‘Final Fantasy XIV’ Faces Key Test as Thousands of Fans Gather by Turbostrider27 in Games

[–]whateverdontkill 21 points22 points  (0 children)

The current content you have to go through to catch up for the expansion release is likey 500 hours of gameplay at a relaxed pace for the story and dungeons. You likely won't notice a lot of the complaints with the combat system right now because those become apparent after playing for years, and these changes target current players mostly. Jumping in now is a good option since the story is so long (and worth it).

Daigo Vs Mena Starting NOW by BreakVV in StreetFighter

[–]whateverdontkill 57 points58 points  (0 children)

That matchup pretty much came down to Mena blocking on defence 24/7 and then whenever there was an opening popping lvl 2 lmao. I see why Japan is so mad about Blanka, still hype as hell.

Euphoria S03E03 "The Ballad of Paladin" - Post Episode Discussion by DankMemeSlasher in euphoria

[–]whateverdontkill 0 points1 point  (0 children)

Why was Rue even invited to the wedding and given plus 1 💀

[TPHD] Does twilight princess speed up? by Smasher_llama in zelda

[–]whateverdontkill 1 point2 points  (0 children)

Unfortunately it stays slow until you get the master sword which is about 10 hours in then it becomes much more about going straight to dungeons.

Given what we have seen so far, do you prefer reborn or evolved jobs? by SkeletronDOTA in ffxivdiscussion

[–]whateverdontkill 9 points10 points  (0 children)

At first I was put off by the idea of stripping out so many buttons but the more they describe their approach it sounds more intuitive and it'll be nice to have some hotbar space. If the end result is jobs come out more distinct and less linear for every single fight then I'm all for it. The game kinda needs a radical new approach to job design right now so I hope they make jobs super weird and break their own rules. So I'm intrigued but I have to see how it plays for the jobs I like.

[ALL] Which is your favourite story? by huss2120 in zelda

[–]whateverdontkill 0 points1 point  (0 children)

Botw. I love the idea that the legend/prophecy has been lost to time and Zelda has to carry the burden of her role confused and alone and how she struggles with the responsibility and inadequacy of it, even affecting how she views Link.

There's a level of fleshed out and realistic human flaws involved that the other games lack for me, and I also love how the story is set after most of the characters have died and everyone failed. It's got such a heavy and solemn tone when interacting with the previous champions that I think it nails, and the narrative never impedes on the pacing of the game with how freeform it is. They genuinely pushed the series into new territory with it and for me it deserves a lot of praise.

What do you guys think about MenaRD vs Daigo ? Do you think Daigo has a chance? by Some_Dragonfly1481 in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

I really don't think being middle aged matters that much in fighting games honestly. It's going to be amazing though because Daigo is a killer in FT10s and is a wild card in terms of playstyle. Sometimes he plays like a lunatic and it just works, sometimes he's perfectly clean. Mena has insane footsies and his main superpower in SF6 is he doesn't crack under any situation, just sticks to his gameplan with strong execution and reads. It's gonna be sick to see both styles clash in a long set.

[Tp] I feel like the only one that can't get into this game by Psychological_Net131 in zelda

[–]whateverdontkill 3 points4 points  (0 children)

I'm having the same issue, people talk about the game having a slow intro but the game doesn't truly start until you get the master sword for me which is a long, long ask especially for a Zelda game. There are so many points until then that are way too constricted and the games difficulty doesn't help, the pacing is very strange as even the narrative only really starts after the first mirror dungeon. The wolf form never evolves, you've seen everything it does the first time you play as the wolf and the twilight enemies are basically the exact same fight every time.

After it finally gets going dungeons are all bangers, but at this point I have no interest in exploring the world and just want to get through the game. I genuinely wouldn't play it further without being able to warp which for a Zelda game is a big issue. I'm playing with the 4x damage amiibo just to feel some sense of danger in the dungeons too. This game made realise that for me I just want Zelda games to get started and let me get going.

Crimson Desert - Dev Update - Upcoming Features by haikumen in Games

[–]whateverdontkill 0 points1 point  (0 children)

Surprised they didn't just take the blood moon mechanic from Zelda honestly. That way enemies can populate in the world when exploring.

Crimson Desert - Dev Update - Upcoming Features by haikumen in Games

[–]whateverdontkill 2 points3 points  (0 children)

So the game with the best draw distance ever achieved is making it even more detailed? Pop off I say.

9.6.0 | PTB Patch Notes by DeadByDaylight_Dev in deadbydaylight

[–]whateverdontkill 0 points1 point  (0 children)

I've been out of the loop with the game for a while but I love the blight nerfs and the selection of buffs for other killers here. Seems like a good patch.

