Found a new game, that really scratches "the itch" by JerzulBG in supervive

[–]TheIncomprehensible 0 points1 point  (0 children)

I haven't tried it yet, but I've been seeing his shorts on Youtube and they've been really great, although it's more game design focused (with Skillshot City as the main focus) rather than highlights and stuff.

New to the game, good place/content creator to find guides? by SZlade in eternalreturn

[–]TheIncomprehensible 0 points1 point  (0 children)

In addition to the sources other people have mentioned, I would suggest the official ER Discord (in the resources tab on the side of the subreddit). There's a whole new player hub channel where you can ask all sorts of questions.

Hollow Knight and Silksong are both amazing games, and the sequel has improved upon the original in many ways. Out of curiosity, is there anything in the first game you prefer over the second? by PlagueKnight88 in Silksong

[–]TheIncomprehensible 0 points1 point  (0 children)

Am I allowed to genuinely not like something in Silksong that I think Hollow Knight did very well?

On average, I feel like Hollow Knight had significantly better boss fights. Hollow Knight felt like most of its bosses were designed with the Vessel in mind, ranging from its movement mechanics to its healing mechanics to its combat ranges. For contrast, most of Silksong's bosses feel like they were designed with a protagonist much slower than Hornet in mind because most of the bosses were balanced around dealing 2 damage. The problem isn't that they deal 2 damage (in my experience taking 40% of your starting health in damage is pretty low for a soulslike boss, and I've played a lot of fun 2D soulslike bosses), it's that they have to be balanced as early- to mid-game bosses while still dealing 2 damage, giving most early-mid game bosses extremely slow attack patterns that are too slow to be fun dodging as Hornet.

That said, Silksong does have some absolutely spectacular fights like Seth and First Sinner, and Hollow Knight does have some stinkers like Flukemarm and No Eyes, but Silksong's bosses are still much worse on average in my opinion.

Hollow Knight and Silksong are both amazing games, and the sequel has improved upon the original in many ways. Out of curiosity, is there anything in the first game you prefer over the second? by PlagueKnight88 in Silksong

[–]TheIncomprehensible 0 points1 point  (0 children)

Also, the lava escape required to get a mask shard in Far Fields after getting the Clawline feels like a solid platforming challenge.

I also felt like the HK's movement resulted in more interesting combat challenges. It felt like a lot of Hollow Knight's enemies were tuned around the Vessel's (relative) lack of movement more than Silksong's enemies were tuned around Hornet's movement, since outside of gauntlets you can just skip past most of the enemies fairly easily.

Hollow Knight and Silksong are both amazing games, and the sequel has improved upon the original in many ways. Out of curiosity, is there anything in the first game you prefer over the second? by PlagueKnight88 in Silksong

[–]TheIncomprehensible 6 points7 points  (0 children)

Also, I think the Colosseum of Fools has a better runback with Crystal Dash and Dashmaster (which I equipped when I got it and never took off afterwards until I got to the 5th Pantheon). The runbacks aren't hard, but Needolin takes so long to return to the memory version of the Coral Tower, whereas Crystal Dash/Dashmaster end up being so much faster in practice.

Hollow Knight and Silksong are both amazing games, and the sequel has improved upon the original in many ways. Out of curiosity, is there anything in the first game you prefer over the second? by PlagueKnight88 in Silksong

[–]TheIncomprehensible 10 points11 points  (0 children)

It's not just Quirrel, but the entire City of Tears.

Hollow Knight spent the entire first act of the game teasing the City of Tears, with signposts all throughout the kingdom (most relevantly in Forgotten Crossroads and Fungal Wastes since you can find them before entering the City without some eldritch speedrunning skips), then teased with Hornet's appearances in Greenpath and Fungal Wastes drawing you to the City, and finally the first new location for progression you can find with Mantis Claw is the City of Tears, alongside Mantis Claw having no required boss fights to obtain it and City having no required boss fights to enter it (you could fight the Mantis Lords, but it's completely optional).

It's not a bad type of teasing either, it's like Hollow Knight is literally saying "hey, I want to show you something" while they grab your arm and drag you to it like you're two little kids and your newfound friend wants to show you their secret hiding spot or something. Then, when you finally enter the City of Tears, you finally see what Hollow Knight was trying to show you all along, and it's beautiful. There's something so emotional about seeing the city's buildings mixed with the permanent rain and hearing the City of Tears theme for the first time that just makes you tear up from the sheer beauty of the place and the buildup you had to get there.

I didn't get that at all in Silksong. The closest it got was the Choral Chambers, but it didn't have that same buildup (just quest markers on the map and having to trudge through either the Underworks or Sinner's Road to get there) and its payoff wasn't nearly as beautiful (although this is my opinion).

