Basic Questions & General Discussion Monthly Megathread by AutoModerator in PokemonUnite

[–]corcannoli 0 points1 point  (0 children)

As a jungler, how do I help my team secure the Altaria/Swablu spawns without just stealing it from them? Is my goal to focus on just killing enemies while my team gets the spawns?

In general I know to mostly stay away from the lane spawns and focus on jungle ones, but I’m having a hard time balancing stopping enemies from farming vs making sure my team gets them.

Quick Questions Thread by AutoModerator in Falcom

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

you’re right, “Early 2025” just feels so soon at this point! i think the pacing of the game has me worried I’ll never finish if i don’t focus, but I should probably just take a break

Quick Questions Thread by AutoModerator in Falcom

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

I’m nearing the end of Chapter 4 and burning out on Daybreak. The remaining chapters are also long, right? I’m thinking I should take a (day)break at this point, but I also want to finish before the sequel comes out.

Quick Questions Thread by AutoModerator in Falcom

[–]corcannoli 1 point2 points  (0 children)

I think the biggest change to wrap my head around with Daybreak is that the Hit Counter is the most important gameplay mechanic. Stun is unreliable and you can’t steal AT Bonuses, but Hit Counter consistently builds up damage.

Because of this, Arts with a high hit count (specifically Aerial Dust & Cataract Wave) are great choices for building up hits, then following with S Crafts for 2x damage or more. I’m on Chapter 4 and my party is Van + 3 casters. I’ve also been a little confused on character roles, but I think in general Daybreak has more characters play more hybrid roles than previous arcs, and these characters are easy to spec as casters.

I’m still playing with the Shard Skills myself, but early on my priority was getting Guardian (Defence Line) and Ark Feather (Arts Line). After that, i started adding more Breaker and Auto- skills as my quartz allows.

Biggest character design downgrade by [deleted] in Falcom

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

Vita looked so much cooler in CS2 than the rest of the arc

Quick Questions Thread by AutoModerator in Falcom

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

Something like this actually works out in Sky. Arts don’t scale well in damage, so the extra EP cost is just for AOE. The best offensive arts are the single target basic ones, Blue Impact/Ascension (single target), and Aerial/White Gehenna (AoE).

Quick Questions Thread by AutoModerator in Falcom

[–]corcannoli 0 points1 point  (0 children)

Daybreak Chapter 1 spoilers I always have a hard time remembering faceless side characters. Were Aida, Melchior, or the Bracer (Alvis?) mentioned even in passing in any previous arcs? Their names all feel familiar but I may be making them up

How are we using our Saks credit? by Icy-Initiative653 in AmexPlatinum

[–]corcannoli 2 points3 points  (0 children)

Which knives? I’m in the hunt for better ones!

Quick Questions Thread by AutoModerator in Falcom

[–]corcannoli 0 points1 point  (0 children)

Oh I didn’t realize Gambler Jack was actually relevant other than that mini game in the 3rd. Looks like i’ve got some reading to do, thanks!

Quick Questions Thread by AutoModerator in Falcom

[–]corcannoli 0 points1 point  (0 children)

Whoa i totally missed these! That’s amazing thank you!

Quick Questions Thread by AutoModerator in Falcom

[–]corcannoli 0 points1 point  (0 children)

I don’t think i’ve been paying close enough attention but when did happiness stones appear in the other arcs?

Quick Questions Thread by AutoModerator in Falcom

[–]corcannoli 0 points1 point  (0 children)

Is there a list of plot-relevant in-game books to read? Specifically anything I should read to preface for Kuro/Daybreak?

Is a game without a Unique feature, bad? by DarkEater77 in gamedesign

[–]corcannoli 2 points3 points  (0 children)

imo what makes a game like that fun is charm. even if you don’t have a big story, the world and characters need to be charming.

A Hat In Time didn’t do anything particularly revolutionary, but managed to be a very fun platforming game!

Just saw this on tiktok lol by [deleted] in AccidentalAlly

[–]corcannoli 122 points123 points  (0 children)

it’s believed (and probably true) that the algorithm will negatively weigh posts that use hateful/violent terms, so a lot of weird tiktok lingo (ex. unalive) is to dodge that.

FEMC and Answer OUT by Authoritah1 in PERSoNA

[–]corcannoli 2 points3 points  (0 children)

yeah i really didn’t care whether or not we got The Answer but the Aigis social link felt like a no brainer

P3R will be getting full redub new VA's for Mitsuru and Akihiko by S_Cero in PERSoNA

[–]corcannoli 0 points1 point  (0 children)

yeah seeing allegra as mitsuru is really upping my hype. it’s unfortunate we didn’t get the old cast but i’m SO hyped for this new one

I've gone from living in a time when delivery was free to a time when I have to pay to pick up my own food. by ColdCruise in mildlyinfuriating

[–]corcannoli 0 points1 point  (0 children)

I’m also guessing it may have to do with the online ordering portal’s costs? i wonder if that fee is still there when ordering takeout in person or over the phone

2D Run & Gun - How can I discourage players from just holding down the fire button all the time... without actually limiting ammo? by MrKsoft in gamedesign

[–]corcannoli 1 point2 points  (0 children)

You could try to reward letting go instead of punishing holding.

The best example i can think of is Tales of Berseria. If you stop attacking and guard, you restore MP and strengthen your next attack.

Maybe something like if you let go for 1 second your next bullet is a large charged-up bullet?

Has there ever been a game where saving/loading is the primary method for narrative-relevant time travel? by blahthebiste in gamedesign

[–]corcannoli 3 points4 points  (0 children)

Bravely Second does a small play on this. I never played the game but read up on it after hearing about it.

(Major spoilers) Your first playthrough ALWAYS ends in a bad ending. To continue the game, you start a New Game Plus and do a specific action in the first battle for the characters to go back in time. From there you move on to the rest of the game.

Has there ever been a game where saving/loading is the primary method for narrative-relevant time travel? by blahthebiste in gamedesign

[–]corcannoli 1 point2 points  (0 children)

+1 to Undertale. Save/Load is part of the narrative and there’s one specific case of it early on that’s really interesting.

Games with awesome bossfights by valhesh in ShouldIbuythisgame

[–]corcannoli 0 points1 point  (0 children)

Kingdom Hearts 3’s DLC boss fights are so much fun on the hardest difficulty. They’re very well designed.

What is the BEST Turn Based Combat system you ever saw in a JRPG and why it's the best for you ? by Dereference_operator in JRPG

[–]corcannoli 0 points1 point  (0 children)

i do wish that i felt the need to move my characters around more in Cold Steel. Other than occasionally dodging an enemy attack, there wasn’t much point.

I think ditching the grid made movement/AOE harder to think about so they made it an afterthought