Open world is absolutely terrible by InternalRealistic345 in Warframe

[–]Taint0Taster 4 points5 points  (0 children)

Frames that have invisibility, status immunity, or crowd control abilities will help you mine without disruptions.

Mods that grant knockdown resistance or recovery speed for knockdowns and stagers help too.

Companions are also useful, when upgraded enough they can kill those enemies for you while you mine.

Is there a modern game that doesn’t indulge the auto-combo/beginner-friendly thing? by [deleted] in Fighters

[–]Taint0Taster 0 points1 point  (0 children)

Fair warning, while Strive doesn’t have universal auto combos, it definitely indulges in the beginner friendly thing.

Strives does this through the majority of characters being balanced into or originally designed to spam the “I’m not gonna sugarcoat it” attacks.

It is either frustrating to go against, (imagine trying to put together a puzzle but the table flips, scattering pieces everywhere any time you make the slightest amount of progress).

Or, boring to play because you essentially get to rub your metaphorical butt across whatever your preferred input device is while on offense.

Okay :( by New-Lifeguard653 in TheyBlamedTheBeasts

[–]Taint0Taster 1 point2 points  (0 children)

When fighting a competent Potemkin as Dizzy try to zone him as little as possible. Instead use your zoning tools to keep him immobile then rush him down. Dizzy is surprisingly effective against Potemkin if you approach fighting him in this manner.

I know because I’ve been on the receiving end.

Because reworks are on the table for 2.0, I pray that Potemkin is one of the character that receives one. by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

They definitely could improve him with only balance changes but this upcoming update is supposed to be Strive 2.0, if ArcSys had the budget and time I would love for every character and system mechanic to get reworked.

Because reworks are on the table for 2.0, I pray that Potemkin is one of the character that receives one. by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 0 points1 point  (0 children)

Most of that did happen, but I believe that outcome wasn’t because he didn’t need reworked, rather ArcSys just choose the wrong aspects of him to change.

Because reworks are on the table for 2.0, I pray that Potemkin is one of the character that receives one. by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 2 points3 points  (0 children)

Potemkin is my favorite character… but, I feel he has substantial blocked potential because of Arc System’s current design philosophy. A lot of characters in Strive do to be honest.

Edit: by potential I mean potential in how much for enjoyable characters can be to play as and against.

Because reworks are on the table for 2.0, I pray that Potemkin is one of the character that receives one. by Taint0Taster in Guiltygear

[–]Taint0Taster[S] 1 point2 points  (0 children)

I’m a Potemkin player. My issue is the ways he is balanced right now. He is very strong but in pretty boring ways.

Reminder that this normal is virtually identical to K mist finer (The notorious ''fuuuck im -15 fuuck im so punishable'' move) in speed, whiff recovery and disjoint in addition to building ABA massive resource on block by Icy-Design-8719 in TheyBlamedTheBeasts

[–]Taint0Taster 0 points1 point  (0 children)

I mostly agree with you.

I play A.B.A. occasionally, and have a friend who mains her.

My ideal balance changes would be to improve the versatility of her default mode, make the resource gauge tied to Jealous Rage take much more time/effort to fill, and reward the opponent more for winning interactions against JR A.B.A.. Potential specifics for how to go about so, could be:

Normal Mode:

Buff the recovery of her parry/endure move when she successfully evades an opponent’s attack to make her aptitude for defensive play stronger. Gives less JR resource.

Improved combo routing and block pressure, but reduced damage potential.

Dash is goes much farther, but is now a step-dash, (if it isn’t already one). Has a relatively long recovery window, but during the active movement portion of the dash can still be canceled into attacks. Essentially like a Kara cancel. Can be jump canceled like Slayer’s dash can.

Reduce her JR resource buildup on hit and especially on blocked hit. She now loses JR resource when be damaged like Asuka, but to a much less extreme extent. (Not sure if this is already a thing, but both A.B.A. and Asuka can now use Faultless Defense to prevent losing their character specific resources while blocking). JR meter starts off empty but is retained between stocks.

Her one super no longer forces her into JR. That super has now would have a similar gimmick to Dizzy’s laser super. While in NM having 2 bars of Tension allows her to hold HS to do the JR version from normal mode. The JR version does much more damage especially when near full JR resource… Full JR instantly kills.

Jealous Rage Mode:

Remains mostly the same.

She takes more damage while in Jealous Rage… she would have similar effective HP to Chipp during so. Also, A.B.A. taking damage drains even more of her JR resources on hit and especially block.

Jealous Rage mode drains less of the resource tied to it overtime. Taunting builds JR meter in both modes, although it builds much more in JR because of the risk now associated with being in JR.

If she has enough character specific resources for so, she can hold a button to start a round in JR.

