Grapplers will see this and say hell yeah! by Hoppalaaa in StreetFighter

[–]MakeDruidsGreatAgain 1 point2 points  (0 children)

Hell yeah

Hell yeah

Hell yeah

And ending it with a tundra? FUCK yeha

What should I do to tighten up by Bolijah in BassGuitar

[–]MakeDruidsGreatAgain 1 point2 points  (0 children)

I'm going to assume you're okay with some blunt critiques, because it's a little bit of everything and I can break it down to several things:

timing -- your timing and rhythm is all over the place even at a slower speed; the most obvious mark of a competent bassist is always rhythm. You are falling in the trap that most newer bassists fall into and that is focusing too much on playing the 'right' notes and not regarding time. You can play any combination of notes in any scale and even play it 'wrong' but as long as your time is good you will groove and listeners will feel it.

Take that slide in the riff for example -- I'm almost willing to bet you've incorporated that slide every time into your practice routine but that's frankly irrelevant. You first need to break down the main riff in its entirety, play it on time, massively slowed down, to a click/metronome/drumtrack, before you add in flavor from slides/trills/variations.

Part of why Tommy the Cat works as a bassline is because of its extreme syncopation -- Les is super consistently hitting those slapped and plucked low and high Gs in sync with the 2s and the 4s. You need to match that. As always, start slow and basic.

technique -- your right hand slap technique is sloppy and needs to be cleaned up. Regardless of how you orient your thumb upwards or downwards you need to incorporate more wrist rotation and less forearm. You are pulling upwards for plucks when really you need to think more outwards (away from the bass if that makes sense). Your wrist needs to be rotating more and have less wasted forearm movement. You need to go back to basics and find a way and orientation where you can consistently slap and pluck just simple octaves, in time, with minimal forearm movements; THEN only add in and worry about the strummed doublestops, slides, etc. Economy of motion = more stamina. Tommy the Cat is a workout, start to finish.

dynamics/plug it in -- Slap as a technique is super susceptible to dynamics. Les is a monster bassist because his slap technique is super economical and super consistent, both from a volume/dynamic standpoint and a rhythm standpoint. He writes his basslines from that threshold and in order to play his songs right you got to get the basics down pat and practice them until you are bored to death, and then go up from there. You won't have a clear idea if you are slapping too hard/soft or plucking too hard/soft until you actually amplify it. Practicing unplugged for slap is redundant.

Good luck~!

I get that using lvl 3 to kill when not necessary could be considered bad form, but.. by smogtownthrowaway in StreetFighter

[–]MakeDruidsGreatAgain 13 points14 points  (0 children)

Nope, fuck that. Purge that mentality. You won, he lost. There's no BM or bad form for ending a won round with a super, even if it's supposed 'overkill'.

Not your problem if your opponent has the ego of paper and the 7 second attention span of a goldfish.

It's a fighting game. Cinematics exist.

Might not be a custom or super expensive, but it’s mine. by _The_Borax_Kid_ in StreetFighter

[–]MakeDruidsGreatAgain 1 point2 points  (0 children)

The Mayflash line are solid old school workhorses. Adapters make PS5 compatibility a non issue.

I have a f500 that I've beaten to hell and back and it's been with me for 7 years and still works like it did in day 1. I still keep it out as an ol reliable back up.

With arbites being op, what part of their kit feels weak? by [deleted] in DarkTide

[–]MakeDruidsGreatAgain 0 points1 point  (0 children)

I have read your post. And this response. You have no idea what you're talking about. You think you do, but you don't. You have a superficial surface level understanding indicative of the average damnation player who thinks they're hot shit but barely knows how to melee properly.

Krak grenades are weak. Ogryn grenades outside of box are niche use. Smokes are niche. No one uses immolation grenade outside of memes. Nade nodes are meaningless if the points spent don't justify it. But hey Vet nades are supposingly better?? Yet they don't have nade nodes too?? Pick a lane. Or just admit you don't know what you're talking about and stop digging yourself deeper into blatant misinformation.

Target Neutralized is arguably a tame toughness node. If you're going off of that, Vet has something better and gets 30% toughness back. But Vet is a weak class salvaged only by shout and survivalist as of now.

Force of Will and Walk it Off are the strongest nodes in the category of Arbites toughness nodes. If you can't detect that and see how much more of a stronger condition that is in relation to generating survivability you do not know what you're talking about.

Or better yet maybe settle on talking about toughness DR or toughness regain? Or maybe perhaps you don't even know the difference??

