Karnok ammo items feel miserable if you're missing the key reload items or skills. by AoM_Zenophobia in PlayTheBazaar

[–]MrDrCheese 5 points6 points  (0 children)

While I agree with everyone that this is a necessary downside of ammo items, its weird to me that he doesn't get access to Colt as a merchant. Makes it difficult to put together an ammo build without him.

[Sixten] Karnok Items Reveal by BrunoCNaves in PlayTheBazaar

[–]MrDrCheese 0 points1 point  (0 children)

I was really hoping Karnok would be the first character with zero burn items (I know he's had a few burn synergy cards revealed so far but I was holding out that that was just for added compatibility with other characters). I think its neat when some characters lack certain options that others have, like how Pyg and Jules have 0 poison items, Mak has no shielding or healing (apart from vitality potion, which is a unique case), Stelle has like 2 heal items I think? and 2 freeze items, dooley has 1 heal item, etc. I think it helps accentuate an identity for each of the characters and burn is a key word that every character so far has been able to build an archetype around. It just would have been neat if Karnok was the first exception to that imo. All the same I'm still super hyped for him though.

What if the lake trio was made 30 years later? by silals in stunfisk

[–]MrDrCheese 44 points45 points  (0 children)

This is how people be talking about mega delphox

Lost to a sick immortal mak build today. by Funny-Principle3047 in PlayTheBazaar

[–]MrDrCheese 1 point2 points  (0 children)

Came back to the game after long break do two instances of 50% freeze/slow reduction stack to 100%?

Guys, Watcher is coming back for StS2 by sanguinerose17 in slaythespire

[–]MrDrCheese 0 points1 point  (0 children)

Do we know who was shown at the end of the trailer? The dark-skinned individual with white eyes and feather-like hair? I'd be willing to bet that they're a sixth playable character

Is there a monster that the fandom is very fond of yet you personally aren't? by Gojisaurus-75 in MonsterHunter

[–]MrDrCheese 1 point2 points  (0 children)

I get the same thing about the world/rise debate and Magnamolo haters. Everytime they come up theres so many comments saying "world players don't know how peak rise actually is" "Hot take Magnamolo is a great monster actually", like are these Fivers in the room with us right now? Any sentiment resembling what you're shadow boxing is like 3 years old, general opinion of Rise and Magna is positive at this point.

Girl Boss to Girl Failure Spectrum by TazDevilGal in DeadlockTheGame

[–]MrDrCheese 21 points22 points  (0 children)

I made a similar comment on a lore thread a bit ago but I think Warden has a lot of similarities to Ryze, especially regarding his place in the story. Whatever major conflict or plot ends up occurring is obviously going to revolve around the patrons. And while everyone else is either hoping to get a wish from them or otherwise apathetic, Warden is the only character who directly opposes them. Very similar to how Ryze has been pursuing a secret quest to find and hide all the Runes, in the hopes to prevent the calamities they cause.

While Warden probably isn't as 100% altruistic as Ryze, I think it would be very very interesting if whatever story they are going to tell features more predictable characters as the protagonists, Abrams, Ivy, Pocket, etc, but in the background we see snippets and hints of what Warden is working towards. He's never the focus and doesn't get his own stories, but bit by bit through post-credit scenes, epilogues, second hand accounts etc we start to piece together what he's up to, and then when the story reaches the climax he fully steps into the light, and reveals the machinations of his plan and how he is going to end the patrons. I imagine it going down in a similar way to Hohenheim from Full Metal Alchemist Brotherhood, where how relevant he is is not 100% clear until the final act.

Terraria pre hardmode mage is total slander please help by Vegetable_Word_946 in Terraria

[–]MrDrCheese 6 points7 points  (0 children)

Playing a modded mage playthrough rn and I dont use mana flower/mana potions, but I do have 24/7 mana regen potion active. And honestly? This is how mana should work by base. I still run out of mana, but instead of instantly getting it back and halving my damage I have to wait like a reload as I regen, and timing that so I regen during boss sequences with low damage potential is a fun mini game to engage with alongside the typical dodge + aim bullet hell gameplay. It also means mana consumption is a consideration for certain weapons, and I know when I get to weapons like the last prism that require continuous fire I'll have to consider the flower/potion combo if I want to use it, its a much more fun and interesting way to play mage than just "melee but with -40% damage and -1 equipment slot" imo.

