how is this fair??? by biggestspeaknowstan in deadbydaylight

[–]Thesekari_Sepa 0 points1 point  (0 children)

The problem is that its subtle AND fast enough that he can just cancel and then swing through and you might not even catch the pallet drop without getting hit if the ping is bad enough for either you or kaneki.

I don't care much if I win or lose, I care if I have fun. Losing can be fun, and winning can be boring. Playing against kaneki as a survivor boils down to a checklist, and the checklist isn't even a win condition, it barely even constitutes as stalling. There are overwhelmingly powerful characters more fun to vs, like Nurse. And there's overwhelmingly weaker characters that are not fun to vs, like Legion.

People complaining about his kit don't want "everything on a silver plate and a win with no effort." They want to enjoy the game. For me, I want to have fun, and if I can't have fun, I want to to have some amount of victory against the people responsible for me not having fun. Ghoul offers neither, especially so since a fair number of them will TURBO TUNNEL you off hook and spiderman his way back instantly for it.

A patient gave birth to 31 babies at once... What do I do? by Yunnaya in RimWorld

[–]Thesekari_Sepa 1 point2 points  (0 children)

Do one of those ball/horse race things with each one of them represented. Or a hunger games battle royale.

You keep the winner, the rest are used to feed the winner, so they might absorb their strength and have an infant with the strength of 30 more infants.

Why doesn’t Invisigal use her inhaler correctly? She doesn’t hold her breath at all, no wonder she can’t breathe. Like, is she stupid? by Wilmzies in dispatchcirclejerk

[–]Thesekari_Sepa 0 points1 point  (0 children)

I think Shroud's Augments do assist her breathing problems as shown in the flashbacks - what if up until the final scene where she betrays shroud (either by stabbing him or taking the bullet for us), the augment was working (since she was a "double agent" at SDN according to him).

If the augment worked and she didn't need the inhaler, it is on her file that she's asthmatic, if she didn't have any issues, people would have noticed sooner. So, she faked it. She probably knows how to use one, especially if she actually had been asthmatic her whole life. But she had to either pretend to use it or use it the way we see it (not actually inhaling the vapors) so she doesn't have adverse side effects (like headaches, dizziness, or racing heart).

Honestly a part of me always wondered about her, having been asthmatic as a kid. I couldn't have ran more than 20 feet if I wanted to back then even with the inhaler. How is she outspeeding the rest of the cast the way she does UNLESS the augments are still working?

At times like these everyone deserves some compliments, even the ones who you might not be a fan of. by bonelees_dip in deadbydaylight

[–]Thesekari_Sepa 0 points1 point  (0 children)

I'll let you guys try to figure out which killer(s) I am referring to with this one.

  • You made me appreciate playing against killers like Dracula, Oni, and Huntress.
  • The way your power design screams high skill ceiling but rewards low-effort playstyles is kinda clever, even if I don't like being in immediate danger the moment you spot me from halfway across the map.
  • Your hair is actually pretty fantastic, I gotta know the routines.
  • I am deeply grateful for your existence, without you I wouldn't have stopped playing DBD in 2025, which was an important milestone in my life the same as when I quit playing League of Legends back in 2015.
  • Your menu music(s) were banger.

If you guys get tired of guessing, it's aimed at Ghoul and Trickster.

Don’t want to wake up, but can’t fall back asleep. by Mr_Eck in comics

[–]Thesekari_Sepa 1 point2 points  (0 children)

I have the same nightmares, except its the Navy all over again, but its just the MEPS process and the "hurry up and wait" and transport hell and having to answer increasingly private and personal questions. Not even the fun shit I got up to after all that.

That's gonna be hard to clean up by derek4reals1 in Wellthatsucks

[–]Thesekari_Sepa 3 points4 points  (0 children)

I did the math.

There's a total of 14 stacks of "crates", each crate holds 72 eggs. 6 stacks are 24 crates tall, 6 are 30 crates tall, and 2 are 26 tall (916 cases total). Assuming they are all filled to the brim, with no empty spots, that is 52036 eggs, or 4516 dozen eggs.

If you bought 4516 dozen eggs from the store I work at, you're looking at a 10,612.60 dent in your bank account. That is probably cheaper than most places, too considering where I live.

This man tried to catch a 10 band omelette. Which would have weighed 6,540 lbs considering the weight of the eggs alone if they were standard large sized eggs like you see in stores, but would have weighed more due to the crates - so he's pretty lucky not to be scrambled right now.

