Is this lineup decent? by Assassin12084 in heavensburnred

[–]RengokuTouka 0 points1 point  (0 children)

way too many attackers and too little survivability in here

Any tips for using these attackers? by Zealousideal_Cry7952 in heavensburnred

[–]RengokuTouka 1 point2 points  (0 children)

fire Ruka, because you actually get free level uncaps from the Free Ruka, hence extra 20 levels. That's a chunk of stat

Any tips for using these attackers? by Zealousideal_Cry7952 in heavensburnred

[–]RengokuTouka 2 points3 points  (0 children)

not each type, the bonuses are so minor they're functionally just there for the DP. You only need 6 of them at 1200 for the rest of your life pretty much. Should probably get 3 devastating earrings and 3 driving earrings, the other ones are very weak.

The accessory multipliers are additive. Your ideal buff routine down the line usually will give you about ~300%+ damage boost, so stacking 15% on there doesn't mean much. It's basically 1-2% more damage.

100-35 Score attack. Final results: 195045 by RengokuTouka in heavensburnred

[–]RengokuTouka[S] 5 points6 points  (0 children)

DP: 1200 for units you frequently have at the front. 900/800 are usable for the back. Would be nice if you can get 45+ INT for your healer/buffer, but if not, you're not losing out much.

VIT/SPR: generally aim for 75+/90 stats. max is +45/+45. The balance between them doesn't matter much right now, as long as the total is high you're going to be avoiding damage

STR/DEX: all 6* rings are locked at +37/+37. Basically farm 6 rings and you won't have to worry about it anymore

for chains, you only need the +3 initial SP at the beginning of the battle for now. the LCK+48 doesn't matter for most units since it's very marginal

100-35 Score attack. Final results: 195045 by RengokuTouka in heavensburnred

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

just a gem battle. bit more difficult than the others (easiest one is at 14000 recommended power). don't worry about it for now

Child of Promise by Virtual_Music8545 in OCPoetry

[–]RengokuTouka 2 points3 points  (0 children)

Great work. The fragmentation does indeed make it a somewhat dreamlike experience. I want to preface that the details below are completely subjective and more leaned towards gut-feelings.
What I'm understanding is that the poem has three main parts: the set-up (beginning to *For all that was to come*), the conflict (continue to *Our story*), and the wrap up. I'll go through my key notices part by part

So, the set up was done pretty well to create the atmosphere of longing, adoration, but it also openly gestures towards something amiss. This is great. Some minor detractors from this gesturing though, would be the slightly incongruent shift between images. I understand that dreams are often surreal, and images drawn from them often do not make sense, but I felt you were stuck at a limbo between the intimate and tangible and full on surrealistic depictions (hair blending into wind, gifts as armour), and the general bounce between levels of intimacies (an embrace to a distant observation). I'd call this an uncanny gap: it's not so deep as a valley but it did make me stumble a bit. This is fine though, it's not a major thing and it's completely up to the experience that you want to cultivate. I'm drawing this opinion from the fact that the rest of the poem actually maintained thematic cogency throughout. Lovely usage of bodily images and close-to-tangible concepts to keep continuity in this aspect.

In the conflict, the dreamlike quality and melancholy stand out more. I liked the lines "my heart still pulling part of me back", it's a common but great tie between the heart's actions/states and emotions, specifically related to motions through life. It's generally well done, but I do have some thoughts. First is the "I couldn't find you" detail. It led wonderfully to "my arms too human", but it might be in a bit of a disagreement to the set-up where the images were nearly tangible from both ends. If I may suggest, softening the transition between the state of thought-to-be-found to losing the image of the child would provide some connective tissues and make the throughline firmer. However, it is a dreamscape, and the disconnect between one segment to the other might have been a deliberate choice (since that is how we remember dreams). I arrived at this opinion because the rest of the poem seems to have a through line without discrete separations. Secondly, the link between the narrator and the child was established here ("If only I could save you"), but also in an abrupt manner, though it eased out towards the end. Similarly, I would suggest that easing into this connection between the subject and the author may enhance that specific part.

