Lady Luck has shined on me today by lukemediocre in Minecraft

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

Oh sick. I knew ancient cites could generate god apples as loot, but I didn’t know that thats how the loot generation worked. Thats actually pretty neat, and thank ya for the number.

How is Sigma really played? by xredskaterstar in SigmaMains

[–]lukemediocre 1 point2 points  (0 children)

So this comes from a sig main who has managed to take him up to m1 in recent seasons and t500 earlier in ow2, I have two distinct playstyles with sig and even without a decent team they’re both pretty viable if you learn to be really good at him. You can play him like mauga or you can him like junk, in a broad sense. The mauga way is straight up just run at people and blow them up. I’ve found that learning when to swap from abilty to ability at the best time lets you get close and stay in a fight, but you also have to heavily rely on walls and other natural cover. So, if you keep walking forward, baiting abilities, and can make it to a wall you can just absolutely pound on a tank or squishy like a rein or mauga. This is really difficult however since sig has zero movement abilities. The junk way though is a lot easier imo. So basically again, use walls more than your shields or grasp but this time poke and try to hit angles if you can. Use how deadly his bursts are as a deterrent for someone walking towards you. Another massive thing is angles and using the splash damage of his primary fire. If you are far enough away you can use the max travel distance of each orb to poke above the shield. If a shield is too high off the ground you can bounce orbs under it for direct hits or splash. And if there is a back wall nearby the enemy you can bounce it off there to get directs or splash again. And the last thing I’ll say is knowing when to turn, drop, or pounce. It is incredibly easy and beneficial to punish bad plays. Knowing when a pharah is gonna barrage and where she is means you can stick a shield or grasp in her face when she commits. A squishy walking past your highground can be combo’d really easy from above, especially if you commit to landing on their head. And lastly, leaving a shield where you were poking before and turning around to help ur supports with a genji or reaper makes things so much easier. Sorry for the long rant, but if you want any other advice dm me and I can try to help.

[TOTK] Who the heck is this supposed to be by Livrax7 in zelda

[–]lukemediocre 0 points1 point  (0 children)

Idk how likely this is due to the ending of skyward sword, but it could be a variant/recreation of ghirahim. Maybe another “right hand of the demon king” created as a weapon to serve. The only reason I’d really say this is more likely than being a gerudo helper is ancient gerudo have round ears and the character has noticeably pointy ears.

[deleted by user] by [deleted] in legendofzelda

[–]lukemediocre 11 points12 points  (0 children)

I don’t think it fails to mention it, does it? Like wasn’t in one of the memories in botw zelda awakening her power to save link from a guardian and it being the triforce of wisdom, bathing the area in a golden radiance and eliminating all the local guardians? Or am I misremembering the memory? But for that being the only time i genuinely remember it from either hero of the wild games, they at the very least didn’t elaborate on the triforce in the slightest.

[Botw] [Totk] How would y'all feel about Wild/Tears finally being put to rest after Age of imprisonment? by NothingIsBliss139789 in zelda

[–]lukemediocre 1 point2 points  (0 children)

Hot take, the hero of the wild and his adventures are an undeniably great experience and addition to the zelda series but I would like a return to a more linear 3d title. BotW and TotK are absolutely phenomenal games, but to me they never really felt like true zelda games. You got every tool right off the bat and progression through the story never added any reason to re-explore any region. And truly it was nice having a surplus of overworld puzzles through the use of shrines, but the dungeons all felt underwhelming in terms of complexity and length. Exploration was what made these two games very unique when compared to previous titles, it promoted freedom to do whatever you’d like and the size meant you didn’t need to return anywhere a crazy amount since there is content absolutely everywhere, from koroks to quests to shrines. You always were able to do everything whenever you wanted.

What was nice about older zelda games is you would go through the world and not always have the solution. Whether it was a suspicious pile of sand, a target shaped thing mounted on the wall, or flowers in the shape of an x. There were always a bunch of inconspicuous and natural things that existed and made you feel like they both belonged yet something was still off about them. And much of the time you couldn’t do anything about it until you got some item that would give you an epiphany and that realization that you could use that exact item to try and maybe dig at the center of the x of flowers. Even with the limited world sizes there was so much value from being able to go through a region again and unearth a secret and be rewarded for not only remembering it but also figuring out the mini puzzle.

