Demon tripower setup

buttered toast

2017.10.11 18:28 shitpost953 buttered toast

[link]


2024.05.13 02:09 jugowolf Head Case strategy for Dynamic mode

(Spoiler tag just in case.)
I finally beat this MFer on dynamic— I followed a few strategies I saw on Reddit and wanted to share the one that really worked on just the second or third try (albeit a lot of other tries before using this party). Can’t find the OG post so consider this an endorsement of that strategy if you’ve seen it. With this party and materia I was able to deal extremely high damage in a short amount of time, killing the MFer before the other b*tches had a chance to blow up all over me
SETUP:
party: Tifa, Cloud, Aerith
materia: elemental(2*)+lightning [two if possible, one for Cloud, one for Tifa to make them immune to lightning], auto-cast+binding [Aerith], magnify+time [Tifa], First Strike x2 (2-3*) [Tifa and Aerith], limit siphon [Tifa or Cloud], darkside [Cloud], enemy skill [Tifa], ATB stagger [Cloud, Tifa], ATB assist [Aerith], Petrify and/or Poison [Aerith], Speed materia [Tifa]
accessories: marlboro orb [Aerith], Space Ranger Service Medal [Tifa], Full Throttle wristguard or Speed demon keychain [Cloud]
STRATEGY:
Start the battle with Tifa, lock on to the mindflayer and cast Stop+magnify to give you a head start to the battle. Switch to Cloud, make sure he targets the mindflayer and go ham with a combo or Cleave to build ATB and hit Focused Thrust. (This will be Cloud’s pattern— you want to build stagger as fast as possible.)
Switch to Aerith. Have Aerith equipped with Auto-cast+Binding and First strike. After Cloud’s combo the monsters will almost be unstopped, so be sure Aerith targets one of the Varghipods with sleep (or is ready to). Use Spellbound Blast with Aerith+Tifa on the mindflayer to build instant ATB (make sure no Vargs get hit) if you have time, then cast sleep on both Vargs immediately one-by-one as they unstop.
Switch back to Tifa, sonic boom for bravery then unbridled strength+omnistrike. Make sure to not spend too much time with any one character; keep switching as you use abilities, so you can make sure to redirect their lock-on to the mindflayer. Keep in mind these three have synergy *skills* that deal large damage chunks while building large amounts of ATB when they land; just be sure the Vargs don’t get caught in the crossfire. Pulling a character for a Synergy Skill is also a good way to redirect them to your target (the mindflayer) if you see them going for a Varg.
Stay with Tifa most of the time, switching to cloud to redirect his target with Focus thrust or Jump also works well to mitigate him attacking the Vargs
—No need to micromanage Aerith, just make sure she has ATB to keep auto-casting sleep on the Vargs; when she needs to build ATB can switch to her for a quick Spellbound Blast hit or reg attacks/tempest, then get back to smashing the mindflayer with Tifa and Cloud. High damage and quick stagger is priority. As soon as you have Tifa+Cloud synergy *ability*, use it to pressure (make sure it’s far enough away to not catch the ads) and smash that MFer relentlessly until it’s staggered. If Aerith has ATB and the Vargs are nappin’, throwin’ a Biora on the MFer don’t hurt nothin’.
Cloud should have ATB Stagger to help have enough ATB to trigger Infinity’s End immediately as the MFer staggers, while Tifa uses whatever abilities are her hardest hitting at the point in succession. I waited until the end of the game to do this challenge, so I had True Strike which allowed me to get the multiplier to x190 right before Cloud slammed down, maxing out his damage. When MindFlayer is staggered, Aerith’s priority is still to keep the Varg babies asleep, but if they dreaming and she has unused ATB, smash the MFer with spells or Soul Drain.
You can use another synergy ability to try and finish it off but be warned: Aerith+Tifa’s Divine Punishment is risky as it has big AoE so you risk killing a Varg if they’re remotely close by.
Also Limit Siphon can work well here to build Cloud or Tifa’s limit and melt the MFer according to other players I’ve heard from, although I did not need it probably because I had True Strike.
Should be a just a few more hard hits and a yet relentless Tifa or Spellbound Blast to finish off the MFer if it survives your stagger onslaught.
take note: if the little Varghipod bastards count down to one and you see them start to screech nearby— BLOCK!! You can block the Deafening Screech!
Dunh-dunh-dunh-dunnnh Dunh Dunh Dunh Dunh-dunnnnh
OTHER ANECDOTES:
It took me like 2+ hours of trying different combinations to find one that worked for me. I tried the long method with Yuffie solo, but it didn’t work for me; always got destroyed by Psychotic Break halfway thru followed by some bullshit, was never able to stagger the thing fast enough and just too annoying to keep avoiding the Vargs the whole time. I knew synergy had to be the key to take it down as fast as possible. Tried with Aerith+Tifa but the Vargs always ended up dying in crossfire, so I added Cloud to be that third for a synergy ability with Tifa that will ONLY target the mindflayer, speeding up stagger massively, and an additional distraction for the Vargs. Tried Tifa, Cloud, Barrett but just couldn’t get it before the ads blew up all over us. Also, learning you can block the screech was a big unlock for me.
I was in the brink of switching to easy just to max out my enemy skill (I avoided taking this fight seriously until I beat the main scenario and finished all other simulator intel), when I read the way with Aerith using auto-cast+sleep and it really changed the game for me. Also knowing Stop works in addition to Sleep, and being able to block Deafening Screech. Almost made me… enjoy… the challenge and I feel super accomplished for “solving” that dumbass mission. Have heard people having success with Cloud or one ally being a frog too 🐸
All strategies will require some luck. Lean in to what works for you! Good luck! Anyone have a sound take on what works best for this challenge on hard mode?
submitted by jugowolf to FF7Rebirth [link] [comments]


2024.05.12 23:37 Ace201613 Review: Lair of Bones (Runelords), by David Farland

Review: Lair of Bones (Runelords), by David Farland
Until you embrace your own mortality you cannot truly be free
The final entry in the first part of David Farland's epic saga set in the Kingdoms of Rofehavan, Indhopal, and Inkarra. One thing I appreciate from an author is the ability to send the reader on what feels like an extremely long journey in a few hundred pages. It isn't any kind of a slight against other authors. Every story is different and should fit whatever vision inspired it. But I enjoy going to many different places during a reading experience. The more places the better. In Lair of Bones, because we jump between multiple points of view, we truly do cover the entire continent this series is set in. Furthermore, we also go beneath the continent, to the titular Lair of Bones itself. I just get a satisfied feeling when a writer develops a world and lets me explore all parts of it.
As I said in my review for Wizardborn, Book 3 in the Runelords, this story is as epic as you can have in Fantasy. A group of human protagonists, with their own individual stories, fighting against a monstrous army numbering in the millions. Unlike other books there is no one true antagonist, though there is a being called the One True Master funnily enough. I get the sense that David Farland was already planning the second part of this series while writing the first. Therefore, some elements of this novel will clearly not be wrapped up properly and are only present to kind of leave a trail for you to follow into the next section of the series. For example, one of the antagonists who I believe was first mentioned in the second book is fairly prominent in this one. He is with one of the point of view characters, who is his son, for much of the book. Things seem as if they're building to a conflict. But by the story's end he's struck down rather unceremoniously, with the demon (Called a "Glory") that was inhabiting him fleeing into the night. The demon is still loose in the world at the book's end and, along with a few other things, is noted by our primary protagonist (Gaborn) to be something that will need to be watched for. So, this book serves as both a conclusion and a lead in to the nest novel in the series, which as I understand it will be following Gaborn's son (Which makes sense because, Gaborn is near death at the end of this novel).
Character Journeys
There is no surer refuge than a close friend.
I think that anything important I have to say regarding this novel concerns the characters. From Book 1 of the series Farland showed a mastery at focusing on different characters without paying more attention to any one character. He also ensures that the situations each character face have the same kind of tone as you jump from one to the next. So, if Gaborn is facing some type of tough situation at a given time more often than not Borrenson will also be in that kind of situation. But the situations will be different enough that it doesn't become boring. For example, in this novel there is a point where Iome and Borrenson have been captured by an enemy. Iome has to rescue Borrenson by first freeing herself from her bonds, breaking into a castle, killing the people guarding Borrenson, and then the two must flee the country. At the same time Gaborn is attempting to learn the nature of the One True Master, along with how to regain his powers as Earth King. In another section of the book the Earth Warden Averan has been captured by Revears and is attempting to stay alive. Etc. Each character is dealing with a different type of threat, while still being tied into the main conflict.
Farland is actually so good at balancing time spent on different characters and switching from one storyline to the next at just the right moment, that I almost feel bad that I have a (minor) complaint I feel the need to make in my next section.
Pacing
So he ran. Down, down, deeper into the underworld. Carrying the brightness in his heart.
One thing I do have to note ties back to what I said earlier. I think this is the weakest of the 4 novels, because Farland was clearly trying to setup the next part of this series. This has a negative effect on the pacing because some things that you spend a good deal of time with just aren't going to be important in this book. And by the last hundred pages things have to be wrapped up in almost a rapid fire manner. All of the antagonists are dealt with in maybe 30 pages apart from one another. King Anders, who was possessed by the Glory, might as well have been killed by someone else entirely to be honest. Because even having Gaborn meet with him seems almost pointless since, even though Anders has been working at cross purposes to Gaborn throughout each novel, their interaction doesn't have any kind of payoff. I think that another 100 pages in this book was probably needed to provide some breathing room between threats. Or, someone other than Gaborn should've been dealing with different threats. I think the point of having multiple POV protagonists is for them to each be capable of dealing with a certain problem. And for the most part Farland handles this well. But right at the end I think he just slipped up and that the story got away from him a bit.
Alternatively, Farland also could've shortened Gaborn's journey through the underworld. Mind you, I actually think it was excellent as its showing a completely new area none of the previous books could touch on. And there are important character moments for Gaborn here. But if it was shorter it could also serve to deal with the pacing issues, because Gaborn really does spend the majority of this novel on this trip.
Conclusion
He was great in war, but greater in peace
Now despite what I said about Farland kind of mopping up all of the villains in such a short amount of time, I am satisfied with the sendoffs each of our protagonists get. Gaborn comes into his own as Earth King, travelling the land to perform great deeds and ensure his kingdom is prosperous. Now and again he returns to his wife Iome, who tends their children. Borenson retires to become a farmer and there is a nearby body of water for his wife Myrrima (Who became a Water Wizard in the last book) be near. Raj Ahten, the first villain we were ever introduced to, chooses one last time to refuse Gaborn's offer of peace and is torn apart by various Runelords. And Averan realizes that her charge as an Earth Warden is to monitor the Reavers underground. It means she likely won't ever see any of her friends again, but she'll also keep the entire continent safe with her decision. So, a lot of lives were lost, sacrifices or compromises have been made, but all of the protagonists end up with what feels like a deserved ending in my opinion. Again, we know that there are 4 more books after this one and that Gaborn's son and whoever else is introduced will have their own battles to fight. But if none of the characters from this portion of the series are main characters again I think it would be appropriate, because their arcs have reached a satisfying end.
submitted by Ace201613 to Fantasy [link] [comments]


2024.05.12 21:33 Dazzling_Moose_8818 Help building my first pc

What will you be doing with this PC? Be as specific as possible, and include specific games or programs you will be using.
I want to use it for tiktok/instagram style after effects edits and games like as Stardew Valley, Little Nightmares, Detroit: Become Human, Demon Slayer: The Hinokami Chronicles, Fornite, Overwatch.
What is your maximum budget before rebates/shipping/taxes?
$1500
When do you plan on building/buying the PC? Note: beyond a week or two from today means any build you receive will be out of date when you want to buy.
This week or the next.
What, exactly, do you need included in the budget? (ToweOS/monitokeyboard/mouse/etc)
ToweOS I could maybe go a little over for monitor but not by much
Which co4Suntry (and state/province) will you be purchasing the parts in? If you're in US, do you have access to a Microcenter location?
California, United States and No
If reusing any parts (including monitor(s)/keyboard/mouse/etc), what parts will you be reusing? Brands and models are appreciated.
N/A
Will you be overclocking? If yes, are you interested in overclocking right away, or down the line? CPU and/or GPU?
No, I might be interested in overclocking down the line but not now.
Are there any specific features or items you want/need in the build? (ex: SSD, large amount of storage or a RAID setup, CUDA or OpenCL support, etc)
A large amount of storage.
Do you have any specific case preferences (Size like ITX/microATX/mid-towefull-tower, styles, colors, window or not, LED lighting, etc), or a particular color theme preference for the components?
Mid-tower with a window and preferably a lighter color like a white or pastel but it doesn't matter too much
Do you need a copy of Windows included in the budget? If you do need one included, do you have a preference?
Windows 11
Extra info or particulars:
Thank you for helping!
submitted by Dazzling_Moose_8818 to buildapcforme [link] [comments]


2024.05.12 21:23 Cowribcage Custom Campaign 36: The Arena

Requirements: Executioners Chariot, Base Game Players: 1-4 - Rules: Use the Executioners Chariot Board for the board of the campaign, start with 16/8/4/2 Souls per player, every encounter on the executioners chariot board uses the boss side and enemy placements are equal to how they would be placed on a normal board.
“With the contestants here for the promise of fame, riches, glory, and bloodshed, the Theater of Battle’s 816th undead tournament has begun!”
Part 1: The Opening Rounds, Rules: Each combat encounter is considered a “round,” each round doesn’t restore Health and stamina upon completion, but half of stamina damage and health damage taken is restored in between.
  1. Bonfire
  2. [Level 1 Encounter]
  3. [Level 1 Encounter]
  4. [Level 2 Encounter]
  5. Rest break - Restore all Health and Stamina; acts like a temporary bonfire.
  6. Champion Demon - Titanite Demon: Add 2 heatup cards instead of one during heatup, upon do post Miniboss setup and give the party “Titanite Shard.”
Part 2: Midstage Tests, Rules: Same rules apply as “Part 1:.” 1. Bonfire 2. [Level 1 Encounter] 3. [Level 2 Encounter] 4. [Level 2 Encounter] 5. [Level 3 Encounter] 6. Rest break - Restore all Health and Stamina; acts like a temporary bonfire. 7. Champion Duo, Lingiu and Wompo - Ornstein and Smough, no special rules apply.
Part 3: Final Rounds, Rules: Same rules apply as “Part 1:.” 1. Bonfire 2. [Level 2 Encounter] 3. [Level 3 Encounter] 4. [Level 4 Encounter] 4. Rest break - Restore all Health and Stamina, +1 Spark, acts as a temporary bonfire. 5. Executioners Chariot - No special rules apply 6. Complete the campaign.
If there’re any suggestions, let me know.
submitted by Cowribcage to DarkSoulsTheBoardGame [link] [comments]


2024.05.12 20:59 aknakukac Meta setup for a beginner (me) - Am I right?

