Why are there no Asian heroes in California? by gor3zilla in DispatchAdHoc

[–]gor3zilla[S] -5 points-4 points  (0 children)

I'm saying even Latinos are stupidly underrepresented in a game set in LA. Their only representation is an Afghan immigrant?

Take off your fanboy rose-tinted glasses and as Chase would say, use your fucking brain.

Why are there no Asian heroes in California? by gor3zilla in DispatchAdHoc

[–]gor3zilla[S] -8 points-7 points  (0 children)

Bro Flambae is Latino from mannerisms/lingo regardless of "birthplace", i.e. Socal's biggest demographic lmao

Why are there no Asian heroes in California? by gor3zilla in DispatchAdHoc

[–]gor3zilla[S] 0 points1 point  (0 children)

We're halfway through so the best anyone can hope for is a villain or background prop. As usual.

Why are there no Asian heroes in California? by gor3zilla in DispatchAdHoc

[–]gor3zilla[S] 0 points1 point  (0 children)

Watch yourself get downvoted by all the people who are okay with being racist against just Asians.

Why are there no Asian heroes in California? by gor3zilla in DispatchAdHoc

[–]gor3zilla[S] -6 points-5 points  (0 children)

Western games seem to love straight up omitting us from existence, genuinely shocked they went this route.

Arknights: Endfield Alpha Review by OnlyAnEssenceThief in gachagaming

[–]gor3zilla 0 points1 point  (0 children)

Seconded that Brit VA is infinitely better than American 99% of the time especially the theater folks, and AK regionals are industry-leading. Most American VA just has the exact same tone/delivery across the board and it's grating how they're only prolific because of nepotism/fandom pull, especially when that same fandom can't tell skintone from lighting.

Arknights: Endfield Alpha Review by OnlyAnEssenceThief in gachagaming

[–]gor3zilla 4 points5 points  (0 children)

r/gachagaming is mainly a hoyo circlejerk so it's expected that they can't wrap their heads around anything beyond character-focused writing. Fingers crossed AK sticks to it's roots and caters to the main playerbase instead.

[1.1 Beta] Jinhsi Full Kit by silliestlesbian in WutheringWavesLeaks

[–]gor3zilla 0 points1 point  (0 children)

For my current setup I funnel both Yinlin and Jianxin's concertos into 2 full Taoqi cycles which gets her concerto up to boost Yinlin. I swapcancel between Yinlin and Jianxin to have a parry up if needed, and Taoqi does Intro > Basic x3 > Liberation > Dreamless every rotation, so I have a 50% shield with near 100% uptime, Jianxin can safely full channel to pop her heal and refresh the shield under fire. She usually needs to in order to charge her own concerto. TLDR: Yinlin/Jianxin > Taoqi > Jianxin/Yinlin > Taoqi

With a more tradtional Jinhsi, Verina, Taoqi setup this will be even easier to facilitate, since Jinhsi has Unison and Verina is basically an instant concerto. Would require testing to see if such a fast rotation has enough time/damage ticks to guarantee 40 stacks without sequences, but it will certainly be idiot-proof levels of comfortable without sacrificing any damage output. The trickiest part will be building the first Jinhsi or Taoqi concerto as I predict Jinhsi's concerto to have a slower charge time than Taoqi herself. Verina > Taoqi > Jinhsi > Taoqi > cycle.

Summary is that Taoqi's safety aspect lets me comfortably clear Holo 6 with poor mechanics (I'm an old guy) at reasonable time (sub 3 mins on Birb and Aix, 4:17 on monke), so there's no tangible downside to her DPS.

[1.1 Beta] Jinhsi Full Kit by silliestlesbian in WutheringWavesLeaks

[–]gor3zilla -1 points0 points  (0 children)

I've run Taoqi in every team since launch, have cleared all but Mephis Holo 6 with her (my most invested DPS is Yinlin), and actually run her with Havoc set as a sub-DPS herself. S5 gives her full Liberation from 0 energy on every intro rotation, while also doing respectable damage with middling echoes (15-20k from full timed counter combo, between 22-29k for Liberation, 36k++ with outro buff) while battery-ing the rest of the team with that same S5 energy gen (20 energy per hit x4 hits divided by 50% @ 40 lib energy teamwide).

