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#i know they can't account for every playstyle
tuxedo-rabbit · 2 months
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You know, one of the most interesting thing about BG3 to me is that all the different choices and RP moments you can make mean that it's very easy to have a multitude of playthroughs that don't neatly fall into the boxes of "good" or "evil" runs.
The other interesting thing is that whenever Larian talks about their game, it feels like this was a complete accident.
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rubys-domain · 9 months
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man, spending resin on leylines and not on bosses doesnt feel fun :<
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seralyra · 3 months
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Fic idea I had at the start of Secret Life that didn't age well:
Grian joined the Watchers after leaving Evo for a time as a way to de-stress. Watching is much less hard work than creating, after all. But his urge to be active, play and meddle in a much more direct way brought him back to being a Player.
Or at least part time Player. He still has his Eyes everywhere. He wants to see what his friends are up to when he's not with them, after all. Nosy boy that he is. He tends to come "home" to watch every now and again, catching up with the other Watchers.
The Watchers love watching him in turn, especially the little death games he's hosting every now and again. But just watching... well if you're invested in a show as much as the Watchers have been, someday just watching just isn't enough. Also Grian has been a bad influence on them.
Grian isn't all too sure he should allow a bunch of otherworldly beings to directly interfere with his games. He knows exactly how well that had worked on Evo. Although back there he hadn't been one of them and he hadn't been the one to host the games.
But whenever he comes to visit his weird family to watch and relax, they keep pestering him. And eventually his resolve crumbles.
The Secret Keeper is his solution to keep his Players safe from the Watchers more... aggressive... playstyle. Through the Secret Keeper they can affect the game without breaking it. And Grian, being the admin, can do damage control by bending the rules to fit everyones best interest.
What he didn't account for was the Watchers ulterior motives. They'd seen Scar and Grian dance around each other in circles for too long at this point. And they were determined to do something about it.
First point of the agenda: Get BigB out of the picture and make him dig a hole.
Second point... okay they got a bit distracted with the whole Mumbo and Grian dynamic. Those two were just the funniest people together, who could blame them?
Third... profits? They were still working it out. But they would get there. If Grian liked it or not.
On a more meta note and to explain my made up concept:
I always liked the interpretation of the Watchers as a representation for the audience. We meddle. We can be kind and cruel. Some of us are the ultimate backseat gamers. But most importantly: We are fluid.
A lot of the audience doesn't just watch. We also create and play. We switch roles. Sometimes we are Watchers. Other times we are Players.
We can't enter all the universes directly, of course. The Hermitcraft servers. The Traffic Life servers. Those are glass bubbles for us to look into and yell at. But even if we can't enter them we can usually affect them from the outside.
The Secret Keeper is our way of getting into the Life Series this season. Grian explicitly told us to come up with tasks, making us the Watchers.
And thus the Watchers in this take aren't (always) cruel and don't force Grian to just watch. They can be forceful and demanding, but in the end, they are fond of Grian and don't want to actively harm him.
It's more of the other way around! Grian is different from them in the sense that he was a Player first and a Watcher second. And he's been slowly showing them the joy of creating on their own. They've dabbled in meddling, of course. But they usually were very passive when they weren't busy keeping worlds running.
But now? Now they really wanna play, too.
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Empires smp s1 as vanguard G clans (The Lost Empire)
disclaimer: super long post but if you wanna waste some time and read about stuff you may have no clue about step right in.
you guys already know the drill at this point. But basically I'm going to be turning different empires from the empires smp into different cards following the guideline of vanguard g and vanguard g next. The cards are my headcanons for civilians and being in each respective empire. I know the target demographic for this is super small but i think this is a fun little project for me in my free time anyways.
also its been a bit hectic recently so this took a bit of time
<info about this card game at the end for more info>
Lost Empire Structure Deck: Undying Hunters
as mentioned before this clan/empire design will be looking into more of the aggressive side of the games variety of playstyle. I wanted to start with this as a bit of an introduction to the idea of aggro decks which primarily specialize in early game and trying to end the fight as early and as quickly as possible.
in terms of the inspiration for this deck and its playstyle I wanted to focus on e!joey's personality as the ruler of the lost empire as I believe that this best encapsulates the nature of its people and their mindset as well. But not only that another prominent aspect of this empire is its export which is the totem of undying that comes from the empire's raid farm. The thing here that is rather interesting to me is that e!joey's personality and the export of the totem of undying seems like they're totally opposite of one another. Emperor Joey at least to me seems very rash and aggressive, which means he causes a lot of problem as well as danger to himself along with the people of his empire due to how reckless he can be at time. On the other hand i think the idea of the totem of undying is very much focused on being a more protective and passive item, where by itself it can't initiate anything and has to rely on the action of other people or some unforeseen event. So the way im choosing to look at this is that the totem is an enabler in some way for e!joey and this empire to be even more reckless and aggressive as they are ensured that they will be saved by their precious totem.
