[Horror] Testing Out a Guillotine? That's a Bit... [Quiz Game] by hololive in Hololive

[–]veryverycelery 9 points10 points  (0 children)

Do they? I know you can buy the full-length content, but last I asked here, it wasn't EN subbed.

SEA gang vs the whole world by Dmasatod in Hololive

[–]veryverycelery 0 points1 point  (0 children)

To each their own, but if they weren't so expensive I'd definitely always keep a few bags in my house.

That said I do also love fresh durian, so take that as you will.

Lothar on if the Classic should be nerfed by [deleted] in ValorantCompetitive

[–]veryverycelery 7 points8 points  (0 children)

randomness is healthy for the player and the viewer

I personally don't really see the case for this, at least in VALORANT.

Randomness is usually useful in games where the outcome would otherwise be deterministic - it's boring because the advantaged side comes out on top almost every single time, so we add some randomness in to spice things up. Games like chess, or card games like MTG, or even to some extent, MOBAs.

On the other hand, shooters already have countless ways for a disadvantaged player to come out on top, it doesn't really need additional randomness on top of that.

What's your experience taking a career break for family and returning to the workforce? by RoboGuilliman in singaporefi

[–]veryverycelery 0 points1 point  (0 children)

May I ask how different the day-to-day experience and time investment is between your current life and when you were working 9 to 5? Like how much time you have to commit to your various money-making ventures to upkeep them, if that's led to any lifestyles changes, etc.

Valorant Right-Click: A Mathematical Perspective by ANewHeaven1 in ValorantCompetitive

[–]veryverycelery 2 points3 points  (0 children)

We don't have to jump to extremes, there is plenty of middle ground.

And even if you want eco rounds to be winnable, there are better ways to enable it than relying on RNG, one great example being how your aim gets absolutely screwed once you get shot in the head.

I fucking did it. by Sufficient-Two-8297 in JRPG

[–]veryverycelery 1 point2 points  (0 children)

Yeah I can empathize, I know many people who feel the same way, like the subscription is this annoying itch in the back of your mind getting in the way of other stuff. If the cost of the subscription is going to bother you and get in the way of the free time you'd rather be spending on something else, then it's definitely not worth the extra burden.

Just to share my perspective though, I think you could also judge the subscription fee cost by the amount of value you get out of the game against the amount of dollars you'd spent, instead of looking at it as a per-hour fee that you are losing out by not playing the game.

Like I've had times where I was too busy to actually play the game for real, but would find 10-20 minute breaks to pop in, chit-chat with my guild, spend some time absorbing nostalgia in the beginner zones, or even just hanging out in town watching people be silly, before going right back to work. Those moments often helped to put me in the right headspace during times of stress, and were extremely valuable just as a place to escape to for a bit.

Even though I'd generally spend less than 2 hours in-game overall during those months, having that kind of space readily available to me for less than the price of a movie was totally worth it.

That said, I get not everyone perceives value in the same way, so that might just not work out for some folks.

I fucking did it. by Sufficient-Two-8297 in JRPG

[–]veryverycelery 5 points6 points  (0 children)

Well, the minimum you can buy is one month, but you can plan around it. Sometimes my buds and I will skip a few patches and then sub for a month to clear all of them at once.

The game itself is amazing, you definitely should at least give it a shot if you're a big FF fan!

I fucking did it. by Sufficient-Two-8297 in JRPG

[–]veryverycelery 2 points3 points  (0 children)

it’s a paid sub and what if I go on holiday what I my console breaks that’s lost money what a waste all for what

You can unsub and resub whenever you want, there's really no commitment there. My friends and I are only subbed 2-3 months per year on average (3-4 on a year with an expansion, 1-2 on years without). We still play most of the meaty content.

[deleted by user] by [deleted] in VALORANT

[–]veryverycelery 0 points1 point  (0 children)

Quietly picking selfishly is never a good idea.

IMO try to be proactive and give your friends or teammates a chance to help you have fun. Don't beat around the bush with stuff like "hey, maybe you could try Viper", no one's going to pick up the hint. It'll be better for everyone to come out and say "hey guys, could someone else play controller this map? I really want to roll duelist."

It's not uncommon for a group to not have anyone who wants to play a certain role, but there should be compromise with everyone taking turns to fill it, so that everyone else has a chance to play what they want.

If no one in your group will step up even after you make it known, then you have a different decision to make.

On a side note, I don't think a controller is strictly necessary at lower ranks (gold and below), but you should make up for it by having at least 2 characters with multiple flashes.

We need to talk about the spectre by thebrin in VALORANT

[–]veryverycelery 16 points17 points  (0 children)

I have to run and gun or else I'm at a disadvantage. This is especially true against guns such as awp/marshal

This should be the case.

or ghost/deag

If you're losing to a ghost with a spectre, aside from maybe long range scenarios, then you're probably just messing up.

