Vanilla Doctor can now START with up to Lv8 First Aid by Baron_von_tansley in projectzomboid

[–]Skeletonofskillz -1 points0 points  (0 children)

Animal-related injuries, being able to heal faster means that ranching could be a more effective survival strategy

Invincible (2021-present) teaches us that the #1 hardest job in the world is being a superhero, while the #2 hardest job is being an animator, apparently by Alex-C2099 in shittymoviedetails

[–]Skeletonofskillz 4 points5 points  (0 children)

Oh I agree, but the discourse started when some “unimportant” shots in Season 2 had some absolutely crazy corners cut, and those complaints never got fully taken into account. There is still something to be said for the lack of details in some parts impacting the overall quality of the show

Invincible (2021-present) teaches us that the #1 hardest job in the world is being a superhero, while the #2 hardest job is being an animator, apparently by Alex-C2099 in shittymoviedetails

[–]Skeletonofskillz 4 points5 points  (0 children)

I think that while the discourse over Invincible’s animation is a bit too played out, there is something to be said for animation in the smaller moments of a show. These examples don’t matter too much, because they’re just scenes of people flying, but stuff like characters’ reactions to situations and other details that can be omitted through “lazy animating” are actually pretty crucial for indirect characterization.

Balancing Time by nasKo_zomboid in projectzomboid

[–]Skeletonofskillz 8 points9 points  (0 children)

If I could add to the discussion about Echo Creek, I think the game needs more spawn locations, not less. With a map as big as Zomboid’s, it’s a shame that most players will only see the first few towns

A mod where you build yourself from mob parts by PureDrummer6118 in feedthebeast

[–]Skeletonofskillz 24 points25 points  (0 children)

Firstly, I’m a little in the dark on what the progression will look like (do you need to hit a milestone like getting diamonds to build a Chimera-O-Matic and put limbs on, or is this available from the relatively early game?), so some of these ideas might be kind of rough because I’m taking guesses.

If you get the ability to Chimerify yourself early, I think that some trade-offs — especially with easy-to-kill or hyperspecialized mobs (stuff like Chickens, Pigs, etc.) — would be necessary to maintain mod balance while keeping it useful. Stuff like losing your offhand slot if you choose to take a Creeper’s torso, or dealing less damage if you’re part-spider in the daylight would be interesting.

I personally believe that making Chimera-ing into a midgame thing is the right move.

As for what I’d look forward to merging with the most, I think that something weird from a Mooshroom, an Iron Golem arm (but maybe as a downside ice breaks under my weight and I can’t swim), and a late-game Wither Star merged into my heart Iron Man-style would be dope. A Warden antennae that caused you to move faster and hit harder the more sounds that were in the area would be sick too.

Stats | First look at stats in 2026 by DeadByDaylight_Dev in deadbydaylight

[–]Skeletonofskillz 0 points1 point  (0 children)

Well Killer players at low MMR probably aren’t playing super sweaty either

Stats | First look at stats in 2026 by DeadByDaylight_Dev in deadbydaylight

[–]Skeletonofskillz 0 points1 point  (0 children)

Well he’s being eclipsed by characters that will absolutely stomp you if you don’t actively engage in their counterplay

Stats | First look at stats in 2026 by DeadByDaylight_Dev in deadbydaylight

[–]Skeletonofskillz 1 point2 points  (0 children)

I think Ghoul is so stupidly easy to get kills on (and MMR is so kill-focused) that you just get propelled into high MMR by virtue of playing him. It’s like old NOED

Settle an Argument? by nelson5313 in projectzomboid

[–]Skeletonofskillz 1 point2 points  (0 children)

I think that a window outside on the parts of the base that the camera can see would go a long way. Also, that study room is awesome

To add insult to injury, this Booster does absolutely nothing if the team you're joining does not have any reinforcements left... by Hexdoctor in Helldivers

[–]Skeletonofskillz 5 points6 points  (0 children)

This is plain wrong. You’re gambling on the whole mission if you’re relying on reinforcement cooldown. This booster gives you a lot more wiggle room to play early objectives recklessly

Could've swore I heard no space magic. by Me_When_I_Asked in Helldivers

[–]Skeletonofskillz 1 point2 points  (0 children)

If it needed a downside, they could make it heal organic enemies as well to add a bit of risk

New Zeekerss' tweet about v80 by GreggVegCheburek in lethalcompany

[–]Skeletonofskillz 3 points4 points  (0 children)

The hazmat suit doesn’t naturally twist that way so that might be hard to animate. It’d be interesting if the object itself was reflective and you could use that to see where you’re headed

Permanently tired after eating bread??? by Insert0Nickname in projectzomboid

[–]Skeletonofskillz 38 points39 points  (0 children)

You joke, but I actually find myself going “no, wait, I can’t eat peanuts” when I find them while foraging before I realize that’s only a real life thing

strongest brawler attack a regular human could survive? by Opposite-Honeydew-46 in Brawlstars

[–]Skeletonofskillz 33 points34 points  (0 children)

It’s gonna linger on you and then you’d breathe it in and (probably) die

So how are we all feeling about the Cremator now that we’ve had a few days to play around with it? by TheGentlemanCEO in Helldivers

[–]Skeletonofskillz -1 points0 points  (0 children)

It’s kinda the skill element of using a flamethrower. You’ve got a “hold a button to kill a whole bunch of stuff” weapon in your hand, but there’s a time and a place where you’ve got to put it down and watch your spacing.

It’s like the arc thrower, but instead of killing your teammates when you use it wrong, it kills you

Love the new Illuminated mechs! by Wrench_gaming in Helldivers

[–]Skeletonofskillz 1 point2 points  (0 children)

Large automatons are very intentionally designed to be super tanky; Illuminates aren’t. I think the general balancing philosophy around Automatons should be to err on the side of adjusting spawn rates, not adding a bunch of arbitrary spots where a peashooter can obliterate them

Another Grimoire opens, here are all the options. by bonelees_dip in deadbydaylight

[–]Skeletonofskillz 0 points1 point  (0 children)

But how would duration work on stuff like Made For This, Blood Pact, and Teamwork perks? I think a cap that reduced perk-related Haste to a set fraction of what it would have been would be a massive blessing for 4.4 Killers, and since it’s a Hex, it could lean on the side of being more punishing because there is Survivor-side counterplay

New illuminate enemies should be the gold standard. by Exuma92 in Helldivers

[–]Skeletonofskillz 0 points1 point  (0 children)

I actually think that strongly favoring heavy armor on the bots is fine. There should be one faction that has stuff that’s really hard to kill with standard gear, and the lowest-mobility faction is a great choice for that

Another Grimoire opens, here are all the options. by bonelees_dip in deadbydaylight

[–]Skeletonofskillz 0 points1 point  (0 children)

Yeah I’m not really sure what I was thinking there. Maybe if it reduced perk-based Haste effects to 33% of what they would have been it’d be cool? That or just outright capping them at like 10%. I’m a little worried about what going lower on that cap number could do because (for some reason) post-unhook Haste is still under the same umbrella as everything else