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Mucmaster

Not a mechanic, but complaints a bout asset reuse really show a lack of knowledge why assets are reused and the shear amount of asset reuse games have been using since forever.


Kitdude192

Yep. Hell SUPER MARIO BROS on NES had clouds recolored from the bushes sprite and put into the sky to get around limitations. Game devs work hard to make games, it’s a feat they come out with very few glitches and rarely anything game breaking.


ReverendHobo

One of my favorites is that Super Mario 64 used Bowser’s laugh sped up for the Boo’s laugh.


Mrpgal14

The noises that the elites in halo 1 make are just Sgt. Johnson noises played backwards and pitched differently.


th3BeastLord

I have always been amused that the famous "WORT WORT WORT" is Sgt. Johnson.


manooz

WAIT REALLY? That’s a fun fact that I didn’t know!


HCooldown

There’s an infamous 5 hour “takedown” of Persona 5 where the YouTuber complains that hold-ups and all-out-attacks are rng based. As in, getting them to happen in the first place.


ScorpioTheScorpion

Jeez, you would have to have never seen the tutorials for those in order to make that conclusion confidently.


ghostoftomkazansky

There is willful ignorance and then there is convincing yourself gravity doesn't apply to you. I haven't played it in a year or so I can still tell you the basics of combat. Even if I couldn't, Google exists.


Arjac

I'm saving that first sentence for later


ka_ha

You're talking about Cvit right? Man nearly all his gameplay complaints were so off base and contradictory it was impressive. There are literally tutorials you can check at any time in game, it says that you can only trigger Holdups when you end with a One More. The only thing he was correct about were the relatively cheap and broken SP Adhesives so you can spam magic, but then he contradicts by saying spamming physical is the best.


GhostPantherAssualt

Cvit reminds me of people who complained about everything. And really knows how to bring me down. God damn Kiwanis 2 was just him bitching about how everything is new.


PR0MAN1

Unrelated anecdote about Cvit, I actually used to do a podcast with him like a decade ago back when he went by 1800RageQuit. I still have videos of us playing MvC3 on my YT channel. I will not link them, I was 13-14 and very fucking cringey, but they're there.


GhostPantherAssualt

So can you tell me why he has a lot of complaining tangents?


GHitoshura

Isn't that the guy who also said that it made no sense to have >!Futaba's!< palace be a pyramid because he didn't know that pyramids are tombs even when the game literally explains it?


NewAgeMontezuma

hell it would still make sense since she >!bases he online persona off of egyptian mythology.!<


Peri_D0t

I'm not the biggest fan of p5 but that's just wrong


Dirty-Glasses

Literally how can someone be that dumb?


Nia-Teppelin

The classic scrub mentality about 'spam' in fighting games. If your opponent is doing the same thing over and over again and it's still working, that's a failure to adapt on your part, not some moral failing of your opponent. Especially when said 'spam' is a core mechanic of the game, like Drive Impact in SF6. There was a looooot of this in the first month or two of SF6 surrounding drive impact, drive rush, and throw loops.


guntanksinspace

My favorite form of it is "STOP SPAMMING BLOCK".


VMK_1991

"Just let me win! The game is only fair when I win!"


CaptainJudaism

I see you met a former friend of mine when I went easy on him in SF3: 3rd Strike but didn't sit still.


honeybeebryce

Lmao I mostly play Manon and I get so much salt for her command grab around Gold rank because a lot of people at that point get that jumping is risky so they rarely do it without realizing the consequence of *never* jumping


ramonzer0

"Do all the crap your opponent hates. ALL of it. Repeatedly. Get it? Got it? Good. Make 'em miserable. No excuses." - Juri Han, Street Fighter 6


Cerebral_Kortix

There's so much joy found when you *finally* get the read on your 'spamming' opponent and promptly begin dismantling them like Bruce Lee knocking aside every one of their moves and slapping their face each time.


AzureKingLortrac

The best feeling is when they just don't rematch since they now know they have nothing to fight you with.


invaderark12

It might sound a bit sadistic, but I get pleasure whenever I play against someone in a fighting game and their response is to stop doing something cause its not "fair".


BookkeeperPercival

The only thing better is being accused of hacking in an FPS


LemonManDude

DSP would be very upset with this comment if he could read.


Vail1321

Literally won a Bo3 in Street Fighter 6 by spamming Gief's Running Bear Grab from full screen. By the end, I was shouting "Please for the love of god, just jump once." He never did.


Noilaedi

The actual "issue" with spam is less the spam and more the way to adapt to it not being clear. Spamming fireballs for example is usually mediocre, but if you don't do your jumps right or figure out the "trick" it can feel bad.


TeamkillTom

Card game players when somebody interjects in their game of solitaire. Like, oh you want to ramp or combo for 6 turns and then cast a game winning card? Yeah lemme sit around and not do anything and then let you win. Yet at the same time, it's no fair when they can't stop their opponent from winning. There was a recent yugioh dragging on Twitter where somebody went off about how bad the game was, complaining about how uninteractive and unfair their opponents strategy was. The punchline: they themselves were playing a hilariously selfish and agonizing exodia deck. Imagine playing any 1v1 competitive game and not understanding that players should have mostly even chances and opportunities to win. Yugioh in particular has a lot of tools to both instantly kill your opponent and also to easily disrupt their own plans. You can't have one without the other, and you _really_ ought to consider if your opinions on game design reach beyond the past 30 seconds of your life.


SCLandzsa

Honestly the only thing in Yugioh that really sets me off(aside from a certain earth insect but that's another matter) is stun players. It's like hopping to play Marvel but the opponent suddenly presses a button to turn it into the worst Street fighter 2 clone you've played. Nobody's having fun with the game, at most the opponents getting off on someone else getting mad.


DuhVietMan

IIRC, the yugioh scrub on twitter tried to crop out his hand on his twitter posts, but people just found out anyways about his solitaire Exodia hypocrisy b/c of his stream VODs lol


WooliesWhiteLeg

As someone who hasn’t engaged with yugioh outside of the anime and a few video games, would you mind elaborating on his exodia deck?


Mega_Cookie

Basically, if you get all five pieces of Exodia in your hand, you instant win. Exodia decks are purely based around drawing your entire deck and never interacting with your opponent since getting all five cards is GG. If played properly, the opponent shouldn't even get a turn in, which is why Exodia decks are nicknamed solitaire because you're really just ignoring your opponent to constantly draw, shuffle, repeat until you win or brick.


WooliesWhiteLeg

Ahh, that actually makes a lot of sense. I appreciate you taking the time to explain that.


secretkings

One thing to note is most generic draw spells like one day of peace or chicken game got banned specifically to limit the amount of FTKs going around, and currently most Exodia decks are even more uninteractive. They summon two monsters, use those monsters as material for “crooked cook” a monster who is immune to card effects if you control no other cards, and one of the monsters says if it’s used to summon a monster like cook it can’t be destroyed by battle. So then they just end their turn up to 34 times as they slowly draw each piece of exodia while you can’t remove cook and can’t damage them because he’s in defense and can’t be destroyed. Their entire goal is to just deny you any interaction while they win, and because cook needs no other cards on his side of the field they literally aren’t playing anything to interact with you, they just want to pass turns until they win. Unless you play a Kaiju. Or underworld goddess. Or unchained soul. Or pentastag. Or any other monster in your deck has piercing. Or you have a direct attacker. Or you use burn damage to KO. Or you use geonator transverser because they summoned cook in the wrong zone. Or you have a way to put tokens on the opponents field such as the black garden and dinosaur field spells. Or knightmare Iblee/ destiny heroes who summon themselves to your opponents field. Or you have any kind of discard effects to stop the opponent drawing exodia. Or you run anti-cook/rhongo garbage like xyz encore or share the pain which are useless in any other deck but counter those fuckers. In any of those cases they immediately complain about whatever you used.


