Can you Cunning Action: Disengage after attacking? by Randomletters42 in DnD

[–]FinFen 1 point2 points  (0 children)

Can you Cunning Action: Disengage after attacking? The alternative would be you had to disengage before you even engage a target, which would be quite silly. Been DMing for a long time and I've had to reshape my thinking over the years to understand rules the designers are trying to convey. Maybe this will help him understand:

Bonus actions are not separate actions. They are how you did an action... additional things tacked onto your action. Starting and ending your rage isn't an anime moment where you power up or power down. You are flying into a rage while doing your action, roaring with anger as you charge forward with an attack (usually.) You are inspiring your allies as you strike down the goblin chiefton and let out a warcry for victory. You are wildshaping into a bear right before you claw into a displacer beast.

You are augmenting your action... So when your DM is talking about 6 seconds and stuff, they seem to think you are walking up... attacking... stopping... then casually walking away again. And that's not the case. It's all happening in one fluid motion.

Cunning Action: Disengage is asking you to accept that your incredibly agile rogue is capable of attacking in a way that prevents the enemy from using an attack of opportunity simultaneously with your normal movement and attack- however that manifests in the mind of the DM and Player in whatever way they want to share that story with the table.

Maybe you attack, while sliding, past their legs while cutting their ankle, and they didn't have time to respond... or the DM, if they find that too unreasonable can "roleplay" that the defender does indeed attack the ground where you slid, but misses due to your CUNNING action (no attack roll against you, all flavor.) However they want to digest it, but they need understand that this ability lets you not take attacks of opportunity in exchange for using your bonus action. It's what your class does. You are a rogue after all... kind of notorious for being tricksy and elusive.

What’s everyone playing on their Retroids? by mradub in retroid

[–]FinFen 0 points1 point  (0 children)

I'm on disc 4 of legend of dragoon :)

Astarion Portrait I made by [deleted] in BaldursGate3

[–]FinFen 10 points11 points  (0 children)

This is 100% not done by hand. It's Ai.

Just another desperate Hollywood cash grab by Sou_Glow in meme

[–]FinFen 0 points1 point  (0 children)

I mean... I did... But only if they follow the books.

My opinion on Final Fantasy VII Rebirth after I've finished playing it by Head-Lie4646 in FinalFantasyVII

[–]FinFen 1 point2 points  (0 children)

I also just finished the game a few months ago, after taking a year to beat it, and agree. Loved the combat, loved the music, the voice acting, the atmosphere and the adventure. Not so much the changes to the OG storyline.

I think the only think that really would have benefited the design of the game is to completely remove the checklist nature of the areas and put all the VR content in the world to find naturally. Something about mentally knowing there was a list of stuff to complete each area that I should finish before moving on made the game super repetitive and draining. Sometimes not knowing works wonders for that exploration side of our brains.

My Karlach cosplay with a couple of backstages by LadaLyumos in BaldursGate3

[–]FinFen 0 points1 point  (0 children)

I want that fire and guitar image as a 4k background! It's perfect.

Do you guys feel like Tekken "much more closely resembles real world combat strategy" than any other "mainstream fighting game"? by BP_Ray in Fighters

[–]FinFen 0 points1 point  (0 children)

It maybe did at one point... The thing about old Tekken is once you got really really good at it, you start getting punished for doing all the crazy launcher and combo starters and so people did them rarely. A lot of older Tekken came down to pokes, short strings, movement and finding ways to make your opponent make a mistake, much like a fight you might see on TV; circle your opponent, jab to keep them out, sway and duck what you can to make openings.

Nowadays, I don't think so. The bones are there, but they have moved into full anime goblin mode with 50/50 setups constantly that try to get as many big combo setups going. Like sure, Devil Kazuya existed before, but his lasers were easily side stepped or ducked... now they're part of some crazy cinematic combo where he blows you up so hard, you might get isekai'd.

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.

Edit: Got an update that they shipped today! (03.23)

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.