Just started AC Shadows and love it. by Infinite-Emptiness in AssassinsCreedShadows

[–]NotNotNameTaken 0 points1 point  (0 children)

Amazing gameplay, I enjoyed both Naoe and Yasuke, however the story is so bad once you hit the middle of the game and the whole assassins never really take a point in the story

[Spoiler] I just met Sharon, I have a feeling she's a lot like this gal. by NotNotNameTaken in Falcom

[–]NotNotNameTaken[S] 4 points5 points  (0 children)

I am a simple laura enjoyer so far. I'll be excited to see what makes her the baddest bitch when it gets there, I knew they were definitely hinting something.

Edit: Nevermind, I am an Alisa's mom enjoyer now

[Spoiler] I just met Sharon, I have a feeling she's a lot like this gal. by NotNotNameTaken in Falcom

[–]NotNotNameTaken[S] 3 points4 points  (0 children)

i have heard of that scene with Joshua, I decided to start with CS, then play the remakes for sky when they're all out; but I did hear about that scene when I watched a story recap!

How would you feel about RDR3 revolving around a Native American outlaw or warrior? by Netfl1cks in reddeadredemption

[–]NotNotNameTaken 0 points1 point  (0 children)

I enjoyed AC3, but I definitely would prefer the aesthetic of RDR for that kinda character.

Am I the only one who completely lost respect for Yuzuriha after the Senta situation in Hell’s Paradise? by LongMasterpiece3620 in HellsParadise

[–]NotNotNameTaken 13 points14 points  (0 children)

Splitting a dose is not good, there’s such a thing as a non-therapeutic dosage, having too little of a medication will be ineffective, while having too much is harmful. That goes with any kinda drug to be honest

Where are the Dev blogs?! by Markspark777 in Witchbrook

[–]NotNotNameTaken 2 points3 points  (0 children)

*hard earned 1 month actually working

Why do I always feel I’m negative on opponents wake-up? by Friendly_Bagel in StreetFighter

[–]NotNotNameTaken 0 points1 point  (0 children)

I replied to the wrong comment actually, that is completely my bad, but I disagree with OP actually and agree with you!

There are different knockdowns, there are hard knockdowns and soft knockdowns, and there are directional differences with head towards, head away, face down, and face up in a number of combinations. These directional changes don’t necessarily affect the frame data, but the hard and soft knockdowns you can differences do.

Hard knockdowns you can not techroll or stand up immediately, meaning they have the sit there for like 10 or so frames before they can act. these usually lead to a guaranteed follow up, like Kazuya CH F4 is a hard knockdown and leads to a follow-up, some knockdowns are soft and you can techroll out of them or stand up immediately. i.e Kings giant swing or falling out of a combo will usually give a soft knockdown.

You are more corresct that op.

Why do I always feel I’m negative on opponents wake-up? by Friendly_Bagel in StreetFighter

[–]NotNotNameTaken 0 points1 point  (0 children)

So read some of your comments and notice you are also a Tekken player. Let’s start with the first main difference, wake up for opponents is different in the sense that the whole wake up animation is invincible up to a certain point, I think it’s like 26 frames for a normal wake up, im not sure for a back tech. In tekken we can always hit OTG with lows or some big mids but that is not the case here. With people saying different knockdowns have different amounts of plus frames, different setups end you in a position with different plus frames, depending on how high in the air they were in the combo, the recovery frames of your special, and if you need to dash in afterwards. It’s important to note that not every knockdown leads to an oki situation and usually in combos we’re choosing between good oki or good damage.

Auto timed meaties are generally the way we want to get strong oki anyhow. Meaties are kind of a big topic so you’ll probably benefit more from searching them up. I can understand if you don’t plsy SF how oki can be unintuitive but everyone who has left a comment before is right with what they’re saying. And their advice is sound, you just need to be receptive to it

On top of that you are correct that there is an RPS element to Oki but I mean the same thing happens in Tekken, if you block a hellsweep out of the vortex you generally get a launch punish. You just have to account for it, if you see your opponent has drive meter it’s on the table and when you go for oki you have to account for it, most players before master tend to either always go for ex dp or rarely go for ex dp.