So I want to buy my first setup. I live in an apartment. The walls are pretty thick. I researched the sound dampening setups and what kit to buy at my budget (600-650 eur). Am I seeing this correctly?
Is there anything else that I'm missing? What's your take on the throne VS partial DIY noise eater solutions?
submitted by aknakukac to edrums [link] [comments]


2024.05.12 18:44 Joshh170 Games With The Most Impressive Graphics (long read)

Games With The Most Impressive Graphics (long read)
As video games have continued to grow and evolve as both entertainment and art, the games just keep looking better and better. If someone is playing on a high-end PC or the average console, it's hard not to notice when a game stands out a bit more than the rest.
Whether it is the highest fidelity graphics or just a gorgeous art style (or both), games that look good usually also play well. If that much time gets spent in the graphics department they must have something good elsewhere. Here are the games with the best graphics out there.
Updated on May 12, 2024 by Mark Sammut: Two recently-released games deserve to be spotlighted. One is the latest entry in a long-running JRPG franchise, while the other is a new IP from a Korean studio.
Note:
A few criteria/things to keep in mind:
This article focuses on modern releases and a few post-2000s projects rather than classics from the NES, SNES, Game Boy, Genesis, and PS1 eras. As important and industry-pushing as the latter were, visually they are too different from modern releases to compare them.
The games are only loosely ranked since graphical styles vary so much from project to project, and personal preference plays a part.
A 2016 game might be ranked higher than a 2024 one because the former was more impressive when it debuted, even if the latter technically looks better.
1)Lords Of The Fallen Unreal Engine 5 Is Here
Epic's Unreal Engine 5 was introduced in 2020, instantly garnering hype for what it could mean for the industry's future. In 2023, a few notable games that utilize the engine were finally released, presenting early examples of its potential. Remnant 2 and Immortals of Aveum are both visually impressive, and the same could be said for ARK: Survival Ascended.
However, at the moment, Lords of the Fallen is probably the most gorgeous UE5 game, although that could change once titles like Senua's Saga: Hellblade 2 are released. While not without its issues, the Soulslike game's graphics are certainly not among them. Axiom is a vast and stunning hellscape, one that has quite a bit of variety. The game's lighting and animations are consistently top-notch too.
2)Bright Memory: Infinite A One-Person Team
Games and their visuals cannot be analyzed in a vacuum. Context and expectations shape somebody's reaction to an experience, and that is certainly the case with Bright Memory: Infinite. Developed by a single developer, Zeng Xiancheng, this first-person shooter originally debuted in 2020 as Bright Memory, a concept that was expanded for a full release in July 2022. While the overall game has plenty of issues, its graphics are undeniably impressive, comparing favorably with higher-budget titles.
There are plenty of gorgeous indie titles, but the vast majority succeed because they do not try to emulate AAA projects. They strive to do their own thing. Bright Memory: Infinite does the exact opposite, and the game proves that it can be done well.
3)Hi-Fi Rush Burst Of Colour
Announced and released out of nowhere, Hi-Fi Rush was perhaps 2023's greatest surprise. Tango Gameworks' action game blends hack and slash combat with rhythm-based mechanics, rewarding players for adhering to the beat. Set in a corporate city run by Vandelay Technologies, the title brings to life a vibrant and bustling metropolis filled with unique buildings and NPCs.
As the campaign is linear, Hi-Fi Rush focuses on creating cool environments and backdrops, two things the game absolutely nails. Quite a few stages are predominantly set within samey corridors and indoor areas, but whenever the action heads outside, Hi-Fi Rush really comes alive.
4)Okami HD An Animated Painting
There aren't many games that have been able to graphically stand the test of time as well as Okami has. Originally released in 2006 on consoles like the PlayStation 2 and Wii, Okami was able to take advantage of its timeless style to make the most out of the hardware it was on.
However, playing Okami on those consoles today shows just how much the original systems were holding it back, which is where the HD version comes in. On the PS4 and Switch, Okami's classical Japanese art style looks absolutely stunning in just about every area of the game.
5)Heavenly Sword Motion Capture Showcase
Most of Ninja Theory's bigger games boast stellar visuals and character designs, however, Heavenly Sword gets the nod because it was the studio's first proper graphical showcase. More impressively, the early PS3 game still looks beautiful today, an achievement that should be largely credited to the project's use of motion capture technology.
The cut-scenes steal the show and could easily pass for a mid-budget animated flick, with Andy Serkis' performance as King Bohan ranking among the best in any era of gaming. During gameplay, Heavenly Sword is also a treat for the eyes and senses, particularly in its lavish environments.
6)Killzone: Mercenary Console Quality On A Handheld System
Regardless of their quality, all the Killzone games are graphical showcases. Despite being a launch title, 2013's Shadow Fall is still among the most visually impressive games on the PS4. As stunning as Guerrilla's mainline entries are, Killzone: Mercenary deserves a special mention due to its hardware.
The PS Vita was and still is a reasonably powerful handheld device, one that could replicate home console visuals to a certain extent. No other title highlighted the console's graphical potential better than Killzone: Mercenary, an FPS that would not have looked out of place on the PS3 or even as a budget PS4 project. The fact it is also a decent game does not hurt either.
7)Super Mario Odyssey It Is Not Always About Realism Or Processing Power
While combining "Nintendo Switch game" with "best graphics" might seem weird, it's hard to argue that Super Mario Odyssey doesn't make the most of the console's limited processing power. With a combination of stylized art and impressive HD, Mario explores several gorgeous landscapes that might inspire players to sit back and think about how far things have come.
Nintendo has always used fantastical art styles to produce charming and timeless games that don't break the bank on processing. Mario has never looked this good, and sequences like the New Donk City music festival allow the game to shine.
8)Suicide Squad: Kill The Justice League For All Its Faults, The Graphics Are Not One Of Them
All of Rocksteady's games push the envelope in terms of visuals, and 2015's Arkham Knight still boasts the most impressive rendition of Gotham in gaming. Its visuals have aged magnificently, and the gameplay is fantastic, even if the overall project is not quite on the same level as Arkham Asylum or Arkham City. After an 8-year wait, Rocksteady made its comeback with Suicide Squad: Kill the Justice League; unfortunately, the Arkhamverse spin-off garnered a very mixed reception. Focusing on looter shooter action in an attempt to be a live-service experience, Suicide Squad is a fairly confused project that does not seem to play to Rocksteady's strengths.
While many elements warrant criticism, and it can be tempting to dismiss the entire project, the game is not without positives. If nothing else, the graphics are generally top-notch, particularly when it comes to the cutscenes and character designs. When the action gets going, the screen can get rather muddled, but it is not devoid of visual flare either. For all its faults, Suicide Squad certainly looks like a proper AAA project.
9)Halo: Reach A Series That Always Pushed Console Graphics To Their Limits
In truth, Reach could be regarded as a stand-in for Halo in general as Microsoft's franchise is consistently pushing console visuals to their limits. In terms of art style, Halo 4 certainly has its fans; when it comes to graphical prowess, Halo 5 and Infinite are unsurprisingly a step above their predecessors. However, Halo: Reach perfected the series' iconic aesthetic of Bungie's era, ensuring the latter's time with the license ended on a high note.
Nowadays, Reach looks its best in The Master Chief Collection, which enhances the visuals in a few subtle but notable ways. That said, the Xbox 360 version holds up well after all these years.
10)Dragon Ball Z: Kakarot At Times, Looks (Much) Better Than The Anime
It wasn't until fairly recently that video games hit the graphical fidelity necessary to be able to fully translate animated shows and films into live gameplay, with recent Dragon Ball games being the most shining examples. 2018's Dragon Ball FighterZ was able to take a page out of Guilty Gear's book to make a stunning 2.5D experience, but gorgeous, fully 3D anime games were still a rarity.
Until Dragon Ball Z: Kakarot was released, that is. Taking the Toriyama characters and landscapes that fans know and love, Kakarot turns them into stunning 3D models with some of the most impressive animations and visual effects around.
11)Lego Star Wars: Skywalker Saga Detailed & Beautiful
Lego projects might not be as graphically intensive as games with realistic visuals, but they have a unique and clean aesthetic that generally complements their gameplay and tone. Although the franchise's IP adaptations are consistently pleasing to the eyes, Lego Star Wars: The Skywalker Saga exists on a whole other level. Covering all the main episodes in the sci-fi film series, the game beautifully recreates some of the most iconic locations in Star Wars, creating worlds that are expansive and detailed.
Undoubtedly the most ambitious Lego title, The Skywalker Saga is the full package, and Traveller's Tales' hard work is evident throughout the experience. While very much designed with younger players in mind, die-hard fans are likely to have a blast regardless of their age; in fact, people who are just searching for an action-adventure romp should check this release out.
12)Golden Sun A Gorgeous World To Take On The Go
In terms of raw power, the Game Boy Advance has nothing on the Nintendo DS, let alone something like the Switch; however, that does not mean the classic console's library is devoid of gorgeous games. Golden Sun is a turn-based JRPG set in Weyard, a fantasy world that is refreshingly diverse in terms of environments.
Largely experienced from a top-down perspective, Golden Sun looks like most other old-school JRPGs found on the GBA or SNES, just with its graphics maximized to their full potential. Camelot instilled every town and dungeon with color and personality, while battles come to life with a flurry of effects that are dazzling to behold.
13)South Park: The Fractured But Whole Looks Exactly Like The Show
When adapting an established property to a different medium, concessions usually need to be made. However, exceptions do exist, and South Park: The Fractured but Whole managed to perfectly replicate the show's aesthetic. The RPG looks and sounds exactly like Trey Parker and Matt Stone's legendary animated series, permitting fans to immerse themselves in this world like never before.
Even removed from that context, The Fractured but Whole's visuals are detailed, expressive, and clean. Authenticity did not come at the cost of quality.
14)Shadow Of The Colossus (2018) Majesty In Gaming Form
For the most part, this article focuses on modern games rather than titles that were graphical showcases when they debuted. Shadow of the Colossus both follows this rule and is also an exception; while the PS2 version looks dated, the visuals still retain that same sense of wonder and scale that they had when the game originally came out in 2005.
Bluepoint Games' 2018 remake gives Team Ico's classic a modern makeover, and traversing the Forbidden Land in search of majestic colossi remains as haunting of an experience as it was in the PS2 era.
15)Stellar Blade More Than Just Eve
In the lead-up to its release, Stellar Blade's marketing heavily advertised Eve, its AI protagonist, and her wardrobe. Attractive characters being used to sell projects is nothing new, but their heavy promotion usually suggests a lack of trust in the rest of the game's quality.
Surprisingly, Stellar Blade proved to be way more than just its main character. Shift Up created an exciting action game with Soulslike combat (along with hack and slash influence) that also features surprisingly expansive zones that allow for exploration, side quests, and environmental storytelling. Considering it was created by a smallish studio compared to other PS5 first-party titles, Stellar Blade compares favorably to most of Sony's heavyweights, and it is among the best-looking Unreal Engine 4 games of all time. In fact, it could be confused for Unreal Engine 5.
16)Persona 5 Royal Oozes Style
As hundreds of games use an anime aesthetic, they start to blend together if they do not inject enough personality into their presentations. Persona 5 Royal does not have this issue. Everything about the game screams "stylish," and that holds true for the social sim and dungeon crawling sections of the campaign. The latter take place in diverse Palaces that are generally vibrant, lively, and gorgeous.
The visuals also do a lot of heavy lifting during battles, elevating what is a rather unspectacular turn-based combat system. Outside of Palaces, P5R unleashes players on a small but dense variant of Tokyo, one brimming with tiny details that enhance the experience.
Note:
Persona 3 Reload is quite a looker as well, although its single-dungeon setup restricts variety when compared to Persona 5 Royal 's Palaces.
17)The Last Of Us 2 Gritty Realism & Tremendous Performances
Naughty Dog's games are always on the cutting edge graphically. 2016's Uncharted 4: A Thief's End has barely aged a day since its release, and 2013's The Last of Us was a contender for the most visually impressive game of the seventh generation. Therefore, unsurprisingly, the studio's latest offering, The Last of Us 2, is a powerhouse in the graphics department.
This action-adventure game features realistic visuals and grounded performances courtesy of Naughty Dog using performance capture. Whether players are viewing a rare quiet moment or crawling in the mud to avoid a Clicker, The Last of Us 2 looks incredible. The 2024 remaster enhances the base version even further.
18)Gears 5 Weather Effects & Environments
The newly titled Gears 5 takes a series that has always looked good and elevates it to the next level. The game's campaign takes place across a wide variety of environments, from a jungle early on to a snowy tundra and red desert landscape.
The snowy tundra and red desert are also the locations for the game's more open exploration sections, giving a chance to explore and take in all the scenery. Gears 5's cutscenes are also gorgeous and the high fidelity extends into all the game's other modes.
19)Assassin's Creed Odyssey Packed With Stunning Vistas
Assassin's Creed Odyssey earns its subtitle over the 60-plus hours it takes to mainline the story; in the meantime, players get to appreciate and take in the beauty of Ancient Greece. While the environments don't vary a ton from Assassin's Creed Origins, the extra trees and seas make for some spectacular views.
With the viewpoints, Odyssey never hesitates to point out just how magnificent it looks. Most of the main characters and side characters also look great, which is impressive based on the quantity.
20)Hades Personality & Vibrancy
Supergiant Games has put together some of the greatest indie releases of all time, and the studio's crowning achievement is Hades. The roguelike follows Zagreus' repeated attempts to make the journey from the Underworld to Mount Olympus, a task that proves to be anything but simple for Hades' son.
Hades' visuals are vibrant, thematically consistent, and lively. The game's environments and characters are soaked in mythology and personality, while the particle effects are fantastic and impactful. The only negative is that sometimes there is a bit too much happening on screen.
Note:
Hades 2 arguably looks better than its predecessor, but it is still a work in progress at the moment.
21)Cuphead Perfectly Mimics Classic Cartoons
A unique and eye-catching art style is often more important than sheer graphical prowess, and Cuphead might be the best demonstration of this point. Inspired by cartoons of old, Studio MDHR created a game that uses stunning and dynamic hand-drawn animation to bring to life a colorful world and the beings that exist within it.
Even though they do not get much in the way of backstory, Cuphead utilizes its presentation to get across the personalities of each boss. The art style is also consistent throughout the campaign, allowing for a coherent experience despite most of the characters boasting designs that share very little in common.
22)Horizon Forbidden West Scale & Quality
Guerrilla Games somehow managed to outdo Horizon Zero Dawn with its sequel, despite the latter still coming out on the PS4 alongside the console's successor. Horizon Forbidden West finds Aloy exploring a new area of this setting, one specifically inspired by states and cities like California and San Francisco. The result is a gorgeous and vast world packed with lush natural environments that are home to intricate mechanical beasts.
Like most open-world games, Horizon Forbidden West does not always look absolutely fantastic, but its high points are so impressive that they make the more forgettable moments forgivable. While still a beautiful game on the PS4, this 2022 release is, unsurprisingly, at its best on the PS5.
23)Ori And The Will Of The Wisps Great Use Of Color & Light
Moon Studios' Ori games are some of the best modern Metroidvanias, and they knock it out of the park in nearly every area. They tell emotional storylines that succeed in fostering not only a connection between the audience and the silent eponymous character but also the world they live in. Gameplay-wise, both games have precise and challenging platforming, while Will of the Wisps also introduces combat to the mix. Although a touch polarizing, the latter nevertheless adds an extra dimension to the overall package.
Last but not least, Ori and its sequel are both visually enchanting. The games' use of color might be among the best in the entire industry, and each environment is a work of art. In the world of side-scrollers, not many projects compare favorably to Ori and the Will of the Wisps in any department, including graphics.
24)Demon's Souls (2020) A Beautiful Hell
As mesmerizing as Elden Ring's visuals can be at times, the game's open-world design means they are spread a bit thin; conversely, 2020's Demon's Souls remake consists of almost nothing but stunning areas. Rife with deadly creatures, haunting architecture, and intimidating landscapes, Boletaria is a gorgeous nightmare of a kingdom that is equally likely to leave players in awe or fear.
As a launch title for the PS5, Demon's Souls served as something of a tech demo for the hardware, showing what the next-gen console could accomplish. This is a game that could not exist on the PS4, and even more than 18 months into the PS5's life, Demon's Souls still has some of the best graphics on the system.
25)Ghost Of Tsushima Immersive Open-World
Gazing across Ghost of Tsushima's rendition of the Japanese archipelago is quite the sight to behold, as this highly anticipated title has some breathtaking scenery. Tsushima's main graphical focus is on its world, which ends up feeling just as alive as the characters that inhabit it.
The way cherry blossom petals flow in the highly stylized wind, how the sunset illuminates the beautiful countryside, and the many vibrant colors that contrast the violent gameplay make for one beautiful game.
26)Ratchet & Clank: Rift Apart Pixar Quality
Similar to 2016's Ratchet & Clank, Rift Apart's animation is on a whole other level. The franchise's most recent entries tend to be compared to Pixar's movies, which is about as high of praise as any game can receive. Utilizing the full power of the PS5, Ratchet & Clank: Rift Apart matches top-tier cutscenes with gameplay sections that are packed with detail, moving parts, and depth.
Insomniac created lavish and dense worlds that all have unique flavors that make them exciting to explore. When the action gets going and Ratchet or Rivet scoop up bolts, Rift Apart is as smooth as butter.
Note:
Marvel's Spider-Man 2 is also visually stunning and represents Insomniac at its best. Rift Apart merits the nod due to being among the first PS5 projects to showcase the console's graphical potential, but Spider-Man 2 is as good-looking of an open-world game as they come.
27)Ni No Kuni: Wrath Of The White Witch Ghibli Quality
Except for Square Enix, Level-5 is arguably the most consistent JRPG developer in terms of visuals. Yo-kai Watch, Dragon Quest 8, and Dark Cloud 2 are all gorgeous, and the latter's art styles are timeless. Level-5's graphical masterpiece is undoubtedly 2013's Ni no Kuni: Wrath of the White Witch, although the developer got some help as the game's cutscenes were handled by Studio Ghibli.
The anime studio is well-known for its lavish cinematic productions, and Wrath of the White Witch replicates Ghibli's iconic style splendidly. Even if the cutscenes were ignored, Ni no Kuni would still rank among the PS3's most beautiful games.
28)Resident Evil 2 (2019) – Represents All Modern Resident Evil Games A Remake Done Right
Years of remasters and rereleases have cemented the idea that old games can look better than they did, but not as good as modern ones. Capcom rebuilding Resident Evil 2 from the ground up makes it a modern video game, a fantastic one at that. Leon and Claire have never looked this good and neither have the zombies and monsters terrorizing Raccoon City.
The police station and underground lab look nearly life-like and every scare in the game is extra terrifying with how detailed the monsters are. Even Tyrant looks awesome, in his own terrifying way.
Note:
Resident Evil 3 and Resident Evil 4 also look fantastic, but RE2 received the nod as it was the first of Capcom's stint of recent remakes. Resident Evil Village is also stunning.
29)Microsoft Flight Simulator (2020) The World At The Player's Fingertips
Microsoft Flight Simulator is a jaw-dropping achievement. The flight sim grants players access to the world, allowing them to plan and take trips to Earth's highest mountains, hottest deserts, and greatest metropolises. The game's scope is impressive, and this ambition is more than matched by its technical prowess.
Microsoft Flight Simulator is arguably the most realistic game of all time, with both the planes and locations authentically mirroring their real-life counterparts to the smallest detail.
30)God Of War (2018) & Ragnarok (2022) A New Era, A New Look
Nothing against the previous installments of God of War, which are all technical showcases in their own right, but the soft reboot of the 2018 sequel and its successor are not only different but also more gorgeous. Exploring the Norse lands to soak up this universe's mythology is spectacular for a number of reasons, including the fact that everything looks great.
God of War captures Kratos and Atreus in a way that gives depth to the former not experienced in previous installments. Unsurprisingly, God of War: Ragnarok maintains the high quality set by its predecessor. Graphically, the sequel does not offer a huge leap forward, but that is a testament to God of War's beauty rather than a criticism of Ragnarok​​​​​.
31)The Legend Of Zelda: Tears Of The Kingdom Pushes The Switch To Its Absolute Limit
The Legend of Zelda: Breath of the Wild and Tears of the Kingdom boast vibrant art styles that bring Hyrule to life like never before. However, if someone were to focus on the minute details, they might notice reused or flat textures along with large stretches of empty real estate containing nothing but maybe two enemies and a couple of apples. Compared to some other open-world projects, Nintendo's releases might not be that impressive; however, considering the Switch's underpowered hardware, both games are technical marvels.
Tears of the Kingdom gets the nod as it has more content than Breath of the Wild thanks to the implementation of Sky Islands and the Depths. Pushing the Switch to its absolute limit, the sequel delivers one of the most complete and expansive open-world adventures of all time.
32)The Witcher 3: Wild Hunt A Dark Fantasy Masterpiece In Nearly Every Way
Known for being one of the greatest games ever made, CD Projekt Red's The Witcher 3 is phenomenal for numerous reasons. Not all the monsters or gruff characters are a joy to look at because they aren't meant to be, but the sprawling landscapes are constantly killer.
While the console versions look great (not including the Switch port, which is nonetheless impressive in its own right), The Witcher 3 on PC can hit graphical levels that are almost beyond understanding. The game is worth playing for a ton of reasons besides graphics, but looking good is always a plus. The bathtub scene is worth the price of entry alone.
On the right system, Cyberpunk 2077 is also one of the best-looking games ever .
33)A Plague Tale: Requiem A Proper Current-Gen Experience
As the ninth console generation picks up steam, more games will debut that raise the bar for graphics, at least on Sony and Microsoft's hardware. A Plague Tale: Requiem is one of the first games to truly come across as a current-gen experience, an achievement aided by Asobo Studio's decision to not produce PS4 and Xbox One versions.
Boasting brilliant facial animations and photo-realistic visuals, Requiem is awe-inspiring on a technical level. While 2019's Innocence is also a pretty game, Requiem far exceeds its predecessor in this department, particularly when it comes to the presentation of the rats.
34)Forza Horizon 5 Mexico At The Player's Fingertips
As long as Forza games continue to be made they will continue to be the best-looking games on the market. Forza Horizon 5 isn't just one of the greatest racing games of the last few years, but one of the most gorgeous titles to ever be released for Xbox.
While Forza Horizon 4's British setting resulted in slightly homogenous environments, the sequel's Mexico map is far more diverse, offering 11 biomes that showcase different aspects of the country. While the game looks good on the Xbox One, Forza Horizon 5 is unbelievably gorgeous on PC and the Xbox Series X.
35)Alan Wake 2 Cinematic Quality
Alan Wake 2 was a long time coming, and the sequel managed to live up to some rather lofty expectations while catering to both returning fans and new players. Split across two campaigns, the story follows Saga as she investigates a murder case that leads her to an unsettling American town with a peculiar populace. In the meantime, Alan finds himself trying to escape the Dark Place, a haunting realm that twists reality into something menacing but familiar.
Although complementary, the two storylines still feel different from each other, and that extends to their detailed and realistic locations. Alan Wake 2 is a technical work of art built using Remedy's own Northlight Engine, which is also responsible for the equally impressive Control and Quantum Break.
36)Final Fantasy 7 Rebirth Ambitious, Epic, & Gorgeous
Generally, most JRPG franchises tend to trail behind other AAA properties in terms of graphics; however, the one constant exception is Final Fantasy. In most generations, Square Enix produces one or two games that push consoles to their limits – Final Fantasy 6 for the SNES, Final Fantasy 7 and 8 for the PS1, Final Fantasy 12 for the PS2, Final Fantasy 13 for the PS3, and Final Fantasy 7 Remake for the PS4. On the PS5, Final Fantasy 16 and Rebirth are both visually stunning, but the latter gets the nod due to its open-world nature, making for a more impressive final product.
Set after Cloud and company leave Midgar, Rebirth emphasizes this story's world-spanning nature and scale in a way that could not be done with the 1997 original. Even if the open-world filler content might not be to everyone's tastes, the game is consistently gorgeous, and each region of the map has a unique identity that keeps things interesting. The character and enemy models are unsurprisingly flawless, and they are accompanied by high-quality visual effects that are regularly showcased during the fast-paced combat.
37)Half-Life: Alyx The Future Of Gaming?
After more than a decade, Valve finally returned to the Half-Life franchise, albeit with a prequel/sequel rather than a proper third entry. Also, Half-Life: Alyx is a VR game, presumably designed to get people interested in Valve's Index headset. Dropping players in City 17, Alyx not only serves as a showcase of VR technology but is also a proper, substantial addition to the beloved series.
Half-Life: Alyx arguably features the most detailed world in gaming history, and, thanks to virtual reality, one of the most immersive. Although most of the game takes place in underground areas filled with brilliantly designed environments and enemies, Half-Life: Alyx's presentation goes up another level whenever the story heads to the surface.
38)Red Dead Redemption 2 An Era Captured Fully
Red Dead Redemption 2 is arguably the game with the best graphics of all time, although Rockstar's GTA 5 and L.A. Noire would not be bad shouts either. RDR2 is practically a movie due to how detailed and impressive all the NPCs and landscapes look on both consoles and PC.
Not only does every single frame of this adventure look photo-realistic, but RDR2 is also incredibly long and players will never get tired of the scenery. Arthur Morgan looks and feels like a real human being, and the same extends to every other character within the game. RDR2 is nothing short of art.
39)Groundbreaking Games From Yesteryear They Set The Standard
While not quite as regular of a phenomenon nowadays, the '80s, '90s, and early 2000s produced plenty of games that represented the next leap in graphical prowess. Titles like Pong, Asteroids, Super Mario Bros., Super Mario 64, Alone in the Dark, Ocarina of Time, Tomb Raider, Mist, Final Fantasy 7, and Grand Theft Auto 3 were all visual showcases that changed the industry.
Even if some of these projects' graphics have not aged extremely well, that does not diminish their accomplishments or importance. And, plenty of these masterpieces have stood the test of time, especially Nintendo's SNES-era releases.
submitted by Joshh170 to GameGeeks [link] [comments]


