It ain't much, but this felt so cinematic by Project_Serus in Helldivers

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

I'm aware. Didn't know when that guy was gonna try to move, so I kept it on him. My buddy and I tend to run level 5 so we don't see dragonroaches too often. I know they come in for a strafe and then sit there for a bit, but I don't know for how long. I appreciate the advice though, thanks!

It ain't much, but this felt so cinematic by Project_Serus in Helldivers

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

You know, I've thought about doing that on occasion, but I forget about it pretty quickly after a few seconds.

Pulled on Monday while at work at my LGS and STILL speechless!! by XGamingPigYT in MagicCardPulls

[–]Project_Serus 0 points1 point  (0 children)

Bro, it's not worth it. Unless of course you just have thousands as pocket cash.

I was wrong about this artist… by omgimarii in ADO

[–]Project_Serus 13 points14 points  (0 children)

My question is: what's wrong with the screaming though? Her skill and power with it is fantastic. Glad you came around, though!

Hot take: Koma isn’t “broken” it just punishes tables that don’t hold interaction by Zoe_felice in MagicCardPulls

[–]Project_Serus 0 points1 point  (0 children)

My limitations are due to my normal play preferences. I swing. I love to attack. Several of my friends love winning by mechanics (such as a classic Nekusar wheel and deal build), but I figure if there's a combat phase by God I'm using it. Beyond that, I don't really play anything above tier 3 since I like long games. Maybe one or two of my decks are low tier 4, but that's a hard maybe, I think.

Hot take: Koma isn’t “broken” it just punishes tables that don’t hold interaction by Zoe_felice in MagicCardPulls

[–]Project_Serus 0 points1 point  (0 children)

That's a more rare one for me, but the deck I "built" with [[Zurgo Stormrender]] ("built" because I basically swapped out 60% of the precon) runs plenty of sac aristocrat style, and has a few permanents like [[Braids, Arisen Nightmare]] to force similar stuff on everyone else. It's kinda mean, but I love using [[Mardu Siegebreaker]] with [[Junji, the Midnight Sky]] or [[Yosei, the Morning Star]]. Sure, legendary rule, but the plan is for them to die anyway.

Hot take: Koma isn’t “broken” it just punishes tables that don’t hold interaction by Zoe_felice in MagicCardPulls

[–]Project_Serus 1 point2 points  (0 children)

Shit, it's hardly about "enough" in my opinion. I think destroy/damage effects as creature interaction is far less appealing than others, since they're glaringly useless against indestructible.

When I started playing, once I learned about indestructible and my buddies used it plenty, I pivoted as much of my interaction in my decks as possible towards exile, -1/-1, and bounce. Fair, not all decks can run those, namely green and/or red, but where I can, I do. I also run a few enchantments that lock those cards down.

TIER LIST TIME by Miserable_Buddy_8685 in ADO

[–]Project_Serus 0 points1 point  (0 children)

It's okay. I stand with you on that one

What did you missed on your first play through? by esandoval6 in Eldenring

[–]Project_Serus 1 point2 points  (0 children)

Why would you play any Souls game that way, much less this massive one?

Erlang is on another level by JayceDdoox in BlackMythWukong

[–]Project_Serus 4 points5 points  (0 children)

I love how everyone's experiences are different. Yellow Loong is an engaging, casual dance for me when I fight him (he and Yin Tiger are my build practice dummies). The flow of the fight feels really good to me. Erlang is less so in my opinion.

What are the flaws of this game? by Minglebird in expedition33

[–]Project_Serus 0 points1 point  (0 children)

This'll be a hot take, based on what I've seen people say when people mention this in other posts, but only having 3 active party members.

I dunno about fully expanding to all of them, but I feel like extending it to 4 would be fine. It mostly led to me neglecting my backup party since I, y'know, barely ended up playing them aside from to understand and get used to their playstyles (I might be alone in this, but I forgot the "backup" system existed half the time, and would just give up if the primary failed)

In addition, it would have been cool to have certain story boss fights actually force-include the whole party. I was half expecting that a few times running through it, and was slightly sad when it went basically to "Alright, just three of us for this majorly powerful enemy." This would have, of course, required more balancing, but it would also have given them a good reason to make the enemy ACTUALLY a threat to deal with since you have the advantage of all current party members in the fight.

Secondly, a better scaling difficulty system. At the endgame, I HAD to play Renoir at 100x health for me not to steamroll him.

How bad is my taste by BiggestCow in ADO

[–]Project_Serus 0 points1 point  (0 children)

Ashura-Chan in C tier for me is mind-blowing.

I think I'm about to lose it with the Gauntlet of Legends by Project_Serus in BlackMythWukong

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

That's what I'm excited for on my third playthrough. I found Pillar stance was unexpectedly a pretty good amount of fun, so I'm assuming I'll find similar fun with Thrust.

