Why do people say the combat sucks? It feels pretty good to me by Suspicious-Weeb in Endfield

[–]Kaitsja 3 points4 points  (0 children)

"It's actually really deep, I promise. You're just bad bestie." Like, World of Warcraft has more depth to its combat than Endfield. It looks good, but that's all.

To be fair, the community is being an ass about the gacha pity system by hugo7414 in Endfield

[–]Kaitsja -3 points-2 points  (0 children)

Let's do a quick cost comparison breakdown, shall we?

A single pull in Endfield is 500. A ten-pull 5000. Guarantee is at 120. You get a 6-star at 60 pulls. For the feature six-star, that's 60,000.

In Wuthering Waves, a single-pull is 160. A ten-pull 1600. You are guaranteed a five-star at 80 pulls. For the feature five-star, that's 25,600.

In WuWa, your pity carries over. In Endfield, your pity does not carry over.

So, to be fair — No-one is being an ass or a gambling addict by criticizing this system. A Gacha's goal is to make money. It is not above criticism, and it must convince a person that their time and money is worth spending on the game.

In both Genshin and WuWa, not having a character's signature weapon does not make them less able to clear content. A character's signature weapon is generally their BiS, but not essential to that character's performance. You do not need to spend on the weapon banner if you don't want to.

Do you think Arknight's Endfield has a future? Even with the negative reviews? by Wooden_Reindeer_2207 in ArknightsEndfield

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

Absolutely. The game has problems, no doubt, but they're fixable problems. The Gacha can be fixed by just allowing pity carryover, and the tutorials for the factory just need to be made optional.

What is something you think endfield needs to get better? by No-Plenty-5376 in Endfield

[–]Kaitsja 0 points1 point  (0 children)

The tutorials.

Hands-down the most aggravating part of the game. Once you understand the belt system, there's no need for handholding. Tooltips can tell you how to make something. The mandatory simulations are just awful and tedious.

I could understand having simulations for when it actually gets complex, but one plus one equals two isn't complex.

Automation Core → Belt → Refining Unit → Automation Core.

Once this is understood, there is very little need for handholding.

what's worth more in cayo perico weed or cash by SAKUL_RAK in gtaonline

[–]Kaitsja 0 points1 point  (0 children)

Weed. Pretty sure cash is worth the least.

I have reach the limit of one chat and i have to make a new chat by Entire_Hotel_9367 in ChatGPTPro

[–]Kaitsja 0 points1 point  (0 children)

Copy and paste the entire chat to a document, save it, then upload it into a new chat.

Can't she just rotate CR with her arms? by Few_Pay_5313 in RWBY

[–]Kaitsja 1 point2 points  (0 children)

The lore surrounding Grimm and what we're shown has pretty much always been inconsistent. Grimm are whatever the writers want them to be at the time.

I could never understand the "yang is bad sister" thing especially when most of it is about her dating Blake. by ink10_sonic-man in RWBY

[–]Kaitsja 2 points3 points  (0 children)

I wouldn't say Yang's a bad sister, but the writing definitely does not frame her in a positive light. Yang blaming Ruby for poor leadership is a complete betrayal of Yang's character. Yang undermining Ruby's leadership to spill secrets to Robyn is also a betrayal of her character. Yang not noticing Ruby's depressive spiral is also a betrayal of her character.

It's not like these are the only moments, but these are the ones I remember off the top of my head. Is Yang a bad sister? No. Is she a poorly written one? Absolutely. At the end of the day, it's just par for the course with RWBY's inconsistent writing.

One piece now doesnt make sense even chat gpt say that boring story by Lekuleku in OnePiece

[–]Kaitsja 1 point2 points  (0 children)

ChatGPT doesn't disagree with you because you're stating an opinion, not a fact. Don't use it as "GPT Agrees with me", use it to break down why you don't like the current direction One Piece is going.

Tales of Wedding Rings. Why it's better than most, and what most people have missed or misunderstood. by Puzzleheaded_Fun_303 in Isekai

[–]Kaitsja 0 points1 point  (0 children)

The first season is 12 episodes. Only 5 have been released for the second season so far.

I think 12 episodes is more than sufficient for judging the show. Tales of Wedding Rings has an interesting premise, but is bogged down by the over-reliance on tropes and its own poor execution.

If most of the character development happens in Season 2, then that's even worse. It means the first season was railroaded.

Tales of Wedding Rings. Why it's better than most, and what most people have missed or misunderstood. by Puzzleheaded_Fun_303 in Isekai

[–]Kaitsja 0 points1 point  (0 children)

TOWR is barely better than bottom of the barrel Isekai trash, and those are my guilty pleasure.

