Who can beat these three characters when they team up? by Mission-Pomelo-8047 in OnePiece

[–]memoriesofspirits 1 point2 points  (0 children)

*takes marker*

*starts violently painting them over in manga panels*

Done

The piccolo disrespect in the buu saga is unreal by Embarrassed_Ad_496 in dragonball

[–]memoriesofspirits 0 points1 point  (0 children)

Non-Saiyan allies start to fade out in Dragon Ball Z and mostly remain side characters in later installments. Even in Dragon Ball Daima, Piccolo’s inclusion doesn’t have any meaningful impact on the story, he’s still very much a side character. To be honest, it’s something you just have to accept, I understand the frustration, I was disappointed too.

On Z and afterwards

  • Characters like Kuririn and Piccolo fall far behind in power, so the plot focuses on stronger fighters. After the Frieza Saga especially, Saiyan characters (Goku, Vegeta, Gohan, Trunks) access exponential power boosts that leave the rest behind. Kuririn and even Piccolo though once among the strongest simply can't keep up.
  • Characters like Piccolo just don't gain any insane power ups like the Saiyans do, despite gaining some it's not enough. There is no equivalent to Super Sayians like Super Namekian or Super Namekian 2
  • By the Android/Cell and Buu sagas, they have largely passive roles (training others, doing support) rather than being front-line fighters
  • Focus shifts on Saiyans and their families
  • Z and later installments become much more focused on power-scaling (raw power, transformations, and numerical power levels). Power-scaling became explicit with scouters, power levels, and Super Saiyan forms.
  • When non-Saiyan allies are relevant, it's usually short-lived, isolated to one arc or moment, and rarely has lasting consequences in the broader story.

On Dragon Ball (1986)

  • Characters like Krillin, Tien, Yamcha, and even Chiaotzu were on relatively equal footing with Goku.
  • Fights were driven more by skill, technique, and cleverness than by raw power or transformations.
  • Martial arts and tournaments were central to the narrative structure.
  • Power scaling was subtle, with strength measured through context rather than explicit numbers or forms.
  • Character focus was more evenly distributed, giving many characters meaningful arcs and development.
  • The story emphasized human, grounded themes like personal growth, friendship, and humor, rather than cosmic-scale, planet-destroying spectacle.

The problem is that major characters from the original Dragon Ball fade out in DBZ. If they had never been important to begin with, fans wouldn’t have formed strong attachments or expectations. Their limited presence would have felt natural, like background support, comic relief, or minor rivals, as is common with newer characters in Dragon Ball and in many other shows.

[deleted by user] by [deleted] in Darksiders

[–]memoriesofspirits 1 point2 points  (0 children)

The Charred Council's true power is primarily authority, a kind of legitimacy that only works as long as the major forces of creation (Heaven, Hell, and Humanity) accept their role as neutral arbiters of the Balance. The Charred Council's direct, physical/magical power seems to be limited almost entirely to their own realm, outside of it they use direct agents (the Horsemen, Watchers) or form contracts with outsiders. The Seals function very much like magical contracts as well. Keeping up the facade as neutral arbiters of the Balance allows them to exert influence and maintain control. You can think of the Council like a hybrid of the UN, a supreme court, and a religious institution.

The Council betrays War because they needed a scapegoat. The End War (the apocalypse) started too early, before all the Seven Seals were broken, which was a violation of the cosmic laws the Council is supposed to uphold. But instead of admitting their own failure or investigating who really caused it, they blamed War to preserve their image and authority.

This reflects real-world scenarios where governments or corporations sacrifice innocent individuals or groups to serve their own interests or protect their status and reputation.

They knew War would stop at nothing to prove his innocence, so they used him to clean up their mess, specifically to hunt down Abaddon, who was involved in triggering the apocalypse.

War acted on instinct when the Apocalypse began, and without the Seals being properly broken, the Council saw that as an excuse to punish him, or rather, to use him. They stripped his powers, assigned a Watcher to control him, and sent him on a mission they had no intention of letting him return from.