2024.05.12 16:38 GarmWyrda Advice/Ideas for a homebrew campain

Hello,
I'm about to start a homebrew campain with 4 players.
The setup is a bit unusual I think, because I wanted at first to use the book Radiant Citadel that I bought on a whim.
However I don't like the setup of this citadel, so I decided to only use the first adventure of this book (the Nocturnal market of Dyn Singh), set it up in the cloud peaks in the Amn (as suggested in the book), and from here, I'll go full custom and do my own thing.
I didn't want to impose anything to my players, so their characters don't know each other. There will be a time at the beginning to create some form of bond and moving forward.
I have done a session 0, defining multiple things, and I started to create a "reason" for all to be in the same place at the same time and to work together.
Character A, a warrior, have found a weird artefact that seem magic (he doesn't know any better, and he comes from a somewhat close place, and someone redirected him to the market of Dyn Singh).
This artefact will be the key point to hold everything together.
Character B, a rogue, will be contacted by character A friend through a mutual contact, in order to help him if he can.
Character C, a druid (EDIT: Not a druid, a paladdin... my bad) who worship the god Gond (Lord of all smiths), had a vision from his god (at leat he thinks so, I haven't made the god himself talk to the character, the character only wants to go to the market and seek the artifact he saw in his dreams). That's where I could use some help. Finding a somewhat believable reason to send the druid follow this artefact. It could be linked to the followup ideas I have for the campain. please bear with me :D
Character D, a young wizard, already travelling and being close by, detected a "weird" or rare form of magic that he doesn't know -> the artefact.
From here, they all have a reason to at least meet. I'll do my best to make them work together without feeling it too forced.
However, the adventure in this market does NOT include a resolution of a weird magical artefact. At all. I think it could be sidetracked for this little adventure/investigation (it should be 2 sessions max), and then I'll re-use this artefact as something to move my players to where I want them.
I was thinking to lead them to a (somewhat) big city on the sword coast (waterdeep maybe?), and from there they will be caught in schemes involving a wizard from another country, invoking demons (at first very little, maybe even demons' pets). His goal would be to destabilize the country/city they are, maybe to benefit merchants, or to prepare a war, i'm not sure yet.
A lot of text, to ask you, do you have some nice ideas to tie everything all together, regarding the artefact? Maybe a demonic object, that could help them defeat their first demon(lord)? It could be very rare material needed to craft a weapon. But it would have to be sent by the gods, and my players don't want to "save the world" or be "the chosen ones".
I'm all ears, feel free to criticize my ideas, improve them, disregard, change things and so-on.
I hope it's clear enough!
Thanks!
submitted by GarmWyrda to DnD [link] [comments]


2024.05.12 06:40 Dragonofice27 [GM4A] A Wuxia Style Adventure

Note: Open to wuxia newcomers as well, just let me know and I'll try and help you learn the genre.
As the title says, I'm looking to set up a wuxia style rp, spawned by my eternal love of the genre and martial arts. I'm open to plenty of ideas, but if you want to give it a shot, here's some thoughts I'd suggest thinking on.
What faction is your character from?
Do they wear the robes of the orthodox sects? Righteous against the ways of evil, focusing on techniques that imrpove oneself slow and steadily.
What of the unorthodox sects? Those who use their powers for their own ways, the corrupt and power hungry, assassins, spies, but also those who seek power by their own means.
Do they devote themselves to one of the demonic cults? Groups who seek power above all else, where those who die were simply too weak to desrve their names. Warriors who seek power with a religious devotion.
Or, does your character not follow any sect? Picking up techniques from masters who have done the same, mastery through true self study, wandering the world like a drifting wind.
What techniques is your character focused on?
Do they favor any particular weapons such as the spear, sword, or blade? Do they abandon all weapons together, only their own body being needed.
Have they honed their external martial arts, possessing bodies stronger than steel? Strength unrivaled by man or beast.
Learnt to use their internal energy to produce supernatural effects? Burning opponents organs from the inside out with a simple palm strike, or at the highest level learning Telekinesis.
What of their movement techniques? Movements so light they could stride across the water and skies as if they were land, speed untouched by even the fastest of beasts.
What other genre's and themes would you like to include?
Wuxia is incredibly flexible, as it only truly requires themes of martial arts and adventure. What other genre's would you want to include? Things like intrigue, mystery, and romance are all extremely common. As well as theme's? Are you perhaps looking for something like a revenge tale? Out to avenge a loved ones death within the murim.
About Me/Rules
I am over 18, and require that you be as well. This is non-negotiable despite the genre. Just feels wierd otherwise.
I try to reply pretty often, but due to a recent move, I have been rather busy lately. I am always open to reminder messages.
I prefer to rp on discord after handeling general setup in direct messages on reddit, but can rp in the messages as well.
I require message lengths of at least three sentences, though appreciate longer messages.
If interested, feel free to message me.
submitted by Dragonofice27 to Roleplay [link] [comments]


2024.05.12 02:09 mr_herculespvp DARK SOULS III SL1 run. Ringed City DLC. Demon in Pain, Demon from Below, Demon Prince solo 🙈

DARK SOULS III SL1 run. Ringed City DLC. Demon in Pain, Demon from Below, Demon Prince solo 🙈
I swear, this is one of the toughest fights I've had so far in my SL1/BL4 runs.
Such a long, drawn out battle that is so unforgiving. You simply can't make any mistakes in the Demon Prince fight unless you're very lucky and/or brave.
I thought I'd messed it up right near the end, but I went for broke and resisted using Estus. My heart rate had just steadied...
Hope you guys enjoy.
Setup is +10 Raw Dragonslayer's Axe from Sirris questline, with Grass Crest Shield for stamina recovery. Nameless armour. Rings are Prisoner's Chain and Ring of Favour +3. Really important to have a Divine Blessing ready in case things go south in Phase 1. Blooming Purple Moss as well if you need it. Buffed with lightning and green blossom.
Soul of Cinder, Champion Gravetender, Friede/Ariandel, Halflight, and Gael left... Wish me luck!!
submitted by mr_herculespvp to darksouls3 [link] [comments]


2024.05.12 00:04 S4M_Dragon Hot Take on Persona 2

The gameplay and story are both amazing. A lot of people seem to think that the story is amazing, but that the gameplay is awful. I will agree, grinding for cards is tedious at the start, along with changing strategies for party members. I'm gonna split this whole discussion into a few chunks, starting with tarot cards and demon negotiation.
CARDS AND NEGOTIATIONS After a while though, hunting for tarot cards only takes like a few battles at most to get what you need. That isn't to say it's difficult at first to get the cards and respond correctly to demon questions. Sometimes demons will just straight up not accept an answer they did before and you may lose a pact, but if you use a guide for which dialogue options do what, things become much easier. And you really only need to raise happiness and eagerness.
GRINDING AND ENCOUNTER RATE This is one of the few things I will agree with. Considering how much Exp you'll need to level up, grinding can be lengthy. This isn't helped much by long animations, but at the same time, battle can be satisfying if you do a chain of attacks and can manage to decimate enemies with the many elements and tools at your disposal. The encounter rate is through the roof, but if you know how to battle and know what you're doing, you won't really ever be in danger.
STRATEGIES AND BATTLE SYSTEM I've been playing P2 Innocent Sin a lot lately, and I really like the whole system to setup which moves your party members use. It may seem tedious and alien at first, but you'll likely get the hang of it and may enjoy it. It's like you're a strategist, putting together different puzzle pieces of the battle to secure victory. It feels fun to grow your strategy and watch as your personas rank up and gain new moves and possibilities in battle.
All in all, the game takes a while to get used to, but the gameplay can be really fun. That's at least my take on it. I would love to hear y'all's takes on it as well, so feel free to share your thoughts!
submitted by S4M_Dragon to PERSoNA [link] [comments]


2024.05.11 21:51 sailorgrumpycat A campaign involving: kobolds, "demon" cults, a dragon, some aboleths, and the Mad God Tharizdun

