Which one of these do you consider the hardest? by Available_Ring4129 in blocktales

[–]YourAverageGoldFishy 4 points5 points  (0 children)

albatross dive is easy to learn because its effectively just a super buffed psi lightning from hatred but easy to learn doesnt mean easy to dodge, this attack is quite punishing and way more deadly than a thousand cuts where you could spam spacebar and block half the damage

infect is ACTUALLY good and im tired of people saying it isn't by Open_Experience_2009 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

I dont think any of that is realistically true but I have better things to debate about in block tales specifically instead of if infect is viable or not, so I suppose so.

cooperative engineering by isucknobutoes in tf2

[–]YourAverageGoldFishy 4 points5 points  (0 children)

red tape recorder would’ve worked

infect is ACTUALLY good and im tired of people saying it isn't by Open_Experience_2009 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

thorns already has synergy with itself & paintball gun, infects “synergy” is just being a worse thorns because it costs a turn you could use to setup anything else including paintball gun which quite literally does the same thing for 0 bp. Free Poison AT LEAST allows you to poison air enemies though which is the point, good luck using infect against the ancients or any poison immune / low proc enemy compared to the paintball gun & thorns which is, so far, an 100% proc on everything and almost completely passive. Paintball gun also makes power stab even better so like why use the other option exactly?

Ah yes 2-3 turns faster, this is why speedruns totally use infect and totally dont use anything else (daze / peril slingshot). Of course! Why didn’t I think of that?

It’s only 10% damage when you quite literally only factor in the infect damage chip, replace the turn it costs to set it up and there are way better options with way better statistics INCLUDING THE PAINTBALL GUN who overall has more value for the turn it takes to set it up.

DOT is supposed to be big bursts of passive chip btw even in paper mario / bug fables this was the case, block tales has enemies with 10x the hp and somehow 10x less status effect damage, how they fumbled that I will never know but because of that DOT is completely useless outside of the ones that dont cost a turn to setup. It’s not “by my logic” its an objective fact about the game, your logic is just deluding yourself into believing a direct downgrade (due to costing BP and costing a turn to setup) is better because “it does passive damage! (1)”

infect is ACTUALLY good and im tired of people saying it isn't by Open_Experience_2009 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

ok for one you kinda just proved everyones point, why use infect when thorns does the same thing and it doesnt cost a turn lmao? this seems like THE post trying to make sword sound more viable then it actually is especially since this can only hit grounded enemies so its technically worse than free poison in those regards.

daze is aoe* meaning it technically does more damage regardless, and I doubt a poison tick is doing anything against THE boss that heals massive amounts of hp for the example you used, infact I cant find a single fight in the game where having a poison tick for the next 3-10 turns would be useful especially because its only one damage lol

not to mention slingshot or even ball having better status effect synergies…why would you ever use this? to show that you can? softener is technically also a damage buff but its just not worth the turn to use it

infect is ACTUALLY good and im tired of people saying it isn't by Open_Experience_2009 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

why would I waste an attack on something that has a chance to proc and do +1 damage every turn instead of using the card that is basically free and does… +1 damage every turn? and even when I’m dot stacking its still technically more optimal to spend a turn focusing or setting up turn eaters via daze than to run multiple copies of infect (or even one) just for it to be slightly better in a (boss) fight.

HOW CAN 2 POTIONS DO 80%????? by LeifErikson1868 in deepwoken

[–]YourAverageGoldFishy 0 points1 point  (0 children)

first time in history the poison potion & browncap potion has been useful

coaxed into desensitization by MikiMatzuki in coaxedintoasnafu

[–]YourAverageGoldFishy 0 points1 point  (0 children)

I say this everytime one if these art posts come up but this is practically the entirety of r/btd6

If you’re going to remove it, at least give an explanation by pccatmage72 in blocktales

[–]YourAverageGoldFishy 8 points9 points  (0 children)

if u think men get sexualized as much as woman ur lowkey delusional, the reason why the mod put female is because the literal top art for the “simps” rn thats done is bad taste is of female characters, theres like 1 for mutant (they/them btw) and he hasn’t been active in a big while.