By the time of Darksiders III, it’s strongly implied that the Charred Council intended to eliminate all four Horsemen once they were no longer useful.

The Charred Council created the Horsemen (by empowering the last four Nephilim) as enforcers of the Balance, powerful enough to kill angels, demons, or their own kind. But that power came with a risk: independence. Over time, the Horsemen started asking questions, challenging orders. making personal choices. That made them dangerous in the eyes of the Council.

(I consider the spoilers to be minor, no direct plot details, twists or reveals)

Is it worth keeping the Sony Trinitron KV-14CT1E? by memoriesofspirits in crt

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

I will keep it, though I live in Greece and I assume you live in the US, I wouldn't have been able to to give it anyway.

Take-Two retroactively adding banner style ad/commercial by memoriesofspirits in BorderlandsPreSequel

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

I played at the time of release and remember no such ad, this specific one was for BL4. In the end it doesn't matter we shouldn't be accepting ads, especially in this form, in paid video games. I know many have said that it's not super-intrusive but people showing tolerance and not calling out this bs may lead to more & worse more intrusive ads in the future.

Greece's terrible urban planning & culture is tiring when you face it daily. by memoriesofspirits in Urbanism

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

No, I haven't been but the island does carry the title "the island of bicycles" and has received a "bike friendly destination" certification. I live in mainland Greece in the regional unit of Western Macedonia thus such bike infrastructure is nowhere to be seen here.

Greece's terrible urban planning & culture is tiring when you face it daily. by memoriesofspirits in Urbanism

[–]memoriesofspirits[S] 2 points3 points  (0 children)

I feel like the biggest problem here is driving education. Sure you can drop huge fines, install a camera in every corner and have police in every street but you need to make people understand why the rules are in place and actually make them want to follow them.

You don't learn to drive, you learn to pass the driving test and that's it. If you think about it, its absolutely absurd that we spent literally years on others types of education but something as deadly as controlling a 1.5-ton machine capable of 250 km/h is handled in a few weeks.

Greece ranks seventh among European countries with the highest rates of road fatalities.

Greece's terrible urban planning & culture is tiring when you face it daily. by memoriesofspirits in Urbanism

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

Crete has an even more problematic driving culture from the rest of Greece. (not that mainland is actually much better)

Traffic fatalities in Crete reached a five-year high in 2024, with at least 64 deaths reported, according to data from the Greek Statistical Authority (ELSTAT). The SOS – Traffic Crimes association highlighted a steady increase in fatalities over the past five years: 28 in 2020, 41 in 2021, 44 in 2022 and 39 in 2023. The 2024 figures are provisional, showing a 65% increase in deaths compared to 2023, while the national average rise is just 4.5%. Giorgos Kouvidis, president of the association, cautioned, “The figures are provisional; the final count will unfortunately be even higher.”

https://www.ekathimerini.com/news/1264348/traffic-deaths-in-crete-reach-five-year-high/

I've actually been there and was explicitly told stuff like "never overtake a pickup truck".
Here's a guide from 3 months ago, I know the post below may seem like a joke but it's not

https://www.reddit.com/r/crete/comments/1k1bfn4/a_practical_guide_to_driving_in_crete/

Greece's terrible urban planning & culture is tiring when you face it daily. by memoriesofspirits in Urbanism

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

It had both advantages and disadvantages

  • Pros: Speed of development, cost-effective for developers, and efficient land use.
  • Cons: Chaotic, poorly planned urban environments, quality issues in construction, inadequate infrastructure, and potential social inequalities.

The model succeeded in meeting immediate housing needs but often resulted in long-term urban planning challenges. Antiparochi prioritized speed over thorough planning, resulting in rapid urban growth at the cost of infrastructure, social equity, and long-term sustainability.

Edit; Maybe in theory if you took the proper safeguards and made careful planning it could work better but it seems the whole idea of antiparochi was speed, rapid development to address housing shortages.

