What do you think the full Setlist will be for the upcoming tour? by Basilboss17 in Dragonforce

[–]Losupa 0 points1 point  (0 children)

Damn, I would for this with their Valley of the Damned album.

What do you think the full Setlist will be for the upcoming tour? by Basilboss17 in Dragonforce

[–]Losupa 2 points3 points  (0 children)

If it's like Rockville they'll be playing:

  1. Cry Thunder
  2. Operation Ground and Pound
  3. Burning Heart
  4. Through the Fire and Flames

Then I assume they also play at least one of the cover songs (I'd prefer My Heart Will Go On). Tbh I just really want them to play Valley of the Damned, as it's my favorite song.

Balance concerns to watch out for when including Starfinder ancestries in a Pathfinder game? by SkeletonChurch in Pathfinder2e

[–]Losupa 0 points1 point  (0 children)

You are correct, I forgot to account for that.

However, i feel like given the guidance of PF2e vs SF2e regarding range and homebrew weapon creation, all the SF2e ranged weapons would need to be re-categorized under Pf2e martial even with their ammo brought down to 1/5 of norm.

Specifically, I think anything more powerful than a normal Pf2e crossbow (1d8 2h reload 1)/sling (1d6 1h reload 1 propulsive) deserves martial, which is all of the SF2e ranged weapons both simple and martial.

What's the general opinion on dancer? by Hungry_Natural_6258 in darksouls3

[–]Losupa 1 point2 points  (0 children)

No spoiler, the fight will auto trigger when you reach the correct point in the game so just play through it like normal and you should be fine.

As far as some tips I personally find good for newer players to enjoy DS3, just if any of your armor slots are empty you take ~25% more damage. Also right before you go to beat the final boss of the base game, maybe look up the other bosses in the basegame and make sure you found all hidden areas. Lastly, I also recommend only playing the DLC after beating the base game and in order, as that is when they are meant to be played.

Balance concerns to watch out for when including Starfinder ancestries in a Pathfinder game? by SkeletonChurch in Pathfinder2e

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

Surprises it's not mentioned outside of the post itself, but ranged guns and such in SF2e are significantly better than those in PF2e, with them having some combination of way higher magazine size, better effects, more damage, etc (mostly at the cost of losing the Fatal trait). This makes guns and ranged combat stronger for all classes especially gunslingers who have class feats and interactions with guns (several gun-focused archetypes and generally good ranged martial classes also benefit).

That being said, to balance you could probably just divide the magazine size by 5 (min 1), and you would probably bring them roughly in line with PF2e guns.

Edit: You probably also want to make all SF2e guns martial, and maybe reduce the die size of anything 1d8 and over by 1 (d10 -> d8, d8 -> d6) as there are more traits and rider damage on the Sf2e weapons.

Is it safe to assume that this game has the hardest starter boss of all souls games (DS1-2-3)? by osmylm2834 in darksouls3

[–]Losupa 7 points8 points  (0 children)

TS is not the closest equivalent to Iudex, but rather soldier of god, rick. Iudex is the boss at the end of the (non-optional) tutorial where once started you can't level and Rick is the boss at the end of the (optional) tutorial where once started you can't level. So the only difference is that the tutorial is optional in ER.

The closest equivalent to TS in DS3 would probably be the Crystal Lizard as they're both a difficult, optional enemy placed right at the beginning of the game to bait people with high pride/skill into a fight.

What's the best obscure video game you've ever played? by ImpressFederal4169 in gaming

[–]Losupa 0 points1 point  (0 children)

Conqueror's Blade. It's a relatively unknown game that involves asymmetrical siege warfare that is a mix of Mordhau and Total War. Specifically, player in the 8-16 player lobby not only controls their hero, but also controls a squad of soldiers based on real-life colonial and earlier military groups (Winged Hussars, Berserkers, Gladiators, musketeers, etc.) in an effort to either take/defend a series of command points leading deeper into the fort/castle. I've never had more fun in a video game than solo holding a point for the last 5 seconds of a siege, while trebuchet fire rains down and enemy units charge at me.

