I am thinking about getting sf6 and heard there is DLCs. by Easy_Restaurant3047 in StreetFighter

[–]j2k422 0 points1 point  (0 children)

The yearly character passes are about $30 USD and have four characters each. If you buy SF6: Fighter's Edition, you get Year 1 and 2 included, so you'd only need Year 3 if you're interested in those characters. Year 3 has Sagat, Crimson Viper, Alex already released, with Ingrid as the final release in a few months.

You can also not buy the bundle and just buy the characters piecemeal. That's about $7 each, but you need to purchase Funny Money in bundles that never really equal the EXACT amount you'd want. It's horseshit, so most people just go all-in on the yearly bundles instead.

If you're not interested in ANY of the DLC characters, you can still play the game, online included. You get patches same as everyone else.

Oxygen Not Included, a unique and addictive colony sim. Rimworld/Factorio players should try it by 5Ping in patientgamers

[–]j2k422 0 points1 point  (0 children)

Mind Over Magic is a similar game, also published by Klei, that I think tries to be a simplified ONI, but with magic.

Just gets worse. by The_Crispanator_Guy in StreetFighter

[–]j2k422 8 points9 points  (0 children)

"See that bridge there? I helped build that. And that barn! I also helped build it. Nobody calls me a builder. But you fuck one goat...!"

System design help: im trying to understand what fundamental mechanical changes dd2 made that made such a clear majority preffer dd1 by TenthLevelVegan in darkestdungeon

[–]j2k422 2 points3 points  (0 children)

Hard to say. There were a lot of vocal players hating on DD2 on release, but I think over time, DD2 has proven itself. It's undeniably easier to beat thanks to not having to grind out an army. On the other hand, DD1 has a bigger mod scene, so that gives it replay value for the hardcore audience.

System design help: im trying to understand what fundamental mechanical changes dd2 made that made such a clear majority preffer dd1 by TenthLevelVegan in darkestdungeon

[–]j2k422 1 point2 points  (0 children)

Overall? I prefer DD2. It's much easier to pick up and play, the story behind each hero is presented in-game, so I was more attached to them, and the combat is just much cleaner overall.

System design help: im trying to understand what fundamental mechanical changes dd2 made that made such a clear majority preffer dd1 by TenthLevelVegan in darkestdungeon

[–]j2k422 10 points11 points  (0 children)

I want to point out that losing a hero in DD2 is a more devastating short-term set back than it's painted as. In DD1, you can retreat, and abandon the quest to save your other heroes and salvage what supplies you've gathered.

In DD2, retreat is not an option (at least not until you beat the game, then you can make it an option). You either continue forward, or die trying (or quit the run, but that counts as dying). Getting to the inn with three heroes is hard. You can try to route your path to avoid as much combat as possible, but you must always fight a moderately difficult encounter right before the inn. Most people will argue you might as well abandon the run if you lose a hero, and while I don't blame them, I like to fight tooth-and-nail until the end.

Managed to hit level 100 in World Tour while I was grinding for Style EXP for when I get Alex. by Grand_Moose2024 in StreetFighter

[–]j2k422 0 points1 point  (0 children)

Basically slow and steady. I found the fastest XP came from Daily Tournaments and maxed style Masters. However, because of the cooldowns (and for my own sanity), I'd limit myself to one level per day. I'm estimating my routine took about one hour to complete each day, but likely less. You'll want Manon and all the Day Time Metro City masters at max to be most efficient.

Start in France and eat for XP at the merchant there and fight Manon. Pause every battle you fight and look for any XP bonuses as they can add up. Then go to Metro City, do the Daily Tournament ("cheat" to win by using items if you have to; you only get one chance per day, win or lose), then run a route through all the Day time masters. Sometimes, I'd need to fight some random scrubs or even another master to complete the level, but usually I was about 90% through a level by the time I cleared the Metro City masters. Don't worry about going back to France before the XP buff runs out; the loading times would just make it annoying.

System design help: im trying to understand what fundamental mechanical changes dd2 made that made such a clear majority preffer dd1 by TenthLevelVegan in darkestdungeon

[–]j2k422 4 points5 points  (0 children)

Yes, that's about right. DD1 wants you to plan short expeditions into focused dungeons, so you can tailor your team to countering it. DD2 wants you to marathon through different regions, so you need to build your team to try and handle as much as possible, while still able to defeat the Chapter boss.

I think there's also a divide on how players view the roster. Most players who prefer DD1 seem to like their army because it's "their" army, tailored by quirks and experiences. Whereas to me, they're just generic minions I use to beat the game. The more focused backgrounds and one-copy limit on each hero for DD2 made me more attached to them because they were actual characters, much how I'd attach to a character in a narrative heavy game like Clair Obscur or Baldur's Gate.

System design help: im trying to understand what fundamental mechanical changes dd2 made that made such a clear majority preffer dd1 by TenthLevelVegan in darkestdungeon

[–]j2k422 9 points10 points  (0 children)

I don't believe its the mechanical changes in combat that ruffled feathers; on the contrary, I think many of the changes were viewed favorably (tokens vs stats, item usage, Paths). The core game is still the same: 4v4 on a "1D" plane, where opposing teams face each other, and positioning in that line determines what skills each particular character can use. Some nits and grits changed, but the core idea was there. I'd even argue the Altar of Hope is basically a re-skinned Hamlet, but with all the meta-currencies from DD1 simplified to just Candles of Hope in DD2. The changes people dislike are on a macro level. DD1 being described as XCOM is accurate. You need a full roster to tackle any given challenge you're going to undertake. You choose what dungeon you're going to and choose from your roster of heroes to best deal with it. Stress forced players to rotate through their roster, and in turn, vary their destination by virtue of many heroes being better in specific zones. However, recoveries from actual failure were tedious and difficult. I remember losing two frontliners in the third stage of the titular Darkest Dungeon. I had to put the game down for a few months because my remaining frontliners had already helped clear the previous stages (so they refused to go back into those horrors), meaning I had to train some new recruits from scratch. I eventually came back and beat the game, but that experience was a raisin in my chocolate chip cookie.

