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idkwatimdoingtbh
Приєднався 19 бер 2013
I post about games I like, idk
Wilds Sword and Shield has PROBLEMS (and how we can fix it)
This is a video breaking down my personal experience with the SnS after playing it every single day of the beta, and also taking input from other Sword and Shield mains in the community. This video is a bit ranty and I wasn't able to compile clips for every single point I bring up because I just started a new job yesterday and just didn't have the time, but I definitely wanted to get the message out there that the Wilds SnS feels worse and needs fixing.
Also I'm talking on a new mic, so let me know if it sounds better. Fully edited videos will be making a return in the future, don't worry.
Here's the music I used in the video - ua-cam.com/video/gqYJ03tYTLo/v-deo.html
Also I'm talking on a new mic, so let me know if it sounds better. Fully edited videos will be making a return in the future, don't worry.
Here's the music I used in the video - ua-cam.com/video/gqYJ03tYTLo/v-deo.html
Переглядів: 1 034
Відео
What your SnS gameplay should look like - Sword and Shield Rey Dau solo
Переглядів 1742 місяці тому
I was too lazy to add subtitles this time around, and yes my mic still sucks (but hopefully should be better soon). I should emphasize that this is NOT a speedrun, it's just to give people an idea of what your gameplay should look like it if you're new to the SnS in Wilds. I purposely don't use items in this video to showcase as much of the raw weapon as possible, but obviously the gameplay bec...
Visualocity has no excuse anymore
Переглядів 292 місяці тому
full 180 turn during TCS feels so satisfying to do
Wilds nerfed the Sword and Shield WAY too hard - Rey Dau SnS solo and new moves showcase
Переглядів 1782 місяці тому
I pretty much explain it all in the video. If you don't main SnS, don't act like you know. If you do main SnS, you probably already know what I mean if you've played the beta. The Wilds SnS feels so unbelievably bad compared to the World and Rise versions. I'll most likely make a video explaining all the nerfs and ways that Capcom could make this weapon great again. It's really sad to see how u...
UPDATED BT19 DarkKnightmon/LordKnightmon deck profile for GIGACHADS ONLY
Переглядів 9542 місяці тому
Some folks asked for an updated list so here it is. This time we're including LordKnightmon X in the deck (I was definitely wrong not to play it before) as well as some spice in the form of Cyberdramon ACE. I have some matches on the channel (more coming soon if you guys want to see it) with this deck, and I think this is genuinely the most optimal version of DarkKnight that you could be playin...
Windblown Early Access - Weapons tier list (and feedback for devs)
Переглядів 14 тис.2 місяці тому
So literally the day after uploading this, the devs decided to drop a patch where they nerfed the Fish Knife and nerfed the Ravenblade. Imo the Fish Knife change makes it feel a bit cleaner and I like the direction they went with it (even though I'm pretty sure the intention was the nerf the iframes on the alterattack), but the Ravenblade nerf was completely uncalled for and the weapon feels tr...
DarkKnightmon matches - DarkKnightmon vs Justimon
Переглядів 822 місяці тому
Just two goofballs playing their weird decks vs each other. Some folks requested DarkKnightmon matches and an updated deck profile. Deck profile coming soon (that one will be a less goofy video where I actually do a deck breakdown), but for now hope y'all are satisfied with a little showcase of what the deck is trying to do. More matches coming soon. Also sorry about the mic quality, I'm still ...
OUR NIGHTMARE IS OVER!! - Ravenswatch Nightmare Difficulty, Gepetto and Melusine
Переглядів 1052 місяці тому
This game is really hard, but I'm glad we were able to beat it in the end. This run is mostly us focusing so there's not a lot of jokes or funny commentary, but I do have some sessions recorded of me and some friends on Darkness difficulty just messing around if that's something y'all wanna see. If you guys like Ravenswatch or just listening to me and my friends have a good time, lmk and I'll c...
