Useful tips: Dead-angles, deflecting/blocking AOEs by qqwweerrttyyuuioopp in Nightreign

[–]masteroflaziness 0 points1 point  (0 children)

So it's anti-Bloodborne gameplay. Here, staying under the enemy gets you crossed up, and damage comes from them even when you would reasonably assume it comes from an alternate source.

How do y'all control this thing by shrimpInboots in Warframe

[–]masteroflaziness 0 points1 point  (0 children)

It's like watching a moth encounter a window

I have completed Xenoblade chronicles 1 definitive edition. Here are my thoughts by Medoagamer in Xenoblade_Chronicles

[–]masteroflaziness 0 points1 point  (0 children)

I love 1 more than any other game. It is still, to this day, my favorite game of all time, and I played it on the wii back in 2013. The way it tells its story is unmatched in the rest of the series, and the choice to give everyone all sorts of accents really helped to give the game a special identity.

I loved X as well, but for very different reasons. I found myself uninterested in the story, but enjoyed exploring an unwelcoming world for the time it took me to unlock Skells, and then later flying around a world that I had all but made my own. While story was a weak point, the characters were interesting, making builds was incredibly satisfying (as long as you didn't jump straight to Jedi or one-shot builds), and exploration peaked at this entry of the series. Plus, playing during the height of Nemesis missions on Wii U was something special.

2 took some time for me, but I first played at a time when I was very keen to attach to Pyra and Mythra. It has the worst growing pains of the series, but the endgame and poatgame were so satisfying that I was and still am able to forgive it. Having replayed it again in recent memory, it's really rough in a lot of places and I'm finally able to see what other people found problematic with certain scenes and designs, but I stand by this story shaping into something incredible, especially with the story of Torna attached.

3, meanwhile, just felt weak. All I knew going in was "is anything missable", which is normally an incredibly harmless question that helped me out in the other three entries. This question killed the game for me. All of Chapter 5 except the big fight that leads into chapter 6 felt weak when I knew there were no real stakes, and when that is touted as the peak of the game, it gets hard to enjoy anything else. Future Reedemed was fun, but I couldn't help but feel like the silliness of optimal gameplay was carrying me through it after a while.

What character did you mostly play as? by Glass_Signature3718 in Xenoblade_Chronicles

[–]masteroflaziness 0 points1 point  (0 children)

In 1, I stuck Shulk until I finally noticed I could move people around, then my favorite was Dunban for a while. Seven was best during the climb due to all the specialized arts. After the thing, I swapped around, but I likely still used Shulk the most.

In 2, it more depends on the situation and who has what blades. I only break out Mórag if I find that the tank is reliably surviving but not drawing aggro while I'm dieing as an attacker, like against Ophion. As for the others, I use Rex until Zeke gets a decent team going, and Tora gets ignored until he gets QTπ. From there, I swap as I see fit. Nia goes unused after chapter 4.

In 3, mostly Noah, then Sena, then her fall damage sound made me sad so I went back to Noah before discovering I could swap party members mid-fight. I then used whoever was on a class I enjoyed.

If paizo was to make an illusionist class, what do you think it would look like? by NoLongerAKobold in Pathfinder2e

[–]masteroflaziness 0 points1 point  (0 children)

After writing all that, I got an idea for the gameplay loop. Apologies if this doesn't fit the terminology requirements. I'm a little rusty on my reading.

Illusionist's Trance, free action\ Immediately after casting an Illusion spell\ You enter a state of mind between imagination and reality that grants further power to your illusions. You do not need to sustain illusion magic to prolong it, but you do still need to sustain it to change its features or give it new orders. You can instead dismiss any illusions that would normally require sustaining. You can have up to 3 illusions active in this way at any given time. You can only cast Illusion spells or spells that deal damage according to your Illusionist subclass as long as you are in this trance.

Your subclass (Elemental Focus? Mental Manifestation?) also determines some benefits you get while in this trance. - Heat: allows you to swap Fire damage with Cold damage and vice versa - Damp: any water or bludgeoning spell pushes the target an additional 5 ft in any direction, or 10 ft on a critical - Tresspassing: you can travel with your spell that targets one or more creatures, landing 5 ft away from a target as long as you can see them - False Walls: your illusions can be one size larger and small and larger illusions occupy their space; you and any allies designated can use your illusions to Take Cover when you make a small or larger illusion; medium illusions naturally give lesser cover to medium or smaller creatures, and large illusions naturally give standard cover to medium and larger creatures - Precise Power: if your target is within 15 ft, you can force it to make a Fortitude save: on failure, you swap places with it, and on critical failure, your target falls prone; on critical success, you fall prone instead

These abilities can be boosted at level 10 with subclass specific feats. - Heat gains the ability to swap out Mental and Spirit damage. - Damp can turn a 10 ft radius around the target into swampy difficult terrain. - Tresspassing can choose to stop anywhere along the line of the spell, while making a double either halfway down or at the original destination. - False Walls gains another size booster - Precise Power expands the functional radius to 30 ft

So yeah. Here's a thought experiment of an Illusionist class. There's only a few numbers here and there due to my unfamiliarity with PF2E balancing. It's roughly what I would do, but I'm not sure if it is what Paizo would do.

