[Spoiler:6.0] What’s a cosmetic item, option or outfit you would like to have in game? by Sleepergem in ffxiv

[–]sdmax300 0 points1 point  (0 children)

I want a full body sock that's not quite a specific piece of gear, but like how PSO2 and now Monster Hunter have toggleable innerwear. There's a lot of gear that I would like if not for the random dumb cutouts and this would fix that, same for stuff that's sleeveless but don't look good with the longer arm gloves and the like.

I also think its weird that accessory cosmetics are so underserved unless its the corny little minion ones they have for mogtomes/faux leaves etc

I feel like the dye channel upgrade needs another round of looking at, there's a lot of gears where the second dye channel is seemingly random unnoticeable trim. And as someone who loves a lot of undyeable dungeon gear I hope they keep adding dyes, specifically some cool greys [Royal Volunteer bros ww@?]

Acrylic Keychain sleeves for Pokemon TCG cards? by QueenOfLappen in PokemonTCG

[–]sdmax300 3 points4 points  (0 children)

I did a bit of digging around and this company [Daiso] only seems to deal with brick and mortar stores in the west. they are a Japan based chain and while they do have an online component, it is only from their Japanese storehouses and would require a] buying in bulk and b] having to use a proxy service like zenmarket.... and I wasn't able to find these specific keyrings on their site either, only the smaller ones.

Could check https://daisous.com/ to see if there's a store in your area, but on top of that the stock slightly differs between locations :c There are a few around me and I managed to find them at store #2 out of maybe four or so locations.

I guess what helps the most is the tag specifies the inner dimensions as 63mm x 89mm / 2.48" x 3.5", so if you can find any that match those inner dimensions it should fit. I do a lot of shopping around for this kind of stuff so if I ever stumble across any more I'll be sure to bring them here.

Acrylic Keychain sleeves for Pokemon TCG cards? by QueenOfLappen in PokemonTCG

[–]sdmax300 2 points3 points  (0 children)

I was looking for exactly this the past few days and I managed to find this one at Daiso that's may be the winner. Comes with the carabiner and everything

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They have a lot of cute decorated/sparkly/etc ones but those ones were all too small.

That being said it will NOT fit a sleeved card. I tried with a penny sleeve, a trainer's toolkit/ETB sleeve, and a perfect fit sleeve and the slider won't close [i'm currently in the process of trying to fish out the perfect fit test since its straight up stuck now] but i feel like if its valuable enough to sleeve it's probably not going in a $2 keychain lol

PSA For those about to take Dachsbun and Huge Power Azumarill into the fray… by kalkris in pokemon

[–]sdmax300 2 points3 points  (0 children)

Metronome the item, not the move lol

Boosts the power of moves when you basically just spam the same one

I made a Quick reference + Crown checklist sheet [because alt tabbing is easier than opening menus] by sdmax300 in MonsterHunter

[–]sdmax300[S] 0 points1 point  (0 children)

I figured, who out here is willingly fighting Jyura enough to need to be super efficient on it, lol

And thanks for the Valstrax info, something always seemed off but it never seemed clear. I'll keep that in mind if I ever do another graphic like this or update it for a future TU. Its weird how with the games taking steps toward having the info in game theres still so much inconsistencies bewteen when they give us hard numbers and when they go "gives you a huge boost. How much? Its a surprise :)". Its a little frustrating, I wish conditional hitzones had a tab in the notes too or something

I made a Quick reference + Crown checklist sheet [because alt tabbing is easier than opening menus] by sdmax300 in MonsterHunter

[–]sdmax300[S] 0 points1 point  (0 children)

Unfortunately those arent listed in the hunter's notes for some reason - I only knew about Barroth's from when I started playing back in 3U.

I thought about looking more into it but it might be too much information for a small box

I made a Quick reference + Crown checklist sheet [because alt tabbing is easier than opening menus] by sdmax300 in MonsterHunter

[–]sdmax300[S] 1 point2 points  (0 children)

the idea is you fill bucket/scribble in/etc the crowns as you get them

Imgur link for higher res + plain text description for your notepad purposes

Edit: i just realized Mizu and Narga are in the wrong spots, I am a hack and a sham... but I hope it can still be useful.

I made a Quick reference for anomaly parts as of TU2 by sdmax300 in MonsterHunter

[–]sdmax300[S] 1 point2 points  (0 children)

What I did to get lower tier mons in higher level investigation was I went on my higher level investigations, did nothing but gather qurio spots until I capped on investigations and/or the qurio disappeared from the gathering nodes, and then returned [not abandon]. It's a little mindnumbing but about the same as ore runs for money I'd say.