because of that i decided to give this empire the keyword "Reborn". Due to how I wanted this deck to be an aggro deck but still having to take into account the defensive nature and theme of the totem, this keyword is less defensive mechanic but still provide the visual of protective through the word "Reborn". Units with this trait will get a chance to come back from their demise and try even harder during their next life. How this will function in game is that when units with this trait is removed from the game and return by any effect they will enter their "Reborn" state and become even more powerful.
so when a unit is removed from the game and returns, they will be in a stand state which will allow them to attack for even more amounts of time, and since they were "Reborn" they will hit even harder than before.
Keyword = Reborn, when units with this trait is placed on the RC from the bind zone they will gain an additional effect.
Reclamer of the Lost Temples, Joey
Grade 4, +15000 power
STRIDE
[Auto](VC): [Counter blast 1, discard 1 card and choose a card from your G zone with the same card name as this unit and turn it face up] At the beginning of your attack phase you can grant 1 of your rearguard the ability  “[Auto](RC) (1 per turn): At the end of the battle that this card attack or boosted you may bind this card and call this card to an open RC” for every face up cards in your G zone +1.
[Act](VC) Generation Break 3: [Counter blast 1] All of your rearguard gains the effect “Reborn- [Auto](RC): At the end of the battle you may return this card to your hand” until the end of the turn. 
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Ambush Master of the Lost Empire
Grade 4, +1500 power
STRIDE
[Act](1 per turn)(VC): [Soul blast 1] All of your front row rearguards gain 3000 power and “Reborn - [Auto](RC): When this unit attacks the opponent vanguard, this unit gains 3000 power until the end of the turn.”, until the end of your turn.
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Mischievous Ruler of the Lost Empire, Joey
Grade 3, 1100 power
[Con](VC)Generation Break 2: [Soul blast 1] Whenever your rearguard is targeted for an attack or effect you may bind that card, and at the beginning of your next turn call that card to an open RC.
[Auto](VC): [Counter blast 1] When your G unit strides during your turn, choose 1 of your rearguard it gains 3000 power and the effect “[Auto](RC)[1 per turn]: At the end of the battle that this unit attacked a vanguard, you may bind this card and then call it to an open RC.” until the end of the turn.
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Lost City Golem
Grade 3, 1100 power
Reborn - [Auto](RC): When this unit is placed on the RC, choose one of your units and it gains 3000 power until the end of the turn.
[Auto](RC/VC) (1 per turn): [Counter blast 1] When a unit is called from the bind zone, you may pay the cost if you do so, draw 1 card.
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Lost Kingdom Princess
Grade 2, 9000 power
[Auto](VC/RC): [Counter blast 1] When this unit attacks, if it was boosted you may pay the cost if you do choose 1 of your other rearguard bind it face up then call it to an open RC, if you have a vanguard with the name “Joey”, the unit called with this effect gains 5000 power until the end of the turn.
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Crimson Branch Assassin
Grade 2, 9000 power
Reborn - [Auto](RC): [Soul blast 1] When this unit is called you may pay the cost. If you do, your opponent chooses 1 of their back row rearguards and retires it.
Reborn - [Auto](RC): When this unit is called, it gains 5000 power until the end of the turn.
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Shaman of Undying
Grade 2, 9000 power
[Auto](RC): [Bind this card and Soul blast 1] When your vanguard attacks or is attacked you may pay the cost. If you do, Counter charge 1 and 1 of your vanguard gains 5000 power until the end of the battle.
[Auto](Bind Zone): [Counter blast 1] When a unit with Reborn is placed on a RC from the bind zone you may call this card to a RC but reduce this unit’s power by 5000 until the end of the turn.
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Flame Wings Parrot
Grade 1, 7000 power
[Auto](Hand): [Bind this card] Choose 1 of your units and it gains 3000 power until the end of the turn.
[Auto](Bind zone): [Put this unit into your soul] When paying the cost for stride you may do so without paying the cost, then Counter charge 1.
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Blood Tiger Prince
Grade 1, 7000 power
Reborn - [Auto](RC): This unit gains 4000 power and the ability “[Auto](RC): When this unit attacks or boosts Soul Charge 1.”  until the end of the turn.