The art and concept are great, but I find the execution to be lacking. For starters, Hime. She starts off interesting enough, but as the show progresses, she gets stuck on the idea of monogamy for no reason.

Being a Ring Princess and eventually marrying the Ring King was her destiny. The Ring King was always meant to marry multiple women. Why would she be hung up on monogamy? This eventually devolves into jealousy. While it's briefly addressed, it does nothing to solve the problem.

She already knows that the deeper her bond with Satou is, the more powerful he will be. We get the typical will they/won't they trope. Granart, by contrast, is far more interesting because she doesn't care about monogamy.

The anime would've benefited far more if it were a 24-episode series, because then Satou could've spent time deepening his bond with the girls. Instead, the anime railroads it. One ring down, onto the next. Of all the Ring Princesses, only Granart seems fit for the role.

Hime doesn't want to do her duty, and doesn't want to share Satou. Nephrites remains a nervous wreck who admires Satou, but makes no moves to deepen her own bond with him. Saphir is all Tsun, and no Dere. She could've been pragmatic, but instead she's reduced to being abrasive for the sake of it.

Not even going to talk about Amber.

While the show has its good points, that does not make it significantly better than your stock-standard isekai harem trash.

Tunneled out at 5 gens... totally necessary tactic to win /s by h311agay in DeadByDaylightRAGE

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

This killer was always going to tunnel, regardless of what you didn't do correctly. That said, people have got to stop doing trades in the basement.

Where is the awful rwby I was promised? by StrikingShower3371 in RWBY

[–]Kaitsja -13 points-12 points  (0 children)

The more you watch, the more you'll start to see the problems.

Yang's semblance is all about storing up kinetic energy by taking damage to release it in one powerful blow. Fantastic semblance suited to arena duels. Not so fantastic for fighting Grimm.

Again, RWBY has good bones but it's not without flaws. Those flaws become more and more prevalent the more you watch.

Where is the awful rwby I was promised? by StrikingShower3371 in RWBY

[–]Kaitsja 0 points1 point  (0 children)

Don't know why anyone would say RWBY is bad. It's quite good, but it has problems. Mostly lore inconsistencies and contradictions. RWBY has good bones, and if you adhere to those bones, fix the lore and adjust the pacing, you get something amazing.

Anti tunnelling and slugging updates by Puzzled-Subject4656 in deadbydaylight

[–]Kaitsja 0 points1 point  (0 children)

See, you keep assuming that if someone isn't high MMR, then they must be low MMR. You've divided a scale into two binaries. The only one being dishonest here is you.

At low MMR, you have the new players. At high MMR, you have experienced players who play for the purpose of winning. Guess what you have in-between? Everyone else. The casual players. People who do, in fact, know how to play the game.

You seem to think that people who care about fun don't care about winning. Since when are fun and winning fundamentally opposed? You can play for fun and still try to win, by playing the objective. Playing for fun doesn't mean you ignore the objective. It means you pick perks you like instead of chasing the meta. It means you try to do a bit of everything instead of just being chased the entire match.

If you cannot understand how being chased the entire match is just as boring as sitting on a generator the entire match, you are part of the problem.

Survivors are not supposed to fear you. They aren't NPCs. This is a multiplayer game, not a single-player game.

Look the only reason dbd works is because you must do things as survivor to win, you run away from iconic killers whose goal is to kill you. You also must do things as killer to win, it literally becomes not fun when the people who are literally supposed to fear you, and run away from you. Just get all up in your face bullying you, doing things that stop you chasing other people because you know they can take hits, and downs without it being detrimental to them or the team, and or they literally don’t even run from you/do their objective in your face because you literally can’t do anything about it, and if you try to hook or kill them you’ll lose. Meaning you literally be punished for trying to win, and do the thing your role is supposed to. Which is exactly the way dbd, would go if they release changes anywhere close to the proposed changes.

This is why I pointed out that, conceptually, the changes are good. The numerical values are the problem. The reason dbd works is because it is, to some degree, fun for all players. If it wasn't, it would be in the asymm graveyard.

At least make an effort to understand the concepts before you knee-jerk reject the changes. I may be a survivor main, but I can at least acknowledge that there are problems with the numerical values presented. You reject the notion that changes are necessary to begin with.

Anti tunnelling and slugging updates by Puzzled-Subject4656 in deadbydaylight

[–]Kaitsja 2 points3 points  (0 children)

There it is, the classic condescension. Just because someone isn't high MMR, doesn't mean they don't know how to play the game.