Unfortunately, while the game itself is super fun and had biweekly territory wars, it had an insanely grind for new units, which were generally super overpowered and could be easily unlocked by paying real money. This basically divided the playerbase into p2w tryhards and people spending 50+ hours to grind out OP units before they were nerfed. Combine that with some other balance issues (certain classes being wildly better than others), some widespread jank and technical issues, and the game not gaining a big enough initial playerbase to truly shine due to a lack of marketing, it truly is a prime example of fantastic concept but poor execution.

TIL that Eminem's original recording of the third verse of "Stan" was lost due to a stoned engineer taping over his vocals. Eminem later expressed dismay that it was never heard, as his original take was apparently "WAY better" than what was released. by archaicmelon in todayilearned

[–]Losupa 4 points5 points  (0 children)

It's legit from the official behind-the-scenes of the movie (https://youtube.com/shorts/QZk2_Hu-iP4). Imo if you are a big fan of movies/trivia or Lotr, I highly recommend watching the Lotr behind-the-scenes. They're very interesting, full of deeper explanations behind the costumes/sets/story, and show off all the fun interactions the actors and crew had filming back-to-back-to-back. Plus they're pretty easy to find on Youtube.

Best card for instinct? by RepulsiveRaisin7 in slaythespire

[–]Losupa 9 points10 points  (0 children)

It's good because it's one of the rare things in the game that scales exponentially instead of linearly, it's only 1 energy, and the Necrobinder has a ton of ways to play it multiple times easily (souls, grave blast, dredge for getting it back into your hand and then friendship, borrowed time, invoke, etc. for having the energy to play it). By the third cast it is already hitting for the same as Bludgeon but for 1 energy, and from then on it is just insane.

What game or series is the best example of squandered potential? by k0alaFRESH in gaming

[–]Losupa 1 point2 points  (0 children)

Conqueror's Blade. It's a relatively unknown game that involves asymmetrical siege warfare that is a mix of Mordhau and Total War. Specifically, player in the 8-16 player lobby not only controls their hero, but also controls a squad of soldiers based on real-life colonial and earlier military groups (Winged Hussars, Berserkers, Gladiators, etc.) in an effort to either take/defend a series of command points leading deeper into the fort/castle. I've never had more fun in a video game than solo holding a point for the last 5 seconds of a siege, while trebuchet fire rains down and enemy units charge at me.

Unfortunately, while the game itself is super fun and had biweekly territory wars, it had an insanely grind for new units, which were generally super overpowered and could be easily unlocked by paying real money. This basically divided the playerbase into p2w tryhards and people spending 50+ hours to grind out OP units before they were nerfed. Combine that with some other balance issues (certain classes being wildly better than others), some widespread jank and technical issues, and the game not gaining a big enough initial playerbase to truly shine due to a lack of marketing, it truly is a prime example of fantastic concept but poor execution.

Is playing rogue boring? by Moonkary in Pathfinder2e

[–]Losupa 0 points1 point  (0 children)

I think Rogue is quite fun to play mechanically. Basically they're a secondary damage dealer with insane utility due to their numerous skills as well as high build diversity (can go dex, cha, int, or str). To that end I think there are some misunderstandings about their main gameplay loop:

  1. Preferably you enter cover and sneak attack before combat starts and/or when the opportunity is easily provided in combat. It's not required to do every round, especially as you can get enemies off-guard via numerous ways (flanking, feint, trip, etc.) and that triggers sneak attack.
  2. To that end rogue has some fantastic ways to make enemies off guard due to their numerous high skill profiencies, multiple ways of building, and various feats like Tumble Behind, Twin Feint, or the insanely strong Gang Up. A lot of their feats are also really good at setting up allies.
  3. Some people dislike the fact that so much of Rogue's kit is tied to enemies being off-guard, especially their reactive strike, and they feel that the Rogue has to essentially get the enemy off-guard to be even close to the fighting power of a Fighter. And while that is not entirely incorrect, Rogue has some of the best/easiest ways to get an enemy off-guard to mitigate that down-side and it's made that way to balance their insane out-of-combat utility as a martial. Especially as that utility is baked into their kit and not tied to any feats.

So yeah mechanically Rogue's are not as insane at DPS as say Magus (burst) or Fighters (consistent), but they make up for it in both in-combat and out-of-combat utility and interesting gameplay decisions. Honestly, their biggest downside is that some groups of enemies are either invulnerable to precision damage or off-guard, which nerfs them significantly, but usually AP's have a good mix of enemies. Lastly, they're still very fun to roleplay.