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Earthborne Raptor
Grade 1, 7000 power
[Act](1 per turn)(VC/RC): [0] Choose 1 of your rearguard in the same column as this unit and bind it, then call it to the same column as this unit.
[Auto](VC/RC): When a unit from the bind zone is placed on the same column as this unit it gains 3000 power until the end of the turn.
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Totem of the Immortal
Grade 1, 6000 power
Sentinel
[Auto]:[Choose a card from your hand, and discard it] When this unit is placed on (GC) from hand, you may pay the cost. If you do, choose one of your units, and it cannot be hit until the end of that battle.
[Auto](Drop zone): [Choose a sentinel from your drop zone and put it on the bottom of the deck] When a card is placed on the bind zone you may choose to put that card into your soul and pay the cost, if you do return this card to your hand.
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Undying Royalty
Grade 0, 5000 power
Forerunner
Reborn - [Auto](RC): Counter charge 2 and choose up to 1 card from your hand and put it into your soul.
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x8 critical triggers
x4 draw triggers
x4 heal triggers
overall this deck possesses a lot of ways to help power up your rearguards and through cards like the crimson branch assassin or the earthborne raptor and so on, which means that their second and even third wave of attack will be even more devastating than the last. They are also very good at multiplying the number of attacks they make each turn. By binding cards that are resting and then calling them back in a refreshed state they will be able to keep attacking the opponents over and over again. They can also do this tactic of their pretty early on which also gives them an upper hand on other clans and empires that requires a bit more time to start generating their resources.
the weakness that comes with this deck is that it doesn't provide enough hand advantage or generate any significant amount of resource to allow it to progress in the game pass the mid game. Which is the reason why this deck has draw triggers to help them find their rearguards and cards to use for their gameplay. And because of how much they sacrifice their hand to fill the board with strong attackers it can leave them quite vulnerable to abilities that removes their rearguards and reduce their hand size. Although this problem of theirs can be negated quite effectively by the generation break 3 ability of the grade 4 joey which will return your reborn rearguards back into your hand not only to protect them but also to increase your defense as well.
but yeah thats all ive got for the Lost Empire clan and its more aggressive playstyle in comparison to other empires clan. Im thinking that the next empire ill be doing is the Overgrown and look at another one of the more complicated clan, and their funky way of being "peaceful"
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ringofcrass · 2 years
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The thing is sr was flawed but from what I read the new system is just 7 wins go up 20 loss go down... Like now there seems to be zero buffer or bonus for your own performance so it punishes solo queue players even harder??
Like if I solo queue and I'm busting my ass as healer but something's not clicking and we lose I'm fucked. Even worse? Sr was never generous to my playstyle (I play supportive regardless of role and have a preference to heal and buff over my own damage though I have been working on getting my damage up on healers) so I have been trying to play more damage with my heals to buffer that... But now I feel like I can't solo queue at all unless I'm content for my PC account to just live low ELO.
I was planning on trying to get back into lfg/groups and ranking back up but I can't always do that. Idk maybe there's something I'm missing cause this seems like a these pictures look the same situation.
I feel like the system in solo queue should favor personal performance and that metric should be determined by role. Groups should favor collective performance. I feel like how your stats vs other people playing role/character in that division on average should effect things. Like if I lose but and pulling stats better than 50% of my ELO I should still get a small bump up. If I win and do nothing and play worse than other people playing the same character I should not benifit from that win. That's how you fix throwing and smurfs not saying people using pre paid phones can't play your game. I get requiring a non viop number but not allowing prepaid phones is bullshit. Just actually fucking get people where they belong with your system make it harder to cheat. Idk like I'm enjoying ow2 but it feels like they didn't learn the right lessons??
This feels like it's almost becoming a class issue. Low ELO will continue be mostly people who can't afford good equipment, internet, and an usable mic. (Yes I know there are lots of low cost options to make all of this work but not every low income person knows how to min max and get the best deal to achieve an usable setup)
Whereas the disposable income gang has great Internet multiple phone lines (for any number of reasons) and the fastest setup. Their ping is faster and they can easily still Smurf. What does it matter to them they can just cycle through phone numbers and spoof their system info. hey new hardware dropped just build a new system. No big.
Like...
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theywrites · 4 days
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17 wins in row, the God of Glory, master tactician - wherever Sun Xiang turns there's always Ye Xiu. Ye Xiu's legacy in Glory is an all-covering, and Sun Xiang is always in his shadows. He, Sun Xiang, has replaced YeXiu as Team leader and One Autumn Leaf is his. Yet, it's like he is picking up the leftovers that YeXiu has allowed him. He hates it.
