My Grievances of My Christian School (And Christian Schools in General)

1.) Masses

- I just don't like them, and they cut into valuable school time. Like some masses can take up to 2 hours. And my christian school had 6 masses everyone had to do. That's around 1-2 days spent JUST FOR MASS. And like all masses they're boring as shit. And what makes it worse is that we don't even get full chairs. We sit on bleachers for who knows how long (and those are uncomfortable as hell).

2.) Religion as a Subject

- Again, why? That subject slot could've been used for a useful subject. And Religion for Christianity feels stupidly handpicked. Like I had this class for "arguements for Christianity" (yknow the typical kalam cosmological arguement, objective morality, etc) and I ate it up, since I didn't have anything else opposing it. But what makes it funny is that I had a World History Teacher (very chill guy) just before that, which told a way different story. Soon later tho I kinda just put the puzzle pieces together and soon figured out how ASS those arguments are. I also just so happened to be very online-heavy, which lead me to vids showing how Atheists debunked these arguments.

3.) The Lack of Diversity

My Christian School was made up of Males. Just males. No girl students, no other sexualities, no other people from other sides of the religion spectrum just males. I'm guessing my parents sent me there to become a "good christian boy", but the more I think about their decision, the more I feel sad about it. Not being exposed to these things means when I did get out of high school, I would have no experience on how to deal with those kinds of people. Also if I was to ask something personal, it'd feel like an echo chamber cuz its just males. Males that probably regurgitate the same things their parents would say.

4.) The "Brotherhood"

Idk if it was just me, but "the brotherhood" my school was preaching felt forced as hell. No Teacher, just because we're both males doesn't mean I'll immediately like the guy next to me. That's what friendship is for. And sometimes why should I even want to help a guy I know nothing about, or even worse, a guy I actively hate.

5.) The lack of Sex-Ed

My middle school had a better teaching on sex (like the hormonal urges teens get, various private parts, the body, various chemicals the body produces, etc), and that was a public school. But my Private Christian school doesn't teach any of this. So now this leaves me having to search that up myself and feeling like a piece of shit for knowing why the hell I'm suddenly feeling horny as a teenager, even though its a perfectly normal thing to feel at this stage.

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Block Tales Mechanic Concept: Overbloxxing

Inspired By Hollow Knight's Over charmed System

Tbh, Idk if we're gonna get more BP later on. So I thought of a system to remedy* that issue.

Say hello to Overbloxxing. Instead of being limited to the small 30 BP limit pool, you can go over that limit, up to a max of 45BP/30BP. Though by going over the limit, you're straining yourself (since you're body is being split between many cards instead of a few).

Each 3BP used on Overbloxxing gives you a debuff which increases in severity the closer you are to 45BP.

- At the 33 BP mark, you take +2 TRUE Damage from all attacks (True Damage being unaffected by Defense and Damage Reduction).

- At the 36 BP mark, items are 50% less effective

- At the 39 BP mark, any and all status effects last 2x longer.

- At the 42 BP mark, you start to drain 2 SP per turn and SP moves cost +1 SP

- At the 45 BP mark,

- The Battle Text Box Starts with "Your Life is Ticking Down..."

- This indicates that your HP starts rolling down slowly the longer (Around -3HP/2s) you haven't finished acting. Though this can never kill you and instead brings you down to 5 HP.

Lastly, as an overarching debuff (since people could try and get between the various BP marks), each additional use of BP over the max of 30 means you take (BP Over Limit * 1.5)% more damage (basically 22.5% more damage at max).

I find it Hard to Play Nullscape Nowadays (Part Critique, Part Rant)

I always be thinking about playing the game, but I can never get myself to actually play it. For one, the game doesn't respect your time imo. An average run takes more than 2 hours to get to celestial. And its not like (atm) we have a way to quickly skip the "filler levels". The early game feels like a slog, both because nothing is really going on, and no one really joins the early-game. So even trying to fill up a lobby is a monumental task

Secondly, the Voidbound Fox, Subspace Scarf, Celestial Runs, etc. There's way too many of them, and they're always so god dang sweaty. When I mean by sweaty, I don't mean the people are just good at the game. I mean it when someone messes up once and gets votekicked out of the server. And when its time for celestial, the host be vote-kicking everyone out of the server just to make space for the high rank "pros". Thing is tho, I've been playing since Patch 1. And my rank is like lvl 50.

