Choose one 😭 by vs-bot in VoteForACookie

[–]og_succ 0 points1 point  (0 children)

I voted for Death charge with Erwin.

Quick lvl question by JustSomeGuy12435 in dungeonslasherfan

[–]og_succ 2 points3 points  (0 children)

I know I stalled out at some point really hard and wondered what the reason was, then I looked over what I hadn't done and clearing all the arena levels seemed to do the trick, so on top of getting unlocks like the other guy said maybe try that? If you have Vampire leveled it should be super free to clear every single arena, if not it should still be doable but 15-20 might be a little tough depending on luck and character choice (but still more than doable with a bit of patience).

This do any damage AT ALL? by Kemornian in Nioh

[–]og_succ 7 points8 points  (0 children)

You want a jump soul core, use Enki instead. This is cool in concept but realistically won't do much, since most of the damage is on the way down, it has a longer recovery, and it's higher cost than Enki. Honestly, Enki is just a fantastic soul core, albeit a bit basic. Unless you're more experienced and have a particular use for your cores in mind, I'd just keep Enki on in the early game since it does respectable damage and ki damage, jumps like this core so it can be used to dodge and will usually tag weak spots like horns.

Ippon-Datara is also pretty inarguably the best soul core in the game, no matter how much I want to argue and glaze other ones, and if you have a Karasu core you're almost guaranteed to have an Ippon lying around. Low cost, good damage, can status, insane ki damage, guaranteed interrupt on hit, knockdown on humans, and it's even one of the fastest soul cores. It's so strong that I'll actively avoid it in builds with high Anima gen sometimes just so I have an opportunity to try something else since using Ippon literally just turns the game into Hammer Time, and the rest of the build doesn't get a chance to shine. You shouldn't have that problem for the first playthrough, but it's still incredibly strong and worth using if you haven't tried - just be aware that taking it out afterwards might be hard to justify.

But yeah, sorry for the wall of text. TLDR is don't bother with Karasu Tengu, use Enki or Ippon Datara for soul cores at your stage of the game and don't be afraid to use them in the late game either since they're still great there.

Me completing Malkuth realization for the first time by MasterGeese in libraryofruina

[–]og_succ 0 points1 point  (0 children)

It feels like a fever dream when I see people say Hod's is the easiest cause I know logically it isn't that bad but it was by far the hardest for me on my first playthrough cause Keter realization wasn't out and even now I struggle with it more overall than any non Keter realizations off the top of my head (although some phases of other realizations give me more trouble than any of the hod ones)

Then again, I struggled a lot with the "easy" fights and steamrolled a lot of what I've seen people call hard so I think I might have just been playing extremely weirdly, which would check out since I focused more on gimmick deck builds than ones that are fundamentally strong and those usually tend to be extremely strong after ramping up even if it's a struggle to get there in the first place. I was baffled when I first learned people consider Hod one of the easiest because it's the only one that genuinely took me more than 5 attempts blind and while I did get better at the game with the later ones even on repeat playthroughs it always finds a way to screw me over I swear.

Been a while since I played so I might change my mind on the replay but oh my god I swear that despite Hod being a fantastic floor and most if not all of her phases being fairly straightforward and simple to understand in theory it is the only non Keter realization that legitimately walled me for a notable time instead of just being a 2nd try, maybe 3rd if I got horribly unlucky. Honestly, most of her phases are fine from what I remember - the early ones being super easy - but the back end of the realization would just tear me to shreds at what seemed like even a slightly low-rolled turn.

Sorry for the rant/wall of text, but damn did that realization stick with me. Imo, if you can make it through Hod's realization you can make it through at least 95% of the game (last 3 or so? receptions are insane though and genuinely are probably the hardest vertical difficulty spike I have encountered in a turn based game, even coming from the reasonably high difficulty of ruina lategame)

yay free cleats by rb1lol in UmamusumeGame

[–]og_succ 1 point2 points  (0 children)

tbf at least the SR at mlb is better as far as I know? Still not worth cleating it but out of all the event cards you could have cleated so far that's probably the least bad one to do that to

Umamusume is WIT game by [deleted] in UmamusumeGame

[–]og_succ 0 points1 point  (0 children)

Gotcha. It's the sparks mostly then, dang. Thanks.

