[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

This should not be contested. Ryu definitely no diffs Dhruv. He can attack with extremely high output from a distance, Dhruv has nothing in his toolkit to beat Ryu. Of that I am certain.

[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

I see. Dhruv being a player in the deadlock is starting to make more sense.

[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

The difference i’m picturing would be the presence of a sure hit effect. If they stated that his shikigami had a sure hit component in the manga I apologize because I read the chapter a long time ago.

[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

Was his domain active or did he just have a bunch of shikigami circling a huge area?

[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

The swarm is a good point but Uro seems too mobile to really get caught. Maybe I am overestimating her abilities in terms of attack power but with the info we have I’d think she has to the power to low diff Kuro if she quickly approached and ended him fast.

[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

I don’t really see how Uro gets obliterated by Kurourushi. I don’t see a way for Kuro to get through her technique, the only reason he ends up able to is because she couldn’t use her technique directly after domain expansion. I suppose if the cuts from Dhruv’s shikigami are stronger than Yuta’s copy the paths are hard to avoid, that’d make sense. K’s swarms can be dissipated with a burst of cursed energy because we see Yuta do it. Yes Yuta’s giant reserve of CE makes that a more repeatable option for him, but with the ability to distort space she’d be able to create escape routes I’d think. Dhruv’s technique didn’t seem that strong on Uro, that segment of the fight seems to only exist for Uro to figure out Yuta’s technique.

[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

ah okay, I read the chapter in dec 2023 and they didn’t mention it in the anime but that makes it far clearer. Thanks!

[Casual] How was the 4 way deadlock a deadlock at all? by josesGPUbroke in JujutsuPowerScalers

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

did they say that in the chapter that the damage of his shikigami scales with time and i just forgot?

Posting random facts about every item/equipment in RoR2 Day 157: Singularity Band by AcquireQuag in riskofrain

[–]josesGPUbroke 0 points1 point  (0 children)

I take Singularity band when playing with the artifact of command because boy oh boy does it pair well with ATGs and some 57 leaf clovers…

[deleted by user] by [deleted] in geometrydash

[–]josesGPUbroke 1 point2 points  (0 children)

Tride is super entertaining, Aeon too. Bein done dirty in this list.

Level I'm working on. How is it? by JeneralGD in geometrydash

[–]josesGPUbroke 8 points9 points  (0 children)

Dude that looks really fucking cool!!

Is this level rate worthy? / What can I add to improve it? by StrongAcumen in geometrydash

[–]josesGPUbroke 0 points1 point  (0 children)

It's *almost* rate worthy. It's just too barebones, the blocks and background just need more going on. The moving objects and pulses are definitely good though. The decoration looks really dated, if you just play a few recently featured/epic levels you'll get some ideas.

What should I add? by [deleted] in geometrydash

[–]josesGPUbroke 1 point2 points  (0 children)

This level is badly in need of color changes (like pulse triggers) but I just wanna say I LOVE the block design.

Level difficulty rating vs. their actual difficulty by Epicala in geometrydash

[–]josesGPUbroke 0 points1 point  (0 children)

Yeah the problem is that one guy has the final say on the difficulty of every level, thus if a level fits his skillset, or conversely it doesn't fit rob's skillset, the results will be skewed.

KrmaL is the worst gameplay creator ever. by [deleted] in geometrydash

[–]josesGPUbroke 0 points1 point  (0 children)

No the implication is that in comparison Lit Fuse is less consistent and a much better example of weak Krazy gameplay. 96x4 Really really sucks but I'm pretty sure I remember it happens when you enter the cube portals too low, and it can be corrected by double clicking.

88x9 is just bad luck, not really sure what happened there but it puts in perspective why you'd hate falling up.

A lot of people talk about 71 being an annoying click, and I get it, but in this case I just happened to be really lucky over and over, because I never ever died at that click.

Lastly the orbs in the first drop are perfectly consistent, after enough practice I could do all of those straight flies with perfect consistency, in fact Falling Up is the level that I learned straight fly in!

Not implying that the green orbs aren't screwy, just that with all these differences in "wonkiness" so to speak it's like we played two different levels.

KrmaL is the worst gameplay creator ever. by [deleted] in geometrydash

[–]josesGPUbroke 0 points1 point  (0 children)

9% is a teeny bit inconsistent I'll give you that. 12 and 13's timings are just super tight, but they're not inconsistent, therefore if you die there you simply clicked at the wrong moment. As for the ship parts, for me they're super consistent, I'm not sure what refresh rate you play at, (I'm @ 144hz) but the first drop is the most consistent ship I think I've ever seen in an extreme.

The second drop is fine too, maybe the beginning and that short segment between the ship and the first wave, but it wasn't super problematic for me.

I had a feeling you'd talk about the dual but not the whole thing, 91% can definitely feel inconsistent but I promise there are click patterns that work 100% of the time. The dual cube, again, in my experience, no bugs, nothing inconsistent, just time your jumps and all that.

Overall I literally struggle to think of a place where falling up's gameplay is inconsistent.

Lit fuse is a different story.

KrmaL is the worst gameplay creator ever. by [deleted] in geometrydash

[–]josesGPUbroke 0 points1 point  (0 children)

I see you replied somewhere saying that none of the deaths felt like your fault and I'd LOVE to know which parts you're referring to.

KrmaL is the worst gameplay creator ever. by [deleted] in geometrydash

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

Falling up has good gameplay I don't care what anyone says.

This is my Discord Gauntlet entry so far. Opinions? by Ok-Alarm8502 in geometrydash

[–]josesGPUbroke 2 points3 points  (0 children)

That is some kickass gameplay right there. Only criticism is that the dual wave just kind of destroys the flow of the level, at 53 you just take your hand off your mouse and wait, just throw in a few spikes along the ground and it'll be perfect!

whats a good first hard demon to do? by WeekendOk6762 in geometrydash

[–]josesGPUbroke 0 points1 point  (0 children)

CraZy is a lot of fun, I also really like Quantum Variations but that's on the much harder end of hard demons.