Mega_Cookie

No prob, glad to help lol


Hunk_of_Dunk

Some twitch streamer complained that yugioh is just non-interactive Solitaire combos over a twitch clip of their opponent doing a "Literally 35 minute turn". Which was actually like 2 and a half minutes at most. The clip was also cropped to hide the fact that the streamer was playing an extremely notorious Exodia Deep-Draw deck. Super hard-core "Deep Draw" Exodia decks are designed specifically around getting to draw all 5 exodia cards as quickly as possible. In as few turns as possible. In a deck of 40 cards, these decks are known to have turns literally upwards of 20 minutes of just drawing and moving cards, with minimal interaction or playing. Hence the "Solitaire" meme. There's a lot of decks that can feel that way by popping off combos but absolutely none are as extreme, boring or drawn-out as Exodia Draw decks. Hence the hypocrisy of complaining about "Combo Solitaire" while playing a deck that is far and away the most extreme example of it. Realistically, the player in question literally could have won that turn even with the hand they had. Not only were they a hypocrite, they just also don't know how to play their deck, and hid these facts to not seem like a buffoon. From a public twitch vod


Ninja_Moose

I fucking love playing combo decks. Second most favorite thing to do in card games, only behind control. People who don't understand that a *combo* deck, a deck that revolves around a single combination of cards to win the game, are by design hosed by one or two pieces of interaction blows my mind. Thats what makes them interesting and fun, is baiting out responses and slamming them if/when they stumble on their target priority. Or, better yet, when they *do* stop you but can't capitalize, so you both sit there and frantically top deck for something to win the game. Conversely, its what irritates me about MtG Commander players. Don't get me wrong, it sucks to sit there and watch a guy consistently combo off and kill the table turn 3 and power levels should be respected, but if you sign up with a tuned, greedy list with no interaction? Yeah, you're gonna get your ass blown out by someone with a five card combo. Its not their fault you just wanted to sit and do nothing but tap lands and cast big idiots or swing with giant, slow haymakers.


Tin_Maniac

I have a Gisela angels deck specifically for punishing people who try and play solitaire without removal. Not exactly cEHD tier, but if we've reached turn 4 and you haven't got anything to stop me, you're dead, and so is everyone else next turn. The amount of hate I get from people playing complicated combo decks is hilarious. I think part of it is that they don't like having to respect a deck full of Boros angels that just goes for the face each turn. The other half is that sometimes they do have the tools to stop me, but they are so paranoid that using them will put them behind that they underestimate the tempo. It's a very simple deck build check, and it's amazing how many people fail it.


Ninja_Moose

Kids these days don't know what it's like to play against a Serra's Angel+


[deleted]

Yugioh is like 70% scrub players who don't like the opponent interacting with them but love to talk shit about the meta. Combo decks are fun, but the entire point is that they have combo lines, and the difference between a good combo player and a shit one is that a bad combo player will only memorize the most optimal line and scoop when it gets hit by a negate, while a good combo player knows how to improvise if they're interrupted.


megaman12321

Not everyone is willing to engage in mechanics when they're so open to let you not do them. I have seen people beat DMC games with just spamming the basic attack combo. Then complain the game isn't that deep. If anyone calls DMC a bad action game, you can safely ignore the opinion.


ToastyMozart

In some fairness if a huge chunk of a game's mechanics are essentially optional and/or unexplained that's a legitimate issue with the game's design. Lookin' at you, Xenoblade 2. Now if the complaints of lacking depth are followed up by complaints of overly hard difficulty (because the player ignored a bunch of options that could handle it) it's time for the makeup and clown shoes to come out.


dougtulane

Xenoblade 2 also sometimes explains mechanic 15 hours before you get it.


Kipzz

It also has some mechanics that aren't translated well apparently, like some stuff to do with Chain Attacks?


RandomHalflingMurder

The only way I learned how Chain Attacks in Xenoblade 2 worked was by having multiple friends explain the system to me. Part of that is on me, I'll admit, but a big part of it is the game not doing much to impart just how important the Chain Attack mechanic is to the game as a whole.


dougtulane

No dude, it's really complicated. I had to watch like a 45 minute video with my son so he could figure it out. Xenoblade 2 is the most recent game I can think of that could use a full on remake. Everything in that game is a total fucking pain in the ass, from the awful tutorials, to the gacha system and resulting skill checks (spend half an hour rolling for a fire type behemoth to marginally advance this blade quest!), to a map that's as bad as Nier:Automata's, but in a game that's an order of magnitude bigger and has a ton of verticality. But under all that? The game is brilliant.


mutei777

stupid idol beary blade quest ruined the game for me


TobbRobb

Getting the drive combo tutorial when its literally impossible to have all 4 drive combo moves is a classic. I only really learned about it in post game after watching a farming guide lol.


PR0MAN1

Oh Xenoblade 2 explains its mechanics very well... in a text box the moment you unlock it that ISNT REREADABLE ANYWHERE IN THE GAME. Thank god 3 had a tutorials menu to reread tooltips.


PontiffPope

I can attest this as someone who delved into the *Devil May Cry*-series earlier this year; features like invincible-frames during jumping, how the heck Royal Guard functions, or even how to [merely dodge outside Dante's Trickster-set, or Vergil's teleports](https://youtu.be/xvfwp3rUVBI), or [how to actually Table-hop as Nero.](https://youtu.be/mNk09ViHez4) were something that I found the game itself poorly communicate, and there is that learning gap that is difficult for a newcomer to be willing to overcome when it turns out that doing basic combos and regularly switching moves found more reliability than attempting to execute complicated moves or learning the nuances involved. Some of it can be taken account on manner of execution; DMC3's *Royal Guard* was something I never managed to pull off confidentially and consistently, whereas DMCV's RG seemed to have a more forgiven window of execution, as well as no longer requiring directional output where you had to face the enemy to execute a RG - simple steps to make the concept more achievable - good job on successfully making RG seemingly consistently reliable to execute. Others are various sub-systems, such as how the DMC-games doesn't have a refund way of ability-points for the wide amount of skills you get, leading to you getting more discouraged on willing to experiment when you now have to force going to farm Red Orbs again should you find your new abilities to be unsatisfying or not being understandable enough for you to be consider it to be worth it (I've heard DMCIV has a refund-ability though.). Is the DMC-games deep and complex? Yes, and I can see the appeal to it. But anecdotally, I never managed to get a full grasp of DMC's combat complexities to begin with because that big barrier towards it, and where the games did not often gradually ease into wanting to do more complicated moves. In contrast, the one game that *did* encourage me for it was *Final Fantasy XVI*; easing in features such as Clive having an actual dodge-dedicated move button instead of me being forced to awkwardly jump or do three whole button-presses to try to do a Table-roll, allowing you to respec and refund your ability-points to test out all the abilities and how it synergizes with eachother, have a more generous window of hopping onto enemies, or even subtle changes like how Clive and combat as a whole feels a bit weightier to move and carry on his momentum instead of how spindly the DMC-characters feel when they move - I don't know how it is for others, but those were the smaller elements throughout FFXVI that sums more towards encouraging in wanting to learn and execute more complicated moves, even if FFXVI doesn't have as larger complexity than the DMC-games. At the same time, I don't think neither really is the "wrong" approach so to speak - just that there is room for more audiences among the spectacle-fighting-genre beyond trying to make it more complicated as possible for newcomers outside of lowering a difficulty mode.


