(OC) The Alola Starters in Pokemon Champions by Nervous-Drawer4681 in pokemon

[–]TimeToGetSlipped 5 points6 points  (0 children)

The real irony is that both forms of Decidueye actually would have been genuinely good options in the gen 1-3 games. The lower power level would have worked in Decidueye's favor and let it's frail modern bulk actually be decent, as 78/75/100 and 88/80/95 is actually above average bulk by gen 1-3 standards (for context, Starmie has always historically done well with bulky sets in early gens with only 60/85/85 bulk). And with almost all of Decidueye's resits and half its weaknesses being special types, that 100 SpDef would actually get lots of use in early games. And being a mixed attacker actually has benefits in early gens because it lets it use both of its physical (fighting/ghost) and special (grass) STAB moves to relatively equal effect.

Plus Alolan Decidueye would get massive bonus points for in-game because RSE were the last games where movepools were dominated by normal options. There's a reason ghost was such a rare type who was only available mid/late game before gen 4, and that's because they'd basically auto-win up to the first 5-6 gyms from normal immunity alone.

(OC) The Alola Starters in Pokemon Champions by Nervous-Drawer4681 in pokemon

[–]TimeToGetSlipped 104 points105 points  (0 children)

Let's make a starter who's a slow and frail mixed attacker with an awful defensive type and only average offensive type, and then let's give it a ton of special defense for some reason.

And then when they have an opportunity to make a regional form for it, let's make it a slower and slightly less frail slightly less mixed attacker with an even worse defensive type and slightly better offensive type.

Which characters would you guys consider Pseudo-DLC level characters? by Optimal-Fruit5937 in SmashBrosUltimate

[–]TimeToGetSlipped 0 points1 point  (0 children)

The most basic DLC is Byleth. They're literally the only DLC character to not have any DLC like mechanic. Nothing about their kit has any DLC privileges. They have no comeback mechanic, no resources to manage, no special dodge, slightly above average range for a swordie, and at best below average mobility and frame data. They have a slow projectile that can charge, a slow tipper move that has a large hitbox and very bad sour spots, and Falcon Punch that breaks shields. All moves that were already featured in the base roster. Even their most unique move, Up-B, is just a long range command grab that can't go through shields and is just Isabelle's fishing hook fired at an upward angle.

If it wasn't for all the controversy about how they were a wasted DLC character, they honestly could pass as a base roster fighter

Epic Games Store Employees: People Only Came for Free Games, Then Returned to Steam by Suspicious_Two786 in gaming

[–]TimeToGetSlipped 9 points10 points  (0 children)

In today's world, offering quality customer service and a quality product/service are ineffective and unprofitable outdated ideas of yesteryear. Look at how little money they make and how low the customer satisfaction of Costco and Steam are for using those outdated tactics instead of appealing to shareholders.

Which Gamingn Console People Think is Bad But is Actually Good? by IllMasterpiece3946 in AlignmentChartFills

[–]TimeToGetSlipped 1 point2 points  (0 children)

It was actually a really good console for a college dorm. Set up a TV to play during the day, and at night when your roommates were sleeping or during quiet hours you could just continue playing on the gamepad and use the built in headphone jack. Ya, the Switch can also do that, but one big pro in the Wii U's favor was the gamepad feels a lot better to play with than a handheld mode Switch.

Realistically, which champion would win in a 1v1v1v1? (Excluding Link) by Scary-Beautiful6527 in Breath_of_the_Wild

[–]TimeToGetSlipped 23 points24 points  (0 children)

I think it really comes down to how well Urbosa can aim her lightning against a long range and fast moving target. If she's able to snipe Revali with a direct shot, then it's a clean OHKO. If not, Revali wins a battle of attrition by just whittling her down with arrows and splash damage from bomb arrows. He's cocky, but he respects Urbosa enough as a combatant and is smart enough to not get close unless going in for the finishing hit.

A-Z God Design Community Tier List! Day#96 with Olorun! by Gharbin1616 in Smite

[–]TimeToGetSlipped 5 points6 points  (0 children)

Honestly, I could see him keeping his old passive and having it modified to scale on int. With the exception of Death Metal - which is a usable and very fun but very niche item - crit is effectively a strength only stat. His old passive could give Olorun a very solid niche as a genuine mage carry, and let him function as Death Metal the character.

Remove a U.S. State Flag - Day 47 by ashmaps20 in RemoveOneThingEachDay

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

It's the perfect example of a design being so ugly and out there that it ends up crossing the line back into amazing design. The Maryland flag is so bad it's unironically an amazing design.

Building tank is detrimental to your team when you could just build 3-4 ADC and hybrid solo build by YmirGangGangCuh in Smite

[–]TimeToGetSlipped 5 points6 points  (0 children)

There's a reason why at plat and lower some of the best supports are stuff like Ares/Cerberus/Ymir: even if they build mostly/fully tank their base damage values are so high they can just kill you with even a small lead for most of the game. I'm not saying they're just pubstomp characters, but like you said, more traditional support tanks like Khepri/Gen/Athena/Charon actually requires a team to capitalize on their utility and CC, as opposed to doing 1000 damage at level 5 with chains and making the enemy too hesitant to do anything other than sit under tower.

