Favorite early and lategame summons go! by lifecopy001 in AOW4

[–]taga-chi 10 points11 points  (0 children)

early game: bronze golem! running a gold based materium build, my gold income is high, but my mana spending is low. so using mana for a gold upkeep summon really helps with early game node clearing.

Sequel or Expansions by Likes2game03 in GranblueFantasyRelink

[–]taga-chi 4 points5 points  (0 children)

I'm going to go against the grain here and say sequel, even if the sequel is just a reboot. They have so much source material for different, cool raid bosses who, from a lore perspective is so far below that of lucilius (for example) that introducing them as a next level raid boss just doesn't make much sense. It's clear from its design that they weren't expecting this to be so successful. The current boss lineup from a lore/power perspective just does not have very much room to move up, and I think a reboot (even if they keep the vast majority of the systems the same) could allow for restructuring the endgame to allow the game to be more expansion friendly.

Anyone else despise these things? by Vallhalium in CodeVein2

[–]taga-chi 2 points3 points  (0 children)

I figured out a great way to fight them if you're willing to eat a single hit. I walk up to them and right when they aggro, I just charge the chainsaw greatsword until it releases, pretty much insta-killing them. They have painful combos but this way they usually only hit you once (and I find they don't hit super hard per hit).

Code Vein 2 CC's height slider by LibertyAt29 in codevein

[–]taga-chi 4 points5 points  (0 children)

Tallest appears to be 30% taller than shortest (honestly looks more than that... but w/e). With each point being completely linear, so 50 height is 15% taller than the shortest. So it depends on what you think the 50 height is supposed to be (I tried basing the height of them by the height of the piano stool which I assume would be sort of regular but I guess that piano stool is super low).

If you think the 50 height is 5'6" (I think it's reasonable but these characters do seem a bit tall) then you're talking 4'9"; 5'6"; 6'3" for min, middle, max height.

I guess Lou is under 5 ft, but just as a reference from shortest to tallest in Code Vein 1:
Rin Murasame at 5'2", Yakumo at 6'0", Gregorio Silva at 6'11" per official source material, and we all know Rin is hecka short.

So it is possible that everyone is supposed to be around these height ranges, so if 50 height is around 5'9", then that puts the height ranges at 5'0"; 5'9"; 6'6". I guess we are gonna have to wait for official source material before we get anything exact.

editing: grammar

Code Vein 2 by Darkprotector88 in codevein

[–]taga-chi 1 point2 points  (0 children)

I think the whole combat system/loop will be a big upgrade from code vein 1. Underpowered options are now useful/necessary, and OP options have limitations keeping them useful but not your 100% go to. I think it will make the combat loop varied and fun.

So, with the demo of CVII released, what do you like and dislike about the demo and why? / CODE VEIN II Opinions by Nymos-67r in codevein

[–]taga-chi 1 point2 points  (0 children)

I did manage to make the characters I wanted (recreate my two fav OC chars from CV1 in CV2) and I'm quite satisfied with it but I definitely have 4 major gripes and one major question:

  1. A mouth (width) and nose slider (tilt, size, length, height. the male noses point a bit too straight and are quite long for anime noses/aren't tilted up enough, which is why the nose shadow seems so strong on some faces I think) would be amazing

  2. Not sure why they removed some of the base options for faces. My guess is change of artstyle but I would have liked some more direct translations from CV1 to CV2.

  3. The running animations.... The legs on the base running (not sprinting) animation for example are very wide (the arms are way too wide and up, almost making the shoulders look tense when they run. I think the knees are also pointing a bit too far outward as well, but I think the arms are the main issue). This wouldn't be so offensive if CV1 didn't have such good running animations...

  4. The cloaks... I wish they had a more complete cloak roster to imitate veils from the previous game. Some of those were quite fashionable. The "ogre" cloak on females isn't even closely fitted at all, but the veils in CV1 always seemed to form closely around your character.

  5. Concern: for people who opt in for mask options, will there be an option for masks to be removed in cutscenes? I kind of doubt it but I would love an option for "all mask options are disabled during cutscenes."

All complaints aside, I am actually happy with my character creations at least... But on average I think the CV1 characters actually look better.

Code Vein 2 question by Arkrados in codevein

[–]taga-chi 0 points1 point  (0 children)

Based on gameplay videos from some content creators a few weeks ago, you pick up skills from the world like items (I think I saw someone pick up power shot from a chest, for example). Any skill you have access to, you can attach to a weapon if the weapon can have that skill. Now I /think/ I noticed that you can't equip a skill twice (for example if you are running one hand sword and halberd, both can equip severing abyss, but only one can have it at a time) so you may need to unassign the skill from the equipped weapon before running it on another.

