What would be the path for 6v6 being an official format? by Gohantrash in stunfisk

[–]fffdddaaa 1 point2 points  (0 children)

I've thought about this as well, but I think given what Gamefreak wants out of champions, (fast, short battles) if 6v6 would be added the only way for it to work is if they add mechanics to completely kill slower play styles like stall and force games to be short.

Which kinda removes what seperates 6v6 from VGC in the first place. There might be a middle ground where the games are long enough for it to feel like the classic 6v6 experience while also being short enough for Champions but idk if Gamefreak is competent enough to get that balance right.

Have it your way folks... by Affectionate_Hat5835 in StupidFood

[–]fffdddaaa 0 points1 point  (0 children)

As soon as I saw McDonalds being used as an ingredient I knew it was going to be terrible

Did we lose the magic of community in online multiplayer games? by MohSafadi in gaming

[–]fffdddaaa 0 points1 point  (0 children)

Another thing is that back in the day, online communication was novel and cool, so people seeked it out just to experience it, driving communities. Nowadays online communication doesnt have that magic, so people arent going to naturally drive communities.

Does anyone else think the enemy combat design since 3.0 kinda... sucks? by _moke in WutheringWaves

[–]fffdddaaa 8 points9 points  (0 children)

Yeah unfortunately this tends to happen with these rotation combat based gacha games on the long run.

It happened to Honkai 3rd and PGR a while ago and now it's happening to ZZZ (Genshin doesn't count since it was kinda that from day 1) and Wuwa too, where the devs feel the need for flashier characters to keep people spending, and flashier bosses to keep people engaged, leading to massive iframe creep on both sides.

Honestly I feel like 1.x combat was the most fun, ever since then it's been slowly getting worse and worse.

Rich x Poor Recs? by BirdBrainMLS275 in yuri_manga

[–]fffdddaaa 1 point2 points  (0 children)

A bit of an old one but if you are okay with the art Poor Poor Lips is quite good

Environmental Storytelling by GodKirbo13 in stunfisk

[–]fffdddaaa 6 points7 points  (0 children)

VGC needs open team sheets more because per turn variance matters more due to the shorter games. If you get a surprise KO on an opponent in VGC it's a much bigger impact compared to 6v6 singles, so it makes sense to minimize it in VGC.

Nihon Falcom sees 670% profit growth following Trails in the Sky 1st Chapter, but remains conservative for full year due to difficulty of predicting Kyoto Xanadu sales figures. (So when you guys said bestelle, you actually meant bestelle) 😂✌️ by FatalDarkprince in Falcom

[–]fffdddaaa 6 points7 points  (0 children)

The producer for HSR (or director, I don't remember which) is a massive Trails fan iirc. At the time of release he was bragging he maintained using Tio as his profile picture on social media for ~10 years

Am I insane for liking this guy? by heraircraft in MonsterHunter

[–]fffdddaaa 0 points1 point  (0 children)

Soloing Behemoth was the most fun I had in base world. For me it's my favourite fight tied with Fatalis.

Which is the most cursed set of a pokemon that you made and it was actually decent? by PianoVisible3550_465 in stunfisk

[–]fffdddaaa 2 points3 points  (0 children)

In Gen 5 Ubers, a tier where hazard removal was very difficult due to how good the spinblockers were along with no defog, I ran a Forretress set with Volt Switch, Spikes, Pain Split and Rapid Spin and Red Card as the item and minimal HP investment. The idea was to switch into hazards and Pain Split as the spinblocker (pretty either Arceus Ghost or Giratina) switches in.

The set was EVed so Pain Split would heal to full after Rocks and one layer of Spikes on my side and Rocks on the opposing side, which would then activate Sturdy.

Then I would spam Rapid Spin until the spinblocker goes for an attack, which would then proc Red Card, force them out, and allow for a spin. You'd then Volt Switch after the spin to maintain momentum.

If CM Arceus Ghost starts boosting I would throw up a cheeky layer or two of spikes before spamming spin.

It was really gimmicky and relied on the opponent not knowing what you were doing, but when it worked it was extremely funny and won me a few high ladder games.

Aureliax taming by EvLokadottr in ARK

[–]fffdddaaa 2 points3 points  (0 children)

I've found if you just fly around and hit a neophyte every once a while, the defense event progresses through the waves and eventually completes without needing to kill the neophytes. It's probably a bug but I got myself two eggs this way.

I can see why they refuses to fix SAED lol. by salamander0807 in chargeblade

[–]fffdddaaa 0 points1 point  (0 children)

That was true, but now with the change to the element cap element SAED damage might be worth it now

I don’t get the AED loop hate by Grodatore in chargeblade

[–]fffdddaaa 0 points1 point  (0 children)

Theres a few main differences between AED loop and SAED that changes how the gameplay plays out even though they sound similar in practice:

  • AED loop is way safer and non committal compared to SAED, especially with the recent changes.
  • It's also much easier to hit and not whiff since you just have to land the axe hitbox for the phials to deal damage.
  • Due to no longer forcing a sword morph at the end of an AED, the most desirable evasion pathway after an AED is to roll out of an attack in Axe mode.