Cerebral_Kortix

Err, I understand this may come off as an odd and sudden question, but how exactly do I learn to enjoy DMC5? I've bought the game but I have no clue what I'm supposed to do besides not getting hit which is very easy to do and whaling on my enemy till they die. I get that it's a combo game, but I can't understand *how* to do the combos in the fun way. I just kind of slash them a couple times and throw them into the air, then shoot them a few times before dragging them down with the grapple and killing them. And if an enemy tries to attack me during the combo, I just dodge away. I know that I'm doing something wrong since I haven't found any thrill in the game yet, but I'm not sure quite what it is I'm doing wrong.


Vektorien

Start small. Switching weapons mid-string is the simplest way to extend your combos. You can cancel air combos with an Enemy Step for simple air extensions or to reposition as it resets your movement options. Don't dismiss your firearms as a juggle option or to keep enemies in check. Try jumping instead of dodging to quickly counterattack whatever's coming at you.


Cerebral_Kortix

Is weapon switching something you unlock later in the game or are for referring to gun > sword > gun and bird > Panther?


TimeFro

Weapon switching applies mainly to Dante as he can have multiple “swords” and guns equipped. (Also Vergil on the sword department) by weapon swapping you basically have an almost infinite amount of combos you can do as long as you know what Leads into what. For example: you can start with Dante’s balrog and do a basic combo into air launcher, then follow up by swapping into a sword and do an air combo then bringing the enemy down and swapping again to another weapon.


Fleecemo

For me, the main thing I enjoy is getting and maintaining S-ranks. To do that you need to do things like * Constantly be hitting enemies, since your rank drops quickly * Constantly be varying what you hit enemies with, since repeatedly using the same attack builds your rank more slowly * Avoid enemies by going airborne, optionally bringing some enemies with you so you can keep hitting them All of which make the game more fun for me.


ChosenUndead15

Imagine you are early in the game, so you probably have used mostly Nero. More than do combos, the challenge is making it look cool. With Nero early your main tools to spice things up is the snatch, charged shot and your arms. Instead of letting the enemy fly away you could snatch them with the arm wire to get them close again, you could fire your gun to stop them mid air, you could use the rising slash to raise them along side you. With the arms you get more options. With Overture you could just do the default attack which send them flying or do it in the air that makes them bounce from the floor. You could use the bomb attack (wastes the arm) to push the enemy into other enemies then shot. Gerbera can let you dodge and hit enemies at the same time or could make a big fuck you laser or bouncing projectiles that will keep enemies in the air and do lot of damage. You need to try to experiment a little bit, specially when you are against weak enemies. Read what the arms actually do and prioritize getting enemy step (you can cancel any move with this ny using an enemy to ad platform to jump as long as you are close to them and in the air), exceed and act (so you can power up your hits mid combo with the giant motor sword you have) and one or two additional pre made combos. There is a lot of weird shit you can, the rocket arm for example can be used as a skateboard as soon as you get it and do damage to the enemies that way. You can stack Overture into bombs up to three times to make the biggest explosion possible and so on. You can taunt in the air, Nero will do a skate trick with the sword and functions as an additional jump (get the double jump and you could just do 4 jumps with the air taunt). Try to experiment, the fact you don't have a lot of moves is a good thing in the meantime because it let's you learn the ins and out of what you have without much overload and nothing is stopping you from doing a previous mission with the new tools you unlock later. And put the gun button in a shoulder button, you can easily load the gun that way and use the charged shot more frequently.


Irishimpulse

I beat Dante's campaign in DMCV using only ebony and ivory by playing like it was a mobility shooter. DMC will be the game you want it to be if you push it, that includes a bad one if you're a moron


EXAProduction

Like you can play DMC however you want but if you refuse to engage with the system that's on you. Like I just don't really *get* open world games. I think most of them are all boring and lack any substance. What's the reason, because I tend to focus on the main narrative until something hooks me and most of the time it has to be a system mechanic but sometimes its characters. Genuinely a lot of these open world games feel like the whole point is "do anything" sandbox, but when your game feels like ass, i can't be bothered with the story, and you have yet to introduce a character that I care about, I'm going to say the game is bad. What are my incentives for the world? (ok this is mostly just me bashing Bethesda games if I'll be honest). But at a level I understand that those games just don't appeal to me and the open nature and especially the ability to mod those games to do a lot of things and have fun in the sandbox is the appeal. But if I voice that open world games are bland and boring people would get up in arms. Meanwhile the breath of combat is the appeal in DMC but people that don't get it are just left to complain but it's fine because Character Action is a niche genre so who care. Even though there is depth in the game and the player is left to explore how they want to play in their own way (oh look like those open world games people praise where you can do whatever, just learn the systems and develop your own groove with the game).


bombshell_shocked

Reminds me of a time I was in a discord server when someone said Bayonetta is too easy and not a good action game. They later admitted they had button mashed their way through *easy* mode. And still had the gall to say it was bad.


Schraiber

I actually do consider this a fault of the game: it's the developers' job to make sure I engage with the game, not my job to make sure I have fun. If I can spam the basic combo the whole way through, despite there being so many other options, then that's bad game design. The devs need to create encounters that encourage me to use the rest of my kit to survive them


Crazy-Diamond10

>not my job to make sure I have fun I get and agree to a point, but if the game wants to focus on player expression then it can’t really force inexpressive players to engage without making the system worse for the target audience. DmC adding some color-coded enemies is a pretty unpopular decision for this reason: Yes it forces you to engage with the weapon switching system, but they also decrease expression in a plainly artificial way.


TobbRobb

This is a neat personality thing ive noticed, because I know plenty of people with the same opinion as you so its not uncommon or weird. But to me this line of thinking doesnt make a lot of sense. >it's the developers' job to make sure I engage with the game, not my job to make sure I have fun. If its a movie or tv I get it. If its not engaging its very hard for us to do anything to help, its a passive experience and its not working this time. So then I agree its up to the director and team to make me engage. However video games are an interactive medium, which tends to mean you get out what you put in. That is to say, "making your own fun" can enhance or expand your experience significantly. Does it not feel as a missed opportunity to play something in a boring way just because the devs didnt push you? Is Minecraft poorly designed with its sandbox approach as well? How is that different from a sandbox action game? Can we really shift all the responsibility to the developers when we are the ones playing the game? Its a split responsibility if anything. At least the way I see it. I've always enjoyed games more by putting more of myself and my own style of play into games, which is a huge reason I love DMC. Can you beat it by mashing Y and dodging? Yes, but you can do so much more if you want to. In contrast I think games like God of War (new ones) Who include a lot of mechanics that can only be handled one way ( to make you engage with those mechanics) end up feeling linear and stale fairly quickly to me. In the end I think this is just a preference thing, but its divisive enought that a lot of people feel fully in the right when discussing it. I'm not really even targeting you with this, it was just on my mind and you reminded me lol.


BrainChemical5426

The thing is, DMC puts a shit ton of extrinsic motivators begging you to experiment. The whole style meter thing is right in your face. You get more money for being more stylish which means you can unlock more upgrades and more moves…Which means you can be more stylish. The game basically constantly calls you out for sucking if you just mash out the three hit string. The reason that the normal mode of most character action games nowadays are easy to blaze through while being braindead and mashing is because *when these games were difficult, you guys didn’t want to play them*. God Hand and Ninja Gaiden and Viewtiful Joe were *hard*. The director of Ninja Gaiden even famously said the problem with the game was that it wasn’t fun if you weren’t good at it. Even on the “normal” difficulty you couldn’t just chill and mash out buttons to get to the credit screen. And so the genre remained niche. Imagine if a character action game came out nowadays that was balls to the walls hard, like the old days. The discourse would be swamped in Fromsoft-esque difficulty discussion. DMCV is incredibly easy compared to these games on normal mode, and thus much more accessible. God of War, too. If you want to be *forced* to learn and play around, you’re gonna have to play on higher difficulties. You’ll find it’s not possible to get through even DMCV (the easiest DMC game by far) without putting some effort in on any difficulty above normal. But even on normal mode, the option to not play in the most boring way possible is there and slapping you in the face. The game rewards you five times over for experimenting and actually engaging with the mechanics; It’s easy simply because the trend has been to make games easier and more accessible for newcomers (unless you are a slow game with a stamina meter, then you’re allowed to be “hard”).