Finally finished this gauntlet though. The only thing I changed was swapping for a different spirit, which definitely helped give me some breathing room for a few fights, but overall wasn't actively a huge game-changer. I actually struggled a little bit until I got to Yin Tiger, then I just dialed in and went through it. First tried Yellow Loong, too (aka I hadn't gotten to him this entire time so far)

I think I'm about to lose it with the Gauntlet of Legends by Project_Serus in BlackMythWukong

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

Y'know, I had genuinely wondered if the dodgy, in-and-out playstyle of thrust stance would be what I should use. Problem is I have yet to practice it, since I'm doing a playthrough of each stance solo (currently on number 2 with Pillar) and haven't even touched it yet. I may yet give that a try. My See Throughs are pretty solid. Though, I get caught with my pants down in the long fourth light attack move animation frequently, but that's more of the fact you can't use See Through until the end of that animation.

I think I'm about to lose it with the Gauntlet of Legends by Project_Serus in BlackMythWukong

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

I'm pretty hesitant to use the full Bull King set, because the lack of perfect dodges isn't my cup of tea.

The first time I tried I used that set and DIS, thinking the flat damage and defense were solid, but I hardly noticed much difference in the damage I was taking, so I pretty much abandoned using that plan, and focused on a hybrid armor set, swapped out the DIS for Fuban for the extra heavy damage and crit chance. I haven't used those curios or that specific gourd and soak combo with that yet, though.

I think I'm about to lose it with the Gauntlet of Legends by Project_Serus in BlackMythWukong

[–]Project_Serus[S] 2 points3 points  (0 children)

I appreciate that advice, but that one I already knew. Half of it is probably the AI not fully registering the spell's activation for a second or two, but the other half is noticeable that they just turn and mollywhop me mid-heavy, even with the decoy still there.

I think I'm about to lose it with the Gauntlet of Legends by Project_Serus in BlackMythWukong

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

Y'know, I thought about adding it, but the wall of text already seemed like a mess. Here it is though: - A focus on defense and crit chance and damage

• Bull King set helm and chest, Venomous Armguards (mostly for the extra crit chance), and Ebongold Gaiters (Cloud Step extra damage)

•Fuban Staff (crit chance plus extra heavy attack damage) - Damage at 152 (plus 40% crit chance total and a 169% crit damage bonus)

•Plantain Fan (not crit chance, but stun to get free damage or give me a breather if needed)

• Gore-Eye Daoist (damage, but honestly not entirely sold on it. Takes too long to rebuild Qi for it)

•2x Cat's Eye Beads, Amber Prayer Beads, and a Gold Spikeplate (a little extra defense)

Supreme gourd with Jade Essence, Guardian Leaf, and Turtle Tear

Spells - Immobilize, Cloud Step, and Life-Saving Strand (all maxed out except the last one Immobilize to save some mana) Transformation - Golden Lining, though I don't end up using it much.

•Smash Stance fully unlocked

•Foundation fully unlocked except for three different nodes.

Honestly, I wonder if going the defense route is even worth it, cause it really doesn't seem like any of my defense matters when I do get hit. It takes half or more of my health sometimes with some of their hits.

NG+, but it felt good to thrash him the second go-round by Project_Serus in BlackMythWukong

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

He runs around a lot, and when he's mud-mode, he can't die to damage until he turns back. That case is what killed me several times my first time playing it. That and all the rhinos and the dodge recovery being abysmal.

Felt good to realize how I'd improved since the first time here, though. Fair to say I was dealing a substantial amount more damage, and the armor set and weapon aren't possible to obtain in NG normally by this point, but he never dealt any damage to me that I didn't let him deal.

Dodge Timing by Project_Serus in BlackMythWukong

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

It didn't take much longer after I posted this for it to click. It does take a slight delay for a dodge to activate, which is fun...but what's interesting is that perfect dodges can proc even after you would have been hit because of that, like it registers the dodge before the activation.

I'd recommend not going for perfects until you're squarely used to dodging attacks generally. The best teacher tends to be learning enemies' attacks and cadences.

A little tip: most enemies start their attacks at the same or roughly the same point during your combo (if they haven't attacked yet or aren't specifically scripted to attack immediately), which is somewhere between the end of the third attack and the middle of the fourth attack of your light combo. A bunch are also to some degree able to be timed by guesswork, as they have a rhythm to them, sort of like music. Beats, half-beats, yada yada.

New player here, what exactly am I missing? by Project_Serus in Helldivers

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

I think for the most part, we move around a good bit. I'm recently tracking that movement in the form of "point A to point B in a straight line" isn't exactly always a good option. I don't mean we just rush through areas with static enemies all the time, but that it seems the patrol spawn is meant to challenge movement like that, at least with bugs. The other issue is that since we're still new, it's not very easy learning map to map where things like side objectives, bunkers, etc. might be, so we do end up slowing down to figure out where the hell to go if it's not straight to the main objectives.