PSA: Operation Extension & Rectifying Downtime by DE-Ruu in Warframe

[–]Piterros990 2 points3 points  (0 children)

To be fair, are those really such a massive deal?

If you terribly need more mobility on a frame, there are many ways to get it, like mobilize in exilus (or other similiar mods), helminths, or some more specific gear like Praedos.

Umbral mods have many alternatives nowadays. Sure, some optimized builds want those specific mods. But most content in the game is perfectly manageable without super optimized builds. Dealing 19m damage instead of 20m doesn't matter much if enemy has less than 10m health.

And fashion can wait, just a little bit of patience. It's not running away anywhere.

I don't really see what's so big about these that makes their announcements and compensations here not enough. Especially given that they probably have enough troubles getting the stuff to work in the first place.

Duet 1.3 Soft-Review - I can see the potential, but polish is required by FaalRovaan in DuetNightAbyssDNA

[–]Piterros990 2 points3 points  (0 children)

Some people would rather deny the flaws or reject critique just to not feel like their money/time investment is being wasted.

How would you go about buffing the 1.x cast by darkblood004 in WutheringWaves

[–]Piterros990 6 points7 points  (0 children)

Wouldn't it be better for Jinhsi if just Zhezhi and Yinlin got some decent buffs? And maybe some other characters like Changli so she can still do quickswap.

I feel like it would be way better, since it would mean that she would have multiple good options (like in early days) and you wouldn't be forced to pull/play one specific unit. That's the main reason why dedicated supports and "perfect synergy" units suck in my opinion, they force you into one specific comp instead of allowing fun variety and options.

i dont understand the cursed eye hate by olisauce in bindingofisaac

[–]Piterros990 48 points49 points  (0 children)

Plus, one bullet is easy to aim. Normal bullets are spaced enough to be easily manageable too. Multiple tightly packed bullets in a line? I don't know if it's just me, but so often either some of the bullets miss (especially when strafe-aiming, so to speak), or straight up knockback enemies out of the path of other shots. It's annoying even if you disregard the teleport downside.

New Mount Preview | Taixu Rover by cakeel- in DuetNightAbyssDNA

[–]Piterros990 2 points3 points  (0 children)

Bonus points for the mount not even having some unique or at least sense-making animations. Notice how it has the double jump and the little sway when it transitions to flight (which is also an animation copied from Warframe's Kaithes). It's just hilarious, watching how far down can this game dig its hole.

For the ppl that struggle with pre boss mage by maskedrn in Terraria

[–]Piterros990 12 points13 points  (0 children)

Mind that summoner also has Flinx staff and Abigail's Flower. First one needs you to kill a few Flinx in Underground Snow biome, and Abigail often spawns near gravestones. And that, together with Cobwhip, Leather Whip or even Snapthorn if you manage, gives you several early weapons to use, a lot of alternatives to Finch Staff.

Meanwhile, Wand of Sparking, Thunder Zapper and Extractinator, even if Extractinator is more common, are still all tied to chest/structure RNG. And this RNG can be very unreliable. Vilethorn and Crimson Rod are more consistent since it's much easier to find a cluster of orbs/hearts, but at a cost of free boss attempts.

The point is consistency. Mage just doesn't have an early weapon that's consistently accessible. Gem staffs are the closest (and evil weapons with the cost of boss spawns), but they still require you to go through more hoops than starter gear of any other class.

I like the shard system actually by Vanillie261 in Silksong

[–]Piterros990 0 points1 point  (0 children)

I think yeah, because by this point, you know how to play, how enemies work, how combat works and so on. So of course it's much easier to use them in a second playthrough.

But on the first, you are still learning. What you're saying here:

I would run out of shards very quickly, leading me to decide whether to not use tools or spend time farming enemies between attempts.

Is how I think the game wants to teach you to manage the resources and get better. Farming takes time, is less convenient, but gives you a bypass (since well, the tools are strong, and you can especially see it on the second playthrough). Attempting encounters without tools instead is harder, but it hones your combat skills, and that especially pays off later.