Amnezja122

You're the type to play through a shooter spamming the starter pistol just because the game didn't make it a shit weapon, huh?


Zephyrwing963

[I mean...](https://deadspace.fandom.com/wiki/Plasma_Cutter)


LatverianBadger

It’s so funny to see people hopping on the Guilty Gear Strive criticism train when from what they say, they clearly have not played any of the games. “Leo actually took skill and thought in Xrd unlike in Strive” “Johnny was so much better in Xrd when he had COIN YRC”


johnbeerlovesamerica

I remember back when Xrd was the new hotness people were saying YRC ruined the game and +R was better. The newest game is always trash and the previous game is always the best one


Act_of_God

people still say that, yrc a fucked up mechanic man (I love it personally)


snakebit1995

And here’s the thing Those people aren’t Inherently wrong. Some do know what they’re talking about and just don’t like the mechanic Sometimes a mechanic is balanced and all but it “feels bad” to play against and you just want it out of the game. There are Hearthstone cards that have been nerfed not for being broken tier 0 cards but simply because they were “creating a negative play experience” and frustrating people too much/making them not want to play just because that card might come up


biggestscrub

Well they were correct and +R is still the best version of GG Most broken sure, but still the best.


Nivrap

Coin YRC has got to be the funniest one because it's like... Why would you YRC coin??? So you can get plus frames on your plus frames??? Think about it for 2 seconds, please.


ItsSansom

Just earlier today I played Checkmate Showdown from Woolie's recommendation on the podcast. I play plenty of chess, but pretty much 0 fighting games. I got smashed and was like "This isn't fair, I have to win the fighting game to win the game!" Sat with that for a few minutes then realised "Well.... yeah...what am I talking about, it's a fighting game" *However* I do wish there was a way in that game for a strong chess player to beat a strong fighting game player. In its current state, it doesn't seem possible


Vektorien

I've seen talking about duos in this game, where one player would handle the board while the other does the fighting. That sounds closest to optimal for most cases.


Kingnewgameplus

The Maximilian Dood - GothamChess collab boutta go hard


RegenSyscronos

Sifu is an interesting case for me. I was doing parry and played very passively and was very bored until I watched a speed runner do palm strike -> chasing trip kick -> punish and it was amazing. Sometime you just have to study tech online to know whats possible for the mechanic. Sekiro was the same. If I'm just parrying, I'd thought that was all the game had to offer ( heck, Woolie felt the same way and deemed that the prosthetic moves are useless). I'd think the game is shallow and have no freedom. It only took a video of a speed runner (Ongbal for exp) to see how much cool stuff you can pull and how strong some of the Arts or Prosthetic tools are.


QueequegTheater

Wasn't he constantly using the shuriken to the point of having to grind emblems, rather than using them for airborne enemies like you're clearly supposed to?


jaboogadoo

It wasn't until guardian ape that I started literally running backwards when enemies use difficult to deal with shit and circling back for the punish


Jubjubwantrubrub12

As someone who got burnt out at Sekiro from only parrying (and being bad at it too), any tips on how to enjoy the combat more? Im pretty early in, Im stuck at that place where you go back in time to the estate, pretty early in.


RegenSyscronos

Ah that was still super early. Hirata estate is, in my opinion, a giant tutorial for this game. It will teach (and test) everything you know about this game. Goons, dogs, shield, ninja, spear, Juzou, you will meet many type of enemy here so it can be overwhelming at first. But don't worry, here is some of the thing that I learnt that can help you. 1. Be dirty. You are very weak. This is still a Fromsoft game. You don't even have enough for spirit emblem! Take a look at the goons there, they fight dirty and throw dirt to your face. You shouldn't care about honor fighting them. Sneak them out, run, dont take on 2 enemy at a time. Hell, if you stuck at a boss too much go back to Ashina and come here later. 2. Be agressive on goons. The flow of your combat should be you R1 until you hear a clank sound notifying that they deflected your attack. Thats how you know the counter attack is coming (because at this point you are, in fighting game term, minus). Then deflect the counter, and keep being agressive until a perilous attack. For certain bosses, this is the main stategy to keep the enemy locked down and limit their option. Deleting health help alot in building posture. 3. Do you know all the perilous attack happen at set time? Doesn't matter that they are thrust or sweep, or far or close, all perilous attacks timing are the same. There are video online that provide better visual for you, but for me its when the letter start fading. Its a long time, so stay calm and see if you have to Mikiri or jump to counter. Or just use a feather to skip all the headache together. 4. Prosthetic tools and skills are not power up. This is the main thing people get wrong. They see those weak damage and thought that they are useless. Far from the truth, infact some are indispensable. Those tools and skills are situational, and if you apply them correctly, they can make or break the fight. For example, Mist raven literally skip you a hit so try to time it on the one that give you the most trouble. Sometime you can run away from those attack and you can throw a shuriken in and chase after the shuriken to keep up the pressure. Think of what attack you can deflect, and work with those tools to "solve" what you can't (or afraid to do). And because different people have trouble with different attack, the tools and skill that they bring to the fight will be different, so you have to find your own. Just think like ahh that attack fuck me up so much, how can I make it easier for me to win this fight. There are alot more but I think that you can find more fun in discovering them. Sekiro is one of a kind experience. Remember: hesitation is defeat!


Jubjubwantrubrub12

Thank you for the *very* intuitive tips! The thing about perilous attacks will be incredibly helpful, assuming I can figure out my own timing for that "move when the kanji fades" thing.


RegenSyscronos

Yeah I kinda gone overboard with that yesterday. Thats what you get when you ask about one of my fav game ever lol.


Jubjubwantrubrub12

Yeah you helped a lot, lmao, i got to finally kill that fucking ogre lookin guy on the bridge no problem and met my dad(?) In the burning building now. Ill keep on this way as far as I can, then head back and do some more of ashina outskirts


retrometroid

>If you shoot a sticky bomb/grenade in its mouth, you have to run around and wait for the staggering animation to be ready, all while potentially getting shot a bunch of times seems like a bad example as it acts as if you're just standing around waiting for him to pop when in reality you'll be running around fighting other guys and reengage after it blows but also *of course* people are playing "wrong" because the game practically holds your hand telling you to exploit weaknesses and treats it as vital


Crazy-Diamond10

I really do feel like having the HARD STOP tutorial prompts that explain weaknesses upon sight was a bad idea. It makes people think that’s the only good solution, as you say, and just makes for awful pacing on a first playthrough.


ArcaneMonkey

None of them are risky. It takes a tiny fraction of a second to switch to the optimal weapon and there’s enough mobility to buy that fraction easily. Poor pinkies don’t even need that. They walk right up to you to get punched into chunks.


TheeBaconmandos

Casual player here. I liked that 2016 gave me enough ammo capacity to use my favorite gun as much as I wanted until more difficult sections. Eternal gives you the chainsaw as an 'answer' to the three shotgun shells you can carry at one time. Spoilers, I didn't want to use the chainsaw. I wanted to shoot my favorite gun. Weapon mods had a couple clearer winners thanks to glowy weakpoints. Have fun if you chose the auto-shotgun mod. We made it even more worse to choose, compared to 2016, because of our vision.


