
u/CrimsonTyphoon02

In which my party calmly and maturely conducts their post-one-shot debrief
"He's in Honour Mode. Bust out the run-altering glitches."
I got a little bit into Act II in my first Honour Mode playthrough--bumrushed to Minthara and Wulbren, basically--before I doubled back to do the Creche. Noticed Halsin wasn't in my camp, but didn't make anything of it.
When I get back to Act II, I notice that brother bear is still not in camp. Huh. Odd. Long rest, still not there. Fast travel around to a couple of other spots in the Shadow-Cursed lands, check camp, and sure enough, when I go to the Reithwin Town campsite, who do I find but Halsin. Neither revivify nor Withers are an option here, of course. Guess there'll be no shadow curse removal for me!
Bro's built like an ox but died like a dog left in a hot car :L
I think I just had the funniest possible Lae'Zel love duel
On Lae'Zel's first turn in the duel, she misty steps over to me, but instead of attacking, she uses a scroll of feign death on me and I'm incapacitated instantly with no save. The combat ends, but the duel doesn't, and I have to lie there for a minute while she slowly saunters back to her tent before I can wake up, sneak over there, and finish the fight.
Rebounder -- a new precision platformer with a sick artstyle by the team (partially) behind Peak and Another Crab's Treasure
youtube.comGod Gale Grindset (quick doodle by me)
Anaheim Electronics's motivation for fast-tracking MS development in the Thunderbolt timeline | MSG Thunderbolt vol. 19
A full-color spread of the Perfect Zeong (Federation ver.) from Mobile Suit Gundam Thunderbolt vol. 19
PoV: you're an engineer trying to explain to Io Fleming that it is simply not possible for the Atlas Gundam to carry as much firepower as the Full Armor Gundam | art by me
It's hard for me not to feel bitter at the way a certain portion of the FGC has reacted to 2XKO's troubles
2XKO wasn't a well-managed project, to say the least; no fighting game should have a ten-year dev cycle, and I firmly believe that roster size is the #1 most important thing a fighter can have. To the extent that they'll play fighters at all, casual players want to fuck with a bunch of different little guys. A good producer would have reined in the creatives and forced them to get a product out in a reasonable timeframe rather than iterating for a decade, and the game should have launched with the roster size that it's going to have when development stops, and it probably should have launched all at once instead of the dragged-out release we actually saw, and it should have had a better title. I'll agree on all of that.
However, 2XKO was also very obviously a passion project made by people who love fighting games and their community. The devs have been extremely communicative about every aspect of their decision-making process, and almost every update has made it the game better. The devs bent over backwards to support grassroots tournament events. Hell, even now, they're refunding every dollar anyone spent on in-game cosmetics and re-releasing them in cheaper bundles--for a game that's still going to be playable online, that's genuinely quite generous.
And yet, tons of fighting game spaces are downright vicious about this game for reasons that I just don't fucking get. The FGC loves to complain about games not allowing enough combo expression, or not making defense active or cool enough, or having devs that don't communicate or don't support the scene, but this one, which does a bunch of the things these people say they want gameplay-wise and developer communication and outreach-wise, gets absolutely pilloried.
I know a lot of it comes down to how some people who were excited about the game were massively overhyping it up as some savior figure that would bring in tons of new players, fix all the problems, etc., and that annoying people. Lord knows I've seen my share of comments complaining about delusional shills for this game. And while we do live in the age of bots pushing advertising agendas... I can't help but think, "Man, have you never seen someone get a bit annoying over something they're excited by? Have you never been that guy? Can't you extend a bit of grace for that?"
I dunno. I certainly wasn't happy about Invincible Versus or MK1 petering out, and neither of those games are to my tastes.
It's always been like this, to some extent or another, and it's probably not worth spending any energy on. People always love piling on to an easy target--being a part of the group jeering at a failure makes a lot of folks feel powerful and secure by contrast--and for the folks that tried this game and bounced off, or were never interested in the first place, or who looked at things like CEO entryship and viewership and saw the writing on the wall, this will understandably leave them feeling vindicated. But seeing the degree of bitterness and mockery extended this game and team's way by people rooting for it to fail from the outset has really made it hard not to feel bitter towards a good swathe of the larger FGC--like, Fighting Game """Community""" my fucking ass--even though I know that that's unfair and it's mostly a vocal subset.