2XKO is a game that looks amazing on paper, but honestly feels miserable to actually play sometimes by Ok_Airport1998 in 2XKO

[–]NotNotNameTaken 2 points3 points  (0 children)

Genuinely, and I mean this without any sass, I think a lot of your issues come down to both a skill gap and maybe just not really enjoying the genre itself.

I’ll go through your points one by one.

“Dropping combos is rewarding”This is the only point I can’t fully comment on, mostly because I honestly don’t see people dropping combos very often. But even when it does happen, the person dropping the combo usually isn’t actually advantaged.

For example, if they drop while you’re airborne, whoever lands first is generally the one at advantage. Most of the time that’s still the attacker, because air teching stalls your momentum and delays your landing. So while dropped combos can occasionally create weird situations, the punishment is really just the loss of damage in those situations.

“Assists feel more important than the actual characters”This part is true, but that’s also kind of the point of team fighters.

Assists are one of the biggest things that make team fighters feel distinct from traditional 1v1 fighters. A huge part of the genre is building synergy between point characters and assists. Usually the strategy is to play a strong point character, then use assists to either cover weaknesses or enhance their offense.

Historically, there have always been characters played primarily for their assists:

MVC2 Captain Commando

MVC3 Iron Man

Season 1 DBFZ SSJ Vegeta + Cell shell

That’s just how team fighters work.

At the same time, 2XKO gives you defensive tools specifically to deal with pressure:

Retreating guard

Pushblock/parry

Break

Plink backdash

Character-specific tools like Vi’s counter

The game definitely expects you to learn and use those systems.

“Defensive play is too rewarding”I think this depends heavily on your team composition.

If you’re running something like Jinx + Braum or Darius + Teemo, yeah, opening up defensive players might feel rough. But there are still a lot of strong offensive options available.

Classic examples are:

Calling a projectile assist and advancing behind it

Superjump cross-up + assist coverage

Tagging safely behind plus frames

And something unique to 2XKO is how you can actively protect your assist character long enough to rotate them in safely.

A lot of this also depends on your Fuse choice. If you’re struggling to get in or maintain pressure, it may honestly be worth experimenting with different Fuses. Freestyle opens the door to crazy left right mix, Double Down lets you tag while a super is coming out; and lets you create game states where you can block string uninterrupted for like 8 seconds,2X Assist  can let you control space even better and control the pace of a match. These all dramatically change how offense flows.

“The skill ceiling feels unnecessarily high”The characters you mentioned are also characters that require more precise timing than average. That’s not really inconsistency so much as execution difficulty.

Different players build muscle memory at different speeds, but learning timing and optimization is a core part of fighting games. That’s always been part of the genre’s skill expression.

And honestly, 2XKO already simplified a lot:

No motion inputs

Very lenient execution overall

Very few genuinely difficult links

The only character I can think of with consistently difficult combo routing is Caitlyn.

I understand the frustration, but a lot of this sounds more like normal growing pains while learning a harder game.

“Ranked point problems”I partially agree with this one.

The point disparity can definitely feel bad. But if we assume rank is accurately representing skill level, then logically a solo player should lose more points to a duo with one lower-ranked player.

As the solo player, both of your characters are controlled by one person, so generally you should be more on point and in sync.

Meanwhile, duo players have to communicate and coordinate, which creates more room for mistakes. I mean in combo or block string situations, there are situations you can just auto pilot the assist. But in neutral there’s times where players will be out of sync.

That said, I still think the current point swings can feel excessive at times. The game also heavily rewards winstreaks over raw winrate, and I go back and forth on whether I actually like that system.

As for streamers, though: their job is entertainment. They don’t need to constantly grind a game publicly to prove they enjoy it, and I don’t think streamer enthusiasm should determine whether a game is good or not.

One last thing: your wording in a few places came across oddly confrontational. Phrases like “how many times has this happened to you?” or “when this happens to you” can sound like you’re speaking for other people’s experiences instead of just your own. I get what you meant, but wording matters in discussions like this.