This will 100% be my next addiction - Windblown Demo
Переглядів 1032 місяці тому
I seriously cannot wait for this game to come out. If you guys want to see me post more Windblown content, do let me know because I'm going to be playing the absolute hell out of this and would love to share my experience with people. The music in the video is just the game's OST. Go play the demo for yourself on Steam, and make sure you wishlist the game.
Cj gets weird playing Gepetto in Ravenswatch
Переглядів 142 місяці тому
Actually the voice is more like Arin from Game Grumps doing the Monokuma voice Here's a link to the music in the video - ua-cam.com/video/l118BlX6v5w/v-deo.html
BT19 DarkKnightmon - Pre-release deck profile and breakdown
Переглядів 1 тис.4 місяці тому
Click here for the updated deck profile!!! - ua-cam.com/video/D6Go4p081io/v-deo.html The music is just the Project Drasil BGM, for anyone wondering. Thumbnail art by holehrtd
Getting parries with the shield feels satisfying. Especially when you can combo parry enemy attacks and get a 500% Alterattack buff with it :3
I've been playing this game for less than 24 hours, and the Shield can be pretty broken in CoOp. Even bosses are subject to the Provoke debuff, forcing them to focus on you while your teammates can just wail on them with near impunity. The Telepike is actually fun, and it feels fine to me because it requires skill to use properly, but what it needs is stun, stagger, or a DOT debuff to reward you for actually getting consistent crits.
@@SnowblindOtter I don't play a lot of co-op so I can't speak much there, but what I will say is that out of my few friends that do play, neither of them actually enjoy the shield even in co-op, so regardless of strength it definitely still needs some tuning for the fun factor. As for the Pike, the gimmick isn't too bad but it does criminally low damage even when critting and the AA has no s, so it's another case of a weapon *feeling* terrible. The shield feels bad, but the Pike has the issue of feeling bad *and* being weak.
The Beatbolt is actually one of my least favorite weapons. And the Goo Brush is up top.
The katars are trully terrible, specially when u escalate atk speed their charged stk to teleport tends to not trigger cuz they don't detect the charged due to the speed Also, i love the shield, i managed to beat the factory boss with the shield and the beat crack in no time, u can negate almost 100% dmg from the robot (just not the aoe turrets) and gives a lot of room for alters
i wasn't even aware this was an issue lol, at least they fixed the teleport not happening when you're just walking around
@idkwatimdoingtbh yep, also i finally beated the warriors in the incubator about 10 min ago using the heavy sword + shield, bleed aura + robopet, protector fish and dmg scythe build, boss melted almost instantly with the damn scythes, is utterly broken imo
Anchor boom is my favorite weapon, I will pick it up even if it doesn't fit my build. I feel about anchor boom the way you feel about beatbolt. I think the fact it's access to alter attack can be chained through dodges is cool, I think it's cannon move is fun, but needs timing against bigger guys. I am newer, only cleared this games version of 0 bc, but I like it a lot. I think it's better than the beatbolt, which is probably a hot take. I love the beatbolt, I just personally like anchorboom more
I'm playing a different version of the deck that has felt quite good so far. It's moreso built around hitting de-digi as early as possible to keep fast decks on the back foot. // Digimon Deck List 2 Gotsumon (X Antibody) P-144 4 Monitamon BT7-057 2 Zenimon BT18-059 4 Kotemon BT18-058 4 Gladimon BT18-062 4 SkullKnightmon BT7-058 4 DeadlyAxemon BT7-059 3 DarkKnightmon BT10-066 3 DarkKnightmon BT19-063 3 Knightmon BT18-069 2 DarkKnightmon BT7-063 3 DarkKnightmon (X Antibody) BT10-069 4 LordKnightmon BT18-083 2 Tai Kamiya ST15-14 4 Defense Training P-107 2 Fist of Athena BT18-099 // Egg Deck 4 Koromon ST15-01 Deck feels like it's missing *something* but I think it's likely with the 5s and 6s, the bottom end feels great.
but it's the beta, im sure they will rebalance like they literally always do.