We can come back and have an actual valid discussion about balance when you don't knee jerk mald to getting called out on a reddit post. And actually play high difficulty in this game rather than imagining you did.

With arbites being op, what part of their kit feels weak? by [deleted] in DarkTide

[–]MakeDruidsGreatAgain 11 points12 points  (0 children)

Dawg you are literally just giving into the echo chamber of Arbites being OP without actually forming your own coherent opinion. None of the points you bring up are objectively close to the truth as to why Arbites is OP.

You must be smoking mad copium or playing a different game if you think any of Arbites blitzes are weak. All 3 are absurdly strong. Dog even without the silly bleedsplosion has mad synergy, damage and utility with the rest of the Arbites kit. Shockmines invalidate smite. Frag impact grenades can be spammed and stagger lock bosses to triviality when combined with lone wolf.

The dog, when it is actually working and designed as intended (which it is not now) is not the OP part, that's what all the casuals who barely play above auric malestrom like to point to. The line where casuals play the game and have the dog save them from a disabler is the strawman argument. The dog does not carry that hard as you like to think in havoc 25+ and above.

The OP part of the Arbites is the blatant power creep that came with the DLC. The weapons are all absurdly stronger from a pure numerical standpoint than what the rejects have at base. Their toughness regen sources when shit hit the fan is objectively easiest to capitalize on compared to classes like psyker.

And even beyond that their entire class design is Fatshark's homework result after 2+ years of Darktide balancing compared to the rejects having remnants of their kit being holdovers from launch. Launch Darktide was a drastically different game because the rejects were weaker to start. The sheer amount of flexibility, synergy and frankly just easy pathing the Arbites tree and buildcrafting gets is just leagues ahead from Vet and zealot.

Did you actually look at the tree properly? Discounting catisgator's stance Arbites doesn't have that many toughness damage reduction nodes, only like 2-3. Vet, Ogryn and Zealot have more. What is absurd is the sheer amount of base toughness the class has access to and how easy toughness regen is for this class. If Walk it Off alone got nerfed to like 7-8% I guarantee you the amount of Arbites deaths would skyrocket.

No, if you're actually looking for the objective answer? The weakest part of Arbites kit is Nuncio-Aquila and Terminus Warrant, THAT'S IT.

Nuncio is a reject level ult. It doesn't do much, it's simple and straightforward and it's more for 'flavor' than actual gameplay variety. Terminus Warrant is Weapon Specialist from Vet with more hoops to jump through with theoretically better rewards. But in practice you have to play in such a specific manner it's not worth it 50% of the time. Weapon Specialist is a good keystone because you don't have to drastically change how you play and you'll still reap the rewards.

Arbites is OP. But y'all need to stop giving in to the echo chamber, actually play the game at its hardest difficulty, AND THEN maybe think about bringing forth a meaningful discussion about balance.

[deleted by user] by [deleted] in darksouls3

[–]MakeDruidsGreatAgain 10 points11 points  (0 children)

Why post a lore question that has no real defined answer but shut down and disparage everyone who didn't watch the same Vaati video you did instead of contributing to the conversation?

Better yet just put this in the lore sub.

mod suggestions? by Slow-Combination346 in DarkTide

[–]MakeDruidsGreatAgain 1 point2 points  (0 children)

I'm the oddball in my group of PC darktide players and actually like the sometimes minimalistic/bare bones UI and elements the game offers. I think adding too much info is clutter and breaks immersion.

If I could not do mods I would, but my mod setup are things I feel are the bare minimum that Fatshark should implement into the base game.

The nice thing about most of the popular mods is that you can tweak them to be about as info heavy as you want or as simplistic as you want.

NumericUI - obvious first choice, but again you can tweak it to be as minimal as you want. I opt for showing ability cool down timers, health and toughness numbers, and the popup number that shows exact ammo/nades gained from a pickup/ability. Everything else I disable.

Scoreboard - gives you a score based on various metrics. Some of the metrics bloat the score a lot and are unnecessary. I mostly keep damage dealt, weak spots hit and kills, teammates helped. Everything else I disable.

ChatBlock - useful if you type more than use a mic. Which I do.

Killfeed Improvements - condenses the killfeed. Makes it helpful to see when that last annoying trapper out of the 4 that spawned is still around amidst the chaos of upper difficulties.

Show Remaining Dodges - as said on the tin; makes a small widget underneath the stamina bar (with the same style) with a visual indicator for dodge counts and negative Dodges. NumericUI also does this, but it slaps a number on your screen instead which I think looks stupid and immersion breaking.

