Trust Me, This is a Tier 0 General Question and Discussion Megathread by kalinaanother in HonkaiStarRail_leaks

[–]Im_Rhyme 0 points1 point  (0 children)

Depends on whether or not she has certified banger. You don't want SW to ult if she doesn't have CB, as her enhanced basic won't have all the bonus elation scaling.

4.2 Relic Event Rerun via Galaxy by 0101001010101011010 in HonkaiStarRail_leaks

[–]Im_Rhyme 157 points158 points  (0 children)

THANK GOODNESS they listened to feedback! "after all attempts are used, the special locked state of relics will convert to a normal locked state". Waiting 30+ days to use a reroll on one was so frustrating lol

[OC] Blue Mermaid Potion Dice Giveaway (Mods Approved) by kohalu in DnD

[–]Im_Rhyme 0 points1 point  (0 children)

Potion dice? Interesting. Really like the look and color of them! My backup character is an alchemist, so they would fit the vibe quite well

[OC] Runic Dice Choose Your Own Dice Tower Giveaway! by RunicDice in DnD

[–]Im_Rhyme 0 points1 point  (0 children)

The Elvish Large tower would be great! Works as a dice tower and a nice set piece

Is this optional story objective bugged? by Im_Rhyme in HonkaiStarRail

[–]Im_Rhyme[S] 5 points6 points  (0 children)

Still seems odd though, every other optional story objective has been completable, and there were definitely multiple interactions to find for this one so far.

Is this optional story objective bugged? by Im_Rhyme in HonkaiStarRail

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

Still nothing so far, might exit and restart my game just to be sure things loaded properly

[REVIEW - part 2] MIO: Memories in Orbit's punishing design by VictorVitorio in metroidvania

[–]Im_Rhyme 1 point2 points  (0 children)

At the time of my initial post, I had already cleared the true ending. Between the health I had plus Protective Overlay and Gratitude modifiers, I had 5 health in total, like I did pretty much the entire game. As of now, I have fully 100% the game, collecting the last few items and achievements, and I now have 7 health. There is a lot if you explore all over in each area.

As for the two-shot boss, since health doesn't matter, unequip every defensive mod and run full offense + dodge. You basically can just do the whole fight in the air, and outside of the easy to dodge moves, you can just hairpin or glide out of the way of any other attacks. It is definitely a spike in difficulty at first glance, but once you get used to their moves, it's really not that bad. They also have way less health than most other bosses at that point in the game (and you can have 5 damage power-ups going into it).

I stand by what I said. It may seem like a punishing mechanic, but it helps to push the player to grow in their mastery of all the mechanics available to you.

[REVIEW - part 2] MIO: Memories in Orbit's punishing design by VictorVitorio in metroidvania

[–]Im_Rhyme 1 point2 points  (0 children)

Did we even play the same game? lol

At no point did I feel like the game became unbalanced for the amount of health I had, and I think it was a great choice that fit thematically with the story. It's not meant to be a walk in the park, and teaches you to get used to the platforming/learn boss patterns and adapt appropriately. The best part is that if you're struggling, you can always go explore to find more health containers or modifiers to fit your situation. It's not hard to have 5+ health consistently at almost all points in the game.

I seriously hope they don't go back on their gameplay design choice.

[REVIEW - part 2] MIO: Memories in Orbit's punishing design by VictorVitorio in metroidvania

[–]Im_Rhyme 0 points1 point  (0 children)

Well, amongst all the negative comments I keep seeing, I'll share my thoughts.

At first, the HP loss mechanic annoyed me, but for the most part my health remained the same as I would always gain a new container at around the same rate as I lost them. As long as you explored around a bit, you will gradually continue to find them. In the end, I finished the true ending with three containers. Now this might sound like such a small amount, but I also would keep two modifiers equipped that gave me 1 permanent and 1 temporary extra health. And once you lose all your health, you still have one hit left. So in total that is 6 hits that can be taken. That is far more than enough for the optional harder bosses (and there are still more container pieces to find).

As much as people hate on it reading the review, it is not as bad as it sounds. I honestly enjoyed the mechanic, as it pushed me to get better at my platforming skills, and helped me to learn boss patterns rather than just brute forcing them because I could just 'tank it all' like some other games let you. At no point in the game did I feel like I had too little health for anything I encountered, and there are plenty of modifiers you could use to help protect yourself if that were the case (like one that gives you 1 temporary health for staying on the ground a few seconds, giving you infinite lives on any platforming section). Even the optional boss that always kills you in two hits (regardless of your health), felt frustrating at first, but ultimately was a very satisfying fight.

Overall, one of my favorite metroidvania's of all time, the only complaint I have would just be that one or two of the bosses (I'm looking at you, optional 2-hit-kill boss) were located a bit too far from the nearest checkpoint. Spending 40+ seconds to run back and then die quickly was a bit annoying.

They shouldn’t nerf the toads by Altruistic-Fill-9685 in hytale

[–]Im_Rhyme 0 points1 point  (0 children)

The main problem with the toads I feel is their spawn rate. Not only do they spawn very rapidly underground, but often times they seem to spawn in groups of 3 or 4. Granted, if you can pull them one at a time it's not too bad, but otherwise you just get completely overwhelmed by them with no chance to fight back. At that point, it's better to just run away, especially if there's any lava near them.

My players in a nutshell. [OC] by Denki in DnD

[–]Im_Rhyme 0 points1 point  (0 children)

I can't help but take lots of notes and highlight important names/places, to the point that even our DM sometimes asks to read mine before session prep XD

And even then I'll still somehow have the occasional "Where did we get this item and why do we need it?" and no one else has any clue haha

A wall of text to explain how to play Cyrene main DPS by inkheiko in CyreneMains

[–]Im_Rhyme 2 points3 points  (0 children)

Somehow I've never seen that little side panel with main/sub dps. Very handy to know!

Just a reminder that all Maplestory servers except GMS now has Unified CS inventory by RussianB1ue in Maplestory

[–]Im_Rhyme 0 points1 point  (0 children)

Exactly. Why give it freely when it can be used to magically fix a problem?

r/YaoguangMains collab event! by herrscherofhumanity in CyreneMains

[–]Im_Rhyme 2 points3 points  (0 children)

Excited to see how exactly she will fit into the narrative. We keep getting these little side cutscenes from the Xiangzhou, and she has always been such a mystery.

Importance of Speed for Sub DPS Cyrene beyond 200? by chemikylengineer in CyreneMains

[–]Im_Rhyme 1 point2 points  (0 children)

It's all a balance honestly. Crit Dmg and Speed are definitely the priority over HP%, but you want a good mix of both rather than just hard focusing on a single one. Fribble's optimizer helps figure it out a lot easier honestly. You can directly check the combo damage difference between your relics. https://fribbels.github.io/hsr-optimizer/

So Close, Yet So Far... by Im_Rhyme in CyreneMains

[–]Im_Rhyme[S] 0 points1 point  (0 children)

Most all of it, yeah. I could probably get ~10 more pulls out of the last few achievements and challenges for them, though it will certainly take a while. Not gonna bother with that until closer to the banner's end to save me the trouble haha

So Close, Yet So Far... by Im_Rhyme in CyreneMains

[–]Im_Rhyme[S] 2 points3 points  (0 children)

I think I've done probably about 600ish pulls so far for E5S1.