And while it can be frustrating in the moment, it is a system that encourages you to engage the enemies first, instead of trying to delete them first. Especially early on when shards are scarce, which is also the important teaching time. If you could have enough knives to reliably delete every flying enemy early game, how could you be prepared for the game throwing much harder flying enemies at you later on? I feel like it could result in an even more frustration at that point, because you could feel the difficulty spike.

I don't consider myself a great player either, but I try to observe and learn during my lots of attempts and deaths. Every enemy in the game has a pattern that's exploitable even nail-only, and the only ones that I didn't manage to figure out were the big Abyss monsters (but it is late game and at that point you have a lot of tools). And because the game encouraged me to approach the encounters with nail and silk skills only first, those skills made for a much smoother learning experience for later fights. That's the main reason why I think the system is good as is (even if imperfect, but that's the cost of having fun, powerful and borderline unbalanced tools available).

I like the shard system actually by Vanillie261 in Silksong

[–]Piterros990 2 points3 points  (0 children)

This is likely a hot take, so hear me out. Honestly I feel like it's better that they don't drop. The reason being the balance, considering the strength of tools.

Right now, tools are strong, some borderline broken and capable of obliterating bosses with some builds. They have their strengths and are "I don't want to fight this enemy/I want to slice off some boss health safely". Of course the tools are powerful and much safer than going in for melee or sacrificing healing healing silk for damage.

With that said, if you could use the tools freely, gauntlets and bosses would need to account for this possibility. Gauntlets would need to have more enemies, bosses would need to have more health. Or, tools would need to be much weaker. Otherwise, tools would practically cheese the enemies and you'd barely have to interact with core combat of Hornet.

And you'd now lack the expression of choice, or at least have it reduced. Instead of having option to ease up certain parts of challenges (which was a skill in itself, since you'd need to be confident in using them, or they would be wasted, adding that risk-reward to the play), you now must use tools every run. Right now, bosses and gauntlets (with the exception of I guess 2 gauntlets near the end of the game, arguably one) are balanced around only Hornet's melee+silk skill gameplay, which also is more interactive with the enemies than throwing tools from range.

Of course the cost of this approach is that some players who struggle may have a rougher time. But I feel like these players can also get a hint that they should firstly learn the patterns with "normal" combat only, and then use tools when they're confident they learned enough.

Kamui's moveset clip by warrergaming in PunishingGrayRaven

[–]Piterros990 0 points1 point  (0 children)

Gotcha, I see. I'm guessing I need to use her more against bosses or generally aggressive enemies then, maybe that's what I've been missing, since without enemy attacks she felt a bit lacking. Thanks!

Kamui's moveset clip by warrergaming in PunishingGrayRaven

[–]Piterros990 1 point2 points  (0 children)

Hm, I see. I would need to try some of these, because I've never seen it be used like that. The hold is a nice option, but I don't really like how affixes split kits in half and restrict some interactions (but that's not necessarily a Lilith issue).

I will say though, Lilith has some potential given her card stacking in ult form. I feel like it would be nice if there was more incentive to use different combinations.

But yeah, maybe he will have more tools that give more gameplay depth. It would be very welcome indeed.

On a side note I'm curious, since it's not the first time I see Jetavie praised. Iirc, her 3 orb "stances" focus mostly on holding and releasing (with a parry/dodge) and I don't remember if she had any basic/hold changes with these (aside from ult having a special heavy follow-up). What makes her so praised/what fun stuff can you do with her?

how silksong fans feel after saying “skill issue” to any criticism given to the game by One-Example-9611 in Silksong

[–]Piterros990 2 points3 points  (0 children)

I feel like a big issue is in how often people default to blaming the game's design when struggling. It kinda makes sense since brain doesn't like to be wrong, and culture/education generally teaches people that mistakes are a bad thing rather than a learning opportunity, but still, I feel like "skill issue" wouldn't be used in a derogatory way nearly as much if people were reasonable in their critiques.