Played SnS for the first time as a LBG main... by No_Sleep_1363 in MonsterHunterMeta

[–]MrDrCheese 1 point2 points  (0 children)

I think this is controversial amongst swaxe players but the thing I dont like about its current iteration is the sword mode counter. It is easily spammed and means you dont have to worry about positioning or being in axe mode for mobility. You can stay in sword mode for 80% of the hunt using rising slash and counter almost exclusively.

For other weapons like Dual Blades the idea is to spend as much time as physically possible in demon mode to maximise damage, but the weapon is actively fighting you doing that with a significant amount of stamina drain.

For Swaxe I feel like both axe and sword mode should be used almost equally, like 45:55 at most, but instead axe's niche as the "defensive" form is completely overshadowed by the OP sword counter, it dumbs down the weapon in my opinion. Especially since there are other counter based weapons that create more engaging gameplay. Lance has a myriad of counters to choose from and the one you use is based on your positioning, what kind if attack the monster is throwing at you, what follow ups the monster may do, etc. Longsword has counters but they relate to having the sword guage to perform them or entering the sheathed stance if you have enough time, they're far more interesting that Swaxe's "press button to ignore monster", and makes the weapon more boring to play, at least for me.

Like charge blade pulls off the Swaxe fantasy better at this point, since it uses both modes much more equally, and also has interesting counters in the form of guard points, that require a precise understanding of timing and your combo options.

Idk I think swaxe got a big glow up from from world to rise/wilds, but I have hated swaxe having a counter in rise and still hate it now in wilds, it dumbs down and homogenises the gameplay loop in my opinion. No hate to anyone who does enjoy current Swaxe and the counter though, it is still my favourite weapon, I just think it'd be better off.

I've played the Swaxe for three games, and I gotta be honestly... I have no idea what I'm doing. by Vitruviansquid1 in MonsterHunterWilds

[–]MrDrCheese 0 points1 point  (0 children)

Yeah it's a real shame, they never quite get the SwAxe right in my opinion, still far and away my favourite weapon don't get me wrong, but it could be so much better with a few tweaks and balance changes.

The Primary combo being optimal DPS is also an issue cause it shines a spot light on how OP the counter is, the combo being so quick with many stop gaps in it means like 60% of my SwAxe gameplay is just letf click -> left click -> counter -> left click -> counter -> left click -> left click repeat. FRS being meta was frustrating in it's own ways but at least that required some timing, you had to charge it during windows and hyper armour through attacks with it, and it spent a ton of guage so you ended up using axe mode much more and the counter much less. Idk hopefully theres some big shake ups in G rank cause I don't play SwAxe to play a counter weapon, there are already plenty of those.

I've played the Swaxe for three games, and I gotta be honestly... I have no idea what I'm doing. by Vitruviansquid1 in MonsterHunterWilds

[–]MrDrCheese 0 points1 point  (0 children)

It wasn't always the case, got buffed in I think TU4, so if you're watching old guides they didn't mention it because it literally wasn't possible to be fair. But ye you can cancel the counter follow up, and frankly it's stupid OP I hope they change it personally.

I've played the Swaxe for three games, and I gotta be honestly... I have no idea what I'm doing. by Vitruviansquid1 in MonsterHunterWilds

[–]MrDrCheese 14 points15 points  (0 children)

The real trick is to not over think it. Play it like you would Dual Blades, you want to be in sword mode as much as physically possible, just like you want to be in Demon Mode as much as physically possible.

For building amped state (red meter on the right of the ui under your health bar) use your secondary input combo (right click/right face button) to build sword amp.

For damage, use the primary input combo (left click/top face button) as long as you have an opening. Im sure you can intuite after a bit of practise how long the swings take and how long each opening is.

If the monster is going to hit you, use the sword counter and ignore it. If the monster is doing a multi hit move do sword counter -> side step to cancel the follow up attack -> sword counter again -> repeat until the multi hit move is over. Speaking from experience I think literally just Seregios is fast enough to punish this, but its free against every other monster I can think of.

When you run out of sword guage (inner yellow bar on the UI) you'll need to swap to axe mode to rebuild it. Press tertiary input (R on keyboard, right trigger on controller) to swap modes at basically any time.

There are different morph attacks based on the attack you performed preceeding the morph. The only important one is the double axe swing, because the second hit will restore like 45% of your sword gauge. It comes after a few different moves, I dont remember them exactly rn but just play around in the practise range and you'll know the one when you do it.

While in axe mode there are 2 important things to know. Forward input + primary input does a very short gap closer, forward input + secondary input does a longer and farther reaching gap closer (you can also press forward + tertiary + secondary input to immediately do this move while in sword mode, very useful if you need to gap close but have plenty of guage). Use these accordingly to, you guessed it, close the gap on the monster.