Also (this is more of a me thing), but I don't like how players have so few lives. Like at most, you're dying in 3-4 hits in lategame. And there's nothing wrong with the few hits we're given. But the problem is how bullshit could and will happen during a run. You could be doing well, but then you get sniped from a guardian from 500 feet away. Or scrap-maw just spawns in your face and die. Or maybe how any "on-contact = death" enemy could be hiding in the floor and kill you. And you could say in that scenario "well listen for the enemy". Well I'm trying, but there's so many other sfx going on in the background so how am I meant to know that ONE random mart was clipping in the ground.

Another thing I gotta talk about are the curses. The curses feel poorly designed because most of the curses don't feel fair to go against, or just increases the bullshit done by enemies. Like lemme give an example. Trap Card. It just increases the number of enemies. There is no way to counter it, nor any good way to turn it into a boon for your team. It just servres to make the game artificially harder. Or maybe Camoflauge. It just makes it so Guardian is harder to see most of the time. Again, it just increases the bullshit factor. Mart Slide. It just makes mart able to kill you randomly. The best curses are the ones where they switch up an enemy and instead give new ways to dodge or even reuse an enemy. Barotrauma is one of the better curses in Nullscape. While they do make seamines easier to activate and increase the Knockback, seamines themselves can also be used as an instant movement tool. With the curse also increasing the potential distance from a seamine if used right.

Lastly, the game is repetitive? Like for a rouge-lite, it barely functions like one. Hell, I find it more fitting to call it an arcade game with rouge-lite features. Cuz there's barely any diversity in a run. Majority of the runs that I play play near identical with just a few distinctions from each other. Most runs are too optimized if you get what I mean. The best kinds of Rouge-lites are the ones where the run is partially dictated by RNG but the player still has control and can make the best out of a situation if they have the correct game-knowledge. Nullscape somehow teeters on either extreme but never on the sweetspot. As I said before, you could just randomly die just because of enemy bullshit. But rounds could also feel too orchestrated and don't force a player to switch up their gameplan on a quick-notice.

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u/Final-Particular-705 — 3 days ago

Why do I see More Women in Church Than Men?

Like while I'm in mass. The pastor is the one preaching. But every other church-job is mainly filled up by women. The choir is filled up with women. The men mostly do the donations, but that's usually it. The women are the ones that are singing the most. The women are the ones who do all of the after-church activities. And I just wonder why? Considering how the Bible kinda puts down women (with it being clear in Genesis 3.

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u/Final-Particular-705 — 3 days ago

If Yall Could Add 1 Card (Passive or Active) Into the Game, What Would it Be?

My Card idea:

All at Once! - 2 BP (Active Ability)

- When used, the player stabs the enemy with a SFOTH sword. This makes the enemy True damage based on the level and turn count of every DoT status effect on said enemy, though reduced by 25%.

- This could be used as a "burst damage" option, or could be used to maybe insta-kill an enemy if used correctly.

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u/Final-Particular-705 — 5 days ago

Block Tales Criticism No. 500 - Block Tale's Weird Need For Everything to Be Balanced?

Part of the fun in a deckbuilder is to make busted strategies and watch said busted strat nuke the shit outta enemies. But there's a difference in the fun kind of busted and the boring kind of busted.

Lemme use an example from Library of Ruina ( a decently well-know deck-builder). There's a funny strat that allows you to spam multiple huge damage AOE nukes for 0 Light (that game's version of SP). However, what makes that strat not truly busted is that to get the strat, you need to wait to get a certain E.G.O page (which is a few rounds in) to get the strat online. And the card that allows you to dupe the AOE nuke is single use, meaning if the enemy doesn't die from those nukes, then you're left with an objectively weak character.

Another example is the various attack-increasing badges in Bug Fables. If you want to get the max amount of damage, you generally use Vi (one of the playable characters) with multiple power stacking badges. However, each attack-increasing badge, usually needs the user to be in a dangerous state (usually at low HP, need to take damage OR have a negative status effect on them). So while said bug can dish out damage, that bug can also die really easily if you aren't careful.

Now how does this relate to block tales? Every busted strat that's found by the players is almost never kept for long. As the devs (for some reason) instead try to remove the strat instead of making it have a downside OR make it harder to pull off.

Remember when Thorns was decent? Now that got nerfed a whole lot and got turned into a status effect for some reason. Rocket Launcher got nerfed into being a joke. Slingshot + Free X was objectively busted, but instead of adding a downside to it, or making the strat need more prep-time, they just removed the interaction.