Literally always? World's SnS was criminally weak compared to other weapons and was given a move that was way too broken in IB to compensate, so broken that people stopped playing "SnS" and just played Perfect Rush.weapon. Rise's SnS was better overall... and then Sunbreak rolled around and the SnS just became Metsu spam. I don't know how it was in previous generations because I didn't play those but Capcom literally has a history of creating incredibly binary SnS playstyle where you basically spam one move and if you're not doing that, you're playing suboptimally. Soloing Alatreon without PR spamming was literally unbearable because the SnS damage is so insanely bad without it. Let's be real, Capcom's "fix" for the SnS has always been to make one move in its kit too strong and then players have to decide whether to use a worse weapon for the entire game, learn a lame playstyle that only uses 1 move or just play a better weapon with a more fully defined kit like the Long Sword. World's Long Sword literally has the most fully fleshed out kit where every move has its use. It's clear where Capcom's priorities are bro. Whether or not the weapon releases in a decent state is basically a coin flip.
@idkwatimdoingtbh ok.
Yeah I have the same feeling about LS. I'm probably going to switch mains. We'll see about the next beta/demo. I hope these next few months give them a chance to update the weapons.
Even if they update the weapons, i'm not convinced anyone at Capcom actually plays the game, so even if the weapons get changed i doubt it's gonna be in the direction that the players want.
@idkwatimdoingtbh yeah. I really want to hope that the devs and Capcom are listening to the feedback but if they released the beta like this, they are mostly confident in how each weapon feels mechanically and they'll just tweak damage numbers. We'll see though 🤞
Boom anchor 😢
It's a lot better after the buffs, I wouldn't say it's a competitor for the worst weapon in the game anymore. That definitely goes to Brush.
This was great. Would love to see you do a gift tier list!!
Perfect Rush my baby what have they done to you
Don't get me wrong, the nerfs definitely needed to happen, but did they really have to nerf it to the point of making it unusable? Jeez man, seeing the state of SnS in the Wilds beta has me convinced that no one at Capcom actually plays it.
Yeah they killed my main. Been playing since the psp days. Sns Def feels clunky, floaty, and lacking in flash. Its main gimmick of using items is now available to everyone with the mount like you said. I think the worst thing is the reach of the weapon. It has never been this short which I feel they wanted us to use the sliding slash and move while attacking but it does not even feel good to use idk if it stays as it is I will have to find a new wep to main.
to make matters worse they even added a button that lets you use certain items like flashes instantly with your weapon out, and you can do it with *any* weapon, so yeah even without the Seikret in the picture SnS is still losing identity
@@idkwatimdoingtbh Dang that's rough... did not even notice that :/
I really appreciate the work that you put into this list, I agree on some picks here like the Pike, Goo Brush, Fish Knife and some others. But I have to say it feels more like a list of your personal preferences than an actual tier list that takes everything in consideration. Which is nothing wrong by any means, but there are a different playstyles and just because a weapon does not fit in one playstyle does not mean it's bad. I think it is a little unfair to say that a weapon does not feel good. Just because it is not your style or it does not fit how you want to play it does not mean that other people can't go ham with weapons that you don't like. Some weapons get stronger than others when paired with the right gifts or played in different ways. Like for example the boomerang with alter attack spam, or Eye Blade with Dash Cancel /Focus. Some of my personal favorites: Sirocco: (I used this one as Main Hand for most runs till I reached Cataclysmic Difficulty) Like you said with the "Heavy Blade" you can dash and continue your attack chain with dashes in between the attacks. And you can stay far away from the enemies pretty much the whole time, so you can manuver yourself always in good positions for the last hit of the attack chain, which can be also cancelled into an alter attack that should save you from hits in case an enemy gets to close. (Try Blast/Brutality and you do not even need an off hand... pretty bonkers) Boom Anchor: Even before they "buffed" the weapon I thought it was more than just good. It is actually my prefered off hand weapon to this day, not just because it's damage can be heavily increaed by a couple of gifts. What I really like about it is the long time you have I-Frames on it's alter attack which let's you simply face tank cruicial hits without taking damage. And you can move the separate hits of the alter attack which is great at stages with multiple smaller enemies or in speed/kill challenges. Eye Blade: I agree on most things here, but when you play the Eye Blade with dashing, so pretty much "Attack-Dash" into "Attack-Dash" into "Dual Hit Attack-Dash" into "Alter Attack" it feels pretty good. It is a lot of work, but this kind of playstyle makes the weapon viable cause the hits have big hit boxes and are all easily cancellable. That's it from me. Have a good one.