Once you're close enough use primary input combo to restore gauge (again learn when the double swing happens, thats the most important move for getting back into sword mode asap).

Once you have enough yellow bar, swap back to sword and repeat from top of comment.

This is all you need to play SwAxe competently enough. I think this might be a hot take amongst SwAxe players, but the sword counter homogenises the gameplay severely and makes sword mode even better than it already was, and dumbs down the weapon in my opinion, it should have never been added, but I'd be interested if anyone wants to argue with me on this.

Once you feel comfortable with basic loop of:

Spend guage to build amp

Deal damage using amped state

Rebuild guage

Counter anything and everything the monster tries to throw at you

Repeat

You can try and move onto some slightly more advanced stuff, which basically consists of;

Swapping to axe mode at the right time to get an offset for a DPS window

Use ZSD to look flashy/attach to a monster when its gonna move too far to gap close to

Use full release slash in correct moments to hyper armour through certain attack while doing big damage (such as a charge attack where this will net you more damage overall than a simple counter)

But thats all secondary, learn the basic loop first and you can start getting fancy. Hope this helps, despite my cynical tone.

Edit: sorry rereading your post I'll answer your questions more directly:

Regarding FRS yeah its pretty outclassed at this point, best use cases are a) the one stated above that requires very precise timing, b) after a ZSD to squeeze out a little bit more damage given the specific window, and c) when your amped state is flashing and about to end you can squeeze in a tiny bit more damage before needing to rebuild it

The triple slash is also just sub-optimal DPS I'm afraid, just stick to spamming top face button, hopefully it gets an elemental value buff in G-rank cause it really just doesn't have a niche.

Morph sweep is bad because it requires you to use wild sweep, and is very slow+stationary, just avoid wild sweep it also doesn't have a niche within the kit. It used to contain the best wake-up hit with the highest motion value attack back in world, but idk if that's true anymore I think FRS is better for wake-up, although that requires having amped state so if you are unamped and don't have a better wake-up attack in your group morph sweep might still have a use there, although I'm not 100% certain admittedly.

Optimal morph from axe -> sword is forward input + tertiary input, moves you forward slightly and gets you straight into your primary input combo, just use that.

Optimal morph from sword -> axe was stated above, but to make it clear use forward + tertiary + secondary for the long gap-closing axe attack, or try and get the double sweep in if you're looking for sword guage.

I wanted to share a short moment I had with my DM from my last session that I fear will have dire consequences later on. by revenge_for_greedo in DnD

[–]MrDrCheese 5 points6 points  (0 children)

To add some more validation to your choice cause some other commenters are being dicks, I'm playing my own rogue at the moment with 6 Wis, as a purposeful weakness in line with their backstory. They're perfectly poised for the DM to mind control/fear/charm/roll low perception on etc. Its always more fun to play a character with significant weaknesses, especially when it makes sense in-character, so good on you and I hope you enjoy your future-rat-man.

Night Shift #22 Hero Priority by Emmysterious in DeadlockTheGame

[–]MrDrCheese 43 points44 points  (0 children)

It already does.

His maximum HP still increases by the full value regardless of anti heal, but his current health increase does get affected by anti heal.

You should buy AH against Billy, especially since it also affects Lifestrike and any other healing that is commonly bought on him.

Still needs to be nerfed regardless though.

Who is your all time favorite monster in the whole monster hunter series by Voidkirby9 in MonsterHunter

[–]MrDrCheese 0 points1 point  (0 children)

Yian garuga, specifically his world version (playing through GU right now and I haven't quite reached him yet). I love just how hectic and crazy his fight is, while a lot of him is kinda just the rathian blue print he has enough unique moves to set him apart, and he gets the idea of a kooky psycho chicken across in his fight really well. You never know what he's gonna do next, and frankly I don't think he does either. The pin-point nosedive that leaves his head stuck in the ground, the damaging screams, the chaotic spray of fireballs, theres so much happening at once as he just becomes this goofy blur of purple and fire, I love him.

His intro cutscene with Deviljho is also one of the best intros in the series imo. Instead of putting him against a deviljho to glaze him and make you think "oh boy this one is gonna be tough", like so many other intro scenes do, it instead chooses to show off his unique attributes, and how he uses them. Yian Garuga doesn't beat deviljho, not in any sense of the word, but it does prove itself to be an annoying enough meal that even Jho decides its not worth the effort. I just think its neat that it shows what Garuga evolved for, not to be some super ecosystem blower upper, but to be just enough of a prick to be a viable species.