And the current busted weapon, Slingshot, has no downside to its high damage. It used to have a downside, with it being unable to deal with enemies with defense, as time went on, that downside went away as slinger and Power Shot became the ways to deal with that.

On a less egregious end, Sword has majority of its downsides removed. Though it still can't deal with groups of enemies.

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u/Final-Particular-705 — 6 days ago

Block Tales Criticism - The NRG/Sword System (And My Gripes with it)

- Do note that this is from the perspective from a solo player (since I have no friends to play BT with).

- Frankly I feel like the NRG system is way more Biased towards larger groups, which leaves Solo players like me to be left with something to be desired.

- Let's take a look at the NRG system itself, which isn't bad compared to how much value the swords give. Solo players and 4-player parties get roughly the same amount of NRG (with 4 player-parties getting a little bit more than solo). The main issue with 4 ppl however is that they got a better "turn economy" than solo players.

A solo player will have to commit to getting 1 full NRG bar using 2 deep focuses. This often leads to them making little progress on the enemy compared to 4 player-parties. Solo players also have to deal with (usually) 3-4 enemies. Compare this to 4 players, where not everyone has to deep focus to get a full bar of NRG. Some people can do other actions and deal with the enemies.

TLDR: Getting NRG in solo is way more risky than getting NRG in 4 player-parties since not everyone has to focus on using Focus and can instead do other actions while contributing.

The main issue with the NRG system lies within how the swords are balanced (and how the game revolves around sword balancing):

Ice Dagger - Actual Antichrist of balancing. For ONE bar, you get 20% HP and 20% SP back, with a minimum of 5SP and 3 HP. As more people are playing, the more value it gets. And there's no "player" nerfs with multiple people. This 1 Sword can heal 30+ HP across multiple people with no repercussions at all. And I'm low-balling the values compared to how much HP is actually healed (especially with how demo 5 makes people focus more on HP). To put it simply, Ice Dagger gives way too much value compared to every other sword.

Venomshank - I don't have many problems with this sword. Its pretty balanced all things considered. Maybe increase the base damage by 1 but that's it.

Ghost Walker - I don't really have a problem with this sword specifically (since group buffs will always provide more value compared to solo play). But how the game kinda forces you to use this sword since the other main option (ghost potion) is so ASS. The game already has enough turn-eating skills. And turn eating skills are way more annoying on solo since you don't have anyone else protecting you.

Firebrand - Again. I don't have any problems with this sword. Its nicely balanced for a 2 NRG sword.

Windforce - The effects are strong, but the sword cost is so hefty that in Solo play its pretty hard to get. Remember, most of your NRG generation comes from focus. And that requires you to skip doing damage or healing. And with how busted both of those actions are it's not worth it even with the current buffs. Larger teams can (again) get away with this since not everyone has to focus. Some can heal and some can attack.

Also, another issue this sword has is that BT has too many cards that remove the downside of your weapon. -3 Defense would be good for a weapon like slingshot, but it already has powershot and slinger. This sword is gotten at the endgame (for now), and we already have enough ways to remove downsides.

The Slowness debuff is nice, but with every other sword that debuffs enemies, it's always more effective on larger teams. Let's say a solo player used Windforce. Now they got 4 turns to use for themselves. On Teams however (with there being 4 people), the team has 8 free turns to do whatever they want.

Sorry if my criticism sounds "scattered" in a way.

u/Final-Particular-705 — 6 days ago

How in the Hell is one meant to beat Xiao?

For Reference, I've done Every Realization except Binah, Hokma, Chesed, and Keter's Relization, and have completed every fight before Xiao.

>!Out of the 3rd Line SoTC Receptions, she looks and feels like the hardest to complete. Even before getting to the second act, half of my team is dead from burn from the first act. And the second act is just worse. Most of my strats have been built around power-stacking, to help with the increasing high-rolls enemies/bosses get OR by inflicting status effects to bypass resistances. Both of which she counters with her passives. I lowk feel lost.!<

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u/Final-Particular-705 — 11 days ago

TBB Can Really Benefit from More Economy-Based Units

One of the main issues with TBB is how most loadouts have to be "balanced" because of the lack of money, ESPECIALLY on higher Magnifications and Stars. Most Boss stages also have to be balanced around having Investment due to every other bank type either not producing enough money or having a severe drawback for producing money.