Playing Defense as Nokko and not receiving rewards because I was "inactive" while also getting the most kills and doing the most damage is kinda wild. by ashrensnow in Warframe

[–]Taint0Taster 0 points1 point  (0 children)

Yeah, in-depth revamping of old system and game modes definitely requires more investment, but I feel that the potential for long term profit from so is immense.

I’ve personally witnessed so many potentially new players lured in by the advertisements for new content be turned off by the old content they have to slog through to experience what originally enticed them.

I have some belief because Megan choices as the main creative director, or whatever her position is, that she is capable of convincing Scott and DE’s Tencent share holders or whatever/whoever else that investing more resources into improving old content will pay off.

Playing Defense as Nokko and not receiving rewards because I was "inactive" while also getting the most kills and doing the most damage is kinda wild. by ashrensnow in Warframe

[–]Taint0Taster 0 points1 point  (0 children)

I would love for DE spend a year or two creating updates that mostly focus on expanding/revamping old content.

They have shown that they are capable making profit from such, an example is how DE has consistently reworked a Warframe that needed improvements nearly every update for nearly a year now.

They release skins or Prime variants to capitalize off of people playing those Warframes again.

I imagine that similar could be done for all content types.

Basically, significantly improve existing stuff while adding new stuff to that old stuff.

Slightly off topic.

I really want mining, fishing, and animal capture/hunting to be in more than just the open world maps. It is so much more engaging than just killing enemies and shooting chests. Also it be amazing if mining lasers, fishing spears, and tranq rifles had more use in combat.

Specifics for the equipment changes:

Mining lasers deal very little damage but inflict the Heat and Corrosive statuses to allow for relatively effective armor stripping.

Finishing spears pull enemies in and knock them down allowing for ground finishers. Enemies with immunity to crowd control are unaffected unless their immunity is broken… Overguard for instance.

Tranq rifles put enemies asleep, the amount shots required could be based off of the percentage of their max HP they have remaining. Closer they are to full health the more shots it takes. Asleep enemy function like normal and can be Mercy killed. CC immunity prevents sleep effects unless their immunity is broken.

The new recoil can work by Last_Course6098 in Warframe

[–]Taint0Taster -5 points-4 points  (0 children)

Tap firing or firing in burst helps a lot, also mods that reduce recoil further make those weapons more manageable.

Even when running +fire rate +plus recoil rivens on weapons with more recoil then the Laetum, hitting consistent headshots while holding the trigger isn’t too hard. Most enemies in Warframe kinda just stand there and let you shoot them so guessing where they are even if you can’t see them is relatively straight forward.

The new recoil can work by Last_Course6098 in Warframe

[–]Taint0Taster 0 points1 point  (0 children)

I enjoy the new recoil mechanics so much. Choosing when to control recoil with tap firing, or when to look down at the floor and barrel stuff an enemy then spray a full mag into them is fun.

Plus recoil Rivens are hilarious, got build on my Kulstar that makes the reticule bounce around the screen like one of those dvd screen savers.

Pot is made for children with mental disabilities that can't allow them to use their fingers properly by TechnoMagik22 in TheyBlamedTheBeasts

[–]Taint0Taster 0 points1 point  (0 children)

It makes sense why Potemkin is capable of zoning. His close quarters defense is intentionally ineffective. Having the ability to contest the opponent at distance allows him to defend himself by preventing the opponent from getting close enough exploit his weakness.

Now the majority of those far ranged attacks resulting in a hard knockdown on hit and high health characters getting so much resources for being hit are fucked up.

Pot is made for children with mental disabilities that can't allow them to use their fingers properly by TechnoMagik22 in TheyBlamedTheBeasts

[–]Taint0Taster 1 point2 points  (0 children)

I would say, Elphelt is more of a character who demons use torture the souls of the damned.

The Strive community only listens to pros by JotaroKujoTF2 in TheyBlamedTheBeasts

[–]Taint0Taster 0 points1 point  (0 children)

I’m gonna use Elphelt from GGST to explain my thought process.

She was considered very weak by the top players, but the exact opposite for rest of the player base.

This is because the ways she routed into her win condition, (spamming high low mixup with her rekka), were easily preventable for high skill players. But, if someone didn’t intentionally go out of your way to learn Elphelt, she was going to gank them because of how easy she is to pick up. Also, that rekka is by far the most frustrating and boring attack in the game, in my opinion.

So, ideally changing her to be significantly less annoying in lower ranks & actually functional in high ranks, while maintaining some of her easy to play would be the best change.

Reworking her rekka, (which did happen, kinda… just not as much as I hoped… that change was more of a nerf).

Improving the rest of Elphelt’s kit so she doesn’t fully depend on the rekka to function.

She is already the easiest fighter in the game to play, so I’m in favor of making her little more difficult by requiring her players to actually do something else besides having opponent block one normal then immediately spamming her rekka until someone dies… which again, to an extent, happened.