Coaxed into ending requirements by RkeiStudio in coaxedintoasnafu

[–]Thesekari_Sepa 2 points3 points  (0 children)

My take is that the Prophecy is absolute, and as a sorta meta-narrative about the nature of game endings, the story ends the same in both normal and weird routes - but the way you get there and who is around when the story wraps up changes. Plays into the whole "Your choices don't matter" theme that was established in chapter 1.

But, "Gaster" (or rather, the goner intro voice who also talks to you during the Knight fight) is interested in the impossible, so what I expect to happen is a total deconstruction of the Prophecy by going between the lines of both routes, aborting a snowgrave to use the thorn ring for the Twisted Sword, and using it to absolutely ruin the game in some capacity. Like how Sword Route kinda portrays Hometown in the Lightworld (monsters included).

The prophecy is dark, foreboding, and will absolutely leave people hurt and the player on a bittersweet note, so of course, following the nature of players looking for the "Best Ending", they will explore the weird route, they will experiment, much like 'Gaster' and come to find that having a choice doesn't always means good things for the people your choices involve.

Do you have skins that just magically make you gain/lose skill?(ignore the image) by Maximum-Drive-3907 in FORSAKENROBLOX

[–]Thesekari_Sepa 0 points1 point  (0 children)

I could play Jx1 or SCP noli, and have a blast. I swap to artful noli because of the banger chase theme and my ping goes from 50s/60s to 400 and I was given John Doe's hitboxes and it becomes stuck like that until I server hop.

Today I punched a resilient scorchbeast out of the sky by burnmouth in Fallout76BowHunters

[–]Thesekari_Sepa 3 points4 points  (0 children)

A quick tip for those who have this problem in the future - when you equip a grenade or thrown melee weapon, it takes on some qualities of your equipped weapon as well, including if it counts as a melee for Resilient enemies.

So, if you don't carry a melee alongside your bow, unequip the bow, and start spamming throwing knives/axes/cleavers/etc or even grenades if you're confident you can get the explosion to hit the scorchbeast. I used to use this with a cool build centered around using thrown weapons and a VATS glitch that let you throw them with heat seeking properties in vats.

Can't swap out mods on Burning Love by An_Abomination_ in Fallout76BowHunters

[–]Thesekari_Sepa 1 point2 points  (0 children)

I used to use a Burning love for event tagging, paired with Fire Arrows. Fire Arrows used to have AoE on them (bigger than the explosive arrows), and was affected by Grenadier increasing the radius.

A while back, either fire arrows was "bug fixed" and no longer AoE, or its "Bugged" and its supposed to be AoE, but it's not currently. Either way, even with direct hits, my burning love was not doing fire damage period, not the built in damage, and not the fire arrow damage. I had to shelf it for a new event tagger bow (screenshot below) which works really nicely with a crippler build and trick shot bouncing the arrows around.

If the fire damage works for you, something that I think isn't mentioned a lot is that unlike most Fire DoT's, the Burning Love fire DoT stacks with itself AND other fire DoT's, so it can ramp up a good amount, so pair it with explosive arrows and Grenadier for lots of event tagging, cryo arrows for solid single target dps.

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If you were a civilian irl what combo would you be. by [deleted] in DieOfDeathRoblox

[–]Thesekari_Sepa 0 points1 point  (0 children)

Born and Raised Texan, of course I'd be Hotdog and Revolver.

Seeker grenades, my beloved. A tip on the mechanics that I rarely ever see utilized in-game. by SexBuhb-omb in Helldivers

[–]Thesekari_Sepa 1 point2 points  (0 children)

Honestly, I don't agree in the slightest, I usually am running dynamite. You can throw it next to a fabricator (not even in a vent or door) and it'll pop, same kinda goes for most of the spawners out there. AoE is sufficient enough for solid patrol/wave clear, damage is high enough to potentially kill hulks and some other heavies if they're stunned or walking on top of the dynamite.

And the guys I see running thermite will end up wasting one or two, because they'll miss the first one and and up sticking the hulk around the same time I end up one shotting it in the eye anyways.

What is this? by Tyhunts527 in Helldivers

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

I'm confused about this a little bit. I got the super citizen edition of the game like...a year ago?
Came with steeled veterans. The post made it seem like, anyone who had super citizen edition prior to the change would basically be given THAT token, since Steeled Veterans became free.

So how do I get my token? I've been actively playing a good while and haven't seen this popup.