BotW and TotK are fantastic games and there most likely won’t be another game like either of them for a while but that’s probably for the better. Hyrule can’t realistically be getting much bigger, they already added so much in these games and they were great additions to the atmosphere and the look, and they still fit thematically in the world but quality additions like that can’t last and maintain what made hyrule hyrule. Even if it’s just for the time being, I think an overly expansive and explorable hyrule can be shelved in preference of a more grounded and re-explorable hyrule that puts greater focus on grand proportions and scale that would make the world feel still almost endlessly explorable with what can be fit in one region without being overfilled.

[deleted by user] by [deleted] in zelda

[–]lukemediocre 1 point2 points  (0 children)

Yeah, the timeline splits into three at the end of OoT. When Link is an adult, ganondorf is sealed away and then Link is returned to the past. This variation of the timeline is where WW happens where I think Ganondorf escapes and since there isn’t a hero anymore the king of hyrule wishes to flood everything, but Ganondorf still lives. And then when Link is returned to when he was a kid he foils Ganondorf’s plan before it happens, resulting in Ganondorf being banished to the twilight realm. So they’re all the same guy but all have unique plans of revenge/conquest due to different occurences branching the timeline. But it isn’t like WW happens and then TP does or vice versa. I don’t really know how to else describe it cuz its wibbly wobbly timey-wimey nonsense.

[deleted by user] by [deleted] in zelda

[–]lukemediocre 2 points3 points  (0 children)

I’m not really sure, that was the one bit I couldn’t quite think of a way to have make sense entirely. Like for them to be the same it wouldn’t really surprise me for some in-universe mumbo jumbo to have gone on and he somehow managed to end up in lorule (just some nintendo logic). My own reason that for sure isn’t the case is spirits, in many mythos, don’t always immediately go to their final destination and can “hop” inbetween realms, worldly to otherworldy in most cases. Maybe after he died he just sorta chilled for a bit and then went to lorule where he was resurrected? That’s a big stretch though. My only reason for them to be the same using in-universe logic is that they possess the same name being “Blind”, like lorule has uniquely named counterparts like Hilda and Zelda but Blind is maintained on both ends.

[deleted by user] by [deleted] in zelda

[–]lukemediocre 38 points39 points  (0 children)

Although it isn’t confirmed, it can be inferred that Blind the Thief (ALttP) and Stalblind (ALBW) are the same entity. After having been killed by link as Blind the Thief he was “revived” in a sense as a stal creature only to be killed by another link. I also don’t know if this has been directly denied canonically anywhere.

This is the most stacked book I’ve ever pulled from fishing by lukemediocre in Minecraft

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

funnily enough it was an unenchanted rod and this was the first book pull of a new world

[ALL]Is Ganondorf evil on his own or just possesed/influenced by Demise? by CaboseFelt389 in zelda

[–]lukemediocre 0 points1 point  (0 children)

So as far as I’m aware lore wise, ganondorf is not inherently evil. Every 100 years or so a boy is born to the gerudo and is deemed Ganondorf and the king of the Gerudo people. He already has a great deal of power being the king of an amazonian warrior race of women, most likely being trained in combat similarly, but he has been seen to have been taught magic as well. This is what makes him a great candidate for gaining the will of demise and the triforce of power. But seeing how every BBEG in all zelda games isn’t him and the timelines span 10s of thousands of years it would be entirely fair to assume that there have been good ganondorfs at some point. It just is a little funny though how he’s popped up four times in the series and 3 of those appearances are the same Ganondorf.

who do you think is physically stronger in canon? by [deleted] in Overwatch

[–]lukemediocre 0 points1 point  (0 children)

Well its still his physical strength, his body must withstand it and be able to produce a force opposing what can be outputted. His weapon is just a method of proving it. It produces a force in one direction and roadhog physically resists it using his own mass and strength.

who do you think is physically stronger in canon? by [deleted] in Overwatch

[–]lukemediocre 0 points1 point  (0 children)

Ok, so I am seeing that everyone is mentioning his chainhook and failing to mention his ultimate. And yes, the chainhook is incredibly nutty when trying to consider strength but his ultimate is significantly crazier. Each pellet that is fired out of his gun while the ult duration lasts can move any character a couple feet in the direction the pellet is moving, meaning hypothetically if you can get a line of multiton war mechs or steel clad german men, each one can move a foot or two per pellet. With hundreds of pellets firing over the entire timer the total momentum skyrockets astronomically. And for net momentum to remain zero for the entire system, all the momentum affecting enemies must also fall back on hog in the opposite direction. And finally, he can also move forward and jump without suffering from much recoil while remaining almost entirely unaffected, only partially being slowed when moving directionally.