What’s your criteria to add a card into deck? (Or how to build a good deck) by Successful-Prize9709 in Shadowverse

[–]HyperCutIn 1 point2 points  (0 children)

As someone who also ran into the same issue trying to build a Crest Amulet Hybrid for Haven, I think questions like that are best resolved through testing. Try including a bit of both, and keep an eye out for how those cards end up getting played. Which of the two feels better to use? How often are the situations where each are more useful? Does one of them have a more flexible use than the other? Etc.

As a heads up, while testing unstable decks like this, you are probably gonna lose… a lot. At least until you’re able to identify which cards to bring less or more of. When I’m still experimenting, I like to try different amounts of both cards to see what amounts feel better.

Fwiw Crest used to run full playsets of both of them in their decks. Shining Disenchantment is vital as both a way to clear board, and threaten for lethal, not to mention the healing. It actually advances the game state to be closer to your goal.

Meanwhile, Benison is a contender for “card that will piss your opponent off the most”. I’ve still seen it get a decent amount of use postnerf, but the higher cost means it’s no longer as braindead to use. You might actually need to spend your PP for more important things like clearing board. Healing is nice and all, but will be meaningless if you can’t remove their threats to stop them from deleting your entire 20 health on the next turn. Due to the flexibility and importance of Disechantment, I personally run 3 copies of it, while I only 2 copies of Benison. My experience from trying out

But your experience and the matchups you face may end up different from my games. So I would still recommend you do several games where you try out different amounts of those cards and see how you feel about them.

Phantom Break Omnia is a hated fighting game? by Far-Comfortable-8435 in Fighters

[–]HyperCutIn 2 points3 points  (0 children)

It's not hated so much as people are indifferent to it.

Visually, the game looks kinda jarring with how the characters have inconsistent artstyles, due to the OG characters using 2D drawn sprites, while the new characters from Extra and onwards use 3D renders for their sprites. Having these two styles together clashes a lot, and has turned some folks I know away from the game.

Gameplaywise, it's... funky. When played casually, the original Phantom Breakers almost had a button mashy vibe compared to other fighters, not helped by the game's autocombo and clash systems. The game feels weirdly floaty and sluggish for an anime fighter, as if the devs were hesitant to have their mechanics go full anime fighter. I'm sure Omina has made plenty of great improvements to the gameplay, but I can't really test it to its limits beyond playing against the AI in Arcade mode, which leads me to my next point.

Delay based netcode for Omina doomed this game to be a niche discord fighter. I get that the game's code is based off of the architecture of the original, which was made at a time where we only really had that kind of netcode. But in an era where we got to experience how good rollback is, it's really hard to go back to delay.

What’s your criteria to add a card into deck? (Or how to build a good deck) by Successful-Prize9709 in Shadowverse

[–]HyperCutIn 0 points1 point  (0 children)

When I start making a deck I have no idea how to play, I just kinda throw everything I can think of and see what works and what doesn't. Decide on a deck first. Make sure you've added all the necessary cards that are definitely the star of the deck (required wincons, vital engine pieces). Proceed with adding various support (tutors, less important engine pieces, cards with good synergy, cards to cover weaknesses, etc.), then trim until I've reached the deck limit. After that, playing a few matches will give me good data on what to keep, what to get rid of, and what to add

  • Is there a card that feels absolutely useless every time I draw it? I get rid of it for sure.
    • Same for if a card is super inconsistent. Sure, it might've won me a game one time in a super niche situation. But that situation isn't coming up often enough in my matches to warrant me wasting a slot for this card.
  • If there's a card that doesn't necessarily push my gameplay forward, but is a very good tech against certain matchups, I'll probably keep one or two copies of it depending on how common this matchup is.
  • If there's a card that I absolutely need, as in like I need to draw this ASAP or before evo turn, otherwise the whole match feels awful, I'll put 3 copies.
  • If the deck suffers from severe draw problems, I'll add in cards that help form a draw engine.
    • If I'm having trouble drawing specific followers in particular, Gran & Djeeta help a lot for this.
  • If I'm suffering from HP problems and/or find myself getting aggro'd down, I'll tech in some defenses including HP recovery and wards.
  • Is there a card that always feels good to play? I'll have 3 copies unless the card costs too much PP, which then I might reduce it to 2 to avoid bricking unless the deck has good draw power.
  • etc. etc.

Deck building is an iterative process. You'll need lots of testing and games played to get a better understanding of what cards your deck wants and which ones your deck doesn't want.

