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Perhaps more importantly, in 58 total wishes, I managed to get Alley Flash to R5 and Alley Hunter to R4. So Bennet, for one, is a happy camper.
well sure but thats just XQ being beast
i've been running around with the Underdogs Meltcomp. dehya kaeya thoma diona
kaeya and diona are both only lv 60 so the dmg is pretty anemic overall but it sure is constant burst-a-palooza.
all the shields all the time (kaeya c4 *chefskiss* ((but it never triggers cause i rarely take any dmg)))
i got together a decent crimson witch set for dehya and it's .. okay for now.
when i want stuff to die a little faster my other dehya team has been + mona + sayu + heizou
My quest for Dehya's sword got back to back Aquila Favonius and Cynospear. Wish we could trade.
https://steamcommunity.com/profiles/76561197970666737/
I’d take that trade. Meanwhile, I might have more 5-Star Claymores than I do Claymore Users.
https://steamcommunity.com/profiles/76561197970666737/
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Cyno, mathematically, is very good. He's not Super Meta but he's still a character that if you like, you can build him and do very well with. Which, yeah, honestly should be the baseline for all 5 stars.
Electro is still very much in flux, though, as we still haven't really seen stuff settle from the addition of Dendro. The biggest winners overall were Raiden Shogun (of course), Keqing and Fischl, the first two being the ones Cyno is in main competition against. Funnily enough, the real complaints about Cyno's kit are basically that he seemed designed to not work perfectly with the Dendro supports they were putting out because his Burst is just so long and selfish that, eventually, you run out of off-field stuff and you're just hitting things with Electro damage. Which is still good but it's not as good as it could be. (Nahida's skill is great for him....but you can't reapply it when he's on-field, Collei's Burst is too short, Yaoyao's skill doesn't stay on long enough, etc. DMC is the best Support for Cyno duration-wise with the drawback being the Dendro application area the Lamp has is pretty limited unless you hit it with Hydro but then it's not hitting as often as it could be if it was superchrged with Electro. Edit: Amendment to this, apparently the DMC's ICD is ~2.5 seconds and the way the supercharged state works with that ICD, it isn't applying Dendro any faster than the normal reaction, it's just doing more damage. So....lol, good one, HoyoVerse.)
Still, this issue is nowhere near as bad as to make him a 'bad' character. It's just weird design. He's just like second-tier DPS instead of Top Tier.
edit: Just looked at a review thread for it. Definitely a roguelike. Gross.
Gross that they didn't remake the genre of their entire game for a DLC pack? Uh, no.
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I don't consider roguelike a genre. It's a mechanic laid over existing genres. Dead Cells is a side-scrolling action game with roguelike mechanics. If anything, removing those mechanics would make it an even better tribute to Castlevania, which has none of that.
But then it isn't Dead Cells. And hey, I get it, I don't like rogue-like games as a general rule, but that's what Dead Cells is, and I don't see any reason for them to alter their entire game for a DLC pack, TBH.
yeah i would say cyno definitely isn't bad.. if anything he's almost too good? his burst state can last what feels like forever. he outlasts like every other lingering effect that another character puts down. then you gotta put several powerhouses to really synergize..
a lot of times i just cut his burst short cause everyone elses cycle is ready again.
whiffing his normal e-skill still feels pretty lame tho ;p
raiden+yaoyao is so silly that it doesn't even matter who else i put in my overworld party. just prance around while things explode and heal you. ( + venti + nahida is my speedkill party when I just wanna get comissions over with)
https://steamcommunity.com/profiles/76561197970666737/
People would not be okay with a game designed to be played hundreds of times suddenly being good for one unique playthrough, I don't think so. The Castlevania stuff is a path you can take (with the different DLCs, there are a bunch of mutually exclusive ending routes now) with lots of unique content that has random modifiers, so the DLC also gets that added replay value.
You're looking at Roguelikes in the most cynical way possible (they have one 2 hour playthrough that they want to make you play for 40 hours), but that's not why they're made or why people like them. It's more like, with these simple building blocks, can we create a varied experience that it's fun to come back to again and again. If that's not your jam, it doesn't have to be, but no one is buying this scam framing.
Lisa's only problem is that Fischl was also available from launch.
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Genshin has a bit of a weird difficulty curve where it's a lot harder when you are climbing up the world levels than it is at the end. I used to use potions and food and still have trouble with the Oceanid. These days it's completely trivial fight.
There needs to be the right kind of presenting for me to enjoy this steady unlocking of bits. Darkest Dungeon is one series that I do like, with both games having some significant differences.
It just reminds me of trying to beat the old Ninja Turtles games or Ninja Gaiden.
Playing the game is fun (or it should be). It's not like you need to find all the content and delete it so that it will go away. "Padding" would be if the game was like "you have to play level 1 50 times before we will unlock level 2." Vs "There is a bunch of random things that will change each time you play, to make the game (which is baseline fun to play) more varied and therefore keep up your interest level."
Also, just finished Curse of Darkness. Boy is Isaac wildly different in the show, and for the better, but I feel like they largely nailed Hector.
Now Saint Germaine, yeesh, what a quack.
Which familiar did you favor?
There's really only two ways they randomize things. 1) Procedural level design. Frankly, I can't tell the difference between procedural level design and bad level design. And after a while, it still starts to feel all samey even though I know intellectually it's different because that platform is over there and that enemy was moved over here. 2) A bunch of handcrafted sections fed to you in a random order. The level design feels better, but it only takes a few runs before you start seeing a lot of repeats.
I think they could easily satisfy people that like roguelikes and people that just want tightly designed action games. Make a short, straight-forward campaign, then have a randomizer mode to play for 50+ hours and tie a bonus boss fight and a true ending to it. Boom! Hannah Montana!
Fairy for support, Birdie or Mage for offense.
So... Harmony of Despair? :P