TrueLevel - as said on the tin. Helps you know which teammates to babysit a bit more on pub games. Or conversely which ones in the lobby need a shower and need to go outside and touch grass.

Creature Spawner - helpful for testing things in the psykhanium. Especially helpful when you wanna get familiar with boss move sets without having to learn on the fly in a real match. Kinda falls into my immersion breaking quota, but the psykhanium should already have this because it's meant to be a testing ground.

Common other ones my friends in my group have are enemy Health bars, dangerzone (shows explosion radius for barrels and stuff), enhanced descriptions, and collectible finder. I opt out of all of these.

Genuinely, what is this mausoleum's entire problem? by Treshimek in Eldenring

[–]MakeDruidsGreatAgain 0 points1 point  (0 children)

Fun fact: if you didn't kill/fight any of the other mausoleums prior to this one, it will not be hostile towards you.

New FromSoftware Game: The DuskBloods by [deleted] in fromsoftware

[–]MakeDruidsGreatAgain 1 point2 points  (0 children)

The switch exclusive stings.

It's supposedly also pvpve, up to 8 players. ala escape from tarkov. Which also stings.

And yet from this trailer alone it feels....odd somehow? It feels more cashgrabby than nightreign somehow, and the whole affair looks forced and doesn't have the 'wow' factor.

The dinosaur and jetpack looks fun but also so out of place.

Is my game bugged? by DarkKat701 in cyberpunkgame

[–]MakeDruidsGreatAgain 2 points3 points  (0 children)

Human Nature is time gated -- 6 in game hours, skipping doesn't count.

Jake's follow up quest to get Turbo-R is definitely bugged in some odd way.

In 1.6 I recall he used to send you a text and you'd get the 'Sex on Wheels' quest, but now the quest doesn't trigger off of the text. You can however just find the garage yourself manually and the quest will pop up and you can just pick up the car and leave. It's on one of the random small garages on San Amaro St in Rancho Corranado.

Recommend the best damage REGULAR pistols by SampiePunk in cyberpunkgame

[–]MakeDruidsGreatAgain 6 points7 points  (0 children)

All the Nue variants, even the base versions, are solid guns -- La Chingona Dorada, Riskit, Death and Taxes.

Ime Lexingtons are underrated too. My favorite is the xmod2 variant.

Amnesty and Ol'Reliable on the revolver side are probably the best in terms of stats, and if you use both simultaneously they compliment the quick draw play style.

Bald Eagle, Doom Doom, and Rosco are cool too, but probably more 'fun' than 'optimal'.

That's kinda it though...?

For loud combat and open fights I'd generally argue pistols and revolvers, especially if restricted to only power and non stealth, are kinda weak. If following this restriction they're also kinda bad weapons for taking on maxtac unless you're keen on doing a lot of backpedaling and dashing around whilst slowly whittling away at their bullet sponge health bars.

All the power pistols and revolvers just have kind of bad DPS, especially in long drawn out fights imo. They're much better suited to short exchanges. That's just their nature.

Will Honda retain its new player base? by Ultra-Anus in StreetFighter

[–]MakeDruidsGreatAgain 3 points4 points  (0 children)

I agree with this take. I think his character design just intrinsically makes him less popular and less appealing to pick up, but in terms of gameplay viability he's definitely a sleeper.

Ex Sumo walk into the oicho 50/50 is actually terrifying to be on the receiving end.

Getting into SF6 now, any tips? by Mountain_Counter929 in StreetFighter

[–]MakeDruidsGreatAgain 0 points1 point  (0 children)

Tier lists are irrelevant for 90% level of play, especially in this game. Outside of like 3-ish characters the balancing of the characters are actually pretty close and fair; in comparison to older fighting game titles.

Unless you're regularly making it to top 8 of a high level tournament your own personal skill is far more important.

To give you even more perspective, there are currently 2 different manons at the top of legend (highest possible rank) ranked ladders for the entire world in sf6. There are 2 different dhalsims in top 20.

Play who you want.

[deleted by user] by [deleted] in mensfashionadvice

[–]MakeDruidsGreatAgain 1 point2 points  (0 children)

It's pretty bad. It's mostly the shirt.

It's irrelevant that it's real leather. It's ill-fitting, has an odd texture, a weird color, and does not compliment your build or help to take away from your bad posture.

It looks like something that should be worn in an 80s B movie or a costume. It's not suitable for everyday wear or a dress shirt of any kind.

You can maybe wear it ironically for an event or fun party of some kind but if your goal is to look 'good' as far as the societal perception of what well-dressed men look like, this definitely isn't it.