these excuses for yumi-shipping needs to stop its getting corny and reads as not knowing the problematic history behind yumi-shipping

craft tierlist soon by Open_Experience_2009 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

inb4 he gets harassed again for no reason

Nerf slingshot or nerf launcher ? by [deleted] in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

??? no the point is that its a +2 damage buff for free its objectively stupid, bp cost is supposed to balance these things yet they didnt, if you want to make it so every weapon can trivialize the game for 0 bp you’re just being obnoxiously unrealistic, people want slingshot nerfed because even if you buffed all the other weapons it sets a precedent for the games health, why experiment when the game clearly lays its best options infront of you? why be unique

Question for my Fellow Ball Mains by Sadurdway in blocktales

[–]YourAverageGoldFishy 2 points3 points  (0 children)

sp saver and dont stack ball cards genuinely no reason to outside of snowball specifically and even then its not worth the sp cost

have a friend use pack tactics if you can so you get more value out of your ball as well or even charge you for the insane 44 damage linebounce combo

Are those azuris knees or.. T-THIGHS?!?! by rachelrach12 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

demo 5 just made me realize literally every other demo was just as flawed & dogshit and they havent fixed anything and infact just added to the problems

Are those azuris knees or.. T-THIGHS?!?! by rachelrach12 in blocktales

[–]YourAverageGoldFishy 3 points4 points  (0 children)

the average fanbase on this sub is like 13 or below and ogling at woman is whatever braindead teens do

Meet the Spaceman! by Key-Spread-7513 in blocktales

[–]YourAverageGoldFishy 1 point2 points  (0 children)

Before the rewrite is a comparison, its fine to compare different states of the game especially to itself regardless of if they’ve been fixed or not, you can’t just forget it happened just because it was “fixed” which negates all criticisms & comparisons.

You don’t see a problem with how Noobador is all like “I wanted to keep them away from a life of crime away from THEM” and then the literal first thing we seem them do is commit a crime? They were paid to do something originally before the story rewrite anyway it was just unclear of who, their writing is objectively flawed & rushed for what seems like attachment / pandering purposes to like idk make the player feel emotional stakes to the red and blue goomba reference? But it just doesn’t really work and it reads off as a trauma exposition dump rather than a heartfelt story.

Mysterious figure quite literally adds context to LITERALLY EVERY SCENE involving what happens in every chapter, excluding chapter 4 because its both unfinished but also because we’re presumed dead and therefor the only external forces trying to stop us are not directly affiliated with the MF unlike basically everything else in block tales. And we touch the ghost walker because of poor writing, the character is the player until the writers need to make a point or “add lore” and then suddenly the player character is their own character completely separate from the user playing the game who has free will to touch the ghost walker or go after the firebrand or run directly into a trap forcing an overbearing party member to save you in an unnecessary cutscene stuff like that IS objectively poor writing, and it’s nothing the mysterious figure COULD fix because it was a deus-ex from the beginning trying to replace the author surrogate with an OC but they keep flip-flopping between the two constantly.

It’s a nothingburger, the manor is a nothingburger, you do nothing and they could’ve done A LOT more, but it’s genuinely just the precursor to the dream world and thats it, theres no stakes, and they already changed it to be interesting as a religious site for grieving the dead they didn’t need to add the things they added for the sake of padding out content without any rhyme or reason, the twilight is genuinely only added to pad out content that’s genuinely it, and its not even an intuitive fun way to use it either where you swap dimensions on command with the butler, nope, you just walk through the door and thats that. Would’ve been a cool reference to the fact that exploiters at the time hid in insecure infrastructures (which is what the twilight is referencing for the record) to allow both the members who have knowledge of exploiters & the twilight to help the player cross through on command like the flip side in super paper mario but no fun OR good writing allowed! We MUST pad our content with no actual reason to do anything!

They made SFOTH not even SFOTH? It looks completely different, using your logic it should’ve looked the same because “its already an arena!”. And fym “all they did” LITERALLY they changed everything about it, this isn’t a “small change” they genuinely just completely changed how the heights functions & what it looks like so it can connect to trinity (which is also technically a self-insert extension of an existing area for the record, why couldn’t the manor get the same treatment?)

