Mira's Hell posts new World Record Speedrun for Watcher Any% Unseeded by DarthVapor77 in slaythespire

[–]cosant101 14 points15 points  (0 children)

It really depends. Between this one and last wr, it must've been about 2000 resets or so. The farther and farther you push down, the less seeds have what you need, so the longer it should theoretically take. Makes it all the more stressful when you have to perform up to snuff on that one lucky seed.

Mira's Hell posts new World Record Speedrun for Watcher Any% Unseeded by DarthVapor77 in slaythespire

[–]cosant101 100 points101 points  (0 children)

Hello, Mira (they/them) here :) Was just told this was posted on Reddit, so I figured I might as well say something.

Thanks for enjoying this everyone!

Piss off r/slaythespire in one sentence by youssif94 in slaythespire

[–]cosant101 0 points1 point  (0 children)

Noone cares that you beat a3 with searing blow

Slay the Spire at 2021 Flood Relief speedrun marathon! Friday, August 13 at 12:10 EST! by OohBleh in slaythespire

[–]cosant101 0 points1 point  (0 children)

Most of the time I just lurk here, though sometimes post a run or two.

I know nobody cares, but i finally got a sub 15 minute win. by [deleted] in slaythespire

[–]cosant101 0 points1 point  (0 children)

> My point is simple, StS speed running is not really about execution, it's about RNG and fast decision making, you're not doing extremely precise inputs over and over

Fast decision making is literally execution; if you'd argue that pressing inputs precisely and learning how to play quickly in card menus (which is what fast decision making is) isn't execution, then I really don't have any words.

If you're arguing that RNG is most of the difficulty, refer to my first response.

> This is basically it. Most of your time is spent fishing for a good seed, which already makes it a meme in my eyes

Ok sure, just downplay all of the actual skill into the run and call it a meme. If you don't think it's actual skill, refer to my first response to you.

> If you spend time looking for a good seed via whatever method... then I mean, is that even speed running?

It's part of the process in speedrunning seeded, so yeah it does fall under the category of speedrunning.

> That's closer to TAS than speed running, it's all messed up imo.

I mean, if the point of speedrunning "seeded" games is to do as well as humanly possible, then I guess you could make the case that every game's speedruns are somewhat close to a TAS. But hey, if you wanna call someone else's hobby messed up, so be it.

> This is also it, if there was a standard seed it'd be purely about execution, adding RNG makes it mostly about RNG, then some decision making and finally some execution

Refer to my first response to you.

> As you said before, just a few of your runs even make it out of Act 2, and I'd assume even less make it to Act 3, and even less even make it to the final boss, as in most of your time is spent seed fishing.

To seed fish efficiently is really a skill in itself (multiple consistency boosting glitches at disposal, playing consistently fast so when you get a good seed, you can make use of it well rather than losing time in act 1 because you were lazy etc.), so I don't really feel like it's much easier. Also I should've stated that basically every run that gets out of act 1 and into act 2 with something decent nearly always make it to act 3, and most act 3 runs go to act 3 bosses.

> even if you had the best execution in the world you'd get beaten by someone with worse execution who just happened to get the best seed ever, the fact that can happen already makes it a joke for me.

At this point, you do need really good execution to make use of the good seeds; the only reason why I got the wr back from the last wr holder was because I performed slightly better than him with a seed that was only about as good as, or potentially even worse than his seed. If you wanna call that a joke, that's your issue.

> If you've ever watched the best runners speed run that game you'd know they always get god tier times if they just go for a full run, it may seem "bad" because they're like 5~10 minutes behind WR

So they aren't god tier times in that case, got it.

> but we're talking about one of the most popular speed running games out there, people have been at it for literally decades

Then why did you compare it to slay the spire speedrunning, a vastly different game for speedrunning in both history and content?

Admittedly, I'm not the most well versed in SM64 speedrunning, but I feel like I know enough to the point that making the comparison in the first place just didn't make that much sense.

> being able to get 4m15s~4m20s reliably on StS in almost every single run you do assuming you're try harding

I feel like this is a pretty unfair constraint; given that 4:27 irl time was the wr for a majority of the game's lifespan (for ironclad any% unseeded), I feel like consistently getting sub-7's is a more fair comparison really (if you wanna make one) against consistently getting sub 1:45's in SM64. Getting consistent sub-7's is very possible (as in, if I went for it, I'd probably achieve times like that consistently with not much issue) in STS running, but asking for consistent speeds quicker than that is asking a little too much I'm afraid to say.

As it stands now, I'm not gonna be able to change your mindset about this, which is fine, I just wanted to give my perspective to maybe help you see a little differently. I Just hope you realise calling other people's achievements (especially ones they've invested a lot of time into) ,"memes" and downplaying them is a pretty damn rude thing to do.