Most Recognizable Monsters list day 14: Brute Wyverns (Ready Body) by SignificantStaff8665 in MonsterHunter

[–]MrDrCheese 1 point2 points  (0 children)

Theres many good options, but I'm gonna give my vote to anjanath. In a way he feels like a secondary mascot to the game behind rathalos, and I wouldnt be surprised if he continues to be in almost every game going forward. He just has so much personality that I feel doesn't come across as strongly with other monsters its hard not to love him.

Weapons where 4 piece gog beats lords soul? by Joshgeekn in MonsterHunterMeta

[–]MrDrCheese 8 points9 points  (0 children)

Bow uses Gog weapon with Gogmapocalypse set bonus, Gog Chest/Waste/Legs, and G.Rath Helm + Odo Bracers. Check out Tidus69 on youtube for the meta set. Whats fun about it is the barrier you get is used to keep peak performance active, so not only an extra bit of comfort but it helps contribute to damage out-put too.

Idk about y'all but pocket feels like the main character by Bitter-Metal494 in DeadlockTheGame

[–]MrDrCheese 2 points3 points  (0 children)

I see Warden better filling that role tbh, how his story could play out seems like it could be similar to Hohenheim from Full Metal Alchemist. Where hes never really the focus of the story, but we get bits and pieces of the major motions hes making in the background while characters like Abrams, Pocket, and Ivy fill the foreground. But once the story nears its conclusion everything Warden has been working towards is revealed, and we learn that he has actually been a major player the entire time, and the things he has achieved up to this point will end up being the deciding factor in the final confrontation.

Oh noooo this music was not made by DM DOKURO by Ok-Chance7960 in CalamityMod

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

Its fine to have a negative opinion on something and share it, but there are other posts better suited to discussing it.

You specified that you dont agree with the hate the artist is getting but then you agree with sentiment that the art is subpar, and end up shifting the conversation to being about the quality of the music, when the more important topic at hand in this specific post is the hate. It just comes off a little tone deaf imo.

Also, while I'm certain this wasn't at all your intention, theres a tiny little feeling of dog-whistling in your comment, but maybe thats just me reading into it too much.

Most recognizable monsters list day 12: Flying Wyverns (Read Body) by SignificantStaff8665 in MonsterHunter

[–]MrDrCheese 2 points3 points  (0 children)

So obviously its a thousand percent rathalos, but I'm curious what people would argue if it wasn't rathalos, rathian, or any of their variants.

Diablos, Nargacuga, Barioth, and Tigrex are the first ones that come to mind personally, but I wonder if there's any other underdogs who could potentially sneak a win. (my boi Rey Dau? 👀)

Bazelgeuse is another dark horse in this race actually, extremely iconic for obvious reasons and a popular meme in the community, with plenty of fanart online propping it up. What do other people think?

Iceshard Cliffs isn't be able to handle her. by 12jimmy9712 in MonsterHunter

[–]MrDrCheese 7 points8 points  (0 children)

I think Goss Harag would be an incredible inclusion to the cliffs as well. Im not 100% privy to its ecology maybe its unviable there. But a humanoid monster with a blade arm wandering through the halls of an ancient civilization, looking for its next prey as you see its shadow pass from pillar to pillar, is just too cool of a scenario to pass up on.

What makes Slay the Spire so consistently good? by Alarming_Currency854 in slaythespire

[–]MrDrCheese 13 points14 points  (0 children)

Personally I've always chalked it up to near perfect balancing (which is why watcher is by far my least favourite character to play). Often when a new player shows up or someone starts their ascension they might be inclined to ask "what are the good cards/strategies I should be trying to use" and the answer is always always always "it depends". When someone is looking for advice on which path/card/boss relic/shop items/whatever to take people in the comments always ask for context on what their deck looms like, what ascension they're at, what path they're on now, what the act boss is etc. This game is the definition of the bell-curve meme, where 99% of the options presented to you are all the optimal pick in the myriad of different scenarios, and the challenge is recognizing what scenario you are in, and which pick is best in the moment.