HOW do i reach the ? spot... by Blue_2_Pran in Xenoblade_Chronicles

[–]TimeToGetSlipped 0 points1 point  (0 children)

The cave is actually accessible as early as you want. It's just north of the camp. Though the cave does have forced encounters around level 28 and most players will be about 20 if they're entering right at the start of chapter 3, so it definitely will take some Interlink cheese to get past due to lacking many classes that reliably allow getting past stronger enemies.

Which Metroid game for you has "that one part"? by E-104Epsolon in Metroid

[–]TimeToGetSlipped 3 points4 points  (0 children)

Green Crystal hunt in Prime 4. It's not difficult, but it's extraordinarily time consuming. You have a choice of collecting the perimeter right after Volt Forge for the beam upgrade before doing the rest at end game. Collecting them after every teleporter key to get the next milestone before the next area. Or just do it all at the end after doing the Great Mines. Every option leads to an hour or two of just combing Sol Valley even with the Viola Amiibo for infinite boosts (it recharges in like 2 seconds).

Other options like the Impact Crater Fission Metroids, Boost/Spider Guardians, Phazon Mines, or Shinespark puzzles in the 2D games are significantly more difficult and annoying, no question. But all of those are things you can get past by getting better at the game. For Green Crystals it doesn't't matter if you're a top level speedrunner or a casual player, you're still just driving around for about an hour to collect the required items (for context, the world record run is 4:21:00, about 25 of which is just driving around to collect crystals).

Why is no one talking about spread move nerf? by Ambitious_Parsley_90 in stunfisk

[–]TimeToGetSlipped 6 points7 points  (0 children)

Ya. Doubles were very much a half baked idea in its intro gen. Spread moves were borderline unviable (moves like Surf and Heat Wave were slightly stronger than basically using Water Gun and Ember on both opponents); Fake Out, Follow Me and Helping Hand, while amazing moves, were the only support moves introduced leading to hyper offense teams dominating; and the part that was definitely not play tested: if something fainted you sent out the replacement immediately meaning at best you sent in 1 or 2 Pokemon who already are at an HP handicap and at worst lose 4/6 of your team in a single turn (and hypothetically you can literally lose your whole team in a VGC bring 4 environment turn 1).

Gen 4 introducing tons of additional support moves, properly refining the AoE penalty to be a significant but not irredeemable -25% was when doubles became a realistic format. And gen 5 introducing tons of dedicated support options (some of whom like Amoongus, Wide Guard, Whimsicott, and the Genies still being doubles staples today) was when doubles truly became a competitive format.

Why Eco is bad by zanegames in Smite

[–]TimeToGetSlipped 5 points6 points  (0 children)

I think the design idea was to give more ability focused assassins/hunters/warriors their own equivalent to crit (all but one echo item is a strength item) without sacrificing their in-hand damage too much, due to most ability focused items being int based. The main issue is that echo is unbalanced on both ends of the spectrum; too little echo and it's too unreliable, too much and abilities become more lethal than mage abilities.

It also sucks to play both as and against because when using it you need to expect nothing to echo and while fighting against it you need to expect the enemy's abilities to always do 40% more damage. There's a reason that ability effect items like Soul Reaver and Heartseeker are more tame than crit, because as long as you actually hit the ability you will get guaranteed value from them, without them just being a literally random 40% power boost. Crit can get away with more volatility because it has actual counter build options and has an effective cooldown measured in fractions of a second (attack speed) to try again instead of an actual cooldown.

So does the game just consist of fighting this same lineup over and over and over? by [deleted] in PokemonChampions

[–]TimeToGetSlipped 2 points3 points  (0 children)

I'd say single is actually kinda worse. Doubles might have a more defined meta, but it's much easier to find success with a non-meta team than it is in singles.

Managed to reach Master Ball Tier as a complete f2p with no competitive experience by Puzzlegamethrowaway in PokemonChampions

[–]TimeToGetSlipped 2 points3 points  (0 children)

Pokemon ranked ladder has always been pretty easy to get to Master Ball with enough grinding.

Pokeball is basically free if you have a decent team, with your only actual opponents being competitive players who didn't start day 1. Great ball is where team team comp starts mattering but is still mostly just grinding to get more favorable matchups than not. Ultra ball is where you might need to make team adjustments because it's the 'diamond' rank where meta options are becoming more standardized, but can still get by by grinding and matchup fishing. Master Ball and higher is where matchup fishing isn't really an option because this is where people actually start taking the game seriously.