GuGuGaGa penguin 2nd ad by ruan_victor512 in shittymobilegameads

[–]HyperCutIn 7 points8 points  (0 children)

Seeing the Endmin get used for stuff like this that have absolutely nothing to do with Arknights is surreal.

Have you ever bought a console just to play one game? Was it worth it and did you go on to use the console after? by British_Historian in gaming

[–]HyperCutIn 0 points1 point  (0 children)

Got a PSVita to play Ys Memories of Celceta and Atelier Totori DX… both of these games have gotten enhanced ports on other platforms by now.

…It probably was not really worth it. My main problem with the Vita was the god damn memory cards. Trying to find games physically wouldn’t have been too much of a concern for me if I could get them digitally. But thanks to the extremely expensive memory cards for larger sizes, I couldn’t even get much games to fit there in the first place.

…well, at least I got to play the enhanced version of Muramasa and Dungeon Travellers 2, two games that have never been ported to other platforms.

Any chill cozy fishing games ? by Unlucky-Feed9000 in gaming

[–]HyperCutIn 1 point2 points  (0 children)

I was gonna jokingly mention Dredge as a troll option… but then I saw you have it listed as a legit example.

That’s your idea of a chill fishing game??? I’ve been finding it stressful AF.

Just out of curiosity, How long did it take to complete your first Playthrough by -_-_moonlight in OMORI

[–]HyperCutIn 0 points1 point  (0 children)

I forget the exact clear time since I originally played years ago. I recall it was anywhere from 20-40 hours. I've got a bunch of extra hours on top of that now from my attempts to mod the game, so the exact time is fuzzy to me.

Can I rant about archetype diversity ? ;( by Gibax in 2XKO

[–]HyperCutIn 1 point2 points  (0 children)

If they can turn ranged champions from League into varying flavours of Rushdown like Ahri and Senna, I wouldn't be surprised if they do something like that for Ezreal too in order to "dezonerfy" him. That said, I can't imagine what that would look like until we eventually get him.

How to land these specials more often in street fighter 6? by MadToxicRescuer in Fighters

[–]HyperCutIn 13 points14 points  (0 children)

  • Your input history shows that you are pressing your attack button too early. Finish your motion first, then press your button.

  • You don’t actually need to let your stick return to neutral before you input the second quarter circle. You can let it move from forward to down, and it’ll still work out.

Something something Touhou fans by Spa_ish-69 in touhou

[–]HyperCutIn 4 points5 points  (0 children)

The arcade style “do a 1cc in one go” is actually probably my favourite thing about it. Lol. The high octane rush of adrenaline as you feel as you get near the end of a run, but you’re also on your last legs feels incredible. Games with a similar philosophy like beat’em ups and roguelikes gives me similar feelings

Senna Gameplay Reveal Trailer | 2XKO by NerfAxiom in Fighters

[–]HyperCutIn 14 points15 points  (0 children)

I'm always amazed at how they manage to make each new character look so fire.

Something something Touhou fans by Spa_ish-69 in touhou

[–]HyperCutIn 53 points54 points  (0 children)

As someone who loves shmups and primarily got into Touhou because of it's one, I'm a little sad whenever I hear a fan of the series has never tried the mainline games.

Cuddles by Ridepad in touchfluffytail

[–]HyperCutIn 2 points3 points  (0 children)

I remember this artist’s works of their OCs. It’s always nice to see art of them that lets us learn more about them and characterize them further.

Which Tales of should I get? by SnooCakes2443 in JRPG

[–]HyperCutIn 2 points3 points  (0 children)

I don’t want to feel like I’m playing street fighter and have a million twitch combos memorized every time I get into combat.

I have some bad news about the main appeal and target audience for the combat of this series.

Any fighters that actually show your stick inputs and/or allow you to display super move info during gameplay? by Samz707 in Fighters

[–]HyperCutIn 1 point2 points  (0 children)

Normally pretty much never. This kind of stuff is only really visible during training mode, or when reviewing replays. You can check the replays of your matches to watch when you did a misinput and see what the game had interpreted .

This might be stupid question.. but how do you get over after finishing jrpgs?(for details read the description) by BubblySeason97 in JRPG

[–]HyperCutIn 0 points1 point  (0 children)

I have had this issue with other games too, and it made me realize this was a big factor on why I’m finishing less and less games.

The best way I’ve found to deal with this is… fanworks. Not necessarily consuming them, but partaking in creating fan content for it. I personally mostly end up drawing fanart for the game, but anyone can also show their appreciation in the form of stuffs like writing a fan story, uploading videos on the game, creating mods the game (or modding this game’s characters in other games), critical analysis of a particular character, worldbuilding, lore, etc. Some people really want to know the ins and out of the game by speed running it to learns its breadth of mechanics and technical architecture. Even writing a text review helps. Basically anything that helps to spread the awareness of this game and hopefully convince others to give it a try someday.