***
He cries in the bathroom behind the scenes. Losing hurts, hurts so much not only because they are eliminated, but because he thought he could do something against their losing streak, change their downfall, and he struggled all he could but still, inevitably, lost. He was not enough. In the end, he didn't do a damn thing.
And then of all the players, the staff, hell, even sneaky fans who sometimes find their way backstage, Ye Xiu walks in on Sun Xiang leaning over the sink, crying. And Ye Xiu, the bastard he is, doesn't have the decency to walk away and pretend he didn't see. He rubs salt in Sun Xiang's wounds, and really, he'd always been the reason for Sun Xiang's problems.
"Sobbing like this after losing a match.... Young kids these days lack resilience."
Sun Xiang raises his head and glares. Ye Xiu smirks. Damn him.
"Get out," Sun Xiang hisses as he turns to look away. He can't tolerate that bastard mocking him.
"Oh? Is that so." SunXiang doesn't look up, but he hears footsteps walking towards him. Sun Xiang feels like a rabid dog, he wants to bite YeXiu's head off.
"You know-" he whips his head around, his still wet eyes, he hates YeXiu for being such a despicable being who is kicking SunXiang when he's down. Ye Xiu is leaning against the sink beside him, smiling at him. At least SunXiang sees that YeXiu halts, and he stops saying whatever he was about to say. There is a small moment of victory, but Ye Xiu was charging to strike back harder. (You look too cute glaring like this Dont look at me like that you look too cute.) "Don't look at me like that," he starts, he's looking straight through SunXiang, saying the next words. "You think it's my fault that you lost. You're blaming me for all your failures." He advances, he's building up for the final blow. "When will you learn to improve yourself?"
Sun Xiang feels small and childish standing in the bathroom with YeXiu who's caught him, a mess, after crying because his dream is shattered and his effort were for nothing. YeXiu is looking down at him like he's a toddler and it doesn't help. SunXiang resolves himself to stare at the dirty floor until YeXiu leaves.
He doesn't speak, so YeXiu continues. (Perhaps knowing he's right, because SunXiang doesn't retort.)
"You should not have charged in like that into the enemy, knowing that your team cannot keep up with your movement. A battle master with.. has un.. movement speed, yet you charge right on and leaves your teammates behind fully knowing that, instead of adjusting your tempo ti make a coordinated attack. That's a huge mistake, as a player, but even more as a team leader. Also,-"
"I did everything I could!" Sun Xiang interrupts. He's yelling at the dirty spot on the pale bathroom floor. He sucks in a breath. "I practised so damn hard every day, I always put my most into the drills, I stayed behind to practice pressing the right buttons to stay in my best shape, I mastered new combinations to surprise the enemies, I even made myself watch vods to notice the details of our enemies and the playstyle of the opponent team even though it's not my strong point, I tried to motivate the others even when nobody listens to me, I tried everything- everything I could and could not - even when I knew that everyone in the team thinks I'm a complete idiot, and even when I made a fool of myself trying, I still tried my best!"
He's crying again. Damn it.
Damn Ye Xiu for making him cry.
“You’ve beaten me in every way possible now. Are you happy? Knowing that even having the account card you left behind I’ll never fill your shoes, and I’m not cut out for leader position I took from you, I can’t lead my team to victory like you did and whatever I try in Glory I’ll always be in your shadow.”
Sun Xiang feels utterly defeated and it’s the first time he admits so. “What more do you want?”
He’ll never beat YeXiu. He hates YeXiu for being better than him, he hates himself for not being better. The truth hurts too much.
SunXiang tries to quench down the sobs, but he knows that his shaking shoulders are giving him away. His hands are white from clenching on the cold porcelain sink. He feels YeXiu's warm hand on his. And he hears YeXiu tsk.
"Sun Xiang," he calls. Sun Xiang looks up despite his resolve to only stare at that dirty spot on the laminated floor. His face is pale, his eyes are red, his mouth is slightly open and he's heaving through his mouth. Too late, he notices that YeXiu is too close to him, and that there is a something in YeXiu's eyes he cannot decipher, and that YeXiu is leaning in on him.
YeXiu's lips are soft on his
***
“I’ll never fill your shoes,” YeXiu is laughing again. “That was really cute.”
Sun Xiang scoffs. He confessed in a moment of weakness. Trust YeXiu to exploit that.