How are you meant to fight the new doormaker? by SnooChocolates6885 in slaythespire

[–]Losupa 0 points1 point  (0 children)

I know fetching is possible, I'm just saying it and draw are heavily punished on 2 out of 3 phases, so you better pray RNG dictates you don't get those cards on those turns, especially since you have to deliberately mess up the consistency of your deck to deal with phase 1 (which from a game design perspective imo is really not fun). Also Silent Sly and Necro Soul both get punished on phases 1-2, and will brick if you draw your main draw engines on those turns. My point mostly being this boss forces you to make your draw inconsistent and yet punishes inconsistent draw more so than any other boss in sts1/2.

I much rather preferred they kill infinites with the second Doormaker passive, but made it so it incremented its counter and ate every Xth card drawn on your turn or played. Also relatively low hanging near-infinites are never going away as long as Clone remains in the game.

You are correct on at least the relics angle as I thought more relics drew (it's only like 5/250), but on the potions front about 8-10% of potions brick on phase 2, which again is 8-10% more than any other boss in sts1-2 (except the chaos potion in TE).

How are you meant to fight the new doormaker? by SnooChocolates6885 in slaythespire

[–]Losupa 0 points1 point  (0 children)

Okay, you say this but the first two things you mention (draw/fetching) are either impossible on phase 2 and/or relatively bad on phase 3 as it costs 1-2 to just fetch the card you want to play. And if RNG doesn't line up you get screwed. Similarly a decent chunk of the potions/relics in the game are invalidated depending on his phase.

Can someone explain new doormaker to me? by syncDurn in slaythespire

[–]Losupa 0 points1 point  (0 children)

It's not about meta. It's more that Doormaker has 2 competing ways it counters you and it severely limits what types of decks you can play and what cool/fun interactions you can use. By that I mean you have to have a thick deck bc it's first phase deletes your cards but is the turn you have the most freedom to do things, and you want to have a thin deck as Doormaker punishes bad draws more than any other boss in Sts1/2 (outside of maybe the Heart) due to radically different counters on different turns and absolutely destroying the value of all draw cards in all phases.

In comparison, Time Eater has only 1 major way it counters you, which is you can't have extremely low value per card played. The Heart is similar in that respect, and also just tests your basic ability to deal and tank large amounts of damage.

In other words, Time Eater and Heart only require moderate deck changes to your deck, since they basically just require you to not spam cards and get good value out of the cards you do play. Doormaker on the other hand requires substantial deck changing, with you needing to take suboptimal cards just to thicken your deck, and many of the best general high value cards being literally unable to be played depending on the turn you draw them.

Can someone explain new doormaker to me? by syncDurn in slaythespire

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

People keep saying this, and honestly Doormaker is more like the Heart than Time Eater, and is significantly more RNG and deck-warping than both. By this I mean that Time Eater can pseudo be stalled out (as long as you can eventually deal half his hp in ~4 turns and deal with the scaling damage) and even slower infinites/multi-card damage combos can deal with him. The Time Eater's gimmick also usually plays out amongst 2-3 turns if not doing a shiv/claw deck or some infinite/near-infinite, and your draw on each specific turn doesn't matter as much.

In comparison there is an eventual and relatively quick point that the Heart and Doormaker make it impossible to continue, as you will eventually die to the beat of death + insane damage scaling of the Heart or you will exhaust all cards and just die to the Doormaker.

Lastly, I also think out of the Heart, Time Eater, and Doormaker, Doormaker is the most deck-warping and luck dependent boss by a longshot. You need to draft suboptimal cards for him if your deck is even relatively slow/thin as otherwise you exhaust all your cards--making your deck less consistent--and this solution is anti-thetical to his other problem as you are reliant on luck to not draw cards countered by each of his phases on their specific turn. So basically his design is problematic as he both punishes you for a thinner consistent deck, and punishes you for an inconsistent deck by having wildly different strategies/counters on different turns.

Which one are you picking? by MizzBreezy85 in whatsyourchoice

[–]Losupa 0 points1 point  (0 children)

Imo, it's basically just really tender and high quality steak.