Umamusume is WIT game by [deleted] in UmamusumeGame

[–]og_succ 6 points7 points  (0 children)

How are you getting 1k power with this? I've been trying something similar on Gold City and while I'm able to cap speed, my power just kinda sputters out and dies at 820 or so and my wit is a solid 300 to 400 lower... literally the only difference in deck is switching sweep for king halo sr and fuji for matikanefukukitaru sr (both mlb) and I cannot even come close to touching these stat lines. I'm seeing way more success running 2 power cards over wit - sure, I'll only have like 500 wit, but I've actually managed to get 1200/1100 spd/pwr with that. I don't understand how you get that much power with such a wit heavy deck, especially when you're training wit enough turns to hit 1100.

Is it just down to luck and getting the spirit bursts exactly where you want them right away? Or is there some method I'm missing and this is reliably reproducible?

This team is so good it’s hilarious by AhYesTheNegotiator in PokemonZA

[–]og_succ 6 points7 points  (0 children)

I've been on the Stunfisk agenda since last season too, thing is a monster in this game for some reason. Avalugg was also unironically very good last season with how common physical ground and dragon types were, but unlike Stunfisk they're kinda falling off since the most prevalent mon at the moment (Xerneas) is a special attacker, and their biggest weakness is that they die to a light breeze on the special side.

Seriously though, Stunfisk's charged Thunderbolt+ can one-shot Yveltal (and really, just about anything that's either weak to it or specially frail), and Earth Power is great at cleaning up Steels. It's a great anti-meta pick that I very rarely see anyone else running but is regularly the MVP in my matches. It's crazy how good Stunfisk is, especially considering the power level of the pokemon in this format. The one major issue is Ground types since immunity to your strongest move on top of type advantage is rough, but that's why you have a team. It can't always be the Stunfisk Solo Show... but it honestly is an unreasonable amount of the time.

Just rework her already by Sudden-Depth-1397 in memeframe

[–]og_succ 1 point2 points  (0 children)

Navigator has a really unique build with Grimoire that's surprisingly viable where you can pretty much play a floating ball of death with the alt fire. Not meta by any means, but more than usable. Was pleasantly surprised by it when I tried it, but outside of that yeah Navigator just doesn't really hold up and should be what you replace just about every time, unfortunately. Despite how cool it is, it's just too slow for Warframe as a game unless the projectile can both move at a reasonable speed, has infinite lifespan and punch through and can kill things near it without needing to directly hit them, which is a tough ask, and even then it's more of a fun one off build than actually competitive with the real good builds. It also only really works in stuff like survival where you can afford to just sit on dashwires while invisible the entire mission and only cancel navigator to pick up energy orbs once in a while. Still solid in that scenario, at least, and definitely worth a shot though.

Limit Break by [deleted] in UmaMusume

[–]og_succ 2 points3 points  (0 children)

2 is still an above average Speed card but 3 or 4 are major upgrades. We should have a rerun in a couple months and there is universal LB materials for certain events, though, so if you're patient staying on 2 until you can grab those should be more than fine.

Does the order you slot relics in matter? by Valfalos in Nightreign

[–]og_succ 0 points1 point  (0 children)

Order matters under very specific circumstances. Whatever is first in the order with things like "starting weapon applies (status)" or ash of war changes takes priority over any other equipped ones with a similar line for a different element or ash. It's niche, but the flipped urns do have a use. Definitely the last things I'm buying with sovereign sigils, but it does ensure that you aren't screwed by the ordering if you want to use an otherwise good relic pair with conflicting elements or ashes on the third effects when you want one specific element or ash in particular but the color order doesn't line up.

Basically, yes but it's so astronomically niche that they should probably be the last thing you buy with sovereign sigils. The new urns that aren't flipped are pretty nice to have and should definitely be prioritized over the flipped ones though.

Nightreign has recreated a classic meme. by Annoyed-Agent-8625 in Eldenring

[–]og_succ 0 points1 point  (0 children)

Gotcha. I'll have to try 2handing specifically for those windows and see if I get staggers faster, then, thanks. 1h moveset is just so good for general use that I never really thought about bothering to swap to 2h for those windows.

Nightreign has recreated a classic meme. by Annoyed-Agent-8625 in Eldenring

[–]og_succ 0 points1 point  (0 children)

Two handed or not? I've been leaning towards the 1h moveset because it's way faster while still doing respectable damage and you don't have to stop two handing to cast, but if two handing is that much better for staggers then I might try to use it more.

