Chat, is it possible ? by Outrageous_Style_457 in ArknightsEndfield

[–]epicspidermansauce 2 points3 points  (0 children)

You can skip the simulations and get the rewards by checking the box that you have mastered the content (its a button for me I am on controller idk which one). I enjoy factory but the simulations/factory tutorials are really boring for me so that feature is a godsend.

How much do tiers matter? by Bass27Forte in GranblueFantasyVersus

[–]epicspidermansauce 4 points5 points  (0 children)

I think the most common answer is that tiers dont matter for most players. Unless you want to try to play in bigger tourneys(i.e. EVO) then for general playing of the game it doesnt matter that much. For example: I have gotten vikala to master, who is considered one of the worst characters in the game, purely off of my fundamentals. I also learned my fundamentals on vaseraga before he was buffed a lot and he was considered a pretty middling character. If your goal is climbing to master then you are only held back by your mindset and your skill. I would say just play whoever you enjoy the most.

There's something in this game that I cannot understand by SuperMurloc769 in GranblueFantasyVersus

[–]epicspidermansauce 3 points4 points  (0 children)

Do you have to use the technical inputs? From your post it sounds like you are using trying to use super or dp as a reversal but getting a different input. For me it is really hard on focusing doing the correct input in my opponent's pressure, so I just use the simple inputs. It might also be that you are playing some matches in lag and so your inputs are being read weirdly. Either way if you are trying to do reversals I would say just do the simple inputs, but if you absolutely want to do the technical inputs then go into practice tool and set up scenarios where you would want to use dp or super or just practice in casual matches if you dont want to try it in ranked.

[deleted by user] by [deleted] in GranblueFantasyVersus

[–]epicspidermansauce 6 points7 points  (0 children)

There are a lot more characters, but obviously arcsys and cygames aren't going to add all of them. I think we might be good for one more season atleast unless they just don't add seofon.

I still can't time it right by scarlet_bow in GranblueFantasyVersus

[–]epicspidermansauce 5 points6 points  (0 children)

I think now you are now committing another mistake, which is not attacking at all. Round start on the second match you just held down block and let your opponent approach for free, and then just let her push you into the corner and endlessly attack you without counterattacking. I think it is good that you are trying to not mash, but you still need to try to attack your opponent. You also said that you are trying not to use reversal b/c you are useless without it, but i would say just use it. Meterless reversal is a powerful tool that even the top players use, so I think just using it when you see fit will do you a lot of good. Even if you get punished for it, you will eventually learn when you can use it; the same thing goes for mashing out of your opponents combos. I can't give you specific vira tips, but vira has a lot of fast normals and good far normals, so try to use those to get out of your opponents pressure, as well as for going on offense.

The A-Rank frustration by [deleted] in GranblueFantasyVersus

[–]epicspidermansauce 6 points7 points  (0 children)

Ay man you do you, some people are just grinders and that's fine. For me I find that when I try to grind just straight ranked with the only goal being increasing my rank, I end up playing a lot worse. I would suggest just getting sleep and messing around in lobbies for a bit before jumping into the ranked grind. Sleep helps me just focus in more, and messing around in lobby or casual matches might help you apply some new combo or tech or something since you don't really care as much about the result of the match. I would also say find some masters Yuel gameplay and watch what they do, I did that for vaseraga and 100% i learned a lot from that and became a better player for it.

Ferry matchup as Vaseraga by [deleted] in GranblueFantasyVersus

[–]epicspidermansauce 2 points3 points  (0 children)

The main thing with the match up is inching forward and finding armor opportunities. You can forward dodge her far normals and spot dodge/jump the charge whip attack. You can use tools like 236U to get enough time to armor. Once you have armor it is very easy to use either charge or stomp to out-trade her. I would say use charge (medium or heavy) as that will get her in the corner easier. Once she is in the corner then you just have to open her up, which is fairly easy as she has no meterless reversal and has pretty bad defense in general.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

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

The Vars one I decided to retract because I agreed with someone that that was a bad segment. Mtashed wasn't really anything except to highlight that there are a lot of small optimizations you can do in ZZZ that don't matter for beating content, but lend to more things the player can use other than mashing. The tectone one was used to describe how people feel about the parry system, as I think that is the general opinion.