YeXiu snuggles his head in the crook of SunXiang’s neck. “Don’t be mad at me,” he says, his words tickle.
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secretkittywolf · 2 months
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Regarding the Chronicled Wish, I think it's good if there's no character you want on the event character banner.
For example, you love Eula and you're f2p. When Eula first came out you fell in love with her. You saved up so much but you ended up losing your 50/50 to Jean. You tried saving up again but her banner ended. You end up saving tons of primogems for her rerun, skipping every single banner, maybe pulling for a few for characters you like but she doesn't show.
When she finally gets her rerun, you try again and this time, you get her but you want her weapon too and lose that 50/50. You're so frustrated since you realise that it will probably be ages until she shows up again but during the 4.5 livestream, you see she's there and her weapon in a new banner. How great is that? You have a chance to not only get Eula constellations, but also maybe R5 her weapon.
Yes, you'll still lose your 50/50 but if none of the characters in the main character banners are what you want, why not spend your primogems on the Chronicled Wish?
That's a recommendation that if like to give. If you're someone who's not interested in Chiori because she seems bad or Itto because you don't like his playstyle. Maybe you don't want a constellation for your Neuvillette or Kazuha or maybe you just don't want them in general, why not pull on a banner where you have a chance to maybe get a character or weapon you want?
Take 4.4 for example. I didn't want Xianyun because personally, I found it quite strange on how and why Cloud Retainer was becoming playable when she's normally a minor character to the story so it was a kinda personal reason for not pulling. I didn't fancy Xiao because I'm not a fan on his plunging because I can't get the timing right in fighting events or his trial run. I didn't fancy a C1 Use Miko and I didn't want a C1 Nahida because if I want her, I want enough primos for her C1 & her C2. I literally haven't wished since 2nd Feb and began saving up for 4.6 due to the rumours on Arlecchino.
When it was revealed that Kazuha was rerunning early and not in summer, I now badly want him (and got some help with a poll too on deciding!) But since I have already saved some wishes for Kazuha, having something like the Chronicled Wish available during 4.4, I could just make sure I have enough spare for Kazuha and use the rest to wish. I literally had to make an alt account so I could freely spend any primogems on the current banner just to stop me from spending my already saved up stash and maybe winning my 50/50 on Xiao or Yae Miko.
So is the Chronicled Wish a good thing? Yes. Is it a bad thing? Also yes but it gives opportunities for those who want to spend their primogems but on someone or a weapon they want rather than waiting a lifetime again for them to come back. Plus, it be super cool if when the next Chronicled Wish banner shows up, it's Liyue characters followed by Inazuma, Sumeru and Fontaine and in the future Natlan and Snezhnaya one's with the weapons are replaced with their signatures and the skyward would remain as alternatives.
In the end, it's up to you to decide. I like it but hate it at the same time and I know that a lot of people feel the same way.
Sorry it was very long, but I had a lot to say.
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baronvontribble · 6 years
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After a really bad night in competitive where my rating has now dropped to literally the lowest it's ever been, I decided I wanted to kill some shit on my old standby. Now most people might think that Soldier isn't the best character for Total Mayhem, but me? I don't care. I outhealed the Mercy and we won on attack on Route 66.
Sometimes you just gotta reassure yourself that you've still got what it takes.
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patchun · 3 years
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KIRBY STAR ALLIES: UNNECESSARILY DETAILED DEFINITIVE ARENA VIABILITY TIER LIST
After reading the title you may have a few questions. The first of which may be: why should I care what you think? Haha, well, reader who has likely never even played this game...
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I have invested just a little bit of time into this game. More, lately, as I recently spent about 30 hours playing this game to decide once and for all who the strongest and weakest characters are. Now, you say, patchun... you invested 30 hours into a game that's like four years old, wasn't that well reviewed, and has completely faded from relevance... all so you could make a tier list no one will care about? And I tell you. Yes. Yes I fucking did. With that out of the way, let's dive in.
The criterion I used to determine viability were damage output, safety, and versatility. Some characters, when played skillfully, can have crazy unexpected DPS. Some characters have fantastic air dodges or blocks that drastically increase their safety. Some characters absolutely destroy Whispy Woods, but then struggle against literally anyone else. All of this has been taken into account to make the following tier list.
Before we start I want to make a few notes: if playing with friends, a few positions change. When playing with friends, Rock, Gooey, and Painter move up to SSS tier. Painting rocks is legit one of the most fun and strongest ways to clear the true arena. Also, Meta Knight, when playing with friends, is in S tier. He has some very high damage output if he is safe, but can struggle to stay safe. I will be using the terms "decent, good, great, and insane" very deliberately.