A small coastal town has been paying tribute every 4 months to an young/adult black dragon (barely an adult, will have modified stat block combining both, with some niche spellcasting and some homebrew abilities, probably around CR9) named Shodax for about 150 years (for the town and it's average lifespan about 4 generations), collected by a tribe of kobolds that worship the dragon. Over the span of about a decade, the tributes start getting smaller and smaller. The kobolds notice it pretty early on (about year two), but say nothing due to fear of the dragon. The dragon notices after a decade and in it's rage at the slight kills 14 of the kobolds, who now number in the hundreds. The dragon orders the kobolds to find out how the town has the audacity to skimp out on it's expected tribute, but can't be bothered to deal with such a petty issue because it is planning on conquering another nearby city.
The kobolds start investigating, as best as kobolds can (which is not very well). They find that the town has gotten much larger than they think it should have (imagine if Las Vegas had the same growth rate from 1930 to 1960, but for 150 years, as a medieval fantasy town/city), it now has an organized militia and defense apparatus, and appears to have a large port now.
During one of these investigations, some of the kobolds are seen, resulting in a quick skirmish that sees about 6 people killed (2 guards and 4 innocent bystanders, a moderately influential trade family). The town, not having any expeditionary forces, hires a party (the PCs) of adventurers to investigate the kobold incursion, and eliminate the threat. The people who actually hire the party will be overtly and strangely happy and jovial about the whole matter, while the rest of the town will be very somber and gloomy. Many random people (shopkeepers, innkeepers, pedestrians) will randomly complain about headaches and attribute it to the weather (which will be normal weather each time), the water and anything made with it will have a weird taste and consistency, and there will be some minor mechanical effects from various things the party does in the city.
The party will be looking for the kobolds, and will have a few encounters with them, likely resulting in many kobolds being killed. Eventually one of encounters will be with a slightly important kobold, who instead of fighting will immediately surrender her forces in order to parley.
The kobolds will tell the party that they simply are trying to find out where the limits of the town are because it has grown so fast that it is encroaching on the kobolds ancestral homes and hunting grounds, and that they know they are no match for the town and simply want to survive (deception). The kobolds will offer tribute in magical items and a meager amount of gold (that they can steal from the dragon) for the party to investigate the town and find out how it has gotten so large so quickly and if it has the means to "ally" with the kobolds (the kobolds offer external protection to the city from outside threats, in return for tribute to them). If the party accepts, new planned direction for the campaign, if not it angers the dragon who will eventually come down and threaten the under leveled party itself, before going about it's business with the other city.
The party goes back to the city to investigate the expansion and maybe offer the deal the kobolds made, and after some investigation (and a weird creepy invitation after the investigation gains some ground) finds a cult to the demon Lord Mammon. This cult will likely be presumed to be the cause of the towns enrichment/expansion, as well as the melancholy around the town and the headaches of a lot of the people.
This is not true, it is a false cult created by an aboleth who has dealt with this before and has setup "fake" (fake only in that it was initiated by the aboleth, but the aboleth convinced the people to truly believe in the demon, so the cult and its practices are real and trying to summon Mammon) demon cults in the town(s) it is gaining control over to throw off the scent and course correct if its ruse of mind controlling the town starts slipping. The party might pick up on some clues that will allude to this, as well as others throughout the campaign, which will likely lead to conspiracy theories [insert Charlie Day IASIP conspiracy meme here].
Now that the party will have leveled a bit the town will celebrate them as heroes but reject the offer of the kobolds (or ask that they kill the dragon, if the party went into a direct meeting with it), telling the party that it is a lie in order to actually get tribute for the dragon Shodax, who the kobolds actually worship. The town, (whose leadership is controlled by the aboleth) will say that they refuse to engage with such a foul monster (in actuality the aboleth considers the dragon a major threat and doesn't want to give it more resources). The town will again hire the party; this time to kill the dragon once and for all, ending its looming threat over the region, (and it's challenge to the three cities currently under the aboleth's control, one of which is the new target of the dragon).
The party will likely either fight their way through the kobolds (which will be difficult given the amount of time they have had to dig in ~200 years) or tell the kobolds their offer was declined because of the dragon and perhaps try to convince the kobolds their master (the dragon) is an awful ruler and they should seek out a new one once the party kills it (could lead to some dissent in the ranks of the kobolds and a potential small faction of allies vs the dragon). When the party gets to the dragon itself, they will inevitably fight, and if/when it is near death it will give insight into the town itself and why it still continues to grow and envelop the surrounding area. The dragon will only give the information if it is spared from death, even though by now the party should have some suspicion that the town is still awry for some reason, so could reasonably kill the dragon and still discover the reason. If they kill the dragon then the reception celebration in the town will be unexpectedly smaller than what was expected based on the reward promised, and the whole time creepy weird things will be happening with all the people (blank stares and creepy smiles of those celebrating, the reward being partially forgotten and gaslighting the party into thinking they misheard, lots of people making very ominously worded yet friendly mannered invitations to come to the "real celebration" the next night at dusk in a seaside cave) where the aboleth connection will be made.
The dragon reveal, if they let it live to talk: the dragon will be able to observe (due to wanting to conquer the other cities involved) that 3 cities, including the one that hired the party, have all been growing at the same rate for the same amount of time, and that the dragon itself is wary to try and conquer one city of the three because they are all strongly allied and would hunt the dragon down eventually. The dragon did its own recon via spells (variant rule and dragons and spellcasting) and found out the real reason for this is that the cities are all being puppeteered and are almost completely assimilated into the will of an aboleth, who is making the cities have strong trade agreements with each other and forcing the cities to reinforce and bolster each other through manipulation of lots of key figures and large control of the populations. Key point though, the dragon doesn't know the location of the aboleth itself. It will promise that if the party finds the aboleth (it doesn't know the plurality of the situation) it will help the party defeat it (a flat out lie, if they agree to this and contact the dragon, it will attempt to kill everything: the party, the aboleth, any innocent bystanders in the area). If the party tries to kill it, the dragon will attempt to escape, and either die or go into hiding to recover and seek out a new lair.
It will fall to the party either way to investigate the aboleth control of the city/cities, where they will eventually discover that each city is being controlled by a separate aboleth working in concert with the other two. They are working in concert to, and succeeding at, recovering artifacts and knowledge of Tharizdun, the elemental god of chaos and destruction, and the high level play will be the party finishing off the aboleths (who have been making each other stronger and will have modified/homebrew statblocks by the end) and the dragon (if the party didn't kill it when they had the chance earlier) and finding a way to kill the avatar of Tharizdun that has been summoned before it gains too much power and is actually freed from its astral prison. (Custom statblock, very high CR, party should be high level by then).
submitted by sailorgrumpycat to DndAdventureWriter [link] [comments]


2024.05.11 20:08 FallenDemonX Sareena & Askol, Advent of Calamity

Class: AP Transformation, Zoner, Slayer, Specialist

Role: Mid

Client Theme

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Contest Relation:

Contrasting Parts, from u/MrMeem1: Sareena & Askol are a zoner mage and skirmisheassassin combo.
Written By a Different Style, from u/lydongwapo: Sareena has a unique use for her ult that operates more as a basic ability, but can cast a full ultimate by meeting some conditions. Both parts have a unique Ult that share their CD.
A Story Through Action: Sareena’s playstyle can be best described as “a witch summoning Satan”, by setting up the field and targeting enemies as sacrifice for her demonic spawn. They also operate as a necessary pair. Sareena is squishy and lacks damage but her abilities are required to operate Askol properly. As such, they are symbiotic just like in their lore.

Commentary:

Once again this was a revamp of an old idea. The concept was to make a spin on the whole “mother of the anti-christ” trope, as well as the inner demon trope. Its usually smth horrific, a supernatural crime against an innocent person, usually a young woman. But what if it didn’t need to be? What if not only were they both evil but the host was actually the worst of the two? Take the trope of being forced to give birth to a demon, twist it on its head and make it empowering, having the vessel be the one twisting the second party but not for good, like how we usually see these situations in media. That's what's at the core of Sareena’s story and design.
Gameplay wise, they are a symbiotic pair that uses combos, cash ins, setups and versatile resources to accomplish their goal. Been playing a lot of Master Duel as of late, so I wanted smth that resembled that type of game feel.

Appearance:

Sareena is a black haired tan woman with black markings across her whole body. Wears a white ornate gown over a black skirt. She is very visibly pregnant with an ominous red glow emanating from her belly.
Askol takes a shape similar to Aurelion Sol, but with a large round eyeless head and human toothless mouth that is always unhinged open. Has 2 pairs of sickle arms compsed of a flowing fire like substance, red and black. Its tail splits into 2 transluscent flaps resembling wings. Sareena's body is attached to Askol as well, with her arms embracing it from behind and her hair acting as a mane. Her skin is flayed and turned into fleshy membranes that act as wings.

Lore:

Sareena served dutifully under the Black Rose as one of many witches in charge of managing and weaponizing demons, the spirit realm and all matters of esoteric and ancient magics. But she was also special.
Centuries ago, the Black Rose encountered a most strange object in the spirit realm: some kind of spherical set of sigils surrounding a giant malformed entity, left alone in a ruin of Targonian origin. No mages could approach it without feeling an intense heat emanating from it, except for one. Erebas extended his hand and the sigils opened for him, letting him hold the now tiny egg like creature. As generations passed, Erebas’ descendants were the only ones capable of interacting directly with it. Further investigation on his family and the landscape surrounding the site showed that millenia ago a targonian sect crafted a demon that could kill a star dragon. Why such a weapon would be abandoned eluded the Black Rose, but it wasn’t relevant anymore. They had it now and they knew they couldn’t pass it up. Erebas’ bloodline was now purposely bred to be the most powerful and in touch with the creature, hopefully creating a suitable host for the demon. Sareena was the chosen subject. When she came of age, the entity was implanted into her womb.
Sareena was dutiful, but also ambitious, as any Black Rose witch worth her salt would be. As the being gestated, she slowly started connecting with it, analyzing it and learning about the spirit world through it. The entity was more awake than it let out and only she could see it. It had thoughts and agency. It had needs. Sareena started treating it more and more like her actual child, even naming it “Askol”, meaning “messiah” in Ochnun. Askol in turn gave her power. Sareena could feel unspeakable levels of magic emanating from it and flowing into her body. After a few months of testing the limits of their fused strength, black and red markings started to form on her skin. Her dreams were filled with visions of burning fields and blackened skies. One night, she decided to dig deeper into the dream.
She found herself in a completely dark space with a red orb in the center. She heard a strange voice from it. Askol’s voice. It told her to touch it and see what it sees the world for. She abided. Instantly images flooded her head: stars bleeding crimson, constellations made of black holes, planets cracked and reforged into rocky amalgamations held together by corpses of dragons, unspeakable monsters crawling on their surface. Sareena understood why the sect never released Askol: It was untamable, a wild beast bent on consuming and rebuilding all of creation. The truth of the method was also revealed: Askol was a parasite. The star dragon equivalent of a tapeworm. They knew they could never kill a dragon outright, so instead they made something smaller but deadly enough. Sareena reeled back, staring at the orb.
She smiled.She grabbed the orb and held it tight to her chest. Her baby, her little Messiah.
Her final weapon. Askol was a wild animal with the potential to sunder the universe, but ultimately still a cub in need of care and belonging. She knew she could use that to her favor. Askol now had something it would have never expected: A mother’s love.
As their hearts touched in the spirit realm, limitless power poured in the physical plane, destroying Sareena’s manor and all its residents. Askol emerged wrapped in the warped body of its mother and flew far into what used to be Camavor. There, it condensed back into her. Sareena was somewhat surprised to see herself in one piece as Askol cheered from her insides. She noticed that all pains from pregnancy were gone, she could only feel the wriggling demon and the seething power, though she was still visibly pregnant. She was transformed, warped into something greater than a mere human.
Askol may be just a worm to a deity, but for Runeterra and its heroes and villains, it might as well be their almighty God. And Sareena not only had exclusive rights to its power, she had its affection. Swain? An old fool. The Black Rose? Pathetic cowards Mordekaiser? A relic of the past. The Darkin? The other demons? Wannabe apocalypse bringers soon to be devoured by their true demonic messiah. Only the firmament could stand up to them.
Too bad that's exactly what they were made to destroy.

KIT:

Shared Passive: A Time and a Place 
Innate: Baleful Union
Innate: Shared Power
All of Sareena’s abilities leave marks on the ground or on enemies. These marks are initially Dormant until triggered, becoming Manifested. In both states, the marks all last 6 + (0.3 per level) Seconds. Whenever a mark is triggered, Sareena casts an ability and when Askol emerges, the duration of both Dormant and Manifested marks is refreshed and Sareena gains a burst of 20% + (2% per level) Move Speed decaying over 2 Seconds, refreshing on acquisition. Additionally, Sareena gains a stack of Growing Power whenever a mark is Manifested, lasting until death.
For every 5 Stacks of Growing Power, she consumes them to earn a stack of Marks of The Beast. These stacks are consumed once Askol emerges, granting it 10 + (1 per level) AP until it dies.
Q: Brand Their Soul 
Cost: 50/55/60/65/70 Mana
CD: 11/10/9/8/7 Seconds
Range: 700
Width: 100
Active: Sareena launches a projectile of dark mystic energy in a straight line, dealing 30/60/90/120/150 + (40% AP) magic damage to all enemies struck and applying a Dormant mark on all enemy champions hit. The mark is Manifested if they trigger a mark from W: Corrupt the World and E: Etch Horrid Truths, dealing the damage again, resetting the duration and silencing for 0.5 Seconds.
W: Corrupt the World 
Cost: 70 Mana
CD: 10 Seconds
Range: 750
AoE: 400
Active: Create an evil sigil on the ground that arms after 0.7 Seconds. If an enemy champion, large monster or Sareena steps on it, it Manifests dealing 20/50/80/110/140 + (60% AP) magic damage and rooting all enemies in it for 1/1.3/1.6/1.9/2.2 Seconds. The same target cannot be rooted by another instance of this effect for 6 Seconds.
E: Etch Horrid Truths 
Cost: 35 Mana
CD: 2 Seconds
Charge Time: 10/9/8/7/6 Seconds
Range: 600
Connection Range: 1200
Line Width: 200
Passive: This ability holds up to 2/2/3/3/4 charges.
Active: Consume a charge to target a point, summoning a spatial rift that arms after 0.7 Seconds and lasts for 3 Seconds. When you summon another rift they send a connecting line of Ochnun text to the nearest two already existing rifts. The connected rifts and the lines become Dormant marks. When an enemy champion or large monster walks into these etchings, that particular line Manifests, dealing 15/35/55/75/95 + (20% AP) magic damage every half-second for as long as it lasts and slowing enemies in them by 30/35/40/45/50%, remaining for 0.7 Seconds after leaving the line.
You can have up to 4 rifts active at a time. New rifts over that cap despawn the oldest one.
R: Weave Into Eternity 
Cost: 100 Mana
CD: 90 Seconds
Range: Self
Fear Range: 700
At least 4 Manifested marks must be active to cast this ability
Active: Sareena makes all Manifested marks Dormant again, gaining a shield for 40/60/80 + (10% AP) for each mark affected, lasting 3 Seconds. Then if less than 8 marks were affected, refresh this skill’s CD and Cost by 50/65/80%.
If 8 or more marks are affected, the skill goes on a full CD and you additionally gain Eternity, an effect that carries over to Askol. When Askol dies with this effect on, it will instead reconstruct Sareena while Fearing all enemies in range for 2/2.3/2.6 Seconds.
Askol Kit Passive: Blood and Starsfire 
Whenever a mark is Manifested or made Dormant, refresh the CD of all basic abilities by 1 Second.
If Askol took part in the last kill that Aced the enemy team, Sareena re-emerges.
Q: Reap the Offerings 
Cost: 45 Mana
CD: 10 Seconds
Range: 600
Cone Width: 600
Active: Askol swings its arms in an arc, slashing all enemies struck, dealing 50/90/130/170/210 + (50% AP) magic damage and Manifesting all marks in the AoE.
W: Spreading Doom 
Cost: 100 Mana
CD: 60 Seconds
Range: 900
Width: 450
First Active: Askol removes all marks and rifts regardless of their state or if there are any to remove. For the next 4 Seconds, it can recast for no cost.
Second Active: Sends forward a wide wave that applies Q: Brand Their Soul to all enemies hit, creates a sigil from W: Corrupt the World under all champions hit and connects all ally and enemy champions and large monsters with lines of E: Etch Horrid Truths.
E: Inevitability 
Cost: 80 Mana
CD: 15 Seconds
Range: 850
AoE: 500
Active: Target a Manifested mark to blink to it, making it Dormant and bursting with demonic starfire, dealing 50/90/130/170/210 + (50% AP) magic damage in an area.
R: Dies Irae 
Cost: 100 Mana
CD: 90 Seconds
Range: 600
AoE: 500 + 100/150/200 per consumed mark
Active: Target a Manifested mark within range to make all marks Dormant. From the mark erupts a rift in space that constantly disintegrates matter caught in it, dealing 30/40/50 + (10% AP) magic damage each half-second, lasting for 5/6/7 Seconds. For every mark made Dormant on cast, the AoE size is increased.
All marks inside the area are constantly made Dormant and Manifested every second.