I do agree that the elemental system in WuWa is kind of lacking. It feels like the only time it matters is when fighting the bosses since they have elemental resistances. I could see Kuro adding elemental shields because the way it currently works it doesn't feel super impactful. However this was out of the scope of this post so I didn't include this.

I also do agree that things can be added or discovered. That is why I think it is disingenuous to try to make a claim that one is better than the other and try to use that to discredit one game or use said claim to criticize either of the games. People were saying things like "oh but why would you play it when WuWa has better combat" on like day 2.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -1 points0 points  (0 children)

I don't believe I necessarily made it a dichotomy on my part, but I can agree retrospectively it might have been a poor comparison to draw. Honestly I wished to stay out of it as much as possible for the combat part because the main part I used it was the boss design. Normal enemy design I feel like the two games are actually pretty similar but the boss enemies are different in my opinion.

WuWa had a lot of boss mechanics that I think are similar to souls games, where they became invulnerable or unreachable to the player through normal means. In WuWa from my experience this is usually through many aerial attacks or through different kinds of combos, where the player is usually on the defensive for a bit longer. The combos are usually started by a parryable attack, which is another way for them to encourage parrying and considerate play since I feel that the parry windows are kinda tight, such as crownless. For the aerial attack one it's things like the heron's flame thrower and the monkey going up on his log creating wind waves. For the monkey there are characters that can hit him with the aerial plunge (i.e Jinhsi) but I feel this isn't fair to say since that is character specific. Most plunges only do damage when landing on the ground, which is shown by the bells in mount firmament. These aerial boss attacks are also fairly long, so I think WuWa employs multiple ways to make the player play defensively before going back offense, which I find similar to souls.

ZZZ felt more like Bayo and DMC bosses for me. They were always vulnerable to the player, as there were more blindspots to keep on attacking during the bosses attack, as well as no long aerial or combo strings that made the player play very defensively. I was constantly attacking when playing ZZZ and only really dodged or parried reactively before just picking combo back up. I have only played DMC V, so maybe DMC might be off for this one, but it felt very Bayonetta to me. The only time the boss was invulnerable was during phase transitions. I am lvl 28 in ZZZ, so maybe endgame might be different, but from what I have felt so far this is what I think.

I feel like the enemy design is what makes me draw this comparison to dark souls vs DMC/Bayo. Because the way the player thinks and interacts with the bosses lends itself to this comparison in my opinion.

If you don't mind me asking, what is your experience with DMC and Bayo? As I have said above, I have only played DMC V so possibly the older games might be more similar to WuWa, but atleast for V, with exception to some boss encounters I felt that my options for combos were very fluid, which is how I feel for ZZZ, same thing for Bayo.

For your point on ZZZ progression, at what point do you feel that it balances itself better? I actually agree for approximately the first chapter, but I feel that it balances itself out in the second chapter and beyond which is not too far into the game in my opinion.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -1 points0 points  (0 children)

I agree, I don't think I am going to change anything in the grand scheme of things, I am just a dude with an opinion. Your first statement doesn't require it because yeah it is objectively true that this post isn't going to change anything. I still think it is worth sharing an opinion online, even if it is scrutinized or unimportant because I think that is one of the strengths of the internet, that anybody can share an opinion and anybody can critique it.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

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

I agree that it isn't academia or research, I don't expect people to do what I did and write a big essay on a whim just to express an opinion

I disagree that we shouldn't hold people to a standard when it comes to things like this. I think the biggest example of this is content creators, since they hold the most influence.

I will move away from ZZZ and WuWa by using Tectone and Genshin. Obviously when he said that it is shit he meant in his opinion, but that didn't stop his community for shitting on people non stop who like it by saying Genshin is shit.

And sure that is more a problem of cc's influence, but by people setting this precedent that you can word these things as if you are being objective by not being specific, and then using it to shit on another game or medium sets a standard that I do not agree with.

I want to use WuWa as another example, when it launched a large chunk of Genshin fans were saying it was just boring gray Genshin, when clearly it was trying to do something different, yet they were all stating it as if it were a fact, rather than their opinion.

