
u/Thopterthallid

How many times do we have to teach you this lesson old man?
Probably a stupid question, but how do I actually use the 20% discount from my cineclub?
Do I need to download an app? Is it tied to my scene card?
Guess who just joined the 2% club? Not you obviously.
Ask me a question about Outward, then after I answer edit your comment to make me look like a psychopath.
But like, don't break any reddit/subreddit rules.
I started a new character and after a couple lucky drops, I decided to see just how strong I could get without leaving Chersonese.
The Youtube Algorithm finding out you like Xenoverse is miserable.
My recommended pages are filled to the brim with either Xenoverse 3 clickbait or drama about the green guy that I could not care less about. I hate Youtubers sometimes.
I did it. It's over. I think 65 attempts is a conservative guess on how many times I've done PQ 139.
It always bugged me that Super Attacks that utilize a sword don't actually use the sword equipped in your accessories slot. You can put a sword there, and during the animation often times your character will retrieve the sword from the position where the accessory rests, but the sword on your back stays put. I think accessories should be reworked into an equipment system.
As an example: Imagine you want to use the super attack Rakshasa's Claw. That's Janemba's move where he uses a sword and fires projectiles from it. You should be required to have a sword accessory equipped. That way, they could have it so that the actual sword you choose to equip (or perhaps power pole, bansho fan, Whis Staff, etc.) would be present in your hand during the animation. You could do the same for attacks that would require a tail, a gun, evil containment jar, majin energy stealer etc.
What else can we do with it? Well maybe that same slot has other utility use-cases. Like King Kai's training weights or Roshi's shell. Wearing them would decrease your speed or stats but increase your EXP gain, but they'd physically appear on your character to really sell the fantasy of playing in a Dragon Ball world (as opposed to just equipping a Super Soul).
Beyond that, maybe equipping a scouter alerts you to random encounters that may appear during Parallel Quests (or whatever new repeatable content we'll be doing in XV3), offering us a chance to hunt down temporal interlopers for unique equipment. Maybe equipping a dragon radar alerts us that a Dragon Ball is hidden somewhere in the mission. That alone is a more fun way to hunt dragon balls than spamming PQ15 over and over.
Thoughts? I'm tired of accessories always feeling like halloween costume flair. I want a scouter that actually does scoutery stuff.
I need a game to play after I'm done Monster Hunter. Should I get The Outer Wilds or The Outer Worlds?
Inferno adds 25% buildup of the Blaze status effect to a weapon. You can put it on either Obisidan weapons or Meteoric weapons. Blaze consumes the Burning effect to grant it's more devastating Blaze effect.
Meteoric weapons have an inherent 35% buildup of Holy Blaze, which does a similar effect in that it consumes Burning to apply itself.
Because of this, Holy Blaze will consume Burning before Blaze ever can proc, and you cannot apply Burning to an enemy inflicted with Holy Blaze.
The only way to ever deal Blaze with a Meteoric Weapon is against an enemy that is susceptible to Burning, but also immune to Holy Blaze, of which there are no enemies in the game like that. This means that Inferno does NOTHING on Meteoric weapons.
Actually, on the other hand be fearful of my most glorious form... Heheheh...
#The game's features need to be organized WAY better.
This is among my biggest gripes in XV2. Doing the most basic actions requires looking up a guide. Want to play all the story DLC? It's all stored in unlabled pink blobs in the time nest that you're meant to complete from right to left except a couple are elsewhere. Want to know how to get STP medals? You need to talk to the Partner Customization robot and press a button on the right screen to buy some. Want to find an NPC that has a vital upgrade? He's hiding somewhere in the city. Want to participate in the latest raid? Another pink blob six miles away way up in the sky.
It's all extremely confusing and doesn't have to be.
#If they plan on sticking with the DLC model, then they need to make it less convoluted.
Buying DLC in Xenoverse 2 shouldn't require a buyers guide. The descriptors on Steam help somewhat, but they very often change the phrasing seemingly at random. I'm mostly interested in the story DLC, but it's listed as a feature in a different way almost every time. On Steam:
- Future Pack 1 calls it "3 Extra Missions"
- Super Pack 2 calls it "New story quests from DRAGON BALL SUPER!"