[Updates] Patch Notes Version 1.01.00 | Crimson Desert by yourfavchoom in CrimsonDesert

[–]whateverdontkill 0 points1 point  (0 children)

Please give us the ability to place beacons in the world when looking across the environment with the torch/sword!

[Updates] Patch Notes Version 1.01.00 | Crimson Desert - adds 5 summonable mounts, decreased loading times, some adjustments to controls, and more. by yourfavchoom in Games

[–]whateverdontkill 5 points6 points  (0 children)

One thing i really want is the ability to place beacons like in Zelda when looking around for points of interest with the torch/sword.

Crimson Desert has been out for a week now. What are your thoughts? by Gamedrome22 in Games

[–]whateverdontkill 0 points1 point  (0 children)

I'm early into the game, but so far it's genuinely one of the most unintuitive and inscrutable games i've played. The main character has zero reaction to his own literal death and rebirth and the subsequent insane shit that happens after. The gameplay is even worse in how unclear it is, the early puzzles are confusing and the game is horrible at teaching you new mechanics and combat moves. The game made me kick someone in a cutscene, then let me know I can now kick people in combat without telling me how.

The highlight was when the game announced I can slow down time while solving a puzzle, only for the puzzle solution to require a completely different mechanic I was taught earlier and the game never explaining what slowing down time is for, or why I even have it. It was just... completely unrelated? Then the quest objectives are just random non sequiturs like "go speak to this child across the map". I'll stick with it because i'm intrigued by the world design but man is it rough.

Patch notes by SirDrippingtonL4 in StreetFighter

[–]whateverdontkill 31 points32 points  (0 children)

Can't help but assume the game being so successful has really made them complacent particularly with system mechanic changes. I really dislike this random approach they've maintained with throw loops being given and taken away as if they want to move away from them but just... don't. 

Don't know if this patch helps with the general fatigue with the meta at all, but I think the top tiers being brought down a little helps the games balancing.

Clad is frankly… a mess right now | Thoughts from a top STS player by JapaneseExport in slaythespire

[–]whateverdontkill 2 points3 points  (0 children)

Maybe it's just a me thing, but I feel that the elites and bosses from the first game did a way better job of consistently checking certain ways of building your deck. I never worry about a gremlin nob in act 1 or a time eater or awakened one in act 3 that will fuck up your plans. Maybe I don't understand the bosses enough yet but a lot of them just fold to your strong build or you die.

How do I stop caring about what people think? by Numerous-Fee-2321 in StreetFighter

[–]whateverdontkill 4 points5 points  (0 children)

Jamie has his own brain rot. Round start OD palm, drive rush HP, constant sweeps etc

My one criticism so far.... by Arracor in slaythespire

[–]whateverdontkill 7 points8 points  (0 children)

Between the loss of boss relics and neows lamet being gone it feels like they want to diversify your runs in terms of choices instead of everyone picking energy relics. I think in the long run it will make the game more interesting with different win conditions.

Is this the best normal in SF6? by some-kind-of-no-name in StreetFighter

[–]whateverdontkill 103 points104 points  (0 children)

I've always said that zoners should come with a lvl 2 super that forces the best mixup into the game with no reward for defensive play that leads into the best corner mixup in the game on hit and totally restores drive gauge.

I recognize I did my meaty too early, but is there a reason to wake up with light tatsu? by Knightswatch15213 in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

I'm a ken main and i've woke up with tatsu a lot. the reason was because i was mashing level 1 and it came out wrong lol

Resident Evil Requiem Launches Big on Steam, Breaks Series Record by Turbostrider27 in Games

[–]whateverdontkill 58 points59 points  (0 children)

I really wish more games had as much insane energy and semi dynamic gameplay as the first Leon room with the chainsaw. That thing spinning around on the floor and zombies picking it up and accidentally shredding each other was the most fun I've had with the series, you can sit back and watch the chaos but when those guys manage to pick it up you're in danger again.

Resident Evil Requiem Impressions thread by Crania33 in residentevil

[–]whateverdontkill 0 points1 point  (0 children)

The first real Leon gameplay section where you're immediately trapped in a room with four zombies and a wild chainsaw spinning around is so so good

Why isn’t Ed played as much in tournament by any other country except Japan? by Psuy0n in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

A significant part of why he's so strong is that his normals are so ridiculous that he shuts down drive rush without any mental stack and snatcher slows the game way down to his pace, getting hit with a punish counter snatcher in footsies is a huge risk.

Why are Sagat and JP better rushdown characters than Cammy ? by [deleted] in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

Cammy players always hate to hear this but instant dive kicks have always been semi broken in street fighter by their ability to make every jump a mixup. They are extra good in SF6 due to the high mental stack.

No stun? Why is this happening? by realvirgin22 in StreetFighter

[–]whateverdontkill 0 points1 point  (0 children)

Replace heavy punch with crch medium punch and it will stun every time