Having more Eco units means people can experiment more with loadout combinations, as well as making more niche bases like Ignition and Blood Altar hopefully being more popular.

At the moment, the 3 main ways of Getting money (outside of Upgrading the Bank and Enemy Bounties) is from Treasure Cannon, Pirate/Sailor Battler and Tix Collector. I have a few more ideas for eco-based units/effects:

1.) Adding the Bounty Effect for units. So similar to the effect Treasure Cannon has, maybe add a unit that can apply the same effect, of course it being a bit weaker or it being limited to hit a certain amount of units.

2.) An Insurance Effect (My Crackhead Status Effect) - Imagine if there was a unit that buffed units, sowhere if they die, you gain back a portion of their cost back.

3.) Final Strike - Similar to Maglev/Bullet Train Cat in TBC, doing the final hit on an enemy gives you more money on kill. This effect could work for a few kami-kaze units and would make early-game be more special.

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u/Final-Particular-705 — 13 days ago

Is there Any Way to Boost Performance for LoR?

I guess my laptop is shitty since it can't run LoR that good. Like outside of combat it runs fine. But inside combat it feels like the FPS takes a noticable drop. And it doesn't look like Low Resolution really does much.

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u/Final-Particular-705 — 13 days ago

Finished Purple Tear (Though its with Myongest Red Mist). Though Before I try Distorted Yan, What do I Build My Floors Around?

The main issue I've been having with LoR is my dumbass not being able to make good builds. This is my first deckbuilder, and I've just been having a hard time trying to make builds for everyone but the first 4 floors (Malkuth, Hod, Yesod and Netzach). So uh. How do I even improve on deckbuilding.

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u/Final-Particular-705 — 14 days ago

Where do I even Start with the Last 3 Receptions of SoTC

>!I feel really stuck on the last 3 receptions (Being Distortion Yan, Xiao and the Purple Tear). All of them are stupidly hard ngl, and even after reading their gimmicks I don't really know how to beat them. Any tips?!<

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u/Final-Particular-705 — 18 days ago

Is it Just Me That's Pissed with the "New IA Bad Old IA Good" Posts

Don't get me wrong. I'm not saying that you can't criticise IA. Criticism is fine and dandy. But I feel sad that say 1/3 of posts are dedicated to slandering new IA, with the same notion of "it lost its whimsy", even though that can still exist.

I personally though the newer updates, while flawed, were still fun. I joined IA around 2023, so I can't really speak on those players who played IA earlier. But sometimes I wonder if its just Bias or rose-tinted glasses.

And if the ones making those posts don't like current IA, then why still stay. At that point just leave. Making a post on a somewhat niche subreddit doesn't do much, but lost ccu signals that something should be done to the game to change the issue.

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u/Final-Particular-705 — 18 days ago

New Player Here: How the Hell Am I Meant to Complete the Malkuth Floor Realization

I've beaten every section of Urban Nightmare and All I'm left with is the Surpressions and Realizations.

I've ran a Burn Build for Malkuth's Floor but Idk if that'd work tbh.

The Above shows all of my deck.

u/Final-Particular-705 — 23 days ago

Hot Take: Nullscape's Shop System Should Be Client Sided instead of Global

What I mean by this is that everyone gets their own separate shop instead of everyone having to choose 1 specific upgrade to get. Of course, curses would still be chosen by everyone, but shops would act more like Charon's Shop in Hades or The Devil Deals in Issac.

Why do I propose this change? Its mainly cuz, as it stands, Nullscape is barely a Rougelike/Rougelite. One of the main aspects of a Rougelite is its replayability. And Nullscape (coming as a Patch 1 player), doesn't have much of that. And I say part of that comes from how everyone just kinda accumulate upgrades with little thought in mind.

For one, the shop is global, meaning allowing specific builds for characters is impossible.

Secondly, there's too many "essential" upgrades needed to really get far in the game.

Lastly, the item pool is way too limited, as well as other addons being non-existent. What I mean by addons are like other items not gotten normally (think about Balatro's Different Decks or Issac's Trinkets), with the main function of addons is adding on an additional layer of customization for the run. This leads to games where you kinda just pick the same shit over and over again, cuz some options are either so good its "pick me or you die" or you end up with trash like most of the Radar Modules.

