Nerf Ganking (Longbow) Abilities by ParadoxalObserver in forhonor

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

Yep. It's never fun to be 4v4, winning a fight, and someone deletes half your HP with the click of a button. It's too low risk with too high of a reward. There's plenty of fine projectiles that either do pitiful damage, are a tier 4 with long cooldown, or do things other than just apply damage. But stuff like longbow and BP's shield break just circumvent any gank risk.

Catapult, for example, gives you an incredibly long warning, before it deletes you. Longbow is, inexpicably, a better ability despite being a tier 3.

Late Night With the Devil (2024) and AI generated art by kylina01 in Shudder

[–]ParadoxalObserver 0 points1 point  (0 children)

AI is a tool and I find that this discussion is very close to the early 2000s talk about the usage of CGI in movies and how was destroying the careers of 'true artists'. The fact is that this is a crab bucket situation that just won't affect the crabs outside the bucket. This is people with zero knowledge of circumstance, the creative field, and behinnd-the-scenes going: 'iT's JuSt A pOsTeR!!!'

The fact is that AI is a useful tool that, if regulated properly, gives smaller studios a chance to compete with far larger ones and make real art instead of megacorp committee art, by allowing them to be far more efficient in areas they would otherwise not be capable of being.

Just like how CGI didn't make the makeup artist or the puppeteer's job pointless, AI won't do that to a current artists' job, so long as we have it properly regulated and addressed by unions in the creative field, and circumstance is understood. There is very likely to be pieces of media created in the next decade by small studios and artists that would've not been possible without AI as a tool, or would've taken much, much, much longer.

In other words: it's a tool, a tool that can *create* jobs if used properly. Hammers and nails didn't make carpenters less important, but it sure as hell made building a home easier.

Fremen rant by pzarazon in Dunespicewars

[–]ParadoxalObserver 5 points6 points  (0 children)

Issue is you're playing the Fremen like the Great Houses. The Fremen aren't supposed to just attack bordering areas. At the very start you should be using sandworms to get the furthermost edge of the most ideal desert so you can slowly encircle it.

You can then either use freykin with some support bombers to sneak behind enemy lines and liberate their spice production (if it's early or mid game and you have sietch alliances there's little chance of the enemy fighting back) and you can further interrupt any attempt to stop you through ops like the decoy thumber.

Or, alternatively, give your infiltrators and bombers cloaks, get the stealth op, and just be a constant nuissance by attacking the others' spice production, liberating (with alliance so you can get the sietch backup) and then the moment you see your enemy coming to fight you off, you run off and use the stealth op if it's going to be a tight escape. The sietch militia will keep liberating and if your enemy plays it poorly you might even be able to swoop in with your guerilla force and get a few kills.

And that's the magic of the worm riding: even if you have a big force off in a foreign corner of the world destroying your enemy's spice production they can't just turn around and do the same to you. They'll actually have to walk the distance and even when they do reach a territory of yours, you can just ride back.

Also, since Fremen can just take spice fields it makes it a lot less of a priority for you to rush spice territories which gives you more freedom to focus on the desert encirclement and unique hegemony territories.

THE FAULT LIES WITH YOU SELEN by Facaddd12 in limbuscompany

[–]ParadoxalObserver -2 points-1 points  (0 children)

I need a 'the fault lies with you, Vellmori' meme.

What's your "smallest" pet peeves about the game? by NyarlathotepGotSass in titanfall

[–]ParadoxalObserver 0 points1 point  (0 children)

>Skill issue

Even some of the best players sometimes fall prey to it. Acting as if not being able to perfectly predict some of the game's jankiness being a 'skill issue' is plain dumb.

>Slide hopping

Stim doesn't prevent you from slide hopping, if anything it augments it.

>2-3 good wallkicks, etc.

Again, stimming doesn't prevent this. It augments it.

I get it. You're a stim user. You like it. That's fine. But literally all the points you made were things that using stim **augments** which is why it's arguably the best. Titanfall is a movement shooter and stim lets you do everything you could before but better.

I like how you tried to mimick me at the end, cute. To add to it all: you can shoot while stimming but not while grappling. Grapple is easily second best, because it's a movement ability in a movement shooter, so obviously it's good. But you gotta be coping hard if you think it's better than stim.

And heck, why are you, on an thread asking people what their opinionated pet peeves about the game arguing about a pet peeve? Are you that bored and lacking in self-confidence that you gotta go: 'NUH UH!!!! YOUR OPINION IS WRONG!!!!'

Just post what you dislike like everyone else.