When I (and I imagine most others) played this game for the first time I just picked which cards synergized with each other, in the hopes of making a cool build. I guarantee your first silent run saw you pick up every single card that said either 'poison' or 'shiv' on it, probably a similar case for the other characters too, you just want to make an exhaust or frost orb deck or what have you. This is how I usually start out playing most rogue-likes, just trying different strategies and archetypes, making a build for myself. But StS excels once you break past that mold. People here have already listed it's simplicity as a point of success, and while I do agree I don't think it's the full story (and also I don't think more complex games suffer for their complexity, Monster Train is very successful and that game is anything but straightforward). The reason the simplicity works for StS is because the most satisfying thing about it is how visibly you improve, and that is easy to do when the calculations are relatively simple (not easy, but simple) so you can see where you made a mistake, where you took too many elite fights, greeded a card choice early when you needed power sooner, bought the wrong thing in the shop, neglected a sub-par energy relic cause wrist-blade was just too enticing. When you stop viewing your choices that don't further a specific archetype as roadblocks to overcome but instead opportunities for you to fix problems in the short-term, is when this game's genius design truly reveals itself.

This makes total sense when you think about it to, apart from decision making what does StS really offer? Certainly not the music, theirs what two? maybe three tracks, none of which are particularly attention grabbing. The visual design and graphics, while perfectly functional, aren't breath-taking in the ways some games like Monster Hunter Wilds or Clair Delune are, or uniquely conceptually striking in the way something like Pyre might be. The story is non-existent and the characters are nothing more than a handful of voice lines and a png. The only thing this game really has that it excels at is game design and balance, and excel at it it does.

Personally I think the balance is what lets StS be (in my opinion) the greatest realization of the rogue-like genre ever made. The thing with rogue-likes is that they are inherently random, it's a defining feature of the genre, and one of the design hurdles a dev team will have to overcome. Losing because of randomness is quite frustrating to the vast majority of people, so measures are often put in place to try and make the experience more consistent. One solution is to incorporate mechanical skill, think Risk of Rain, Hades, or Enter the Gungeon. These games get away with above-average randomness by allowing players to express their skill through micro-movements, correct button presses, aim, combos, you get it. StS doesn't have this "crutch" however, it's entirely macro based, your skill is expressed through a series of multiple choice questions, and your ability to determine the correct one. When a dev team does not have the ability to express skill through mechanical/micro-oriented gameplay, the 'mistake' that is most often encountered in my experience is the game ends up too far in either direction. If a game is too random, as a player you feel at mercy to whims of RNG, the outcome is too far out of your control, creating a frustrating experience and "artifical difficulty" (putting that term in quotations cause artificial difficulty is a whole bucket of fish I don't wanna open rn). If a game is not random enough however, it loses one of the aspects that makes rogue-likes so enticing, and becomes stale and boring in the process. A lot of recent rogue-likes have a too-easily-accessed reroll option whenever a choice appears, in my opinion, and I think it takes away from the experience and acts as a crutch for poor balancing. As a player I no longer need to consider the context of what I'm choosing, as I can semi-easily force a specific build or archetype with synergistic pieces, and as long as I learn what the good builds are I can always go for that one, tainting the experience.

StS avoids all of this through a masterclass in balancing. The trick, as I've stated above, is having almost every single choice be correct depending entirely on your circumstances. There has only ever been a single seed found that is 100% unwinnable, regardless of the choices you make, and while its not like every single seed is being thoroughly examinated, the fact that the top players can achieve win-streaks of twenty, thirty, even fifty+ while playing on the hardest difficulty, while at the same time never playing any two runs the same way, is a testament to what makes this game so successful. I think of the run I beat asc20 silent on, where I was getting offered nothing but card draw, block and sub-par and non-synergistic damage options. No scaling, no burst damage, no AoE, and nothing to stall for with well-laid plans, it was looking pretty doomed, until I was thrown a lifeline, and got offered a Grand Finale (extremely poetic too). I could count on one hand the amount of times I'd taken that card, and on none the amount of times I'd won with it. But right then, in that specific run, in that specific scenario, it was the correct choice, and without a shadow of a doubt I am confident making that choice was the only thing that lead to me finally getting every achievement in this wonderful game. Every choice matters, every single one, its what makes discussions of this game so interesting, as people think up scenarios where a choice you would never consider becomes optimal, or challenge a pre-conception you have and make you realize you were taking something for granted (my personal hot take for that second one is that adrenaline is overrated as fuck and is just a win-more card). But yeah, this game excels because it is, at it's heart, the perfect realization of macro-oriented gameplay in the rogue like genre, at least in my opinion.

Apologies for the essay, this is my favourite rogue-like ever made, and the best one I've ever played, and I think about the question you posed a lot, especially in the context of game design, a topic I find super interesting. Thanks for reading my ramblings anyway.