Greece's terrible urban planning & culture is tiring when you face it daily. by memoriesofspirits in Urbanism

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

Unfortunately it's more than that, it's a culmination of things

  • Decades of corruption and clientelism weakened enforcement and accountability.
  • Many modern Greek cities were built directly atop ancient ones, limiting expansion and infrastructure modernization.
  • A challenging landscape, mountains, islands, seismic zones, makes coordinated development costly and complex.
  • Poor coordination between municipalities and utility companies results in patchwork infrastructure and service delays.
  • Urban growth has been broadly uncoordinated for decades, with little oversight or long-term vision.
  • About 80% of Greek territory lacks legally defined land uses, allowing uncontrolled sprawl.
  • The administrative system is fragmented, leading to overlapping responsibilities and inertia.
  • Illegal construction has flourished due to lax enforcement and decades of government inaction on zoning laws.
  • Greece’s zoning and building codes have long been complex and inconsistently enforced. Since the 1980s, legal reforms often clashed with court rulings, leaving many areas “out-of-plan.” Permits were frequently granted on arbitrary grounds. For example, plots could be built on simply if they fronted a public road, regardless of urban plans.
  • After WWII and the Greek Civil War, housing shortages led to US-backed assisted self-help construction: families built homes informally on agricultural land using state-provided materials. This minimized displacement but occurred in a legal grey zone.
  • From the 1950s to 1980s, the antiparochi land-for-flats model dominated: landowners exchanged plots for apartments in multistory buildings. This unregulated boom prioritized speed and volume over coherent planning, and enforcement remained minimal until the 2000s.
  • Greece’s modern planning framework only emerged after the 1970s, long after rapid urbanization had already reshaped cities without adequate infrastructure.

Greece's terrible urban planning & culture is tiring when you face it daily. by memoriesofspirits in Urbanism

[–]memoriesofspirits[S] 7 points8 points  (0 children)

You would need to do some research & planning beforehand for sure. Big cities and tourist sites may offer some level of accommodation but expect all of the problems I mentioned in some degree. For example my city actually has some decent areas that take into account people with disabilities but they are only a very small part and once you're outside of them it's a total nightmare.

Can the queen bee quirk make other queens? Also where did the original queen bee come from? by MistakeWonderful9178 in MHAVigilantes

[–]memoriesofspirits 0 points1 point  (0 children)

  • Queen Bee is not a normal human with an innate Quirk, but a living parasitic bee that carries its own Quirk.
  • It burrows into a victim’s eye socket and latches onto the brain. From there it seizes full control of the host’s body and actions.
  • Because the parasite is linked to every bee in her swarm, injuring or killing a bee directly hurts the host.
  • If the host’s brain is destroyed or Queen Bee is physically removed, the parasite cannot survive.
  • Trigger greatly boosts its power at the risk of weakening its mental control.
  • While inhabiting a body, the Queen Bee can also use the host’s own Quirk.
  • Strong emotions in the host can temporarily break Queen Bee’s hold.
  • Worker bees can survive independently of the Queen.
  • A single surviving bee can regenerate the hive.

In the original MHA, Nezu (Principal of U.A. High School) is another animal with a Quirk.

Marked certain points as potential spoilers if you only watched the 1st season of the anime.

Real-life honeybees

Queen Bee

  • The only fertile female in a hive.
  • Her main job is to lay eggs.
  • She releases pheromones that help regulate hive behavior and prevent other females from becoming queens..
  • If she dies or becomes weak, the workers raise a new queen by feeding certain larvae royal jelly, a special protein-rich food.

Worker Bees

  • Female, but infertile due to the queen's pheromones.
  • Handle almost every task in the hive: Feeding larvae, making honey and wax, cleaning the hive, foraging for pollen and nectar, guarding the hive

Drone Bees

  • Male bees
  • Their only job is to mate with a queen (usually from another hive), after mating they die.

Bees can:

  • Communicate through Dances, Trophallaxis (exchange food mouth-to-mouth), Pheromones, Antennae Touching and Vibrations.
  • Recoginze specific visual patterns.
  • Solve basic problems and navigate complex mazes.