Quotes: Sareena talks even while Askol is out, her voice gains a demonic filter.

Pick: “ Black hole sun, here we come! (Askol emits eldritch noises)”
Ban: “ Soon… “
First Encounter: 
Annie:
Lux:
Sylas:
Swain:
LeBlanc:
Vladimir:
Kayle:
Aurelion Sol:

Kill

Mordekaiser:
Aatrox:
Any other Ascended:
Lissandra:
Syndra:
Aurelion Sol:
submitted by FallenDemonX to LoLChampConcepts [link] [comments]


2024.05.11 02:54 Future_Ad_3485 Planet Decay Part Twenty-Four: Planet Croak

Alisandra:
Catz and Tenty walked in to see the crew pushing more generators and battery rocks onto the ship, her petite form looking lovely in a frilly pink dress. Flicking her tail with curiosity, Tenty waved me over. Succumbing to her request, her eager eyes glittered with excitement. Pressing her gloved hands together, the new leather button up dress looked fantastic. The bonus thing was that leather was easier to clean.
“When you go to that planet, could you get your hands on this tea called thistleburg? It has the sweetest taste of strawberries and cream.” She pleaded an even bigger smile than the one she bore a few seconds ago. She did watch my kids while I was gone, the tea wouldn’t be an issue. Placing my hand on her shoulder, admiration brightened her smile.
“Sure thing. I look forward to trying it.” I returned simply, Scampy leaping into my arms. “Be a good boy. I promise to pick up when you call.” Tears glistened in his eyes, my real smile doing little to relieve his fraying nerves. Setting him down, Tenty offered him her hand. Accepting it with a weary smile, Jack came out of the kitchen with Basy. My pets slithered up to my side, my palms rubbing behind their heads. Passing her over to Tenty, they exchanged words for a couple of minutes. Running the plan through my head, something had to come to fruition. Kissing the tops of Scampy and Basy’s heads, Mortos came in in his space suit. Dusting off my own, Jack had my usual mechanic’s suit on his arm. Climbing onto the ship with me, Icy came on with Jack. Whiskers and his brother found their way into their seats, Whiskers’ eyes watching me hook up my harness. Zoning out while everyone got settled, it dawned on me that I was the one lady on the trip. Fussing with my golden chains, Jack played with the tip of my ears as he took the captain’s chair. Scarlet flushed my cheeks, his crooked grin caused my heart to skip a beat.
“Stuck in your head again? This mission should be fairly simple.” He assured me with a crooked grin, flipping the switches. “Then again, trouble seems to find you.” The door opened, my snakes hissing the moment I strapped them to my chair. Shooting them a stern look, their tongues flickered against my cheeks. Ignoring the odd looks, anxiety built in their eyes as the ship backed out onto the street. Straightening out, the ship shot into the inky sea of diamonds. Stabilizing the gravity of the ship, a sigh of relief cascaded from my lips. Plucking the files from the side pocket of my chair, the information not adding up. Another problem lurked underneath the surface, a monster had been plaguing the refugee camp. Why not, right? Missions could never be simple and everything had to go wrong if it was going to.
“What is this monster plaguing them?” I inquired with a pensive expression, Jack asking for the details. “Webbed feet and leaves a trail of blue slime on the trees.” Seeing my snakes recoil at those words, Jack groaned gruffly with an impressive eye roll. What fresh hell were we flying into?
“Sounds like a galgatoad.” He grumbled under his breath, his eyes flitting between my snakes and me. “They eat Ratalia and Ratonia for a snack. Not to mention that damn slime is rather venomous to certain aliens. That probably should be dealt with.” Mulling over what he said, the wheels of my mind began to churn. If it was poisonous to them, then it would be poisonous to me. Continuing down that line of thought, Solomon would die if he came in contact with it. Please don't hate me for my next suggestion.
“Correct me if I am wrong but we could boil that slime down to create a proper venom to kill Solomon, right?” I suggested calmly, shock rounding my comrade’s eyes. “Hear me out! If that venom can kill me, it can kill him. He is the purebred version of me.” Jack grinned slyly in my direction, his mind picking up what I was putting down. No wonder we were perfect for each other.
“That might actually work. One thing we could do is make a wine laced with it and make an oil to coat your staff.” He suggested with an equally calm tone, the others seeing the reason behind it. “You won’t absorb it this time.” Chewing on my lip, there was no animal to tame. A lack of answer gave him a bit of relief, his hand cupped mine for a second. Other conversations broke out, neither of us speaking to each other. Letting the hours pass lazily, the worn dock was in sight. Descending into the last spot, chains curled around the holders. Undoing my harness,it was time to get changed. Excusing myself, the mechanic’s suit felt soft on my skin. Locking the door behind me, the outfit change was as swift as it came. Buttoning the last button under my chest, a dull ache had my teeth gritting. Hissing mixed with rattles on the other side of the door, big grins exposing their fangs. Snuggling into their scales, a rare moment of serenity washed over me. How lucky was I to have them, especially alive and well! Images of them taking deadly hits had tears welling up in my eyes, Jack calling for me in his usual leather jacket and khakis. A worn leather bag hung over his shoulders, new weapons sticking out of the top.
“Ready to go, my dear wife. Gosh, I adore saying that.” He chuckled sweetly, yanking me close to his hips. A throat clearing had him releasing me with scarlet cheeks, Icy and the others wearing similar outfits. I suppose the options of clothing weren't there in the first place, the outfit seemed quite comfortable. Stepping off with my boys, a sea of trees and hearty ferns greeted me. Wonder brightened my eyes at the vast amount of tree houses made of the finest wood, Shaulleaux coming out with the carts of generators and rocks. Calling over Whiskers and his brother, his sharp eyes lingered on me while pulling out complicated instructions penned by me. If anyone could figure them out, he certainly could.
“We have this. Go make that beast croak for good.” He urged with a wink, dragging my poor friends along to the first home. Taking note, Mortos and Icy were the only ones besides the two of us. Mortos had excellent marksmanship with his new rifle, Jack surpassing him by a good few points. Seconds from reaching for our staffs, Jack’s hand rose into the air. Tossing us four sticky covers, our brows cocked at the same time. Tracing the salt based metal, his attention shifted to Mortos. Throwing him an old fashioned rifle, bullets made of the same metal his other palm.
“Salt is the one weakness this damn toad has. Hit him with all you have.” He commanded with his million dollar smile, Icy's strong hand jamming on my tips before doing his. Spinning his staff over his head to test the weight, a triumphant grin curled across his lips. His scales shimmered in the lilac moonlight, his grin growing wider.
“I might simply keep these on. The added weight is brilliant.” He announced with a toss of his staff into the air, ice crawling down his arm. “Time to wake up the toad, Ali.” Sprinting into the woods, a low growl rumbled in my throat. Chasing his boots, an idea came to mind. Cutting my palm on a dull brown rock, shimmering blood pooled in my palm. Running while marking random trees, the scent would draw out our freaking toad. Checking on my scaly friends, pride glittered in their eyes. Tears wet my eyelashes at the obvious scars, guilt eating at me. Crouching down, a quiet fear lingered in my eyes the moment I placed my palm on the dirt. Watching it soak into the dirt, the ground trembled underneath my boots. Pushing off the ground, a neon green toad the size of two houses crawled from the loose dirt. Hitting a bit of slime my skin hissed in protest, a steady stream of curse words exploded from my lips. Allowing golden energy to build around my boots, dead trees cracked onto the forest floor upon my impact. Whistling sharply, Ratalia and Ratonia took my side with eager fangs dripping with their own venom. A wave of ice blocked a row of sharp teeth coming our way, bullets whistling by our head. Shrill shrieks joined hisses, steam curling off of the slimy porous skin. Watching the skin patch itself up, a groan escaped my lips. Massaging my forehead, my snakes aimed their heads in the direction of his throat. A translucent heart thumped with wild beats, my hands petting Ratalia and Ratonia. Smashing the wall of ice, ice shards sparkled in the air. Kicking up a pile of dirt, a pang of pain had me grimacing at my raw burn. Sprinting around the toad, Icy joined my side. Waiting patiently for my next order, our bond was one I cherished greatly.
“Freeze the sack holding his heart.” I whispered into his ear, skidding into the monster’s view. “Come and get me.” Dodging the flurry of venom attacks, ice devouring its body. Too frozen to move, a sly grin danced across my lips. Sprinting along the edge of the toad, my hands spun my staff over my head. A flick of my wrist had it flying deep into its heart, I raised my foot over my head. Allowing golden energy around my boot, my staff glowed brighter. Slamming my heel into the dirt, a blast of energy had ice chunks whistled by my head. Stumbling around, a cloud of dirt had us choking the moment the monster hit the forest floor. Stepping over the pooling puddle of slime, Icy freezing every ounce of it. Gagging as I plucked my staff from its decaying heart, jolts of pain shot through me upon contact with the venom. Whipping off the slime, a golden gleam cleansed it of any venom. Leaning against a tree, my left arm was covered in minor burns. Icy froze the last piece, he placed his hand on my arm. Wonder brightened my eyes at the ice cooling down the wounds, a barrage of bullets melting the toad into a fog of steam. Mouthing thank you, the relief proved to be rather welcome.
“You did great. Let’s get those checked out.” He urged with a tired smile, his words fading out as Solomon came out of the shadows. His slow clap pissed me off, nasty burn marks covered the left side of his face. The shriveled flesh had me smiling softly to myself, the smile fading to sheer panic. Of course, the ring leader of a his own sick circus had to make an appearance.
“Since you can’t stop being a damn brat, you have to play my game. All along this town are some bombs you missed.” He bragged with a Cheshire Cat grin, his fingers snapping. “I am going to leave in case you fail.” A metal ladder hit his head,his fingers curling around the rung. Pushing through the raw agony, my boots pounded into town. Solomon was an ass but one thing he did was never lie. Calling my snakes over, their sense of smell was better than most dogs. Sending them out to seek out the bombs, the others caught up to me. Spinning on my heels, this problem needed to be dealt with. Gathering my wit, the next stop had to go off without a hitch.
“We are probably minutes from getting blown to bits. Find those bombs and call for me if you don’t feel confident enough to disarm any bomb you find.” I ordered while chewing on my lip, everyone shifting around uncomfortably. “Let’s go!” My lips parted to speak, Ratalia hissing for me a couple of houses down. Branches crunched with every step towards her, an idea came to mind. Scanning the land for a crater of sorts, a barren circle caught my eyes in the far distance. Skidding to a stop, horror rounded my eyes at the complicated setup of dangerously unstable bombs. A loud fuck burst from my lips, my fingers fished around my boot for a simple screwdriver to unscrew them. Noticing Shalleaux in the distance, a wave had him sprinting over to me with a cart. Noticing the dilemma at hand, relief crashed over me at him shooting me orders. Following them to a tee, the unstable bombs rattled on the cart. Running his hand through his hair, both of us knew what to do. Building energy around my boot, Shalleaux grabbed my shoulder last minute.
“That is too much! We aren’t trying to set them off, are we?” He barked impatiently, not hiding his fear of the situation too well. Lowering the amount, a new layer of sweat dripped down our chin. Nudging it gingerly, the cart took off like a rocket. Watching it with paling faces, the metal stopped short of the crater. Cursing under my breath, something had to move it along. Scooping up a rock, my vision blurred while energy built around my fingers. Adjusting my aim, a quick flick had the rock shooting the cart into the pit. Summoning all I had left, a golden dome hummed to life over the settlement. Counting to three, orange flames decimated the dead plains around us. Every muscle in my body protested, fresh blood pouring from my nose. Listening for more ticks, one remained. Digging at the dirt underneath me, the corner of my lips twitched at another bomb. No other one remained, a steel box catching my eyes. Ripping it from the dirt, the beeping sped up with every step towards my target. Chucking it in, my palms held the door shut. Shalleaux sprinted over to me, old chains rattling in his hand. Pushing me to the forest floor, his trembling hands tied the chains around it. Lifting it out of the ground, he bounced it off of his palms until enough of the air had built in his palm. Spinning it off of his palm, the bomb exploded midair. Rolling his hand around, a blast of wind sent the flames and debris into the dark side of the planet. Not one drop of new sweat glistened on his brow, his attention falling on me. Too weak to move, his strong arm tossed me over his shoulder. Bewilderment mixed with wonder at the display of powers.
“Let’s get your dumb ass patched up. Neptune must have a cure.” He sighed with a goofy grin, his head cocking to the left with a hearty chuckle. Purified water glistened in his palm, a tip of his hand cleansing the land of any nuclear chemicals. How the hell did he manage that?
“When did you learn to do all of that?” I queried with a twinkle in my eyes, his grin widening. “Why not inform your captain about all of that?” Shrugging his shoulders, a muscular snake demon in a simple button up shirt and worn leather overalls waved with a natural smile. His violet scales shimmered in the light, his golden snake eyes shimmered with pure bliss. Assuming he was Neptune, his smile grew bigger to reveal his curved snake fangs. At least his aura was as pure as the morning suns.
“Shally, you brought me the prize snake.” He teased playfully, Ratalia and Ratonia slithering up to us with wagging rattling tails. “Your snakes came to me to inform me of your little burns. Thanks for taking out that pesky croak of a toad.” Wondering how he was so cheerful naturally, my eyes flitted around the room he guided us into. The inner markings of the trunk made a lovely study of sorts. A crackling fire called me, the river rocks casting shadows in the light of the flames. Setting me down in a plush green chair, Neptune seemed head deep into a beat up box. Plucking out a tub of neon green ooze, nausea flipped my stomach about. Melting the ice with one touch, Whiskers skidded in. Leaving a cloud of dirt, my new friend slopped some of that darn ooze onto my arm. Biting my lips until a small ribbon of blood dribbled down my chin, the raw agony had me seconds from crying out. The agony died down to a dull throb, the sight of Icy and the boys had containers full of the frozen slime. Waving as they walked by, Whiskers wagged his tail, his ears pinning back at my clear annoyance. What was my issue? All of us were in one piece which meant that the mission was a success.
“I managed to gather a six month supply of that tea. Tenty will be tickled pink.” He chatted with me brightly, the attempt not easing my mood. “A feast is being held in our honor tonight.” Pressing his palms together, the sight of being at ease had my heart fluttering. Adjusting his jacket, he didn’t need to be here. Fun needed to be had in order to keep the well-being running smoothly among a good team.
“Go on a little date with your dear Shally.” I urged with a meager wink, his features illuminating to life. “Trust me, you both need it.” Shalleaux offered his arm, Whiskers’ arms hooking onto it. Gliding out, the fire and Neptune kept me company. Taking the seat across from me, his cheerful demeanor slipped to a more stern one. Resting my hands on the laps, the scars were going to be hideous. Would they make me hideous to my husband?
“Who are you? I mean who are you really?” He asked tersely, a maid setting down a tray of tea. “People like you are like a comet that comes by once a millennia. What scares me about you is that you are a ticking time bomb emotionally.” Shrinking back into my chair, no one had read me that well since Jack. Scratching at my cheek, his sharp gaze demanded my answers. Why did his aura demand answers?
“I am the literal half-breed of you. All I want to do is to become president of the universe to bring back it a new glory where all can be free to live. As for the ticking time bomb, you aren’t wrong. Enough shit haunts the recesses of my mind to kill the weak.” I returned with a gulp, hating the harsh feelings nipping at me. “Maybe we could reach a trade deal and get your people things as impressive as the current power systems illuminating your homes.” Leaning onto his hands, curiosity brought his eyes back to life. Please say yes to increase my chances against Solomon.
“Sure. The legends have been proven valid.” He mused with a bemused grin, his hands dropping to his lap. “How many independent planets have you made your unofficial allies? Our supplies have increased greatly since you have been running around fixing the systems. One more question! How come you never prosecuted any of us on our little planets? “ Massaging my forehead, this conversation had a strange hold on me. Wondering that myself, the principality of it was what held me back. Independent planets deserved to remain free as long as they desired.
“Why prosecute what wasn’t ours to prosecute?” I commented simply, waving my hand around. “You guys never joined the union. Running around on your own makes you guys stronger than I could ever dream to be.” Parting his lips to speak several times, Jack pounded into the cozy space. Cupping my face, his lips brushed against mine feverishly. My breath hitched, the release of his spell had me realizing how tired I was. Wiping away the blood with his sleeve, Jack doubled for a minute. Snapping his fingers in front of my face, the inability to focus had alarm bells ringing away. Giving him a list of certain medicines, Neptune excused himself to gather his supplies.
“I hope this lands on good ears but you can’t keep pushing yourself, Ali.” He chastised me clumsily, tucking a piece of hair behind my ear. “Next time you use your magic, let’s keep it within your limits.” Neptune came out with a big grin, the medicines clanking in another worn box. Accepting them with a gracious smile, Jack mixed the right ones together with a jolly hum. Pouring the muddy liquid down my throat, voices came in and out. Swaying back and forth, exhaustion had to be a nasty side effect. Falling from my chair, Jack’s strong arms caught me. A severe paralysis had me at his mercy.
“What did you give me?” I slurred languidly, my tongue weighing about twenty pounds. Pressing his palm to my lips, his face floated in the new lights. His lips moved a mile a minute, the words not entering my ears. Blinking a couple of times, his hand cupped my cheek. Mixed emotions flashed in my eyes, an apologetic smile lingering clumsily on his lips.
“It is a heavy sedative mixed with the best pain medication around.” He explained calmly, his voice getting deeper and slower by the second. “Sleep is what you need the most. Nightmares plague you but you still need slumber at the end of the day.” Nodding once, a rough darkness stole me away.
submitted by Future_Ad_3485 to DrCreepensVault [link] [comments]