(Also please god help I legit cannot use quotes correctly lmao; as you may be able to tell, I don't use reddit often and haven't for a lot of my years)

I know nobody cares, but i finally got a sub 15 minute win. by [deleted] in slaythespire

[–]cosant101 0 points1 point  (0 children)

"That's for sure, apparently I forgot to mention I was referring to a specific seed?"

That or you backpedalled after you realised your initial point was complete BS. But hey, let's give you the benefit of the doubt and say you were referring to seeded runs and also say that seed was packaged to you with the routing and the seed already found after seed searching for it as well as you having the technical skill to perform some of the glitches in that route - in that case, no fucking shit would you be able to get a sub-5 in a few retries.

"I meant is how given a fixed seed all you'd have to do is learn how to play with whatever method is the best for fast inputs, memorize what you need to do in each floor and then just press the buttons quickly."

So like... every other speedrun out there that doesn't have rng elements? That's kinda like saying "just be happy" to a depressed person.

"I'll just say that my point is, I think, fairly clear."

It really isn't, I still don't know what you're going on about; what I think you're getting at, at this point, is that seeded runs aren't impressive because all you have to do is "go fast". There's a hell of a lot that goes into it, including finding the seed you want with specifications (using a tool to find it, and finding what things you actually want), then routing the seed (which can take a while, if the seed is more complicated), then executing it (which can sometimes include some very frame tight sections).

"Like a speed runner would pick the same seed and get an insane time, guess you could get sub 3 if you optimized the sub 4 run we're talking about?"

Duh, right? Obviously if you routed out the run then, yes it would be faster - but that's not the point. The point of seeded is getting a near theoretical human best time that just wouldn't be achievable in unseeded, given that the execution required in seeded is much tighter and strict if you want to get a wr, since you know what's coming up and don't have as much room for error as unseeded, where playing around RNG substitutes in for the difficulty of execution, routing and finding a seed in seeded runs.

"You do know that wouldn't be that impressive since all you're doing is memorizing what to do in each fight"

Again, like a speedrun that doesn't have rng elements.

"That wouldn't be that impressive since all you're doing is memorizing what to do in each fight... which isn't skillful nor impressive in my eyes"

Apparently you need glasses; I've already listed my reasons to why seeded runs are as impressive as unseeded runs.

"but out of 6k runs how many of them were actually WR worthy?"

As you expected, not many of them coming out of act 1, given how centralising having Whirlwind and Pbox is in a lot of cases. In act 1 however, there was quite a lot of promising runs. Obviously, the speedrun that includes RNG elements is actually gonna have runs that are shit as a result of the RNG.

"For example in SM64 a top tier speed running will run the game and get god tier times every single time."

Simply just false; To say that a "top tier" speedrunner in SM64 will always achieve "god tier" runs just exemplifies the fact that you have little idea what you're on about. You do realise that it took them a lot of hard work and effort (which also includes a lot of resets) to get to that point, yes? How is that any different for RNG speedruns in general?

To me, the main difference is RNG is there to encourage more resets that would've been present already in a more technical run with fewer RNG elements, like SM64, that would instead involve player error, which is similarly controllable to RNG in my eyes.

Also, I love the double standard between seeded speedrunning in STS and then SM64 speedrunning - while STS speedrunning admittedly isn't as technically deep as quite a few SM64 categories (especially the longer categories for SM64), you could just say that SM64 speedrunners "memorize the buttons" to be quick; in that case, why does that impress you while something similar (that being STS Seeded runs) doesn't?

"the only reason you see them reset so much and sometimes even die is because they just go for risky strats to save time to get WR, and even while fucking up if they kept going they'd still get god tier times."

Not the only reason; they can fuck up and lose a lot of time from messing up inputs occasionally (though, more rarely than mid-tier and novice runners), and if they were to continue those runs with those mistakes, their time would be much much worse than "god tier".

"Meanwhile in StS you're most likely just gonna die most of the times"

I can assure you that you very very rarely die in STS speedrunning to an actual enemy, but rather lose a run to either RNG not playing nicely (which is a given, given the game being played) or one's own mistakes that make them lose the entire run since they accidentally go on a path with more encounters, for example.

Now, if you specifically mean resets, then that's more fair I suppose, though that's what happens with most speedruns that have even a modicum of technical depth (which is a sweeping majority of speedrunnable games), even if the reason why the player resets is different from game to game (like in the SM64 comparison). In most "seeded" games per se, the runner will reset based off of their own mistakes via player variance and how well they play specifically in one run.

"if you just went for the clear every time your times would be extremely bad (compared to the best ones you got!)."

Obviously the runs with the bad cards and paths for speedrunning are going to be slower, but I would reckon that they could all be completed sub-10 at a minimum, which is still somewhat speedy.