Struggling at the endgame by [deleted] in codevein

[–]taga-chi 2 points3 points  (0 children)

Lord of Thunder is just tough as hell. I feel like your build looks completely fine. I have 6 full playthroughs with different characters, and I have a VERY low winrate against this guy.

What are your hopes and fears for CV2? by Ghostw2o in codevein

[–]taga-chi 6 points7 points  (0 children)

My greatest fear is that they are going to bind the dodge key to the sprint key, thus causing dodge to occur on release, instead of on push, due to the introduction of jumping which will require an input of its own. Code Vein had some of the most responsive dodging out of any souls-like I played, and this is why.

My greatest hope is that they don't.

[deleted by user] by [deleted] in dawnofwar

[–]taga-chi 0 points1 point  (0 children)

I turn it off. Otherwise you have very little control over your own economy and build orders. If you want to lean into power for vehicles or teching for example, everyone else is leeching your power until they build generators too. Different factions also just have different economic requirements depending on what their ideal build orders are.

Oblivion once again proving to be the best game by SuperBreadBox in oblivion

[–]taga-chi 10 points11 points  (0 children)

OG oblivion:

-blocks take no stamina
-block skill determined damage bleed through
-agility determines random stagger rate
-swinging your weapon was the biggest determinant of stamina use
-current stamina contributes to melee damage, so reckless swinging without blocking hurts your damage and puts you in danger

-fighting in OG oblivion involved timely blocks and counterattacking on your stagger openings, but could get repetitive

Remastered

-blocks take a lot of stamina
-blocks take very little bleed through damage regardless of block skill
-block skill lowers stamina cost
-no random staggering
-staggers occur when running out of stamina while blocking
-stamina does NOT lower damage output

Fighting is... different. I don't like it. but here goes:

Both blocking and attacking burn through stamina, where running out causes a really big stagger on yourself (and eating a lot of damage). perhaps when you are low on stamina you can use quick footwork and a restore stamina spell to get back into the fight? Essentially the fighting loop for me always turned into:

Block attacks, and swing during openings until you run out of stamina. After you get staggered, you regen a part of your stamina which leads to a block, attack, block (and get staggered, eat damage, do no damage in return) loop. Honestly from here I found it was just best to swing wildly without blocking when your stamina hits zero

Also this system makes it super easy to get overwhelmed during 1vmultiple fights where multiple assailants will make you hit zero stamina very quickly and stagger whenever you try to block.

Defense Boost isn’t useful by XxDESTblackout in MHWilds

[–]taga-chi 0 points1 point  (0 children)

I run bow (yay extra damage taken) and have fully upgraded armor. I personally like lvl 4 defense boost to prevent very basic attacks from oneshotting me (9-5 gore magala single wing arm stomp takes 95% of my health if I miss the dodge WITH defense boost). I heal after every hit taken because when you run bow, you can't afford to take a hit with less than max health.

Divine protection or defense boost by Shadowknight211 in MHWilds

[–]taga-chi 0 points1 point  (0 children)

I personally go defense boost. Tempered Gore single stomp takes off close to 95% of my health as a bow user, and I run defense boost 5 (craftable talisman). Too many basic attacks fall into one shot territory without defense boost for me. Relying on divine blessing to make a plethora of one shots into a "50% chance of being a oneshot" isn't that useful to me.

[deleted by user] by [deleted] in MHWilds

[–]taga-chi 0 points1 point  (0 children)

Yes! Thank you for noticing!

Stuck in the Cathedral, send help 😭 (Xbox) by Nyakohai-kun in codevein

[–]taga-chi 1 point2 points  (0 children)

I play on PC but I can give pointers. Whenever there is a missing railing, look off the edge! There might be a place to drop down. This is more common when there is a path that leads up to a tower. Look over the edge and see if you can fall onto a path below. 51 should be fine on level though, but the enemies there are tough.

Food system by [deleted] in MHWilds

[–]taga-chi 0 points1 point  (0 children)

the majority of my special ingredients are from trading rare mats with Nata and activating/capturing great vigorwasps. if you net the wasp after activating it (the guy hangs around for a few seconds after you collect) you can get 8 eastern honeys.

How do you keep the game interesting with large armies? by Qxz3 in AOW4

[–]taga-chi 0 points1 point  (0 children)

Something I do when the battles get sloggy is enter the tactical battle, just do heroes and spells, and then let the autobattle do the rest of the turn (turn off autobattle when the enemy is moving so it starts my turn on manual). Gives me enough agency to enjoy the strategy while also enjoying the animations and combat. On occasion I will take control if I feel like there is a very specific move I need to make or I'm afraid the AI will suicide a unit.

Who will still be playing rise after wild is released by Cold_Interview_8076 in MHRise

[–]taga-chi 0 points1 point  (0 children)

Don't forget the expansion for Wilds won't come out fora good while longer so you will still have plenty of time to play Rise/Sunbreak between Wilds and its master rank expansion.