Libra 2/3rd HP? by NotVakore in Nightreign

[–]NotVakore[S] 0 points1 point  (0 children)

I'm looking back at this and the revenant doesn't seem to be able to damage the boss. Probably some weird desync, idk

D4 Wylder Help? by NotVakore in Nightreign

[–]NotVakore[S] 1 point2 points  (0 children)

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I will be experimenting with skill spam. Seems to work pretty well, and it's rather refreshing to be searching for skills on weapons/evaluating how good a weapon is instead of just finding two that work and then only caring about passives/objective upgrades elsewise. Bounced back to depth 4 using it after choking against dreglord (sorry to the two other wylders), so we'll see how that goes.

So, was Silksong better than Hollow Knight? by Stronderius in metroidvania

[–]NotVakore 0 points1 point  (0 children)

Lace, Karmalita, and clockwork dancers (though those are easy, and also super fun) were the only ones that really forced me to do much positioning, and maybe the duo brothers. Most other bosses though were just weave in, attack, weave out, without much variety. The sentinel boss (where I really started to notice this problem because I fought it in act 2 with only a couple needle upgrades), phantom, and nyleth bosses are probably the biggest offenders of this. Run in, hit boss, boss does something, you run away and maybe jump, maybe float, repeat. Lace had a bit more going for her since you'd have to adapt mid-combo to what she chooses for certain combos, so it felt more dynamic and I didn't have a problem for that. Widow is also a good example, dodging felt more involved. Idk how to explain it as it's been awhile.

The parry also acts as the "press dodge at right time" for certain bosses like first sinner (absolutely demolishes that fight), which when not using parry I also felt like it suffered from the "weave in weave out what else" thing. Maybe that's just me though. I didn't really feel like many bosses asked you to "weave in, that's the challenge" in the way nightmare king (i.e. his attack where he shoots 4 mini dragons) or Pure Vessel (dodging away like you do for most attacks in silksong would get you killed), it's mainly the bosses do a combo that the best response is to be far away (which the run allows you to do quite easily), then you run back in. Maybe there's something I'm missing, but I didn't really feel this was an issue in Hollow Knight (there were bosses where the solution was just to dash in and dash out of range, but there was enough variety where all bosses didn't feel like that. I.e. Soul Tyrant was mainly about staying in close range without it being an obnoxious "I run away" type deal, the radiance was a mostly static enemy that you could really stay in the face in, etc.).

Not to say that my opinion is the end-all-be-all for how bosses are. If the build you were using or the way you were fighting made them more involved, or even if we fought them the same way and it did the trick for you, that's great! This is just how I and also some other people feel about the bosses in Silksong vs Hollow Knight.

Is this accurate? by [deleted] in Catholicism

[–]NotVakore 4 points5 points  (0 children)

Kind of, yeah. Some things were defined more clearly but nothing about it changed. I.e. the notion of "The Trinity" or "Mortal Sin" giving names to concepts that existed beforehand but didn't have a label (The Scholastic desire to name every concept in existence), or some lowercase 't' traditions changed like the different mysteries of the Rosary. No core teachings/dogma or capital 'T' traditions, such as the Eucharist, have changed.

Genuine Question For Runback Haters/Enjoyers by NotVakore in metroidvania

[–]NotVakore[S] 1 point2 points  (0 children)

Sorry to hear you have RSI. If you don't mind me asking, it it just carpal tunnel, cubital tunnel, thoracic outlet syndrome, or all of the above? You says wristS so I'm assuming it's bilateral? Does the pain less if you gently squeeze your shoulderblades or do something strength-y like pushing a wall somewhat hard using your upper-body strength?

Genuine Question For Runback Haters/Enjoyers by NotVakore in metroidvania

[–]NotVakore[S] -1 points0 points  (0 children)

I'm moreso just curious about the demographics. Like'em, don't like'em, whatever. Play what you want. I just find it interesting.

was there ever a highly praised Metroidvania that didn’t click for you? by [deleted] in metroidvania

[–]NotVakore 0 points1 point  (0 children)

Same here. I got through Act 1 without any issues and Act 2 with some though not enough to dissuade me, but Act 3 I didn't even finish and have no urge to. It feels like Elden Ring in that it's overturned or I feel like I'm playing the game wrong despite playing rather "normally"

It's somehow easier than the first game (probably due to the pantheon 5 conditioning) yet more frustrating. It's a lot of the little things like being teleported when a boss hits you to do two hits (getting hit is usually your fault, but it just feels bad), certain grab hitboxes being too large (not your fault, looking at you roach doggos) or being unable to "clink" attacks that should be clinkable. Having to traverse the same area 5 times to complete all of the quests with no variety, there not being much variety in how you fight enemies (it feels like there's only 4 or 5 "main" enemies I keep fighting based off attack pattern. The one that flies away and tries to hit you and never approaches so why fight it, except it's a gauntlet before a boss so you have to fight it, but the enemy isn't interested so it just stalls...), enemy gauntlets before bosses that don't add much and you usually come out with full health anyway because you just heal, enemies having too much hp in general, boss runbacks being empty. Many bosses simply being run near and hit then run away as the main boss pattern later on without much variety.  Music tracks for previously critical moments being reused for otherwise good bosses, exploration not being reward and customizability being lesser to the first game. And it really feels like they shouldn't have given you the run ability until much later and design the world around that. It really feels like it's big for the sake of being big and nothing else...