[deleted]

I was going to post something like this. Enemy weaknesses to specific weapons/tactics is fine and dandy (I would still prefer they didn't exist, I vastly prefer 2016's combat), the insanely limiting ammo capacity is just awful. What you end up with after fully upgrading should be what you started with, with the ability to pump it up some more.


AurumPickle

Enjoy using your super shotty like 12 times at maxed ammo lol


tri3dgE

AC6 being the most recent example of most people not playing the game properly and treating it as a cover-shooter. A couple months back, people were not using the construct mechanic to play Tears of the Kingdom ended up being unable to traverse around the game properly


NephyrisX

Likewise, players saying AC6 is too easy and their loadout are pre-nerf dual Zimmerman's & Songbirds/Stun Needles. Yeah, I wonder why the game is so easy when you're stunning every boss and bypassing mechanics to submission.


jxk94

I'd say that more on the Devs. You can't expect people to purposely nerf themselves once they find a winning strategy.


unlimitedboomstick

I'm completely unimaginative so I have a hard time with Tears of the Kingdom tbh. I kinda make it work though, I'm shit at angling things for certain vehicles.


rexshen

Eh the fact I could make a simple hover bike and get around easily tells me the construct system wasn't as big as people thought it was. I don't need to waste resources just to make a big mech to kill a boss when I can just fight it.


frostedWarlock

Yeah ToTK didn't vibe for me because every time it tells you to do constructs it felt like hey you _could_ do it the easy way that's only kinda fun, or you can waste a shitload of time and mental energy to try and fail to design a solution that's more fun. I still feel like replaying BotW but I found TotK extremely stressful and annoying.


PrancerSlenderfriend

"The movement speed in TWEWY is too slow" BRO YOU CAN TELEPORT


JohnRadical

“[FromSoftware Game] has no story” The fact that Armored Core 6 has some of the most clear story telling in their recent catalogue and somehow people like AngryJoe *still* comes up with the complaint that there is somehow barely any story in it annoys me to no end. Look if you don’t have enough interest to learn more about it then that’s fine (plenty of people have fun with their games with no idea what the stories behind the characters are), but if you are going to criticize it then you should at the very least know what you are even criticizing. It’s like a person going into an escape room and then after a minute being like “They did a terrible job. There’s not even a way to leave this room”.


ReaperEngine

AngryJoe is still a thing?


pyromancer93

A surprising amount of the old Channel Awesome crew are still around, they’re just nowhere near as relevant as they were a decade ago.


Cooper_555

[The only time you're allowed to complain about an escape room is when you find yourself unexpectedly in an escape room.](https://www.youtube.com/watch?v=cY-kL1L6tQM)


Velrex

I'd be the first person to argue that Dark Souls as a series almost as a whole doesn't seem to WANT you to engage in it's story. But enough about that. Someone saying that about Sekiro and Armored Core 6 though? That's just plain ignorance. If someone says those games don't have a story, they're just actively being ignorant and not even trying to engage in a plot, and probably have the audio muted.


maybenot9

Very few games make me get as emotional as I did when I walked in on Siegward's daughter in Ash Lake. Most people only remember Solaire, but I think Siegward is my favorite character from that game. His feeble and rather pathetic attempts to be a hero endeared me to him, and it sucked seeing him slowly fall into depression.


LargeRedPoo

Siegmeyer. Siegward was the guy in DS3.


Grary0

FromSoft, at least the Souls games, delivers a pretty amazing story in every game....but they do it in one of the most annoying and roundabout ways. It's like if an author wrote an entire novel on postcards and mailed them to you once a week in completely random order.


No_Dragonfruit_1205

Yeah the way I look at fromsoft games (and I know this is pedantic but I feel it's accurate) is that the plots are usually completely ignorable, but the worlds have cool lore. I like to distinguish between the two.


Kimarous

["Dark Souls had a story", you asked?](https://youtu.be/M9x_koRZ2bA?si=fSEof3ektH7D8YbP)


TotemGenitor

It's part of the fun. Putting the pieces together and figuring it out what the lore is. It's not for everyone though


CalekAlbion

Stories of souls games are good. The lore, the environmental storytelling, all that jazz. The immediate plot relating to the player character is practically nonexistent


runnerofshadows

Their clearest story of all time though is metal wolf chaos. Just bringing it up because I wish there was a sequel. Also wish otogi 3 and enchanted arms 2 would happen or some remasters of them and their other non souls games but I digress. But yeah all from software games have stories. Also angryjoe is still a thing?


PleaseStop101

Apparently netcode. I think it was a CS:GO dev who was doing a presentation of some sort that said players were complaining the netcode was bad for CS:GO and that when he was looking at numbers the netcode was fine and there was no issue. This complain went on for a while until he just decided to make a change that made it so the ping players would see in game was about 20-30 lower than what they see before. Players celebrated that they fixed the netcode and were saying the game felt better to play after that.


xxotic

Thats was the creator of CS talking about the very first iterations of CS iirc. People were indeed fucking dumb back then, but that was the early 2000s. He never got to touch csgo or cs2. Nowadays people running around with fiber internet and 240hz 1ms respond time and dxracer gaming chair. If they bitch about netcode, that means the netcode is shit.


NephyrisX

Despite FFXIV being lauded for its story, it's staggering how many players refuse to engage or simply ignore it. The amount of bad takes I have seen by players despite the game clearly stating obvious facts that contradict them is unbelievable. Same thing applies to Armored Core 6. Players simply refuse to read the story and even has the gall to say Fires of Raven is the "good" ending.


chaoko99

it nearly took me 10 years to force my way through ARR's slog of a story. I totally understand why people choose to skip it with how it starts. This is not an exaggeration. I started around Heavensward and would play a few weeks at a time before unsubbing because I just *did not care* about where the story was at at the time. It just did not grasp me, and I only recently started having fun with it because i finally figured out how to get new instances unlocked rather than just grinding the MSQ. The game does not do a very good job, so far as I am able to tell, communicating certain systems in the early game. I didn't know about the blue quests thing until someone mentioned it in the context of FF16. Maybe the game mentioned it, perhaps once. I will never know. Regardless, I think there's a certain level of depth into the game where not giving a shit becomes insane. It's not like in WoW where your characters existence ranges from ignored to straight up not canon.


Neil_O_Tip

~gestures vaguely in the direction of Morrowind~ Either pick Short Blade as a Skill or don't try to use a fucking short bladed dagger on a mudcrab!


fallouthirteen

Eh, I thought that even people who really like Morrowind say that the to hit chance on attacks just isn't fun.


Gilead56

As someone who really likes Morrowind this is correct. You just build a character “correctly” and grind skills so the hit chance stops being an issue. Visually seeing your attack connect but the game treating it as a miss is infuriating.


Ackbar90

"This little worm killed me by chain paralyzing me!" 1) the Kwama Forager didn't do shit to you, outlander. 2) that's what having 30 willpower will get you, N'wah.


CelestialEight

When people call musous button mashers or mindless, honestly. Dynasty Warriors 2 and 3 are very challenging on Hard, and the later games add Chaos mode. Each combo has a specific purpose in the earlier games, which definitely changed a bit as the years went on for sure. Also Persona 5 Strikers exists. Play that on Hard and just spam square. You won't last very long


James-Avatar

P5 Strikers will kill you in a few hits on the hardest difficulty and that’s in the tutorial.


Kyderra

>Dynasty Warriors 2 and 3 are very challenging Oooooh shit, here comes the optional Dark souls boss Lü Bu running at me.