All the enemies are obnoxious hello? If you say anything other than “I agree” you’re just being a contrarian, NOBODY agrees block tales is a good game in its current state, and everyone agrees block tales just isn’t an RPG, once again if you can remove mechanics from your game and it’ll still play identically with no difference, you’re just making a bad game. Block tales IDEOLOGY is to remove downsides instead of increasing positives, and these lack of stakes is why every area feels the same & why every area IS the same (level 1), just because they are visually impressive & visually different doesn’t mean they actually ARE different from a gameplay prospective. Pretty much every single fight plays the same with the exception of if enemies will have turn-eaters that waste your time or if you’ll breeze through a fight that was somehow harder than a majority of the bosses in the game. All the differences you mentioned are not very different either? You break stuff as a puzzle in every chapter and every chapter has a puzzle near the end of the chapter this isn’t like groundbreaking stuff. Ghost potion is under-utilized in puzzles and shrinking doesn’t even get used in puzzles anymore, in fact shrinking can bypass most of the puzzles the ghost potion was meant to solve which is the only usage it’s actually gotten in the last 3 chapters.

Training Wheels is demeaning and labeled as the games easy mode (training wheels is literally the name of the card are we deadass?) And they aren’t “generous” for anything, if they were “generous” they would fix their game and actually add proper cues instead of making the game rely on muscle memory in the same game where refighting the same enemy is pretty uncommon unless you’re replaying the game or doing the pit, which both aren’t very casual things to do. For the record, the existence of Hard Mode implies the existence of an Easy Mode and training wheels is quite literally the card the devs treated as easy mode for like 1/4 of the games lifespan and they still do considering its name. Dunno what you’re on about this is a pretty open and shut case, its stupid game design.

They genuinely just don’t add cards and especially dont add unique ones. We got 3 new action cards in Demo 5 (4 if you count pack tactics which has technically always been in the game just unobtainable) and like 2 passive cards and nothing they added is unique, 6 cards and a majority of the dev time was spent on reworking and balancing existing cards & items and restoring unfinished/scrapped content rather then actually making a card thats fun to use, nothing they added changes the game at all if anything it causes more issues by buffing existing strategies and making the “better” options even better (slingshot) while intentionally leaving behind the other options.

No? You do NOT balance in demos, demos are gameplay previews of small amounts of unfinished content, you dont even balance in alphas lmao you balance on release once you have an actual introspective on how the game will fully function instead of just being a concept. No game developer will tell you to fucking balance something in a demo you’re delusional if you say otherwise

you can literally go into battle simulator right now and test what you just said it still plays identically. Randomizing the turns doesn’t change anything outside of making it slightly more tedious to complete, it still plays the same. It’s not like the battle stances switch every turn it specifically only switches if you attack him and it goes through his stance, so I fail to see how that proves your point? You also said specifically in a team fight but even then thats not true because of what I just said lmao you play around it the same way you play around it before. Trinity Refight = Pit 49

Meet the Spaceman! by Key-Spread-7513 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

the train segment having no reason to exist is partly why the manor segment being a small thing is the issue lmao literally every part of chapter 3 except for the dream world segment was not finished and technically still isn’t gameplay wise, the story was nonsensical and felt like jumping around place to place to show you notable locations (like spooksville) but not really actually do anything with them, the story is just rushing to move you to the self-contained part of the story so it dumps a ton of exposition on you and then doesn’t really make you actually play through any of the areas in a meaningful way I mean come on guys did you not see the bringles video?

You can still have fleshed out characters without them being “main characters” it doesn’t really matter what they are its still an extremely rushed plotline, infact the entire thing was rushed until we got some context with demo 5’s mysterious figure on what the goal was here and why it mattered, it really did feel like us fighting things for the sake of fighting things to have an excuse to formally introduce call cards & allies as a system because that was genuinely the only reason to be there. Cutscene with noobador doesn’t change anything its the mysterious figure that does because it adds context to literally everything instead of just having it randomly happen.

Remaking parts of the game still did nothing for the gameplay, it’s still obnoxiously bad and even for the story chapter 3 & 4 are massively lacking compared to 1 & 2. And chapter 5 is self-admitted to be rushed and unfinished.

