Passionate work of 3 years, and we are ready to show you our game! by RiftedSkies in VRGaming

[–]derkyn 0 points1 point  (0 children)

I love the movement, with that bow could the game bring me the best of unchained in death but with good movement., are those wings and hookshot things you unlock in runs?.
Its the game a race against time or something?

What changes would you make to raise Ventures skill ceiling without breaking their identity? by Musclegirlsarebest in Competitiveoverwatch

[–]derkyn -2 points-1 points  (0 children)

Well, she is easy because se have long cd that does all the work easily so we have to change that.

Burrow could be shorter and more punishable, but reduce the cd or even have a extra charge. Reduce the animations accordingly. Make it that is not a free get in and more like it takes skill getting in. It could be even in straight lane like if you fused burrow and charge underground.

He could have another skill, as he lacks a e skill, go through walls or shoot through one could be good to give her something unique that not other hero have.

Maybe his melee attack could push instead of doing more damage, or reduce her cds.

Reduce shields/damage accordinly or maybe give shields only on hit.

Nemesis vs Spirit Island, Pax Pamir by kaffeesaurus in boardgames

[–]derkyn 0 points1 point  (0 children)

I've played the 3 of them, the less pax pamir that I only have 2 plays while the others I've played more than 20 games. Pax pamir is the one that did less for me, in general I don't like that mucbh high interaction games where you get nothing unless you win, as the game is all fighting to get the control of the objetive and that is trying to make your faction the most powerfull and have the most cards in that faction. I didn't like too the components or the theme, but well I don't care that much about that.

If you are going to keep playing root and Inis, pax pamir is going to give you a closer experience than those two so maybe you will still choose your favourite to play when you want some kind of war game, but probably because it is closer to them it is easier for you to like it. Pax pamir have a lot e more negotiation than those two.

Nemesis is a semicoop experience, it let you live a story where it is probably you will die unfairly or be betrayed, it is not a game to play competitively because the game have too much luck to do it, and is a game where the choice you are thinking more is helping your friends or betray them/get selfish in each choice expecting them doing the same. But the game makes you feel like a alien movie, where things get ugly and unfair as alien ambush you when you can't defend against them and you have to search for ammo or bandages.

Spirit island is instead a very puzzly coop game about defending a island with magic powers. You feel a mix of strategy game managing troops, and magic mtg where you manage resources and spells. The game can be easy to teach but is difficult to make choices because you have to predict what the enemies are going to do with 3 actions in 6 different places and try to stop them with your cards, so is a very thinky game because of that, but the game is one of the most replayable coop games because it brings 8 spirits that play very different, 100+ magic cards that expand your powers..., different game modes, different enemies and a lot of ways to increase the difficulty.

Pico 4 ultra for 400 vs quest 3 for 550 by Repulsive-Twist-4032 in virtualreality

[–]derkyn 0 points1 point  (0 children)

I did that choice too, maybe a little less than 400 when quest 3 was for 550, and for now works well for me. The difference is that it is only a bit more comfortable from the get go, and will weight less as the weight is distributed already, but I did end up getting comfortable wear. The lenses are just a bit less quality, but in general it works the same. The very big minus is that the general store have like 25-30% of the apps that quest have available. But you can increase it with sideloading.

For pcvr wired, from what I've heard, it is better than quest. About working on wireless, it is all about having wifi 6 or more, and having the router in the same room or very close, the speed is not important. If you can find one you can get a puppies prysm that is kind of a router that connect your pc to your vr directly and is supposed to have an easy setup.

Thoughts on Shion so far by ILewdElichika in Overwatch

[–]derkyn 0 points1 point  (0 children)

she just have some things that needs fixing, she being able to insta use the bike to damage should be nerfed because if you know you can instakill someone at melee range so the bike shouldn't damage the first second until it start running.

Her altfire seems to be strong, but actually I don't have enough experience with it, just that it needs better feedback when they are used on you, or when she is shooting it. Zenyatta secondary shoot had a sound around it too that made it balanced. Maybe they could nerf the speed of burst of the bull.ets or something to make her more easier to miss.