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In order of goodness in all rows.
F Tier:
Those in F tier have pretty much nothing going for them.
Suplex is weak and constantly makes itself vulnerable.
Kirby is arguably the most skillful character in the game, but has decent damage when played well.
Fighter just has no good moves, its kit is a weak disaster.
Painter is slow and the minions it creates are weak and not versatile. Statue (down up B) is its best move by far, but the slow startup and inability to move during really hinders the move.
Bird has great mobility and lots of i-frames, but super low damage. I-frames don't matter when you're fighting the bosses for hours.
ESP, in order to do any good damage whatsoever, needs to charge it's ball of energy to max, and then manage to hit the enemy without touching anything else first. If you can do that, it's solid. But it's pretty rare that you can do that, and you're very vulnerable while charging.
Chef honestly should have gone at the top of F tier. It's dash midair B is strong and so is its spatula, though a bit boring. However, Chef has a large hurtbox and you can't play as Kirby instead.
D Tier:
D Tier clears are manageable but require almost perfect play. These characters have something going for them, but it usually isn't much and they're heavily outclassed in some way by other characters.
Beam is strong, but struggles due to lack of mobility. All of its attacks are good, but just good.
Staff is held back by the fact that its dash attack is immobile and has very few i-frames. Down-up B and Pole Vault into B are both good, but are outclassed.
Water has a strong attack in its down-up B, which creates a rainbow and does good damage. It also has a projectile that it can stay relatively safe while using. However, the projectile falls to the ground, meaning Water really struggles against enemies that stay high in the air. Anything out of reach of its rainbow attack will be quite a hassle to kill.
Sweep - I somehow cleared true arena with solo sweep, so maybe it's better than I was able to figure out? I tried for a while. It's hold and release B move, which sweeps and then flicks the broom, does good damage. Additionally, its dash attack is decent.
Fire has one decent move - its midair down B, which causes it to roll into an invincible ball of fire. If you use this near the ground, you'll then roll. If used on a big enemy, it can do good damage, but most of the time you won't be doing much damage at all. Barely makes D tier.
C Tier:
These characters are okay. They generally require a very patient and careful playstyle, but can do decent damage.
Rock can do damage. It has invincibility. It even has an up B in this game that is strong! But... well, unless you're playing with friends, you are going to be waiting around in rock form A LOT while playing this character. Waiting as two Bugsys hover around you, waiting for that perfect opportunity... to unrock, and then rock right back up. It's boring. But you can win with it.
Beetle can be strong, but it needs to be very careful about the opportunities it takes to attack, as many leave it vulnerable in end lag.
Hammer is the only copy ability here where you're better off playing as Kirby. Bonkers' hurtbox is big, why not just use Dedede?
Yoyo is like a better Bird. It has lots of mobility and i-frames, but only does decent damage (rather than Bird who does none). Its down up B is good damage on large enemies, but leaves it vulnerable.
B Tier:
Clearing the true arena with these characters will be a challenge, but keep at it and you can succeed for sure! These characters have at least something that is actually GOOD, without drawbacks.
Bomb is safe and does a surprising amount of damage. Simple, but effective, and you can aim which is a perk. Wind and ice weapons are great on this one.
Whip is what Yoyo and Staff want to be. Though it's dash B isn't as mobile as Yoyo's, it does a lot of damage, and has much more i-frames than Staff's. Its down up move does great damage and does not leave it uncomfortably airborne like Yoyo. And like Yoyo, it can grab and throw stars and enemies.
Spider is very safe and fun. All of its moves do good damage, and you can kite enemies and spam your dashing midair B. Webbed enemies that you hit into others will do a lot of damage, and jumping off of webs is a great way to deal with airborne bosses such as Kracko and Void. Spider works well as a teammate when playing with friends for this reason, as your webs can basically function as shields against some attacks. Also particularly noteworthy is that spider has a damage-immune shield (damage-immune shields can still be sucked, blown, and tornado'd) that can be used midair.
Parasol does insane damage with its down B attack, which also grants i-frames. This can be spammed to absolutely decimate health bars, and you can move during it to reposition. Parasol also has great mobility in it's dash B, midair dash B, and midair down B, all three giving i-frames - as well as a decently powerful throw. Parasol struggles most against Hyness, who rarely goes to the ground and as such does not present many opportunities to down B.
