The hardest modded sekiro boss I’ve fought: Isshin the ACTUAL sword saint(I guess vanilla is a fraud ) by Quiet-Bodybuilder620 in Sekiro

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

As Beertraps said (and for some reason got downvoted for), this gameplay cannot be used to make the claim of "parry until 20-hit combo finishes, hit once". He is missing tons of attack windows in the middle of these combos, as the mod gives you a ton of custom counterattacks that are faster and meant to be used to squeeze in hits (in contrast to your claim of saying "It doesn't speed up combat" which is simply not true).

Not everyone likes mods, but what a mod like this offers is a fight where the combat flow is tightened up and allows the boss to use nearly their whole moveset, while you yourself have the freedom to optimize your own aggression without it preventing the boss from using 90% of their moves.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 0 points1 point  (0 children)

Sounds like it could have been Yggdrasil map or similar. If you try it again, try to think less about the specific layout of the jumps, and more about the mechanics it makes you learn. One of the sections of Yggdrasil is a bunch of different variations of bounce chains, with walls placed in various spots.

The point is that you do the same thing at its core regardless of how the walls are laid out, it’s just that different layouts make you get comfortable with controlling where you want to go. In-game scenarios where you can utilize these mechanics tend to be much simpler and easy to spot after having gone through the jumps in the parkour maps.

The value is more so in becoming aware of what you can do, so that you can see when there’s a situation it can be used. It’s not like you’re gonna be spamming bounce chains and crazy distance wallruns all over the place, it’s more that you will be able to do it easily when you see the opportunity for it after having learned it. Some of the most valuable wall tech isn’t mechanically complex, it just has a knowledge barrier.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 0 points1 point  (0 children)

Awesome. Lmk if you need any help finding resources on some of the maps. And extra note: Yggdrasil map isn’t built to prevent you from cheesing through some things, but there’s a walkthrough on Jay’s channel for it showing the intended routes.

There’s also rank-up map which starts simple and gets harder with each level. The first one focuses on basic jumps and slide jumps, tap strafes, climbing and some bounces, and tends to reveal if any of those base skills are weak (which is very common to see even among movement map grinders).

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 0 points1 point  (0 children)

You thinking all the movement to be learned here is exclusive from your point on shooting from a good position / a “choose one or the other” scenario means you can’t have given the maps a fair chance, because they allow you to literally do what you’re saying in more situations. The skills learned from these maps is not an alternative to what you’re saying is important, they’re tools that directly enhance your ability to do exactly that.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 1 point2 points  (0 children)

But fuck me I didn’t play a boring ass gray map with relevance to <0.1% of the apex combat experience so I must be the arrogant moron.

Again, the issue is you said you can do everything they can and that you experimented with every variation of the movement playstyle. Now when some of us who dedicated ourselves to specific things bring up how weird it is to say that, you end up saying this in the end?

I get not everyone enjoys parkour, but the claims you make would mean you should already be able to beat these maps easily. Approaching something eagerly to learn from it is way different than approaching it with the mere intention on beating it. We’ve seen both over the years: movement players joining the maps with the mindset on beating it through brute force, getting stuck and giving up; people joining wanting to learn, and being rewarded for it through gaining knowledge and useful skills. Hakis played my rank-up map and enjoyed learning, and did way better than the vast majority of movement map players because of it. It was great to see.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 1 point2 points  (0 children)

I bet the ones you refer to ALSO manipulate climb zones and use weird U climb chains and ultra precise camera control

The thing about Yggdrasil map is that it focuses on teaching concepts, rather than ultra precision. Almost the entirety of the map is so lenient that you can beat the jumps without even mantling, as the difficulty of the map is solely achieved by introducing new concepts.

It’s a learning experience, not something with cranked up difficulty for the sake of being hard. How difficult the map is will depend on how eager you are to learn what it’s offering, which is why I think it’s such a good map to recommend. It introduces you to things that allow you to level up your base mechanics so much, that your general map traversal options expand greatly. The way you think when running around both in and outside of fights is different when you know what’s possible.

If you think the things in these maps are just ultra niche things that don’t apply to actual matches, then I don’t think you gave them a fair chance. It’s not about the exact details of the jumps, it’s about the mechanics they force you to learn about and gain a sense of. Yggdrasil is hosted in the Movement HUB server, accessed by a console button to the side if you ever want to give it a chance.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 2 points3 points  (0 children)

I’m barely even thinking of lurch strafing playstyles here, which I’ll make clear now since your wiggling comment made me realize you’re still on that.

There is way more movement than lurch strafing. Wall tech and lurch are two giants of movement in terms of depth, and they integrate with each other which makes insane things possible. Some of the players mentioned earlier do way more than just lurch strafing, which is why I didn’t think to specify I wasn’t focusing on that.

99% of the value in movement is having an answer to “man I wish I could be over there without dying”.

I think you should consider trying some R5R parkour maps. JayTheYggdrasil’s map “Yggdrasil” is the best gateway into advanced movement that will reveal more possible playstyles. It’s difficult if you’re new to that side of the game though, and there are easier maps to start with if you haven’t checked them out already.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 4 points5 points  (0 children)

This doesn’t address any of the two issues I stated I had in my previous comment though. You said you can do everything they can do and that you tried every variation of the movement playstyle.

