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#combo'd them to death
taupewolfy · 1 month
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first death in shiren has been to using an unidentified pot which teleported 3 enemies right next to me while another was in the room, i was right next to the stairs and yet...!!!
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eyebrowpunk · 2 years
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okay that’s enough Elden Ring for now.
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demilypyro · 4 months
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I don't recall saying I want them to go all out on me like that, and I don't think I get better at fighting games by getting combo'd to death before I can press any buttons. What's supposed to be fun about that?
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shuttershocky · 1 year
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I know your ideal combo. Fate game with Bayonetta gameplay/crossover. It’s got the style, it’s got the flair, it’s got the substance for those that want it. And more importantly it’s got crazy amounts of ridiculous that wraps around to be awesome. Plus, it’d be fun to see Bayonetta’s cast in a Fate situation.
Close!
My ideal TM dream game is specifically playing as Ryougi Shiki with a gimmick similar to DMC5 Nero where she constantly attaches various puppet arms with different abilities from Touko like Nero burns through Nico's Devil Breakers. Then to burn Devil Trigger meter rather than transform she goes into Death Perception mode like Raiden in MGR with the weakpoints in Blade Mode being death lines, tracing all of them always kills the enemy, but since going into Death Perception doesn't slow down time, (Shiki has no super speed) she has to combo the shit out of them and then slice up all the death lines one by one as they're vulnerable from being combo'd.
Shiki can also clash attacks by attacking at the same time an enemy does to stun the enemy's attack (but putting herself at risk if she mistimes it) and then quickly going into Death Perception and cutting the enemy up while they're reeling, and she can of course cut down attacks (even projectiles from magic or shields) by going into Death Perception mode and killing the attacks.
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But of course like a good DMC game you also need two more playable characters and one secret character to unlock.
Unlockable character#1 is Tohno Shiki who can slow down time (he has a faster moving body) while his Death Perception is turned on, but it burns HP instead of a special / mana bar, so if he uses his MEoDP he needs to finish fights fast or he'll run out of health. Since he doesn't have Ryougi's puppet arms or sword mastery, rather than varying abilities he has Dante's Trick teleports and Nero's Table Hopper to make up for the shorter reach of his knife and to show off his speed.
Unlockable character#2 is Emiya Shirou (duh) who is the weapon master character with a billion swappable weapons like Dante. He has Kanshou and Bakuya, Gae Bolg, Aestus Estus, Heracles' Axe-sword, his bow for ranged attacks, and Excalibur Image (uses DT), but a special feature he has is being able to project a copy of a weapon held by the enemy with a limited moveset by scanning it with Trace On, swapping it out with a new projection if he traces another weapon giving him the most complex skillset. Plus if he fully charges a bow shot the arrow becomes Caladbolg and explodes, tossing enemies in an AOE into the air.
The Secret Character is Aozaki Aoko, whose superior strength and power lets her ragdoll enemies out of their moves like Nero with his Devil Bringer, while her magic bullets and beams let her annihilate enemies from range too, like Lady with the Kalina-Ann. Absurdly overpowered, meant to bully the entire game for fun.
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Paid DLC character for the Special Edition is Gudako playing a summoner style like DMC V, including the mechanic where she has to deal the killing blow to an enemy herself like V does. Edmond Dantes acts as Shadow doing all the major attacks as well as slides across the ground as a shadow with Gudako riding him to dash and pulling her around to dodge. Nursery Rhyme flapping around in book form acts as Griffon, firing all the projectiles + spells, as well as flapping in midair while Gudako hangs on to her in order to double jump and fall slowly. She can also read Nursery Rhyme while walking in order to recharge DT and even command seals if done long enough, though she will be unsafe and will need Dantes to cover for her. Avicebron summoning a golem acts as Nightmare, where Gudako must burn DT for Avicebron to summon a large golem to independently attack enemies and smash stuff onscreen. Gudako can also hop on to its back along with Avicebron to avoid damage.
While Avicebron is invincible due to being a DT move, Dantes and Nursery Rhyme have their own health. Gudako can forcibly recall them to her by dashing or dodging with Dantes or double jump / glide / read with Nusery Rhyme, otherwise when she commands them to attack they will attack where they are and move towards the enemy that's locked on to. If any of them are knocked out, Gudako loses a command seal to revive them, which recharges over time or by reading Nursery Rhyme and overcharging mana.
Second DLC is Mash, who is a heavy weapon type character with slow but very powerful swings of her shield and Dante's Royal Guard. Perfectly timing blocks builds her power, then Royal Release Mana Burst unleashes all the built up strength with a shield bash that will send even bosses flying. Since she's a shield type of character Mash can also do things like charge with the shield to beat out attacks and knock enemies down while having difficulty turning. So that she's not always stuck being slow, Mash can throw the shield and temporarily swap to a lighter and faster hand to hand combat style until the shield bounces back. Mash can also grapple and brutalize enemies like Nero, because Nasu may have quickly moved past Mash's "unappealing" temper and brutality but I never did
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greetings-inferiors · 3 months
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I played a dnd one shot and it was SO FUCKING GOOD
It was a murder mystery type thing where a character was assigned the murderer, and you had to figure out who it was using clues, it was so good.