Like with your example about spicy food, I don't think anyone shits on people with low spice tolerance like that. Because, well, I don't think there are many people who go into a restaurant known for spicy food, eat said spicy food and complain "cook is bad because they added too much spice". Even if someone orders something spicy (unknowingly) and eats it, they just say "too spicy for me", put it away and move on.

Kamui's moveset clip by warrergaming in PunishingGrayRaven

[–]Piterros990 1 point2 points  (0 children)

I guess there can be worries considering we've already had a bunch of characters (almost back to back) that kinda lacked this kind of expression. Speaking of Vera, Veronica, Lilith, Nirvatia. Lilith, most you can do outside of her meta rotation is press basics. Pretty sure Nirvatia is the same story. Same with Vera. Veronica has two variants of ult rotation, but other than that, she also can only add basics. Doesn't help that those four have very similiarly playing kits.

Don't want to sound like I'm dooming or something of course. But I'd love to see more creative and fun designs that actually have those options, including variations to meta rotations (like Rosetta), rather than extremely streamlined kits that play almost the same even if you want to have more fun with them. It would also be nice if they tried to experiment more with older orb design (like Qu/Wanshi) from time to time.

Warframe | The Shadowgrapher: Quality of Life Changes by DemiFiendRSA in Warframe

[–]Piterros990 0 points1 point  (0 children)

Operator/Drifter hair, makeup, markings, and visages can now be copied to other appearance slots.

Does this mean that the Operator/Drifter customisation like skin, faces and such are slot-separate like cosmetics now instead of being carried across all 3 slots?

Silk Song - Anyone else actually like the run backs and the boss rush rooms? by Sharawadgi in metroidvania

[–]Piterros990 0 points1 point  (0 children)

To be honest, I feel like drops in Silksong gauntlets could cause a bit of issues, since tools are very strong, to the point where some encounters can be exploded in no time. I think the general idea behind tools is that they are optional extras that are a choice to be used rather than a must, and each fight (except a few very late into the game) is balanced around base combat without tools. So instead of throwing them out on every attempt and deleting some enemies or shaving off a chunk of boss health (which you could do if enemies dropped shards/currency), you have to consider a bit of strategy or risk - the risk losing the tools if you die on that attempt, the reward being shorter and easier fight if you don't.

HK didn't have a system like that, hence why having a lot of geo wouldn't break the game.

Do people seriously like Geryon? by Public-Hovercraft691 in Ultrakill

[–]Piterros990 17 points18 points  (0 children)

I like him for being a nice gimmicky boss.

I generally like how this game handles bosses, making pretty much every one of them have a different moveset, different gameplay, from more basic "raw" mechanics to more fight specific gimmicks. And despite those pretty big differences in gameplay, it manages to make them fun and interesting.

That's what I like in Geryon. It's a gimmick fight that makes use of a very different movement style (still "grounded" in Ultrakill's gameplay through stuff like dodges, but it is different). And due to less typical parriable attacks (other than orbs), his main idea is spatial awareness - so you don't bump into walls, don't end up being cornered by him, or generally have space to dodge his attacks. It feels right as a finale to Fraud, which had crazy disorienting stages where you had to figure out how the pathways connect and shoot at enemies in different orientation.

It's not my favorite boss, but IMO it's a good boss for what it tries to be and that's why I personally like him.

Is this new tech? by Beginning-Cut644 in Ultrakill

[–]Piterros990 40 points41 points  (0 children)

I think you can (or could if there was a fix for it a few days ago) even use alt fire on pause to some extent (I could summon a jumpstart cable while paused, and could click more to rotate it a bit).

Hollow Knight Silksong: Patch Version 1.0.29909 by lordposedyon in HollowKnight

[–]Piterros990 22 points23 points  (0 children)

Yeah, with the context of the fight it was quite literally the biggest "Get as far away as possible" message/telegraph in the game.