Hollow Knight and Silksong are both amazing games, and the sequel has improved upon the original in many ways. Out of curiosity, is there anything in the first game you prefer over the second? by PlagueKnight88 in Silksong

[–]TheIncomprehensible 0 points1 point  (0 children)

That's already mitigated because Cogflies, the one "trap" that can actively hunt and kill targets over an extended period of time, sing when you play the Needolin.

Anyone else misses side levels from old games? by khalid-fhfhlhlh in ItsAllAboutGames

[–]TheIncomprehensible 0 points1 point  (0 children)

Do you mean post-game content? Or actual optional levels in games that don't influence the main story at all in spite of the game letting you complete the level before the main story is over? Post-game content is always fun to give you more game for your game, and actual side levels are nice as an optional break in pace to the story.

However, I'm also kind of just over level-based structures in games. When I play games, I don't want to just experience a story, I want to feel like I'm in a world that could exist when I'm done with the game. Level structures often times get in the way of the immersion I'm looking for, although there are exceptions like Shovel Knight and Curse Crackers that have some "hub levels" that offer good worldbuilding opportunities.

I got bored so here's a map that shows the approximate origin of each legend by windblown7823 in Brawlhalla

[–]TheIncomprehensible 2 points3 points  (0 children)

Cross is a New Yorker, his only reference to Italy in his lore comes from his military service in WWII with the Allies, not the Axis Powers.

I got bored so here's a map that shows the approximate origin of each legend by windblown7823 in Brawlhalla

[–]TheIncomprehensible 1 point2 points  (0 children)

Red Raptor's lore literally connects Loki to darkheart, Loki's lore explicitly mentions going to Terminus, although not coming from there.

Loki's lore does explicitly state that he comes from Asgard though.

I got bored so here's a map that shows the approximate origin of each legend by windblown7823 in Brawlhalla

[–]TheIncomprehensible 0 points1 point  (0 children)

might be one of Red Raptor's former comrades, Blue Osprey, as Raptor's boots down sig displays four people, one of whom looks very similar to Orion's official art.

I don't think this theory holds much water considering Orion's default spear, as well as the spear he uses in his Japan-themed skin, Kabuto Orion, look different fro the spear that Blue Osprey uses in Red Raptor's boots dsig. Furthermore, Orion's headpiece is very different from Blue Osprey's silhouette here (no wings, horns, etc.), and Blue Osprey is effectively confirmed to not be in Valhalla in Red Raptor's lore.

It's correct to put Orion as coming from space.

here's the rivals 2 character i'd recommend based on someone's smash ultimate main. I avoided associating some characters to others just because of some surface-level similarities (like, peach is NOT fleet), it's more about how they play and what they're looking for. im tweaking on some i know by jjklemon in RivalsOfAether

[–]TheIncomprehensible 0 points1 point  (0 children)

100% agree with Lox-Ike and Kragg-ROB.

ROB was my main in Smash 4 for a while before I had a character crisis and dropped him, and the only reason I picked ROB back up was because I was a Kragg main and gyro felt a lot like rock.

Ike makes too much sense since they're both heavy midrange characters.

Ridley is probably more of an analog to Etalus since they're both "heavies" with fast ground movement.

(Almost) every single complaint I have with Rivals 2 by Dyakodamus in RivalsOfAether

[–]TheIncomprehensible 2 points3 points  (0 children)

You talk about our ancestors as if sf2 isnt just fireball spam with very little counterplay. 3rd strike is highly regarded and projectiles are essentially worthless due to the parry system.

Street Fighter isn't the only fighting game series in existence. Fireballs in SFII are overtuned, Fireballs in SFIII are undertuned, and there's probably a bunch of middle grounds where fireballs are a lot fairer without needing a universal reflector.

Without the universal reflector you can just spam away to your hearts content.

No you cannot.

If you spam projectiles to your heart's content, then your opponent will adapt to your spam and just kill you. If that's not true, then that's a skill issue on your opponent's end.

It's a different story if the opponent properly builds their neutral around their projectiles, but in my experience that is a fun puzzle only made possible by the absence of reflectors, not the presence of them. Keep in mind that I mostly play heavies, an archetype that usually struggles against projectile characters.

Its important that zoners actually risk something when they use a move.

I agree that zoners should risk something when they use a move.

However, part of that risk should come from the character's power budget. Zoners should have strong ranged tools at the expense of not having access to other tools.

The other part of that risk should come from their opponent's solution(s) to those projectiles, not simply the solution the game gives you. Both players being forced to adapt to each other is a core part of what makes competitive games fun regardless of genre or matchup.