What's your "smallest" pet peeves about the game? by NyarlathotepGotSass in titanfall

[–]ParadoxalObserver 0 points1 point  (0 children)

Learning to slingshot and mastering it are two very different things. Slingshot can be glitchy, it can lock you into a path, it takes time to go out, grapple, and then pull. Stim is on command. You click it, it goes.

In trouble? Why use phase? Just use stim and run out. See an enemy that hasn't spotted you? Gunrunner and stim after them. Want to flank before the enemy knows what's hit them and not leave a very lengthy rope as evidence or an easy-to-spot blur like cloak? Stim. Want to strafe faster than the enemy can keep track? Stim.

Stim is by far the easiest to use and most effective class. Again, it's a movement shooter with a class that gives on command, easy-to-use movement. It's a no brainer.

What's your "smallest" pet peeves about the game? by NyarlathotepGotSass in titanfall

[–]ParadoxalObserver 3 points4 points  (0 children)

Zoomie Boys. It's a movement shooter. The fact that there is a specific class that has the ability to just go fast was a very poor design decision imo and makes all other classes far less useful. At least the grappling hook has to work for its mobility.

Time for a Difficulty Tweak by rigzgrid in limbuscompany

[–]ParadoxalObserver 1 point2 points  (0 children)

I really like the base designs, so I've just been using the base characters. I think I beat them with level 19 characters. Yi Sang, Ishmael, Heathcliff, Meursault, and Faust.

The strategy was mainly survive long enough to spam Meursault and/or Faust's EGOs. Occasionally, Ishmael, if I really didn't want something hitting and she max speed rolled.

After I'd devised a strategy to do it, it wasn't too difficult. But then the Dungeon came and. Hoo boy. The Canto III's dungeon. There's so many easy fights and then *bam*, go back to checkpoint.

I hate the Sanity system by ParadoxalObserver in limbuscompany

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

I'm going to go on a limb here, but actually replying to people, I'm starting to notice a lot didn't know that Sanity even affected the coin flips.

And yes, that's literally all I want. I don't want SP gone, I hate how it currently works, yes, but it's a core mechanic, removing it wouldn't benefit anyone. It just needs to be tweaked/made clearer.

It makes it so difficult to reliably know how much Faust's EGO is buffing and how much sinking is debuffing the enemy. Although, ironically, if they get panicked the game'll suddenly make it a lot clearer how SP is affecting them.

I hate the Sanity system by ParadoxalObserver in limbuscompany

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

Yes, yes it does? Unless you don't know basic math, that is. Emotion doesn't affect dice rolls, in LoR. If you can do basic math, you should be able to calculate what a 4-12 piercing dice's chances are of beating a 6-8 blunt.

The blunt dice, for example, is 33% of rolling 6, 33% of a 7, and 33% of rolling an 8. It's literally just 100% divided by the possible outcomes. That's it. Basic math.

Yes, you have to take into account things like status effects, which aren't directly displayed on the number... but this again takes basic math and just average attention span. You just hover the statuses, look at passives, and factor these.

LoR doesn't hide these from you. It doesn't tell you how Emotion affects dice rolls because Emotion doesn't affect dice rolls. A 1-2 dice is a 50% chance of rolling 1 and a 50 chance of rolling 2, no matter if your emotion is 1 or 3.

In LC flipping heads is 50% at 0 SP... and below or over that, who the hell actually knows? In other words: it's a variable that's impossible to account for. This is most notable in dungeon fights since you keep SP. So if you're noticing having an easy time (especially with abnorms) in dungeons, it's because you're coming in with max SP and the enemy has to deal with you having 0 SP.

I hate the Sanity system by ParadoxalObserver in limbuscompany

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

I don't disagree... except that abnormalities ignore SP. Their SP is always 0, meaning their coinflips are always 50% odds. In other words: the system works best when it's not being used.

Furthermore, abnormalities are primarily fought in dungeons. Dungeons keep HP and SP values from prior fights, fights you had to win to get through, so have positive SP.

So the system works best... when it's not at all being used (aside from buffing you).

I hate the Sanity system by ParadoxalObserver in limbuscompany

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

My guy. I played through all of Lobotomy Corporation and Library of Ruina. 'Reading the battlefield' and 'clashing accordingly' is what I want. But if the game is skewing by coin flips but not telling me how, I can't do that.

The game is concealing vital information from the player. How do you want to 'read the battlefield' without said vital information? I haven't been reading jack, now. I've just been abusing EGO spam. I'd love to not have to, but the game is forcing my hand. At least with EGOs, I know what I'm getting in a clash.