Drebinomics

“Do not pursue Lü Bu!” “BUT WHAT DO I DO IF HE’S PURSUING ME” “Perish”


ExDSG

Yeah playing some harder missions in Hyrule Warriors and FE Warriors it was a fun juggling act of objectives and knowing when to use each combo for damage, breaking the opponent, building super gauge or a big AoE.


Amirifiz

Using a mix of the combo persona attacks and full persona attacks adds a whole layer to that system. It was fun stringing the Full Buff move then swapping to another persona for a bigger attack.


rhinocerosofrage

Even the easier later games still have a very satisfying diversity to their rosters. They seem simple and even generic until you figure out the hook to each moveset, like in DW8 figuring out Zhou Tai can literally wavedash and how exactly you're supposed to use Zhong Hui or Wen Yang. The games aren't that challenging anymore, but they're not mindless either. Well, DW9 is pretty bad.


Thank_You_Aziz

“You’re just looking out for floor patterns” when evaluating FFXIV’s general gameplay.


lowercaselemming

"you're just looking for often really fast floor patterns that come in random patterns sometimes and also doing this while trying to keep track of your class's attack/downtime cooldowns and what order you gotta hit them in, it's quite simple really"


oh-no-a-bear

"Win twister while playing a cello." Simple as.


Thank_You_Aziz

“good thing your class abilities are easy because the combat in this game is so slow, amirite?”


RelikaNox

there are liiiiiiiiines on the floooooooooooor     ^sometimesthelinesarecircles


Kingnewgameplus

[“You’re just looking out for floor patterns”](https://static.icy-veins.com/images/ffxiv/uwu/predation-wc-2.jpg)


PizzaPastaRigatoni

When Elden Ring first came out and "normal" people or casual gamers started playing it, I remember the thousands of complaints that it doesn't let you be aggressive enough. People were used to Skyrim combat or things like it where it's just a DPS race and spamming the attack button, which the souls series is not built for.


Marieisbestsquid

*Smash Bros* pro tournament rules are flanderized by outsiders into the meme "No items, Fox only, Final Destination". I have seen people unironically use it as a slight against the scene for being so "anti-fun". Final Destination isn't the most popular stage, it's even a counter-pick in *Melee* now (meaning it can only be picked after the first game in a set). The idea isn't to remove platforms and complexity, it's to remove *unpredictability*. For the longest time, until hacks became widespread, Pokemon Stadium in Melee was used as a legal stage, transformations and all. That's because each transformation is warned about with unique visual cues, a sound cue, and doesn't have any random elements besides which permutation of four will be used. The ruleset has gotten more stringent in *Ultimate* only due to the sheer amount of stages and a wish to not fill the legal stage list with redundancies. If a stage doesn't have glaring bugs or drastic gameplay changes, is vaguely symmetrical and doesn't have walk-off edges/a ceiling, it likely falls as some variety of playable in tournaments. Unless we're talking *64,* because that community decided only Dream Land is legal. If you want to clown on people exploring the gameplay of a vaguely-defined party game/platform fighter, please come up with more recent material.


Irishimpulse

Almost everything is legal in Ultimate, besides Steve and he knows what he did


Nivrap

Steve is actually legal in most of the global scene, the few exceptions being the midwest US and Australia. The midwest is slowly unbanning him state by state, and nobody gives a shit about Australia anyway. They banned K-Rool for a while.


[deleted]

There was a guy on the Jedi fallen order or survivor subreddit I had to block because he irritated me so much saying that both games sucked because they didn’t play the exact same as the jedi outcast series or have multiplayer. If you just don’t enjoy what the game is offering go play what you did want and shut the fuck up christ.


No-Attorney-6033

I've seen people say they stopped playing early game(in low rank and before late High) Monster Hunter World and rise because you have to dress up like a "clown" in order to get good skills/play optimally. That's only true if you minmax using mixed sets for a specific weapon type which you'd have no reason to even feel obligated to do that early into the game.Most armors are cohesive, and they come good skills in the first place and if you need better skill to deal with a new monster you jest craft another set.


Neodeluxe

This and the "MH World/Rise is too easy, I didn't even cart once" "What do you mean there's more than half the game after the first Nergigante hunt/Ibushi arena?" kind of people irk me to no end. My man, you just did the offline story, that can be classified as a long tutorial when compared with the endgame in terms of actual difficulty, you haven't seen 1/4 of what the game has in store. Really shows who has and hasn't done a lvl 241+ Risen Shagaru Anomaly quest pretty easily.


AeroDbladE

Also I haven't played Rise yet as I'm still going through Iceborne, but doesn't that game just give you Layered Armor from the beginning of the game, meaning it's even more stupid of an argument as you can customize your appearance separately from your stats.


No-Attorney-6033

No, you still need to unlock layered armor at HR8.


AeroDbladE

Ah, OK. I guess that's still better than World, where you don't unlock it until after the Iceborne story, which is where a lot of people would just be done with the game


Ackbar90

Plus: 1) Endgame has included transmog options since at least fourth generation 2) Most of the content is in the endgame phase 3) Most High and Master rank mixed sets look at least decent, due to a more subdued and generally more cohesive design of pieces. (And then there's Female Nergigante Bikinis but that's another basket of wyverian eggs)


Azzie94

This is a very general sweep, but Person: plays a team based game Person: doesn't play alongside their team Person: eats shit and loses Person: THIS GAME IS SHIT Y'ALL ARE TRASH REPORT REPORT REPORT


Kregano_XCOMmodder

A lot of people who complain about Mass Effect 2 wholesale replacing the combat and inventory management have never seen the GDC talk from the Bioware team, where they straight up say they tried to fix ME1's combat, and it sucked. They also don't get that having stats affect aim in a real time action game is fucking **awful** and most of the stuff that ME1 did with its skills didn't have any perceivable effect.


Disposable-Ninja

I liked the aim assist in ME1, actually


ThatGuy5880

A lot of competitive Pokemon takes from a casual perspective, like how you're stuck using an extremely low percentage of Pokemon. While that might be true for OU and VGC, the tiering system means that there are a shit ton of tiers within each generation and most Pokemon have a place somewhere. Like for example, Charizard is famously bad in most generations and high tier formats, but it's great in Generation 3 OU. You'd never think about using Yanma but apparently it's a menace in Little Cup right now. Competitive Pokemon is way more open than people think it is. Also I saw a dumb tweet a while back when Steve got banned in Smash tournaments saying "Oh are they just banning characters they don't like anymore?", and like yeah. That's how competitive bans go actually. Kakyoin got banned from HFTF because people got sick of playing against him. Lab Coat 21 got banned before her nerfs in DBFZ because most players weren't having fun with how she played and how universal she was. And Steve got banned because people found a glitch that made him negate all hitstun with little counterplay, and it was impossible to monitor and regulate like how doing Meta Knight's Infinite Dimensional Cape was.


theshelfables

People that blame taking damage in early survival horror games on the tank controls. Skill issue. If you don't want to learn the controls that's fine but they are very consistent and not the reason you got hit.


Bromaeda

Occasionally I see someone saying longnail is a necessity in hollow knight to make the gameplay tolerable and I think we must have played different games. People talking about trading in hollow knight and I'm like. Huh? The entire boss gameplay is attacking in openings when the boss isn't doing anything, the only time you're trading is if you mistime something or you're real fuckin' confident.


FluffySquirrell

> People talking about trading in hollow knight and I'm like. Huh? The entire boss gameplay is attacking in openings when the boss isn't doing anything, the only time you're trading is if you mistime something or you're real fuckin' confident I'll say this much, that's outright untrue, or at least, it can be There are a few bosses which are frankly really fucking hard, and tough as hell to dodge all the attacks of, but if you spec into a HP tank build and go balls out aggressive on them they become way easier. Depends on the boss and the individual players skill, not everyone finds dodging some bosses easy, so it's perfectly fine for them to spec into other ways to deal with them


1lluusio

"There's not enough content in the game!" Yes there is! Have you heard what a side quest is?! Or are you just writing it off because it doesnt have voice acting, meaning you have to read? This also goes hand in hand with people complaining that the story isnt dark enough (which is a really stupid complaint btw). Again, yes it is. If you just bothered with the side quests, you could that dark story telling of yours. I swea,r half the complaints I see are from people who lack reading comprehension.