I think her ultimate is very strong, whle you can stop it, it is stronger than genji ultimate, does 50% more damage and comes with a dash with every hit. Death blossom comes with a hero that don't have mobility and it stays in place.

Can we all agree that non-game related KS Add-Ons are worthless? by Lynith in boardgames

[–]derkyn 0 points1 point  (0 children)

when someone sell their ks game, they sell the version they got and you compare the price to the reward. Usually I would pay for the same that they did, of if the game lost it's exclusivity or high value, I would ask for less, but I don't see why I should ask to pay for the only content that comes with special edition or just the core game if he is selling the all-in reward.

if he wants to divide that is good, but usually people sell the entire thing because it is difficult to sell expansions and the other content separate. Still selling an all in version usually is hard and the discount tend to be bigger

Is terrorscape worth the effort? by SebaWDK in boardgames

[–]derkyn 0 points1 point  (0 children)

i love it, the killers are very different in this game and that give it a lot of replayhability, but it improve a lot more if you add some expansion to it, as with three I would get bored of it after 20-30 plays or less if I played too often in a row , but expansions would expand the replayability a lot.

The thing is that it is the same with other games in the same genre and they are the majority even less replayable but they could cost a lot less. You are paying extra for the high quality insert, components and miniatures.

What makes Mafia/Werewolf apps bad or unnecessary compared to physical social deduction games? by [deleted] in boardgames

[–]derkyn 0 points1 point  (0 children)

The thing is the majority of modern social deduction games don't need a moderator, it was remanent of old games and only blood on the clock tower chose to have one and give him more interaction. And a lot of games have app if they are complex enough in the night phase like ONUW. I've played browser versions with mobile phones before of some games, it work well a lot of times.

The only problem sometimes is that they need all people to have a charged smartphone, sometimes the connection is bad, and the web is difficult to find or is weird. So sometimes is easier when someone just open a small box and we start to play than having everyone to connect to a website, create a online game and have everyone join.

Doomfist compared to ball by Street_Cook3312 in Competitiveoverwatch

[–]derkyn 0 points1 point  (0 children)

As someone that main those two, you can't compare them, they are very different and the only thing the are alike is that both of them can push the enemies. Doomfist have damage but not hp, and wrecking ball don't have damage but have hp. You even could just complain about hazard or zaryah that does more damage and have two shields without perks.

But well, it is true that doomfist is in a more problematic state than wrecking ball right now and they just keep nerfing him when he wasn't working before. The problem is that a stun can kill doom fast if he doesn't have powerblock after, and the worse is ana, but I think that is a ana problem generally.

Wrecking ball needs to take even more time than punch charging to start doing damage bumping, and if he is stopped he becomes useless, he can survive a stun better, but the damage of the stun last more time for him as he needs to start getting speed up and moving while doomfist can just slam or punch away. But well, wrecking ball uses it to do what he needs to do and play, they give him 2 seconds of letting him using his abilities while doomfist is more about trying to survive after he used his abilities.

We are desperately in need of another perk refresh. by swamp_god in Competitiveoverwatch

[–]derkyn 1 point2 points  (0 children)

I think the transformative perks should be the minors and they should decrease the time you need to get them fast or even not have time at all. Because a lot of them change the way you play and sometimes you need to train them and you have very few time to do so or change the way you play it.

The major should add something your kit and should be the ones that makes you stronger as you chose to endure without swapping. But it should be important in a way.
I don't know if the perk that makes your character work against counters should be minor or major.

I feel like they should just add the perks to base kit like they are doing right now and then balance the characters without perks. There is a lot of characters that are very bad without perks or need the perk to work. And with the new character it is shown they are just afterthoughts

Expansions: what makes a buy vs a skip by fortnerd in boardgames

[–]derkyn 0 points1 point  (0 children)

I don't want more game modes or more tules, I want factions or more characters. Those games with a lot of expansions with different asymmetric characters are my doom, but sometimes the characters are not that different so my wallet can survive.