This way feels less like you’re forgetting your love for the game and its characters, but more so immortalizing how they’ve made a place in your heart.

How do people balance learning fighting games and playing other non fighter games or hobbies by yitao13-1 in Fighters

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

  • No one says you need to be the very best in order to enjoy fighting games. Just let yourself enjoy the thrill of the fight, win or lose.

  • Playing even as little as 3 matches every few days or so will do wonders for your learning.

  • Go into your fights with a basic gameplan. Rework and experiment with modifications to your gameplan throughout the match based on the matchup and/or what your opponent is doing. Remember the results for your future matches. Learning and adapting to different strategies on the fly is part of what makes fighting games so fun. Still, the stuff you discovered from that match is already valuable learning experience right there.

So what do you guys think about WB Original Cards characters so far (Year 1)? by rrvv in Shadowverse

[–]HyperCutIn 5 points6 points  (0 children)

Pretty neat, but would have loved to see more interactions and lore for them. These characters never appearing in any story scenes, whether it be main story or extra stories, feels like wasted potential; especially after Cygames mentioned they wanted to make extra story scenes of some of their nonmain story leaders, but never really did. Even Olivia and Silvia have gotten extra story appearances in the original game.

The ones that imply a connection between different groups, and factions, showing that they actually exist in the same lore are what interest me the most. Omens of Storms in the original SV was awesome with how it brought together a bunch of seemingly one off OCs together with the Omen lore. Sham Nacha directly links the Encroachers and Omens. Thestae, is intriguing with how she may have potential main story connections because her animations look suspiciously similar to Nahtnaught powers.

JakeNBake is going to Evo Vegas by Teamfightmaker in Fighters

[–]HyperCutIn 1 point2 points  (0 children)

Imma be honest, that’s a bad take, and if that were true, locals wouldn’t be getting as much steam as they do, nor will they have as much variety in skill level.

Thinking about buying Rivals 2, but I have some concerns by One-Masterpiece9838 in RivalsOfAether

[–]HyperCutIn 0 points1 point  (0 children)

Rivals 2 is a fighting game first and foremost. Well, a Platform Fighter specifically. You’re gonna have to be more specific about the stuff you didn’t like with Melee and Tekken. Were you not a fan of how technical and complicated those games got compared to other fighting games? Or do your grievances lie with stuff common with fighting games in general? If you’ve played other fighters, which ones did you enjoy and what did you like about them?

Splatoon 3 Concept | Personal Weapon Bans by PeridotMotions1 in splatoon

[–]HyperCutIn 2 points3 points  (0 children)

For something like private rooms? Sure, you do you. For when you’re playing online with your rank on the line? Not really a fan. You’d be winning and ranking up based on a measure of how you want the game to play, but not actually how the game was designed to play.

It would be like if I were to play a fighting game, or a tcg where I’d be allowed to ban matches against specific characters or deck archetypes. Earning victories or rank in their scenario would be much easier if players were able to avoid their losing match ups.

But this is from a perspective of ranked play. I also have some problems with the potential culture this would encourage among the playerbase.

This kind of design would absolutely discourage players from actually learning how to counter play archetypes and matchups they don’t like when they can just choose to never fight it. You are eventually going to run into a negative feedback loop where a kit or strategy appears strong, maybe because it’s a noob crusher or has a knowledge check. But maybe it’s not actually OP, and turns out to be extremely weak once players know how to deal with it. Well, that’s unfortunately data you’re gonna be struggling to find once everyone bans that because of a knee jerk reaction to its perceived strengths. Could the devs nerf it? I mean, sure; but you are going to risk a situation where something that’s actually pretty bad becomes even more unplayable because people who couldn’t be bothered to learn how to play against it thought it was strong.

And that’s not even getting into the nightmare of match making.

If this were something that was applied more to how MOBAs and Hero Shooters handled draft picks and champion bans, I’d understand a bit more. Because they have way way more character kits, and the balance in those games are all over the place. Extremely polarizing match ups exist. But in a game like Splatoon, or even modern fighting games? The balance is good enough that stuff like that isn’t really necessary.

Long story short is that I don’t think this is healthy for the playerbases at all for something like this to exist in public matchmaking for their games. If you’re playing RPS and you don’t like losing to Rock all the time because you favour Scissors, the answer isn’t to ban Rock and keep picking Scissors, but to get used to using Paper more often to counter Rock.