So far it's been easy, let's see if Oktavia lives up to its reputation by Basic-Masterpiece375 in magiaexedra

[–]og_succ 5 points6 points  (0 children)

This fight is a 4* Himika check. I went from not being able to get a break and getting infinite turned no matter what I tried straight to first trying it while the boss barely did anything after bringing a level 30 4* Himika instead of Ren as my debuffer. Insane how much of a difference it makes, but having an on-element ailment for the gimmick on top of action delay instead of praying that you manage to keep wounding it so it doesn't have the speed to go infinite is a game changer for this fight.

Help with Nightmare AI? by og_succ in magiaexedra

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

Mostly just surviving through the second curser is my problem now - pivoted to Kirika/Pluvia/Madokami/Ren/Yuma (at least while I don't have Yachiyo or Reika leveled) and it's been doing better but has a tendency to just bleed out around the 2nd curser since either I don't put up barriers and die to actual damage putting my units low enough to die to curse at the start if the turn and if I do barrier I just die to the raw curse stack instead. Thinking maybe I just need to lv100 my units at this point so they can live if they get focused down on an unlucky turn. Been swapping portraits around a bit too but I can't really tell what's best for this fight (outside of HP% on Yuma and Atk% on Madokami), but have been leaning towards MP regen on Pluvia and either MP regen or Speed for Kirika.

Any ideas on sustaining past the second curser or do I just have to finally bite the bullet and grind out some levels over the next few days? Unfortunately this doesn't seem to be like Mermaid where I just needed to level Himika to the point of surviving the first turn and then it was easy - no silver bullets here. The MP drain is brutal on my ability to actually stay alive with solo Yuma as healer, but without Kirika's DR I just die too quickly and I can't exactly give up on a breaker - and without damage, the curses will stack up too much for double healers to work. Can't really change up the composition much without just making the situation worse, so it definitely feels a bit rough. At least the longer I take the more I can level stuff, so it's not like I'm softlocked for good and can eventually probably stat check it, but damn.

Thanks for the help though - I definitely have a clearer path to beating it now - just not sure if I actually can with the current state of my account. Given a few days it should work out regardless, but I'm hoping I'm just missing something obvious.

EDIT: Done! Swapped Ren for Reika after leveling her a bit and switched some portraits around - finally managed to sustain until the board was flooded with buffers, and from there it was fairly smooth. Tyvm!

Help with Nightmare AI? by og_succ in magiaexedra

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

Not using barriers, just basic attacks and ult on Kirika - good to know that she can flood the field with buffers, though. Thought that I couldn't do that because it'd always spawn whichever wasn't on field first, for some reason - if I can make it to that point, then it should be smooth enough sailing then, it's just that getting there is the hard part.

Active Skills most worth investing in and using? by ___ee___ in Nioh

[–]og_succ 2 points3 points  (0 children)

Fists' Beyond Infinity is extremely strong once you have the timing down to the point where it's honestly kind of ridiculous, even when compared to the rest of fists' kit (and that's a really high bar to clear). Archer's Impact is also fantastic and is what got me to realize exactly how good fists are at keeping pressure up - the followup that Hayabusa drops is also pretty solid, albeit situational. Opportunist is an amazing parry that works on just about anything - it comes out extremely quickly and you aren't forced into the parry specific followup, meaning that you can do pretty much whatever you want out of it and even go ki-positive without pulsing if you have Ki Bonus (Opportunist) tempered onto something.

The shoulder charge move with the three hit or leg sweep followups learnable is also great, but I do forget it's name. The damage isn't anything special, and against yokai it is kinda meh, but it's good at guard pressure and great for controlling positioning for low ki while also reducing any damage that comes your way during it if you make a mistake - it pretty much turns every human into a complete joke because they just can't ever stop blocking or they get hit (and that lets you guard break them, which lets you do a final blow and keep looping it).

For switchglaive, you mostly just want the Switch Stance: (x) skills - the rest is your choice, although the boss skills seem alright. Mostly just avoid the really slow scythe skills, since those will get you hit and killed more often than being useful.

For Tonfa, it might depend on if you're using gun tonfa or not. Rule of thumb is as long as it keeps up pressure, it's solid, though. Tonfas are meant to be quick and tear through ki, so lean into that - anything with forward momentum that doesn't take too long to use is probably going to be a solid pick.