- Future Pack 3 calls it "1 Extra Missions Arc"
- Extra Pack calls it "Exclusive new scenarios"
To someone who's not looking at guides, these all sound like different things. It doesn't help that the DLC names are extremely generic. They should be named with a structured theme... Like:
- DLC 1: The Crystal Saga
- DLC 2: The Pride Saga
- DLC 3: The Demon Saga
Or some such. Just something simple and concise, and matching the theme of the others.
#Xenoverse 3 deserves more polish than 2 got.
Imagine my surprise to find that this DLC doesn't exist. I looked in the steam store and it just isn't there. I had to look online to confirm that it's actually called something very different. This has been in the game for nearly 4 years. Couple that with text that spills outside of dialogue boxes, clothing items that clip through characters in extremely jarring ways, voice actors having little direction and using inflections inappropriate to the scene, awkward animations during cutscenes, and all the other little annoyances we try to ignore to enjoy the game.
#Mid-fight cutscenes during PQs get frustrating.
It sucks when I power up a big Ki Blast only for it to get eaten because this is the part of the PQ where Trunks and Goten (one by one) have a little cutscene where they get up off the ground and fly away after being beaten and then a cutscene where Gotenks flies in plays. Every time an enemy gets back up, or flies away, or new enemies/supporters appear it halts the fight. It's not so bad in story mode, but when I'm running the same PQ on repeat for the 20th time still not having gotten the drop I want it gets REALLY grating.
I'm hoping that that sort of thing gets streamlined to be a little splitscreen type prompt like when an enemy performs an ultimate attack. Just enough to convey a new threat, or a character leaving, etc.
#The way ki ultimate attacks hit is determined probably needs a rework.
This one is a bit tricky to explain. When you perform an ultimate attack, the camera often gets all cinematic and zooms in on your face and some such. Sometimes your character literally flies off screen or faces weird directions. It can make it REALLY hard to know when to actually use an attack to make it hit. Best example off the top of my head is Final Explosion. The camera zooms in, your character flies up and off screen, then performs a big area off effect blast that will probably miss because I have no idea how high up my character actually flew and I don't have a very clear idea on how to make the attack hit. Having these big cinematic attacks in such a fast-paced game needs to come with a bit more scrutiny. Some leave you so open to being stamina broken that they're nearly unusable and some are simply so inaccurate that there's no point in using them at all.
I think a new system in which we can "aim" our attacks with some standardized telegraphing will make ALL of the attacks feel way better to use and to dodge. The Strike Supers that require you to sort of make a preemtive strike before they lock your victim in a beatdown cutscene do a lot better to convey how you need to use the attack to be successful with it. I hate using a Ki Blast super and hope that the cutscene that it plays somehow snags a bunch of bad guys while I'm defenseless during it. Just feels like it's very outside my control. Having to perform some kind of telegraphed and dodge-able skill shot (or some similar thing) to allow me to confirm the hit manually (and give my opponent a chance to react to it) would be a very welcome change.
I admit this one is probably personal preference. It's just very sad that some of my favorite attacks from the series are borderline unusable in this game.
#No more QQ Bangs. Clothing should just be cosmetic.
I think it's time that our outfits stopped having any kind of effect on our stats. I think it's safe to say that 99% of players are using a QQ Bang. They're fully ignoring the vanilla stats on their armor in favor of fashion. The stats on armor is a system that's essentially entirely unused by the entire playerbase.
QQ Bangs solve the issue of fashion, but they create the new problem of adding a senseless pure RNG grind that everyone is just using exploits to skip if not full on save editors. I'd be a lot happier if my stats were just fully determined by my skill point allocation. It's simpler, puts control back in the player's hands, avoids a needless grind, and is just a cleaner experience overall.
#Netcode
Not much to say here. The multiplayer experience in Xenoverse is abysmal and always has been. To this day I've never touched PvP because even the co-op missions are a headache to get working half the time. Nowadays with the NAT-type issue (that's been around over a year) playing online at all feels impossible sometimes. I long to play some more Cross Versus, but that aint happening.