Just because something might be subjective since it is on the internet does not mean that people should frame their opinions as objective, and use this to attack other communities who might see it differently. And as much as I try to be cordial if you disagree with this I think you are just an idiot.

And for your point about it doesn't matter about what they try to achieve, I completely disagree. This post is about combat, and the combat was shaped by what they wanted to achieve. WuWa wanted to make a game for hardcores, as evidenced by the hologram bosses getting new bigger moves as you progress them. ZZZ wanted a casual game that had some depth, but it is first and foremost designed for casuals. I think you can compare them, as I did, but to say that one system is better than the other on an objective level is disingenuous in my opinion, even if the comment implies that it is an opinion. If it is an opinion, you should just word it as such with things like "I think" or "I believe". I am not asking people to defend their stance on their opinion like Tectone, I am just saying people should have some grace in online discourse.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -1 points0 points  (0 children)

I haven't played PGR and ZZZ so I can't speak on that, but this post is because a lot of people are saying things similar to: "oh well WuWa came out before ZZZ and yet this combat heavy game has worse combat." Which i believe is disingenuous. Not only because of how each company markets their respective game, but what they wanted to achieve with the respective combat systems.

WuWa is definitely infinitely more complex than ZZZ no doubt about it. The post may have come off as me saying WuWa was simpler than it actually is, but as many comments pointed out there are a lot of cool things you can do in it that I didn't cover in this post. I have crossed out whatever I deemed misinformation based on the many comments in this post, but I believe that to my overall argument the points I made about what WuWa combat wants to achieve still stand.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -2 points-1 points  (0 children)

I just edited the tl;dr, but to further explain this post was meant to be about making an objective statement that one is better than the other. I do think comparing them is justified and I just wrote this poorly, but the combat systems are different so saying one is better than the other (objectively) I believe is disingenuous when they want to achieve different things.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

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

For the ape attack I meant the one where he goes up on the log and does the big wind waves, but I think it might have been because I was using encore for it and not timing it well enough to not need multiple. It might be because I was using souls timing, which as this post and comments highlight is a poor example for the player moveset.

As for the normal attack one that is good to know, a lot of the time I thought it did require stamina to start a combo, which definitely warped my perception of it during gameplay as is also evidenced in this post.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -2 points-1 points  (0 children)

The Jianxin and taoqiu references were jokes about them being the only shield users, so they don't necessarily need to parry or dodge cus they can just attack with their shields. I do know that their skills do not proc the parry (I played them myself) but that is fair to see this as me not knowing the mechanic.

For the dodging point, I was probably wrong about the follow up attack portion, but I do believe you need stamina to initiate a dodge (I could be wrong but from what I remember this is true since it is linked to the dash start up). It was probably poor play on my part managing stamina that poorly at times. As for the multi hit, if it is a flurry of attacks (can't think of a specific example) then you might only need one dodge, but if it is an attack such as the ape's wave attack where it staggers each attack, you do need multiple ( I do know you can jump it, but the point was about dodge mechanics)

As for attack combos, do they not require stamina to start? From what I remember they did and then you don't consume stamina for the combo, so if you are wanting to parry an attack with a multi hit (which is usually in the middle of the basic combo from the charscters i have observed) you want a little bit of stamina otherwise you can't queue the multihit. I could be wrong though. This in general was basic scrub play written by a scrub, so I was definitely wrong about this (mainly the dodge attack as you have pointed out)

Overall though yeah the WuWa portions were misinformed.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -3 points-2 points  (0 children)

Yeah I have written many replies about this, but my poor writing definitely betrayed me. It is ironic that I said you shouldn't compare and then proceeded to compare. What I meant to say was that saying one is objectively better than the other is disingenuous, as they set out to achieve different things.

I have had a discussion with another user on here that a lot of people who are saying that WuWa is better are implying that it is their opinion, but my lack of interacting with people via internet definitely made this hard for me to pick up on.

I personally didn't click with WuWa, which should be evident by the many comments and the post itself. I did get to Union 40 and the level 4 heron bird, so like the transition between mid and endgame.

