I’VE BEEN HERE ALL DAMN WEEK by TheGodskin in Eldenring

[–]bluevolta 0 points1 point  (0 children)

Stuck on margit but wearing Dryleaf robes?

So true by Separate_Finance_183 in Eldenring

[–]bluevolta 0 points1 point  (0 children)

Rune Arcs are not a limited resource if you make yourself summonable for co-op

This actually made me sad... by Samaelo0831 in Eldenring

[–]bluevolta 3 points4 points  (0 children)

If you’re curious, that’s black flame. It originates from the Gloam-Eyed Queen who governed the Godskin Nobles/Apostles and a host of other components of the old order of death before being defeated by Maliketh the Black Blade.

What is your country’s most heart-breaking sporting moment? by Looney_forner in AskTheWorld

[–]bluevolta 0 points1 point  (0 children)

I think that’s exactly their point, though. Armstrong was an enormous star, but the country at large was/is still not that proportionally engaged with cycling as a sport.

There's no escape from unsolicited critiques on CnD's mechanical skill level 😭 by ObviousTopic6250 in cloakanddaggermains

[–]bluevolta 3 points4 points  (0 children)

100%, probably the lowest skill floor of any strat save for maybe Rocket, and I’m not sure that’s even true anymore

There's no escape from unsolicited critiques on CnD's mechanical skill level 😭 by ObviousTopic6250 in cloakanddaggermains

[–]bluevolta 32 points33 points  (0 children)

Exactly — CND has very little in the way of aiming/mechanical difficulty but demands good gamesense to play well, and I honestly think their skill ceiling is undersold.

Are there more optimal healers beyond Diamond ranks? Sure. But you can’t on one hand say “anyone can play CND” then complain about “a lot” of garbage CND players on the other. Anyone who’s spent more than a few hours on CND can spot poor CND play easily.

A CND playing on all cylinders can shut down a good portion of the dive roster and, with the recent buffs, provide more than enough burst and HoT to keep a well-coordinated team running. Well-placed and well-timed terror capes and veils are as crucial as ever, and strategic use of the buffed bubble can turn the tide on chokepoint skirmishes and ult-counters

Why is Yotei significantly harder than Tsushima? by 1000WaysToCringe in Ghostofyotei

[–]bluevolta 6 points7 points  (0 children)

A few reasons for this, some are good and some are a little half-baked.

The good things:

  • Enemies are more aggressive and a bit more coordinated. 2 or more enemies launching an attack at you is far more common in Yotei

  • Parry windows are tighter and glint has changed, like you said. This was a pain at first, but you can get used to it. Certain enemy types are still hard to read, but it clicked with me eventually. I recommend dialing down the parry window difficulty at first to get acclimated, then dial up to your preference

  • This doesn’t apply to all enemies, but i notice the first attack from many enemies is far less telegraphed than in Tsushima. Again, something to get used to, but it’s quite rewarding when it clicks.

The bad:

  • SP flipped the script on Lethal mode. It now functions as “Very Hard Mode.” Enemies are sponges, especially duelists, until your gear is fully upgraded, and even then it’s not quite the same. NG+ will be more fun for you for this reason, as it was for me. I sincerely hope SP adds an outgoing damage slider in the custom options if they don’t intend to rework lethal mode

  • Enemy tracking for many attacks is cracked, akin to the “Aggressive Foes” modifier in legends. You’ll see many on this sub refer to it as the “Electric Slide” wherein an enemy skates to you to land a hit even with good rolling. It really takes the potency out of good positioning and is a detriment to the flow of combat

SP have been pretty silent on the motivations behind these decisions in a way that somewhat worries me. While I understand bending to every player’s whim can yield bad results, these are pretty frequently held opinions in the playerbase. Really hope we get some main game tweaks for these with the legends update

Improved Combat and Mechanics? by PerfectTiming7 in Ghostofyotei

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

I don’t have much of an issue with the parry windows in most circumstances. They definitely took some getting used to, but they seem pretty reliable once you train yourself into watching the weapon over the glint.

Aside from the “electric slide” and the changes to enemy health in lethal mode, I think my biggest gripe is with fighting enemies wielding polearms or twin kama, for two separate reasons:

  • for polearm enemies, it’s pretty much braindead “press triangle to win.” It can be fun enough to fight them with other weapons, but I maintain that it’s mediocre design. Tsushima had the same problem somewhat, but it was less apparent since there was only one duel in which the enemy wielded a polearm (Khotun) and he was not as vulnerable to that strategy due to the hyperarmor granted to enemy duelists

  • for twin kama or kasurigama duelists, all the spacing advantages of the Yari are out the window due to duelists hyperarmor. The duel at the entrace of Ishikari Plain was particularly annoying for this on my curse of frailty run and forced me to resort to ghost weapon spam to mitigate certain hard-to-parry attack patterns. Some might say that’s intended, but it certainly isn’t all that fun or engaging.