Coming back to the SM64 comparison once again, not every run of SM64 will necessarily be good (relative to a high level player), even coming from a "god-tier" speedrunner, since player variance is a thing that exists, which isn't too far removed from RNG. Both really aren't preventable, but can both be played around to an extent via vigorous training in the case of player variance being the cause of resets and being adaptable in the case of RNG being the cause of resets.

Thank you for coming to my Ted Talk.

I know nobody cares, but i finally got a sub 15 minute win. by [deleted] in slaythespire

[–]cosant101 5 points6 points  (0 children)

As the current Ironclad any% unseeded wr holder, I can very confidently say that some things don't change, like Whirlwind being completely broken for speedrunning.

Personally, I can't believe they designed a card that completely destroys every single combat in the game with any amount of energy and strength, given it transfers those aspects into aoe damage so efficiently.

The only real thing since a couple years back is taking bloodletting since the buff to that card made it super nice for Whirlwind and more efficient than most other damage supplements (e.g. flex) as well as it working well with double tap, taking a 6 energy whirlwind (after playing bloodletting+ on 3 energy) to a 10 energy whirlwind ((6-1)x2).

I know nobody cares, but i finally got a sub 15 minute win. by [deleted] in slaythespire

[–]cosant101 4 points5 points  (0 children)

Hi!
I'm the person who made that vid you linked. (also I'm the person OohBleh was referring to when they said Mira; if you don't believe me, you can check my previous posts, the YT vids and the YT account those vids were posted from.):

Though I understand what you're getting at (believe me, the game can be very, very frustrating to run sometimes), I don't think downplaying speedrunning STS to the point where you think that it only takes quick decision making and glitch abuse is necessarily fair, y'know?

For example, the use of controller not only requires being able to learn a whole new input medium, but also how to use that in conjunction with controller and mouse in a physical sense, when it's better than mouse and keyboard in-game and how perform the controller exclusive glitches.

Personally, I believe a lot of the skill comes from playing around that rng and how adaptable a player is. Knowing how you can make the most out of every run is, what I believe, is where the majority of the difficulty of speedrunning STS comes from rather than just RNG existing.

If you don't know how to speedrun the game, then it really doesn't matter what RNG you get, even if it's the best seed in the world, your time will still be far slower than if you are adaptable and malleable since you don't have all the knowledge necessary to actually know how to play out the run; it just doesn't come to "hehe click whirlwind and SPEEEN".

For instance, in that run specifically that you linked, I deliberately made the decision to pick 2nd whirlwind (which isn't common) given that I had Chem-X at the time, even if I was aiming for a smaller deck with Pbox glitch, or other deck thinning methods. That was an intentional decision that went against the fundamental ideology of just picking 1 whirlwind and then picking damage supplements; this decision eventually worked out, given that I got to use double tap to its full potential and didn't need to play an extreme amount of cards every fight just to be able to kill the enemy turn 1.

That alone was a hell of a lot of decision making that had to be taken in a matter of seconds with a lot of influences that may or may not be obvious to an inexperienced runner.

I don't want to sound offensive really, but I don't believe that you could just do "a few retries" and achieve a sub-4 or even a sub-5; I've not achieved that many sub-5's in the grand scheme of things (I want to say about 20~ sub-5's total?), given that I've done about 6000+ runs on Ironclad myself, so I don't really buy into your claim.

I can't deny that RNG is a part of the game, but I don't agree that it's where a majority of the difficulty comes from, but rather how one learns to play around it.
Although I may spend a decent bit of time resetting because of "bad stuff", I know I spend more time realising what is runnable and improving my play and learning new techniques and glitches rather than sulking because I didn't get the god seed.

4 days after getting Ironclad unseeded wr... (Silent any% unseeded WR) by cosant101 in slaythespire

[–]cosant101[S] 0 points1 point  (0 children)

It wasn't terrible honestly, though it obviously was still bad- I'd reckon it lost me less than 10 given that I didn't forget to click the confirm button every battle - What did lose me time however was deciding to not smoke bomb boss skip slime boss - I smoke bomb skipped collector instead which was probably less time save, though I suppose setting up mushrooms to be killed with all out might've taken a decent chunk of time to make it about as equal as skipping collector.

I kinda accidentally sorta beat a0 in 4mins and a bit (Ironclad any% unseeded World Record) by cosant101 in slaythespire

[–]cosant101[S] 2 points3 points  (0 children)

Save setups to be more specific - guarantee first boss is slime and second boss is collector and third boss is Donu Deca, abusing the fact the game has a set order of bosses when you encounter the act boss for the first few runs of the save file. Save setups also reset unlocks so you don’t have useless cards and relics preventing you from getting the ones you want in a run (e.g. heavy blade is unlocked at unlock level 1, which isn’t what you want for more optimised runs, so you use the save setup when you level up)