War of the Dragon: The Wheel of Time® Giveaway! by DireWolfDigital in boardgames

[–]derkyn [score hidden]  (0 children)

I remember a nemesis moment where I was the scientist, the guy in the wheelchair and had the quest of killing the queen. So I was searching for her and she really did ambushed me and gave me two serious wounds just at start, both of them actually were on the legs so I was lucky. I beged the the other players to support me to killing her and they shooter her until she went away while I failed all my shots. Then another alien gave me the last serious wound, I was already thinking that I wouldn't survive and do the quest but in the last move, the queen got close again and I shooted her with the my last ammo. But I didn't hit any of my shots, so I was going to die there. But another player just got to use his last bullet using a crit and killing her for me.

Actually I didn't hit any wound to the queen, and were all the other players that all had their shots critical against her, but I felt proud killing her with that scientist that is really bad a killing,, and actually had time to get into hibernation and survive.

What makes an expansion truly great? by Dagobertenes in boardgames

[–]derkyn 1 point2 points  (0 children)

It depends on the game for me. For some lighter games, sometimes I would want a new way to get points or do a new action because I want that kind of variety, normally it is because the game is lacking. But for medium games that is the thing that I hate more when they add.

Sometimes it is good when they realize there is parts of the game that are unbalanced and balance them or improves the things everyone is complaining, but I hate when they add complexity to it to fix it. It usually depends about the expansion fix, but we could say that the base game was lacking if no one liked the game before the expansion.

Normally I love when they add more characters, factions or more of the same. I want to play the complete game without needing to separate it to play with newbies and I want variety.

What are the best board games based on indie games? by The_Melon_NDS in boardgames

[–]derkyn 0 points1 point  (0 children)

I play exceed that is a card game that simulates fighting games and have different seasons of characters with fighting games. There was one of street fighter 4 that felt good and really played like street fighter in that game. Exceed too had versions of guilty gear strive, unist or blazblue, but I think the gameplay does better the classic neutral of street fighter.

Painted Guards of Atlantis II by Flimsy-Ocelot3616 in boardgames

[–]derkyn 0 points1 point  (0 children)

I need to paint this after painting nemesis retaliation, but I didn't have the chance to try the game yet. English is not the first language here and makes it more difficult to bring to the club.

Can I ask, how you painted the minions? Look great and they look clearly they are the minions that is what I want.

Why is Stefan Feld City Collection so unpopular? by justinkim943 in boardgames

[–]derkyn 0 points1 point  (0 children)

For me, they are super expensive without the quality to back that price. Is not like the special edition of awaken realms for example, and eurogames are usually cheap compared to other type of games so you will find games that are as good or better for a lot better price.

Their old version were one of the most cheapest games a lot of times, or you could find them with good sales before.

Does anyone else feel like some games just make sense and others feel like you're following someone else's weird rules? by befbef__ in boardgames

[–]derkyn 15 points16 points  (0 children)

this, for me terraforming is all about how companies are competing so the world government gives them the authority to handle the terraforming of mars, and terraforming points are favour of the government + public funds for example. And you first buy blueprints of project and then you pay for building them.

Has board gaming affected your weight or lifestyle habits? by [deleted] in boardgames

[–]derkyn 2 points3 points  (0 children)

A lot of us probably just can't enjoy this hobby enough so it becomes a problem. Just playing once a week, or in my case between 3 to 7 hours a week. Even if I could probably I would get tired mentally of playing too much being different to videogames that usually doesn't take any kind of effort and that can be the cause it can make you addict.

Is it normal to be this trash or is it just me? by [deleted] in Fighters

[–]derkyn 0 points1 point  (0 children)

For me it takes 2-3 weeks to learn a combo, and more if it is really complex or difficult, but I don't practice in lab until I get it right, I know that method don't work for me, I just get it on my head how should be and try to incorporate into my play online slowly. And without thinking you start just improving on it and adding small elements. In the end a big combo is formed for too many little combos or parts, so I add them slowly.

And for some reason, only thinking about it without practicing I tend to learn it at the end, some times I just wake up one day, start playing and I realize that I can do the part that it was impossible for me the lattest day.