I was a cleric and near immediately the rogue fumbled their dagger while trying to hide it, and I held up a cross to them out of habit, only to realise HE WAS A TIEFLING, and he immediately started calling me out for being racist and I kept apologising and he would keep getting so annoyed by my apology. There was a bit where he got hurt (by the bard throwing near-damning evidence at him, dealing psychic damage), and I healing worded him and we went up to the bard and was like "PUNCH ME HIT ME AGAIN I DON'T WANT HIS HEALING"
It was after an hour and a half of pretending to be a holier-than-thou christian-equivalent cleric, when someone pointed out that I was a grave domain cleric, and we all thought that referred to the domain of death, which was probably the funniest thing I've experienced in a while. I immediately went to the wine cellar to get drunk with the warlock.
Then we figured out that the rogue was the murderer and the warlock and dragonborn bard immediately fireball & breath weapon combo'd him to death lmao
I immediately revivified him just to say I forgive you then killed him again
Anyway it was really fun, I'd love to play in a campaign at some point.
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hzrnvm · 8 months
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this is your opportunity to infodump about sb. also I'm a glados and chell are vacillating quadrants truther but that's unrelated
ok first of all nice job sneaking that in there lol. i was definitely gonna keep forgetting to answer that one im sorry. anyways heres the smash infodump
So the other day while scrolling through Reddit I saw a post in which someone had designed hypothetical card designs for ssbu characters, which got me thinking about what a hypothetical Smash Bros card game would be like. Now to clarify, I never really knew fighting card games. I'm "designing" this mostly from scratch and guesses on how things work. (I learned recently that apparently the guy on Reddit was actually designing a game from this idea. Also apparently there's a game called Yomi that's like this exact idea too. But im gonna keep designing this bc like it's fine.)
The game would be based around the fundamentals of strategy in competitive play. It would be played with turn-based combat between two people. There would be a card for each of the about 86 fighters in the game (maybe there'd be color variants for skins or something I don't know). When two players decide to start a game, first they choose their fighters. The fighter card is placed directly in front of the player, or in the middle or something. The fighter you play as affects many things, such as your mobility, your recovery, and, most importantly, your moves! Your moves are, essentially, your main options at any given point in the game. Each character comes with a base set of 26 moves [this number is subject to change depending on the definition of "move"], but some characters have extra (e.g Samus and Luigi's z-air, Kazuya's back tilt, Donkey Kong's cargo throw, etc). These moves come as cards in packs for each character, with cool-looking designs that look really cool.
Now, I said the game would be based around competitive strategy. What does that mean, exactly? Well, when discussing games, most people look at it through a lens of states: neutral state, disadvantage state, and advantage state. They were not hardcoded into the game, however: they simply arise from the properties of the game itself: namely that it is a platform fighter that rewards air-play and punishes being closer to the edges of the screen. The states are used to look at the game in terms of stage positioning. The states' meanings are as such:
"Neutral" refers to the state in which neither player has a significant positioning advantage over the other, such as when the game starts, or in most cases of someone coming back after a death. This state is notoriously hard to master in a competitive environment, as unlike the other two there isn't a clear goal. "Disadvantage" refers to the state where the opponent has a positioning advantage over you, such as when you're getting combo'd, or when you're off-stage and the opponent is not, or when you're above your opponent. In these cases, your goal is to get out of disadvantage and into neutral or even advantage (e.g. DI-ing out of the combo, getting back on stage successfully, getting back on the ground). "Advantage" refers to the state where you have a positioning advantage over the opponent, such as all the disadvantage examples but you and the opponent are swapped. In advantage, your goal is to keep your opponent in disadvantage, deal damage, and kill if you can.
In the SSBACG (Super Smash Bros Awesome Card Game. Just came up with it), the concept of states are codified into the gameplay itself. Some examples of states include ledge, pure neutral, corner, and off-stage (low). Let's take ledge as an example for how the states form gameplay. Let's say you're playing Samus, and you're hanging on the ledge against ROB.
Now in SSBU, it would probably go something like this: you're hanging on ledge at about 65% damage. Because of your knowledge of basic ROB ledgetrapping, you understand that they're going to want to side-b, so you wait for them to use the move to capitalize on its end lag. You subconsciously consider your options, and since you want something aggressive, you decide to go for a jump and fair. Unfortunately, they manage to dodge before your hit connects, but since they dodged towards ledge (so as to avoid the following hits), you have taken center stage: that means stage control for you!
Now in the SSBACG, that sequence of events would go something like this: the state is Ledge, to the opponent's advantage. You have a good prediction of the move your opponent is planning to make on this turn, and with this knowledge, you decide to wait at ledge for this turn. Upon seeing your choice, they start putting the pieces together on what you're planning, and decide to dodge towards ledge on the next turn, so as to avoid the jump + fair he predicts of you completely. You, meanwhile, are looking at your ledge options (physical items) and deciding which you want (consciously). Since your hope is to capitalize on their side-b endlag, you can ignore any non-aggressive options, so stall, neutral getup, roll, neutral jump, and drop are off the table. That leaves you with getup attack and jump+aerial (This would be using two cards: the jump card and the card of the aerial attack you use with it. You don't lose cards when you use them by the way.), which would probably end up being a bread-and-butter jump+fair. You opt for that, as its longer-lasting hit box will have a higher likelihood of hitting them, and its best-case damage output is much better than the alternative's. Now that you have both selected your moves, the turn takes place. Their dodge successfully bypasses your jump+fair, but it's okay, because now the state changed and you are out of disadvantage. The state is now Corner, to your advantage. Now I just realized that's long as hell actually.