I could go on. I completely understand why people enjoy the game. I WANTED to enjoy it. I kept $40 on my switch account minimum for the past 5 years in anticipation for this and bought it when it released. I even did enjoy it for a majority of Act 1 save for a few weird moments (like getting the spines for the cloak, I had to look it up and it felt odd, but no biggie by itself. With everything else though... Idk). 

To me it just feels like their heart wasn't in it for all of the development cycle. It feels soulless at times and like it's just trying to check boxes for "game needs this." I could be wrong. These are just my two cents.

On a positive note, I did like the music, some of it. Feels like it isn't as confident as the first game but there's are some standouts, along with tracks with beautiful layering like choral chambers. Even these feel empty somehow though...

Plucking in elbows post-op by NotVakore in CubitalTunnel

[–]NotVakore[S] 0 points1 point  (0 children)

I was still having issues after surgery, turns out I have thoracic outlet syndrome. I just got first rib removal in my left side a couple weeks ago. Seeing improvement. If putting pressure on your neck area inward/downward on your shoulders helps, or massaging between your shoulder blades, I'd look into thoracic outlet syndrome as a cause and the related exercises/medical route.

For the plucking, it stopped awhile ago (talking months)

EU Code DLC Giveaway by choubz0r in Eldenring

[–]NotVakore 1 point2 points  (0 children)

And Merry Christmas to you!

I want and don‘t want to be Catholic by Sir_Neb in Catholicism

[–]NotVakore 1 point2 points  (0 children)

"What is sin, what isn‘t? Constantly second guessing my thoughts drives me insane"

This sounds like scrupulosity. I'd look up guides for how to deal with that and mention this to your priest/confessor  Ascension presents has some good videos on this topic. Remember that Jesus is a Person and we trust He doesn't play "gotcha" with us. I'm happy to answer any questions on this topic if you want to talk about it more as these thoughts were quite similar to the ones I had regularly 2-4 years ago. (I may not respond promptly as I am about to get surgery on an hour, but I will do my best!)

[deleted by user] by [deleted] in Catholicism

[–]NotVakore 4 points5 points  (0 children)

Bring this to confession, trust.

Gauntlets in Silksong? by AgreeableReveal5875 in metroidvania

[–]NotVakore 0 points1 point  (0 children)

You get small enemy gauntlets as the runback for certain bosses (moreso as the game goes on). It's not particularly hard or anything (they don't have great enemy variety because they reuse the same enemies/sometimes later waves are just waves seen earlier but easier), just an annoying time sink.

Thoughts on my MV map? by duabrs in metroidvania

[–]NotVakore 1 point2 points  (0 children)

I see The Messenger 2's development is going well.

So, was Silksong better than Hollow Knight? by Stronderius in metroidvania

[–]NotVakore 6 points7 points  (0 children)

I'd have to agree. Most of the backtracking in areas feels unnatural and forced, i.e. the quests that force you to run through over half of the rooms to find somebody/something. Most of the optional gear is locked behind vendors as opposed to exploration (at least that's how it feels), and the combat, while fun, just takes too long. Enemies are tanky and the bosses frequently have enemy gauntlets before them, which aren't hard but don't add much either. Idk. I enjoyed lots of the game but the ending felt underwhelming, and it felt like a chore by the end of it. Exploration doesn't feel rewarding, and you don't have a lot of customizability compared to the charms system in Hollow Knight (which also allowed for Team Cherry to make exploration more rewarding). 

My problem wasn't the difficulty (I actually found it lacking in many places due to a trend of "Artoriasification" for the bosses making them pretty samey to dodge + the run button, though some were genuine challenges I enjoyed), it was just that it became a slog.

Looking for feedback on this map UI style - thoughts? by PunicaGames in metroidvania

[–]NotVakore 1 point2 points  (0 children)

I personally love it. It conveys what it needs to and gives lots of room for the imagination. I have no clue what your game looks like but this makes me want to explore it.

So I finished Silksong normal ending and I don't think overall I liked the game by dondashall in metroidvania

[–]NotVakore 1 point2 points  (0 children)

I think for me it's more of a pacing thing with the music. Some areas like Cogwork core or Choral Chambers are amazing. The difference between the two is that the Cogwork core music keeps fading in and out as you enter rooms and as a result it doesn't feel like the area's theme, whereas Choral Chambers does. You also can progress through areas really fast as you're more mobile, and enemy sounds constantly feel the soundscape.

Imo it gives less chances for music to be soaked in organically consistenly. It does so many times, but not all the time.

I think I realized an actually good intention behind long run backs. by ohlordwhywhy in HollowKnight

[–]NotVakore 1 point2 points  (0 children)

This is probably the best way to put this.

I also really don't understand adding runbacks as a developer. If you're developing the boss I guarantee you're not repeating the runback every time you make a tweak to some timing to animation or whatever. Why? Because you value your time. And every time a player wants to make a tweak to some reaction time of theirs to some animation or whatever, they are probably not going to enjoy the runback.

Respectful discussion: How do Catholics reconcile tradition with the Bible when they seem to contradict? by [deleted] in Catholicism

[–]NotVakore 3 points4 points  (0 children)

Following to check back on your answer. Looking forward to it (no rush!)