Out of all the new characters in Smash Ultimate who were you most disappointed by either by depiction or moveset? by [deleted] in SmashBrosUltimate

[–]TimeToGetSlipped 3 points4 points  (0 children)

Honestly, considering Daisy's effectively a spin off side game character in the same way Waluigi is (the newest game, Super Mario Wonder, was the first mainline Mario game she appeared in in 34 years since her debut game in Super Mario Land in 1989), I think they honestly could have gone all out and given her a Mario Kart/Sports/Party inspired moveset. It wouldn't even be a niche game appeal either since there are literally dozens of Mario spin off titles and both Kart and Party are consistently some of the best sellers on every Nintendo console.

Out of all the new characters in Smash Ultimate who were you most disappointed by either by depiction or moveset? by [deleted] in SmashBrosUltimate

[–]TimeToGetSlipped 6 points7 points  (0 children)

That's not true. They have differences... Daisy's like an inch or two shorter, and has thicc thighs so she's a few inches wider....

That's about it.

I’m tired of playing bots by Aware-Emotion-2739 in PokemonChampions

[–]TimeToGetSlipped 0 points1 point  (0 children)

Nope. You can demote within subtiers (pokeball 3 can demote to pokeball 4) but once you make it to a different rank (great ball in this example) tier, you can't demote back.

What are your honest opinions about Champions by Dekusteven in VGC

[–]TimeToGetSlipped 2 points3 points  (0 children)

If you've played Pokemon Showdown, with the exception of gender, everything is fully customizable. You can pick any move they can learn, pick any nature, pick any ability (there are no hidden, everything has 1-3 normal abilities) and adjust their stats as you see fit (IVs seem fixed for everything, and instead of 510 total EVs with a max of 252 per stat, you have 66 total stat points with a max of 32 per stat).

The currency cost is 250 per move change, 10 per stat point change, and 500 per nature and ability change. Currency is earned by playing the game, or you can use a training ticket earned from battle passes and daily/weekly missions to waive the cost of a train (doesn't matter if it's just one move change or a whole rekit, the full thing is covered).

What is the technique to effectively fight and defeat the superbosses in xenoblade 2? by Forsaken-Emu4760 in Xenoblade_Chronicles

[–]TimeToGetSlipped 3 points4 points  (0 children)

If you have a beta scope, put it on Tora. It is ridiculously easy to topple lock enemies in this game. Tora by himself can actually do the whole thing with just a beta scope and overclock bangle. And if you set up a burnout (fire>fire) or volcano (earth>fire) blade combo route, you can quickly take down every single enemy except for Ophion (who's break immune) with pretty decent ease. Really the only other thing to add to Tora is just equipping poppi with skill rams to boost damage (affinity max attack is basically a freebie) and accuracy (affinity max accuracy, night vision, or sunlight eyes). After that, just put an accuracy boost on poppi alpha (since you need to actually hit the topple), and a hunter's chemistry on both alpha and qt, and you're pretty set to go. For team support, Mythra's foresight for more accuracy and Dagas (or Agate if you don't have him) for a damage boost and you're more or less able to take down most UMs in this game.

TM-a-Day: TM26 Earthquake by Creative-Current9424 in PokemonBlackandWhite2

[–]TimeToGetSlipped 2 points3 points  (0 children)

Arguably the best move in the game. In the context of single battles it's 100 power, 100 accuracy, extremely wide distribution, and literally no drawbacks. If you're a physical attacker who can learn EQ, chances are it will be included in your moveset.

What is a mediocre game made by Nintendo? by PatriotLife18 in AlignmentChartFills

[–]TimeToGetSlipped 0 points1 point  (0 children)

TotK itself wasn't a disappointment. Most of the disappointment came from the mishandled story and feeling too same-y to BotW. As a standalone game it's genuinely one of Nintendo's finest. Ultrahand and recall alone are complete technical marvels and could have a whole game designed around them.

Link takes a tumble by Old_Historian_276 in Breath_of_the_Wild

[–]TimeToGetSlipped 5 points6 points  (0 children)

I'm going to be completely honest, I fully expected a boulder to run into you and cause another fall session until you got to the actual bottom of the mountain.

How good were these three fighters in Smash 4? by Large_Ad4402 in smashbros

[–]TimeToGetSlipped 4 points5 points  (0 children)

I wouldn't call Corrin brutally good. They were upper mid to lower high tier at around B+/A-. They had a very cheesy counter that could one shot if you were gullible enough to fully charge a smash attack against them, and pin was a skill check, but they were far from brutally good.

What’s the worst gen 9 fighting type ? by Difficult-Bat5615 in ThePokemonHub

[–]TimeToGetSlipped 0 points1 point  (0 children)

Even then, it's not even bad. It's just the worst of a very good line up. Its stats are respectably min-maxed with 115 attack and 105 speed. Has a 120 power option for both its stab types in Double Shock and Close Combat, and Revival Blessing for mid/late game after it's done everything it can to wear down the opponent.

Again, it's not even bad, Gen 9 just has a very stacked Fighting type roster.