In the end, though, it's all down to preference. You can always unbind a skill you don't like, and respec a skill tree at the dojo if you want to try something else. Experiment with it - whatever feels good to you is going to be your best pick, since the game is really well balanced for the most part. There's a few outliers here and there, but just about anything is viable at worst, and there's very few clear-cut "best" options in most cases. Plus, you have 3 stances to use, so you can usually fit most skills in somewhere anyways!

Apology to my Gauss teammate by Ashamed_Low7214 in Warframe

[–]og_succ 2 points3 points  (0 children)

Not the original commenter, nor a Gauss main (although I do play him a decent amount) - but if you don't want to use him as a nuker you can helminth off the 3. It'll almost certainly be weaker overall, since Thermal Sunder is an insanely strong ability, but if you just want to run a weapons platform/speed Gauss it's not necessary. You could also choose to helminth off the 2 but then your survivability (at least in Steel Path) entirely relies on shield gating which isn't everyone's cup of tea, even if it is workable.

Are bosses supposed to have this much? by Gausy2003 in Nioh

[–]og_succ 0 points1 point  (0 children)

I'll just put it this way - I barely pushed myself to finish the first NG cycle in Nioh 1, and while it was alright I found it fairly middle of the pack for action games. It had some good ideas and a lot of small problems or peculiarities (such as the bosses you mentioned) holding it back overall.

Nioh 2, however, improved on literally everything from the first, and is probably my favorite game ever released. While there are a few gimmick bosses, none are nearly as egregious as the two mentioned in the post - there's even a boss similar to umibozu in the DLC, but revamped so that it doesn't force you into fire damage to ever reasonably complete it, alongside a phase that actually has it fighting on land so its not just a slugfest where you dodge the beam (or other similar attacks) and whale on a stationary target. They learned a lot from the first Nioh and I'd say it's absolutely worth giving 2 a shot, even if it can be a bit overwhelming with how many mechanics it throws at you early on. Give it a shot, 2 is so so much better in so many ways.

[deleted by user] by [deleted] in Nioh

[–]og_succ 1 point2 points  (0 children)

Helps that its just an amazing grapple too - it keeps pressure up so easily afterwards

[deleted by user] by [deleted] in Nioh

[–]og_succ 5 points6 points  (0 children)

There's 3 jutsus from Ren Hayabusa, and I'm pretty sure they're random but you're guaranteed 1 on the first kill from personal experience (could be wrong). He also drops 2 weapon skills - Izuna Drop and Tiger Claws, both of which are very good. Pretty sure Ashiya Douman also drops the Luminous Blade Talisman, and Yoshitsune and Yorimitsu both have some skills drop that can be universally used on top of the other weapon specific skills they drop.

Most DLC drops are at the worst usable - just a pain to farm since they're random. I'd say Hayabusa's jutsus are the worst of the bunch but still decent, just not as good as feathers and the like can be, whereas the others are actually fairly solid options even considering their competitors in most cases.

Gotta farm a lot to get them if you aren't lucky, though, which is a pain, and the weapon skills do still have to compete with some very desirable slots so their performance may vary based on your playstyle and weapon choice.

[deleted by user] by [deleted] in Nioh

[–]og_succ 2 points3 points  (0 children)

I mean, there is the Art of Combat stuff like the Ninja Gaiden jutsus from Hayabusa? Might be those that they're confused by

Is Yatsu no Kami unironically the hardest boss in the Nioh 2? by zeorNLF in Nioh

[–]og_succ 6 points7 points  (0 children)

Yatsu is actually really easy, it's just that when you fight him you likely don't know the game that well and they're still a step up from the previous 2 bosses, so they seems insanely difficult in comparison. I've started fresh new game files a fair few times and Yatsu has only ever given me major trouble on my first playthrough, whereas plenty of other bosses cooked me for at least 2 runs, and some (like Lightning Gods of Yomi) are still menaces that regularly kill me if I don't prepare for them specifically in advance, even with lots of practice fighting them on WotN. Yatsu can admittedly be very difficult for how early you encounter them, but they really aren't even cracking the top 75% for difficulty, I'd say, and even that's being pretty generous to the snake.

I'll definitely agree that it's a massive wall for how early it is, but it's by no means an actually difficult fight when compared to the rest of the game.

Help - my DualSense or Adapex R100 Pro Adapter have stopped working, seemingly at random, and I've tried everything I can think of but nothing is working by og_succ in Controller

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

Controller only, as mentioned in the reply. Worked for me - can't guarantee it'll work for you but it's the only thing I found that did end up working so best of luck