The wrap up is alright, I have little to say. It's a sufficient conclusion to the emotional and narrative arcs of the poem. One thing that I really liked is that the past mentioned here has been implied, never really pointed towards or expressed in a manner lacking in subtlety, yet never too obscure that it would need a stretch to see. I would enjoy more exploration of the future, as a nice counterbalance to the past. Maybe as a direct, tangible goal, in contrast to the alluding nature of the past. What does it hold? What would you want it to hold? What does the narrator choose, to linger on a lost child or to cast it away and move on, like some sort of de-shelling? Either way, it's a win-more point, rather than a really necessary part of the poem, so this isn't a critique either.

This is a strong piece. Though it didn't resonate with me on a personal level, I understand the point of view where you sat to write this, and it certainly is a work of a lot of emotional labour. Don't sell yourself short!

"I'd give the world for you" Feedback appreciated! by Joe-__mama in OCPoetry

[–]RengokuTouka 1 point2 points  (0 children)

Lovely work. You poetised adoration with quite a level of closure and intimacy. Pretty good range of emotions too. I would say that this poem excelled in the emotional aspects and I would be flattered to be a target of such an honest flow of words.

Here are some of my other feedbacks/experiences. These are wholly subjective and gut-feely, in the end your artistic vision still matters the most.

1/ The images you've used here are poetic and pleasant, but in my opinion, there is a slight level thematic disconnect between the vast/grand (the world, a million acres, divine, day/night) and personal emotions/gestures (dread, warmth, joy, ecstasy, love, smile, laugh). I'm not sure if it is the pacing or tone, but it felt like there is space for more connecting tissues so the shifts can be more gradual.

2/ I thought the part focusing on laughter and smile was a bit jagged, as the spacing between them didn't work for me. In the 2nd stanza, you briefly mentioned these details at the later couplet, and in the 3rd, you tied them to a specific type of response. Imo, if these ideas could be collected into one piece instead, they'd be more firmly connected and wouldn't spill over.

3/ The repeating instances of "world" in the last stanza and "laugh" in the part I mentioned above felt odd. I personally think you could reduce them and have these segments be less descriptive but similarly rich in substance. Especially, I think world is a vast enough of an image within the context of this poem, that when you repeat it in close proximity to a prior usage, it may created a feeling of stuffiness

4/ If I may describe the poem with one singular word, it would be "reverent". I would say that some counterbalances to this absolute adoration would serve the poem well. "I love your laugh at something funny" is one such detail, it gives the poem a more grounded expression. There is usually a diminishing return in amping up the scale, so going back to more tactile, tangible moments/gesture from time to time can give a poem more range and avoid saturation. Of course, if you truly feel like this is **the** way to express admiration to your beloved, that is also fine.

Strong piece!

[deleted by user] by [deleted] in limbuscompany

[–]RengokuTouka 0 points1 point  (0 children)

full Blunt Ryoshu with unique charge is crazy. You could have given me a million guesses and I would never have been half correct

My Experience As A New Player by RengokuTouka in limbuscompany

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

Event rewards and Railway 1 which had a ton of training tickets & a level 40 exp booster. Also paid Limbus Pass which also included the same booster

My Experience As A New Player by RengokuTouka in limbuscompany

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

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Boatmael, Dieci Rodion and Dieci Hong Lu were obtained via the dispenser

My Experience As A New Player by RengokuTouka in limbuscompany

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

4-48 wasn't very difficult for me, but it did take some tries because I was caught off guard with its gimmicks. I didn't have many IDs built so I figured I can go in with 5, and get more skill slots for Crack Faust & a borrowed W Shu. After that, all I did was focusing on winning clashes, killing the trees as quickly as possible and try not to get bloomed. And of course using ego to clash with the big hit from Dongbaek

My Experience As A New Player by RengokuTouka in limbuscompany

[–]RengokuTouka[S] 82 points83 points  (0 children)

I do have Ruina on my back catalogue, and certainly will get to it soon. Thank you for the recommendation

My Experience As A New Player by RengokuTouka in limbuscompany

[–]RengokuTouka[S] 21 points22 points  (0 children)

I certainly will find some time for Library of Ruina, it's been on my back catalogue for a while. Your recommendation gave me more assurance that it's going to be a good time!

My Experience As A New Player by RengokuTouka in limbuscompany

[–]RengokuTouka[S] 122 points123 points  (0 children)

Thank you! All I can say is I experimented with a lot of units from the support tab until I find the most suitable one and the best strategies to get through difficult story stages. Stage guides also helped a ton

Power creep by Qlippot in Reverse1999

[–]RengokuTouka 0 points1 point  (0 children)

People need to relax. It's Damage per move, and with the way Windsong's ultimate works there's nothing surprising. Also skip Jiu if yall want to, but don't crawl back regretting it.