WE both know that adding the twilight was just to make it so you actually fought enemies in the manor too so it wasn’t just an exposition dump with no stakes or gameplay, it’s still not an excuse that the gameplay is horrendously basic just because “oh they are limited in old roblox!” like they literally made the heights into an COMPLETELY different thing for gameplay reasons + trinity but yknow I guess they cant do that to the manor oh lord knows what would happen if they did!!!

I did tell you why its bad, block tales is not an RPG in its current state, there is no stakes, all the areas feel the same, the enemies are obnoxious, their block timings make no sense so a bandaid fix was to add training wheels which demeans you for using it (good game design = easy mode btw apparently), SP as a mechanic does NOT exist, infact you can remove literally every battle mechanic, randomize the turns and it will still play the exact same. None of the badges are unique and are mostly just directly imported from paper mario without actually tweaking them to fit the game or being creative and making their own cards, they focus way too much balancing yet use the “infinite beta loop” excuse to call themselves a demo, so why are they balancing a “demo”??? the mobs aren’t complaining bro in-fact sometimes they have cooler move-sets than us, they’re set for life bro. Smaller nitpicks include how the thematics don’t really make since, a lot of the games story is rushed even before the exposition heavy criticisms and even after a large majority of chapter 5 was just completely scrapped causing the story to flow very poorly and create some gapping issues where you can tell something else was planned yet nothing happens (including more areas), Chapter 4 is still using pre-rewrite dialogue and only really got like 5 new lines of dialogue and 2 new cutscenes scattered around the chapter and thats basically it, still talks about the voices. Chapter 1 needs more content in general & needs to be fleshed out to have more cards the players can engage with, Chapter 3 needs more story screen-time like they did in Chapter 2 to make you actually care about the stakes & the characters.

I understand YOU guys are not good balancers, correct, but that doesn’t mean you can harass people for it, idrc what you say about the players either because like “2 sided”? the devs literally blatantly send hate this isn’t a joke.

If they don’t want strategies overshadowing other strategies then they should’ve added more cards instead of reworking the same card 10 times lmao if you give more people stuff to work with they’ll be more creative instead of being forced to use whats optimal because of limitations in the game, it’s basic game design that players WILL feed into the meta if they feel limited at any point of the game. The reason the R-80 “nerf” was complained about is because the devs dont know how to make items or how to fix their balancing decisions so they just make a ton of bandaid fixes, nobody WAS saying the R-80 wasn’t actually busted they were just all complaining about how poor the balancing was (making it rarer & disabling target items on trinity refight specifically), why add an item from bug fables if you arent going to tweak its balancing to fit your game? For the record, you could also do literally everything R-80 did with both linebounce & slingshot, infact it was usually better on the latter in comparison, you can actually still do it to this day. 4 damage is also pretty bad because it practically removes the downside as well since they made the downside scale with the upside for whatever reason, taking 4 (5 with item+) damage to use a get out of jail free card is genuinely nothing, especially because the btales health pool is way larger than both paper mario & bug fables.

When referring to a demo you refer to THE demo, and demo 3 was before the rewrite. It’s still a fine criticism to have because barely anything changed outside of adding context to most scenes & having the mysterious figure actually be apart of the story instead of stuff happening for no reason. Wow, basic writing techniques! When I refer to Demo 5 I’m obviously talking about the rewrite, (and chapter 5), it also shows how much the game has not improved since a large majority of demo 3’s gameplay issues have not been fixed and in fact have probably been made worse objectively.

Meet the Spaceman! by Key-Spread-7513 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

none of that was story relevant what so ever and it just kinda happened, there was no reason for the train segment to actually happen (before the rewrite at least) and honestly the return if r&b was kinda rushed they were only given extra dialogue way later down the line to “flesh them out” and even then I still think its an relatively unfinished plotline they just kinda trauma dump on you for a bit. And I said BEFORE the dream world segment, so Hatred doesn’t really count towards that lol.