Sword has a good dash attack, and a great up B down B combo that can really put in work against larger bosses. It is vulnerable, however, at the end of the combo, and is not great at dealing with midbosses and smaller enemies. It's midair dash B is also good, but not nearly as good as a certain other character. Wind can help Sword by increasing it's mobility.
Plasma is a great ability so long as you don't mind destroying your thumbs! For those who don't know, Plasma in this game works like this: as you move the joystick, Plasma will build up static electricity. This has three levels, and when it's fully charged, it can be fired out as a powerful circular bolt. Until it is used, the static buildup also functions as a shield, and will allow Plasma to warp instead of dodge up to three times. Plasma is good at dealing with Kracko, Void, and Hyness thanks to it's up B, which sends the circular bolt upwards, and is safe against other enemies. But yeah, you have to kill your thumbs. Mine hurt right now.
Cutter is good, but not as good as bomb.
Gooey is just slightly better rock. Most of Gooey's moves don't do much damage. Gooey's rock can be painted. Gooey also has a damage-immune shield, but it doesn't really matter because you might as well rock up.
A Tier
These characters are legitimately good, but there is a lot of variety in exactly how the characters in this category are good. It is organized by how likely you are to be able to clear with them. Now that I'm getting into good characters: I played every character in this category with every single element to deduce which element goes best with each one. I technically have them all tiered, too, but I figured that was too much for anyone to read.
Adeleine's down B's minions do a surprising amount of damage (great), and are quite versatile, even being able to hit airborne enemies such as Kracko and Void. She also has the best shield in the game, completey invincible and unable to be hit by anything to my knowledge (possibly Morpho Knight tornado), and a good air attack option thanks to Ribbon. She doesn't have any i-frames, so she may require a bit of waiting - like Rock, but that's only if you put yourself in that situation.
Susie (Ice) has shots that drop large balls of ice at the end. She easily destroys most bosses with these. Business Suit has i-frames at the beginning of its spin and a very powerful midair down B, also reducing damage and preventing negative status effects. Susie will likely get hit because of her massive hurtbox in Business Suit mode, but it won't matter as much thanks to the damage reduction.
Dark Meta Knight (Fire) has two great moves in his charge Bs. Fire was chosen as the best element for him because it expands the radius of his charge B. His dash and aerial attacks are great, especially if you can land his dash combo. Dark Meta Knight also has a damage-immune shield.
Chilly is surprising in its placement, but its midair B does insane damage and it has a solid kit to boot. Instead of normal dash B, Chilly needs to use dash down B for an briefly invincible and mobile ice ball. Chilly also has a damage-immune shield.
Daroach has a lot of options and all of them are great. Fire bombs destroy Whispy and Kracko, Ice Laser easily clears midbosses and does great damage to everyone else, Squeaks are second only to Adeleine's minions in their effectiveness, and the Triple Star is a great tool for staying safe while dealing good damage. Daroach doesn't have a special shield, but he does have a three-use, chainable warp as opposed to an air dodge, which if used correctly should be able to save you from any bad situation.
Bandana Dee (Ice) is stronger than any other Bandana Dee variant (you may notice a pattern like that...). Bandana Dee's dashing midair b can be spammed and does great damage, like a machine gun, but is held back by the fact that you inevitably touch the ground after 4-6 spears. Bandana Dee's strongest move is probably its down B, which can also serve nicely as a dash attack, as it has great mobility and i-frames. Bandana Dee (Wind) has a good charge B, but wonky throwing spears and lackluster damage output when compared to Ice overall.
Ninja (Ice) has potentially the most DPS in the game. By being near an enemy and pressing and holding B briefly, you do a double slashing move that creates an ice pillar that constantly damages an enemy. You can beat Whispy with this in under 20 seconds! Shurikens are good for hitting faraway enemies, and Ninja is also able to use Substitute Jutsu if it block before getting hit. The reason Ninja is not S tier is because it struggles against airborne enemies and is not able to utilize its full potential unless it catches an enemy standing still. High skill cap, but high reward.
Meta Knight has insane DPS with his dashing midair B spam. Ice and Wind are best, depending on who you're struggling with. Meta Knight can struggle to do damage while also keeping himself safe, and for that reason is best when playing with friends. His down up B, condor dive, grants i-frames and is usable in the air. His counter also does great damage.
Dedede (Shock) has great damage in his kit and a lot of i-frames, including his dash B and iconic down up B. However, he is hindered by his slow movement and large hurtbox.
S Tier
These characters will have no problem clearing if you play them right, but are they broken? Considering what is to come... nahhhh.