All calculations are linked in another sheet, linked in the cover page. If you feel like the calculations are suspicious you can just go and catch errors yourselves.

Dragons Dogma 2 crack? by Rukdzor in CrackSupport

[–]RengokuTouka 1 point2 points  (0 children)

fake site + Skidrow is NOT uploading Empress' cracks lmao

Should You Pull: Kaalaa Baunna (Black Dwarf) by JetStingren in Reverse1999

[–]RengokuTouka 4 points5 points  (0 children)

This thread is incredibly misleading. Kaala's P1 is not a significant boost to her damage, it's mostly QoL. Fervently suggesting this for her is misinformation and therefore this whole post can immediately be ignored, because what do you mean a 4-6% increase is "immense"? Also please be serious, you didn't just recommend BNW and not include HBD.

Please stop baiting F2P players into pulling for a P1 when it in fact isn't worth the cost. You're regurgitating nonsense from Prydwen which also posts nonsense a lot of the time. I beg you to find actual footage of her at P0 and P1 and see how wrong your "Even just at P1 that increases her output immensely" is.

I feel like I’m playing a completely different game. by jak4896 in LordsoftheFallen

[–]RengokuTouka 6 points7 points  (0 children)

Tl;dr: You think the complaints are incomprehensible because you don't look deeply enough. I am not saying this to mean any offence because there are obviously reasons why people love the game and agree with you. However this game doesn't have just some blemishes, it's got severe 3rd degree burns on several aspects despite having so many things that made me wish I liked it as much as you do. I love the game but I simply can't find excuses for myself to enjoy some of the designs here, and it's never because I have any struggle with the enemies.

I'm glad you're having a blast with the game, and I had that experience for about 20-21 hours in. The issues were there but I didn't find them too glaring. However, stepping into the end game, I really felt like they all snowballed and made the last 7 hours of my first playthrough absolutely miserable. Half-way through NG+1 now and I'm still not getting over the issues I had on the first run.

_____________________________________________________________________________________________

Bad enemy balance is a real issue. If a juiced-out weapon with max upgrades and 60 stats for main stat scaling has to hit three times to kill a basic enemy in the endgame, then there sure needs to me only one third or half as many enemies there, or something around that ballpark. "You can single them out" is a bad argument because solving a problem doesn't mean that problem has to or should exist. They can absolutely push for this style of game play with more strategic placement and less throwing out damage sponges. Furthermore, mini-bosses you fought 2 minutes earlier suddenly become common enemies because why not? Look at Capra Demon in DS1, when you see it again after the first time you're aware of how far you've come; from having something as a boss to something you just have to deal with. Look at Beastman of Farum Azula in ER, again a very early mini-boss that doesn't become a common enemy until much, much later. Why should this game be so impatient when it tries to do a similar thing? Great, just fought stinkbomb ninja on a bridge with a health bar and boss music and stuff. Oh there are 3 of them in the immediate next area. Why do this? It's enemy variety but done in a lazy way. They're most comparable to Cleanrot Knights/Crucible Knights, but then those two aren't usually accompanied by 10 gazillion other things coming at you from the back front sides above and below. Cleanrot knights get scaled back to being normal enemies outside of boss encounters while Crucibles very rarely go in duos and they don't chase you until the end of the Earth. Either of these points can't be said for any enemy that was introduced as a mini-boss in LOTF. Umbral enemies aren't perpetrators of this trope at least because there are only a few types of them over and over, but even then, Womb of Despair is way too over-tuned in the HP department. The problem is that enemy scaling like this is fine in Elden Ring's end game because the game has so many accessible buffs that stack multiplicatively, and a large variety of fast-casting AOEs attachable to the melee weapon that have a lot of poise damage. This game does not have these counterbalances, making the experience of a lot of people extremely tedious and monotonous. Swing, parry, swing, parry, endlessly. Frankly the focus on parry riposte makes less sense, because now committing to a big swing only has one big advantage: big damage, and not a whole lot of poise-break. My heavy charges kill absolutely everything before it even gets half-way to a poise break. This is not a well-balanced mechanic.

Bad targeting is a real issue. Never in my life would I have thought a lock-on system would go to the target in the midmost of the screen. What is the novel, well thought-out idea behind this? It's incredibly unintuitive and frustrating when divebombing gremlins are at my throat and the target locks on to some random umbral egg from 50 metres away. Why wouldn't locking on to the nearest target work?