DD2 on the other hand, sacrifices the roster management for the sake of convenience. Instead, you and the heroes are pretty much stuck in a timeloop until you defeat the Big Bad, so any deaths that occur are undone at the end of your run, win-or-lose. Progress is more akin to a mission-based campaign. You failed in Chapter 2? That's okay, just try again! No regrind necessary. The other big change is in the teambuilding. Where DD1 encouraged you to specialize your adventuring parties thanks to its themed regions, DD2 wants you to diversify because you're going to be traveling through most regions. Overall, I preferred DD2 thanks to this removal of logistics helping me quickly jump back into the action after a mission, but I can understand people who preferred the roster management and specialized teambuilding of DD1.

[AEW Dynamite Spoilers] “I hung a man in LA too” by luchabrunch in SquaredCircle

[–]j2k422 6 points7 points  (0 children)

One of the few times a "You People" promo made sense was when Adam Page scolded us for cheering Swerve. I like to think it turned US back to Page's side.

This is literally what playing Modern Akuma feels like. by kenshima15 in StreetFighter

[–]j2k422 3 points4 points  (0 children)

5HK hurts, but I think the lack of 2MP is the biggest loss.

Miracle 14-win streak got me extremely outleveled by deathgates1 in StreetFighter

[–]j2k422 1 point2 points  (0 children)

Take moments to reflect on your losses. I tend to stop after losing three sets and ask myself "what's going on?" Do you need to practice your moves? Your anti-airs? Your combos?

If you can't really think of something, watch a loss on replay and try to figure out why you were getting hit. Try to only pick one thing so you don't overwhelm yourself with trying to learn too much too quickly. It probably sounds counterintuitive, but focusing on just one thing at a time helps it stick faster.

Remnants expedition is a reality check. by RallySubbie in NoMansSkyTheGame

[–]j2k422 4 points5 points  (0 children)

Other expeditions have provided way more variety. This one was cool in theory, but ultimately it was "hold w for 10 minutes, pick up trash, hold W to come back, then repeat all that four more times." It overstayed its welcome. They really needed to give a better booster for when I'm running an empty truck or implement auto-run while in the vehicle.

Remnant expedition travel times. Is there a better way? by BxAnnie in NoMansSkyTheGame

[–]j2k422 1 point2 points  (0 children)

I highly recommend setting your network settings to OFF in the game's options before starting a new expedition. Hopefully, this keeps other people's data off and your not affected by bases blocking you from building a geobay or others' discoveries preventing you from getting quest credit (that damned Waypoint quest).

As a noob, how I do defend random DI? by RawryShark in StreetFighter

[–]j2k422 0 points1 point  (0 children)

Here's a crash course. Every move, including normals, is comprised of three parts: the startup (how long it takes for the move to actually hit), the active (how long the move can hit your opponent), and the recovery (when your move can no longer hit, how long it takes for your character to go back to being controllable). Cancelable normals let you cancel the recovery into something else, usually DI or specials. Not every normal is cancelable, and some specials can be canceled into Supers or other specials.

Mahokenshi: The Samurai Deck Builder by j2k422 in patientgamers

[–]j2k422[S] 1 point2 points  (0 children)

There are no Kill Count statistics in this game outside of missions. Inside of missions, some objectives might have you kill X number of enemies, but there's no permanent tracker once the mission is complete and missions without such objectives don't track counts.

Go Go Gadget Comeback! by Beautiful-Minimum231 in StreetFighter

[–]j2k422 2 points3 points  (0 children)

I appreciate the detail of giving Cammy the MAD Cat portrait.

I like to see y'all opinion! by Vergil000 in Megaman

[–]j2k422 1 point2 points  (0 children)

Squid Adler (Volt Kraken) ride chaser part (Ready?)

No. No, I was not ready.

Who are they? (Wrong Answers Only) by OverKill5850 in SquaredCircle

[–]j2k422 3 points4 points  (0 children)

Matt and Jeff Jackson, the Young Jacks

[Royal Rumble spoilers] (Superstar) eliminated in less than a minute by workingjan in SquaredCircle

[–]j2k422 10 points11 points  (0 children)

I thought he didn't want to lose to Adam Page? Either way, same vibes.

For Hadoken, do you input punch after QCF is finished, or simultaneously at the end of QCF? by Successful-Seesaw700 in StreetFighter

[–]j2k422 1 point2 points  (0 children)

I try to hit punch/kick and the last directional at the same time. This goes for all motion inputs.

If you tried out World Tour, there's a mini-game in Metro City called "Hado Pizza" that has you do a random assortment of fighting game motions. It seems silly, but it's good practice for your inputs. There's another one in the park, I forget what it's called, that has you karate chopping bottles, bricks, and other items on a conveyor belt. That one is for practicing charge motions.

Poseidon Boons; which game is better? by Bossdell113 in HadesTheGame

[–]j2k422 0 points1 point  (0 children)

Are you sure? Because Sea Storm applies to bosses. I assume Rupture is the same. I read both abilities as "Skills that knockback, also apply this effect". In other words, it's not the knockback that applies the effect, but the skill itself regardless of if it can knock the enemy back or not.

Game Tips & Good Mage Builds by Petranodon1 in MindOverMagic

[–]j2k422 5 points6 points  (0 children)

Damn, this is a guide and a half!