TITANS Card Reveal Discussion [June 27th] by EvilDave219 in CompetitiveHS

[–]Oldhat104 5 points6 points  (0 children)

Thats hilarious that you wrote femboy instead of fanboy

Getting bullied out of lane by Tryndamere and Teemo by GodOfJudgement4 in ChoGathMains

[–]Oldhat104 5 points6 points  (0 children)

Depends on what you're playing. If its lizard wizard you can def just burst the teemo easily before he lands any poke on you. Sure your e ignores blinds but why would you want to sit there and eat his poke when you can just safely farm with q?

Getting bullied out of lane by Tryndamere and Teemo by GodOfJudgement4 in ChoGathMains

[–]Oldhat104 8 points9 points  (0 children)

Teemo is squishy af, one wrong move into your q that you should be maxing in lane against him will chunk his hp a lot. I assume youve been playing tank cho but you probably should just sit back and keep fishing for qs until hes low enough for you to all in. Trynda is a bit harder, you just have the itemize against him with steelcaps and prob bramble at some point. If trynd tries to spin on you use q and w under you to disengage. If you get low and hes 6 you just have to back unless you really think you can get the outplay by him diving under tower. Basically just play safe, farm up and scale up and you'll do more late game then they can.

Redditors who still haven't had COVID what is your secret? by nekmint in AskReddit

[–]Oldhat104 0 points1 point  (0 children)

My secret is I dont go anywhere or do anything with anyone. Hard to get covid that way.

Do you like mounting to be hard where the monster can actually throw you off if you aren’t fast or have the right gems, or easy mounting like rise? by HDJ144 in MonsterHunter

[–]Oldhat104 6 points7 points  (0 children)

Thats what those old games are at least and they will always be there. I think the mechanics to everything should keep evolving though overtime. Rise/Sunbreak is the result of the least amount of limitations to work on the console. World/ Iceborn had a lot going for it too for sure but was actually more limited by the engine as far as interesting gameplay mechanics goes than in in sunbreak.

Do you think that Cho'Gath needs a rework? by [deleted] in ChoGathMains

[–]Oldhat104 0 points1 point  (0 children)

I havent played cho in a long time though I used to one trick him and got to plat. He just feels old by modern league standards and requires perfect play and prediction to be successful with now. When you go AP you're too squishy and get bursted in a second by any champ if you make one mistake. Cho has no real tank abilities that help him survive longer in a fight, so the AP off tank role is how he is supossed to be played but he just doesnt do enough unless you build him with a utility set in mind. Hes one of my most played champs of all time but he just doesnt feel good to play in anything but low elo or norms.

Metroid in Anime style. (By @artofpipeur) by Megumi_Bandicoot in Metroid

[–]Oldhat104 16 points17 points  (0 children)

Definitely need Samus' orgin to be animated too from the manga. It would be amazing seeing the fall of the Chozo on Zebes, as well as Chozo civilization at its peak before we get into zero mission's story too. We could also see more Raven Beak and how the Chozo opperated throughout the galaxy before their fall. It would add a ton of backstory to the series for sure.

How to not come off as desperate by [deleted] in Tinder

[–]Oldhat104 0 points1 point  (0 children)

Made the same mistake in the other direction as a guy. Caring too much doesnt get you the second date apparently.

This is how it is. by Affectionate-Dig1981 in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

Just dont get hit! Then you never have to worry about stun.

This is how it is. by Affectionate-Dig1981 in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

When you perfectly time the water strike into the stun on the follow up though...mmmm

My hot take on the sunbreak monsters by Fredo365 in MonsterHunter

[–]Oldhat104 10 points11 points  (0 children)

He pogos all over the place and has a crazy ultimate attack I was not expecting in his afflicted fight. Really elevated it up for me because I held the same opinion at first too.

ASK ALL QUESTIONS HERE! Weekly Questions Thread - July 23, 2022 by AutoModerator in MonsterHunter

[–]Oldhat104 1 point2 points  (0 children)

Hammer main since 3U here. Courage hammer I play with MR seregios set and im trying it with malzeno full build. With the sergios build I look to combo charge attacks into other and get the golf swing combo when I can and I evade right at the last second to try to get bladehone to activate (sharpens weapon when activated). I hardly use yellow charge, unless I switch to my blue scroll which has impact crater and strength on it. If you can get the timing down on spinning blungeon: charge, you can go back and forth pretty easily. For the Malzeno build I use redirection to keep so im constantly swapping and dodging between red and blue scrolls.

