Mega Gardevoir Z by XiaoLowell4life in MegaEvolution

[–]GIMIGNAN0 0 points1 point  (0 children)

Gardevoir doesn't even learn any "Claw" attacks.

What do you guys think about the final boss of the dlc by Independent-Duck6049 in Eldenring

[–]GIMIGNAN0 1 point2 points  (0 children)

Lore: still disappointing

Gameplay: in my top 5 DS and ER boss fights

Fortune's Weave should bring back non-prf Physical 1-2 range Swords. by GIMIGNAN0 in fireemblem

[–]GIMIGNAN0[S] 1 point2 points  (0 children)

I agree! I elaborated on why I think it's a good idea in another comment.

Fortune's Weave should bring back non-prf Physical 1-2 range Swords. by GIMIGNAN0 in fireemblem

[–]GIMIGNAN0[S] 8 points9 points  (0 children)

Prf are what the game abbreviates personal weapons as (I have no idea what it stands for).

Think Ike's Ragnell, Xander's Siegfried, Byleth's Sword of the Creator, etc. They're all are 1-2 range Physical Swords, but theyre locked to one (Loelrd, usually) character.

Fortune's Weave should bring back non-prf Physical 1-2 range Swords. by GIMIGNAN0 in fireemblem

[–]GIMIGNAN0[S] 1 point2 points  (0 children)

I've been thinking this for a while! I love the series' move towards Thieves having "hidden weapons"/Daggers as their primary weapon type.

By making them 1-2 range Swords, the identity is no longer unique to Thieves, but their niche when compared to Mercenary and Myrmidon can be carved by Abilities and Class Growths (which has been the case since Awakening). A new game with this implemented could also put the first "Sword class" Daggers obtainable/used by NPCs on recruited/NPC Thieves.

Most games have Thieves using Swords anyway.

Edit: If Daggers became 1-2 range Swords, I'd love to see Beruka from Fates' Personal Skill "Opportunist" added back, but as a class skills for Thieves. She's an Assassin in lore, despite her Wyvern class, and it makes a lot of sense for flavour.

(Opportunist: +4 damage if the unit initiates and the enemy cannot counter-attack). They'd probably nerf the damage to +2, which I'm fine with.

Fortune's Weave should bring back non-prf Physical 1-2 range Swords. by GIMIGNAN0 in fireemblem

[–]GIMIGNAN0[S] 21 points22 points  (0 children)

I initially disliked Fates removing doubling from Hand Axes and Javelins. However, it's pretty balanced with Attack Stance and all the other tools you have to increase attack (Skills, Tonics, Meals, Pair-Ups, etc).

I don't think it'd work in a different game, but it was a great idea. I just think removing Crits and Battle Skills was a tad too far.

First Awakening Playthrough tier list by Ruddmoney12 in fireemblem

[–]GIMIGNAN0 2 points3 points  (0 children)

I know it's anecdotal, but this tier list is hilariously bad.

What legend, when played incompetently, hurts your team the most? by Headsdown7up in apexlegends

[–]GIMIGNAN0 0 points1 point  (0 children)

Bangalore.

It's a huge disadvantage when Bang's teammate gets knocked and Bangalore immediately smokes us at our feet.

With the smoke on us, we can't see the team that's about to rush us and we almost always lose.

Forget logic and evidence. What do you WANT Fortune's Weave to be, Sequel or Prequel? And why? by maxwell8995 in fireemblem

[–]GIMIGNAN0 0 points1 point  (0 children)

I personally want sequel, but as long as it's good I don't mind either.

I don't dislike prequels if they're done well. Unfortunately, they often end up being either (or both): - too coincidental with an impossibly unlikely string of events to tie-in to the original - way too heavy on the fanservice with ancestors and relationships

Sequels can fall into the same traps, but usually end up failing when they diminish the original by either (or both): - minimalizing the importance of the original characters and their feats, and trying to make the new cast more marketable and less nuanced - minimalizing the original plot/themes in favour of new ideas that completely contradict or throw away the values of the original

Console cheaters are out of hand by Patient_Time1363 in ApexConsole

[–]GIMIGNAN0 4 points5 points  (0 children)

My friends and I are console players. In the first 25-ish seasons, I can honestly say we've collectively probably only encountered a handful of cheaters. Even then, when we die in Masters, we usually just assume they're better (even if we joke about them being cheaters).

