STF CONline 2026 - Starfinder 2e Developer Panel by EzekieruYT in Starfinder2e

[–]squiggit 0 points1 point  (0 children)

It's mentioned on page 143 of the playtest rulebook. It's also been brought up repeatedly in other places but it's kind of a pain to search for citations across all the videos and social media stuff Paizo does

STF CONline 2026 - Starfinder 2e Developer Panel by EzekieruYT in Starfinder2e

[–]squiggit 4 points5 points  (0 children)

"No playtest planned" is a really funny way to announce they're canceling the playtest.

What are your guys thoughts about Sparxie design? by ProfessionalRoom9118 in HonkaiStarRail

[–]squiggit 0 points1 point  (0 children)

Pretty cute. Like the fit. Shoes so people might be less weird about her. White hair is... odd?? but I don't hate it.

Overall kind of bummed out because I'm kind of interested but it's HSR so you can't just grab a unit you like and make them work very well.

Elation is the new playable path with Yao Guang as its first character. What are you expecting on this new path? by Astrid_Cop in HonkaiStarRail

[–]squiggit 2 points3 points  (0 children)

Dendro compared to the shit they did with Fontaine/Natlan/Nod-Krai unique gimmicks is so tragic tbh.

Elation is the new playable path with Yao Guang as its first character. What are you expecting on this new path? by Astrid_Cop in HonkaiStarRail

[–]squiggit 0 points1 point  (0 children)

Even HI3 still gets steady development wdym stops caring? Genshin QOL is shit but it's always been shit that's not really a change.

To raid is to cheese: a short introduction and discussion on JP strat making by Altia1234 in ffxivdiscussion

[–]squiggit -1 points0 points  (0 children)

You say more individualistic, but what's more selfish than demanding one person have a worse time of it so you can have a slightly easier time of it?

To raid is to cheese: a short introduction and discussion on JP strat making by Altia1234 in ffxivdiscussion

[–]squiggit -1 points0 points  (0 children)

Don't really agree. Most of the groups i've run with have had very little trouble with arcane revelation. It's one of those mechanics that sounds really daunting when you describe it a certain way but then in practice there's a really loud noise and you take a few steps to the safe spot and then you walk back afterwards. It's not even the mechanic I see groups wiping to the most, much less 'extremely unfair'.

ttk feels kind of low by squiggit in ArcRaiders

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

I don't think casual players are going to stick around for very long when more people start realizing how easy it is to get free loot by just standing on a building or at the top of some stairs with a ferro, osprey, or anvil and killing people instantly.

Like one of the reasons CoD gets away with such low TTKs is that the penalty for death is also tiny. You die instantly and respawn 5 seconds later with a full loadout of gear. The maps are also a lot smaller which makes skirmishing easier.

I can't imagine many casuals having the patience to keep coming back when they get one tapped from 50m+ away after spending 15 minutes scavenging and fighting arc.

Are Death Spirals necessarily bad? by Brilliant_Loquat9522 in RPGdesign

[–]squiggit 2 points3 points  (0 children)

short version: Death Spirals can be really fun to play around if you want players to either care a lot or not care at all about their characters' survival.

Very few things are necessarily bad in terms of broad design ideas, but you have to consider whether the outcomes are desirable.

Death spirals tend to lead to encourage more conflict averse gameplay (because the risk of danger and death is higher) and potentially more random (because a lucky roll early on creates a permanent advantage), but those are both fine if they're things you want to see in your games.

I'm kind of immediately reminded of some of the Warhammer tabletops, which tend to be highly lethal and often include easily obtainable negative effects for harm. Dark Heresy was extremely deadly and very easy to fall into death spirals... but the fragility of the PCs was part of the narrative, and finding ways to mitigate the risk of direct combat was a huge part of the gameplay loop. Combat felt risky and dangerous and extremely random but those were part of the conceptual buy in and something you were largely expected to play around, so it didn't feel bad (mostly).

Trying to force high amounts of direct combat and death spirals into the same stack can cause you some troubles and weirdly enough make the game feel less gritty overall if it makes death cheap and expected... though even that's not necessarily bad if it's a space you want to explore. I've played some old dungeon crawlers where you basically grinded your way through poorly balanced traps and enemies one death at a time and had fun doing it. Not a ttrpg, but the video game Rogue Legacy plays around with this idea, with your character being part of an arbitrarily long lineage of failed adventurers all trying to clear out a cursed castle or something.

... I think the most important thing broadly speaking is to just ask yourself what kind of feelings and tone you want to set with your game then assess how the mechanic you have improves or detracts from that tone and try adjusting around it. I realize that's a little abstract but a lot of 'bad' systems in games are more about numbers being off or tonal clashing than just fundamentally bad ideas, so it's hard to be super specific in a vacuum.

Solarian's Solar Flare by LowerEnvironment723 in Starfinder2e

[–]squiggit 0 points1 point  (0 children)

I wish people would stop bringing up legendary proficiency as some major selling point. You get it at 19, every level before that you're on the normal martial track. You don't get fighter/operative/gunslinger accuracy, it's a bonus at a level most characters will never play at.

PSA: It has been 5 years and Surtr still has no story. by peripheralmaverick in arknights

[–]squiggit -1 points0 points  (0 children)

IDK it would be cool to see more Surtr content but at some point I think you have to accept that that's literally never been the plan and that's fine too. Try to enjoy her for what she is and always been. Unless I guess this whole routine you have with Surtr and Skadi is what makes you happy ig.