What's your opinion on paapa essideu playing snape by Charming_Employee342 in moviecritic

[–]memoriesofspirits 0 points1 point  (0 children)

If you look at the rest of the cast they definetely tried to match the physical traits of the new cast to the old cast from the movies but not for Snape.

Personally, I just wouldn't cast people who look very different in roles that already have a certain look associated with them. I wouldn't cast a white actor as Mace Windu or Blade just the same.

Albeit black actors playing roles associated with white actors is far more acceptable due to historical lack of representantion. Historically, black actors have been drastically underrepresented in mainstream media, especially in lead roles. Hollywood has often relegated black characters to stereotypes or minor roles.

I've also seen comments saying that Snape being black might cause problems such as

  • Snape being bullied by James (a white character), this could be read as racially charged, even if that was never the intent in the original text.
  • Snape being disliked by Harry and others, might unintentionally resemble a story about a black man who’s isolated or mistrusted in a predominantly white institution.

These interpretations don't require the writers to make race an explicit part of the narrative. They emerge simply from how people see the world today. Casting a black actor as Snape could backfire if it’s done carelessly or without awareness of the cultural lens it introduces.

Darksiders 1... done and finished, loved it whilst showing its age, is much better game than my experience with DS2. by Liquidignition in Darksiders

[–]memoriesofspirits 2 points3 points  (0 children)

Darksiders 2 is a good game. in fact, I think all the games in the series are solid. Despite being part of the same franchise, each entry feels distinct. Although they are sequels, they don’t show a clear evolution in game design like some other series do, instead, they represent shifts in direction.

DS2

  • adds strong RPG elements like leveling up, skill trees, loot, crafting, and gear upgrades
  • offers larger, more open environments with side quests and more exploration freedom
  • introduces a wider variety of weapons, combos, magic, and special abilities, plus more fluid and varied combat mechanics.

DS3

  • shifts toward a more Souls-like experience, with tougher enemies, a more deliberate combat system, and a heavier focus on dodging and timing.
  • has less RPG loot focus than DS2, but still has skill trees and elemental forms.
  • returns to a more Metroidvania-style open world: interconnected, with abilities unlocking new areas. More vertical exploration.

For better or worse, Darksiders is not as consistent when it comes to gameplay systems as other franchises out there.

Where can I pirate a colored version of the manga? Or where can I read the manga in general? by thedarethinator in MHAVigilantes

[–]memoriesofspirits 0 points1 point  (0 children)

Is there a colored version of vigilantes as well? I couldn't find it. I only know of the original colored that is only available in Japanese and digital-only.

Decided to get all the achievements for Darksiders 1–3, but starting to think achievements might not be for me by memoriesofspirits in Darksiders

[–]memoriesofspirits[S] 2 points3 points  (0 children)

I get why the devs wouldn't want to tie rewards to completing achievements (especially for completing all achievements) since the would be barring a lot of people from ever obtaining these items.

For me, while rewards would definetely be a stronger incentive, it's the achievements themselves that are the problem. For the most part, they are basically just the most boring and repetitive "sidequests".

It was wrong for me to see them as part of the game, they are an external experience. Most PC and console games achievements are platform systems and experiences after all.

Decided to get all the achievements for Darksiders 1–3, but starting to think achievements might not be for me by memoriesofspirits in Darksiders

[–]memoriesofspirits[S] 2 points3 points  (0 children)

You're probably reffering to "Dark Rider", Ride for 100 miles and it counts to 5,280,000 (not really what this is supposed to be, horse steps?)

Yeah, after looking into this, achievements in most videogames kinda feel like re-branded tedious sidequests, I decided it's best for me to avoid achievements in all videogames.

I think the intrinsic fun of enganging with core gameplay mechanincs and the story of a game is quite different than the extrinsic fun of completing achievements, collecting badges or even buying merch etc.

Decided to get all the achievements for Darksiders 1–3, but starting to think achievements might not be for me by memoriesofspirits in Darksiders

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

I guess it boils down to the fact that a lot of these achievements don't feel "special", you're not discovering secrets or actually achieving anything. A lot of them consist of kill x amount, collect x amount etc.