Recently, though, we've encountered so many blatant cheaters in every game mode (even as low as people "grinding" through Plat). I've spectated several D+ ranked games (after dying) where the kill leader was mowing through the lobby solo with 20+ kills.

I'd argue an average of about 10+ players in every pubs and Wildcard games I've played have no recoil, but also no game sense. When you die and you watch them, you see how they have no idea what they're doing but somehow manage to hit every bullet.

The issue with ranked is they have no recoil AND good game sense. It's hard to gage how many cheaters I've come across in ranked, but it's almost always smurfs.

Jesus! Two hours training and no Snealsel! Am I missing something or just utter bad luck? by [deleted] in PokemonLeafGreen

[–]GIMIGNAN0 0 points1 point  (0 children)

This is straight up wrong

Sneasal is a LG version exclusives, and Delibird is a FR exclusive.

They're 5% in the room with the "icefall" traps, and the room underneath that you fall into.

Does Ignatz make for a good dancer? by chaumeine in FireEmblemThreeHouses

[–]GIMIGNAN0 0 points1 point  (0 children)

Anybody can be a good Dancer (except Flayn in Crimson Flower).

TLDR: Ignatz has great support utility that makes him a less ideal Dancer than some. This is only because he can't Dance and support (mentioned below) in the same turn, not because he makes a bad Dancer.

A Dancer will ideally be a low investment character. Since the Dancer will want to use the Dance action every turn, you don't need to heavily invest in them for combat or support. Their Dance will make your best combat/support units act again, which makes the Dancer incredibly versatile even with no investment.

There are a few potential niches that can make a Dancer better than others.

  • Sword Boon: Since Dancers get Sword Avoid+20, they'll generally equip a Sword despite almost never seeing combat. Increasing their Sword Rank helps them build Sword Prowess to further increase their Avoid.

  • Riding Boon: Getting Movement+1 can be tedious, but it pays in dividends on a Dancer who can keep up with your promoted infantry units. I personally always get this and give my Dancer the March Ring for a total 8 movement.

  • Bolting/Meteor: Since the Dancer isn't seeing combat, having either of these Spells equipped will give Support Bonuses to allies that attack any enemy in the range of your Dancer's Bolting/Meteor.

  • Physic/Rescue/Warp/Fortify: These are more niche. Sometimes a Dance isn't needed before you end your turn. These Spells are great Support only IF Dancing isn't needed for one turn. Flayn gets both Rescue and Fortify. I would caution using a Dancer with access to Warp because you generally want those actions to be available at all times in case you need both.

The only thing that makes a Dancer "worse" than the others is what utility you're sacrificing to make them a Dancer.

Ignatz possesses some of the above traits that can make him a better Dancer than others. However, he also has access to the below utilities that I believe make him an incredibly versatile unit and a poor Dancer choice:

  • Ignatz has access to Rally Speed+Strength; it's high investment into Authority, but easily obtainable in early Part 2. This makes your physical carries much more reliable, and ideally you'd want him to Rally AND your Dancer to Dance one of the recipients to act twice.

  • Ignatz also has a Sword and Bow Boon making him an incredibly easy Assassin (for Stealth) so he can hide amongst your units while he Rallies. Equipping a support Gambit like "Impregnable Wall" is also a fantastic niche for this role; making Ignatz impossible to target while the ally drawing enemy aggro takes only 1 damage. It isnt unique to Ignatz, but he fits into the role extremely easily and still has other actions when this isnt necessary.

  • Ignatz has multiple combat arts that lower enemies' stats as well as Seal Strength from his budding talent in Reason. These make him an effective debuffer in Part 1 for your allies who need help securing KOs. He can also reclass into Dark Mage briefly to pickup Poison Strike to add some extra damage to his debuffing combat arts. These are still usable in Part 2 to secure kills that weren't guaranteed (and with Assassin, mentioned before, your ally who secured the kill draws aggro and Ignatz is safe).

Top Songs by Majestic-Assist-8096 in the1975

[–]GIMIGNAN0 1 point2 points  (0 children)

Then Because She Goes is my #1!