And I get that Nullscape is a multiplayer game compared to these single-player rougelites, but idk the game's just been getting pretty boring since every run feels the same. Pick X Curse, Pick X Upgrade, Pick X if you don't want to die in the long run. The game has so much RNG but its in the wrong places. Chaos Mode doesn't solve the main issue since you could just get unlucky and die from curse options, with no way to fight back against it.

Also on a sidenote, has anyone been noticing the uptick in yt vids made on criticisizing nullscape as a game.

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u/Final-Particular-705 — 25 days ago

Problems I have with Nullscape

- The main issue I have with Nullscape is that every enemy just kills you for messing up.

- Now I get that enemies are meant to be dangerous, but this causes many problems related to its balancing:

1.) Curse designs. When you have every enemy be as lethal as each other, there's no way to make certain enemies be more "dangerous" than one another. This then leads to enemies having to rely on bullshit to kill the player, with the difficulty either being from obscuring information or making them attack more frequent.

2.) The Lack of Counterplay: Most curses don't give any way for people to fight back or deal with them. In fact, most either turn into PRAYING they don't screw you up or again, making them more frequent to attacking.

3.) The Lack of "Easy Enemies" - An "easy" enemy should still be threatening but not that hard to deal with. A "easy" enemy should be something similar to Grace's Carnation. While its easy to dodge, it does mesh well into the general game play loop of Grace.

4.) Every Enemy Feels the same to deal with. - Server-sided enemies just tend to be "run away and stay at a distance" for the most part, in fear you might just die from a stray enemy you didn't see. Not only is this not fun but it kinda reduces the enemies into the same archetype. I

5.) Tripmines - For something that appears so often, why is it that lethal. Typically, enemy design goes (Low Frequency = High Leathlity and High Frequency = Low Lethality). This 1 entity throws that out of the window and slows down the pace of the game. And yeah you can go "Casual Exists", but I never found a scenario where me dying from a Tripmine was fair, ESPECIALLY when curses that just obscure info (as well as most late-game enemies making it hard to see). It should either slow you down or stun you for like 1 second.

Sorry if it sounds like a rant.

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u/Final-Particular-705 — 1 month ago

Mild Take: PC2 is Out of Its Prime and It Probably Won't Reach it Anytime Soon

I feel like when people are comparing PC2 Recode and PC2 Precode with how PC2 Recode has way less players, I feel like they don't realise those are 2 separate games at 2 different time Periods.

PC2 could get popular back then because:

1.) Asyms were alot more niche than they are now. PC2 was seen as THE Roblox Asym back then, with alot more people talking about it.

2.) It had alot more killers back then. More killers = more people that would come to said game JUST FOR that 1 character. If you ask me, a feel like that's a little weird, but it did contribute to why PC2 got more players.

3.) There was very little competiton. Around the 2024-Mid 2025 period, again, not many asyms existed back then. Even when Forsaken existed, there was enough breathing ground to separate it and keep some players.

Now PC2 Recode comes out and it doesn't get as high players as Prime PC2 Precode. Truth be told. The environment changed ALOT, both because of PC2 Recode itself and the Roblox-asym genre.

- For one. Forsaken is now seen as the entry asym instead of PC2, with how big it is and easier it is to get into than Pc2.

- Secondly, the asym-genre on Roblox got bigger. PC2 has to compete with more games to get players. And again, those games are way easier to get into than PC2 due to them being alot more fast-paced, and with dying being less tedious.

- Third, PC2 as a game changed. There's now more of an emphasis on teamwork than being selfish. Which is the polar opposite of Precode.

- Lastly, most of the OG killer cast is gone. This I can't really blame PC2 for. It was getting to a point where the game could be sued for using other people's characters, whether you like it or not. Though with them playing it safe, it also means the one reason some people had for playing PC2 was gone. So if they didn't like the other characters, they left.

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u/Final-Particular-705 — 1 month ago

I Feel like Jack Needs Some Buffs Imo

Why?

1.) Fukatsuki and Vinnie hard counter's bro.

- Vinnie counter's jack due to his passive and the ability to negate majority of this abilities.

- Fukatsuki goes against Jack's whole chip-damage kit. Just one statue can make you have to deal 3-4 m1s just to kill them again.

2.) His Abilities can be used against him

- Eldritch Tentacles, with it being homing, doesn't lock people out of their abilities similar to how Limehook does. Meaning any stunner can just intercept your ability.

- Again, due to Jack's kit making him deal low damage, Vinnie can keep farming Venom Apples and Blind him.