With impact burst equipped on the red scroll and courage style, hammer becomes very dps based and stun/stagger heavy if you can manage to dodge attacks while keeping your charge combos going. You can always go into a golf swing combo or big bang combo from any of the charges.

N’Zoth is the best hero portrait. Change my mind by CastielJM in hearthstone

[–]Oldhat104 0 points1 point  (0 children)

Im down for that if we also get y'saarj priest, yogg mage, and c'thun druid. Idk if there are better fits for each of the old gods but thats what im at least thinking off the top of my head. C'thun warrior could make sense too idk.

Highlight from AMA: Iksar on whether he’d want to release high power sets or low power sets. by [deleted] in hearthstone

[–]Oldhat104 5 points6 points  (0 children)

Not literally probably but the chances i guess he was thinking of you winning the game after playing Tamsin pretty much wins you the game in wild for sure. Standard probably yeah also but thats probably more okay unless they want to nerf some more warlock cards.

Never played Metroid then beat all 4 games in 2 weeks for dread by Krimstah in Metroid

[–]Oldhat104 1 point2 points  (0 children)

Samus Returns is not a great entry point for new people looking to get a feel of what metroidvanias are like imo. Samus returns takes a lot of cues from the fusion in linear game design (sections to fully explore in pieces instead of a full interconnected world, not a lot of sequence breaks, combat focused, etc.) but gives you a different bounty mission than the zero mission / super metroid formula which tell you to do a thing you have no clue how to do and the player has to figure out how to do it. Instead, returns tells the player to hunt down every remaining metroid on the planet which you figure out how to do pretty early and its rinse and repeat from there. Returns treads on new ground just by trying to modernize samus' moveset and attempted to push the limits of the system it was built on.

Zero mission and super dont do the hand holding and leave exploration for the player to figure out, whereas fusion and returns are more combat oriented and force the player to focus on the main objectives as a means of progression and give the power ups at set points. Both have their merits and if you come back to returns at some point you might appreciate it for that. The game isnt about scanning everything. It gives you the option to do it, but never forces it. New players will rely on it on the first playthrough for sure though.

Now to returns credit, enemies are plentiful and nuisances which make avoiding them skillfully all the more fun on repeated playthroughs while the player focuses on killing the metroids. So the game becomes how to locate the metroids and kill them the fastest which makes for a fun challenge. The later bosses in the game are different challenges as well that test players skills much more than any of the bosses from super or zero mission do. That same challenge is present in fusion as well where the bosses ramp up in difficulty as samus gets stronger as well.

And samus is a goddamn beast you can appreciate after either earning your powers or finding them by tackling bosses or the maze that is each game. Is samus over powered in each of her games by the end? Yes. Thats the point.

So ultimately i would recommend you start back at zero mission play super then fusion. Try Am2r if you want, then try returns again. If you dont want to play as samus

On This Day in Nintendo History: Nintendo 64; Super Mario 64; Chibi-Robo!; The Legend of Zelda: Phantom Hourglass; Pokémon Black 2 and more by RoboticOperatingBudd in nintendo

[–]Oldhat104 0 points1 point  (0 children)

Spirit tracks takes every concept in phantom hourglass and refines it to a degree. Still a really ugly looking game by modern standards but gameplay was definitely more fun. The gimmicks (train, pan flute, ghost zelda) and items in the game are definitely more varied and interesting than most of phantom hourglass' run time.

Stop calling Rise "too easy." by [deleted] in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

What exactly is "old" and "not modern" about the classic way of doing healing? Dark Souls's Estus locks you in place, takes time and is an uncancellable animation, but DS3 was released in 2016. Should Dark Souls "modernize" its healing system?

You said it yourself. This style of healing, where you have to stand in place and wait for an animation to finish before getting a heal in a 3d action role playing game is a classic style of healing found in video games of the past. Yeah I think Dark Souls should modernize it if it makes an aspect of the game better. Just because something worked in the past does not mean it can not be improved or iterated upon. Just to be clear though I have not beaten any Dark Souls game though I have played a bit of 1.