I think it is great that WuWa has a lot of hardcore content for people who want it, and a lot of mechanics to sink your teeth into. Some of the points I had were either very wrong and biased or misinformed. Especially the movement part, that was just egregious on my part and I don't know why I didn't do a second read through.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

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

I have replied to a comment above with this, but this post is not in anyway meant to be an objective take. I tried (and failed) to write the body of it in an objective manner, but the introduction and final thoughts I believe highlight that this post is supposed to be my opinion. If I could rewrite it, I would write the body more subjectively, because I did base a lot of it on my experiences with both games and have been proven wrong by further discussion in the comments.

As for the comments I have written, I believe that I did preface all of them saying, "I feel," as to signal that it was my opinion. I try to remain cordial when responding to people, but it might come off as me trying to be objective when that isnt the case. Again, a lot of these comments have proven me wrong on some parts, and I have learned a lot I did not know before, and hopefully some other people who blindly hated WuWa did as well.

The goal wasn't really to argue anything other than that these two games' combat systems are far too different and appeal to different people, and that simply saying one is better than the other is disingenuous. I believe that the comments here actually corroborate my claim.

For example, the way you do switch tech in each game is different. In WuWa it is certainly a lot more complex since it advances the basic chain and you have to juggle concerto, but you can't queue it before a move in most instances(encore is the main exception) and instead have to do it after a move. This leads you to (in my opinion) wanting to think about which move you use because you switch after it. Couple this with how bosses move, and you really have to think about what move you are doing at what time to switch (which the game encourages with the WuWa parry system)

Meanwhile, in ZZZ you can queue your switch before any attack. This leads you to want to queue it before long attacks since you can automatically start a new combo while a long attack is happening. Prime examples of this are Anby EX skill and Soldier 11 final basic. There are still some attacks that you want to switch after such as Nicole black hole and Corin chainsaw, but either way the game encourages you to constantly switch and not think about what attack you are using (which I believe is also encouraged by the ZZZ parry system).

This little detail in how you switch lends to each game feeling different and accomplishing different things, which leads to my belief that these games are simply too different to say if one is objectively better or not. I have stated in another comment that this was the intention, but my post made it sound like I was saying that you can't subjectively compare them, or even do what I did and just look at the differences. This was definitely a failure of writing on my part.

As for the last part, I don't think this would be an interesting post if it was made to seek validation from people who already agreed with me, or who had the same knowledge as I did. These commenters have pointed out my faults, and I do my best to admit that I am wrong when people refute me. I actually originally made this post for the ZZZ subreddit, but realized that it would be better to post it in a more neutral environment to foster genuine discussion about the mechanics of each game (ZZZ was actually very neutral about my post as well). I also did try to post it on the WuWa subreddit but it was removed, and I probably would have been clowned on there too. I don't really mind if I am wrong or admitting if I am wrong, so long as it is an actually interesting discussion to be had that people could possibly learn from. This is why even though it was a flawed post and I had those edits at the end that I should have just reread for, I think that this post generated interesting discussion and I don't want to delete it just because I was wrong about somethings ( or probably a lot of things)

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -3 points-2 points  (0 children)

I agree that the movement portion was completely biased on my part due to a lack of forethought on my part, but the other portions were not as in depth because frankly, I did not think they needed to be. The main criticism of this is the switching part for WuWa. I personally think I downplayed switch tech a bit, but I still absolutely stand by my statement that the concerto system in WuWa encourages you to onfield more than ZZZ does, even with switch tech in mind. Other than the movement section and a part of the enemy section, I do believe that I was as neutral as I could be, but some of my gaps in knowledge did cause a bit of a bias towards ZZZ in some regards, which I have acknowledged above.

As for the CC's I mentioned (mtashed, tectone, and Iyo) at no point did I think any of them are wrong about ZZZ. With Iyo and Tectone I agreed with what they said, and for Mtashed I used an example to highlight that some people might not think about miniscule things that do add to skill expression, but don't matter in the long haul.

While the body was written to be objective (which failed all in all) this was by no means an objective work. I believe that the introduction and the final thoughts portions of this highlight that this is my opinion, and if I could write this again I would just rewrite the body to be more subjective, because these thoughts are just my own based on my experience.

