You just need to know the truth behind the Sephira and the true ending, honestly. I don't blame you, Project Moon made two very original games but they're ridiculously unorthodox and very difficult.
not him but i made it to day 42 my first time through without doing any core suppressions because i assumed a dusk ordeal would just fall into my lap naturally
I'm on day 45 of LC and still have no damn idea what's going on.
protip: the above does not happen
do your fricking core suppressions, hod's especially you will kick yourself for not doing it earlier
I've done all Meltdowns short of Hokma (the Purple Midnight is absolute pain under his conditions and each of the attempts take damn near forever). I get that they each have mortal background and most of how those mortal backgrounds interlink with each other, but it feels like I'm still missing the big picture, the main WHY of the whole enterprise.
I just beat the puppets. Funnily I keep hearing people dreading the phrase "Love Town" but I found it to be one of the easiest receptions in the game. Phillip going One Winged Angel put up a harder fight and I still beat him senseless.
I'm getting filtered by little miss miseryguts and her swords though.
>getting filtered by little miss miseryguts and her swords though.
Run strong single die to beat the ranged clashes, doesn't matter what attack type. Your other attacks should be lots and lots of pierce
Okay yeah the whole warp train thing is really fricked up. That said it does make me wonder, if you're self-aware now, will you have amnesia in the future?
iirc W-Corp's singularity basically restores you to a previous state, so it's not that your memories are erased, but that they were never made in the first place
basically think if it this way:
1. You enter the train, your state is saved
2. After god knows how much time is passed, your savestate is loaded
3. (You) are none the wiser and think you were on a 10 second train ride
can you imagine being this fricking homosexual? all day long he patrols /vrpg/, pretending to be a jannie. son, jannies already get mocked endlessly for doing it for free. that's who you want to larp as? a fricking jannie?
Long before jannies mattered, Ganker largely relied on self-moderation. Give worthwhile thread an honest reply, ridicule, disregard, or "troll" the shitposts.
The tradition is still there except over the years we stopped having worthwhile threads, so now there's just reverberating echo of ridicule.
Even back then some people's idea of "moderate by ignoring and filtering" became "Moderate the board yourself".
>getting filtered by little miss miseryguts and her swords though.
Run strong single die to beat the ranged clashes, doesn't matter what attack type. Your other attacks should be lots and lots of pierce
Long before jannies mattered, Ganker largely relied on self-moderation. Give worthwhile thread an honest reply, ridicule, disregard, or "troll" the shitposts.
The tradition is still there except over the years we stopped having worthwhile threads, so now there's just reverberating echo of ridicule.
Based traditionalist and independent free-thinker.
Frankly speaking, the biggest problem with this game for me is a sheer scope of things you need to manage in mid- and lategame. If it was only about deck building and outfitting five people, that would be comfortable, but you have multiple dozens of people to keep track of. This is the biggest filter to me, not a combat.
Queen of Hatred is notoriously difficult if you go by all available battles. Urban Plague is where you need to start putting actual thought into your decks to succeed, the chapter after that is where shit goes completely south.
Queen of Hatred is probably your first introduction to Mass Attacks and she can punish you if you don't let her win clashes occasionally. And you fight her with a completely new floor so you don't have any Abnormality pages to help you.
I just beat the puppets. Funnily I keep hearing people dreading the phrase "Love Town" but I found it to be one of the easiest receptions in the game. Phillip going One Winged Angel put up a harder fight and I still beat him senseless.
I'm getting filtered by little miss miseryguts and her swords though.
Her swords use ranged attacks, so a combat page with a single strong die works well to beat them.
Great gameplay but does not respect your time. Deckbuilding games that aren't roguelike should have quick iterations/battles so you can edit your deck when a mistake in your deck is apparent (need more x cards don't need y, etc.)
Here battles can go 1 to 2 hours without checkpoints and it's such a slog to repeat them again. Each turn can take 15 minutes to execute by the sheer number of dice, clashes, and passives you must account for.
I would say it's the other way around when they fixed the RNG on keypages. The game does a lot to respect your time because there are no redundant fights or padding. The combat system unlike many other also makes sure there are very few or any turns that are just you doing menial move orders or the like. >Each turn can take 15 minutes to execute by the sheer number of dice, clashes, and passives you must account for.
15 minutes is definitely too much for one scene. There is even an abnormality fight that gives you 30s only to choose your cards because it auto accepts. Generally I am not seeing why the average turn should take more than 1.5-2m, and that's still not time wasted - you're actually playing the game.
>tfw to play this i have to first play lobotomy corporation which i absolutely do not have the brain for
suffering
You just need to know the truth behind the Sephira and the true ending, honestly. I don't blame you, Project Moon made two very original games but they're ridiculously unorthodox and very difficult.
