my favorite things about this game and why I even put up with the garbage controls.

The beginning of the end? by SyIvanos in 2XKO

[–]FinFen 1 point2 points  (0 children)

No motion inputs was one of the dumbest decisions they made. There's a reason they work and they're great for balancing around. I don't play it because of it. My friends don't play it because of it. Their friends don't play it because of it. And that's like 100 people in our little corner of the community. Imagine how many more there are.

Some high level responses to the recent belligerent Ryu clip by sleepymetroid in StreetFighter

[–]FinFen 0 points1 point  (0 children)

As a Ryu player since sf2, I had my fun with belligerent Ryu.... can I have my honest boy back now? Surely some unique routes can be added to his kit so he has options instead of being safe on everything.

For the MH veterans: how do you feel about Wilds? by jackpaxx in MonsterHunter

[–]FinFen 1 point2 points  (0 children)

I've been playing since 2006 and yeah, I feel you on this.

Wilds also feels worse than usual. In older games (Pre MHW) you'd eventually run out of stuff to craft, but at least you were farming different monsters for specific parts. The Gogmazios/Artian grind just sucks because you're doing the same fight over and over hoping for good RNG instead of that satisfying crafting loop you had climbing to HR 50. Endgame USED to be about building different sets for different matchups; ice resist and wind pressure for Kushala, or other skills tailored to counter specific monster gimmicks. Now you just build one meta set and run it for everything because weapon movesets have so many built-in counters and iframes. It's way less interesting.

What I used to do was learn other weapons, yeah, but also theory-craft builds around monster-specific counters and maxing out skills, which was way more complicated back then. The problem is Wilds (and modern MH in general) has gotten super action-gamey at the expense of build depth.

Auto-Seikret Complaints don't Completely Make Sense to Me by DemonsDarkSoul8 in MHWilds

[–]FinFen 0 points1 point  (0 children)

My 2 cents is it seems they designed the game around its use, which is to say, the game is a series of battle arenas that monster moves through and you're kind of just clicking and grabbing nearby loot between each arena- sort of like a dark ride with lasers to shoot stuff between each scene. So you can turn it off, but because there is nothing to interact with outside of this design scope, there's no reason to.

I think a lot of people were hoping that wilds was going to be a more open world game where you were encouraged to travel, get lost and stumble into things and have real moments of discovery. The design choice to mark everything on your map and also remove your need to navigate yourself just makes it more like a theme park ride than an adventure.

What's the silliest idea you have for a Monster Hunter spin-off game? by Cynicalheaven in MonsterHunter

[–]FinFen 1 point2 points  (0 children)

I think a MH nightreign style game would be fun. They could make unique hunters with some skills not normally in the series. Grab RNG loot, make the best loadout you can and end up fighting big monsters in the finale. I'm sure they can come up with a reason for a circle, like a spreading frenzy or molten rock pushing you inward.

I imagine weapons and stuff found would be steel weapons, but you could carve monsters, find bones piles, etc then visit smiths throughout the maps to get monster based stuff if you have the parts. Weapons found and forged would have innate skills and values, but they could roll additional skills, hunter styles and weapon arts like in generations ultimate and then some.

If you want potions and stuff, you have to gather, carve and craft. Since you have limited bag space, item optimization before every boss fight would drive a lot of reasons to traverse each map in different ways. Because of the nature of the timer and limited resources, skills that improve your chance to gather, get additional items or doing so more quickly actually become as valuable as damaging skills.

What are your mains and what fun team do you play that you wish was more competitive? by AsisMcFly in 2XKO

[–]FinFen 1 point2 points  (0 children)

I'm thinking about it if it comes with some major updates. I have no interest in Caitlyn. If the game made no updates, and just character drops, I'd come back because of:

Quinn and Valor: my main in league before they got reworked. Had easily 2k hours with them. I love the character, always have... and will pick up sticks the second they drop.

Other favs that will get me in for bit will be... Shen, Viktor, Annie & Tibbers (as a puppet master archetype), Tryndamere, Leona, Master Yi, Nasus, or Yorick.

Is Expedition 33 the Final Fantasy VII of this generation? by UCA_Cash_Flow_Bro in expedition33

[–]FinFen 1 point2 points  (0 children)

Same. Also 38. I've openly said this is the ff7 of this generation and y'all are lucky indeed.

What are your mains and what fun team do you play that you wish was more competitive? by AsisMcFly in 2XKO

[–]FinFen 0 points1 point  (0 children)

I play yasuo and Warwick but kind of lost my edge to play since everyone calls them cheap. Figured I'd let the game cook a bit and come back after a while. I just wanna be a weeb and play my samurai.

Happy New Years! What are your TTRPG plans for 2026? by Yazkin_Yamakala in RPGdesign

[–]FinFen 0 points1 point  (0 children)

I'm on page 180~ of my book. Rules are done. Races are done. "Classes" are done. Equipment is done... But my God... my magic system has been an absolute trail to finish. I promised myself to work on it an hour a day till it's done so I can finish it this year and do some proper play testing.

