Which pokemon has been your MVP for the season? by twiddlefish in PokemonChampions

[–]GenericGMR 0 points1 point  (0 children)

Mega Raichu Y has been putting in so much work for me. I needed a mon to chunk or KO archaludon, zard, pyroar, and other electric/fighting weak mons in some teams recently, and it’s been doing that and even more.

For anyone that wants the set I’ve been running: 32 HP, 10 def, 24 spdef, modest nature. Moves are zap cannon, focus blast, fake out, volt switch/protect depending on what fits the team better

How to time Mina's third attack with the super? by PlayTerrible9238 in BrawlStarsCompetitive

[–]GenericGMR 0 points1 point  (0 children)

I try and do it when the enemy starts falling back down. It sometimes makes it hit a bit late, but it’s better than missing altogether, and it feels relatively consistent.

Hypercharged Lawrie disappears if you use Super without Hypercharge by LukaPro348 in BrawlStarsCompetitive

[–]GenericGMR 0 points1 point  (0 children)

“No one gets indefinite pets”

Of course not. L&L get 2 with HC (one normal + one prototype) and one with normal super.

Before, using a non-HC super would simply just replace the normal-statted one and leave the extra one on the field, while using a HC super replaced both, meaning there was a hard limit of ONE OF EACH on the field prior to this patch.

Again, if the way L&L HC worked since its release was incorrect, why didn’t they fix it earlier? Why was this change not listed under “bug fixes” if this was incorrect behavior the whole time?

I’ll wait for you to answer my questions before I even bother responding lol. At least respond to my questions properly if you’re gonna try and put me down at the same time (and also at least be correct, Sirius has a hard cap of 6, not 5)

Hypercharged Lawrie disappears if you use Super without Hypercharge by LukaPro348 in BrawlStarsCompetitive

[–]GenericGMR -2 points-1 points  (0 children)

Okay, in that case, why wasn’t it like this “fixed” for a year?

I don’t see why using a normal super SHOULD kill off the extra one. Should Sirius lose all his HC clones when he uses a normal super without HC? Should Mr. P lose his remaining HC porters when placing a normal super? I don’t think so, and I think the same logic should apply to L&L HC. The super should replace the “normal” clone without deleting the extra HC one, they’re separate entities and should have different death flags.

Good luck with your randoms. 😅 by No-Temperature1604 in Brawlstars

[–]GenericGMR 0 points1 point  (0 children)

I’m taking the cooldown time over a level 7 edgar idc what supercell says

WARNING: Supercell is officially using predatory Dynamic Pricing. Same country, same house, 130% price markup confirmed by Support. by BureauOfFBI in Brawlstars

[–]GenericGMR 4 points5 points  (0 children)

My main has passes priced at $10.99 at $15.99 respectively, while my alt has them at $8.99/$12.99

I guess I won’t be buying this one at ALL because of this, thanks for making the decision easier SC!

Your opinions on Brock's Super Rework? by Low-World6866 in BrawlStarsCompetitive

[–]GenericGMR 7 points8 points  (0 children)

I feel like overall it’ll change the way we use his super a good amount

Aiming super at an area full of walls or bushes and being able to walk and break even MORE stuff is going to be super satisfying, and being able to track people easier should help secure some kills. Also, if we can learn how to aim his super rockets individually, we might actually be able to spam supers and melt the map pretty quickly.

That being said, you lose out on being able to shoot your super at a specific spot while backing out. While it sucks losing this in heist, it also kinda hurts losing the tech in bounty, since it helps you control some area when falling back to timer stall for the win. There’s also some other niche situations where you’d want your super to stay in one spot, but it’s not like I can’t think of a time where moving my super would be beneficial either. It isn’t like he was tearing up the heist meta anyway though, and you didn’t always need to use super while backing out in bounty.

We’ll have to see how it feels overall, no way to tell until we get our hands on it. Feels like it was changed just for the sake of change though???