I'm on day 45 of LC and still have no damn idea what's going on.
Did you somehow avoid the Sephirah Meltdowns or is it just really hard for you to follow?
not him but i made it to day 42 my first time through without doing any core suppressions because i assumed a dusk ordeal would just fall into my lap naturally
protip: the above does not happen
do your fricking core suppressions, hod's especially you will kick yourself for not doing it earlier
I've done all Meltdowns short of Hokma (the Purple Midnight is absolute pain under his conditions and each of the attempts take damn near forever). I get that they each have mortal background and most of how those mortal backgrounds interlink with each other, but it feels like I'm still missing the big picture, the main WHY of the whole enterprise.
That gets revealed in the ending and the fallout is seen in Ruina. You're at the final stretch of the game right now.
I think most people moved past that notion by now, all you really miss out on is attachment and some extra info about returning characters.
If you didn't die to Rats, there is still hope for you.
I just beat the puppets. Funnily I keep hearing people dreading the phrase "Love Town" but I found it to be one of the easiest receptions in the game. Phillip going One Winged Angel put up a harder fight and I still beat him senseless.
I'm getting filtered by little miss miseryguts and her swords though.
L-O-V-E L-O-V-E
>getting filtered by little miss miseryguts and her swords though.
Run strong single die to beat the ranged clashes, doesn't matter what attack type. Your other attacks should be lots and lots of pierce
I think part of the Love Town meme is just a reaction to the sheer WTF factor
Okay yeah the whole warp train thing is really fricked up. That said it does make me wonder, if you're self-aware now, will you have amnesia in the future?
iirc W-Corp's singularity basically restores you to a previous state, so it's not that your memories are erased, but that they were never made in the first place
basically think if it this way:
1. You enter the train, your state is saved
2. After god knows how much time is passed, your savestate is loaded
3. (You) are none the wiser and think you were on a 10 second train ride
4. The time taken from you gets used for growing rabbits and other such shenanigans.
can you imagine being this fricking homosexual? all day long he patrols /vrpg/, pretending to be a jannie. son, jannies already get mocked endlessly for doing it for free. that's who you want to larp as? a fricking jannie?
Long before jannies mattered, Ganker largely relied on self-moderation. Give worthwhile thread an honest reply, ridicule, disregard, or "troll" the shitposts.
The tradition is still there except over the years we stopped having worthwhile threads, so now there's just reverberating echo of ridicule.
Even back then some people's idea of "moderate by ignoring and filtering" became "Moderate the board yourself".
Oh yeah, never thought of doing that.
Seething soi cuck newhomosexual.
Based traditionalist and independent free-thinker.
Frankly speaking, the biggest problem with this game for me is a sheer scope of things you need to manage in mid- and lategame. If it was only about deck building and outfitting five people, that would be comfortable, but you have multiple dozens of people to keep track of. This is the biggest filter to me, not a combat.
just run singleton
I like the game, but it's not really an RPG. Come back when PM releases that ARPG they promised
what's the first filter? i've been doing okay so far but i only just hit urban plague and know that's not very far in
QoH?
could be, like i said i don't know, i keep expecting to get my shit pushed in at every turn
Queen of Hatred is notoriously difficult if you go by all available battles. Urban Plague is where you need to start putting actual thought into your decks to succeed, the chapter after that is where shit goes completely south.
Queen of Hatred is probably your first introduction to Mass Attacks and she can punish you if you don't let her win clashes occasionally. And you fight her with a completely new floor so you don't have any Abnormality pages to help you.
Her swords use ranged attacks, so a combat page with a single strong die works well to beat them.
Great gameplay but does not respect your time. Deckbuilding games that aren't roguelike should have quick iterations/battles so you can edit your deck when a mistake in your deck is apparent (need more x cards don't need y, etc.)
Here battles can go 1 to 2 hours without checkpoints and it's such a slog to repeat them again. Each turn can take 15 minutes to execute by the sheer number of dice, clashes, and passives you must account for.
I would say it's the other way around when they fixed the RNG on keypages. The game does a lot to respect your time because there are no redundant fights or padding. The combat system unlike many other also makes sure there are very few or any turns that are just you doing menial move orders or the like.
>Each turn can take 15 minutes to execute by the sheer number of dice, clashes, and passives you must account for.
15 minutes is definitely too much for one scene. There is even an abnormality fight that gives you 30s only to choose your cards because it auto accepts. Generally I am not seeing why the average turn should take more than 1.5-2m, and that's still not time wasted - you're actually playing the game.
I got filtered by the UI