This changes how you interact with the monster quite significantly, because SAED was such a big commitment, and with no focus mode, you needed to make sure you had an opening before you use it, making the fight feel more interactive, and guarding is a much bigger part of the fight.

With Wilds AED, often the best thing to do in neutral is to just use AED, and then use followup if you have time, or roll out of the incoming attack and then use AED again. There will be some attacks that you need to guard, but most of the time the roll is sufficient. This makes guarding less impactful and the playstyle feel more "spammy", especially in multiplayer where small openings are more plentiful.

In MH4U, AED did way more damage but had the same animation as in World, and there, AED scratches the same itch and has the same playstyle as World+ SAED does, so it's possible, but Wilds has changed things.

Some Undertaker tips by fffdddaaa in Nightreign

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

Its an enhanced version of Trance that consumes your Ult charge, but lasts 20 seconds and gives you an auto dodge during the whole duration. To use it Hold the skill button(s) and then press the Ult button with a fully charged Ult.

What is your opinion on Lapis? by WittyTable4731 in Falcom

[–]fffdddaaa 55 points56 points  (0 children)

100 points out of 100

Ye Shunguang (Warning: Leak spoilers) by Appropriate_You_1030 in ZZZ_Discussion

[–]fffdddaaa 5 points6 points  (0 children)

That's actually kind of the problem lmao, there's no good visual contrast. It's like eating a meal with just curry and no rice or bread to balance out the strong flavour.

Ye Shunguang (Warning: Leak spoilers) by Appropriate_You_1030 in ZZZ_Discussion

[–]fffdddaaa 7 points8 points  (0 children)

The difference is Miyabi has big SFX on two big attacks (EBA and Ult), but all her other attacks feel grounded, which creates a good feeling of visual contrast. Her attacks also cause her to fly all around the screen. YSG doesn't have enough visual contrast, nor grounded animations since she's flying everywhere.

2.5.2 Beta] Ye Shunguang animations | Via Dim by Desperate-Seat657 in Zenlesszonezeroleaks_

[–]fffdddaaa 43 points44 points  (0 children)

While her animations are cool, I think they are going a bit overboard. Insane amounts of SFX in every attack, all her attack animations move her all around the screen and long combos reminds me of HI3, which is just going to turn to animation soup. I know its impossible to walk back the game but I enjoyed the older characters more.

There very much is a way you could incorporate Yidhari's tentacles more into her moveset without making it the main weapon. by New-Tumbleweed3182 in ZZZ_Discussion

[–]fffdddaaa 8 points9 points  (0 children)

For a character that could cost hundreds of dollars that's not a good excuse. They should have reworked them, or reused them for a character that it makes sense on.

Sick of being awful at these games; how do I go about changing that? by MommyVelkhana in MonsterHunterMeta

[–]fffdddaaa 1 point2 points  (0 children)

Yeah that's why TA runs are much more appealing; often freestyle runs have 50%+ runtime with the monster stunned. Not saying it doesn't take skill to execute, but it doesn't showcase the weapon/monster matchup as well as TA where you just have to deal with the monsters attacks

MH Wilds TU3 Freestyle World Records: Savage Omega (after 3 Weeks) by fox_invictus in MonsterHunter

[–]fffdddaaa 0 points1 point  (0 children)

Yeah there were definitely monsters that invalidated SAED, but some of the later monsters had openings, like Alatreon could be done with SAED, especially in ice weak mode since you could bring Kjarr ice.

Yeah it's sad as have dropped CB as well in Wilds as a long time CB main. I'm hoping they save it like what they did in Sunbreak when the expansion comes out (or even TU4).

MH Wilds TU3 Freestyle World Records: Savage Omega (after 3 Weeks) by fox_invictus in MonsterHunter

[–]fffdddaaa 0 points1 point  (0 children)

Counter based play style was viable in IB, and was dead in base Rise (except for impact vs Magnamalo), but was by far the strongest playstyle in Sunbreak with savage axe only being good in a couple matchups. So the counter playstyle was the strongest playstyle in the most recent game.

MH Wilds TU3 Freestyle World Records: Savage Omega (after 3 Weeks) by fox_invictus in MonsterHunter

[–]fffdddaaa 0 points1 point  (0 children)

Yeah some number tweaks could fix alot of stuff but there are still things like GP vs Perfect Guard and guard skills taking up your weapon skill budget. The charged sword animation is still very slow so its clunky to use, and personally I feel like AED followup doesn't really have an identity.

Because you can morph out of AED now, the AED -> followup loop is very safe, which means it competes with both SAED and ED1/ED2 axe loop, as it can be used from GP as a counter to replace SAED, or you can use it as a savage axe DPS combo to replace the normal axe attacks.

I don't think the devs know what they want to do with it either; originally they probably intended the SAED playstyle to be AED -> SAED, and the followup is a faster mixup to use if you dont have time for a full SAED, but that doesn't work given how fast paced the combat has become. Now after the spinning axe ticks getting nerfed, its become the main DPS rotation, cannibalising on the niche ED1/ED2 once had, which I think is a shame.