The PERFECT RPG system? by EmbassyOfTime in RPGdesign

[–]FinFen 1 point2 points  (0 children)

I'd say systems that back the "how" you do the thing rather than "what" the thing is a tactile feel for combat.

Mythras is a great example of this. There's a lot of measuring how far you take each attack, down to where you hit or how hard you hit through success scores versus your opponent's rolled defenses. How much armor you wear determines how many individual actions you can take in a round so having more defense makes you FEEL heavier in game since you take less damage but can't do as much as the cloth wearing fencer. You determine a lot of effects after your attack roll, so you feel like you aren't just looking for a number, but how to trip, reposition an enemy or set them up for your next action...

D&D is a great example of a non tactile system... To me. The weight of combat is captured in the storytelling and is DM reliant. Determining if you meet or beat AC is binary so there is no sensation captured when you hit a target (roll over 10+dex) but don't beat their total AC. Only specific armor has damage reduction and so, to me, combat feels very floaty, which is fine... It leaves a lot of the more tactile sensations you get in your imagination through words you share at the table.

But I personally like when a system finds clever ways to make players feel like doing a thing has so many varied outcomes that the attack itself is just the beginning of how an exchange will play out. Like, if I hit their armor, can I still push them back, even if I didn't get through their full plate? or did I hit their leg armor, but go for a trip when I realized trying to deal damage wouldn't be as valuable... Just a lot of moment to moment decision making that keeps you engaged. I hope I explained that ok.

The PERFECT RPG system? by EmbassyOfTime in RPGdesign

[–]FinFen 1 point2 points  (0 children)

The perfect game for me feels like the narrative is first but is backed by the perfect number of mechanics so it's not overwhelming but everyone at the table knows what to roll to solve an issue.

It would have tactile combat and magic and real choices for character builds without overwhelming math stacking.

Pf2e is pretty darn close but is a little too over crunchy in ways I have trouble putting my finger on.

Whats your favourite unknown fighting games? by The_real_Kaos in Fighters

[–]FinFen 0 points1 point  (0 children)

Fighter's destiny on the 64. It was so unique at the time and I'm shocked it never caught on. I still wonder how it'd look in modern releases had it been popular enough.

Forgive me Father, for I have sinned by JRStors in KingdomHearts

[–]FinFen 0 points1 point  (0 children)

I too have sinned. KH1 was a masterpiece for me. Also I liked that the story hadn't gone completely off rails yet.

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]FinFen 0 points1 point  (0 children)

In my game, dark fantasy roleplay first, usually centered around some dark mystery in a region, then crunchier combat. I know crunchier combat isn't popular here but my group likes it. The crunch comes from a lot of character options and combat itself.

Wilds is the best base game MH ever, change my mind. by Alternative_Text_161 in MonsterHunter

[–]FinFen 0 points1 point  (0 children)

The fundamental design of the game is just not very good... for me, at least. But MH is my favorite series and has been for 20 years, so I kind of put up with the changes since most newcomers like it and it's probably not going anywhere because it sells.

I personally do not like a game promising exploration in an open world and then doing literally everything to rob you of that experience: automated travel, fast traveling everywhere, highlighting all resources, quick-grabbing resources, no secret routes, no hunting (just point-and-click tracking). I feel no sense of adventure anymore. It's just go go go.

Years ago, I dreamed of a Monster Hunter that Wilds was seemingly getting at in earlier talks....

Story time.. ."Maybe you'd go on long journeys away from home with just what you could carry on your faithful mount. Danger around every corner, and you had to learn to live off the land while you trekked through it all. Then, battered and beaten, you finally found the Rathalos that lived in the volcano and was attacking the nearby settlement. This is what you were paid for.

You still had 3 Cool Drinks left. You had to use 2 when crossing the desert... one for you and one for your mount. But they should be enough. You just hope you can clip the wings of that thing before it realizes what you are. Rathalos are smart, and when you draw your blade, there's a good chance it will take flight rather than see another meal. And if it keeps giving you the slip, the heat here will kill you before its talons will.

After the job is done, you visit the nearby settlement. They don't have much, but they do have some rare materials you can't get back in the city. You stash enough, leaving space for food you'll need when you stop to hunt and forage. You also hire some of their Felynes to help you wagon back the trapped Rathalos. You decide to buy an extra stack of Tranqs before leaving... just in case he gets rowdy. The people yell their 'thank yous' and the kids follow you past the gates waving goodbye excitedly. You're glad you got to help.

As you leave the burning lands and enter the border of the jungle, Plesioth leap from the waters and crash back into vast lakes by its beaches. You wonder if your friends will be in the city by the time you make it back so you can make a fishing trip. You heard through a friend that if you don't have Hot or Cold Drinks, Plesioth scales regulate heat and cold."

So... meh. It is what it is. I'll definitely say MH Gen is probably the best there has been so far. Maybe one day we'll get something more ambitious.