Let's make a slimmed-down, bare-bones version of that, without the thought processes, so you can see the structure of the game more clearly.
The state is Ledge, your disadvantage. Your move for the next turn is stall, and theirs is side-b. The turn passes, and no one takes any damage. The state remains Ledge. Your move for the next turn is jump+fair, and theirs is dodge towards corner. The turn passes, and no one takes any damage. The state is now Corner, your advantage.
As you can see, the game takes place in a system that incentivizes and prioritizes "reading": predicting your opponent's next move. A successful read can take you out of disadvantage, like in the example. A failed read, however, can knock you right into it.
Now let's talk about killing.
Killing is the goal, on the big scale. Your goal is to level up the opponent's damage, and kill them. Damage in the SSBACG is a simplified version of its SSBU counterpart. While in SSBU damage is measured in "percentage" (basically just numbers rounded to the nearest tenth), in the SSBACG damage is measured in larger chunks, or "Damage Levels" (often abbreviated as DL). Each move's damage depends on which move it is, and of which fighter. For example, Mario's nair does 8, while Luigi's does 12. The Damage Levels are used for determining knockback and death, not for attack damage output.
DL0 (White) is 0-20 DL1 (Yellow) is 20-40 DL2 (Orange) is 40-60 DL3 (Vermilion) is 60-80 DL4 (Red) is 80-100 DL5 (Crimson) is 100-120 DL6 (Maroon) is 140-160 DL7 (Danger Zone) is 160 and onwards.
Death happens when you are killed. It's easier to kill you the more damage you have, and the closer to the blast zone that you were launched (this is determined by your state: for example, being launched when you're at center stage is less likely to kill than being launched when you're offstage). When you die, you lose a stock and recover. Games are usually played with 3 stocks apiece. When you come back to the stage after dying, you come from the top, are placed directly into Neutral state, and are invulnerable for one turn.
Now that's all I have time for today. I didn't get into shielding and shield damage, grabbing, mashing and luck, combos, or even what the types of attacks are! Rest assured though, I will talk about this again someday later. For now, thank you for sending this ask. It turns out i had a lot more to say about it than i thought i would about. anything.
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noodles-07 · 3 years
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I just popped off in bedwars again
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shuttershocky · 2 years
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kids these days dont even know what a mud pie is and dont go out holding garden tools and acting as a hunting party for a monster
Only tangentially related topic but face to face classes only opened in my country this year, and the kids at my alma mater don't even stay after school to hang out with friends or chat or even just copy each other's homework just out of the teacher's sight anymore. They go straight home and log on to Discord because the pandemic combo'd with the ever increasing pressure by every technology company to monopolize your time has made it the only way they know how to interact with each other, and these are highschoolers.
Like am I just getting old and out of touch, or have the last few years just robbed the kids of some of the most important social milestones in their development? i know kids entering college who never got to even see their classmates offline, and sure you may joke that highschool is awful anyway so it's fine to have skipped it, but what the fuck. Living through age 15-18 and never meeting any of your peers at all? That's fucked up.
The digital age was already a terrible time to grow up in, but the pandemic made it even worse.
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Anyway closer to the actual topic (but still not on topic), I despise the proliferation of "engagement" in game design with every fiber of my being. Video games were supposed to be virtual playgrounds for kids. you used to go over to a friend's house and play Street Fighter II and you had snacks between rounds and the only reason you kept on playing Street Fighter was for the love of Street Fighter, now it's all battlepasses and DLC roadmaps and character masteries and lootboxes and Blizzard saying that new heroes are the most engaging content that they have so /of course/ they're locking them behind a battlepass for Overwatch 2 and aaaaaAAAAAAAAAAAAA
They got rid of couch co-op because that meant one person bought one less copy of the game. With matchmaking came the slow death of dedicated community servers that served as digital hangout spots for the same group of players every time, because the games needed you to be engaged with it and not with people.
Even fucking achievements are about instilling FOMO in the audience. Only 6% of players have this achievement! Oh 90% of players have that, it's not worth much! Achievements are literally just congratulatory messages from the devs to the players, whats with all of that other shit? Why does anyone need to know how rare this trophy is?
Worst part is you can't survive without engagement tricks anymore. Try being any kind of game releasing without significant post-launch support with a stream of new content and systems designed to keep players playing. You think you can release a game that would have done well and been remembered fondly in 2007 in the 2020s? Fucking /Halo/ couldn't do that. Halo infinite released, people said it was actually good, and then the playerbase dropped off the face of the Earth in a matter of weeks with people complaining that there was nothing to do apart from playing Halo. That's fucked up!
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