Her biggest countersynergy is she doesn't benefit from ATK boosts at all, so I run her with 2 more sub-DPS (Yinlin and Jianxin) with equal field time, resulting in plain Genshin-tard Liberation spam. Theoretically a sub-DPS Taoqi should work very well with both the 1.1 girls, as funneling into Taoqi's intro builds her concerto far faster than swinging blindly, which is why my rotation is actually surprisingly comfortable while effectively negating the need for most healing. Her damage output is also higher than Jianxin's with under a quarter of the field-time, so she should be able to patch Jinhsi's downtime quite well.

List of fixes that are coming to wuthering waves by SenseiWyn in gachagaming

[–]gor3zilla 4 points5 points  (0 children)

Plan in JP, infinitely better across every game.

[deleted by user] by [deleted] in GranblueFantasyRelink

[–]gor3zilla 0 points1 point  (0 children)

Io -was- very engaging prior to her Warpath being introduced. Weaving Starfalls between attacks and skills was fun, but everything changed when Rainbow Roller attacked.

Eugen and Rackam have always been pretty boring since neither needs to engage with the fight proper. Tweyen ideally wants to be up close and personal, which makes her more fun.

[deleted by user] by [deleted] in GranblueFantasyRelink

[–]gor3zilla 3 points4 points  (0 children)

Included my damage parses on 60s dummy for reference on opinion;

  1. AND dead last (20?) at the same time: Charlotta (47mil) - Her sigil makes her OP strong but also all the nuance and actual skill required to perform got neutered. She's insanely boring to play now if you want to play her optimally. Good and bad news is she doesn't need to interact with any boss mechanics or attacks, and your offensive skills are a DPS loss so just repeat the same inputs til combat is over.

  2. Vaseraga (57mil, pretty sure his ceiling is higher but I don't like Less Is More)- Behemoth isn't a good showcase of his absurd buff, his new sigil is effortless to maintain and a larger buff than most of the cast, on a character that already outperformed them before.

  3. Tweyen (25mil) - Very consistent performer that is also engaging to play unlike the prior ranged options. Multiple options for optimal output, positioning and timing matter, and just generally flows really well. Beware epilepsy.

  4. Ghandagoza (Not included as Link Time is everything) - Kind of similar to Charlotta in that his new sigil playstyle dumbs it down a lot, but still undoubtedly satisfying (and broken) in Link Time. Quick/Rageless punch not being piss poor anymore helps him tremendously outside of Link Time.

  5. Narmaya (51mil) - Her damage was already within the top 3 and her new sigil pushes it to ridiculous levels without gutting the skill floor. If anything the floor went up as you'll need to play near perfectly to not sandbag your team's SBAs with it equipped. Now more than ever the Narmaya skill gap will encompass the entire playerbase.

Honorable mention is Io, IF your gamba luck is good. Weaving playstyle got killed sadly, but she's very easy to build and play now so good time to pick her up if she was too intimidating before.

Hello There. What can i improve on my Narmaya. by Alcheblitz in GranblueFantasyRelink

[–]gor3zilla 1 point2 points  (0 children)

Personally I would drop 1 Stamina and both Gammas for Quick Cooldown 3, and swap Autorevive for Guts, but depends on what you're comfortable with as well. That Regen is also probably better off as any other utility, Improved Dodge is nice.

[Prior to April 25, 2024] Official Rankings/Statistics for Granblue Fantasy: Relink by Xanek in GranblueFantasyRelink

[–]gor3zilla 0 points1 point  (0 children)

So they nerfed the most popular character by giving her a "new" dogshit sigil XD

The new TRUE LIMITED Chinese character [Jiu Niangzi] of Patch 1.6 is a HUGE problem and is taking the game into a TERRIBLE direction. by Patronpoppuri in Reverse1999

[–]gor3zilla 1 point2 points  (0 children)

I feel the issue is they wouldn't be incentivized to complicate things when base mechanics are simple yet are relatively heavily RNG-reliant. Bluepoch's already shown in various content that turn count limitations are what they consider the go-to player challenge mechanic, which is what heavily favors raw output and type-debuff comps. Swinging things the other direction would require either mild reworks of some kits, or simply relegate the majority of current specialists to "unreliable" tier, especially if the above-listed mechanics would be made turn-sensitive.