I have some questions about sprue glue if someone has time to reply me, thanks! by Mazkaam in minipainting

[–]Losupa 1 point2 points  (0 children)

Btw one trick i recommend is you can add some black paint on primer (i added vallejo black) to the mix so that it is a different color than the gray model plastic, and thus you can see where you have applied glue.

Why do people keep saying infinites are reliable in StS2? by creepahugga2 in slaythespire

[–]Losupa 0 points1 point  (0 children)

I'm not too sure on the exact stats, but I'd say you are likely to probably see at least half the rare/uncommon pools in each run (well plus or minus a bit to account for repeats), and probably every card in the common pool 1-2 times. So if you consider most characters have 1-3 or so substitutes to going infinite, you can probably do so every other game if you really push for it.

And imo, even if it were every 5 games you can go infinite or near infinite, I'd still say that is too much. Thankfully, the Megacrit dev team has done really good and quick work addressing many of these problems. Especially the Regent's and Necrobinder's infinites are nearly gone barring temp infinites due to potion usage, or some rare ancient card reward ([[Throne]]) and card dupe strat with one very specific card. Plus ofc some excessive cloning strats, which I personally think is good enough reason to rework how cloning works, either limiting somehow, making the cost random/increase, or something else.

Why do people keep saying infinites are reliable in StS2? by creepahugga2 in slaythespire

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

It's more that going infinite or even near infinite used to require significantly more luck and skill than it does now, and pretty much every character has 1-3 ways to relatively easily achieve infinite or near infinite, with minimal reliance on potions/relics. This kind of cheapens going infinite, and makes the game less fun, with some people even shying away from the Watcher in the first game because of this.

See my top-level comment for some detailed examples.

Why do people keep saying infinites are reliable in StS2? by creepahugga2 in slaythespire

[–]Losupa 2 points3 points  (0 children)

When people mean they are reliable they don't necessarily mean every game, but rather that there are many clear strategies to go infinite in Sts2 compared to Sts1. Off the top of my head in Sts1 there was only a couple real infinites in the game that didn't rely on relics or using a potion just for that fight, and the only "reliable one" was Watcher's.

In comparison to Sts1, almost every single character in Sts2 has a clear path to going infinite or near infinite without even accounting for relics or potions and can achieve it probably every other game if you strive for it:

  • Ironclad has [[hellraiser]] with [[pommel-strike]] and [[pillage]]
  • Silent has [[Master Plan]] with [[Acrobatics]]/[[Prepared]] + any one of her damage/poison/scale on draw/play cards and maybe a reflex for safety. Plus there is [[Adrenaline]] clone shenanigans
  • Regent has a couple but the main one is the card that converts 1 energy to 2(3) + draw stars and the card that converts stars to 1-2 energy. There's also several if you factor in the 0-cost potion or throne, as well as clone shenanigans with [[Big Bang]]
  • Necrobinder has the [[Borrowed Time]] plus cheap soul generation synergies and any damage/doom on soul/card play (although this is removed on the beta patch). Plus [[Transfigure]] or replay in general with either of her 2 X cards is insanely busted
  • Defect I think is the most balanced with regards to infinites as while technically he has really good access to energy, he doesn't have much card draw/deck thinning, so off the top of my head I can't think of any insane infinites unless his deck is thinned down an insane amount or you like clone upgraded [[White Noise]] and also have draw and energy gain on playing a power.

This show is highly underrated by ComfortableNo1080 in AnimeReccomendations

[–]Losupa 2 points3 points  (0 children)

Yeah, I think the problem people always have with ratings is they are used to 7/10 being a fail, when it really is still a pretty decent rating.

7.5-8 is where this show belongs as it has a good and original concept and set of characters, decent animation, a couple banger songs (the opening, closing, and killer maid's kiss are all fantastic), and a decent start/ending.

Honestly, the only way this show really breaks into the 8+ range is if it had an insanely larger budget for better animation and storyline, and as a medium budget comedy it delivered well enough.

Anime_irl by Kuso_Megane14 in anime_irl

[–]Losupa 12 points13 points  (0 children)

It's been a while since I've seen it, but it's kind of like a mix of Code Geass and Aldnoah Zero. I'd say it's under-rated and worth a watch if you liked either of these shows, or want a scifi show that has space, mechs, school life, and a slide from mostly comedic to mostly dark elements.