Since we're doing some light Dark Souls 2 discourse: Scholar of the First Sin not only removed or remixed a lot of gank encounters from original DS2, but decreased the aggression of groups of enemies overall, and I've got some receipts
I've seen some folks in the threads on here about Reggie's ongoing DS2: SotFS struggle sessions saying that Scholar made DS2 gankier/less fair/whatever, and that's never rung true to me. I think a few side-by-side comparisons will back up my point here.
Starting with a brief video on the group aggression point, you'll notice that significantly more of the enemies in the original DS2 hordes attack at once. This is a QoL improvement that I've almost never seen anyone point out, but it means that, in Scholar, even if you fuck up and get the entire constabulary on your ass, the situation is less dire than it would have been in the original.
As for enemy placement, despite its reputation, Scholar is actually generally less ganky than the original DS2. Here's a collection of a few examples to start us off, including highlights such as the bonfire where you just get shot as soon as you stand up in original DS2's Lost Bastille and Harvest Valley's gate just putting two giants like five feet apart from each other. Scholar is still full of enemies, of course, but they tend to be spaced a bit further apart, and they often have their aggro ranges reduced, such as in the infamous Shrine of Amana.
And while there absolutely are gank encounters like the Lost Bastille Clown Car in SotFS, they're generally placed in such a way that they can be mitigated or avoided if you pay attention and use the environment to your advantage. For instance, you can lure the soldiers in the Clown Car out onto a narrow bridge so you can hit multiple of them at once while only the ones in the front can hit you, or you can either blow up the gunpowder barrels scattered around the room yourself or trick the soldiers into whacking them to thin the herd.
On that note, let's talk ambushes and traps. Again, there absolutely are ambushes in SotFS, but a lot of the time, they're better signposted for observant players than they are in the original DS2 (the room where you just walk in and instantly start getting shot with poison arrows in OG DS2 being changed to a room where that only happens if you open the chest sitting in the middle of the room is a great example of this). I like this: the game rewards you for being observant, and, in a few cases, sort of subtly nudges you towards noticing the trick, like when it introduces you to the spiders in Brightstone Cove in a room that's dark enough that you might already have a torch out, in which case you'll instantly learn that, in this version of the game, they retreat in fear from fire.
My favorite example of one of these signposted ambushes is in one of the earliest rooms in the game. In Scholar of the First Sin, as you approach the Forest of the Fallen Giants, you have a couple of encounters with hollow soldiers. In each of these encounters, there's at least one hollow soldier lying on the ground as if dead that will get up and start attacking you once you get close. If you pay attention and spot the pattern, when you climb up a ladder and see a tree surrounded by "corpses" like the ones you've been getting surprise attacked by, you'll know to tread carefully, and you can pretty easily clear the room without trouble. If you didn't pay attention... you'll learn the lesson the hard way.
This is, incidentally, an encounter that some of SotFS's detractors frame as an instance of unfair enemy spam with no counterplay (generally in videos where they don't show the part where they ran around like a chicken with its head cut off aggroing every sleeping enemy in the room).
DnD vs Lancer: building an "unarmed" strike character
Are there any errata that you choose to ignore because you dislike them?
Inspired by flitting through and seeing,
>When a character with Synthetic Muscle Netting is engaged in a grapple with an opponent of equal size, they count as one size larger (i.e. a size 1 mech with SMN grappling another size 1 mech will count as size 2). Does this mean that the character with SMN equipped counts as size 2 for purposes of being rammed, such as if their opponent wanted to ram them to break the grapple?
>No, Synthetic Muscle Netting doesn’t make you count as a bigger size for the purpose of being rammed, only for the purposes of ramming other targets.
Like, if a player of mine is using a Blackbeard, the dedicated grappling mech, with the "make grappling better for smaller mechs" system, and most of their grapple targets can just break out (and actually put themselves in an advantaged position) by ramming them, which is gonna be significantly easier than winning a contested hull check most of the time, I'm calling bullshit. Rejected on the grounds that I think it's dumb.