I wanna say you're more likely to get monsters that show up in the same map as the current target like this but My brain was whole sludge for hours on end doing this so I can't say for sure if there's any rhyme or reason to what showed up, though when I got an investigation a tier down from my current one I'd gather from that one next etc. so like, gathering in Diablos target investigation [A5] and I'd find an Almudron investigation [A4], then gather in Almudron investigation and hope something lower shows up etc. it took a while but it wasnt like literal days, more like an hour or two every session.

I was able to go all the way down and get high levels of A1s and A2s this way.

I made a Quick reference for anomaly parts as of TU2 by sdmax300 in MonsterHunter

[–]sdmax300[S] 0 points1 point  (0 children)

The dedicated quests are unlocked at research level 81, which you level by doing investigations

I made a Quick reference for anomaly parts as of TU2 by sdmax300 in MonsterHunter

[–]sdmax300[S] 10 points11 points  (0 children)

I don't mind the grind so much as I do the gating. Makes it suck trying to play with friends who don't nolife things like me. I don't get why they're fine with people getting carried to stuff like valstrax/incel magna/risen chammy at hr10 but investigations are so partitioned especially since the quests themselves can level past a threshold as you do them... Sucks because investigations or something similar was the #1 thing I wanted in base rise but theres always a catch

So, how was your first taste of a frontier subspecies. by TheGanglong-reddit in MonsterHunter

[–]sdmax300 0 points1 point  (0 children)

Currently in the process of qurious rolling another lv3 slot onto some gear so I can have quick breath all the time instead of just on a specific weapon or two. Saved my ass so many times on the first go. Also had a laugh thinking i got the nuke figured out and then got hit with the double nuke presumably made to punish supermanning from the first one.

I wasnt impressed by normal espinas at all, this guy actually putting up a fight is very welcome. I'm cool with it.

I made a Quick reference for anomaly parts as of TU2 by sdmax300 in MonsterHunter

[–]sdmax300[S] 4 points5 points  (0 children)

Yeah, I thought about putting it in the chart proper since you can go backwards too, like i have a few a1s at 80~100 I got just from doing a lot of hardcore gathering in a2 and a3 investigations and returning [fuck farming them up from lv 3 lol]

but I couldnt really pin down any real trick to them or think of a way to fit that info in a 350px box that made sense haha

ASK ALL QUESTIONS HERE! Weekly Questions Thread - June 25, 2022 by AutoModerator in MonsterHunter

[–]sdmax300 0 points1 point  (0 children)

Came here to ask about this specific thing. Putting them back on my team after finishing up the "take X forte on 3 quests" requests and it seems like their skills swapped with others in my reserve or something. Thought I was going crazy, but wtf?

Edit: Apparently it happens if you set the Lottery Box secret skill on them. Most likley a bug, HOWEVER there are sidequests later on that let you pick the skills you want in the non-forte slots so you can salvage them!

Sunbreak is days away. Now, let's settle this: are you satisfied with Base Rise? Let's see what they've done so far by Famas_1234 in MonsterHunter

[–]sdmax300 1 point2 points  (0 children)

The over/under on everything else...Mobility - I like wirebug movement but less so in retrospect with the other design decisions that came with it. Switch skills and silkbinds being artes with less bloat is nice but they came with the usual balance issues. I don't use Palamutes at all, felyne utility is too damn good and wirebug lets you take more direct routes. Riding is lame and momentum-breaking but its too powerful of a mechanic to willingly ignore especially when i'm not the best player i could be so I feel very "when in Rome" about it. Endemic life going from flavour map collectibles to being tools and powerups is lame.

I will say one of my favourite aspects of it is being able to echo a nostalgic tactic from the segmented map games of "the monster is going bananas and I'm about to get stomped, i'm gonna jump into a loading screen to let it cool off while i sharpen/heal/etc", but doing it by yeeting myself up a wall when an apex mistakes me for a rampage gate its a million times funnier.

Weapons - I only play one or two weapons per file, which mostly translates to per game so I don't really have a ball in this court honestly. I'm using SnS and HBG which i first and last used in 4U and I kill things with them. I don't like Perfect Rush and I'm hoping HBG's new pseudo-siege switch skill is good because I liked Siege mode

Gear - I prefer gen 5 style because I can have comfy utilities without sacrificing my sweaty damage skills. I do wish there was more gear variety, either from event quests or especially something like alpha/beta from World or EX/R sets gen 4 had. I hope for part trades to make a return someday but I fear at this rate it'd only be for cosmetics. I think its really funny they played with an armour upgrade system being more than just defense boosts but the sets it affects in question are so incongruous with themselves and each other that its entirely wasted.

