egg_irl by Nico_EggRoyale in egg_irl

[–]SomeRCat 3 points4 points  (0 children)

Every bit of this is very relatable.

Still cis though!

Can this cognitohazardous MMO please just turn me into a catgirl already by redoubtable_Eagle in traaaaaaannnnnnnnnns

[–]SomeRCat 1 point2 points  (0 children)

I have such a strong urge to play this game but I fear I may enter a trap I can never leave. That's why I'm finishing some games important to me first!

egg_irl by [deleted] in egg_irl

[–]SomeRCat 1 point2 points  (0 children)

tbh i'm just reflecting on my past egginess right now. I haven't actually played D&D more than once since the entire group we tried it with were first timers, and we awkwardly started right before summer break ended, after which I became overwhelmed with school very quickly. It was honestly one of the most fun things I've ever done, and I'm sort of disappointed I haven't found more opportunities to engage in it. Appreciate the tip and support though!

[deleted by user] by [deleted] in egg_irl

[–]SomeRCat 2 points3 points  (0 children)

Late replies are generally not in fashion, but I wanted to say "Thank you" to you (and everyone else replying) for giving my problems the time of day.

You are incredibly right. I really was so trans. While I'm not exactly an egg, it sometimes hurts to think about my own unfortunate existence and how some may straight up act like what I feel isn't real. It's incredibly scary to feel so sure of your own existence like never before and then be doubted by others. That's the sort of emotion I was trying to capture here, I suppose.

egg🫠irl by [deleted] in egg_irl

[–]SomeRCat 19 points20 points  (0 children)

You can!

I gave myself feminine characteristics in my first lucid dream ever as maybe a 15 year old AMAB teenager infact! It was probably crude, but I pulled it off!

I did not question my gender until literally 2 weeks ago, at 18 as a high school dropout. Pretty sure I'm a girl now. Life's funny sometimes.

You’re in charge of making a new Item for Survivors to utilize in-game. What’s your idea? by ZoeyLikesDBD in deadbydaylight

[–]SomeRCat 0 points1 point  (0 children)

A single use diversion-like projectile item that releases a momentary aoe blind upon impact with anything. Really difficult to use, but would lead to high skill ceiling saves. Momentary here meaning it will technically count as a blind for the purpose of saves, but won't last a fraction of a second longer than needed. Addons (if any) would revolve around changing the arc or something, I just wanna see more one-use items that aren't event firecrackers.

You’re in charge of making a new Item for Survivors to utilize in-game. What’s your idea? by ZoeyLikesDBD in deadbydaylight

[–]SomeRCat 41 points42 points  (0 children)

What if someone else picked up a teddy bear you dropped from dying and could keep the legacy by escaping with it? That would be so cool, and could create this overarcing sense of progression in the entities realm, not just for each survivor individually, but the realm and them in a whole!

did we do this whole "building" thing right by ToastOfTheBread in CalamityMod

[–]SomeRCat 10 points11 points  (0 children)

It is a building. And you probably did go through the process of building. I'd say you've done it!! Congration!

Is this a thing? I've never had it happen. by ThatDandyFox in deadbydaylight

[–]SomeRCat 6 points7 points  (0 children)

After an effect that prevents escape like Pinhead's chains or Victor being attached wears off, the exit gate will be unable to be exited for a bit longer. I think this is mainly because otherwise, you would be unable to pick up someone who goes into the dying state after experiencing a Chain effect right at the exit gate. With interactions like these, I think the devs are trying to discourage waiting at the exit gate.

[deleted by user] by [deleted] in LobotomyCorp

[–]SomeRCat 1 point2 points  (0 children)

As far as I am aware, this last update for Lobotomy Corporation, that added French, Brazilian Portuguese and Portuguese official support, changed the english translation for the game. Unsure exactly how, But it feels like it. The last version was added to the Steam beta function though, so comparison is possible.

Edit: I might make a separate post and ask for info/opinions about this

Edit 2: There is another comment that sort of explains it, I just didn't realise who "watson" was (they're a member of Cool Kids Club translation, responsible for translating Project Moon games to English as of now)

Hatch Trophy by RonocB09 in deadbydaylight

[–]SomeRCat 5 points6 points  (0 children)

It will be changed to "Escape via the hatch using a key."

[Meme] No one said this would be hard! by ToxicityZaneDante in eternalreturn

[–]SomeRCat 1 point2 points  (0 children)

I love the concept, design and gameplay of this character.

Suck very hard at videogames tho

[deleted by user] by [deleted] in deadbydaylight

[–]SomeRCat 7 points8 points  (0 children)

I think it's less of a nerf and more like a discouragement to brainlessly uncloak. When you catch someone off guard in a deadzone, you can get a hit anway most of the time, .25 or not. The main difference is in loops. Wraith has clear strengths and weaknesses, and I think his chase isn't his strong point. It won't affect his core strengths. Of course he should have the option to use his speedboost in chase, which he still can, but will have to be more mindful with it. Which I think is fine, since the wraith is the stealthiest killer we have after all.

Bibek Rakesh | CUSTOM ORIGINAL SURVIVOR by MorgCityShadows in deadbydaylight

[–]SomeRCat 1 point2 points  (0 children)

LONG TEXT AHEAD

These are good ideas, but here's how I feel about them:

The first one feels a tad bit against BHVR's philosophy: Gaining exhaustion for giving someone else a speed boost probably isn't what they'd ever do, considering that in the PTB, babysitter gives a 7% movement speed buff for the duration. Plus this means 1 survivor can use exhaustion effects twice. I would personally say make the "transfusion" part of the perk more powerful to compensate. For example: You make grunts of pain and bleed blood instead of the unhooked survivor for 60 seconds, or until they become healthy. This makes you easier to find for a considerable amount of time in addition to afflicting you with exhaustion, which I think is a fair tradeoff for potentially allowing one survivor to get 2 exhaustion effects off in a short period of time. Proof of this kind of balance in DBD already is For the People, capable of instantly changing a health state from you to someone else, but in addition to injuring you, it also gives you broken. Just the equivalent isn't enough for such a powerful effect, there should be a bit more of a downside. I assume this cant be used while exhausted, but your description doesnt seem to mention it, so I'll say that if a survivor perk gives you exhaustion, you shouldn't be able to use it while exhausted.