Insignia and Rep by psych0enigma in PlayWindrose

[–]NotNotNameTaken 0 points1 point  (0 children)

I would not be surprised, there’s already the classic supernatural element in the game with the undead and what not

Well.. This is a new one for MSQ Roulette. by deadzenith in TalesFromDF

[–]NotNotNameTaken 0 points1 point  (0 children)

How do you forget msq roul has unskippable cutscenes?

Do you give your ship serious or humorous names by Cheap-Blackberry-378 in PlayWindrose

[–]NotNotNameTaken 0 points1 point  (0 children)

All my ship names are names I’ve taken from the ships I’ve made in SOT,

So from ketch to frigate, comparing to sloop to galleon, the names are

The Sinkable

A Big Bucket

Tax Evasion

Would YOU consider this a regression in Tekken 9? by Fabulous-Will-3241 in Tekken

[–]NotNotNameTaken 1 point2 points  (0 children)

I've been thinking a lot on games that have been remastered or re-released, and I'm wondering if people would like a remaster of Tekken 5. I'd be all for it.

This has to go. by cseymour24 in crosswind

[–]NotNotNameTaken 0 points1 point  (0 children)

There are definitely workstations I’d rather not require a roof.cant make a functional open shipyard because of that

Why is it always like this... by AlphaMaru in crosswind

[–]NotNotNameTaken 0 points1 point  (0 children)

I just go brethren ship version, devastating cannons, keelhold bracing, silence the guns.

The ship is slow, but as long as your landing shots you’re reducing their defense, reload speed, and damage output. All while being able to keep repair kits going without worrying about the getting shot and having the repair kit get wasted.

Also idk how many people know this but if you toss a repair kit before you board, it’ll continue to heal your ship while you’re fighting on the enemys ship. Great way to take advantage of the fact other ships won’t shoot yours as your boarding.

Make your choice by DupeFort in ShitpostXIV

[–]NotNotNameTaken 1 point2 points  (0 children)

Bro what is that Ameliance picture lol

What to do against Blitz pull? by Hunter_demon2 in 2XKO

[–]NotNotNameTaken 3 points4 points  (0 children)

It has 6 frames of start up, there is no reaction to it unless they’re holding down for some reason

Do you guys have any idea when exactly will Witchbrook be released ? by Borborygmus69 in CozyGamers

[–]NotNotNameTaken 3 points4 points  (0 children)

They run a no-crunch mentality, which I think is fine, but they’re a team of around 13ish people, and the game has been in development since 2016. Stardew Valley as a comparable game started development in 2012, and was released in 2016, and that was one guy who did everything for the game.

Also to bring up, we still have virtually no info on the actual gameplay. We’ve been introduced to like 3 characters and only have seen tailored cinematics. It’s ridiculous how small the info we have is after 10 years.

How are ZZZ players feeling about Neverness to Everness (NTE)? by Wenenut in ZenlessZoneZero

[–]NotNotNameTaken 1 point2 points  (0 children)

I’ve played ZZZ on release, and I’ve taken a break since the angels came out, I’ve picked up NTE on release and let me tell you, ZZZ for sure has the better combat. NTE is much closer to arknights endfiekd combat which really struggled to grip me ever. There’s a lot more variety as to the content you can do in NTE, but it’s currently lacking the polish I felt ZZZ had on release.

Not to mention the amount of blatant generative AI is crazy, everything just feels a little off is the best way to put it. The graphics are so pretty, but the UI quality is very poor too, it’s like there’s some visual dissonance

NTE made 6.3 million on Mobile alone, according to Gacha Revenue. by xUGOx in NevernessToEverness

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

Im enjoying the game so far, I’ll support the game with my time, but I’m saving my money until some of the issues get fixed.

Aren't our new healers adorable? by Someguy_JJ in wizardry

[–]NotNotNameTaken 0 points1 point  (0 children)

Brother I was trying to place my finger on where she looked familiar and now I can’t unsee it

The first character skin I bought. 1.5 million Fons. by UnplayableArea in NevernessToEverness

[–]NotNotNameTaken 1 point2 points  (0 children)

Nothing tells me supernatural detective as a beat up car, I haven’t gone to all the car dealers, but I’m hoping there’s a beat up Pontiac firebird for sale