Boom anker with boomerang is my best build to finish the run, the alter attack of the boomanker is so powerful, one of myfavorite
I agree that Boom anchor has a nasty attack and finishing series of blows. I also really didn't like his alternative attack. But I fell in love with the hold attack. Only with it in the build for gradual fire damage I took the 3 cell to easy. (+15 stacks, + duration of burning, + attacks and effects apply burning, + attacks and effects apply curses, + slime bomb + magnetic bomb) I have never had an easier fourth floor. You create an area, pull the enemy there and wait until he burns to the ground 😈
It sounds like a lot but definitely doable with the way the game actively tries to drop fire related gifts if you have fire in your kit. I might give that build a try myself, because I do actually want to like the anchor despite where I ranked it on the list.
@@idkwatimdoingtbh or can try, if find +2 gift slots: 1) +15 stacks 2) Burning duration 3) Any effects apply burning( important exactly "effect" because burning ground is effect. So you can chose weapon and effects or trinkets and effects) 4) Blast or blast on crit(hold attack is crit) 5) Blast goo for 3s with cd 6s 6) Goo duration x2 With this set, you can always keep the enemy on burning ground :) You dont need any dmg or crit boost. Our chose is hp. May be +% to gold or refil trinkets
Crazy that you put shield in stinky cuz even though its very bland, its very cheesy, just stand there in a corner and wait for an attack and you basically cant die in any single fight. I think its personally overpowered cuz its very cheesy and makes every fight a joke
Yeah the shield is definitely strong, but take a look at the comment I left pinned on the video and that should explain why it's there. I'm definitely not taking the shield's strength into account, there's no denying that it's insane when you pair it with a Sirocco.
Great list. For boomerang I would add that it could spawn scythes on alter as boomerang and pike alter are not distinct enough (but please keep the feel of boomerang attack and just replace the pike alter) and it could enable some fun scythe builds, also the base attack could use some dmg ram mechanic like "deals more for dmg each second" that could be fun. For boomanchor while I love it's alter it would be nice if the hold attack burn could scale well with levels to enable burn builds
You voiced out exactly how I felt playing Sword and Shield during the Beta. That back hop timing is too strict! I've been a Gunlance main since MHFU, then to MHp3, then the start of MH World- but then on Iceborne, I switched to Sword and Shield then that continued to Rise and Sunbreak. With the Sword and Shield changes and all the new cool moves on Gunlance, It looks like I'm going back to Gunlance with Wilds.
Yeah asides from SnS I also liked Gunlance in World, although it had similar clunkiness issues to what the SnS is experiencing now. Thankfully they fixed most of my issues with it in the beta, so I'm also considering transitioning over to GL.
I LOVE THE SHIELD, COMBINE THE SHIELD IF IT HAS A FREEZE EFFECT AND THE BOOM ANCHOR OR BEATBOLT. YOU WILL THANK ME LATER FOR THE EXTREMELY GOOD DEFENSE. THE REST IS JUST ON YOU
Um no, having plenty of fun with it and was shredding through monsters. The uptime was actually unreal and much higher than any of it's iterations, quite the opposite from clunky.
You having fun doesn't discredit his opinions. You can enjoy something but still recognize its flaws
@@nufsioohay the fun part was just a side fact, everything else is opposing his view of the weapon and it's alleged ''flaws''. It has good damage, high uptime, very good mobility and improved combos. The only lacking thing is the underwhelming perfect block follow ups.
@kaen4299 most of his arguments were about the mechanics of the weapon. You can up the damage on charged slash all you want but it feels to be stuck in it. Same thing with long sword. They can nerf or buff the damage on foresight slash but the fact that you can use it to cancel spirit slash 3 is a huge buff no matter how you slice it. Hey glad it feels good for you but that's not a strong argument to say it should feel good for someone else. These changes really do affect the personality of each weapon and the game as a whole but we'll see when the next demo comes out.