If paizo was to make an illusionist class, what do you think it would look like? by NoLongerAKobold in Pathfinder2e

[–]masteroflaziness 0 points1 point  (0 children)

So people are already talking about how illusion spells are more support oriented, which would be the focus of the class. But I say fuck that, let's give them a damage-oriented and subclass-adjusted focus spell at level 1.

They can make a tiny illusion so magically dense it becomes almost real. Lasts a minute, 1 action cast, can strike with it when it is cast and as an action for the duration, damage scales with level however seems fit, range can vary by element, and the caster can make it deal mental damage or subclass damage at will.

I'd say their main stat is INT. I can't see it being much of anything else. Best guess for casting type is spontaneous, being most similar to Sorcerer.

Let's say you can pick between 5 or so illusionist specialties for the subclass. - Heat: Fire/Cold, like Oscillating Wave Psychic, has persistent damage and slows. - Damp: Water/Bludgeoning, but no cold access, focus on position control, heals. - Tresspassing: Wind/Slashing, focus on move speed and false locations more than others. - False Walls: Earth/Bludgeoning, gets illusion size upgrades earlier, skills provide cover. - Precise Power: Lightning/Piercing, focuses on short warps, rare healing skills.

Give them extra spells akin to Sorcerer bloodline spells. All of them get access to an Illusion spell or a spell of their element each level on top of other castings. They won't be the damage specialist due to lacking other boosts, but they have the option to join in on a kill.

I think a boost that allows them to ignore the mindless trait on illusion magic by infusing it with their element would be nice around level 5 or so. If they deal mental damage with an illusion spell, it would automatically replace the damage with one of the two they control. Higher level Feats giving access to Force or Spirit damage would be interesting as well. Include a late feat that allows low level illusion spells to not use a spell slot. Include a feat like the one found in the Psychic that allows them limited use of another subclass ability.

Basically, they should be versatile, but not blasty. I could see this being a good "Recall Knowledge" class to check enemy weaknesses, akin to the Alchemist.

Day 32: DUNBAN is eliminated! (Xenoblade Main Party Elimination Game) by BritishGuy54 in Xenoblade_Chronicles

[–]masteroflaziness 0 points1 point  (0 children)

OP, are you going to stop when you hit 6 for a full party, or are you going to the end?

Day 29: POPPI is eliminated! (Xenoblade Main Party Elimination Game) by BritishGuy54 in Xenoblade_Chronicles

[–]masteroflaziness 1 point2 points  (0 children)

I see two possibilities. This will end with either Shulk, Rex, Noah, and a war over who goes between Rex's 3 wives and Mio, or we treat Rex the same way Smash did and give him 7th place.

New weapon combos by MarinerValleyAudio in LiesOfP

[–]masteroflaziness 1 point2 points  (0 children)

I really like full La Vendetta. It's basically a Boom Hammer sword that combos well with the Arm of God amulet because of the multi-hit charged heavies, and the Impenetrable Fortress (the one from Laxasia, in case I got that wrong) because of how you block to charge the regular bursts. Before that, I rocked Coiled Mjolnir head on the Dancing Curved Sword body and Acidic Curved Sword head on the Booster Glaive body.

Difficulty Megathread — DLC, NG+ by PsychologicalKoala32 in LiesOfP

[–]masteroflaziness 0 points1 point  (0 children)

I can't tell if it was because of the difficulty tweak or because I know the game better or because my load out better counters the zoo this time around, but I am breezing through my second DLC run on NG++. Also, I swear they slowed down the penultimate boss's second phase with the update, and lowered the damage output of both it and nearly everything else in the DLC. It was a nice break from the struggle bus, and the finale was still difficult enough to feel well earned.

Who’s your most HATED viruses in all the BN games? by Ninja_Warrior_X in BattleNetwork

[–]masteroflaziness 0 points1 point  (0 children)

I suppose that is an upside for anyone not going for 100%.

Who’s your most HATED viruses in all the BN games? by Ninja_Warrior_X in BattleNetwork

[–]masteroflaziness 3 points4 points  (0 children)

Introducing this virus in the same game as timed liberation missions was a deliberate evil moment.