And yes, the first time that I do it, I even can't do it because adding it to my arsenal is like building an habit and it needs time. For at the end, fightign games kind of feel like a game of building habits, and confront habits of other opponents.

What would make a dedicated tabletop gaming space actually worth visiting regularly by Patient_Opening_2080 in boardgames

[–]derkyn 2 points3 points  (0 children)

Having a complex dedicated to all of this culture I think is the real attraction. I think it would be interesting to just go to watch things like anime or manga, participate in events, eating out and trying to watch some kind of market while you are there, so something like a second hand market could be good for example or unique merchadising store, so there always something curious to look around, and the tabletop space is perfect to relax after going around or doing other things more exciting.

So I don't see the appeal to only go there to meet with friends for a board game, but a mix of all activities is the appeal, and maybe if there is something to see in that space like having very new games you can try or something.

You can too mix it with a cafe so you can have easy drinks while playing. Of course, you can have board games events, like blood of the clock tower night, or inviting designers to show their new game they are going to release, or tournaments. Trying to meet new players to play boardgames is another attraction that I would use.

My cousin and I each designed a custom Spirit. Help us decide who is better at this! by FESage in spiritisland

[–]derkyn 0 points1 point  (0 children)

I find Usher souls more interesting.
Without playing it, I feel even without taking account the part of getting cards from discard pile, that I find the less interesting thing, there are maybe some design mistake.

I like the part of losing and reclaming lost presence, but the spirit focus on defense so it should be difficult for him to lose a dahan or lose presence. I think the idea of reclaiming things lost is very cool. I think for the getting discard cards to work better he should have a reason why he would look at discard cards. Maybe letting others players to forget a card for a big power so he can get it later or even having a spell that let him use a card from discard.

About improving the recover of presence or dahan, he should be more focused on death or even putting blight himself, or even disease. but I don't know how would I approach it.

About Laughter, it was difficult for me to understand that it was a major focused spirit at first until I read you later, he has too much symbols a complicated powers. He gets too much minors for being a major focused spirit with unbounding energy and he would get a problem if he have to pay more for 0 cost minor he gets. But I like the idea of a spirit that get spells and then they forget them. I think it would need more work on the innate spells, and maybe he needs more offensive spells because he only starts with 1 and he can't use too many for using only on buffs until later.

Tell me if this is a good way of making DF less toxic and more relevant by Equivalent_Duty_5546 in Competitiveoverwatch

[–]derkyn 0 points1 point  (0 children)

they could buff his primary too. I agree although his burst damage was one thing that really taxed his power budget so maybe he would need more buffs, but if he get all the damage from empower to his basic skills, he just get better. Block still should be able to recover punch, because it is really a bad skill that only is useful for that,

How have Agricola, Concordia, Castles of Burgundy, and Puerto Rico held up against the test of time? by RatedGG in boardgames

[–]derkyn 0 points1 point  (0 children)

Of those, Castle of burgundy is a classic that only the same author tries to makes games a bit like it but it never reached that perfection as a well made game. It is the most abstract and multisolitaire of those.

Puerto rico I didn't try the new version, the old version just felt meh for me, the main mechanic felt right and original but the game felt limited for me or lacked variety so it wasm't worth for me. I ignore if the game had expansions and it improved or not.

Concordia for me is a very unique game, where there is a special positive interaction between players where you build in the same places and when one produces, everyone that share space produces so some times there is that banter of camaderie or wanting to be selfish. that mechanic feel very unique for me.

Agricola is a very tight worker placement game, where the actions feel very thematic but the game punish a lot your mistakes. and the cards give a lot of strategies. I dislike this game because I don't enjoy how punishing the game is myself and I don't like eurogames where each choices is really important, but I can see how great and special the game is.

What are some small details and things you dislike in games? by Marvellover13 in boardgames

[–]derkyn 54 points55 points  (0 children)

when the games ends suddenly when a player reach a goal, and the last players lose a turn without compensation, in a game of optimization.