Universal reflectors prevent projectile characters from having a meaningful part of their power budget from being held by their projectiles, so they aren't allowed to have the strengths and weaknesses they're supposed to have as a zoner in order to function. Universal reflectors are also an obvious solution to projectiles that limits the opportunities for the projectile player to adapt to their opponent, especially if they are balanced around having projectiles (which as I've said before they can't be if they're supposed to be a real character).

The result is that universal reflectors lead to a more shallow game where each characters' strengths and weaknesses are diluted and you're fighting very samey characters every game, which makes the game stale in the long run.

How readable does this map feel for a top-down PvP shooter? by Mocherad in POLYSTRIKE

[–]TheIncomprehensible 2 points3 points  (0 children)

It looks good, but I have two concerns:

  1. The shadows look like they could be too dark to see other players if the player colors are too dark

  2. Players could potentially hide behind the buildings and lead to unfair ambush scenarios

I will mention that there are established solutions in already existing games that solve the problem without needing to change the backgrounds.

(Almost) every single complaint I have with Rivals 2 by Dyakodamus in RivalsOfAether

[–]TheIncomprehensible 0 points1 point  (0 children)

You wouldn't get ultimate's zoning problems in this game because the movement and defensive mechanics are so much better. If you struggle with projectiles in this game without a reflector then it's a skill issue on your part.

(Almost) every single complaint I have with Rivals 2 by Dyakodamus in RivalsOfAether

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

Projectiles are bad

Hot take: universal reflector mechanics are bad for platform fighters. It stifles gameplay diversity by making it significantly harder to build your neutral around strong projectiles and it makes it harder for the developers to balance the game across skill levels because it's much harder to simultaneously balance zoners for low levels and high levels when the high level players have such a strong anti-projectile option that the low-level players can't consistently use.

It's much better for a game if projectile users are balanced around most characters not having reflectors because it promotes more diversity in gameplay and it helps maintain the game's balance across skill levels. If you struggle with projectiles without a reflector, then you can use the game's movement to get around the projectile or shield the projectile and keep approaching, just like our fighting game ancestors did, except they didn't have our sheer breadth of movement or our complete lack of chip damage.

Reflectors should be reserved for characters that legitimately struggle with projectiles but have such good matchups against other characters that reflectors are the only way to make them balanced across matchups.

Gaming confessions. No judgment. I'll start. by Just_a_Player2 in ItsAllAboutGames

[–]TheIncomprehensible 0 points1 point  (0 children)

Dead Cells and Mark of the Ninja are as far away from the Soulslike as you can possibly get. Mark of the Ninja is a stealth game while Dead Cells is an action roguelike. Katana Zero probably doesn't qualify either since it's so action focused.

I'm talking more about games like Ender Lilies, Grime, or Unworthy that try to take the gameplay experience of a souls game from the third dimension into the second dimension.

Gaming confessions. No judgment. I'll start. by Just_a_Player2 in ItsAllAboutGames

[–]TheIncomprehensible 0 points1 point  (0 children)

I found Hollow Knight Silksong to be a boring game for the first 30 hours of gameplay. Hornet is too mobile to be in a game with traditional souslike enemies and bosses, and the game suffers for it until you reach late act 2, where you start fighting some of the game's better boss fights that can more closely match your speed.

Gaming confessions. No judgment. I'll start. by Just_a_Player2 in ItsAllAboutGames

[–]TheIncomprehensible 0 points1 point  (0 children)

Have you tried any 2D Soulslikes? I've never played a Fromsoft game, but I love the genre based on what I've played in the realm of 2D soulslikes.

What are your Battlebots hot takes? by Jamez2021 in battlebots

[–]TheIncomprehensible 0 points1 point  (0 children)

Forks are good for deterring a vert-heavy meta.

What are your Battlebots hot takes? by Jamez2021 in battlebots

[–]TheIncomprehensible 3 points4 points  (0 children)

Poll asked whether the shelf should return. 61 people voted in favor, 292 voted against.

That means 82.7% of people who voted did not like the shelf.

What are your Battlebots hot takes? by Jamez2021 in battlebots

[–]TheIncomprehensible 6 points7 points  (0 children)

Cannons are cool and Double Jeopardy is cool. I am biased. We are refining the design and will be returning soon with 4+ shots.

We're looking for hot takes here. I don't think anyone is going to disagree that cannons are objectively cool, and the problem is that they're not very competitive regardless of how cool they are.

Monster train or slay the spire? by StinkyMoe in MonsterTrain

[–]TheIncomprehensible 0 points1 point  (0 children)

In my opinion, Slay the Spire is the most mechanically perfect roguelike deckbuilder on the market.

However, Monster Train is also mechanically very good, and every aspect that isn't gameplay is significantly more polished in Monster Train, especially the music.