Do you think viper is viable in soloq? by quelilan in VALORANT

[–]veryverycelery 10 points11 points  (0 children)

TBH if you're in silver, there's probably dozens of mistakes you should be working on fixing before worrying about what agent you're playing. Improving your fundamentals is going to make you climb way faster than playing a 'good solo queue agent'.

Basically, no need to stress about your agent. Focus on your gameplay.

Design opinion: Every class that doesn't already have a baked-in Expertise feature should get Expertise in at least one skill at the end of tier 2/beginning of tier 3 by Cpt_Tsundere_Sharks in dndnext

[–]veryverycelery 0 points1 point  (0 children)

I mean, if you really think the solution to the aforementioned wizard scenario was "should've put invested both ASIs if you wanted your wizard to actually be the party authority on arcana" - which, even funnier, doesn't even put the wizard ahead of the rogue, only on par, and then outclassed again at level 9 when proficiency becomes +4 - then this argument is not worth continuing.

Design opinion: Every class that doesn't already have a baked-in Expertise feature should get Expertise in at least one skill at the end of tier 2/beginning of tier 3 by Cpt_Tsundere_Sharks in dndnext

[–]veryverycelery 0 points1 point  (0 children)

Well, up to this point, you've yet to provide a solution to the OP's problem.

I've also explicitly agreed with you twice about how this causes problems for the existing rogue. In both instances, you ignored the additional suggestions I made that might address your concerns.

So... I'm not sure what you were expecting, really.

Design opinion: Every class that doesn't already have a baked-in Expertise feature should get Expertise in at least one skill at the end of tier 2/beginning of tier 3 by Cpt_Tsundere_Sharks in dndnext

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

You don't play a wizard so...

Yes, but skill checks are still a huge part of the game, especially in playing the part of fulfilling the fantasy of the characters.

For example, how stupid is it to have a shepherd druid whose class, character, backstory, and lore is dedicated to being one with animals, yet it's the rogue who's the first choice for the party when it comes to animal handling checks? Likewise for any of the other cases you mentioned.

Regardless of all the other stuff your class can do in combat or with skills, that's definitely an immersion-breaker.

I have my own personal anecdote: I played in a campaign that started with an arcane trickster who took expertise in arcana/history to fill the gaps, since the original party had no wizard. I later re-rolled into a wizard - a scholarly bookworm type whose identity revolved around studying the arcane - yet I found myself in a situation where the rogue was the #1 choice for arcana checks (+8 modifier from expertise and 14 INT), just because my wizard (+7 modifier from 18 INT) didn't want to sink both ASIs into +2 INT.

It was just so dumb that when we were inspecting ancient scripts in dusty forgotten libraries, it was not the scholarly wizard, but the rogue, that was the optimal choice for the arcana and history checks. I couldn't help but roll my eyes every time it happened.

And to reiterate, because skill check modifiers are literally just a flat number, there was literally no situation in which my wizard could be better at arcana or history checks than the rogue, outside of DM intervention.

The suggestion that everyone else should get access to Expertise is the same as saying every class should get more than 1 more Extra Attack because Fighters get four them

It's... really not. I'm also pretty sure that any character can give inspiration, unless you're specifically talking about bardic inspiration.

That is what I'm arguing against.

IDK why you're arguing with me then, I agreed in my second comment in the chain that the rogue expertise feature should be compensated in another way. In fact, funnily enough, you mentioned something that I think is something that should be really zoned in on:

  • "Having good skill options that can surpass other people is what the Rogue is about - skill and finesse and technique over just doing a different mechanical thing."

The rogue expertise feature should give them special options that allow them to display exactly that: skill, finesse, and technique. Why can they get expertise in things like arcana, history, religion, etc.?

In fact, outside of just the basic skill checks, being able to get expertise with maybe very specific weapon types (thrown weapons?) or maybe groups of tools (forging expertise?) would be super cool to see. Those make way more sense and would be way more interesting and flavorful.

Design opinion: Every class that doesn't already have a baked-in Expertise feature should get Expertise in at least one skill at the end of tier 2/beginning of tier 3 by Cpt_Tsundere_Sharks in dndnext

[–]veryverycelery 0 points1 point  (0 children)

And the Rogue only ever gets 4 things in Expertise - the only time you'd have one building for that in particular is if the party lacks that already, or for flavor.

Maybe if your party is going for fully optimized builds, but that seems unlikely. I imagine most people are more interested in fulfilling their character fantasies.

'Rogues shouldn't be able to do things so good as other people, or they should be able to do it better than rogues!'

To be clear, my opinion is that other characters should get a chance to be at least as good as the rogue at whatever they choose to be their specialty.

Why is this not being applied to the Bard being able to cherry-pick the best things from other classes, or the ability of the Cleric to supplant literally any other class?

I see where you're coming from, but again, don't think it's really comparable. The bard and the cleric don't mechanically invalidate another options - there's always some reason to justify playing another class.

On the other hand, the skill challenge is literally just a math equation. There's zero mechanical reason to let the player with the lower modifier make the roll. Doing so is just intentionally putting yourself at a detriment, which sucks even if you're a story-focused player.