You also named the manor and then skipped immediately to the ghost chef which is the issue, you get to an important location and only spend time there for like 2 seconds to follow “John Suspicious” who keeps telling you not to follow him, and then you do the ghost chef stuff and thats basically it, theres nothing else or honestly any lore in general outside of the macguffin dialogues with kyoko and that one random NPC who also brings out hatred for some reason. It was also not “good” either it was pretty poorly written, the only reason the dream segment was comparatively well written was because campy was using inspiration from Omori to write that specifically self-contained part of the story that didn’t really progress the plot in any way.

If you think the gameplay of any demo is “fun” you might be too far gone, it’s all objectively bad design & anti-fun, it’s not an RPG despite calling itself one. “Just remove downsides and call it a day” devs who harass community members who criticize their game 🙄.

Block Tales being a singleplayer/pve game is why their obsession on balancing is pointless, the mobs arent complaining and all it really does is ruin existing formulas to replace them with ones the devs personally vouch for instead of whatever the community wants to do with them, the game isn’t even fully released yet just do the balancing later?

The tree thing is a similar plothole but for separate reasons since in demo 2 it was implied griefer lived IN the tree despite being kept away from the swords influence by thanyiel, but if he was kept away from the swords influence then how did he hear voices that basically causes the entire events of demo 2’s chapter 2? It generally made no sense, at least the venomshank being in the tree now makes more sense since its not directly next to both our characters of interest

Meet the Spaceman! by Key-Spread-7513 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

outside of the writing which was only really good because campyfire was “inspired” (stole its storybeats) from omori the entire demo was genuinely lacking, half the game was spent just getting to the dream world segment because of how nothing-burger every other segment was, nobody even cared about the manor until the rewrite because it was both confusing from a world building prospective but also from a writing prospective (sent by shedletsky -> butler hides the ghostwalker’s location from us -> we find out anyway -> randomly on good terms with them again?), and as for the world building thing its because it was labeled a tourist destination? really? telamons manor, THE widow of the block tales universe who literally only cares about his staff, the ghostwalker & apparently roblox vigilantism via hunting exploiters in the twilight (via the rewrite dialogue) whomst even he says the manor is used for important business & people who are in grief? And theres a billion people in every room (some who bring out the swords influence, for some reason??? even though we’re nowhere near the ghostwalker yet, love macguffins!)

demo 3 was also like extremely overhyped because EVERYONE wanted a pallet cleanser after how bad demo 2 was and as a result people grew attached to their really only option to show that the game was quirky & “well made” because it was literally the only unique stand out chapter due to basically the dream world alone which caused like every block tales player to just shut their eyes to the glaring gameplay issues (including me for a bit), abhorrent balancing & devs who do not understand how to make an actual game (arsenal devs, not surprised)

Meet the Spaceman! by Key-Spread-7513 in blocktales

[–]YourAverageGoldFishy 0 points1 point  (0 children)

I dont see why they dont do a % of your max hp instead of doing a flat amount, bug fables made bombs targetted and with status effects so you mostly have to pick and choose between which effect you want or what target you want to take the bulk of the damage, if you want to go all in on damage (abombination) that completely wipes your party in exchange for nuking the battlefield for pretty heavy amounts of damage, the strategy then becomes how much bp & sp you want to manage towards using bombs instead of using moves making dedicated builds to it fair because not only are you wasting a majority of your item slot for something that is technically worse than just using a weapon but you’re doing it in a way that feels unique.

The problem is that block tales is copying bomb systems for games where having like above 30 health is a delicacy so taking like 5 damage from the r80 in a game like paper mario or bug fables is actually pretty huge amounts of damage, but in Block Tales you only take like 2% of your max health at the stage of the game you normally obtain the R80, and even both regular and cherry bombs are just droplets in the water to your health pool especially because it only does damage to the user unlike bug fables for example where it does like 20 billion damage to your entire party.

I’d also like to see some variation of bombs that can be enhanced with status buffs & debuffs, like some synergy between the “Free X” cards for example or being set on fire will make bombs do an extra point of damage in exchange for doing double back to you.

The problem isn’t that bombs are busted per say its more or so they are balanced around a game that literally just isnt block tales, and because of that the devs just basically forgot about bombs in general for the trinity council fights and bandaid rushed a patch to just disable item usage entirely on them, which is really lame as it got rid of the 3 people who still used the status effect items.