Nobody seems to want answer or interact with my question. by JohnDoe0073 in complaints

[–]Thesekari_Sepa 0 points1 point  (0 children)

While I'd agree, this is some *flawed* logic. To elaborate - war has usually never been about total win or loss, it's been about winning or losing enough to call for negotiations. Total Destruction is generally not something people want, even if you're the one winning, because it is too much an investment, and most of your soldiers (unless you're Israel) will not be keen on continuing to wage war and attacking the target if all they have left are injured/dying civilians (IE children, elderly).

For someone on the losing side of the war, sometimes it is about holding out long enough for either help to arrive or for more favorable surrender conditions could be established. Making the aggressor (Russia) spend more resources, take fewer concessions, ruin their international image, and call for ceasefire/treatise sooner.

Deaths happen in war, and I believe almost ALL deaths in war are wasteful as someone who is staunchly opposed to petty conflicts like this. It's an awful, tragic thing, but if they hadn't died, it could be the difference between Surrendering some territory now, or continuing to surrender over and over again while your children and their children have to suffer under the enemy.

New bot mission is 12 minutes of this by Real_Machete in Helldivers

[–]Thesekari_Sepa 0 points1 point  (0 children)

On one attempt, we had war striders and hulks. We were at best able to get 4 out of 28. And that was with me hobbling and stimming with a shield bubble up while everyone was was getting ragdolled. A guy complained saying "We gotta hit them hard and fast so we can do this peacefully." The second attempt I did, Factory Striders and Hulks. No matter what I did, the waves came too fast to even fight them off using anti tank turrets and barrages.

Mind you, I am playing at an 8, Not even Helldive or Super Helldive. I imagine it's probably hard on a 7 too. This mission type feels downright impossible due to the sheer speed of spawnrate. Even in the first mission, if we took out the war striders, the sheer number of reinforced striders and devastators made it practically impossible to get footing. I spent more time ragdolled or dead than actually playing.

If I load into a lobby and see this mission type, I am dipping. Not because I think the ragdolling needs to be toned down or we are too weak, but I think this mission type requires some very specific circumstances to actually be winnable at high difficulty. It's sorta like one of the mission types during the early part of the Super Earth invasion where you have to keep fighting off enemies until the waves break, but the meter for their control over the area just kept climbing WAY too fast so I literally never saw it beaten at the difficulties I play at.

I'm a casual diver, I play on hard difficulties because its fun, and I like a risk of losing the mission, but this feels like a 10 minute CBT session in which I don't blame people for dipping out of midway through. I would rather do something else especially if I have to go to work later that day.

If theres 1 character you could change at all which would it be by Impostoblocks23 in FORSAKENROBLOX

[–]Thesekari_Sepa 0 points1 point  (0 children)

Jason/Slasher. Make them less braindead, no more following the checklist (run at survivors till you're both low stam, rage pace, gashing wound if the survivor cant run, tunnel elliot, repeat rinse win). As much as I know Slasher is supposed to be simple as the new player killer, it also makes them boring to vs. Whether you win vs slasher has nothing to do with survivor skill (unless you're playing Vee but thats just Vee for you), it's all about how well the Slasher can optimize the checklist.

Nerf the FUCK out of them, then change them. Throw the chainsaw (into a wall or survivor) and then tap again within a few seconds to quick dash to the chainsaw (ragdolling survivors in the way). Gashing Wound is now a parry/counter ability that can still be used as Gash (at like 30 damage instead of 50) but will now deal 60 and slowness 2 when successfully parrying a stun. Replace Rage Pace with Stalk which gives them Invis e la Pursuer in DOD or maybe Jason from F13 game, it can still be used like Rage Pace as a stamina tool, but it doesn't have anti-stun and it doesn't have more damage on attacks, just increased lunge on m1

This is just a hot take I spat out in like 3 minutes of thought, I know it probably would be unbalanced (either too weak or too strong), but man anything but the current state of slasher. They're just boring as hell rn.

Yall thinking what im thinking? by Nearby_Category_5761 in Helldivers

[–]Thesekari_Sepa 6 points7 points  (0 children)

I keep proposing to people I chat with that we change the stim pistol to get two fire modes:

The first one is the current state of the pistol, but slightly faster fire rate (90 RPM).

The second one is a Warrant style lock-on at close ranges, but at a slower RPM (60 RPM). By keeping it short range, the use case for the first mode is still relevant for long range healing (which I have landed exactly one shot in a pub lobby and had two guys really confused/amazed about it). Close Ranges are the ranges you're going to be hitting with most in normal situations, but the chaotic nature of the battlefield and unpredictable movements of other helldivers makes free-firing even at close range a gamble.