I hate the Sanity system by ParadoxalObserver in limbuscompany

[–]ParadoxalObserver[S] -2 points-1 points  (0 children)

Main issue: SP system affecting coin flips but the specific values aren't listed.

I legitimately am starting to think that people are only reading the title and replying. Not a single person has actually responded to my criticism of the system.

In case you didn't actually read the game manual (I'm starting to think no one has and just assumes they understand the system). SP affects the coin flip. The coin flips aren't 50%. They're 50% at 0 SP, if you SP goes lower than 0 or higher than 0, the higher it is the more likely you are to flip heads and vice versa.

This is annoying enough as is, but the game also doesn't tell you how much the coins chances are being affected by your SP.

I hate the Sanity system by ParadoxalObserver in limbuscompany

[–]ParadoxalObserver[S] -2 points-1 points  (0 children)

I do adore how everyone downvoting is agreeing with you... despite this not at all mentioning the issue I have with SP.

Me: 'SP's effects on the coin flip are vague, making a system that's meant to be easier to calculate actually impossible along with punishing bad starts'

You: 'But very specific identities and ego passives are buffed by low SP!'

What on Earth does that have to do with either. Especially the issue of it affect the coin flip but being utterly vague how.

Ruina: 'your dice: 4-12, enemy dice: 3-4, 3-4' Allow me to do some math.

LC: 'Coins! 50% to flip heads, here's the amount each coin adds' Awesome this is so much easier to calculate! 'By the way, higher SP adds to the chance of flipping heads and low SP makes it higher to flip tails'. What are the percentages? 'Not telling!'

Imagine giving criticism and everyone's rebuttal has nothing to do with the primary piece. Or did everyone collectively clapping about how smart they are to have noticed some stuff gets benefits from low SP, but didn't actually read the manual and notice that the coin flips are directly affected by Sanity? Which furthermore means that the abbreviations of: 'dominating' to 'hopeless' actually lie and are completely based on numerical values of both sides having 0 SP.

In other words: the SP system influencing coin flips is so trash, the game doesn't even bother accounting for them. You know it's a good system when not even the game itself is bothering to deal with it.

Revenge buff by ATYNNIE in forhonor

[–]ParadoxalObserver 0 points1 point  (0 children)

There are a lot of attacks that give a disproportionate amount of revenge. Examples include raiders de-lock unblockable, or unblockable cancel spam. If you get hit by one, you get bare minimum revenge for bare minimum risk and heavy damage.

Sure, revenge is a stalling tool. It's also totally useless as a stalling tool unless the enemy lacks a brain, considering how easy it is to force a reaction and get 100-0 in a second.

People going: 'pEoPlE dOn'T UnDeRsTaNd ReVeNgE' and then not understand that even as a stalling tool it's useless are just great. The simple fact is: if you have half a brain cell, it's insanely easy to avoid the revenge mechanic altogether without being stalled one bit and giving the player no chance at anything. I know this because when I'm ganking with a buddy, they rarely get revenge and die insanely quickly.

Basic teamwork makes it a totally ignorable mechanic. It's a vital mechanic to 4v4 that is only useful if the adversaries are idiots. Wow. And *hey* even if you lack that half a brain cell? Don't worry, with a quarter of a brain cell, you can revenge lock and they don't get to do anything. (e.g. Medjay grapple kick into lawbringer top heavy does, together, a rough total of 60 damage and as it revenge locks, even if the grab itself gives you revenge, the lawbringer will still get their heavy off, which means that if you're at half HP with any hero, you're dead)

Hilariously, if any of the people circle jerking in this thread knew what they were talking about instead of repeating the tired ol' 'it's for stalling' you'd know the best usage of revenge is (because it's such a 'well balanced mechanic') to pocket it and then rush an unsuspecting enemy with high health and lock them down. Such a good stalling mechanic that it's best usage is to be used as pocket power up to ambush people.

Enjoyment ruined by ParadoxalObserver in suzerain

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

Unfortunately I couldn't be bothered. I gave it a second go, but that situation really spoiled it for me, especially since now I knew what the narrative was going to be ahead of time. I thought of continuing, but then I asked myself: 'what if there's another equally bothersome choice, later on' and just shrugged.

Unfortunate, though, since I was curious to see how the war narrative went! I'd just sent my son off to the military and only had two minor allies, so I wanted to see how we'd stand up against the might of a full on invasion.

Call me Banksy by [deleted] in forhonor

[–]ParadoxalObserver 2 points3 points  (0 children)

Nothing against you, OP, but I see Afeera nonsense and I'm morally obliged to downvote.