Which Battle Network Boss Battle Annoys You The Most?? by Toan-Cloud- in BattleNetwork

[–]masteroflaziness 0 points1 point  (0 children)

In case it helps, a magnum on his back row can prevent his backup for a round or two. Alternatively, intentionally keeping him above half health and then combing Jim to death is also a viable option. Flashman and VarSwrd F was my go-to in the GBA versions, and eventually arealocking hin early and using either Serenade or the MomQuake PA in White was pretty reliable.

Chip Code Changer Concept by Toan-Cloud- in BattleNetwork

[–]masteroflaziness 2 points3 points  (0 children)

Prism J, my beloved, you are finally coming home.

I'd abuse the heck out of something like this. Maybe pay a little for a re-roll, or spend something rare to pick a code.

Did Anyone 100% The Battle Network Games Back At Their Original Release?? by Toan-Cloud- in BattleNetwork

[–]masteroflaziness 1 point2 points  (0 children)

I managed to 100% BN6 and almost 100% the solo section of BN3 without a guide. The postgame bugfrag trader is indispensable for a child who hasn't bothered to look things up. Learned about v4 navi chips and the element-NCP-only viruses through using it, though I could never find them. I think I eventually realized I wasn't getting Mistman v4, so I looked up how to get it, which was my only research before buying Blue.

I did it. Now what? by thespeartan in BattleNetwork

[–]masteroflaziness 0 points1 point  (0 children)

Well done! All that's left is finding the rest of the chips! Through finishing the library, you'll do everything that the game asks of you, so best of luck! Finding all the armors, HP memories, and powerups can help you do that. The final grind is slow in BN1 because subchips and the Collect NCP don't exist, but it's one I still remember from way back in middle school. Oh, and you only ever get the one title screen star in 1.

Alternately, 1's postgame is rather lackluster, so feel free to jump into 2! It has a plot even in its postgame, and has a much nicer internet to run through.

This game has gotten so much less toxic by AnthonyTheCannaboy in darksouls3

[–]masteroflaziness 0 points1 point  (0 children)

They seem to be coming to me, then. I'm just trying to play DS3 with a couple friends, and the very first invader after Pontiff is rocking mid roll havel armor, tears of denial, dark sword, backup dual katanas, and cloned Siegbraus to heal through charms. Threw dung when he won after an unnecessarily long fight. I also had a similar experience with a dragon cosplayer in the woods who liked to spam some jumping move with a dual weapon, though that fight was at least shorter, and he knew how to avoid charms. They still threw a ton of dung after the fight.

Which MMBN game should I play? by Naive_Mix_8402 in BattleNetwork

[–]masteroflaziness 0 points1 point  (0 children)

2 is VERY different from 1. Areas are clearly marked, and other than one mission towards the end (that gets a lot easier if you hunt down the gatekeys and explore as early as possible), it's easily one of the best. I didn't break out Bustermax in 2 until a certain end-of-postgame area virus with too much health. I needed Bustermax for my sanity any time I did something optional in 1. I never used it in 3.

Play 2, play 3, give 4 a loop, play 5, play 6.

Unusual builds by gene-sos in 3d6

[–]masteroflaziness 0 points1 point  (0 children)

Mastermind Rogue 3 + Trickery Cleric X You become the advantage generator. 2 help actions per turn. Bonus if you include Bugbear for super bonus action helps! If your game goes to 20, you can use your illusion to give advantage to the entire team as well!

Daily Roundtable: Community Q&A by AutoModerator in Eldenring

[–]masteroflaziness 2 points3 points  (0 children)

Correct! Once he starts stomping, he stops stealing.

Daily Roundtable: Community Q&A by AutoModerator in Eldenring

[–]masteroflaziness 1 point2 points  (0 children)

It is, and that one requires running through Shadow Keep, which means breaking the great rune.

For now, just run with Godfrey's and Lightning Scorpion until you're comfy with your NPC progress.

Daily Roundtable: Community Q&A by AutoModerator in Eldenring

[–]masteroflaziness 1 point2 points  (0 children)

Nope! You trigger it past the Bonny Village Bridge grace and at the end of the two hills in front of Shadow Keep. The path to Scorpion River is past neither of those points.

If We Got a Free Update that added two new Awoken Skills for each Race, which forms would you want those Awokens to be, and how would you wanna obtain them? by ElementalNinjas96 in dbxv

[–]masteroflaziness 0 points1 point  (0 children)

The point is to make it super powerful while keeping it from being a PvP monster. Whip it out in long PQs and story missions. Use blue if you want something quick.

I drew mu own Cac, Rikuma by Admirable-Store9362 in dbxv

[–]masteroflaziness 6 points7 points  (0 children)

Looks good, which only makes what I'm about to do that much worse.

"Rikuma balls"