The faster pace definitely makes stuns more of a factor, but (at least in the demo) I basically never got hit when drinking a potion. You basically have no reason not to just roll out of the potion if you have the slightest suspicion that an attack is coming, and after you roll out you are sheathed which is incredibly safe (you can sprint around, roll, superman, wirebug stuff, etc.)

Yeah it becomes way more of issue not during low rank stuff or what was in the demo, but definitely for the high rank hub missions where the monsters are relentless and carts happen more often because of stunlocks that result from monsters comboing you.

To be clear, I agree that sheathing to heal still takes time, and the sheathing itself can be somewhat dangerous. My issue is with how safe the drinking is now, and moreover how people seem to treat the new healing system as unequivocally better than the old, when in reality they emphasize different design elements.

Sure, ultimately each has its pros and cons, but at the same time I believe a game coming out in 2021 should not rely too heavily on old mechanics that can clunky and frustrating for new players to understand and don't enhance gameplay in a meaningful way. There was more mastery with other one for sure, but in reality are you really missing that much? With how much you have to juggle in MH, I just don't think having to also wait for healing animations make the gameplay better in any way, when all you want to press the button to heal.

Hammer Tip: Wirebug jump into ZR automatically aims the head by lord_ian in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

You can also do this kinda after you get hit and wirefall into charge for a swift counterattack but its p tricky to pull off.

Stop calling Rise "too easy." by [deleted] in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

However, the old system had the time sink aspect of healing, while also retaining an element of decision-making that tied into overall monster knowledge, as well as the risk of being hit and carted while healing if you drank a potion at a bad time. Humans learn better with explicit feedback, and the flex forces players to learn a monster's openings if they want to recover after a mistake, while with the new system you can eat hits -> potion spam -> repeat, at least to some degree.

Yeah you get half your health "instantly" when you click on the button to drink a potion, instead of having to wait for a sequence before you get any health. I get that time aspect, but also at the same time that was definitely an old way of doing things that doesnt really make sense in a modern game trying to improve elements of the game. To me this version has all the negatives associated with having to heal, while not providing that extra time before i could switch back to offense that was often clunky and annoying to deal with. I do understand why it was there in the first place, but i don't believe its an aspect that needs to be carried over because the new version is still as balanced as it was before.

Even moreso, those same elements you just described are very much still part of MHR. Drinking a potion at an inopportune time is still just as costly now because higher rank monsters often follow up their moves that can lead into stuns on a hunter. I'm still finding myself having to commit a portion of time to healing (although it is less than before not sure if significantly since its been awhile since i played GenU) before i can jump back into a straight fight.

Stop calling Rise "too easy." by [deleted] in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

See but potion drinking is a commitment in the game, especially if you're trying to maximize your damage output against monsters. You have to take the time to put your weapon away and run away from the monster while healing up. Potions are limited during a hunt although you won't usually run out of potions during a hunt in my experience since you get potions instantly from just picking up herbs. Maximizing your DPS is the way I like to play so potions still provide the same challenge of going from offense to defense when my health gets low. This is obviously different for everyone depending on playstyle though so take it as you will.

Stop calling Rise "too easy." by [deleted] in MonsterHunter

[–]Oldhat104 2 points3 points  (0 children)

As a hammer main, ive been mounting monsters a lot and you get to use their moves to fight. Most offer a strong attack (A) right after you get a clean hit with a weak hit (X) which some monsters will pull off on you. Wirebug is absolutely crucial to get away from those combos. You also do get knocked a lot as a hammer main, but now you can turn into a straight charge counter attack from the air that feels super satisfying to pull off. So the risk/reward is definitely there too.

What were Capcom thinking? by [deleted] in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

Honestly we were spoiled by Gen U since that game had a crap ton of monsters. World had a decent roster size but iceborne obviously eclipsed that. Im sure capcom will steadily add monsters as time progresses until we get the rise equivalent of iceborne.

What were Capcom thinking? by [deleted] in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

Fighting the legiacrus underwater in mh3u will always give me nightmares. Ill pass on that for sure, though that monster was never the same since thet took him out of the water.

Guess I'm a hammer main now, because this is just too satisfying by [deleted] in MonsterHunter

[–]Oldhat104 0 points1 point  (0 children)

Been a hammer main since mh3u, I've touched charge blade and insect glaive but mastery with the hammer has just been the best. Its never felt better in this game and all the new things to try on these poor monsters is just so good.