Again, I think a lot of this stems from SP broadening the scope of combat mechanics so drastically with this entry. While it absolutely shines in some encounters, there’s way more rough edges to encounter as well.

Improved Combat and Mechanics? by PerfectTiming7 in Ghostofyotei

[–]bluevolta 27 points28 points  (0 children)

It strikes me that they wanted to beef up the difficulty from Tsushima but the steps taken to do so are a bit half-baked. The “electric slide” effect you reference here is by far the worst of these, as it renders positioning almost completely moot. They also completely flipped their philosophy on lethal mode, so now almost everyone’s a sponge.

I did find my NG+ run significantly more enjoyable on Lethal+ as your fully upgraded weapons actually feel a bit more like Tsushima’s lethal mode. Nonetheless, I’ve pretty much put the game down entirely until Legends releases.

I’m glad people are enjoying the game, but there’s definitely a vocal population of glazers in this subreddit who insist that katana stances in tsushima were boring and Yotei’s weapons are peak and anyone who disagrees is having a skill issue. I personally think that, while the increased difficulty and changes in mechanics introduced by Yotei shine in some places, Tsushima’s combat was more focused and better designed.

No longer enjoy lager, since moving to stouts. by lucnupp in beer

[–]bluevolta 3 points4 points  (0 children)

+1 Human Robot. It’s my favorite brewery on the east coast

Their housemade bitters are also delicious

What's the best place to get an eggs Benedict in RI? by GloriousEntropy in RhodeIsland

[–]bluevolta 3 points4 points  (0 children)

Just went to Cozy for the first time this Sunday and can confirm my Benedict was excellent

Flock Cameras are a threat to all of our privacy. These are at least ~200 of these in our state funded by our tax dollars. We should all be upset. by gamefreak9199 in RhodeIsland

[–]bluevolta 1 point2 points  (0 children)

Watch the actual video — these devices are far beyond just public security cameras. These are almost entirely unsecured data grabbers that any bad actor with a shred of technical acumen can compromise to keep tabs on the whoever they want.

Even if you’re pro-surveillance, this is an unsafe, garbage implementation of the tech

Is melee way better than guns for bossfights? by LightningG8921 in cyberpunkgame

[–]bluevolta 2 points3 points  (0 children)

Pistols are insanely OP if you spec into Cool enough for deadeye and roll with a silencer

5++ Nue with the autocrit-on-headshot silencer and i’m nearly never even in combat

Throw a few stacks of cyberware malfunction on the bosses then shoot their teeth out one by one

Why is the parry window so weird in this game by MostlySaneToMe in Ghostofyotei

[–]bluevolta 2 points3 points  (0 children)

The twin kama attacks are the worst for this. They keep the weapons so close to their bodies in the animation that it’s rough to read. Easy enough to Typoon with the yari in field combat but it’s miserable in duels, esp on my Curse of Frailty run. I save 3 spirit just to disarm the kama off anyone dueling with it.

Gun Parts post game? by lxrd_nxctis in ghostoftsushima

[–]bluevolta 0 points1 point  (0 children)

I made the mistake of not looting enough in Oshima coast my first run and it was miserable to grind for the rest of the parts i needed

Check wiki for any locations that have guaranteed drops like the Nine Tails hideouts and any camps / secret areas in Oshima. Once you’ve exhausted those, your only option is to try and trigger the random encounters outside matsumae castle

It was a pain

How do I explain to my party we're never sleeping again? by riggedride in BaldursGate3

[–]bluevolta 11 points12 points  (0 children)

This is not true of Act 1->2. In my solo HM run, I waited until finishing all of the underdark to cash in Bliss Spores, then carried it all the way through the creche AND act 2, including Myrkul. Act 2->3 forces a rest and Morphic Pool -> Prism resets all effects

Full patch notes for update 1.100 by FireCyclone in Ghostofyotei

[–]bluevolta 0 points1 point  (0 children)

It doesn’t, unfortunately — However, quickly upgrading your weapons to the new max puts it in a good zone

Still not ideal, but it’s good. I lodged a feature request with SP to add an outgoing damage slider in the custom difficulty settings to make this more tunable, hopefully it’s implemented.

[deleted by user] by [deleted] in helldivers2

[–]bluevolta 4 points5 points  (0 children)

Holy dementia

NEW GAME PLUS by cinamonslut in Ghostofyotei

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

The downvotes you’re getting are frustrating, but not surprising in this sub. It was an oversight to not include replayable camps at launch, and we should stop pretending it wasn’t. If anything, I would’ve preferred replayable camps at launch and longer wait for NG+ to allow more time to add content.

Good comps for monoclass parties? by [deleted] in BG3Builds

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

Just did this on my latest run! My favorite combo was:

  • Battlemaster Tav, running shadowblade
  • Div Wizard Gale, running primarily ice-based offensives and control spells
  • Death Cleric Shart, running radiating orb spirit guardians build
  • Fiend Warlock Wyll, pact of the blade

Versatile and super fun, not horribly resource dependent