2024.05.10 16:58 pluutia Some thoughts after "beating" Class of Heroes

Class of Heroes Review, gave up in the post game

Overview

Figured I'd throw my hat into the CoH ring and leave some thoughts about my experience with the game. I played on the normal difficulty, beat the base game in about 30h, and I am hanging up my gloves without having finished the post game, clocking at 40h. I finished with about 80~85% map completion and 60% of the items.
While I enjoyed the game as a whole, I think there were too many cumbersome things that felt like they were clawing at my feet every step of the way and that the combat + progression system was not satisfying enough for me to care about grinding.
Disclaimer though, I haven't played any direct Wizardry games so maybe some of the stuff I dislike is par for the course.

Stuff I Liked

I liked the actual dungeon traversing nature of needing to go through multiple nodes to reach a destination, it really made expeditions feel like a band of students traversing through the world. Before acquiring wyvern tickets and in the base game, I found that it worked nicely with CoH's inventory management, resource allocation, and balancing risk vs reward of a prolonged dungeon dive.
I'm also a heavy loot enjoyer, so I generally like loot-heavier games like CoH. I didn't mind the need to identify items for the most part either and having a limited inventory really forced me to evaluate what I'm bringing back instead of blindly taking everything.
Class and race restrictions and team building were also cool too. I enjoyed that I had to plan out race+class stat combinations and their paths to the classes I was initially aiming for.
The overall writing and tone of the game was humourous which was also a plus. The battle music was also decent, if I ever got hear more than the first 5 seconds of it.

Stuff I Disliked

Progression & Combat

Perhaps I was playing it wrong, but 99% of the boss fights that I couldn't autoattack through boiled down to seeing if my HP rng roll was lucky. If the boss had a low max HP I could blow it up, but if it high rolled then it would steamroll my team either out healing my damage, or blowing up my backline before I could setup (even with barriers and lord covers).
At the same time, the HP ranges dissuaded me from trying different approaches to fights - why bother wasting time doing fight setups when I could simply reload and try for a lower HP pool?
I've tried multiple approaches to fights where my teams couldn't simply blow through the boss - I tried magic focus setups, casting a ton of debuffs, but I never felt like the fights were really approachable from those angles.
Combine that with stats decreasing when levelling up, even with 95+ stamina, CoH sure made it feel like my progression was going nowhere. If there was some sort of deterministic method to the stat decreases (eg maybe fairies lose strength or demons lose wisdom it might've been okay) I could give it a pass as I would have direct influence and could play around it. Too bad, not happening.
Maybe my team building was just really bad as I figured I couldn't go wrong with a generic template of characters (tank/glass cannon dps/bulkier dps, magic dps/ranged dps/healer) but that might've been the cause of my generic approach to fights instead.
I also found the encounter rate absurdly high with no way of warding off monsters. There were talisman items but I never got those to work.

Quest Repetition

Please give me a tracker for which dungeons I have not completed yet for life golems, that's all I ask. Having to make 2 trips to all dungeons despite being in post game is an absolute waste of time.

Menuing

I think I liked the idea of having per-character money and inventory instead much more than the implementation by the end of the game. I'm all for inventory management but junk accumulates so quickly, and despite having passed all curriculum making me a "master" in all areas, my students were still too dumb and couldn't figure out what string junk was even after seeing it 500 times.
There was also no way to drop multiple items, bulk sell, nor identify + sell in any convenient manner.
Any sort of QoL for alchemy would've been appreciated - I'm not asking for automatic item creation from selecting a recipe, just let me access my storage from the lab and that would've made things way less frustrating and cumbersome.
Having storage per school makes sense lore wise, but was also more of a nuisance than anything. I ended up dumping everything at Particus and made trips back and forth any time I needed something.

Lost

This is probably an old Wizardry remnant, but with the ability to save at almost any time the death->ash->lost mechanic was more of a nuisance than anything. There was never a reason to not reload a save upon losing a member so the whole mechanic was moot for me.

Bugs

I played on the Switch and more often than not the minimap would flicker between showing the map and a blank square. To fix it I had to restart the game, but it would bug out just as quickly.
There were also some inaccurate skill description like the AOE divine healing spell and a few typos here and there.

Dealbreakers - Map Design

CoH prominently displays the % map completion, which is almost directly at odds with how the maps are designed. With a left/right entrance/exit mechanic, the vast majority of maps are either completely symmetrical or a slog to complete.
I found that I was more concerned with figuring out how to efficiently step on tiles instead of being excited to explore interesting map layouts and unique mechanics. With the boxy beginner maps this wasn't as much of an issue - the swathes of large empty maps weren't enticing but at the end of the day they were pretty simple to deal with.
The worst maps were those with rows of teleporters that sent you far away, meaning that to map complete you would either need to make the hike 20 times or spend time warping over and over and over again.
Similarly bad maps were the ones that had anti-magic + anti-warping + shock floors. My main team didn't have a full team of floating units (though by that time I didn't care enough to make sets of floating gear) and had given up on map completion.
Combined with the symmetry and generally high random encounter rate, it really felt like the % completion rate wasn't worth pursuing.
I know that my post was overwhelmingly negative but those gripes really only surfaced in the post game to me. The base game itself was enjoyable and I never found myself helpless and needing to resort to brain off grinding. Map completion was a slog, progression slowed to a grind, and I didn't feel like the boss fights were interesting. I still did enjoy the base game, though I'll probably put CoH2 in the backlog for quite a bit.
submitted by pluutia to DRPG [link] [comments]