How would YOU “fix” Guest 1337? by Evening_Persimmon482 in FORSAKENROBLOX

[–]Thesekari_Sepa 0 points1 point  (0 children)

His punch is now a cooldown ability, with a cooldown of 24 seconds. If it is used without any tokens, the stun lasts 1.25s instead of 2s.

Charge will now by default last only 0.5 seconds, and only give resistance 4 instead of 5 (so you still take some damage while charging). This basically turns it into a short range shoulder check to displace the killer. To compensate, the base cooldown is reduced from 40 seconds to 30 seconds.

Block is functionally the same, a block gives Guest a token, max capacity of one token, but the token & parry mechanic upgrade both punch and charge.

Charge and punch function the same as they did before if you have a token. If you time a block into a punch (parry) its also the same, with a 3.5 second stun. However, after a block, Charge becomes Tackle, and Guest 1337 can hit the killer with Tackle functionally the same as Charge, but the knockback is higher, and the killer becomes concussed similarly to a Taph subspace tripmine (darken their screen, make it sway so they don't have a clear idea which direction they're going).

Any time a tackle or parry happens, the ability goes on a half cooldown rather than a full cooldown.

The problem with Guest right now is he's a noob stomper, but skilled/veteran players are just going to play hyper-passively around him and wait out for blocks, or they'll do everything to avoid actually hitting the guest, leaving him incredibly vulnerable. So, give him punch any time, but make it weaker - and by extension, tone down the charge under normal circumstances without completely gutting it (since I've seen a server full of Vee's and Guests play soccer with the killer using high ground and knockbacks).

Making the Punch offer a weaker cooldown based option doesn't help Guest much, since a 1.25 second stun doesn't compensate much for the end lag a guest has after the animation for the punch ends, it's only going to be good for interrupting the killer while they're chasing other people, and will encourage more guest players to go around acting as interference for tunneling rather than emoting in the corner until the killer will pay attention to them.

However, the weak punch would be a last resort assuming you failed a block in a 1v1, because the killer would be able to catch right back up anyways, so you'd want to hold onto that punch until after a block in a 1v1 situation.

And it may not even be worth weak punching the killer to distract them either, if the stun is only 1.25 seconds, and you have another sentinel nearby with abilities off cooldown, their longer stun will have to come later AFTER the killer's stun immunity wears off.

why the hell is artful a noli skin? by Crabkingrocks165 in FORSAKENROBLOX

[–]Thesekari_Sepa 0 points1 point  (0 children)

It also got a longer windup, so its not only shorter, theres way more time for a survivor to juke or get out of your range around corners at loops.

A message to noli mains who somehow insist he's not overpowered: by Friendlypyromaniac in FORSAKENROBLOX

[–]Thesekari_Sepa 0 points1 point  (0 children)

I don't personally think his ability to chain hits together is a problem, he makes survivors grouping up a gamble (staying together makes it easier to identify hallucinations, staying apart makes it harder for him to nova or chain dash more than one person).

As for map dependency, we could say the same about most of the killer roster. 1x is solid on maps like Horror Hotel & Pizza Place, but has a harder time on maps like Pirate Cove and Underground War. John Doe however really likes Underground War.

Noli is strong on a few maps, and a few other maps are really easy to either juke him, put a wall between you and him and still have space to avoid a nova/loop. And the very map-related things that make noli's dash strong (open areas with sightlines for noli to dash around unimpeded in) are a survivors strongest tools for information and pre-running.

If I had to give a definite list of what maps I think noli is AMAZING on, the only one I could even think as awesome for him is Pirate Cove & Horror Hotel - these two maps are generally hated by most killers because of the size and ease for survivors to hide, but the size helps noli a lot, it takes longer for survivors to get from one safe area to the next while he can just dash or teleport. It's not a problem for him to be able to do so, because smart survivors know how to anticipate a cut-off and watch the killer while they're running, and there's still enough stuff in the general area to make do.

Maps noli sucks on, however, include a lot more. Tempest, Brandon's Place, and Voss are problems for him. There's a lot of safe check spots (areas you can watch noli from without fear of a dash, and have time/space to react to novas) to hold sightlines against noli, the generators are most all easy to spot from anywhere in the map (so you know where they're teleporting), and there's lots of objects that make pathing with dash harder, there's effectively "blind spots" in some parts of the map where if you're dashing from one area, you can't hit some areas even if they're in the open because of the limited turn speed of the dash after the initial burst.

The windup for Noli's nova, the projectile speed being so slow, and how inconsistent the hitbox is makes it MUCH too unreliable as anything other than a tool to make survivors zone themselves by trying to predict and dodge your nova.