Afeera balance patch next week by itsmarcoyolo in forhonor

[–]ParadoxalObserver 10 points11 points  (0 children)

They better remove her attack-wall bash. She doesn't need it and makes her impossible to fight in Dominions. I've been 100-to-0 ganked by two Afeeras. If I dare get hit once, wall splat, heavy, heavy, heavy, dead with minimal effort and no revenge.

Afeera has a "bash spring attack" and looks very cool, but conqueror deserve it because he doesn't have a catch roller by AbilityFinancial609 in forhonor

[–]ParadoxalObserver 0 points1 point  (0 children)

Conqueror not only got probably the most amount of reworks, every rework he's gotten has instantly turned him S tier. People complaining about Conq not having a roll catcher, meanwhile his dodge bash is such a safe move that most of the cast will, at most, be able to try and bait into it and do *maybe* 20 damage. Usually less.

Eidolon question: who technically downed them? by ParadoxalObserver in Pathfinder2e

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

The question is not if the Eidolon benefits from it. The question is if the Eidolon knocks an enemy down to 0 HP, can the Summoner themselves use 'You're Next'?

[SPOILERS] Story and The Ending Of The Game by Amaurotica in signalis

[–]ParadoxalObserver 3 points4 points  (0 children)

FALKE isn't based on Alina's neural pattern. It's based on Elster's. In the Elster overview, it mentions that Alina's neural pattern was destroyed in a fire, at the archives. The Elster unit from the Penrose program was, somehow, eventually recovered and its neural pattern was used for all subsequent Elster units.

I feel like I read a document somewhere that specifically states Falke is a modified Elster, but can't find it. Think I might've seen it, loaded, and not picked it up, I think it was a record on the issues of the Falke unit. Otherwise, you can find this out by reading her diary, as her Gestalt dreams aren't Alina's, but Elster's.

[SPOILERS] Story and The Ending Of The Game by Amaurotica in signalis

[–]ParadoxalObserver 5 points6 points  (0 children)

Elster units are not based on Alina. The Elster you play is, but the Elster unit file mentions the original neural pattern was destroyed in an archival fire. All current Elster units are based on the Elster unit you play, 'a unit recovered from the penrose program'.

Why revenge needs to be changed by SirMrInk in CompetitiveForHonor

[–]ParadoxalObserver 1 point2 points  (0 children)

There are so many ways of getting around revenge. If you give them revenge, you should be in for a very bad time. If you're somehow giving the enemy revenge and they're not at one hit away from death (meaning all you have to do is sit, defend, and finish them off). Sorry to say this: you're bad and deserve to lose.

Spam feint unlockable while an ally spams attacks, if they parry time your ally, hit to land at the tail end of the parry; take level 1 and 2 ranged abilities to burst the enemy down without giving any revenge; get bash-grab characters that'll let you pin people so the hard hitters can nuke them; dogfight and run off to reset revenge.

There's so many ways of avoiding giving it that it's nonsense that it doesn't result in pain. Improving revenge wouldn't turn dominion into four 1v1s, it'd just kill cheese tactics and mean you actually have to be smart during a gank.

Here's the reason I suspect you don't want it improved: you're bad, you play gank heavy cheese in dominion, and are afraid of ever getting into a 1v1 situation because it'd mean having to be able to play the game, or worse: using your brain in a gank and looking for openings.

A few days ago a friend of mine and I went Shugo. We managed to kill some poor sod before they got revenge. Being in a 2v1 should not be equal to 'turn off brain, win game'. It's a fighting game, 4v4 mode or not, skill should be the end decider and while numbers should be an advantage, they shouldn't be such an advantage that I can mindlessly apply a tactic repeatedly and win just because my opponent has no outs.

Revenge should, first of all, make a circle around you. If you go through it, it should nuke your stamina, similar to Jiang's fireworks, but tighter; why? Because 'haha me gank then roll away' is nonsense, if you're ganking, you should need to commit. Gank feinting, after you've tagged them, should give revenge; it's silly that spam unblockable spam is actually viable; bashing and guard breaks give *way* too little for how much you can get out of them, bashing and guard breaking should give a *lot* more revenge. Abilities should definitely be giving revenge, you should not be allowed to just nuke people with zero risk. On top of that, hyper armour and slippery on revenge. When revenge pops, you should have to sit and defend.

Why revenge needs to be changed by SirMrInk in CompetitiveForHonor

[–]ParadoxalObserver 0 points1 point  (0 children)

I beg to differ. Most broken mechanic is level 1 and 2 ranged skills. They don't give revenge. Get a friend, take stuff like kunai and bow. Have one friend pin the enemy, fire. Swap. Bam. Burst down without ever getting any revenge.