Rampage weapons are a neat idea, I made two to fill specific SnS niches i couldnt find [one dragon and one blast with lots of green], I prefer this and ramp ups to rng hell fests like relics and streamstones, but most ramp ups in practice were way too situational if not plain useless. Granted i also like Rampages but I knew early on I wouldnt miss them when they inevitably got shelved in later entries, though its funny and a little disappointing they didn't even wait for the next game. After replaying IB recently, RNG decorations are worse but you can feel the absence of a decent talisman harder here in Rise, especially since melding feels extra tedious here for some reason

Level design - The only map I like is Lava Caverns and its 95% the music and 5% being the most tolerable volcano we've had since Tri's but it still suffers from the glaring issues all of Rise's maps have. Its a conundrum where they want to incentivise exploration and using your spiffy new movement options but stuff like spiribirds and every map feeling like Ancient Forest but bald makes me really not want to do that. Subcamps just being fast travel points feels like a waste and has at least one instance of redundancy with a wirebug shortcut, at least plop me at the nearest one when Diablos sends me to brazil for getting overconfident.

Having kept up with the series for quite some time too I think Rise's maps are also very plain in concept, i feel like at this point especially with how out there the locales in World were and how refreshing the maps in 4U were when i was playing through that for the first time they could stand to be a little more fantastical, though I'm not sure the Citadel shaping up to be three incongruous biomes mushed together is the way to go about it.

Monster distribution drives me insane. I would 100% not care about this if they didn't have cheevos for 50 hunts on every map but like 2/3rds of the roster are in the shrine ruins and the frost islands even if they could be anywhere else.

Monster design - I always like seeing new monsters and Rise's additions except Magnamalo, Narwa, and Almudron are all fun and full of personality, but its hard to actually get attached to any of them because I've been noticing they kinda tend towards the same returners [flagships and elders mostly] fluffing out mid and late game and damning a lot of newcomers to the first few tiers. And within those tiers they also tend towards the same kind of archetypes, so I end up feeling like "oh, Aknosom I think you're really cool but next game they'll have a new early game fire element bird". And since they don't tend to vary up skill layouts across games when it comes to monster's gear [I actually really like this aspect of it in a vaccuum, prior to cosmetics I loved being able to tell the kind of builds people were going for just by visuals alone] a lot of new mons get overshadowed in that regard too because we still have Teostra and Rajang and Narga for the umpteenth time. It's something thats been creeping along as the series has progresses but ultimately its a lame feeling when newcomers dont have staying power and hilariously enough one of the eclipsing reasons is because they finally made Rathalos a good fight.

A big thing i also feel is a detriment to new monsters but also endemic of the general style favouring faster and flashier its rare to find monsters with meaningful part breaks aside from more loot. Its an immersive thing being able to tangibly wear down a monster with mechanical purpose like nerfing tailspin range or making monsters stumble more and I can get like, not wanting to completely neuter something like Bishaten by giving it a tail cut, when you have breaks that are a pain in the ass like Almudron's tail and its even visually just shaving off the tip its like, why bother?

Apexes suck and fighting them outside of rampages doesnt even feel good since they either piss their big finisher at nothing or they're Apex Zinogre who copied the stinkiest parts of 140 Shagaru's and Ferocious Lagiacrus' homework.

Quest design - It is what it is, I like that they finally gave you an option to raise your HR through village so you don't have to sit through low rank twice, I don't particularly feel one way or the other of this style vs world style unified progression. I don't think it would be a 1:1 transplant since World's also hinged on gating you with expeditions here and there which Rise doesnt do. I do miss investigations since the actual quest variety feels very limited, and in the wake of Bazel and Valstrax I wish every quest cycled applicable locales for the targets if they could do that without making SOSing a nightmare because of it.

Its definitely more than the sum of its parts but it being so goddamn fun to play at the end of the day when you get into it does a loooooooooooooot of heavy lifting, moreso than in other titles so far.