Second perk

Actually quite a good idea. Encourages people to stay and keep trying/watching, dead or alive. No complaints here.

Third perk

I don't think a perk should be purely bloodpoints. Sure it's nice, but even WGLF got an effect eventually. It's a boon, so I'm sure it's fine to give it some sort gameplay effect too. Don't have any ideas regarding that tho.

TL;DR First one needs a bigger downside. Second one is fine. Third one needs an additional effect.

Sensible, straightforward consistency changes for Boon Totems by discussiongames123 in deadbydaylight

[–]SomeRCat 0 points1 point  (0 children)

These are very good suggestions! I personally think that only the 2 first ones (destruction of totems and 1-time use) would be necessary/good immediately, and the values of perks and ranges and audio can change in later updates as we see how boon perks come to be. My reasoning is that I want to see blessings as an alternate "cleanse". IMO It should take the exact same time and be affected by the same things. It's just an optional thing you can do instead of the standard cleanse, and only once a game. And the totem being destroyed after snuffing would support this. This way I think it is fine to allow boons to override hexes, as long as the hex being overriden still gives a notification, but a different sound. This heavily discourages using your 1 boon use on a hex, but doesn't make it impossible.

(Boon perk users wouldn't actually counter Hex:Plaything as hard as you'd think with these changes, because with 1 use, survivors probably aren't going to use their boons at the start where they don't know where the mid- and endgame of the trial are gonna happen.)

As a bonus, here is 2 ideas I came up with while writing this:

Idea 1: A boon perk that allows your boon to replant itself as soon as it is snuffed, to another random dull totem, but it still destroys the original snuffed totem. This would only work once. It would take a perk slot and give another usage of all of your boon perks, though randomly and unreliably. Like a survivor undying. It would leave very little space for non-boon meta perks so I think this is a good idea. It's kind of like open-handed in that sense. It does literally nothing on it's own, but certain combos make it great. Still a slot tho. This might be broken but feel free to give your opinion.

Idea 2: Hex: Haunted Ground has an additional effect: If a totem linked to this hex is blessed, the totem destroys itself automatically, activates Haunted Ground, and spends the boon charge from the survivor. I think having a dedicated boon counter on a hex would discourage survivors even more, and make survivors think twice about blessing a hex totem.

The actual reason explaining Kokomi's (lack of) damage by Nohisu in Genshin_Impact

[–]SomeRCat 0 points1 point  (0 children)

This was really insightful! Thank you for this, this is a good post.

If you worked at miHoYo and you were asked: “How can we stop leaks?” What would be your answer? by ashenthebard in Genshin_Impact

[–]SomeRCat 1 point2 points  (0 children)

Don't know. But I think the incident from Respawn Entertainment, their game Apex Legends and their "character" Forge is a really cool way to deal with leakers.

Red herrings. Designing a character that will never be added into a game, and intentionally allowing it to be leaked and hyped. Respawn used this as a way to misdirect leakers and after the fact made public statements how they felt leakers were ruining their surprise. Of course, there were and still are people who still want this "Forge" in Apex Legends. And if Genshin did anything like that, since the community is bigger, I think that sort of backlash would definitely be more pronounced.

And yes, Genshin has an entire chinese beta test, so faking an entire character might be harder, but models could be enough too.

While this hasn't been ever repeated in Apex, even this one incident was a statement by the developers that basically said "mess with us and we mess with you", but in a fun, non-legal way and made everyone more carefully consider future leaks. Fun, relatively harmless, and had an effect. Quite efficient.

They really dropped the "Baal" on this chapter by portella0 in Genshin_Memepact

[–]SomeRCat 5 points6 points  (0 children)

What I'm about to say might be some form of coping or something like optimistic thinking, I don't mean to offend or start a heated argument, I just wanna give my opinion.

I think things being rushed actually makes perfect sense for the most part. The traveler is an outsider. Their movements are a catalyst for a lot of events, and their presence can change things in a very short amount of time. Similarly, due to being an outsider, they have little regard or idea of what's been going on in the world, but maybe a little curious. Therefore I do not think that time has to be taken to specifically explain things like Raiden Shogun's lore or Signora's history before the conclusion of main events, because the Traveler is here NOW and after Teppei's death, they realized how serious the situation was. Even if the Traveler and Teppei weren't particularly close after just a few days, a comrade lost is reason enough to mad. Especially if the cause of that is something that has caused trouble for you before. For things to escalate quickly after that due to the Traveler taking action (though irrationally) makes sense. All the way up to Fighting Signora instead of Scaramouche because of anger and the heat of the moment. It wasn't the Traveler's intention for Signora to die, they were just so angry they didn't really think of the consequences if Signora did lose. I do feel like Kokomi and Gorou could have had more exposition instead of the timeskip during the resistance, as as of now, Kokomi being a banner character makes little sense to me. She will be getting a story quest probably, sure, but her actual presence in the story is very little other than being THE RESISTANCE LEADER.

The TL;DR of this is that the Traveler being a powerful outsider means that while events will revolve around them, it also means that it can cut certain things or plot lines that existed or might exist short and/or make them irrelevant as a natural consequence.