So what we're doing if he never gets off the throne?

Not doom posting, just offering a different perspective: What if hoyo really never intended for Capitano to be playable and doesn't have plans to bring him back. That his arc is done, that he was really created just to be a plot device to save Mavuika.

Theorizing, speculating, seeing signs, all of that is fun and all, but there's hopium and there's hoyoverse's wishes as a writing/narrative/developing team.

And if that's the case? what's the plan?

reddit.com
u/TheLuiz212 — 1 day ago

Friends, if you don't like online or competitive, this update means nothing?

like, if you're not an online player, is this update a nothing burger? Nothing new to the table besides e-sports stuff?

u/TheLuiz212 — 3 days ago

Random thought about the Snezh PV

Something I haven't seen mentioned yet in Dottore discussion, but got me like a truck today. Many of us were sad that there were no Dottore nods in both PV >!and beta!< but here's a thought:

If they showed Dottore in the PV, would you roll for the other Snezh characters hoyo is trying to sell? (same could be said for Capitano too)

And that's pretty much it. Even if we know Dottore and Capitano both have a bucket load of hints about returning/resurrection, it's still that, just a theory. If they confirm they're coming, the other random locals are dead on arrival.

reddit.com
u/TheLuiz212 — 3 days ago
▲ 52 r/FatuiHQ

Let's play a game: Fatuiswap

Fatuiswap is not "what if X was sent to Mondstadt instead of Signora" but "what if each Harbinger occupied another Harbinger's narrative role while keeping their own core personality?"

So Childe taking Capitano's role doesn't mean Childe becomes Capitano with orange hair. The role changes the life they lived. The personality decides what survives.

Other swaps are also welcomed, ofc

u/TheLuiz212 — 12 days ago

How much of a game changer would it be if Fate Points carried to next weapon banner?

let's say that next aniv the next major QoL is fate points (aka: guarantee) carrying over to next weapon banner

u/TheLuiz212 — 13 days ago
▲ 85 r/inazumacaravan+1 crossposts

(Serious) Why are there still people in the fandom who wants the Strikers style back?

u/TheLuiz212 — 18 days ago
▲ 346 r/FatuiHQ

Is it farfetched to think that the guy who hates the Gods is willing to stab the Cryo God in the back?

u/TheLuiz212 — 20 days ago

Is there a reason why Genshin only makes same gender duos?

Is it actually a queer friendly game? Is it afraid of making boys and girls friends? (besides the magic twins) Why is there barely any male x female pairings in the game? Worse, pairings just get repetitive like they can't exist without the other.

u/TheLuiz212 — 20 days ago

My two cents on the difficulty as a casual, but veteran player

I’m one of those players who usually tries to play every game on the highest difficulty possible, so my problem with the new difficulty update isn’t that the game got harder. I wanted it to get harder. A lot of us did. The problem is that what we have now doesn’t feel like challenge, it's just a stat abuse.

There’s a huge difference between losing to a strong human player and losing to the AI because it has inflated numbers far beyond what the player can reasonably match. Playing against a human using a Basara goalkeeper is one thing. Playing against the machine with orange goalkeeper with bloated stats is another beast entirely, because even when the AI plays worse than a real person, it can still win through sheer attrition.

The AI is listed as level 99, but its stats behave like somethin closer to a level 200 player. That breaks the logic of the game’s own progression system. If the opponent is level 99, its power should feel like level 99. Instead, the match becomes a numbers wall where the AI can take out your goalkeeper with one shot, while you may need dozens of shots just to break through theirs. At that point, the question is no longer “how well did I play?” but if you brought the exact build for a dps check and its not even that because you will suffer just to make a scratch on the GK with your strongest shots.

And that’s where the fun starts bleeding out. In a game with hundreds of characters, players should be encouraged to experiment with teams, playstyles, favorites, and weird combinations. If the only realistic way to win legendary matches is by using very specific compositions, the so called "meta", then what's the point of giving me the "everyone is here" option?

I’m fully in favor of harder content. Better AI, smarter positioning, more aggressive tactics, tighter defensive play, more dangerous special moves, all of that would be great. But inflating the AI’s stats past the level cap is the cheapest possible version of difficulty. If the game is going to give the opponent level 200-level stats, then players should be allowed to reach that same level too. Otherwise, it’s just an uneven fight dressed up as endgame content.

The defense that “the old games did this too” also doesn’t really work. The old games had the same problem. Extreme grind routes, level 99 routes, and absurd stat-check matches were mostly used by tryhards, completionists, or content creators chasing bragging rights. Most casual players either ignored them or bounced off because they weren’t meaningfully difficult, just exhausting. Bringing back an old flaw doesn’t magically turn it into good design.

u/TheLuiz212 — 24 days ago

My two cents on the difficulty as a casual, but veteran player

I’m one of those players who usually tries to play every game on the highest difficulty possible, so my problem with the new difficulty update isn’t that the game got harder. I wanted it to get harder. A lot of us did. The problem is that what we have now doesn’t feel like challenge, it's just a stat abuse.

There’s a huge difference between losing to a strong human player and losing to the AI because it has inflated numbers far beyond what the player can reasonably match. Playing against a human using a Basara goalkeeper is one thing. Playing against the machine with orange goalkeeper with bloated stats is another beast entirely, because even when the AI plays worse than a real person, it can still win through sheer attrition.

The AI is listed as level 99, but its stats behave like somethin closer to a level 200 player. That breaks the logic of the game’s own progression system. If the opponent is level 99, its power should feel like level 99. Instead, the match becomes a numbers wall where the AI can take out your goalkeeper with one shot, while you may need dozens of shots just to break through theirs. At that point, the question is no longer “how well did I play?” but if you brought the exact build for a dps check and its not even that because you will suffer just to make a scratch on the GK with your strongest shots.

And that’s where the fun starts bleeding out. In a game with hundreds of characters, players should be encouraged to experiment with teams, playstyles, favorites, and weird combinations. If the only realistic way to win legendary matches is by using very specific compositions, the so called "meta", then what's the point of giving me the "everyone is here" option?

I’m fully in favor of harder content. Better AI, smarter positioning, more aggressive tactics, tighter defensive play, more dangerous special moves, all of that would be great. But inflating the AI’s stats past the level cap is the cheapest possible version of difficulty. If the game is going to give the opponent level 200-level stats, then players should be allowed to reach that same level too. Otherwise, it’s just an uneven fight dressed up as endgame content.

The defense that “the old games did this too” also doesn’t really work. The old games had the same problem. Extreme grind routes, level 99 routes, and absurd stat-check matches were mostly used by tryhards, completionists, or content creators chasing bragging rights. Most casual players either ignored them or bounced off because they weren’t meaningfully difficult, just exhausting. Bringing back an old flaw doesn’t magically turn it into good design.

u/TheLuiz212 — 24 days ago
▲ 183 r/swtor

[HEAVY SPOILERS] Y'all think Broadsword will abandon this story mechanic in 8.0?

the saboteur storyline had potential under bioware, but considering it requires player agency, and we can't have that anymore, I feel like this could be it for the plotline that went technically nowhere.

To be fair, few and fewer Saboteur options were showing up since 7.0 so I think it was a question of time to come to a point where they'd commit to the bit or delete it.

u/TheLuiz212 — 28 days ago