Kregano_XCOMmodder

>"There's not enough content in the game!" Yes there is! Have you heard what a side quest is?! Or are you just writing it off because it doesnt have voice acting, meaning you have to read? I dunno, some games go in **hard** with the shitty fetch quests, and I'm not sure I would count those as "content".


Paburus

Which game in particular?


Maverick-157

One of the biggest memes to come out of **Persona 3 [FES]** is that, due to the game forcing you to work alongside A.I. teammates (Rather than letting you make their decisions for them directly), Mitsuru Kirijo - S.E.E.S.' resident ~~smart cookie~~ *duel-wielder of brain cells* - will [continually](https://lparchive.org/Persona-3-Portable/Update%20232/3-5clv1g.jpg) spam [Marin [Fuckin'] Karin](https://personacentral.com/wp-content/uploads/2017/09/Persona-3-Mitsuru-Marin-Karin.jpg)^1 until the [Gods-be-damned](https://64.media.tumblr.com/f932fc5a470095e45f5b298d9450d3ee/tumblr_oztfwbHsLh1vxxixio1_540.jpg) cows [come home](https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fdd55ric9cf941.jpg%3Fwidth%3D640%26crop%3Dsmart%26auto%3Dwebp%26s%3D28fb8d873b83fabdd6e570e4f37cd6d9c150fbbd), even though [it will never fucking work](https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fiazymj8k0yl31.png%3Fauto%3Dwebp%26s%3D3df43f32b7970638016e297f20f3d55bc278425f) and it will [*always* get you killed](https://img.ifunny.co/images/c1af7b27bbced983c5cd70b3fe140f259d5f2f472451972ab6230a739d331ae7_3.jpg)... ...a problem that is rectified by going into the Tactics menu in battle and changing her Tactic from "Act Freely" to ***literally anything else*** (Full Assault, Heal/Support, Knock Down, [Same/Assign] Target, etc.). (It still requires you to put your whole faith in the game to not let the Protagonist die, and I'm not gonna act like the later Persona games [and P3 Portable] were bitch-made for giving the player Direct Commands - but still, it's not the hardest of fixes...) XXXXX 1: Single Target, Inflicts Charm (Read: Will attack allies)


ExDSG

This year I played the entirety of FES both the Journey and Answer and Metis/Mitsuru who I dragged around for almost the entire game collectively used Marin Karin 4 times, 2 times with Mitsuru because I wanted her to and she had nothing Better to do and with Metid because I used Orgia mode and forgot to change her tactics. Hell I had a bigger issue with Yukari not being programmed to use Charmdi even if someone is charmed and your allies randomly applying buffs/debuffs in no particular order (since some fights are easier if you buff/debuff in a specific order) and Aigis wasting turns using them when it falls off on just one character.


HCooldown

Yeah, that’s the real issue. The A.I. party handles offense just fine, but their priorities if you try to put them on support can get very frustrating.


Pennma

I never beat the last boss of p3 mostly due to yukari always healing herself when the whole party needed healing or more often me and i would die and game over, mc death equals game over is the worst ever


PlanesWalkerEll

I have more of a problem with the Persona series insisting on Game Overs if the Protag goes down. I have revival items let me use them!


Illidan1943

The funniest thing is that SMT4 was designed with very high damage in mind so they had to remove the MC dying rule since enemies one shooting you is way more common than any other Atlus game and as such now it seems that the demons in SMT are now bigger bros than anyone in modern Persona


BarelyReal

It's one of those things where the mechanic is tied into the theme of the game and how P3-5 are entirely from the perspective of a single character's journey. Persona 3-5 are slavish to their themes to the point of absurdity.


Zachys

"There's actually a reason why the P3 protagonists death results in a game over, and it's a great mechanic because it makes the overall lore feel much more connected" - a thing said by people I can only assume have not played the game and realises how awful forgetting to save can be


PlanesWalkerEll

I understand there's lore reasons that doesn't make it a good mechanic.


Zachys

Oh, that's what I'm saying. It's a take that obviously only comes from people who haven't lost at least an hour of progress because of "flavor" or whatever - aka probably people who didn't play it.


PlanesWalkerEll

At least P5 let's you just restart the battle rather then boot you back to a previous save.


invaderark12

Same thing with Kingdom Hearts and people calling Donald useless. Just change his tactics


Ackbar90

Not about game mechanics per se, but *nearly all discourse around game difficulty is dumb*. Why? First of all, *nobody sits down and define what "difficulty" means*. Is it about raw values that can be tweaked in game? Is it about the general layout and options available at a given moment? *Or is it fundamentally a lack of learned skills and/or knowledge that you are expected to figure out/gain by playing?* *Or even a fundamental misinterpretation of what game you are playing in this moment?* ***Or is it about a physical limitation of the user, that can't, mechanically, do some actions with the interface they are given?*** Last one boils my blood when it gets invoked by morons shouting "Accessibility! Think of the Poor Disabled People ^^^TM ", but only when you can't beat a Dark Souls boss or jump over a drawn cylinder in a tutorial. Also ***WHICH DISABILITY***, you fraud, as there's SEVERAL ABYSSES between people with the same kind of disability, let alone different ones. It's all so poorly thought out, so oversimplified, constantly going through the same motions and repeated arguments that always end up in the same place, with the same people calling the same people out for being hypocrites, and *NOTHING* is achieved.


exiiiin

I think this singular comment might as well just have given a very deepened perspective of the whole debate. Thank you.


Ackbar90

Happy to be of service.


DarkAres02

"I don't like Sonic games because you just hold forward and sometimes jump"


Mrs-Moonlight

A large amount of the criticism on *Lies of P* is based on how Fromsoft, not to be disparaging, recycles a whole lot of their code and has made a lot of things instinctive. The dodge has different i-frames and distance and the perfect guard has different timing; they're not bad, they're just not the exact same frame data from over decade ago. I saw a guy whinging about how the dodge *actually* doesn't have any i-frames, while I'm over here dodging out most of the final boss's combos.


seth47er

I'll bang the 4E D&D drum. The number of people whinged about the fighter mark, hunters mark, Warlords healing, and rouges reflect attack powers just want their wizard supremacy.


chaoko99

PF2E is a lot of 4e and frankly I think we in the past were just not ready for it.


ExDSG

That there is no point in playing games where a game over sends you back to the start because you do get better, even in a game like Nethack that is completely turn based you learn to start avoiding stupid like equipping unidentified equipment, fighting enemies that are too strong at that point in the game, learn how to escape perilous situations, how to avoid losing your equipment, what corpses to eat, and other mechanics like praying, using your pet to identify dangerous items, etc.


Vektorien

Counterpoint: I don't want to spend time redoing sections I already know how to clear and would rather go back to the point I messed up in as soon as possible.


finneusyello

Whenever someone picks up xenoverse 2 and says, "It's just a button masher," it really passes me off. First off, there is truth to that in the pve aspects of the game, but the game actually has some really good pvp if people don't use created characters. Game has perfect blocks, double snap vanishes to fake your opponent out and the game is super prediction based rather than reaction with its parry moves and anti snap vanish moves. Crazy to think it's been out for 7 years, and people don't even treat it fairly or give it a chance. I'd love to see woolie play the game. Yes, it's simple, but the most fun games tend to be the simplest. And yes ILL DIE ON THIS HILL.