@@nufsioohay Wrong. You're not stuck in it at all, you need to get good at the game. I am not forced to use charged slash everytime to get the most damage. It's not my opinion, i've tested it out and it's a fact. I don't need your fake talk.
@kaen4299 lol ok man. I'm talking about weapon identity and you're talking about getting good. I'm good at the game bro. Good enough to realise where Capcom is pushing the weapons.
I know who you are!! You are some guy from the Internet!!! YOU SAID SO :O!!
id love to see Oils getting back to SNS. because its starting to feel like Worlds Lance.. as in the basic boring option that doesnt feel unique in any way. i also never played those games with oils but it sounds alot more interesting as what we got sinds world.
Noted: SNS is Doomed. 😢 JK, This is Wilds after all not World or Rise, that's why this shit is wild. But i do feel ya man.
saying the anchor boom is bad is craazzzyyyy
Mets is still in the dame. It’s on the lance now.
GOAT KNIGHTMON IS BACK
I didnt notice any of the clunkiness or unresponsiveness, but i played on mouse and keyboard so it might be a controller issue. As for the back hop, im pretty sure you can just straight up back hop whenever you want in focus mode. Instant sheath is superior to guard item use in every way and I want it back too. Perfect rush did feel really underwhelming damage wise and i didn’t feel like I could tell when I actually did it “perfect”. I miss the world finisher too, never was a fan of the rise finisher. Im hoping the damage only feels like that because we didnt have elemental weapons. The aerial plunging attacks felt underwhelming, but I always thought they were underwhelming even in world and rise. Being able to guard in between perfect rush flurries is a nice addition and I love the idea of the perfect block. Charged chop taking high commitment is fine IMO since you can save the move for punishes. Being mobile while doing normal attacks means sword and shield can constantly reposition while not completely sacrificing dps, meaning you can easily take advantage of positional punish windows. Wish it had the metsu uppercut as an offset move, but it already has everything thing else so that might be too much. Overall its become a much more technical weapon, rewarding full use of its move set and understanding of a monsters attacks. It can answer pretty much anything the game throws at you. It has blunt and severing damage, high mobility, easy access to mounts, back hop has s, and the shield is usable now with perfect blocks. Wilds made mastery of the weapon much more rewarding than just spamming perfect rush in world.
I broadly agree with this take. I kinda miss Metsu. I'd like a proper counter thing for the SnS and it doesn't have to be super flashy. I mean, Metsu-ing out a monster's signature attack and literally rising out of the clash is a real MC moment, haha, but I'd like a bit of flash even if it's not that fancy.
Dead anchor build is one of my most reliable setups in co-op
I only play hunting horn, but I never thought sword and shield should be nerfed. Sorry to hear the IG & SS players are getting unfun changes. 😢
I'm probably still gonna play the SnS regardless in Wilds, but mostly out of obligation because everyone knows me as the guy that only plays SnS in every game and never swaps. But this is definitely the first game that I will be playing other weapons, and not just because of the weapon swap system (if SnS was super good like in Rise, I'd 100% just bring two SnSs) As for Horn, I really want to like the changes but I feel like there's just soooo many new mechanics with the weapon. If it was just World's horn with some buffs, I could vibe with that, but sneaking notes into even more moves, playing rhythm games every time I play songs... I'm honestly surprised you horn mains can keep up with all of that. I feel like you need a Bible to understand everything that weapon has now xd
IG is fun, the issue with it is just that Rise gave every weapon aerial shit so they had to give IG even more of an aerial focus. and now ppl thought the Rise Aerial focus would be the weapons identity. which its not.