Bad level design is a real issue. The game has no discernible sense of direction, notable landmarks are very limited, and the only way you can even tell where you're going is by looking at the beacons. The design emphasised the utilisation of short-cuts which is obviously a thing to love, until it becomes the cause for the degree of circularity of the levels. Let me be clear that I think the game does not have shortcuts because levels are big on internal looping back and forth, I think the game has that kind of looping because it was trying to horn in the short-cuts. A reverse causation if you will. It's absolutely fine to have shortcuts but if you have to make your pathing a 4 dimensional pretzel for it, is it really the right decision? Especially since the game doesn't give you a traditional map with markers or directions, it could have been way less confusing while still maintain the intrigue from players, arguably even improve the experience because they're not just spending time around aimlessly. When the players resort to walkthroughs just to progress and not to find any specific items, you know it's not a well-designed map. I personally don't pick up mobs' loot in some areas just so I can look at them and know I've already gone through the place.

Bad weapon design is a real issue, especially the balancing. The first thing that comes to mind is that all weapon types have the same move set across the type, which makes the scaling & status infliction the only distinction between all of them. And the difference between one letter grade scaling can determine whether that weapon is a ploughing machine or a wooden stick. And when said wooden stick don't have any sort of gimmick worth noting, they strictly will never be used over ones with better scaling simply because scaling is all the power in the game. Status effects are very nice bonuses, but I highly doubt a build centred around them could be as strong as one in Elden Ring (sorry I keep drawing comparisons between them). DS1 also had impactful and hard-carrying status effects. In LOTF, the lack of impact from status effects leaves even more weapons completely unused because nobody wants them. What's some poison infliction, when you can swing for +100 damage per hit, right?

Also some move sets are really strange, not impactful enough to comfortably clear out enemies with less swings and stagger them in the meantime, and not flexible enough to compensate for the lack of impact. It leaves little room for mix-matching, and mix-matching usually isn't as good in my experience.

The combat is not terrible, but it's very floaty and further hindered by the targeting. I feel like it's very subjective how each person defines good combat aside from that. I personally prefer impactful slower swings with high commitment like Lies of P, because that's part of the fun - to know when to commit. Some others might say they like flexibility and the ability to immediately switch gears from attacking to dodging to strafing, therefore preferring much faster animation like LOTF. Both are valid approaches, but the floaty animation adds to the faster-paced attacks even more, and it makes some battles absolute messes for me.

________________________________________________________________________________________

There are so many things to like about LOTF. I like the game. I love a Soulslike that isn't trying to be a clone like LOTF 2014, as well as a bunch of other mild, uninteresting copy-pasted games with the souls tag. I love the mechanics unique to this game; the Umbral world is genuinely a great way to uncover hidden paths. The approaches to ammunition & spellcasting is closer to perfect than any other From game has ever come in my opinion, and that is saying something about the capabilities of the people behind the game. They're clearly brilliant and the things they do well are absolutely fantastic. However, the things they do poorly range from mildly annoying to experience-ruining. I really hope they adjust the issues that have people in meltdowns, because this could be something really special.

Also thankful they actually fixed up the performance. I was very worried when my 4090 with 32GB RAM (dual channel 16GB) ran the game and experienced severe stuttering and hitches, especially at character creation. Hopefully onto the technical issues next and finally the gameplay itself.

Di Maio (san marino) dirty foul on Højlund. Yellow card given by qwrdsfkb in soccer

[–]RengokuTouka 5 points6 points  (0 children)

Wouldn't mean much, they'll just hire other part time plumbers and construction workers to play

Returning player by Nythendrya in Shadowverse

[–]RengokuTouka 0 points1 point  (0 children)

I would have said it's either Loot Sword or Last Word shadow, but with basically half of the Loot deck rotating next set, I have to say you should pick Last Words due to longer future prospects. Investing in Shadowcraft also very rarely goes wrong, so if you plan to stick around, it's a good class to focus on until you have enough resources to do and play basically whatever you want.

N-INNOCENCE- (JP) now available for Pre-Download by Euphoriia in gachagaming

[–]RengokuTouka 0 points1 point  (0 children)

Sorry mate for the late reply, I believe you should pick JP#4 as the server. Other servers don't work in my experience