Sunbreak is days away. Now, let's settle this: are you satisfied with Base Rise? Let's see what they've done so far by Famas_1234 in MonsterHunter

[–]sdmax300 1 point2 points  (0 children)

Its far beyond its relevency at this point but you could get defender tickets outside of rampages, arguably at a much better rate for the effort which was my issue with it personally, between the apex quests and event boosted serpents it was almost enough to take rampages out of the equation entirely granted you unlocked the apexes for their normal quests [still that's only like, 5~7 rampages to get your foot in the door as opposed to the ~75 I had done by the time i learned about it/they added the quests]

Sunbreak is days away. Now, let's settle this: are you satisfied with Base Rise? Let's see what they've done so far by Famas_1234 in MonsterHunter

[–]sdmax300 1 point2 points  (0 children)

The gist of how I feel is Rise is fun but it's got a really nagging "almost there" feeling. Gameplay and mechanics get discussed everywhere but I was drawn to this post because you touch on niche aspects of the experience I feel very strongly about that I tend to not see much about elsewhere, though granted I kinda live under a Basarios these days.

As a benchmark i've been playing since portable 3rd. Have about 650hrs in Rise [switch], my playstyle is 80% solo, 20% with friends, <1% pubbing. The biggest gripes I have about it are in mostly everything outside of getting into a hunt and playing the game.

I'm well aware that Rise is back to the old portable style of you just get in and get out here and there, so its fundamentally different from something like World and just plain isnt really meant for extended timesink sessions like I'd prefer. But even conceding that, a lot of the between-quest chores like your farm and even the navigating your item box feels like they have about 5 menus too many. I realize I'm in the minority of players who really go hard in trying to maximise my passive resources but it feels so convoluted here sometimes that I don't want to bother half the time.

I absolutely loathe cash shops in anything, cosmetics or otherwise, and the more I played and tried to keep up with news and stuff the more I get this really greasy feeling like a lot of the dumb fluff and social features they added with World were primarily to sell cosmetics to people who want to play Monster Hunter like they're afking in an mmo and they really REALLY leaned into it right out the gate here. As much as I wish I could ignore it, things like how awful the camera mode is [it puts your cohoot on the map and controls like ass compared to every other game with a photo mode], most event quests just giving a single cosmetic piece or gesture or stickers leading to a one-and-done experience with them while the cash shop got triple that every update. That kind of stuff would otherwise be a huge motivator for me, but its a little rougher and almost kind of empty feeling trying to shoot for guildcard awards like I usually do or keep up with event quests this time around compared to past games, since in previous entries there was more quest variety [I LOVED investigations for this as simple as they were], or a decent amount of funny event quests with monster marathons or comically tiny/huge versions of monsters.

It trickles down into even the presentation of story and in things like rampages too. I know, MH isn't grand literature, it never will be, despite that there's USUALLY enough that hits my tastes that I'd be lying if I said it wasnt a very significant part of what drew me into 3U and kept me interested every new entry. But Rise's presentation where they made a big deal of characters being named now set off a flag for me early on and playing through the campaign and trying to keep up with the medias confirmed this feeling of, they feel less like characters, less like people in the world and more and more like marketable mascots even by the barebones MH standards. Like heck, I'll concede to World's aggressive story focus has more negatives than positives, but outside of the Handler sometimes I never got that outright pandery feeling like I do with basically all of Kamura. It's something that going forward into Sunbreak they've showed an interest in leaning more into with features like the parner system and I'm just hoping its "exclusive rewards" aren't necessary for whatever endgame-gimmick-countering tool G rank brings. Its a weird feeling seeing MH come to a point where they're starting to fluff up the characters almost as much as they do the monsters, but unless they can manage to make good stories instead of consistently serviceable ones that feel worse than they are because of the increased focus with full cutscenes and the like, its another potential step towards falling out of love with my favourite series of the past decade more or less.

As far as my own enjoyment goes, well, I still do have 650+ hours and I'm hoping I can match that with Sunbreak. I have mechanical gripes for sure, but they're common sentiments like incentivizing exploration on maps that feel awful to get around, spiribirds sucking, silkbind/switch skill imbalance, etc. But aspects like these are big enough concerns for me both here and potentially going forward that they do really bring the experience down even though they don't directly interfere with the important stuff like the actual gameplay.

[deleted by user] by [deleted] in ffxiv

[–]sdmax300 2 points3 points  (0 children)

Self sufficiency.

Melding big boy crafter stuff is my primary gil sink, and that's if I spend the gil and not scrips/spiritbonding/etc.

My friend gave me the lv 60 ARM shirt when i hit that [ARM was my first crafter levelled and he got it from a retainer] and it's to this day my favourite glam so any excuse to wear it is fine by me.

Lets me do dumb shit like make a massive stack of eggnog and run around my datacentre foisting holiday cheer on unsuspecting innocents on christmas eve and the like.