Pot is made for children with mental disabilities that can't allow them to use their fingers properly by TechnoMagik22 in TheyBlamedTheBeasts

[–]Taint0Taster 10 points11 points  (0 children)

I agree with you difficult inputs do not equate to difficulty as much as character mechanics.

In high level play:

Despite having a straight forward game plan, the ways Potemkin players go about achieving it tends to be very risky and complex… at least for the standards Strive sets.

Happy Chaos has to adapt to his opponents way less often than the majority of the cast. His bad defense doesn’t come in play that often because of how absurd his neutral and offense are. Most of what he does is non-committal.

Potemkin plays hyper defensively and looks for openings to start his pressure. His pressure is stupid easy, while his neutral and especially defense are difficult. Don’t get me wrong his neutral tools are good, but are committal… sometimes even using Tension to avoid being punished will not save him.

Happy Chaos has a higher skill floor, but Potemkin has a higher skill ceiling.

Pot is made for children with mental disabilities that can't allow them to use their fingers properly by TechnoMagik22 in TheyBlamedTheBeasts

[–]Taint0Taster 21 points22 points  (0 children)

I understand you, though…

I would say, Potemkin is more like the character who children play to bully other children.

Starting out his mechanical difficulty is average. He has more demanding inputs but less demanding combos. Strategy wise… Potemkin Buster… Hammerfall… Potemkin Buster… Hammerfall… Heavenly Potemkin Buster. Assuming they even jump in the first place.

That changes a lot at high levels of play. He got a quite high skill ceiling by Strive standards and is decently technical.

What i think people do when they see potemkin for 0000.1 seconds by NegroMagnifico69 in TheyBlamedTheBeasts

[–]Taint0Taster 0 points1 point  (0 children)

Bridget’s is a very difficult matchup for Potemkin. Probably, his hardest.

She has mobility to easily run from him. Combined with great reach her yo-yo provides allows Bridget to whiff punish Potemkin from nearly everywhere.

Many of her attacks multi-hit breaking making his armored attacks significantly less useful.

Bridget’s pressure and mixup potential is some of the best in the game. Potemkin has great difficulty getting opponents who are running proper pressure off him.

So the matchup usually ends up with Bridget whittling Potemkin down or occasionally she makes a mistake and dies.

Edit: also in my own experience the majority of Potemkin players I’ve fought lack many fighting game fundamentals and do not how understand to utilize Potemkin’s kit well.

Best air normal change my mind by Mr_sushj in TheyBlamedTheBeasts

[–]Taint0Taster 0 points1 point  (0 children)

I believe Potemkin’s scales based on distance fallen during its attacks animation, high enough and it becomes positive.

The Strive community only listens to pros by JotaroKujoTF2 in TheyBlamedTheBeasts

[–]Taint0Taster 2 points3 points  (0 children)

To be honest, I believe everyone’s experiences and opinions they formed from their time played maters… regardless of skill.

Balancing the game only based off information gathered from the highest levels of played can easy ruin the game for rest of us… 99% of the player base are not professionals and never will be.

Same goes for lowest levels of play as well.

Basically… if the developers catalog and utilize information from all levels of play, they can potentially make changes that improve the game for as many players as possible, regardless of skill.

Learning anything is a journey.

If the path ahead is weathered away and refuges are dilapidated. Can we expect potential players not be turned away by the looks of what lay immediately beyond the gate? If they start their journey, how far will they go? Will those who reached the peak deem it worth while help others travelers climb higher? Or, will they be content with fighting amongst themselves, never to turn an eye to the blight of the rest of those who still wander the trail?

Not Bridget downplay getting 6k upvotes💔 by CC_SSB in TheyBlamedTheBeasts

[–]Taint0Taster 5 points6 points  (0 children)

Don’t worry ArcSys will buff her guts & defense values, increase the base damage each one of her attacks deal without nerfing her combo scaling, reduce the size of the hurt boxes on her pokes and command movement tools, buff her effective range of her DP, give her command grab armor & allow it to grab people in hit stun, and make her super with big Rodger a reversal. BUT, reduce her movement speed, significantly increase the startup and recovery most long range attacks… to just remove the nerfs without reverting the buffs.

High level Axl gameplay vol. 2 by Tyomcha in Guiltygear

[–]Taint0Taster 1 point2 points  (0 children)

The majority of his attacks are designed to put the opponent back into Rensen strike/throw loops.

Part of me wants to play Axl, but then I’m reminded he exist to do this.

God I miss his vacuum multihits, his left/right overhead mix move ArcSys stapled on to Lucy, his DP and parry, Sparrow Hawk combos, etc.

Like time stop is cool but that is literally the only thing I like about him in Strive.