2024.05.09 20:41 FarmWhich4275 An Alien Plays... Railroads Online

The video starts as it always does with Spifflemonks usual intro. but there is no normal intro, instead, it opens with Spiffle staring close into the camera with the goofiest, happiest smile on his face you would ever see.
"LOOK!!!!"
Spiffle excitedly bellows into the camera and tabs into the game. He's finally playing a train game, specifically, Railroads Online, and is on the map Lake Valley, with a startup train called The Montezuma.
"TRAINS!!!!"
Spiffle excitedly bellows to the audience as he settles into his usual setup. He can barely contain his excitement as he stammers out his greeting.
"GREAT DAYs and HA Glorious VictorEEE!!! Its a TRAIN game! Hehe! My name is Spifflemonk AND I AM EXCITED! I have been waiting for this since I got killed by my first train in Factorio!"
Spiffle hops off the platform at the Depot and excitedly explores his new surroundings, especially the Montezuma.
"I was given this game after the time I played Project Zomboid! I do however have specific instructions with this game and I have to follow them. Sorry... Obligations! I have been looking forward to figuring out how these things work! Oh the secrets of human industry are about to unravel!"
Spiff goes into the train and is completely stumped for a bit as he sees what's there. A pile of wood and an oven.
"Wh-where are the fusion engines?!"
Spiffle Walks around the train several times in confusion.
"Is the nuclear reactor inside this tube thing? Nuclear reactors can't possibly be that small!"
He carefully examines every part and component, slowly piecing together how it works.
"So the fuel... gets into the big tube thing. Then it gets pumped into these pistons connected to the wheels. Then because of the force, the pistons move in a circular pattern, then the wheels move, moving the train. What is the fuel though?"
Spiffle carefully looks over the train again, trying to discern what it is. He follows the game's control prompts and tutorials until he hops into the control cabin. With apprehension, he opens the boiler fuel port and sees what's inside. The viewer can actually see the gears in his head turning.
"Okay... I have to do something. Please hold..."
Spiff tabs out and a funny little in-between-sequence plays. The sequence is a short fifteen second long fan made animation - with credit to the animator on the top right of the screen - of Spiffle gaining access to his first Flamethrower in Deep Rock Galactic. The screen tabs back and the viewer is a bit scared at the sight of Spiffles signature death glare straight into the camera, full screen.
"Steam? WATER AND WOOD! YOU DID THIS WITH WATER AND WOOD!!!???"
Spiffle grabs the camera and angrily rants at it incoherently for a few minutes. He finally stops his angry rant and just resolves himself to play the game.
"Okay... Okay... Let's... not think about how stupid we are for not getting this earlier and just go for it. Now... I have some specific stipulations I have to do for this first. The individual who bought this game for me came with some... very specific things for me to do while playing it."
Spiffle gets a notepad out of a drawer nearby and double checks his request.
"I am to first, do the basics and put a rail network down so I can connect at least three points, primarily the Logging camp, Sawmill and Depot. I can do more If I want. Okay then. M for map... Let's see..."
Spiff opens the map and a bit of color drains from his face as he sees the sheer size of the world in front of him. It's a four mile journey from logging to mill, then back to the depot in all. He has to lay all the tracks along the way.
"Oh gods... What have I got myself into? It can't be that bad can it? Okay that's... doable I suppose. Now I have to... simply play the game and make money, but I have to... listen to a special series of mixtapes? What the hell is a mixtape? I have those links bookmarked, they are on GalaTube apparently. Let me just do that then..."
The playlists that Spiff brings up are strange and seem disconnected, but there's three of them. A Synthwave Cyberpunk mixtape, volume 3 Specifically made by the Legendary Mister Suicide Sheep. An Epic Country/blues mix made by Jenni Music, and a Retrowave mix made by a smaller, obscure channel.
"I'm starting to wonder if humans are alright in the head. My subscribers specifically. You buy games for me, which by the way this one was NOT cheap, then the only stipulations you have are for me to record it and listen to music? I find that so... Strange. So very strange. Then again, zombies, Cthulhu demons, Child slave labor to make Human Leather Hats, Mia The rat... Poor Mia. The existence of Sheep... I really shouldn't be surprised at this point should i?"
Spiffle resumes playing the game at this point, and goes through the painstaking process of laying the track down. He fumbles with the controls until he figures out the degree and gradient system then figures out how to couple the cars.
"Just how many of these things can I have on one train? I am not stupid so I guess it's how powerful the train's engine is. I'm going to get... two more of these small ones here and start with the Logging Camp."
Spiffle starts the process of railing cars and buying two more small logging cars. After rerailing them and putting them on the right track, in this case the left track closes to the depot, he starts laying track down for real. Tentatively, he places small tracks here and there, just fiddling with the system to figure out how it works.
"Okay so... This button and that button are to increase gradient. Gradient is the angle of the slope down or up. So presumably... Downhill gradients will increase speed with lower engine power, and I will need high power to go uphill. Right?"
Spiff looks at the camera with a raised brow as if expecting an answer. He shakes his head and resumes playtesting.
"Okay so just like with motor vehicles, I'm guessing that if they turn too fast or too tightly, they flip? I think that's how it works here too, so let's see. No too tight turns I guess? What's a good... uhh... baseline, I believe is the word used. Baseline. Maybe... 100 degree turns at most?"
Spiff tries out the turning system, eventually coming to the conclusion that tight turns for trains are a bad thing, and goes for a varying degree of 80 to 120 degree turn angles for his tracks, setting an absolute minimum of 60 degree turns.
"Right... That's sorted. I'd say that's very reasonable. I shall hold the music till later... I have more pressing concerns right now, I need to concentrate."
Spiffle starts laying track towards the Wheat Farm at first, just to see what happens and what he needs to do. He encounters his first real obstacle: Hills, dips and bumps.
"Gods above this is very bloody fiddly isnt it! Now maybe a 1% gradient... no. dammit that's too little. How about a 2%? No! dammit now it goes back up over here! Hmmm... This is going to be very very bloody fiddly!"
Spiffle struggles to do his thing, using various track segments to make necessary changes, sometimes making some very silly mistakes such as failing to notice that certain gradients are dips or bumps, and failing to either go around them or simply bridge across, creating a somewhat bumpy roller coaster type ride. He spends the next hour or so, simply laying track to the Logging camp for the moment. This was one of the easiest maps to play and one of the least complex.
Spiffle continues, eventually connecting things together. He buys a handcar to use to test the track, then once satisfied, uses the handcar. He does however forget you are supposed to do some forestry to clear the way of the track and derails the handcar.
"Blast it! I'm supposed to cut trees down aren't I?"
Spiffle blinks, smacks himself in the face and stares at the camera.
"Well of course you blue colored idiot! TREES AREN'T GHOSTS YOU CAN'T PHASE THROUGH THEM. Of course I need to cut the trees down and remove the rocks!"
Spiffle re-rails the handcar and sets it to low speed so he can see the track. Every time he comes across a tree too close to the track, he stops, cuts it down, then returns to the car. It isn't long before this becomes tedious and he quickly learns trees can be cut remotely.
"Gods if only it were this easy in reality huh?"
He smiles with a certain grin of satisfaction as he stands in one spot and cuts a half a forest down. He clicks and a tree goes down. He goes weird again, his eyes getting a bit of that scary spark in them, and he starts to chuckle sadistically as he deforests the entire area around his track. A loud yell can be heard in the background, interrupting his disturbing chuckling. It appears to be a family member yelling at him to calm the hell down or they call the funny police again. Spiffle apologizes in Eridani and blushes, making himself very small and remembers this short moment of embarrassment.
"Okay uhm... I think I cleared the track now..."
He smiles sheepishly as he surveys the landscape, now barren of trees, and returns to the depot. He moves the Montezuma and its tender together and couples them after faffing about with how it works for about five minutes. Finally he starts preparing the cars, buying four log cars, the big ones. After preparing them, he lets out an exasperated sigh and has to wait for the steam pressure inside the train to build before he can carry on. Soon after, he finally gets going, coupling the cars, putting everything together, then chugging away to the logging camp.
"How long have I been playing so far-THREE HOURS!?"
Spiffle shakes his head and just carries on to the logging camp. He stops the train precisely, aligns the cars and loads up the four of them, taking a little while to do it. The motions of the cranes moving around, picking up a log then the games jank taking care of the log into the car, loading each one with six logs. Spiff sighs, then returns to the cabin and starts the train up again.
"Lets see... check fuel... put firewood. Release brake and set at forty percent throttle. Then slow to twenty five percent at the crossroad."
Spiff follows the instructions he set himself on and gets used to it. With nothing but the empty rail, no trees around and the simple chug of the train, Spiff notices a sudden lack of things.
"Why does this feel so... empty? Is it because I cut all the trees down? I mean... I feel fine. I feel... nice. It's so.... peaceful. Why does this feel empty?"
Spiffle finds the whistle and gives it a tug, the train responding with a loud, sharp whistle making him chuckle inanely like a kid in a sweet shop. He returns to the depot and offloads the cars, making back some of the money he spent on the cars. He takes a deep, long breath and plays his channel outro.
TOP COMMENT: "Good to see you're taking some time, Spiff. And also, seriously? You don't have trains? You seriously need to tell us how your logistics network worked back in the day. We can't imagine life without our trains."
_________________________________________
"Great days and glorious victory! My name is Spifflemonk and welcome back to Railroads Online! I have... erm... taken some time away from doing... things... and laid down some more tracks to more things."
Spiffle sheepishly smiles at the playtime he has - fourteen hours - and tries to distract the viewer with a silly screen transition, returning to the cabin of the montezuma. He opens his map and starts to point out where the track he laid is, with telegram boxes pointing out major intersections, main locations and essentially fast travel to every major point on the map.
"Now, I have the main depot here. There's a line to the logging camp down this way, then back up the main line towards the sawmill. Then a switchback here behind the sawmill to the planks and beams, then back to the depot on a separate line here. Simple, quick, easy. I did some more basic lines up this way towards the other spots, first of all the iron mine. That was... bloody annoying! But I managed it. The Montezuma can barely handle it but, today we shall be saving up money to buy a better train!"
Spiffle starts up the train, waits patiently and does everything he can, readying himself.
"I was informed that I was not doing as asked, and have cleared any schedules I have for the day, besides some alarms... loud ones, that I have set so I know I still exist outside the gamespace."
The first thing Spiffle does is start up the Mixtape from Mr Suicide Sheep. He starts it, puts his headphones on and starts working. At first he goes into his usual drone of explaining things. Then something in his demeanor changes. He gets lost in the music and simply for lack of a better term, begins to 'vibe'.
It starts simply at first, he just talks. Then after about fifteen minutes and two loads of resources, he stops. Just looking at the screen, simply carrying on as normal. Another fifteen minutes pass and a particular song comes on, matching with the tempo of the train. Spiffle stops moving around in his seat as he loads up another bundle of logs to the sawmill. After offloading, he returns to the depot.
"Hmm.. hmm.. mm...hu-hu-oh-bop..."
Spiffle hum-sings along with the music in his head and returns to the depot, switching out for new cars that will hold planks and beams. He returns to the sawmill, collecting several loads of his hard work then heads back to the depot, the entire time he is simply vibing to the moment.
The playlist gets to a nice song with a good beat, and Spiff begins bopping along to the music, his head bobbing back and forth. He continues doing in silence for another half an hour, getting to Level 3 and acquiring around $3000 dollars in currency. He ignores this and seemingly under some kind of spell, carries on with the gameplay loop for the entire duration of the playlist. When the music finally stopped, he took his headphones off, took a deep breath and looked at the clock.
"TWO HOURS!? THAT WAS TWO HOURS!? It… It felt like barely ten minutes!"
Spiffle seemed genuinely shocked that much time had passed. He double checks a few alarms he set and true to form, just under two hours worth of time passed.
"I... I have never felt so... calm. So... at peace! All I was doing was hauling wood in a chuggy train! What kind of magic is this!"
Spiffle stood up out of his chair for a bit, seemingly genuinely distressed. He paces around the room and returns to his seat.
"OH I am so glad these are being recorded! When I show this to The Council they will send it to the scientists and they WILL find out what kind of magic you creatures are up to!"
Spiff returns to the game, starting up the next playlist as requested and starting a new run, this time transporting logs to the sawmill, then beams and planks to the iron mine and depot. The run is simple, but the next playlist, a form of old Country music remixed with Hybrid instrumentation, Rock, Pop and other things, seems to affect Spiff in an entirely different way.
"What is this music... I can't say that I don't like it but It's... strange. I find it disturbing that I can be this level of calm for so long."
Spiff continues his run and gets into the rhythm. He becomes affected by the music again, getting into the vibe. He becomes more reckless, more aggressive in driving, accelerating faster and braking harder than usual. He seems more focused, stronger and more prone to mistakes but faster to recover from them. The music continues going, as does Spiffle, his body seeming to tense up and strengthen, as if the songs are making his muscles have a workout.
"What is going on... What's in the blue blazes is happening!? What are blue blazes!?! Why did I say that!?"
Spiffle seems in a trance as he continues, finally finishing the playlist after two hours. The entire time he is in relative silence, his expression in a grimace of determination and strength. By this point he has, in his strange music induced trance, acquired a further $3500 dollars and ascended to level 6. He finally notices, checks the time and has another short freakout. This time he stands up and is covered in his species’ version of sweat. His muscles are visibly pulsing as if the music has him hyped as all hell.
"WHAT IS THIS MAGIC!? Why do I feel so... tired but... excited! This is just supposed to be a game about TRAINS!!! Why does it feel like I have just dragged a Trunket up a hill!? WHAT IS THIS!?"
Spiffle grabs the camera and rants into it for a few moments. A female Eridani appears in the room with an angry expression on her face and stares at the sweaty blue alien, very clearly one can see from various adornments that it's Spiffle’s wife. A combination of Spiffles reflexing muscles, his heavy breathing, sweaty form and the pheromone now coming from him drives his lovely wife insane. Her expression instantly switches from anger to lust and with a sinister smile she pounces on the poor bastard.
"NO, MY LOVE! STOP! I'M STILL RECORDING!!! GARY! I'M SO SORRY! PLEASE FOR THE LOVE OF GOD EDIT THIS OUT!"
The editor graciously skips this bit and displays a message on the screen.
"What I had to remove here will haunt me for the remainder of my eternity, both in this life and the next. Fuck you Spiff. Lock your damn door and soundproof your office."
TOP COMMENT: "Well Spiff I think we found your species equivalent of an aphrodisiac... Maybe it would be an idea for you to NOT get that pumped up in future. Try Chillwave next time. It's more... your speed I think."
_____________________________________________
"Great days and glorious victory! My name is Spifflemonk and welcome back to Railroads Online! I was eaten by a Ghost Leviathan a few minutes ago, and I am still shaking, so I shall now play with trains!"
Spiffle displays what is clearly a shaky hand and a very fake smile, and begins the next playlist, this time going through the motions of buying a new train. He has a new playlist, a Chillwave 80's version only an hour or so long.
"Well during my... erm... human magic induced musical hypnosis, I apparently got a LOT done in very short order. So I not only have new things to buy, I have more than enough money to buy them. Lets see hmmm... What should I get?"
Spiffle works a bit and looks through the list of locomotives and cars for a while, before eventually settling on a Tier 6 train called the D&RG Class 70.
"OOoooh I like the design on this one! It's very pretty! Tractive Effort and weight cla-I don't care, LOOK PRETTY! Mine now."
Spiffle spends the $5600 dollars on it, unaware he has the option of customization when it comes to trains, including Workshop Skins and paint jobs, or custom character models. Through this entire process one can clearly see him still shaking from his encounter in Subnautica, and he carefully sets up the new train.
"OOOOHHH my god that is pretty! What's the fuel though? Oh good. Wood. Don't need to go for the coal mine too much then except for deliveries. So... the planned route today is Logging camp, the Sawmill, then the Iron mine. After that, pick up iron ore and get it to the smelter. This is a very... Involved process. Humans had trains to cope I guess."
Spiffle gets on the train and sets everything up, this time going the smart way and installing a third party extension, RailRoads Online Extended, which shows a map. He tabs out, giving everyone a look at the spaghetti maze that his track has become with three different lines of rail leading to different places and each one converging at a central location near the depot and sawmill.
"Disgusting isnt it? And yes I do remember. A subscriber once asked me how we coped as a civilization without trains or these kinds of mass transit. We did not, really but we developed a form of biofuel and used that in large cargo carriers like your big rig trucks. We built them specialized roadways and tunnel networks so they wouldn't be in the same traffic as yours is though, so the flow of our civilisations blood kept going. As air travel became more prevalent, we started to develop better and faster engines, eventually phasing out those trucks entirely shortly before we entered space."
Spiffle explains all this while heading to the logging camp, now towing 4 log cars, 2 flatcars for beams, two flatcars for rails, two hoppers for ore, two cars for rails, two for cordwood and one car for oil, with three more cars for later.
"Right, off we go!"
Spiff emits a childish giggle as he lets the whistle sing, then starts moving the train. The train is strongly built and powerful, and Spiff makes short work of the journey to the logging camp. Spiff loads up all the logs, heads to the sawmill and miscalculates. He takes a relatively tight corner far too fast and the train derails, locomotive and tender plus all eighteen cars come off the track and are strewn about. Spiffle himself is cursed by the game's physics engine, and gets yeeted into the stratosphere.
"What the hell ha-OH BY ALL THE GODS WHAT THE HELL!! WHY AM I FLYING!!!"
Spiff panics and tries to do anything, but his fate is sealed and he is unable to stop himself being thrown from the sawmill to the Iron Ore Mine. His character bounces off a tree and lands harmlessly, albeit very far away. He checks the third party app and displays all the cars he has strewn rudely about that general area.
"Okay then... Okay... How the hell did I end up here!? It's okay, I can just fast travel. Thank God I put those telegraph offices everywhere. Right, off we go. I hope the load I was carrying doesn't also get lost. But noted for the future, I shall need to moderate my speed."
Spiff travels and finds himself at the scene of the crime and laments at the damage. He painstakingly goes through to each one, remembering what order it was put then rerailing it on the track. Some forms of the game’s engine do not allow him to do it the way he wants, forcing him to make empty lines of track to store cars on the side as he slowly reassembles the train.
"Gods this is so messy. Yeuch."
He laments at the task and spends a good twenty minutes whining before restoring the train to its former glory, getting panicky at the last part when the jankiness sends his character flying again but thankfully not derailing the train. He carries on where he left off and tries better to moderate his speed.
"Right so obviously, that was too fast. What did I have it on... Throttle at 55% i think? I thought I would need more power for this kind of load so I pushed it a bit too far. Train may be more powerful than I thought. So... Throttle 25% and ready the brakes when needed. I can fiddle with those to be better aware of my speed."
Spiff carries on his run and settles in, changing his style up a bit to make the deliveries faster. The power and torque lets him effortlessly navigate the spaghetti maze of rails he had to build to climb the mountain and deliver the beams and wood to the ore mine, then collect a load of ore. By this point, he has started the playlist he was given and has settled into a mellow groove, bopping along to the song.
He is grinning inanely and suddenly stops. He gets out of his chair and starts to dance to the groove of 80s Chillwave as he drives the train. It isn't much but he is very clearly enjoying himself, as goofy as it is. He is very much in the groove, so into it he is able to sense when the train needs to slow or speed that his dance moves fit seamlessly, reaching over to pump the brakes or hit the throttle.
With the level of concentration and Spiff's goofy dancing, he finishes the task in short order and before the playlist ends, is filling barrels of oil. He continues to dance and delivers a barrel of oil to the depot. There, he stops, sits down again and looks at the camera.
"Why do i like this... so much? Why is this so... relaxing? I sent that playlist to the Council. There is no magic, it's just music. Just... music. I will be doing this again. It seems Subnautica will terrify me a bit more. Maybe there are other relaxing games like this..."
Spiffle slowly gains a genuine, warm smile as his channel outro plays.
TOP COMMENT: "Powerwash Simulator. Lawn Mower Simulator. Those games are nothing but pure catharsis without the psychotic destruction you seem so fond of with Teardown :) lol"
SPIFFLES RESPONSE: What the hell is a Power wash? Or a lawn mower for that matter? Why do you keep making me so confused!?"
COMMENTER: “TRUST US SPIFF :) :) If you have any need to relax, those two are your definite go-to’s. DO IT. WE ARE THYNE AUDIENCE. WE DEMAND IT.”
submitted by FarmWhich4275 to HFY [link] [comments]


2024.05.09 18:24 Syber50 May have solved Denon / BenQ hdmi handshake issues

Just picked up a denon 3800h, paired with a 5.1 and benq 2060 projector. What started happening was any time I hit a button on the denon remote, the screen would go blank and it would take 30 seconds / a minute to find the signal again. Setup button / quick select / hdr content / even sound mode buttons.
Replaced all the cables, ensured all settings were correct, nothing helped.
That was until I found a tip about the hdmi equalizer function in the projectors menu. Display - HDMI settings - HDMI equalizer - changed it from auto to 1.
No idea what 1 vs higher numbers mean, but at 1, I have zero blank screen issues now no matter what button I press on the demon remote.
Hopefully this helps some folks if you are troubleshooting the same issue.
submitted by Syber50 to hometheater [link] [comments]


2024.05.09 13:27 Hartmann_AoE Some math, notes and knowledge around Jorms AA change

So. Jorm gets to proc AA items soon. hooray! Lotsa people running around fantasizing about all kinds of silly stuff and since the snake was my first diamond god, i decided to do some quicc maths and notes for the many different items
  1. Hero Axe vs Manakins. Sample build: Starter, Prophetic, Void Donmaru, Valor, Contagion, binding
After 10 autos, both of these deal similar dmg: Hero axe does 480, Manakins 444. This is somewhat comparable so other nuances have to differentiate them
Because Manakins dmg is somewhat "capped" at its stack ammount, the dmg is also kind of bad, In fact, the actual tick dmg from manakins was 124, less then half of hero axe massive 290. The basic attack dmg stat does all the heavy lifting. The burn also isnt effected by your magical pen (not that itd matter). The only advantages manakins offers is better jungle clear, some sustain and the hefty AA slow. The heal of Manakins also seems to be affected by the % reduction soo.. yea, tough luck
hero axe offers the better dmg and WAY better stats with its 300 HP CC reduction and higher prots. Id call it strictly better. The AA slow of mace is absolutely amazing, but i dont think it competes here unless youre up against like 2 adcs and cant fit in a midgardian or witchdagger
  1. Toxic blade. Dont
I saw some people mention it and.. why? toxic blade`s one good quality is the 36% attack speed, wich jorm does not need at all. All other stats are shit. If you really want AA speed reduction, grab Bewitched dagger, if you want antiheal, grab literally any other antiheal item, if you want both, horrific is still like the best relic in the game
  1. Deaths toll/ Embrace
These 2 might seem super strong, but with the 50% heal debuff and extra 50% AoE penality even Embrace only heals you by .35% per tic, aka 1.75% HP per sec on 1 target. This still ammounts to a lot against waves, but in fights where you likely get antihealed and only have 2 targets to breathe at this is.. very manageable. Strong, but not insane
What is really insane however is Embraces CDR reduction. as it doesnt count as dmg or healing, its not penalized at all, so 1 second of breathing means 1.5 seconds off all other CDs, letting you spam to your hearts contend, wich keeps your 2`s AA buff up, wich lets you keep breathing! feedback loop! sick!
  1. Cyclops vs Telkhines
These 2 actually do very comparable dmg, in 10 Autos vs a basic odin, we get 200 from telkhines and 198 from cyclops. So once again we gotta look at other things that differenciate these two
Aaand in that regard cyclops is strictly better. 15 more power, CDR instead of lifesteal, the % dmg will eclipse telkhines vs tanks. It seems superior, but theres a few things telkhines has over it
Telkhines selling points are being 350 gold cheaper and its dmg working vs multiple targets and non gods. These are both pretty strong points to this ring and i personally really cant tell wich one i prefer lol
  1. Yes, Demonic Drip and Hastened work. I personally think they arent part of like an optimal setup, but if you wanna goof off and go full att speed jorm then these do work.
https://medal.tv/games/smite/clips/2c54ahM7-cbN8j/d1337nmJv75L?invite=cr-MSxDQ2gsMjExMTA0NDkwLA
I think a build like Hero Axe, Valor, Prophetic, Donmaru, Cyclops or Telkhines, Binding could be something genuinely viable next patch. You could go both rings and sub out binding if you feel ahead and safe already
submitted by Hartmann_AoE to Smite [link] [comments]


2024.05.09 05:13 DefiMyself Inside the Mind of Trader Stewie (Download)

Inside the Mind of Trader Stewie (Download)
Inside the Mind of Trader Stewie

Inside the Mind of Trader Stewie Reviews: Is it worth it?

So, you’ve been eyeing that stock market rollercoaster, but you’re not quite sure how to hop on? Or maybe you’re already in the game, but your portfolio is playing hide and seek with profits? Fear not, fellow investor! Dive deep into the psyche of a seasoned trader with "The Art of Trading - Inside the Mind of Trader Stewie". Strap in, because this isn’t your typical trading manual—it’s a journey into the very essence of trading success!