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Marx (Ice, Wind, Water) has two great moves in his black hole which can do insane damage and is invincible, and his dive which can do great damage and is invincible. Marx pretty much always wants to stay in the air, and his midair B has a lot of variety depending on your element, but it is most notably a very safe move. Marx has a one time warp in the air that can be chained but has to be timed perfectly in order to retain invincibility, and his main drawback is that all of his powerful, i-frame granting moves tend to be pretty vulnerable with end lag. For that reason, Marx needs to be played patiently.
Rick & Kine & Coo have the best dash attacks in the game, both midair and grounded. Rick (grounded) will turn into a mobile rock, completely invincible, dealing a lot of damage, and also able to move, while Kine (midair) has a long spin attack with plenty of i-frames. Rick conveniently also bounces off the top of the heads of enemies, Kine has a projectile that can travel a fair distance but is weak, Rick can melt ice with his fire, Coo can cleanse dirty food with his flop. These guys also have a damage-immune shield.
Taranza is a case where all of his moves are great, but none of them are insane. Put them together, though, and you'll clear bosses safely. Taranza can kind of do several things at once, and I'd recommend down up B + dash B + up B. Utilizing all of this damage at once will destroy bosses quickly. When you don't feel you're safe as Taranza, midair up B and midair down B can give you control and hit from a distance.
SS Tier
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Magolor's down up B is insane. He summons a giant sword that takes up the entire screen, then slashes it and hits everything for insane damage while being invincible, then can cancel that sword into itself. He has an invincible dash move, by far the best air dodge in the game, a black hole that he can summon just like Marx, and a powerful fire projectile that can melt ice. And that's not even everything - so how is this not the most broken character in the game?
SSS Tier
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Somehow, dear reader, you have made it this far. The best character in Star Allies, even better than Magalor, are the Three Mage Sisters is ZAN MOTHERFUCKING PARTIZANNE. Zan does not care what you can throw at her, she has something to handle it, and chances are she doesn't need to use it. Because Zan's down up B is a giant piercing laser that covers the entire screen, grants i-frames, can be cancelled into itself, does insane damage, and can be moved during. There are just no enemies that can even pose a challenge to this character. There are no enemies that can even damage her. My highest score in Star Allies was me goofing around and playing solo Three Mage Sisters and just repeatedly spamming this move over and over again! The funny thing is, her other moves are good too, and so are her sisters to an extent! But Zan is great because she also has really fast movement as well as a warp similar to Marx and Daroach's. In a pinch she can relocate incredibly quickly, and she has no need for a shield because her warp, when you're used to it, is probably the easiest to chain into itself.
So yeah this was my Star Allies tier list. If you've read this far I'm actually amazed. Thanks. Star Allies is at its most fun, I feel, when playing with friends. If you'd like me to talk in more detail (but not as much as this post) about some friend strategies and which ones are best, such as painting rocks, let me know, I guess.
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Been using an alt account to practice playing Mercy and boy howdy I've absolutely fallen in love with her playstyle. I don't understand how anyone could say they can't play her. She has a skill floor so low anyone can pick her and do a satisfactory job, but her skill ceiling is fairly high so anyone who puts more than an hour into her can become a nightmare. A good mercy knows when to engage and when to pull back. A good mercy knows how to constantly move and change healing targets.
I enjoy mercy (as a continued main of her), and I think, like another anon stated a while back, that a lot of her complaints and general upset came from the 4-5 months of nerfs that blizzard applied after they reworked her in the first place. There was a general discorce (from at least what I saw) that a lot of people felt unheard and began to lay blame and well o. o it was a bit of a mess, that I feel if statistics were added and better reasonings displayed behind their tweaks, may have had less of an uproar. (But who’s to say really)
Compared to her past version though, she’s a bit less…well I guess the best way to put it is, flashy. 
Rez 1.0 you’d have a grand shouting of heroes never die as your entire team got put back into the field. Valk 1.0 you were a insane speed demon who could heal insta rez like 3-4 times and be a blur of health (think this was also when her unlimited ammo had a damage buff). Valk 2.0, you could still insta rez in ult, but the cast time was added to her main rez. And then her current build (Valk 3.0 or would it be 4.0?) where rez is only every 30 seconds no matter what, her ult has dramatically slowed, but hey she can still fly. 
So in the end she’s a bit more in the background, which isn’t a bad thing, but isn’t a thing that some people enjoy. (Then again I don’t speak for everyone, and each person can have their own reasons for no longer finding enjoyment in our angelic medic)
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