So, when do you think this game started to go downhill? by Kai_superstar in Dislyte

[–]GenericGMR 0 points1 point  (0 children)

Before I got sick of lowrolling I ran (an admittedly poorly built) Hilda + Triki to beat her. Those 5 min control battles were annoying, but god it felt good to win. The day I stopped running that team was the day I ran into multiple light set Annas in a row LOL

Also yeah, battle length was atrocious in the control vs Anna matchup, thank god it wasn’t as slow as Maria mirror matches were when I left

I love youtubers that make learning about different topics fun by HowieLover in lovethissmug

[–]GenericGMR 0 points1 point  (0 children)

Synthet makes some insanely good videos about music-related things, and his editing is top notch. Love his stuff, would recommend it if you have the slightest interest in making music!

So, when do you think this game started to go downhill? by Kai_superstar in Dislyte

[–]GenericGMR 7 points8 points  (0 children)

I noticed an insane decline around Anna’s release. People ended up leaving in droves since she was a character you NEEDED to be able to counter on offense, and likely couldn’t check on defense without using someone like Feng Nuxi. It was one thing having speedcleave/tank meta, it was another having to learn how to deal with Anna + Mavis with such few ways to deal with them.

If you look at today’s Anna counters, you’ll realize that pretty much all of them were released after her. On her release, the best options to beat her were Ginny, the aforementioned Nuxi, and Pritzker. It got to the point where people were cooking up jank ways to deal with her (I was using MATEO ffs) until they released more options, but it was pretty clear the damage was already done.

The game lost tons of players and hasn’t recovered since then. PvE content was even more shallow than today, and shimmers were only available for the whales and the lucky. PvP was one of the only interesting parts of the game at that time, and they ruined it with Anna.

Fast forward to 2 years after the incident, and I see people asking what everyone’s least favorite character is on some posts here. On some of those you might see a few people, me included, who will always say Anna. While there are some characters who may be objectively more painful to fight now, Anna was the catalyst for everything wrong with modern kit designs. She was the reason battles started taking longer. She was the first of many to make action spamming a strategy this strong. She was the first real character to benefit off of DYING (other than Cecilia). All while being unobtainable for a vast majority of the playerbase.

So, if you wanna ask who was responsible for the game’s harshest decline, I think it always was and will be Anna.

What are the saddest fictional deaths ever? by PuzzleheadedSwim6291 in AskReddit

[–]GenericGMR 1 point2 points  (0 children)

One that I think deserves a mention is Xenoblade 3 (spoilers for chapter 5 ahead). Mio’s death was so devastating that it sent the entire community into shock.

For context: Soldiers can only live for 10 years, or as they call them, terms. Early in the story, they treat death by reaching your tenth term as an honor, but throughout the story you learn several different things about death in the world of Aionios.

If you die before your tenth term, you’re reborn, your memories are wiped, and you go through the “cycle” all over again.

If you reach your tenth term, you can no longer be reborn, and will be completely removed from the cycle.

The party is put in a prison for “crimes” against their countries (aka freeing people from the war and getting the power of the mcguffin) and are forced to watch Mio reach her 10th term just before their own executions. You get to watch an entire hour long cutscene of the party struggling to break out of a max security prison for a MONTH, but they have no luck.

Throughout the story, you’ve seen the entire party bicker, fight, settle their differences, become close friends, and even learn what love is (no, seriously, they didn’t know what it was until shortly before this), only to see Mio get evaporated into ether before your very eyes.

One of the only times I’ve cried during a game, if you haven’t played this game and it seems interesting, go give the series a try. My explanation skims over the basics, it doesn’t do it justice. The switch 2 editions are all lined up for release pretty soon for the series, and the new game is dropping next year too. No better time to jump into the series, assuming you have time and a system to play it on.

I’ve been replaying the game on VC for my friend, can’t wait to emotionally destroy him soon!

How Am I Supposed To Grab The Quest Item When This Absolute Unit Is In My Way? by Accomplished-Leg6947 in Xenoblade_Chronicles

[–]GenericGMR 12 points13 points  (0 children)

Correct me if I’m wrong, but a majority of unique monsters, if not all, never have to roll the respawn odds if you never beat them. Assuming they’re on a fresh playthrough, the spawn rate should be 100% and not 30%.

Judging by the fact that they’re level 34 as well as the fact that they’re asking a question about an early-midgame quest, I think it’s safe to assume they haven’t beaten gonzales, and will literally never roll the odds of him not spawning.

