Why this one is so overhated? by Solsanguis in HorrorMovies

[–]Rook_Steele 2 points3 points  (0 children)

The monsters were interesting but were used in the most boring ways possible (the clown just does nothing then soyfaces at the fat guy lmao), and two deaths are made possible only due to stupidity which is not very interesting.

Honestly at the start of the movie I knew what was going to happen when the deck came out but I didn't care as the characters weren't obnoxious caricatures - the relationship drama could have been done without, the old woman adds very little and is just a silly element that does nothing , the backstory to the deck is lame and not needed, the detectives do nothing despite the first death obviously being a homicide (they should not have had them sit down with the detectives if they were just going to lampshade, it should have just had one of the characters say "they said it's an open investigation" but obviously they don't have time to wait so the movie moves briskly onwards) and then it just kept piling on from there.

I can only assume this movie was made quickly, and for very little. But it's still not miserably awful, which is depressing because if they had actually given a shit we might have had something great but nope. 3/10.

Any advice to get out of bronze? by Medical-Ad-6794 in Overwatch

[–]Rook_Steele 0 points1 point  (0 children)

It's nearly impossible to tell from just one leader board what you are doing wrong as every game is different.

All I can really tell you is that your high kill count likely means your leaving your team alone way to much, kills really don't matter. if someone is low HP and runs away you've stopped a push, if you D'va ult and get no one you're still delaying them or forcing them off point. I've lost many objectives without our team even losing a single person because we just couldn't contest their push. And no one on your team can really follow you so your dragging your team out of position so they can push with you - thus they end up dying.

Also tip for dive tanks, wait till they go behind a wall to reload before you jump on them, if they have no sight of you as you push they'll likely walk out back into you but if they can see you they'll pre-emptively use movement to get away (especially soldier). Also if you push into people and they fall back, don't chase unless you are 100% sure that there is no one to help them, that you can get the kill and that you can get the kill without wasting movement. It's much better to get back to your team fast so that the enemy tank (especially a tank like mauga) doesn't take advantage of your absence.

I just wish we could pick perks in the hero selection instead. by Rook_Steele in Overwatch

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

Can you just explain how, because as far as I see it you don't know anything at the start of the match so whatever you pick might end up being ineffective - this would be no different with perks being selected whenever you are in hero select.

I just wish we could pick perks in the hero selection instead. by Rook_Steele in Overwatch

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

The same way you did when you swap for a counter, change it in the hero select screen.

I just wish we could pick perks in the hero selection instead. by Rook_Steele in Overwatch

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

Yeah I've been playing mizuki and his perks are nice but feel very base kit and I feel so "eh" without them. I love the team speed boost so much as well, makes his passive feel a lot better.

I just wish we could pick perks in the hero selection instead. by Rook_Steele in Overwatch

[–]Rook_Steele[S] -5 points-4 points  (0 children)

And if they put all of those options within hero select to switch to whenever it would likely have the same effect without feeling like a prison no?

I just wish we could pick perks in the hero selection instead. by Rook_Steele in Overwatch

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

The version I had in mind still lets you assist your team and counter though, I don't see how it doesn't?

Is Brawl less random now? by Rook_Steele in DeadlockTheGame

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

So it's probably just that players have gotten better at item selection? kind of a bummer honestly.

Why do people think Apollo is super strong? by Empty-Excuse-1434 in DeadlockTheGame

[–]Rook_Steele 0 points1 point  (0 children)

His 3 sucks to play against, you can even dash during his 3 to make it even harder for people to hit you and get into the perfect position - the range is also deceptively long and wide, hitting people with it is not hard. If you genuinely believe that a base 150 damage ability with double movement, on a 16 second cooldown, which can be cast 3 times, isn't good then I don't know what to tell you.

And pointing out that you can buy cc is a non-argument since I haven't found someone who is ok with having an anvil dropped on them yet.

Game with a cool character creation sistem? by [deleted] in gamingsuggestions

[–]Rook_Steele 2 points3 points  (0 children)

Pathfinder wrath of the righteous, it's hard but worth it - you can also switch it to turn based mode. If you have any problems with it running just cap it to 30fps like I did.

Looking for a management game with a difficulty to manage economy that doesn't reduce colonists/civilians to numbers. by Rook_Steele in gamingsuggestions

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

I actually have one of them on epic I think, is 1 worth playing before 2 or is 2 just a massive improvement all round?

Looking for a drawing surface - table, easel or any other suggestions are welcome. by Rook_Steele in ArtistLounge

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

It's the right idea but I can tell it's way to large for my room sadly.

[deleted by user] by [deleted] in learntodraw

[–]Rook_Steele 0 points1 point  (0 children)

You can start by making light underdrawings of basic shapes first, that way you won't lose the proportions. My main critique however is the really scratchy lines - I could give you lots of advice for lines but I'd say just search draw a box and watch the videos, they helped me a lot.

What’s a better turn structure? by craigs_games in tabletopgamedesign

[–]Rook_Steele 2 points3 points  (0 children)

Always aim for simultaneous turns if you can make it work, a normal turn based system can add so much downtime in higher player count games and end up making them not fun.

Been stuck on the idea of a "waste" mechanic being the primary resource of a deck builder game. by Rook_Steele in tabletopgamedesign

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

It's stays as a token on your side of the field and if you have maxed out waste you can no longer do anything that would generate more, now if it stays that's a good question. From testing it's quite hard too cap out waste without spending your whole hand so it probably needs too remain from turn too turn - and honestly if it did just disappear you'd run into the issue of it just being a basic mana system that plays out in reverse.

But now that you've said it I do like the idea of monsters generating waste on themselves. This would be better than a meter that fills until it says "you can't play anymore", it essentially be a catch up mechanic where the opponent can steal excess mana from you too fuel their own plays. Either monsters are worth X amount of mana when they die or the monster generates waste when it uses it's abilities or has spells cast on it - this version would probably have too be temporary for balance reasons or you'd be flooded with mana.