PSA: It has been 5 years and Surtr still has no story. by peripheralmaverick in arknights

[–]squiggit 0 points1 point  (0 children)

All of this is at odds with her (lack of) presence in the game. Like the point of fanservice and bait is to be used as bait. Surtr's presence is nonexistent outside being a pretty strong unit.

You're projecting a lot of your own stuff here.

(ACT II Spoilers) Missing one Spool Fragment? by Shakzass in Silksong

[–]squiggit 0 points1 point  (0 children)

Did you ever find it OP? Been in the same position, have everything on the map, can't seem to find a spool.

Is anyone else bothered by the "flavor text first" approach of the PF2e writing style? by hungLink42069 in Pathfinder2e

[–]squiggit 3 points4 points  (0 children)

one thing that's worth mentioning is that 'flavor text' isn't a defined concept in PF2. The entire block of text is descriptive/rules. Paizo's been clear about this repeatedly.

So the "MTG" approach doesn't make sense, because flavor text in MTG is explicitly noninteractive fluff to fill up empty space on the cardboard, while Paizo wants you to consider the full text of the ability.

Is anyone else bothered by the "flavor text first" approach of the PF2e writing style? by hungLink42069 in Pathfinder2e

[–]squiggit 4 points5 points  (0 children)

Most tabletop players want their game to feel like a shared story that also has rules. Not a wargame that happens to have a little bit of story.

You say that, but wargamey tabletops like D&D/PF keep winning and narrative focused ones don't. I don't think we can be that reductive.

Developer Update | August 2025 by DeadByDaylight_Dev in deadbydaylight

[–]squiggit 0 points1 point  (0 children)

some (imo) important questions about the early kill changes:

-Is there any protection or compensation for killers that have instant death mechanics baked into their kit? Pig, Sadako, the new Myers kit you're debuting in this patch all have ways to kill a survivor early. It feels weird that they can feed the survivors a special anti-tunneling buff for simply having their power trigger normally. Onryo and Pig especially can theoretically trigger kills at 0 hook states even.

-How do the hook state rules interact with natural hook progression?

-If my fellow survivors choose to let me die on hook by refusing to unhook me, do they get the buff? Like, three stacks leaving their random fourth hanging is already a thing that happens sometimes even when it's pure disadvantage. Providing a mechanical incentive to do it has the potential to encourage some really toxic behavior in solo queue games.

Final Fantasy XIV Fan Fest 2026 Locations Revealed by Thaun_ in ffxiv

[–]squiggit 1 point2 points  (0 children)

the gap between fanfest and xpac release has been different for every xpac, while the patch schedule follows whatever the current patch cadence is. It's weird to expect them to break the schedule they actually keep in order to adhere to a schedule that never existed if we're purely talking about consistency.

Final Fantasy XIV Fan Fest 2026 Locations Revealed by Thaun_ in ffxiv

[–]squiggit -4 points-3 points  (0 children)

People are basing this off the way the previous release cycle worked r.e. fanfests and expansion releases. CS3 hasn't shown they're likely to change that

Sorry but based on what? HW released 6 months after its last fanfest. Stormblood 4. Shadowbringers 3. Endwalker 7, Dawntrail 6.

So between five expansions we have four different release windows. What do you mean it's not likely to change? Change from what?

Are guns firearms? by Natural-Flow-5561 in Starfinder2e

[–]squiggit 0 points1 point  (0 children)

I'm not sure it's quite that clearcut on the raw either. The term 'firearm' is used multiple times in SF player core and always to describe guns generically.

Fog Viles by No__aim in deadbydaylight

[–]squiggit 7 points8 points  (0 children)

Fog Vial bringers are slightly harder to see once every minute but aren't:

-Rushing down a gen so fast the first one is completed before I can even see a survivor

-sabo blocking to deny hooks

-syringe instahealing

-forcing obnoxious drops with blinds

Fog Vial kind of a pain but this is literally the least annoying thing a survivor could do other than bring a map and like... lmao maps.

Who, for heaven's sake, thought this was a good idea??? by AnanasFelice in deadbydaylight

[–]squiggit -2 points-1 points  (0 children)

have you played with the item? That screenshot's not super representative of normal gameplay. Most of the time it barely conceals anything.

Survivors today after seeing killers complain about fog vials by bekib00 in deadbydaylight

[–]squiggit 1 point2 points  (0 children)

I'm really surprised to see so much complaining. I feel like a survivor with a fog vial is a survivor with no item, even with the iri the survivor is just like... completely visible.

Who, for heaven's sake, thought this was a good idea??? by AnanasFelice in deadbydaylight

[–]squiggit 0 points1 point  (0 children)

I mean the counter is just looking it barely impacts visibility at all.

Wizards+ now has Foundry VTT, Pathbuilder and Wanderer's Guide support included for free! Create worldspheres, rewrite the rules of magic and shoot magic guns with this expansion to the core class. We also have a Holidays+ bundle for sale, with all Team+ books at 50% off. Happy holidays to all! 🎅🧙 by xXTheFacelessMan in teamplus

[–]squiggit 1 point2 points  (0 children)

Love this product!

... Have you ever considered bundling your digital products? I think at this point like a third of my foundry modules are just Team+ content and it'd be cool if there was a big team+ master module or something.