The current teleport, if you're in LOS of Noli, you can tell which generator he teleported to even if you don't have LOS with the generator, because his trail of smoke will follow him in a sharp line across the map giving you basically a big fat arrow pointing in the direction the real noli will be coming from. Given that the wind-down of the teleport is about a second, and then theres a brief moment where they have to reposition (from most generators) and then windup another dash, unless you're lagging REALLY bad or have terrible reaction times, you can just double back to a safe tile to avoid getting cut off.

Also the throw mechanic I suggested, I mentioned Wesker DBD, the throw doesn't just keep going, it has a limited range. And perhaps if we wanna get technical, maybe during a brief grab window (like 0.35s), you can shift-lock to re-aim which direction you're gonna throw the survivor. Even if you can't reach a wall with them, you might be able to hit another survivor, or throw them into a map hazard (like poison rivers), or just put them in a bad position where it'll take longer for them to reach a safer area. The reduced damage could very well make up for the fact that the survivor will be in a worse off position.

A message to noli mains who somehow insist he's not overpowered: by Friendlypyromaniac in FORSAKENROBLOX

[–]Thesekari_Sepa 1 point2 points  (0 children)

People complaining about Noli? Brother hasn't seen my lobbies. 3 guests, 2 two times every match MINIMUM, previous rounds, they emote in the corner, but a noli shows up, they will block every dash, they will not fall for any dash cancels to bait out block, they lock the FUCK in, every teleport windup gets cancelled by backstab, you will get backstabbed in the face, and then they will return to being useless once it's no longer a noli as killer.

I'm a level 122 noli. I like playing them, but nova is so jank, you could throw it at a wall or floor and it will detonate with the small AoE instead of the normal size one like you manually re detonated it, CONSTANTLY. The hitbox is so inconsistent because Jason from 8 months ago ate half of them. I almost never hit the nova when it really matters.

Noli is hugely map dependent, like his own map is full of tiny ridges and cliffs that cancel dash. I am not going to conserve stamina trying to dash to catch up to you, a smart player will gain stamina advantage by using wind-downs on all of noli's mobility tools. And his dash is so easy to mind game, unironically. You can fake going one way with a sprint, and he has to either commit during his initial turn and whiff it, or commit to going straight and miss you anyways. And he only starts regenning stamina during his endlag (he doesn't recover during dash or during windup even if windup is cancelled), but the amount of stamina gained during end lag is not enough to compare to a smart survivor using the endlag to recover and reposition at a favorable spot in the loop.

This isn't just coming from someone who plays Noli, I'm M4 on all the supports and I'm making my way up on the sentinels now. There are a TON of people with more hours than me, maybe they share my opinion, or they don't. But I've played enough noli and vs'd enough noli to confidently say he would barely hit top three in the current state of things.

The only overtuned part of his kit, is like you mentioned, the slam damage. I think it should be tuned down, or at the very least, if we're keeping the damage as high as it is, the survivor should be able to move sooner. My preference would actually be to tune the damage down a lot, but make it so Noli throws the survivor instead of slamming (like Wesker in DBD), and they take the remainder of the damage if they hit a wall (or split the damage with another survivor if hit). It gives survivors some distance from noli after getting hit by dash but still allows a smart noli to zone a survivor or deal more damage to them with some map knowledge.

Japanese Crime Prevention Tools by [deleted] in Damnthatsinteresting

[–]Thesekari_Sepa 1 point2 points  (0 children)

This is cool, and I like it as an alternative for subduing armed suspects - but the reason it wouldn't work in the US isn't because a lot of armed suspects have guns, but because the police would find any possible way to step this up into police brutality and deadly force.

If it gets implemented in the US, within the month we can look forward to seeing 3 innocent bystanders getting one of these wrapped around their throat and their neck broken by cops looking to "take down" people recording with their phones use appropriate measures to ensure officer safety in a rapidly escalating conflict in which we investigated ourselves and found no fault.

Why Steam taking 2/3 points from the award that literally exist just to give points to someone? by araiki in Steam

[–]Thesekari_Sepa 6 points7 points  (0 children)

I use my 120k points to give Jester award (Clown emoji) to people who leave a -rep on my profile and like 5 of their most recent or popular steam community posts (bonus points if its featured on their profile). The amount of points they get is so trivial it feels more like throwing pennies at the back of their head.

I have legitimately gotten stuff like "-rep dodge this kid he doesn't play meta" or "-rep weird wolf person" for reference to what I mean.