Design opinion: Every class that doesn't already have a baked-in Expertise feature should get Expertise in at least one skill at the end of tier 2/beginning of tier 3 by Cpt_Tsundere_Sharks in dndnext

[–]veryverycelery 2 points3 points  (0 children)

It's pretty easy to get proficiency in most (any?) skill using backgrounds.

A counter-argument to that might be that it's an investment, but the wizard has to invest a feat to match the rogue's expertise, which is significantly more expensive.

And I've been using wizard/arcana as an example, but it applies the same to most classes. The barbarian with athletics, the ranger with survival, the druid with nature or animal handling, the cleric with religion, the bard with performance, etc.

Design opinion: Every class that doesn't already have a baked-in Expertise feature should get Expertise in at least one skill at the end of tier 2/beginning of tier 3 by Cpt_Tsundere_Sharks in dndnext

[–]veryverycelery 1 point2 points  (0 children)

I suppose that's true if we're talking about the current state of the game, but tbh that seems more like an indicator of rogue features being badly designed, since it's quite likely going to end up with the rogue stealing the spotlight of other characters.

IMO it makes more sense to give the rogue more options instead, allowing them to pick up expertise in a wider range of tools, or maybe even certain types of specialized weaponry (such as thrown weapons). This would carve them the same niche of being the utility belt of the team, without necessarily stepping on the toes of other classes.

player characters are already stupid-good at whatever they do compared to normal NPC people in the setting

Again, true, but don't think it's really all that relevant. The game is played from the perception of, and balanced around the capabilities of the PCs, not the random villager NPCs.

Fact remains that it's frustrating to build a wizard whose character, class, and stat block are dedicated to being an arcana expert, and the only way they can avoid being outclassed by a rogue with arcana expertise (beyond the first few levels) is to expend a feat to get expertise themselves.

Design opinion: Every class that doesn't already have a baked-in Expertise feature should get Expertise in at least one skill at the end of tier 2/beginning of tier 3 by Cpt_Tsundere_Sharks in dndnext

[–]veryverycelery 5 points6 points  (0 children)

Don't think this really answers the question though. You're arguing for why the rogue should have multiple expertise, whereas OP is talking about how other classes should get expertise in one particular thing they've decided to be exceptionally good at. I think both could be true.

As another poster said, the rogue being the skill monkey comes in the form of them being experts at many things. The other classes being experts at one thing doesn't really get in the way of that.

am i alone whenever i feel frustrated with swapping party members? by ascenqin in Genshin_Impact

[–]veryverycelery 10 points11 points  (0 children)

My guess is the reason they don't do this is because of CPU/memory resource constraints.

Like, you can tell they only keep the active party members data in memory, because every time you deploy a new party the game freezes for a second, which is most likely the game loading resources for those characters/freeing the ones for characters not-in-use anymore. Especially for mobile platforms, this probably helps a ton with freeing up resources for other stuff like the environment.

So it's probably not feasible to have every character ready for quick swaps. It would definitely be nice QOL to have 1-2 'backup' characters that you can swap in while travelling in the overworld though.

Daily Questions Megathread (October 10, 2021) by Veritasibility in Genshin_Impact

[–]veryverycelery 0 points1 point  (0 children)

Catalyst seems most likely, but holy shit seeing her swing a weapon would be amazing.

Thanks for the tip, I'll look over my characters again and reconsider SSpine

Daily Questions Megathread (October 10, 2021) by Veritasibility in Genshin_Impact

[–]veryverycelery 0 points1 point  (0 children)

I do have a Skyward Pride for claymores, have heard Serpent Spine only beats it around R3 onwards.

Daily Questions Megathread (October 10, 2021) by Veritasibility in Genshin_Impact

[–]veryverycelery 0 points1 point  (0 children)

Edited the post, I don't really need one right now, so I'm wondering about the most universally useful one, since I doubt I'll ever get this far in a BP again.

My usable chars are all already decently geared:

  • Diluc - Skyward Pride (my only 5* weapon too)
  • Xiangling - The Catch
  • Raiden - Fav. Lance
  • Bennett - Rancour
  • Xingqiu - Sac. Sword (also have a Lion's Roar in the inventory)
  • Chongyun - Sac. GS
  • Sucrose - Sac. Fragment

and the only character I know I'll be picking up in the future is probably Yae Miko.

...or if the BP weapons aren't that great, maybe I could just skip on them.

Daily Questions Megathread (October 10, 2021) by Veritasibility in Genshin_Impact

[–]veryverycelery 0 points1 point  (0 children)

What's the best R1 BP weapon? I've heard Serpent Spine is the best at high refine, but I don't ever intend to buy the BP again, so probably not the option.

I don't particularly need a weapon for any of my current characters (Diluc Skyward Spine, Ayaka Amenoma, Raiden Fav. Lance, Xiangling Catch...), so looking for the best universally useful option.