sometimes i think when minecraft youtubers are making scripts for videos about balancing minecraft or overpowered mechanics, a little pop-up should appear that says "WAIT! are you accounting for the fact that most players don't even go to the End in their worlds?" & if not they should have to rewrite the script
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You know what. I give up. I'll play monk and don't give that much shit abt perfect optimization anymore
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jedi survivor said "in this game jar'kai isn't a force ability but a stance! it allows you to have an unrelenting offense + better parries but your defense becomes weaker in response" and like. fellas. i literally do not use any other stance. i've fully unequipped the dual-blade because i simply do not care for it. it's me and my off-hand saber until i inevitably die to hubris
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every day i regret being a balance main because why do I have to wear this ugly shade of brown. with like. orange and pink.
blah blah stitching but white and red are the school colors. what is this
if necromancy is most hated by ambrose, sorcery is most hated by the shopkeepers i tell you
THIS IS SO INCHRESTING because in my playthrough experience in terms of balance colors it's either the pretty maroon/crimson/gold palette, the orange/brown/sand/pale palette, or like what this ask just said and it looks like your sorcerer lost a paintball fight
the easiest solution to this. since balance is supposed to be all of the schools, make it all of the colors. all balance wizards ✨🌈 G R A D I E N T /j
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How long did you practice getting your artstyle? I just would like to know so I can try experiencing different methods of drawing.
Honestly I didn't practice as much as analyzing every good art I stumble upon. Practice is a surefire way to develop your art style for sure, but I also noticed myself improving even if I draw like. Three times a year.
Pretty simple, it goes like this; I see an eye catching art, and then I try to think how they did it. What parts made it look 'good' to me? Sometimes I noticed the art was overlayed with texture, I noticed the lineart is colored with something saturated when it hits a light source, I noticed they added gradient to the base color, I noticed it's easier to render by multiplying the whole base color with something desaturated and then overlaying it with desired light source color, and so on, I just noticed a lot of things. It's just a habit to stop and stare when I see something cool now.
(Sometimes the art looks so good I got too intimidated to even think of analyzing it, but I try anyway.)
This is also true for drawing fanarts by the way! Do you know a lot of times Sans' socket's bottom ridge (that protruding thing near his nose hole) points in the general direction of the end of his mouth? This basis is pretty useful when you want to draw his skull from different angles.
My art style is just an amalgamation of other art styles, basically! I didn't set a goal in getting my art style or anything, it just sorta happens.
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In an unintentionally funny metaphor about reactionary approaches to addressing problems,
Darkest Dungeon 2’s combat mechanics were heavily designed as a direct response to the meta of the first game. This was likely done to keep gameplay fresh and to free players from the stifling gameplay loop of stuns and heal stalling, but backfired into a different meta of prioritizing raw damage over planning and control moves.
In an attempt to escape an oppressive meta they designed another oppressive meta with a different face.
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Genuinely with the death of nintendo handheld low-cost games that came with the switch, as every continuing handheld series became a switch series and thus had a price increase, a lot of their most kid-friendly franchises have become more and more inaccessible to children, especially now that nintendo has decided to follow every other major console and has started pricing new games even higher.
And now that a lot of these series are so old and thus a lot of their fanbase has aged into adulthood, a lot of these series would benefit greatly from making some of the new entries more adult-oriented. But nintendo very stubbornly wants to keep their main franchises as kid-friendly as possible, sometimes severely restricting the potential of these series by not allowing them to explore things like more complex mechanics, higher difficulty, or darker topics that past entries have brushed over in favor of keeping the age rating low. Pokemon's core battle engine has been in want of an overhaul for years now, and Legends Arceus kind of did that but not wholly, for example.
This would be pretty understandable in the interest of keeping every entry of these series accessible to all age groups, but with inflating prices, who are these games even for anymore? A normal kid with your average allowance from their parents isn't going to be able to afford tears of the kingdom or even $60 pokemon games more often than not. Back when these games were $30-$40, sure, if they saved up, but now many families have even tighter budgets than ever due to the rising cost of living. Nintendo is pricing themselves out of their target audience while simultaneously leaving their adult fans who have been with them since childhood to feel neglected in favor of exclusively making games for today's children.
Obviously nintendo will always make sales because even though they make children's games, they're still fun as hell for a person of any age, and many kids will be able to afford their games once in a while, but it does feel like they're kind of... making their games for an audience that barely exists.
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how come this utilities company, of which i’m signed as a member of a class action lawsuit against, is still the one my apartment complex is using for billing? they’re illegally charging service fees that this latest bill is STILL showing
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