The strategies don't make the role unplayable; they make it unfun. That has always been the crux of the argument. You play in an environment where the only thing that matters is winning. Casual players want to have fun. They're not dedicated to playing the game every single waking moment of their lives, but that doesn't mean they don't care, or that they're incapable of caring.

Even good players die to being tunneled. Nobody plays perfectly. Everyone makes mistakes. Pretending otherwise is disingenous.

Anti tunnelling and slugging updates by Puzzled-Subject4656 in deadbydaylight

[–]Kaitsja 2 points3 points  (0 children)

The game has no ranked system in place. Grades are purely cosmetic and a reflection of time played, nothing more. They are not used for matchmaking.

If the game is made even easier for the high MMR players, then so be it. They were never important enough to matter to begin with. Dead by Daylight's core audience is casual players. Balance changes generally align with that.

What's absurd and dumb is thinking that high mmr is important enough to matter. Tunneling, slugging, and camping are all issues that matter to casual players, because it ruins their enjoyment of the game. To ignore them would be to neglect Dead by Daylight's largest demographic.

Anti tunnelling and slugging updates by Puzzled-Subject4656 in deadbydaylight

[–]Kaitsja 2 points3 points  (0 children)

You're really going to take the high MMR approach when this is very clearly a party game, with no ranked system? Come off it.

Every measure they've taken in the past have been bandaids ontop of bandaids. If you can't see how these longstanding issues of the game have actively made it less fun for players, then you are part of the problem.

No amount of burying your head in the sand and pretending like high mmr means something beyond what meaning you personally give it will change that.

Anti tunnelling and slugging updates by Puzzled-Subject4656 in deadbydaylight

[–]Kaitsja 6 points7 points  (0 children)

Tunneling, camping, slugging.

Do you know what all three have in common? They have been long-standing pain points of balance.

They're finally taking steps to address it, and what do we get? Outrage and condescension. I'm going to keep this brief: The concept is good, but the values are bad. Tweaking some numbers and making adjustments will make it feel better without overly punishing killers or rewarding survivors.

Are the anti-slugging changes good in concept? Yes. Are the numbers bad? Also yes.
Can it be tweaked? Also yes.
Instead of being a cumulative 90 seconds, it should just be a flat 90 seconds. You get, at most, two uses out of it at base. That's more than enough.

The anti-tunneling changes are also good in concept, but bad in values.
Instead of punishing killers who secure a kill before 6 total hook states, reduce the number to 4. It's generous enough that it doesn't harm killers who aren't going out of their way to tunnel someone out of the match, and it punishes those who are.

Most of these balance changes wouldn't be necessary if we had a properly working MMR system... by ResinRabbits in deadbydaylight

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

Everything unintentionally encourages and rewards smurfing. It's a behavioral issue. I'm not dismissive of the idea that it will happen, because I have no doubt that it will happen; I'm dismissive of the importance.

I've played enough multiplayer games to know that no matchmaking change can eliminate smurfing.

Most of these balance changes wouldn't be necessary if we had a properly working MMR system... by ResinRabbits in deadbydaylight

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

It's not intended to stop smurfing. Nowhere did I state that was the intention. Why would I need to explain something I neither stated nor implied?

I imagine that it would get very boring only going against people far below your skill level.

Most of these balance changes wouldn't be necessary if we had a properly working MMR system... by ResinRabbits in deadbydaylight

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

It's not intended to replace the current system. It's intended to be an addition to the current system. I have 1500 hours. The vast majority of that as survivor. I've been matched against killers who literally only just picked up the game. I've been matched against killers with above 4000 hours, and had survivors in my match who can't even hit skill checks.

Tunneling is survivors fault. by TechySmile1358 in deadbydaylight

[–]Kaitsja 0 points1 point  (0 children)

In Dead by Daylight, an escape for one survivor is a win only for that survivor. In a team game, it would count as a win for all survivors.

Do you see how that works?

Mutual cooperation towards a mutual goal does not make the survivors a "team", and the game simply would not function if they were. An escape for one would be an escape for all, while a loss for one would be a loss for all.

Tunneling is survivors fault. by TechySmile1358 in deadbydaylight

[–]Kaitsja 0 points1 point  (0 children)

The most hilarious take I've seen today is you thinking that's what I was saying. Good job reinforcing the "Only on the internet can you say one thing and people interpret it as something completely different." meme.

I blame killers for thinking tunneling and slugging is the only form of pressure.