Buckle Up for a Methodical Ride

Ever wished trading could be as structured as your favorite course? Well, wish no more! "Inside the Mind of Trader Stewie" unfolds like a well-crafted syllabus, guiding you through the highs and lows of trading at your own pace. But wait, there’s more! Paired with over 60 minutes of instructional video and an array of visual aids, this isn’t just a read—it’s an experience!

Conquer Your Inner Trader

Emotions running wild? Feeling like you’re on the edge of a trading cliff? Trader Stewie’s got your back! Dive deep into the psychological trenches and emerge victorious. With time-tested methods and technical chart setups, you’ll soon be taming those inner trading demons like a pro.

From Entry to Exit: Master the Art

Step right up, folks, and witness the unveiling of trading’s best-kept secrets! "Inside the Mind of Trader Stewie" leaves no stone unturned as it delves into proper entry, exit, and risk management techniques. Say goodbye to guessing games and hello to calculated trades!

The Trader’s Bible: 20 Years of Wisdom

Ever wished for a trading bible? Well, here it is, hot off the digital press! With over 225 pages of trading gold, this interactive PDF document is your ticket to the big leagues. And with full support for your trusty devices—be it your computer, tablet, or cell phone—learning has never been more accessible!

The Golden Rules: Your Trading Commandments

Let’s talk rules, shall we? Trader Stewie doesn’t just throw them around; he lives by them. From waiting for the perfect setup to staying humble at all times, these golden nuggets of wisdom are the backbone of trading success.

Verdict: A Must-Have in Your Trading Arsenal

So, what’s the final verdict? "Inside the Mind of Trader Stewie" isn’t just a course; it’s a game-changer. Whether you’re a seasoned trader or a rookie in the making, this educational package has something for everyone. With its blend of psychology, strategies, charting, and execution, it’s time to trade like a pro and think like Trader Stewie himself!

Final Thoughts: Dive In and Transform Your Trading Game

Ready to embark on the ultimate trading adventure? "The Art of Trading - Inside the Mind of Trader Stewie" isn’t just a course; it’s a mindset shift. So, what are you waiting for? Dive in, absorb the wisdom, and watch your trading journey reach new heights!
submitted by DefiMyself to Forex_Scalpers [link] [comments]


2024.05.09 02:02 BroNamedSkelly Hot Take on Arena Balance and 'Variety' of Games

TLDR: This version of Arena was sold to us the players as centering around variety and the uniqueness of each game we play, but right now it is incredibly difficult to pull off anything but the meta without some pretty crazy RNG for your augments and prismatic item. Without changing how champs are able to use different prismatic items without requiring specific augments for that archetype of item, the meta will stay the meta and every game will feel like the same champs building the same items, with very little variety.
For starters, this is not a rant post. These are observations I've had while playing arena this time around, and what I think could be solutions to problems I have observed. Of course, this is all subjective and I welcome anybody else's opinion on the points I am presenting, and whether or not the problems I see personally are even problems in the eyes of others. These are just things that I personally think should be at the very least tweaked or changed in arena 2024.
The game mode as it is currently feels like there is little variety in the champions played, and more specifically the build paths they take. In previous iterations of Arena, it often felt like there was not much variation in build paths for the champions people played. Players would often just build whatever their champion called for. Mage champ? Go mage items. Tank champ? Go full tank. This isn't necessarily a bad thing to still have in the game. However it does not really do anything to promote experimentation and variety. My gripe with this though is that this specific iteration of arena was sold to the players as being more varied each game, specifically to give the game mode more longevity (Riot's own words, not mine). If variety and longevity are the stated goal for the changes to this round of arena, then as it stands, these goals are not being accomplished beyond the scope of simply new items, new augments, more players. In Arena right now, there feels like an extremely limited amount variety exists, especially on champions that can't really flex that well into different builds than simply what they would build on SR or ARAM, or frankly any other game mode. This I feel is caused by several problems that I will address as follows:
  1. Prismatic items. Now, I am not saying that prismatic items are bad, I actually think they are an amazing addition to this mode, but currently they feel far too feast or famine on certain characters. Right now, it feels there is a very clear meta of which champions are good in arena pre-balance adjustments, and I believe there is a pretty clear correlation with a champ's win rate, and how easily they can flex between different prismatics they are offered. Lets look at some top picks right now in Galio, Brand, and Kayn, who as of writing this post, are all sitting at over 15% 1st place wr and well over 50% top 4 placement. These are all champions who are already pretty solid in this game mode by virtue of their abilities, but they also are very strong because they can pretty easily flex into different prismatic items. Galio can find success with pretty much any tank prismatic, Brand with any ap focused prismatics, and Kayn with any lethality/ad bruiser ones. When you factor this in with the existence of prismatics that also are just good all around (dragon heart/demon crown/talisman of ascension), these champs feel much more setup for success than someone like Jinx, who is just destined to be weak without a prismatic that gives her AD + Attackspeed/Crit. To summarize, right now there are just champs who are better specifically because of their ability to not require certain prismatics, and instead are flexible enough to be successful with a multitude of them.
  2. Building off of the first point, the variety and uniqueness each game that Riot wants to achieve (again, their words from the dev update video from a month ago) is not really felt because of augments that are build defining being pretty rare. What do I mean by this? Well, let me provide an example. Lets say someone is playing Zed in arena right now. For their first augment, they get something simple that works with their champ, like Executioner, giving them more dmg to lower health enemies. From here, they get their prismatic item and see a decent item for Zed, like Flesheater, but decide they want to risk it and use their rerolls to get Duskblade or Prowlers claw. On their last reroll, instead of getting the item they want, they are now stuck with choosing Reality Fracture(AP, Health, Attack speed), Empyrean Promise(AP, Heal/Shield power, Ability Haste, Mana regen), or Gargoyle stoneplate(Armor, MR, Ability Haste, Move speed). Zed is now completely stuck having to take an item that gives them little to no benefit, as Zed is an AD assassin that has no AP scaling, does not use Mana, and also lacks sustain damage to gain the benefits of more armor and mr. They are basically forced to take an item that gives them no desirable benefits, and either keep it all game, or sell it to try and get a better one, setting them back lots of gold relative to the rest of the lobby. With this being said though, there are rare cases in which Zed would potentially be able to use some of these items. For examples, there exists augments that convert AP to AD damage and vice versa, ones that give lots of item haste which can be used on items that have actives or are dependent on a passive with a cooldown, etc. The problem is though, that they are co-dependent. A Zed building an ap item is not going to be that good unless they get an augment that converts AP into AD damage for them. A Zed with an augment granting AD from AP who gets a lethality item is going to be essentially an augment down. These whacky builds that promote innovation and experimentation do exist, but the fact they currently only playable when you get both a prismatic and augment that synergize with each other makes them so incredibly rare.
  3. This one may upset some people, but if Riot really wants to promote variety and experimentation, and make each game feel unique from the last, they need to address the abundance of rerolls that currently exist. They basically guarantee that the two problems mentioned above stay a problem, as it just enables people to go nearly the same builds on the same champions every single game. And, to make matters worse, only widen the divide between champs that can flex between different builds, and champs who basically require a certain build in order to see success. A brand with 3 rerolls on their prismatic is almost guaranteed to see an item they can pop off with, but an adc champ who really needs a galeforce or hamstringer to come remotely close to being on the same level might never see one of those as an option, and are instantly weak for the rest of the game in comparison. On top of this, having additional rerolls and even team health being tied to winning rounds creates an incentive to play champs that are stronger early on, rather than scaling champs like ADC's or Mages. Basically, the champs that are strong early get stronger, and the champs that require scaling are automatically at a disadvantage due to this mechanic.
Now that I have addressed what I see are problems in the mode, I will offer my solutions that I think could be implemented to help combat them. Firstly, I would like to see prismatics see a shift from giving stats specifically for the archetype of champion they are designed for, to a broader, more accessible system of stat distribution that would allow all champs to gain at least moderate benefits from each prismatic. This could be something like changing the AD/AP on items to Adaptive force and tweaking the values, and changing certain items with unique effects to have different values based on if the person with it is playing ranged or melee. This change already would allow champs that are pigeon-holed into only being good if they get an item that already is designed for their archetype. In tandem with this change, I would also like to see less dependence on getting a specific augment to be able to use a different prismatic than what would be the meta pick for a champ. I WANT to be able to play reality fracture bel'veth and have a million little voidlings, but unless I get an augment that allows Bel'veth to utilize the AP on the item as well, it will never be as worth as just taking whatever AD + Attack speed one is there instead. If these changes are implemented, then the reroll economy change would be something that would help promote variety incredibly, as people won't be able to reliably force nearly the same build every game, and instead would be forced to choose whatever they are given by the game. Yes, right now that would be a very bad thing because of balancing issues mentioned above, but if they made it so any champ could truly use any prismatic at least somewhat, we would see the variety and experimentation that Riot promoted this game mode as being centered around, not the same 20 champions every game building the same items every time like it feels right now.
submitted by BroNamedSkelly to leagueoflegends [link] [comments]


2024.05.08 18:59 Thkzr Loving the wilderness and revs

Loving the wilderness and revs
Just some wildy appreciation and my rev log, just got chainmace today which I couldn't have asked for anything better, it feels like an rsps hitting 85s with this thing!
1k kills were knights on task skilled, the rest were demons and cyclops unskulled off task for ether upkeep
Before I got first craw bow I was using a bowfa with the exact same setup which is like half the dps
Don't be afraid to step out there... it's a ton of fun
submitted by Thkzr to ironscape [link] [comments]


2024.05.08 16:33 Scarred_Tanku [M4F] Long term, literate, romance wrtings

Heya hey folks, just finished high school and have some extra free time (Dropped out in the past-), back at it again looking for skilled partners to write with. I have around 6 years of writing experience, and I do my best to bring quality and substance to my writing. I'm still improving though, and would be glad for any tips and pointers as we write to anyone more experienced.
I'm looking for some sort of human x inhuman romance plot.
(MxF, me as M and me playing as the human)
And although I'm a romanticist and obviously this ad is for a romance plot, don't think that I want to rush right into the good stuff. It's not the destination, but the road you take to get there, and the romance doesn't feel satisfying for me if there isn't a good story and an arduous journey the characters have to go through, with their relationship building up over said journey. Without those trials and tribulations, what's the point of the romance, you know?
I put my all into my writing, so please give me that same respect and effort back. I don't expect you to do all the work, but I want us both to contribute to both the writing and discussion equally!
Here's that list of interests, it's not to say I want to do a fandom plot by the way, I wouldn't be opposed, but this is mainly just to give you a list of the kinds of stories I enjoy the my interests to give a gauge on compatibility.
I'll put an x next to my burning, current interests.
-Murder Drones (x)
-Splatoon (xx)
-Helluva Boss/Hazbin Hotel
-The Dragon Prince
-Divergent
-The Book That Wouldn't Burn
-The Lunar Chronicles
-Ready Player One
-Mortal Engines
-Star Wars
Undertale (Undertale Yellow esp)
-Legend of Zelda
-Madness Combat
-FNF
-Kingdom Hearts
-Batman
-Across the Spiderverse
-Six of Crows
-The Last of Us
-Maximum Ride
-Metroid (x)
Various animes such as
-SAO
-Tokyo Ghoul
-Is it Wrong to Pick up Girls in a Dungeon
-Re:Zero
-Darling in the Franxx
-Spy x Family
-Assassination Classroom
-Bleach
-Dr Stone
-Beastars
Also, I've been thinking about vampires and demons, that kind of thing and the stories and romances that come from that. Enemies to lovers, forbidden romance, ugh, those are such great tropes when used right.
I also still really want to write something in the Splatoon universe. I love those games, and Nintendo just.. They setup such a great world yet are making it so clear they have no idea how to make believable lore. You're telling me humans had the technology to keep a bear and a cat in cryo-sleep for thousands of years and the remnants of their technology was able to jumpstart the evolution of a species, but they couldn't save themselves? Not even a small number of people? What utter hogwash man, I get the whole "humans are dumb and full of themselves and like to kill eachother" but just as much as there's rich, power hungry idiots that are like that, there are the people that don't' want anything to do with that and just want to live, just want to leave the best for their next generation. I can see those people going against that idiotic majority and doing what it takes to ensure their own survival elsewhere, which is where my idea in Splatoon comes in. A community of humans has survived in this idea, and one of them washes up on the shores of Japan, where the Inklings and Octarians first emerged and established their cities. I have more, but it's already allot, so if you're still reading and interested, pop me a dm :))
TL;DR
MxF Human x inhuman plot (Me as M and the human)
Literate writers only please and please meet me in the middle in plot discussion and writing substance
I want an actual story to accompany that romance
No definitive ideas for said plot, but I do have a list of interests and would love to discuss more with anyone interested :))
Pop me a dm folks, I'm around most of the time!
submitted by Scarred_Tanku to roleplaying [link] [comments]


2024.05.08 16:32 Scarred_Tanku [M4F] Long term, literate, story-focused romance writings

Heya hey folks, just finished high school and have some extra free time (Dropped out in the past-), back at it again looking for skilled partners to write with. I have around 6 years of writing experience, and I do my best to bring quality and substance to my writing. I'm still improving though, and would be glad for any tips and pointers as we write to anyone more experienced.
I'm looking for some sort of human x inhuman romance plot.
(MxF, me as M and me playing as the human)
And although I'm a romanticist and obviously this ad is for a romance plot, don't think that I want to rush right into the good stuff. It's not the destination, but the road you take to get there, and the romance doesn't feel satisfying for me if there isn't a good story and an arduous journey the characters have to go through, with their relationship building up over said journey. Without those trials and tribulations, what's the point of the romance, you know?
I put my all into my writing, so please give me that same respect and effort back. I don't expect you to do all the work, but I want us both to contribute to both the writing and discussion equally!
Here's that list of interests, it's not to say I want to do a fandom plot by the way, I wouldn't be opposed, but this is mainly just to give you a list of the kinds of stories I enjoy the my interests to give a gauge on compatibility.
I'll put an x next to my burning, current interests.
-Murder Drones (x)
-Splatoon (xx)
-Helluva Boss/Hazbin Hotel
-The Dragon Prince
-Divergent
-The Book That Wouldn't Burn
-The Lunar Chronicles
-Ready Player One
-Mortal Engines
-Star Wars
Undertale (Undertale Yellow esp)
-Legend of Zelda
-Madness Combat
-FNF
-Kingdom Hearts
-Batman
-Across the Spiderverse
-Six of Crows
-The Last of Us
-Maximum Ride
-Metroid (x)
Various animes such as
-SAO
-Tokyo Ghoul
-Is it Wrong to Pick up Girls in a Dungeon
-Re:Zero
-Darling in the Franxx
-Spy x Family
-Assassination Classroom
-Bleach
-Dr Stone
-Beastars
Also, I've been thinking about vampires and demons, that kind of thing and the stories and romances that come from that. Enemies to lovers, forbidden romance, ugh, those are such great tropes when used right.
I also still really want to write something in the Splatoon universe. I love those games, and Nintendo just.. They setup such a great world yet are making it so clear they have no idea how to make believable lore. You're telling me humans had the technology to keep a bear and a cat in cryo-sleep for thousands of years and the remnants of their technology was able to jumpstart the evolution of a species, but they couldn't save themselves? Not even a small number of people? What utter hogwash man, I get the whole "humans are dumb and full of themselves and like to kill eachother" but just as much as there's rich, power hungry idiots that are like that, there are the people that don't' want anything to do with that and just want to live, just want to leave the best for their next generation. I can see those people going against that idiotic majority and doing what it takes to ensure their own survival elsewhere, which is where my idea in Splatoon comes in. A community of humans has survived in this idea, and one of them washes up on the shores of Japan, where the Inklings and Octarians first emerged and established their cities. I have more, but it's already allot, so if you're still reading and interested, pop me a dm :))
TL;DR
MxF Human x inhuman plot (Me as M and the human)
Literate writers only please and please meet me in the middle in plot discussion and writing substance
I want an actual story to accompany that romance
No definitive ideas for said plot, but I do have a list of interests and would love to discuss more with anyone interested :))
Pop me a dm folks, I'm around most of the time!
submitted by Scarred_Tanku to RoleplayPartnerSearch [link] [comments]


http://swiebodzin.info