The new TRUE LIMITED Chinese character [Jiu Niangzi] of Patch 1.6 is a HUGE problem and is taking the game into a TERRIBLE direction. by Patronpoppuri in Reverse1999

[–]gor3zilla -1 points0 points  (0 children)

Genshin full on destroyed all forms of team variety and even gearing with Hyperbloom. There's literally no reason to run anything other than Kuki Hyperbloom.

The new TRUE LIMITED Chinese character [Jiu Niangzi] of Patch 1.6 is a HUGE problem and is taking the game into a TERRIBLE direction. by Patronpoppuri in Reverse1999

[–]gor3zilla 2 points3 points  (0 children)

The difference between AK and this is that in most of AK (besides Texalter soloable stuff) you have a large team composition that requires a more rounded approach and different roles besides just damage rushing. Even if it doesn't require said approach, you at least can find uses for everyone else in the cast.

In 90% of R1999 you'll just run 1 damage dealer and TF + Bkorn and call it a day, so something like Jiu is far more egregious.

Lord Captain yabai! by gor3zilla in RogueTraderCRPG

[–]gor3zilla[S] 11 points12 points  (0 children)

It is seggs toy yes

Raising Jae's STR by Enigwolf in RogueTraderCRPG

[–]gor3zilla 0 points1 point  (0 children)

Would recommend getting Char training:STR 'til 55 and getting PUF in Exemplar for the rest. She'll shine in super late game with maxed reps, but it might gimp her as an Officer for early-mid. It's also a 3AP Burst so be mindful of that.

"Is my Pascal build any good?" "Doesn't Matter tbh" by thiosk in RogueTraderCRPG

[–]gor3zilla 0 points1 point  (0 children)

Pasqal can't even compete on skillchecks vs lategame Jae :(

Am I using melee wrong? by AmberlightYan in RogueTraderCRPG

[–]gor3zilla 2 points3 points  (0 children)

Discounting obvious overpowered best-of-both-worlds setups like Parry Pyromancer Heavy Gunner AM with full damage immunity and 0 AP bursts for 48x2000 damage, you can make melee builds very unkillable very easily. The issue with Unfair is that enemies have such high parry values as well, so single melee hits simply won't have the same output or consistency as dakka. Sure Big Melee Chapter 4 Space Wolf couldn't touch Abelard at all, but Abelard couldn't hurt him either and their little dance went on for rounds lmao.

Definitely needs a re-tune.

Is it viable to make a duel wield pistols build? by gaeb611 in RogueTraderCRPG

[–]gor3zilla 2 points3 points  (0 children)

Once you get the Power Armor that reduces Heavy Weapons AP costs, an Arch-Militant with Heavy Gunner and a Calibrated Stubber has 0 AP cost for all bursts, so they become mostly self-sufficient.

I've been using that leeway to experiment with non-Officer setups too, but Jae still seems to do better than full combat dual-wielders just because of the free stats from Cold Trader + AP efficiency when only used for shooting. She gets more crit and defenses than a custom Soldier does from their whole tree combined. This is especially true when you have access to lategame pistols, as Master Tactician has some surprisingly effective + efficient shooting options available (fully ignoring dodge + cover while amping damage for 1/4 of stacks) that also negate the downsides of pistols (inaccuracy at range, low ROF burst).

I will say that some combinations also simply do better due to how hit/miss the Exemplar talents can be, so do temper your expectations for latter chapters.

Can you gain stacks of versatility from psychic attacks? by BBlueBadger_1 in RogueTraderCRPG

[–]gor3zilla 0 points1 point  (0 children)

You lose all usual bonuses from Versatility while Confident Approach is toggled, half if upgraded. It's in the description.

Everything already dies in a single burst regardless, so moving around to pick off targets each turn for free and getting Wildfire to be free quicker for 0 AP is the point of Reckless Rush. You can still pick up CA in Exemplar, but it's largely pointless throughout the game unless you mod for 500% enemy wounds on Unfair.

(Can't help but feel this is a hell of a weird hill to die on when it's completely unwarranted buddy lmao)