@@idkwatimdoingtbh Yeah, it was a lot to get used to for the beta. I didn't really have any time with the other weapons because there were so many new things to learn, but once it clicks it feels amazing. You can get buff songs out of the way, and get straight to Stunning the monster with the hammerbois. Regarding you being the SnS guy, I hadn't seen a video before this one and MHWilds is gonna be a great time to make a new name for yourself! If you're having fun in your videos it'll surely bring people in. Whatever you end up doing though it'll be the right choice👍
@@Ramotttholl I didn't get anytime to play the IG, isn't some of the issue people were having that you can't play like MHW? In the beta I ran into a guy who was upset in voice chat they took the ability to bounce again after the helicopter air dash away, and I thought that was a feature in World as well.
3 minutes in...im not able to agree with you. but i do feel like we need that upper cut move from rise lol.we need a big upper move like that. my only complaint
I mean at 3 minutes in all I've really said is that the weapon feels worse and isn't flashy like all the other weapons, which I don't really think there's much room for debate on that one. You're even saying yourself that you wish Metsu was back, the flashiest move that SnS got in the past few games, which is basically admitting that the weapon isn't flashy enough anymore. As for the weapon feeling slower and clunkier, that's more of an objective fact because the moves *are* slower and inputs *are* clunkier (like how I describe with the backhop input needing to be done during endlag of combos). So yeah, there isn't really a lot of room for debate at just 3 minutes in, outside of me saying that the weapon is way less fun. If you're still finding fun with the Wilds beta version, I commend you for that. As for wanting Metsu back, I can't say I agree because it created a similar problem to PR in World where one move basically overshadowed the entire rest of the weapon's kit. The only upside to Metsu was that it was locked behind your wirebugs so it literally couldn't be spammed the same way that PR could in World. I think Perfect Blocks fill a similar role, although I do wish I still had that KO potential because one of the things that Metsu did lean into was the fact that the SnS is *two* weapons, not just one, and getting those consistent KOs definitely brought out the shield part of the weapon more. If they had to give Metsu back, I'd prefer they just didn't make it a counter and instead made it a cool flashy move that was purely for damage and hitting high, because hitting high is still an issue that SnS has with its incredibly short reach.
Im fine with charged chop having commitment because it keeps players from spamming it but everything else i more or less agree with
Well that's the thing, the commitment hasn't stopped anyone from spamming it. Because it's the highest DPS you can get on the weapon, people are just doing infinite Charged Chop combo even without the Charged Chop being empowered (Y, Charged Chop, Y, Charged Chop, Y, Charged Chop, etc etc.). It's essentially just a repeat of the Perfect Rush problem from World, but with a lamer looking move. I'm really hoping Capcom finds the sweet spot with it, because even against more threatening monsters I can still see the Charged Chop spam being an issue.
@idkwatimdoingtbh commitment is fine when you know when to actually use it. I think the best way to fix the spam is to buff the normal Y and B combo so that the optimal combo is something like YBBB spinning reaper into charged chop instead of just charged chop
@@Jonas-zc1kv That could work, yeah. I mainly just want a reason to actually play SnS the hack n slashy way rather than just spamming one move over and over. The thing that made the Rise SnS so refreshing was the fact that it utilized many aspects of the weapon, and I want to see something similar in Wilds.
@@idkwatimdoingtbh yeah I like charged chop but I think it should be a super powerful combo finisher, which is what I think they were going for
If you want faster times, spam slash into charged chops over and over. Though i do recommend playing like in the video to get more enjoyment while playing the game
Definitely correct. There's a guy called Michael MH that does damage breakdowns of the weapons. It looks like right now Charged Chop infinite combo is the best way to go, but obviously I don't want to tell people that they should just spam that on SnS, especially if they're a new player and damage values might change post-beta. But yeah, actually playing the majority of the weapon is more fun than just spamming the Charged Chop imo.
mediocore
True, if this was a speedrun. Thankfully it's not, it's just a showcase of how to play the weapon in Wilds. I try to do a lot of Perfect Blocks and use some of the new repositioning tools that we got, and also showcase the weapon's mounting and KO capabilities, which I think I do decently enough.
