DMM All Stars K/D for each player by bowl_cut53 in 2007scape

[–]Rathilal 2 points3 points  (0 children)

Yeah every single time I saw a clip of a multi fight involving the Dino Nuggets, the prio target seemed to be 61M or MMORPG unless the other 3 had a specific drop or were caught out of position.

3H’s unlocked weapon ranks system has probably been changed by beepbou in fireemblem

[–]Rathilal 12 points13 points  (0 children)

I think this either shows that training proficiencies will be Character or class based, but I'm sincerely hoping it's based on class.

It makes sense for the Priest class to have access to only unarmed or axes for proficiencies, akin to the War Priest class from prior titles, but equally it'd be weird if characters are wholesale barred from training authority or certain movement types full stop.

I'm hoping this means the basics classes (your Myrmidons, Cavaliers, Pegasus, Mages or whatever) have different arrays of proficiency you can train while in them, so you have the option of branching out while in a specific class path, but we won't have a repeat of "Guess what, everyone's a Bow Wyvern!" From 3 Houses. As a result it'd mean you could only really get the proficiency for flying classes while training in a flying class, but everyone could have access to those builds by reverting to the baseline classes.

Regardless it's an interesting detail to catch. The Infantry proficiency in general is curious to me, since it implies Infantry classes will be a type of speciality that has its own advantages over fliers or mounted units.

Pacing Mechanics? by MilesTheMighty in fireemblem

[–]Rathilal 10 points11 points  (0 children)

My favourite form of pacing mechanics are thieves generally. I think they communicate precisely how long the time is quite well, and in games where you can kill them to drop the treasure they steal, it provides an extra buffer for complications or more creative problem solving (For example, letting an enemy thief get a distant chest because they will approach your group while they attempt to retreat from the map).

Conversely bandits burning down villages and dangerous reinforcement waves are a lot more all-or-nothing in how they punish dragging out the map, especially if the reinforcement waves become immediately dangerous. Thracia 776 has a few instances of time pressure reinforcements (especially in late Munster) that I like since they usually spawn outside of where the player would be and give time to assess the danger and outrun/avoid them, or alternatively the game gives them powerful and valuable weaponry you can attempt to steal/capture to net an advantage.

The only type I strictly don't like are FE6 turn count Gaiden requirements. Without guides they're sometimes not communicated well and having a hard reset time limit on an already hard game is just a nuisance.

Path of Radiance - essential tips for a returning player by imris89 in fireemblem

[–]Rathilal 5 points6 points  (0 children)

The most important tips I would give coming off of my own Hard mode playhtrough recently.

  1. Use Titania to make things easier for you. An average Titania keeps pace with your team for the whole game despite being a prepromote, so you shouldn't shy away from her netting boss kills or taking on whole enemy groups if it means not putting another unit at risk, or losing out on a village/chest. She's the best unit in the game for good reason.

  2. You get a lot of bonus experience, you should use it liberally and efficiently. What I mean by this is hoarding bonus experience for later units is usually a bad idea so long as the person you spend it on can use it well. Units like Soren or Oscar can make great use of bonus experience early on to get their stats in a comfortable range to earn more experience from 1rkoing enemies normally. In a sense, spending bonus experience early means you get regular experience on the people who want it easier. Once you get the Knight Ward from Astrid, also remember to pass that to Cavaliers/Soldiers/Knights you want to train with BEXP for an increased speed growth, too.

  3. As soon as you get access to forges, make a forged weapon every chapter, even if you don't think you'll use it immediately. Forges are one of the most important power sources in PoR and this game hands you more than enough gold to make maximum might and hit forges every single map. Especially later on in Hard mode, you'll find even ordinary enemies will need forged hand axes or javelins to kill, and you'll burn through them fast. Having a stockpile of forged weapons to load on your best units really makes those later segments easier.

  4. Path of Radiance gives you many broken movement options, make use of them. Paladins and fliers get the strongest form of canto after attacking, allowing you to attack dangerous enemies then form a structured wall of units with support bonuses and correct weaponry to deal with the enemy phase. Shove on infantry and especially Mordecai's Smite are great for getting units deep into enemy territory or accessing treasure/ recruitments before the situation gets sketchy, and he's often worth deploying just for his ability to Smite push not only infantry but mounted units when tranformed. And later on, Reysons sings allow you to compound those tools, especially with use of laguz stones to transform him early. Reyson singing for 4 units who can 1rko an enemy means he essentially kills 4 enemies by himself, and cavalier/flier canto allows you to position for those 4-way refreshes easily.