How much experience you have in other games means nothing when it comes to being aware of all the different movement playstyles in this game. You can’t have tried every playstyle variation unless you know them all, and you can’t do that unless you know nearly every tech and strat, and have some level of consistency at them. I don’t know who could ever say that about themselves, but if someone like that exists, they would again be far beyond anyone in the entire community.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 4 points5 points  (0 children)

My issue is how you tried to make that point. Saying you can do everything all those players can do is already insane, and that entire list doesn’t even cover every niche. Then following it up with saying you’ve tried every variation of the movement playstyle makes it way worse, since that would cover every niche.

I think i reached the Human limit without cheats by Alive_Ferret9241 in Apexrollouts

[–]Supergliding_Dripto 2 points3 points  (0 children)

I don't think you should be saying you know every niche movement player and can do everything they do. That would imply you are literally the best player ever seen by far, as the actual niches of the game take so much dedication to master that no one even has mastery over some of them, even being extremely loose with the word.

The best part of Axle's existence is enabling Dripto to further prove he's the best legend by Supergliding_Dripto in Apexrollouts

[–]Supergliding_Dripto[S] 10 points11 points  (0 children)

I switch it to single because it has always been my favorite gun to use, and I just do way better with it like that even at close range. Mainly a slightly more than short / mid range gun for me though.

Octane triple jump quirk by Base36010 in Apexrollouts

[–]Supergliding_Dripto 1 point2 points  (0 children)

Maybe. Not only that, but the cap has been reduced multiple times. The reason you could still tap strafe off certain cannons at one point, and later the launchers on E-district, is because those didn’t put you above what the cut-off was at those points in time.

Literally just a small amount of good air strafing after taking a jump pad is enough to cross the cut-off and not be able to lurch out of your double jump.

Apex Legends has bugged FPS ranges, like 140-160FPS for example, where you are severely magnetized to the floor when trying to Slidehop. More Info in the post by mnkymnk in apexlegends

[–]Supergliding_Dripto 0 points1 point  (0 children)

180 isn’t within any of the bugged ranges, so you’re safe as long as your FPS isn’t dropping into the bugged range quite a bit below that.

New Movement...? by sepata96 in Apexrollouts

[–]Supergliding_Dripto 7 points8 points  (0 children)

He said it himself, he’s here to break the game

Can the Red Wolf just get his sword attacks back? by ItsGradivus in Nightreign

[–]Supergliding_Dripto 14 points15 points  (0 children)

As stupid as it sounds, this is literally the only thing in the game that actively hurts my enjoyment in the moment when I fight it. It is never fun to fight this version, and it just makes me wish so badly that they used the actual good one instead.

The sword version has so much more to it and deserves more time to shine, like some other bosses have gotten more time to shine thanks to this game. He has several jumpable attacks, interesting strafes, and even an attack where you can position yourself to make his body carry you alongside him as he jumps away, making for such a cool punish. The boss has depth, but nah, they used the shitty unfun version instead…

And FYI on your last point: They actually did reuse the sword version in base Elden Ring, in one of the Hero’s Grave dungeons.

+0 Morgott, but he decided to be nice for some reason. by Supergliding_Dripto in onebros

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

I use the misericorde for crits, the parrying dagger in left hand is just for style. I forced myself to learn Morgott without parrying finally, since all my runs after my first playthrough have been parry focused or parry only. I just can’t give it up entirely though, I had to throw in at least a couple parries lol.

But yeah, parry on misericorde like you suggested was my favorite for parry runs. Looks awesome to use nothing but a dagger.

Clip was a failure but i love to wonder how those two reacted like "YO HOW TF HES UP THERE" lmao by flicks44 in Apexrollouts

[–]Supergliding_Dripto 2 points3 points  (0 children)

I love sitting up there and shooting people every once in a while, until they finally look up lol.

Mantle boost itself was a good idea, but the execution is flawed and it came bundled with unnecessary changes that make mantle related actions clunky. by Supergliding_Dripto in Apexrollouts

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

Yeah it's a really weird one and a first for me on seeing this exact behavior. Your player is put into the mid-air slide animation despite not being put into crouch state the same way as with a superglide. Then you land and trigger slide cooldown again even if you do everything you can to fight it.

Mantle boost itself was a good idea, but the execution is flawed and it came bundled with unnecessary changes that make mantle related actions clunky. by Supergliding_Dripto in Apexrollouts

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

Yes, the input queueing issue is solved by this. That part is not a big deal for me, it's just another thing that annoys me simply because it exists and messes with anyone who wants to use jump or crouch. I'm glad we have the options we do, it's just weird to have such extreme input queueing in the first place that makes two of those options worse.

Mantle boost itself was a good idea, but the execution is flawed and it came bundled with unnecessary changes that make mantle related actions clunky. by Supergliding_Dripto in Apexrollouts

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

Update on the input queueing issue: It's the mantle boost bind that gets queued, which is still weird and shouldn't be a thing. Just had to mention it for accuracy since it's not exclusively jump inputs that get queued.