3.) Red Miles is weak as shit. Unless you're the one getting chased, you can often take 0 damage from the move. And remember, this is the move Jack has to earn to get, only to do nothing.

My Buffs For Jack

Passive: Each Attack that Jack Does causes a tentacle to slowly overtake the user's HP bar. Any HP past the normal HP (aka in the Tentacle Section) heals 50% less (meaning a move that'd heal for 10 HP would only do 5).

Eldritch Tentacle:

- No Longer Homing

- Properly Locks Users out of their abilities for a few seconds

- +5 Damage

Behead

- Vinne can no longer block Behead

Red Miles

- Damage is Now 5 damage and 15 Temporary Damage

- Red Miles has increased homing

- Frequency however decreases depending on how close you are to Jack (around 50% when near Jack)

Not every buff has to be chosen. And I'd like to hear what people would say.

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u/Final-Particular-705 — 1 month ago

A Problem with Forsaken(-Lites) - The Over reliance on Abilities and Stamina

As I've been talking with some people and been playing asyms similar to Forsaken (hence Forsaken-lites), I've been seeing a problem that I don't think many have addressed. That being how there's barely anything meaning to do inside of a chase and outside of it.

In a TD-Lite, while there isn't anything to do outside of chase, your abilitiy CDs are pretty fast so there isn't much downtime. Also, while in chase, you can jump and use springs to stall so that your teammates can (hopefully) save you. On the killer's side, you also have quick abilities and are constantly dodging multiple people's attacks.

In a DBD-lite, survivors get pallets, vaulting, objectives and many more. This also isn't including the various perks survivors get to mix and match. So survivors get to do alot in and out of chase. Killers there also can try to sabotage gen progress to slow down survivor's progress or, yknow, chase a survivor.

In a Juggernaut-Asym (Reality Compromised, The Remains of Robloxia, JOMA) you're ALWAYS doing something since the whole goal is to kill the other side.

A Forsaken lite tends to have little of either side. The abilities for survivors are hella long compared to these other sub-genres of asyms. Tending to have around 30s-40s abilities for survivors. Survivors also don't have external factors to play around. While TD-lites have springs and DBD-lites have pallets, survivors in Forsaken-lites are given jackshit. All they can do is stamina manage and loop.

On the Killer's side, while they are more active, their gameplay still feels linear. Outside of the SINGULAR setup killer (being JD) and soon Azure, you're gameplan is still, rush towards the next survivor and kill them. And while you can say that takes brainpower, compared to every other sub-genre that's very little.

Now you may be asking why is having such simple mechanics a bad thing?

1.) Your gameplay gets kinda stale. In a TD-like, a survivor can use springs to juke the killer. On the killer's side, you can try and fake out a spring juke to get a hit in. It creates a mindgame that feels fun on both sides.

2.) It makes looping more encouraged. Again, since abilities are alot more limited and there's nothing else to do in a chase (as the chased), you can only loop to stall time. No one likes looping*.

3.) Survivors and Killers will have way more downtime than normal. If the only excitement in an asym is "being chased" , then I don't onsider it a good asym. And the more people there are in a lobby, the less likely the supposed fun is coming to you.

4.) Stamina isn't even that important ngl. The games that tend to have stamina (other than PC2) rarely play around with it in a meaningful way. For 90% of matches, stamina is just a limiter on how much a person can run. And at that point, why not just ditch the system in favor for just running.

Ways to Remedy the Overriliance on Stamina and Abilities (Though mainly the Latter).

- Give survivors ways to help outside of chase THAT ISN'T RELIANT ON ABILITIES

- If we're gonna use a stamina system, then make it more useful than just something that limits running. Maybe make a killer's abilities/kit revolve around it. Hell, just changing the stats would be a nice start.

- Make more killers that have something to do outside of chases. Trappers, Zoners, Stealth, etc could be a nice change of place. Rushdowns aren't bad, but we have way too many of them.

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u/Final-Particular-705 — 2 months ago

As an Outsider from the IHAFL Series, How Would the Series End?

So I heard that IHAFL is moving off of Roblox. And while that makes sense, realistically, how would the series end? While Roblox is a sinking ship, it did allow the creators to make maps in a quick fashion that tailored to the narrative. Now that (from what I heard) Aubree is going to be playing other games, how can the series end? And wth would any of the characters look like. I feel like since it started on roblox, it should've ended on roblox.

But again these are all just my opinions from the matter.

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u/Final-Particular-705 — 2 months ago