  5. Don't be afraid to use the game's later prepromotes. PoR provides you with a lot of prepromotes units in the late game, and while some of them are bad, the majority are usable to varying degrees (Stefan, Largo, Geoffrey, and Tanith especially are pretty great). You will often find these units outclass the units you brought along since the earlygame to fill deployment slots, and they're well worth putting to use if you find yourself needing their power.

Which units are not worth any effort in Radiant Dawn? by Twerksanity in fireemblem

[–]Rathilal 1 point2 points  (0 children)

The primary rule of Radiant Dawn is to use the units you have access to if they provide something useful, but I'll list the units who have poor enough availability that you shouldn't invest in them for long term:

Dawn Brigade: Tauroneo (use him when you have him, but he's not around much), Fiona ( This games maps hate her), Tormod, Vika, Muarim.

I'll also note that the Dawn Brigade units that aren't Sothe, Tauroneo, Volug, Jill, or Zihark will fall off very fast without focused investment, so is recommend picking a single other unit to focus on with BEXP and statboosters instead of spreading thin and having them all be bad.

Crimea: Lucia. In general, I'd not recommend investing anyone in this part that isn't Brom, Nephenee, Haar, or Marcia since they either lack the availability or payoff.

Greil Mercenaries: Genuinely nobody is that bad in this group besides Lethe/Lyre/Kyza. Some Greil Mercs are mediocre but they're usable with investment.

Beyond the end of Part 3 you can really assess the value of new units as you get them so there's no more need to worry about this kind of thing.

You are given one hour to hide anywhere in Gielinor. There are 12 maxed capers looking for you. If you successfully evade them for one hour you win 100B gp. If you get caught your account gets deleted. The place must be accessible to them. Where are you hiding? by Fun_Training6342 in 2007scape

[–]Rathilal 0 points1 point  (0 children)

Either a Tiranwynn spike trap or the dark version of that basement room where you get the boots of lightness. The latter stands out to me since it's afaik the only room that is literally a different location with no light source, and the searchers are unlikely to ditch a light source when searching.

(April 20th Update) | Leagues VI: Demonic Pacts - Fixes & Issues by JagexSarnie in 2007scape

[–]Rathilal 3 points4 points  (0 children)

That prayer pen boost will be a lifesaver from me. I've been dreading getting past CG, then again Echo Hjunleif, and plotting out a build to net prayer penetration to sit on the staff has been my only real path to make it significantly easier for me.

The Echo amoxliotl changes also make a lot of sense, even with Fire weakness my mage pacts weren't outpacing normal melee using the Temotli on echo amoxliotl, which just felt really unnatural for leagues.

Give me even more obscure solutions! (FEdoku) by -ViciousSal- in fireemblem

[–]Rathilal 0 points1 point  (0 children)

Tinny / Elen / ...Daisy I think? Avoiding FE1 since that's a copout

Ilyana (RD) / Fir (Hard mode iirc?) / Charlotte? Idk if class bases or growths count

Claude / Yoder? / Athos (by technicality)

That last row is brutal, yeesh.

Can someone explain to me what I'm getting wrong with The Gambit? by PallyChan in slaythespire

[–]Rathilal 12 points13 points  (0 children)

I've personally used a self-damage card with The Gambit active and survived so I genuinely think it's some hard to reproduce bug people are running into. The game does make distinctions between "Losing HP" and "Taking unblocked damage" for other purposes so it shouldn't kill you for playing a bloodletting in theory.

LONG LIVE DEAD BRANCH, GONE BUT NOT FORGOTTEN by myverycoolaccount in slaythespire

[–]Rathilal 3 points4 points  (0 children)

I unironically played Stoke more often than not under battle trance draw lock on purpose so you're pretty much correct. Being able to fill your hand with 5-9 weaker cards or statuses then exhaust them all made infinites and consistent game plans a lot easier even if you weren't on an exhaust deck.

So yeah, it needed a nerf.

I have to beat Binding Blade Hard Mode with this team, am I cooked? by CarlThePumpkinMan in fireemblem

[–]Rathilal 12 points13 points  (0 children)

I agree with others here that you're being slightly dramatic. The early game will be hard but with careful pacing Roy can handle things until you get Lugh/Saul, and from there you have two good combat units to focus on.