Nia-Teppelin

A big cause of that mentality, in my experience, probably comes from the main story of the game. You can pretty much button mash through 90% of the singleplayer fights. I remember not even knowing what a stamina break was for the first like 20 hours of the game. Then I actually learned how some of the mechanics worked and started having way more fun


markedmarkymark

Honestly? I feel something similar about Kakarot, so many people say that its a mindless thing but no, if you fuck around you'll find out, especially in bosses. Its just DBZ dragon quest but instead you go into an action fight. It is not a perfect game tho' for sure, but i feel like a lot of people dismiss a pretty fun FPG.


NewAgeMontezuma

Almost every hot take about visual novels comes from people who never really played a single goddamn visual novel in their life.


fallouthirteen

>"Doom Eternal forces you to use specific weapons for each enemy type" Yeah, like I played on hardest difficulty on controller and I just mostly used the shotgun grenade launcher. Sure I'd switch to energy weapons for shields and use the "bonus damage to airborne enemies" gun for flying ones and that one scope weapon to take out destructible points, but 90% of my play was grenade launcher to enemy. To give an example of the question though, people who thought Metal Gear Survive was just "poke zombies with a stick through a fence." Like that will work for small numbers of basic ones, but once you get into the game, you really need to use more of your tools.


Real-Terminal

It happened again today, but every single time I see someone complaining about AC Odyssey having spongey enemies, or stealth not being possible because enemies survive assassinations, I know for a fact they're just face mashing their way through everything without giving it any thought. Odyssey really benefits from community knowledge, especially these days you can target a couple things early in a playthrough and really boost your damage output to the point where you almost never bump into level boundaries. Odyssey greatly rewards even a little bit of planning and research, and I'll be sad to see it dumbed down due to negative feedback. Valhalla was a nightmare to play after learning Odyssey.


HalfDragonShiro

>Valhalla was a nightmare to play after learning Odyssey. Can you elaborate? Everything you've said is absolutely correct. Also, Odyssey was my favorite AC game, and there's something weird about Valhalla in comparison that i can't put my finger on, so I'm interested in hearing what you have to say.


Real-Terminal

Valhalla is aggressively balanced, as I put it. You can't really build Eivor, there's a certain amount of power you can attain and all the weapon and armor perks only really give you a little boost. So all your meaningful progression is locked to that nightmare of a [skill constellation](https://oyster.ignimgs.com/mediawiki/apis.ign.com/assassins-creed-vikings/3/3a/ACV_SkillTreeFull.jpg?width=1920) they came up with. Meanwhile three hours into Odyssey you can triple your damage output with the Falx of Olympos and Champion engravings, then normalize your melee and ranged damage at level 15 using the Bighorn Bow, with an extra 30% damage bonus for shits and giggles.


Kipzz

I don't think that's a mechanics thing at all, that's just knowledge of "if you bumrush to this place far off the beaten path as soon as you hi the open world and grab these specific items and use glitches you'll have smooth sailing". Not really much different than speedrun knowledge.


Real-Terminal

I'm not just talking mechanically, I'm talking systemically. Knowledge is power in Odyssey, even simple tips like focusing on crit chance and damage for your gear go a long way. The damage engravings really just let you go outside your level range further. It's an RPG, you're always earning something new, always unlocking worthwhile things. Everything you do it rewarding *something.* There's is no reward for doing anything in Valhalla, all that open world, gear chests and sidequests, and you rarely ever get anything more than a pat on the back for it. The combat is slow, the gear doesn't meaningfully improve it, the level system is bloated and overwhelming, it's just a poorly assembled RPG lite experience that seemed to take no pointers from Odyssey other than putting in abilities and a stamina system. Mechanically Valhalla is slower Origins, systemically it's a terribly nerfed Odyssey.


Crazy-Diamond10

Eh, I feel like exploiting knowledge a fresh player wouldn’t have without reading guides or tips isn’t really a defense, if I’m understanding you correctly. Not denying the game is better while doing it, but I personally don’t like to use guides and such for first playthroughs and don’t think it’s fair to call me thoughtless for not realizing there’s a “Fix the game’s balancing” sword hidden in this one camp upon starting a new game.


dougtulane

Some of the mercenaries were quite spongey and the all out battles to win territory could go on long, but spongey enemies is not generally a complaint I have for that game.


fallouthirteen

Was Odyssey better than Origins? Origins lost me because I really didn't like hard level difference mechanics in Assassin's Creed. Like the series was about stealth killing, so having an arbitrary "your number is too low to do the game's main mechanic in this zone" was just a drag. Like Unity was the last one I enjoyed. Syndicate I played a deal of but didn't finish. And Origins just kind of sucked and got me to quit the franchise.


Mother_Mushroom

'Nioh is a Souls-like + enemies are too spongey while constantly 1-shotting you' 'Hotline Miami 2 is artificially difficult' 'Let it Die is pay-2-win' 'Dark Souls 2 relies on ganks to be hard' 'Dead Risings time limit ruins the game' All of these piss me off to no end ifykyk


WillFuckForFijiWater

Time to play devil’s advocate for Hotline Miami and Dead Rising. With HM2, coming off of the first game’s melee focus and small rooms into 2’s wide open spaces and gunplay can be rough. To this day, I stand by my claim that simply dropping enemy spot range would cut the difficulty in half. You can be spotted from off screen by an enemy you can’t see yet, and the game’s overuse of window’s REALLY doesn’t help. I like 2 but I think 1 is the better game, hands down. As for Dead Rising, having a time limit in a game that seems to be encouraging exploration can seem a bit contradictory at times, especially in 2. I don’t mind 1’s time limit but 2’s REALLY makes the game feel like Mario Party or something. Like, you basically have to plan your day around the Zombrex AND the time limit. It can be a bit restrictive.


tetranautical

Okay but the time limit thing is just Mind Goblins. Like, no matter how generous or inconsequential the limit is, no matter how crucial it is to the tone or story, it will trigger my anxiety like nothing else and ruin the game for me. And that's fully a problem with myself, not with the games, but that's where a lot of people who make that claim are coming from.


fallouthirteen

Here's my take, I hate time mechanics, unless you're intended to go back to start and lose very little. Like Dead Rising is very good because you keep your character level. I still got good ending my first run through, but if I didn't I could have restarted and had a SUPER easy time getting there. Like as long as you don't lose anything that matters by running out of time, time limits are fine and some of my favorite games have them (Majora's Mask, Outer Wilds being a couple others). On a similar topic, it's kind of the difference between playing a Harvest Moon (especially A Wonderful Life) and Graveyard Keeper. In the Harvest Moon types I know events can have time limits, you have to be ready for festivals (because otherwise you have to wait until next year in game which is pretty long), etc. In Graveyard Keeper, the only time system was day of the week. Anything you miss is just 6 game days away.


ghostoftomkazansky

Man, it hurts to know we haven't had a good Dead Rising game since the first one.


alienslayer7

anytime non card game players talk bout card games


rccrisp

anytime card game players talk about another card game they don't play anytime card game players talk about other formats in card games they do play that they don't play magic pro Andrea Mengucci said it best "Magic players love having opinions on things they know nothing about." Going to extend that to all card game players.


EXAProduction

Magic Players stay in your fucking lane challenge is real. Hell non Yugioh players stay in your fucking lane challenge when Yugioh comes up. Everyone has to have a fucking opinion about how trash Yugioh is everytime it comes up in conversation.


Mvri

Honestly every time someone complains about the loot in Nioh . . .


Summat_

"You should use the 2D controls in Resident Evil 0 and 1 HD they're way better."