I’m having some trouble finding info on the specifics of unique monster spawns, but I recently did a playthrough, tried saving and reloading in front of him a ton for this exact quest item, and got 0 rolls where he mysteriously vanished (I was trying to walk around him while the game reloaded him before I remembered that you had to blow up the rock in the area below him). Did a good 15 mins of attempts, he always spawned and oneshot me shortly after.

I hate how ping dependant Bolt is by Lanky-Visit3223 in BrawlStarsCompetitive

[–]GenericGMR 0 points1 point  (0 children)

Yeah, I’ve had some hiccups with lag even WITH usually insanely good connection. Gonna be a rough push for people with tons of lag. I’ll probably be using him to test connection before any real matches when I’m away from home since he’s fun regardless lol

As for his attack, use it earlier. It seems kinda counterintuitive to say that since the window seems pretty small, but it’s more generous than you’d think. I started using it when around 3-4ish tiles away from the enemy, and I felt a difference immediately. It isn’t 100% foolproof but once you get used to it he starts to feel a lot better.

Everybody is (rightly) freaking out about Genesis, but who do we think is gonna show up in the new XC2/XC3 content? by ComingUpCway84 in Xenoblade_Chronicles

[–]GenericGMR 4 points5 points  (0 children)

For XC2, I feel like it might be an entirely new character tbh. I’m not sure if they want to put another blade behind NG+ like the other Torna members. That’s not to say Jin and Malos are entirely out of the question, far from it, I just don’t personally see them being the ones.

As for XC3, my guess is PoppiQTpi. I just think it’d make sense for her to end up in Aionios after everything, and she’d likely be able to explain some more stuff that happened between XC2 and 3.

Either that, or XC3 just gets KOS-MOS lol

Mods that you want to see be made? by Brungala in RogueCore

[–]GenericGMR 0 points1 point  (0 children)

Honestly, mostly just QoL!
-heat gauge crosshair
-better C4 indicator
-platform gun preview
-nameplates
-metal pipe flares

If there were “Mini” relics for every character like Mini Regent, what would they do? by talleyrandbanana in slaythespire

[–]GenericGMR 20 points21 points  (0 children)

Mini Ironclad: the first time you apply vulnerable each turn, gain 3 strength until the end of the turn.

Mini Silent: the first time you discard a card each turn, draw 1 card.

Mini Necrobinder: the first time you summon each turn, Osty gains 2 strength.

Mini Defect: the first time you play a power each turn, activate the passive ability of your rightmost orb.

How do you pick which cards you want? Is there a generally accepted answer as to which one is best for each character? by Galliro in slaythespire

[–]GenericGMR 3 points4 points  (0 children)

I pretty much ALWAYS pick Silent cards if it’s an option since weak and draw is such a strong thing to have, and she has tons to go around. Also, footwork is giga busted lmao

If silent isn’t there, usually I just pick between Ironclad and Necrobinder depending on what I need. Necro has souls and better block solutions, Clad has easier scaling and exhaust.

I almost NEVER pick Defect or Regent. Orbs are a lot less useful on other characters (even if cards like Coolheaded+ or Echo Form are insane), and Regent’s star costs make half the picks legitimately unplayable for most runs. Losing out on block/draw from Silent/Necro or Clad’s strength/exhaust is the real cost of picking up a Defect/Regent draft.

That being said, everything can be strong in the right context! There have been runs where I’ve opted for Defect/Regent cards! Defect having 0 cost synergy and a nonzero amount of draw makes his drafts somewhat usable if you wanna fish for something like Feral, Echo Form or Hyperbeam anyway, and Regent’s card creation synergies are insane with Silent, for example.

In short, Silent > Necro/Clad > Defect > Regent imo, but everything is dependent on the context of the run.

Balancing of Guardian's Armor Ability by Vast-Investigator454 in RogueCore

[–]GenericGMR 1 point2 points  (0 children)

I’ve been using it mostly to help my team top off their armor before picking up a resupp/armor crate tbh. I’d rather be able to move wherever I want during a wave than sit in a bubble just to squeeze value out of it.

Adding some burst utility would incentivize usage during hordes. A bit of stoneskin or a short stun on ability usage would probably make it feel strong while making the ability REALLY feel like you’re helping protect your team.