@@idkwatimdoingtbhIt’s all about having fun mate, play how you wanna play don’t listen to them
@@Acro8927 amen brother
Nice video ❤😊 Thanks for sharing and please stay connected my new friend ❤😊
I only need my sirocco❤
Weapons have an Alterattack damage upgrade depending on which one, such as the charge blade being insanely high, and boomerang has no alterattack damage boosts. Its incredibly overrated in my opinion as doing 2 small swings and one charge swing of the charge blade takes no time at all, and then your first alter starts at +130% and every next one is +180% and 230%. Boomerang sadly only gives +0%, +50% and +100%, despite giving alter attacks really fast its not that good.
Finally completed the game last night. Had lvl 6 fish knife and lvl 5 anchor. Found a lot of enemies in the final biome resisted the anchors attacks, including the charged fireball!. If I hadn't upgraded attack speed to like 60% I don't feel I would have been successful as my secondary was pretty much useless and the fish knife was just spammed into oblivion as a result.
I completely agree
I just got a full run completion. I think the Sirocco is really OP in combination with the crossbow. Specially when you have the right trinkets
The game is so good!
Beatbolt and Sirocco got me VERY far during my first runs. Just needed 3 shots and the Alterattack for a lot of damage + burning. I got to deal insane damage for the biomes I was into, yet I died at Incubator because of my inexperience there. (Plus some mini boss attacks deal 150+ damage.)
yeah the crossbow is op
I would be interested in seeing 3m,ryugu, sakuya and royal base. Have you considered doing gameplay videos as well?
Yes actually, I already put out a gameplay video on DarkKnight before but I planned on doing more because 1) my mic settings sucked and 2) I still have more footage It just depends on whether or not people actually want to see gameplay on the channel. Just keep in mind that the games would most likely be unedited footage of me and my bro being unhinged and having fun.
I agree with some takes and disagree with others. I think the biggest thing to think about is weapons are obviously meant to be paired together. And also by design some weapons rely on the gifts to make them work.
Honestly i dont think they should buff weapons damage or nerf them for that matter at all, i'm all down for Quality of life changes, but you gotta remember this is intended as a roguelike, if every weapon is just super good, theres not really any variance in a run that much, the idea and we saw this in deadcells too, is you have crappy weapons that will make some runs hard work, but then you have super op weapons that make runs easy, its just the variety that matters
The reason why the Beatbolt is such a good weapon is because it's very dodgey weapon aside from its decent damage you can pretty much pair it with any other weapons and if the Beatbolt have a life steal bonus on it combine with Recovery perk you're pretty much unkillable, just keep dodge and shoot.
im curious your thoughts on the new ravenblade, in the notes they said they slowed down the hold charge a bit. but its delayed... a LOT lol, i think it's crap now
Yeah hard agree on the Ravenblade nerf basically butchering the weapon. Again, the point of the tier list was for devs to take feedback and try to make all the weapons feel good and fun, not for them to nerf the fun out of the weapons. What the Ravenblade needed was crits to happen after the 3rd attack in the combo and for the combo chain to be kept after dashing, not nerfs. The jump attack was pretty much the only thing making it a viable primary weapon. Now it's basically locked in alterattack jail.
This is definitely one of my favorite lists I've come across. What would you say to playing Pride Memory Boost instead of the promo Skullknightmon? I get that sometimes you can whiff, but with the new Lordknightmon Ace, it feels like setting stuff up in the trash doesn't feel too bad.
Pride is one of those cards that I constantly *try* to like and always end up being reminded at locals that it's gonna stab me in the back at some point. I feel safer just playing Black Mem honestly. Believe me, I want to like it, it just always messes you up when you really need it to hit something.
@idkwatimdoingtbh That's fair. In my head, I see it as a good first play since it could set up the bt7 Skullknightmon's when attacking, but it is also just as likely going to let you down. I've also considered putting in 1 copy of X-antibody so that you can jump from Skullknightmon to LKM X in a pinch.
Here after the ravenblade changes the jump attack and wow it feels so clunky now… the jump attack used to come out so quickly and you could use it to dodge attacks but now there’s such a windup that you can’t use it to dodge attacks so honestly I would drop it a tier
Nice update! Would like to see new sakuyamon x as well