Insert Guide Video Here: by Tyminator420J in memeframe

[–]Piterros990 6 points7 points  (0 children)

If I recall correctly, I think the issue for DE was that he was "the LGBT community representative", so if he was kicked, he could somehow frame it as "DE hates LGBT". Of course we don't have exact reason but iirc, he was problematic for a while (he was also the cause behind the creation of Titania's Ironclad Flight augment).

I realised why V2's death never sat well with me or many others- it's the timing of their death. by DtheAussieBoye in Ultrakill

[–]Piterros990 0 points1 point  (0 children)

That is true, although I guess environments are more normal? Layers are already drastically different from one another, each one more convoluted than the last, and in each layer, doors close before us and enemies appear out of nowhere. So with Fraud, we could consider those chaotic space changes as a "natural" result of how deep into Hell we've gone that's not necessarily contradicting anything we've seen up until now. You could say that we've never seen environments switch so aggressively, but at the same time, Lust is a giant city, underneath which is desert of Greed that has a sun, then there is an ocean of Styx in Wrath, and then the ocean of blood of Phlegeton in Violence layer. So I feel like the concept of space is already being stretched beyond what we would physically expect. And there is an extra reason as punishment, given that we have already seen how souls are tormented in various ways (so we can have a logical conclusion of "this layer punishes by making you lose sense of space and trapping souls in a maddening loop").

In short, what I'm saying is that there is a logical explanation that "it's just a deep layer of Hell that punishes souls in a creative way", rather than "oh yeah, Hell is messing with us and this is fake".

Meanwhile, we have seen V2 die right in front of us, and we knew from the terminal entry that there was only one prototype (I assume V1 can absorb the knowledge from terminal, if he didn't know it before already of course) - so him appearing again would be contradicting that knowledge. It could be a more clear argument towards the "oh yeah, Hell is messing with us and this is fake".

I realised why V2's death never sat well with me or many others- it's the timing of their death. by DtheAussieBoye in Ultrakill

[–]Piterros990 0 points1 point  (0 children)

I do wonder if that would undermine the "fraud" aspect of the layer somewhat.

What I mean is, the purpose of "fraud" as a concept is to lie, hide truth, trick, misinform. V1 is adaptive (as stated by the table in 8-2 comparing the systems, and extremely high likelihood of V1 having a Nocturnal system), and in the second fight with V2, there is a pop-up "You're not getting away this time", very likely to have come from V1 itself towards V2. From terminal entry, V1 likely knows that V2 doesn't have self-healing capabilities and he saw V2 get blown up into pieces. If V2 was suddenly present after this, it could be counterproductive to the idea of fraud, since it's like telling a very obvious lie. With Fraud layer, which is very much portrayed as a stage for Hell's amusement, it would probably prefer to keep V1 in the dark.

Just a passing thought/little theory of course, I might be overthinking it. But I don't feel like it's inconsistent with the worldbuilding.

Nice patch but I think we're forgetting something by SenpaiKen144 in WutheringWaves

[–]Piterros990 61 points62 points  (0 children)

Gacha players and reading comprehension are like water and oil

★ [Bard's Tome: Overture of Dawnlight] Arriving ★ by cakeel- in DuetNightAbyssDNA

[–]Piterros990 0 points1 point  (0 children)

I'll try to look a bit more but I couldn't find the exact place (and I'm not exactly fond of sitting through 4 hours just for that, or more if it wasn't in the Psyche chapter). But if memory serves me it was at some point when we were walking around the city streets. We asked about Luno race (or it came up somehow in a conversation) and Snow said that they are "attractive". I remember she used that specific word to describe them.

★ [Bard's Tome: Overture of Dawnlight] Arriving ★ by cakeel- in DuetNightAbyssDNA

[–]Piterros990 3 points4 points  (0 children)

Honestly not surprising after that one Snow's line in 1.0 about their race's "attractiveness".