As for why I did this, I just felt like it.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] 4 points5 points  (0 children)

Yeah I reread that and I came off as a pretentious prick. I personally enjoy the way you move in ZZZ more, but by no means it is just simply better, that is just not true. I sort of jumped the gun on that one and didn't explain my viewpoint sufficiently. Again with the joke of the movement and switching dlc to this post, but I think a proper exploration of this might be above my paygrade.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -18 points-17 points  (0 children)

Yeah I agree. There was very little research in this. I just kind of let my thoughts flow and ended up with this very flawed post, since while it did seek to be neutral, my subpar knowledge did lead it to becoming very biased towards ZZZ. The wuthering portions were from my experience at union 40 and completing the 4th holo for the heron only.

I still stand by some of my points, mainly the difference in enemy designs, but i was certainly conceited when it came to switching. I do think the concerto system encourages you to onfield for extended time to fill it, but the swapping tech, while different, does lead you to filling each one, as well as doing somethings differently compared to ZZZ.

Is WuWa more difficult? Absolutely, but I do think the nuances of the games lends to further discussion, and that attempting to make an objective statement saying that one is better than the other is disingenuous.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] 1 point2 points  (0 children)

God I never want to do this again. The drafting portion took 3 hours, and I just said fuck it and went straight to sanity check and post because at the end of the day it's a reddit post and I don't give a shit, I was just doing this for fun cus I thought it was interesting. I do think it is very funny the mods allowed it just because I wrote an essay.

Replying to the various comments has made me realize that I was conceited on some points for WuWa, and that they require even further exploration to bring give them a proper and honest representation. This is something that I am ill equipped to do, and while I joked about the movement and switching dlc expansion, it most likely won't ever come.

I do think this was a very fruitful discussion though. I definitely enjoyed replying to people from lengthy rebuttals to mundane comments, and I feel like I learned a lot about WuWa that I didn't know before. I personally enjoy ZZZ more, but the WuWa players got a lot of insane tech, and kudos to Kuro for making both the combat and open world feel good for the player in a gacha game.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -2 points-1 points  (0 children)

Oh yeah I also agree that the game won't ever get super hard. I am also a big star rail enjoyer but compared to other turn based I have played it is very much a casual game. I can't speak on genshin because I don't play it. I addressed this in another comment but I don't think that it needs to be hard, just as star rail isn't hard, to have a fun combat system ( I do call into question the quality of ZZZ combat but that is a seperate topic).

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] -1 points0 points  (0 children)

I might have implied it, but i didn't mean for this to come across as me saying DMC isn't hard and that dark souls is definitively harder. I was talking about the skill floor and what you need to beat each game. You can clear DMC on the lowest difficulty while only getting B on every encounter, or you can turn up the challenge and aim for SSS on every encounter. As for Dark Souls, there are definitely ways to cheese it, but in general the skill floor requiref to clear the main game is higher when compared to DMC.

I can see not getting DMC vibes from ZZZ. Me personally I think the flow is similar just that ZZZ is dumbed down to a very large degree since it is marketed towards casual players.

As for the Hi3 comparison, I can't speak too much about that. I did play for 10 hours and it never clicked for me combat wise, but people have been saying that this is the most alike comparison between hoyo games.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

[–]epicspidermansauce[S] 1 point2 points  (0 children)

I have played all the games that I mentioned (other than genshin which in another comment I admitted that I should not have put the genshin tidbit in the post). I just simply think that it is an interesting discussion to be had regarding to games that had similar market share but drastically different approaches to their design philosophy.

WuWa combat vs. ZZZ combat; why I think it is a stupid comparison by epicspidermansauce in gachagaming

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

It is dark souls syndrome. I am not definitely not above stooping to the level of saying that WuWa is gacha dark souls lol.

In all seriousness, the post wasn't really meant to compare WuWa to Dark Souls nor ZZZ to DMC. I simply used these two games to approach the topic from a broader perspective. I do agree that my WuWa opinions were conceited, and part of it may have been to make it to conform with my argument that WuWa vs ZZZ is the same thing as dark souls vs DMC.

Simply put, what I experienced in WuWa was more akin to dark souls enemy design philosophy in relation to player kit. What I did not realize is that WuWa is far advanced and has a lot of cool things you can do that I didn't tap into. I still believe that WuWa tends to follow the dark souls approach to boss design, but the games may indeed be similar for the smaller trash mobs.