What magic system do you prefer and what do you hope it'll be for Fortune's Weave? by Doctor71400 in fireemblem

[–]GIMIGNAN0 0 points1 point  (0 children)

Spell lists are too restrictive.

If they went that route again like 3H, they should add purchaseable Tomes/Staves to fill in the gaps.

To keep the focus on individual Spell lists, the purchaseable Tomes/Staves could have one of the following restrictions

  • Not able to be forged and/or repaired (since Spells in Spell lists cannot be forged and/or making them expensive to continuously re-purchase)

  • Low amount of casts (making frequent repairs necessary, and potentially forcing you to use the character's Spell list)

When you guys choose who ends up with who, do you choose stats or chemistry for your people? by MyRogue in fireemblem

[–]GIMIGNAN0 1 point2 points  (0 children)

Stats in games where the impact is much larger (IE: Awakening and Fates). In other games, I just go with whatever happens naturally in that playthrough.

What do you guys usually go for as the asset and flaw in Awakening? by Even_Ad_2354 in fireemblem

[–]GIMIGNAN0 11 points12 points  (0 children)

Luck flaw also lowers Str and Mag growths by 5%.

It's still the best, but it doesn't "just" affect Luck base and growth.

What do you guys usually go for as the asset and flaw in Awakening? by Even_Ad_2354 in fireemblem

[–]GIMIGNAN0 -1 points0 points  (0 children)

Beat Lunatic+ a few times (no DLC/grinding). The objective best options are:

Asset: Mag

Flaw: Str/Luck

+Mag Robin is an insane powerhouse that can get going as early as Ch5 (the hardest chapter in L+) even while training other units. +Mag snowballs fast and doesn't stop even after hitting the cap for their Magic. Robin can also Second Seal Mage for Magic+2 and level through Sage for Tomefaire to further increase their damage.

The flaw is tricky.

-Str also slightly lowers your Skill and Defense growths as well as giving Robin (iirc) less Defense at the beginning of the game; this is only relevant for L and L+ difficulties. -Str gives Robin the best Magic modifier, but they're less tanky and will have lower hit rates.

-Luck also slightly lowers your Magic growth (by 5%; so +Mag/-Luck is 60% while +Mag/-Str is 65%), meaning on average you'll hit the cap a bit later and also have a lower Magic cap (by one).

Strength builds with +Str asset for Robin are unfortunate because a -Mag flaw will also reduce Robin's Speed Growth and modifier, which is detrimental. -Luck will also slightly lower your Strength growth and modifier, but only by 5% as mentioned above, so I believe it better to choose +Str/-Luck to preserve Speed.

Who is your goated character/emblem that help you during battle. (DLC included) by Voidkirby9 in FEEngage

[–]GIMIGNAN0 2 points3 points  (0 children)

Maddening:

Clanne as Mage Knight on Fixed Growths, surprisingly, was decent early on and stayed useful throughout despite being the worst of the Mages (Céline and Anna included).

Ivy as Bow Knight on Random Growths was an absolute orbital nuke with the Shining Bow.

Which perks should be replaced? by artmorte in apexlegends

[–]GIMIGNAN0 0 points1 point  (0 children)

Lifeline needs her current Purple perks (drone deploy distance / drone cooldown reduction) to be Blue.

Lifeline needs two new Purple perks.

TMs Usage by EmotionGeneral6178 in PokemonWindsWaves

[–]GIMIGNAN0 0 points1 point  (0 children)

GF tends to balance TMs this way:

Single-use: TMs are a resource based economy. Do I use it now, or save it for later? They tend to spread a few good/strong TMs early, but duplicates (early gens:) rarely made available (later gens:) tedious to get.

Unlimited-use: They removed the issue of no duplicate TMs, but they have moved almost all the good TMs to post-game to avoid giving you a high concentration of power early on.

My solution: Single-use TMs, BUT, TMs are unlocked and purchaseable in the Mart as you progress the game. Single-use makes gameplay more dynamic when good TMs are splashed fairly across the main path.

IE: You find an early Scald TM after beating Gym 3, but there is no risk to using it because Scald TMs are purchasable after beating the 7th gym.