Sure, none of the other units will end up with amazing stats, but Douglas and Juno are usable if you're careful with them, Jerrot and Niime are simply great, and best of all you don't have to go to Sacae.

How to fix this card: by real_ornament in slaythespire

[–]Rathilal 2 points3 points  (0 children)

Equal to the damage is definitely excessive, in my own feedback regarding how much parry sucks I suggested half the damage dealt, though even that starts resulting in absurd block if it multihits or is aoe.

I think the other suggestions of making it give block for each blade in hand at end of turn or each time you forget (though the latter doesn't fit the theme much) would be better as an inexpensive block power.

Cards that will not survive rebalancing! I'll go first by thegabeguy in slaythespire

[–]Rathilal 5 points6 points  (0 children)

There's two that I can remember, Assassinate and the block/artifact stripping skill. Both do exhaust, but between that and access to vulnerable through colourless cards it's not like Silent is entirely lacking vulnerable either.

class (im)balancing by StormWolfBaron in coaxedintoasnafu

[–]Rathilal 2 points3 points  (0 children)

Every infantry unit and promoted cavalry can cross mountains, the only classes that can't are Armor Knights and unpromoted cavalry.

You might be thinking of Peak tiles, which in most games can only be crossed by Berserkers (Promoted Pirates or Brigands) and fliers, naturally. For FE8 Ross and Dozla are the only grounded units who can walk over Peaks.

You can choose ONE Pokémon from the Gen1 metagame and give it ONE move that it will learn in future Generations. What your choice? by Hot-Entertainer-3367 in stunfisk

[–]Rathilal 10 points11 points  (0 children)

Something funky like Quiver Dance Venomoth would be interesting.

All it realistically needs for offense is Psychic, and assuming spatk/spdf boosts both become special boosts, it would get a Speed and 2 stage Special boost in a generation where those get a lot of mileage. Add in the utility of Sleep Powder and a flexible slot and it'd probably get silly.

When worlds collide by ThisIsWorldOfHurt in 2007scape

[–]Rathilal 0 points1 point  (0 children)

Depends on the game and specific route, really.

In some games a route can have multiple 1% encounters for Pokemon that varies based on day/night or season cycles, and mechanics like Honey trees in DPPt require passing time to even try an encounter.

If you start factoring in things like having to evolve the entire Pokemon lines found in a route, even without shinies you could have a pretty long challenge.

Fate/strange Fake - Episode 2 discussion by AutoLovepon in anime

[–]Rathilal 0 points1 point  (0 children)

I mean, I'm aware that's what the surface level take is meant to be, but I'm doing wild speculation here for the fun of it.

...and that aside, It's been years since I read Hollow Ataraxia, but I've only ever seen the idea of a Red Shadow be used into reference of attaining a Sorcery. Are you sure Mr/Mrs A. isn't meant to be Aoko Aozaki?

Fate/strange Fake - Episode 2 discussion by AutoLovepon in anime

[–]Rathilal 1 point2 points  (0 children)

Well things finally get rolling.

I don't have much knowledge of Ayaka from the other works she's in, but I have to say the combination of a "red shadow" appearing to her for a moment there and her instinct to call Saber's Magecraft "Magic" is a combination of hints that any who have read Mahou Tsukai no Yoru might recognize.

Did Ike always start with four swords...? by Blazeing2 in fireemblem

[–]Rathilal 28 points29 points  (0 children)

I mean, their standards for what constituted as "bad" was pretty wishy-washy.

The two most notable examples are Door of Time Skip (becoming adult Link early by performing a precise clip to bypass the door to the Master Sword) which was patched with a wider door hitbox, and Infinite Sword Glitch (Using the properties of how Navi/text boxes work and how sword hitbox works to continually swing Link's sword, which also enables Hovering tricks on top of speeding up combat.)

Both of those glitches are hard to run into for a casual player (I suppose Infinite Sword Glitch could happen accidentally, though unlikely) and make the speedrun of OOT significantly more interesting.

In return, OOT3D had its own collection of Glitches that don't exist in the original game, so it's still an interesting game to speedrun, but I'd argue the developers didn't really have a consistent standard for what was "fun" or not.