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Goblin Slayer crossover armor?
When you say "goblin rape", will the goblins rape or will I be raping the goblins?
I know what my first build is gonna be
Buy the first for $4.98 on Steam.When you say "goblin rape", will the goblins rape or will I be raping the goblins?
Only one of those will make me play the game.
So, I've been on the fence about this game. I haven't played any of the old entries and I have absolutely no idea what it's all about and what all the terminology means. When it came to RPGs I've mostly been content with western titles, but with the advent of niggers and fags in my games, I'm looking to branch out. The only jap title I've played from this category is Elden Ring, which I've finished and sunk ~300h.
So, fellow kiwis, do please sell me on this game and if possible, give me a quick run down.
It's Japanese Skyrim with a 4 man party. Open world with nightime survival elements, plus a few small dungeons. Main focus is on taking down big monsters. You create your first, and constant, party member that levels with you - your "pawn". You can then choose two more party members from the internets made of other people's pawns. These two don't level with you, so you'll likely be replacing them fairly regularly. The main story is pretty slow and generic, the "chosen one" type of thing, but late in the game it goes Japanese batshit and becomes insanely good. Combat has strict classes, although you can change freely and easily, but gear is broadly locked to classes.So, fellow kiwis, do please sell me on this game and if possible, give me a quick run down.
Basically....its a mix and max of a ton of different games with a bunch of fresh ideas. At first it feels generic as hell....and then you realize the game is not gonna hold your hand and is willing to completely fuck you up. The magic system is a real system where, given enough time, you can bring down the heavens/cause a CAT 5 tornado. Unique classes, the ability to change classes at any time, the retarded fun of dealing with the pawn system, actually climbing on monsters to rip off different body parts (that would have a actual effect), and a fairly unique story about the cycle of death and rebirth. All combined with just enough jank that never goes over to being annoying.
Thanks for the summary.It's Japanese Skyrim with a 4 man party. Open world with nightime survival elements, plus a few small dungeons. Main focus is on taking down big monsters. You create your first, and constant, party member that levels with you - your "pawn". You can then choose two more party members from the internets made of other people's pawns. These two don't level with you, so you'll likely be replacing them fairly regularly. The main story is pretty slow and generic, the "chosen one" type of thing, but late in the game it goes Japanese batshit and becomes insanely good. Combat has strict classes, although you can change freely and easily, but gear is broadly locked to classes.
No mention of midget jester hookers. Sad!
lol, you won't be anywhere near the first or the last. Some sped on the main wiki did at least 75% of the in-depth skill showcases with his MC lady running around in a string bikini.I'll go all in on the sweaty degenerate harem lifestyle. I'll only pick human and elf women as my party members. No furries. I don't roll with that faggotry.
If you're looking at the first game, play Magick Archer. Learn to light yourself on fire, then climb up the biggest monsters and stab them in the spine while being the Tiananmen Square Tank Man.All I know is that I will play something with magic, and looking at what's available, it's Mage and Sorcerer. There's also the hybrid class, but all I can see is some gay jedi with his twin blades, some Darth Maul nigger. So yeah, I'll stick with a faggot in a robe nuking shit.
More seriously, it wouldn't be a bad call to run your main pawn as Warrior or Fighter, so that you'll have ready access to a good meat shield. Fighter if you want her more defensive, Warrior if you want to have Shenan the Barbarian bisecting motherfuckers that wander too close.With this choice as the MC, what would be some cool (be it mechanical or thematical) picks for the vocations of my main pawn and the other sluts I pick along?
Please do, because I'm actually looking to have a solid grasp on the mechanics.More seriously, it wouldn't be a bad call to run your main pawn as Warrior or Fighter, so that you'll have ready access to a good meat shield. Fighter if you want her more defensive, Warrior if you want to have Shenan the Barbarian bisecting motherfuckers that wander too close.
Class isn't the be-all determinant for a useful pawn, but that's getting into mechanical shit, so I'll stop there.
Well that's just a flat out lie if we're going off the first game. Maybe that's something new in the Sequel, idk cause I'm going in blind, but in the first game climbing monsters was really just a way to deal damage to weak points more efficiently and nothing more. It's not like Monster Hunter where you're lopping off tails, breaking limps and gimping wings. Chimera tails, cyclops tusks and drake/dragon horns are the only parts that break. And the chimera tails are the only ones that have any impact on how the monster fights. Everything else is just loot drops and has no effect behind cosmetic.climbing on monsters to rip off different body parts (that would have a actual effect),
The rusted weapons were really only good once you got them gold rarity and only because of the status ailments, weren't they? Could be wrong because I never bothered running with rusted weapons and if I wanted status ailments I'd just be a magic class and do it that way.I hope they keep the weird shit in like the starting weapons becoming amazing (for pawns) if you kept them and upgrade them all the way.
The thing that makes or breaks pawns, even your own, more than their class is what skills and augments they have. Augments are things like increased health, deal more damage with physical attacks, decrease spell charge times etc. And skills, obviously, would be what attacks/moves they can use like fireball and whatnot.So, if class isn't the be-all determinant for a useful pawn, what should I be on the lookout for? Assume I'm a drooling retard and don't know shit.
dude, people really sleep on rusty weapons. the slow effect it gives to enemies is really helpful.I hope they keep the weird shit in like the starting weapons becoming amazing (for pawns) if you kept them and upgrade them all the way.
I love how is actually makes sense with them being "rusted" weapons. You've giving all the monsters tetanus!dude, people really sleep on rusty weapons. the slow effect it gives to enemies is really helpful.
Pretty much what @Rick The Stick said - I was alluding more toward inclinations, but there are certain skills that Pawns utilize poorly at best, like many of the Warrior's charged attacks. Your main Pawn's behaviors are influenced by how you direct her and by your own actions performed in combat; she will begin to copy your habits over time, so if you focus on certain types of enemies in combat (strong, weak, ranged, melee, and so on), put more effort into supporting your party over dealing damage, or even just break off from fighting to pick up monster drops before they vanish, she will begin to prioritize the same things as you.Please do, because I'm actually looking to have a solid grasp on the mechanics.
My first ideas for the main pawn is either sword+shield or dual knives/swords, so that's Fighter, Warrior and Thief. I'm more or less taking inspiration from an old gook game called Lineage 2, which I used to play often, and would pick Blade Dancer or Shillien Knight.
Anyway, going by what info I gathered, there's a fair chance that more classes will be available, some even being specialized with shields and available to pawns, but since no info is available, I'll have to theorycraft with that's at hand.
So, if class isn't the be-all determinant for a useful pawn, what should I be on the lookout for? Assume I'm a drooling retard and don't know shit.
Then there's a thing called "inclination", which some might argue is the biggest thing to look for in pawns, be it your own or others. It's a system for pawns that basically acts as a rough guide for what their AI will do and focus on.
Pretty much what @Rick The Stick said - I was alluding more toward inclinations, but there are certain skills that Pawns utilize poorly at best, like many of the Warrior's charged attacks. Your main Pawn's behaviors are influenced by how you direct her and by your own actions performed in combat; she will begin to copy your habits over time, so if you focus on certain types of enemies in combat (strong, weak, ranged, melee, and so on), put more effort into supporting your party over dealing damage, or even just break off from fighting to pick up monster drops before they vanish, she will begin to prioritize the same things as you.
This can be a problem when, say, you want your Sword and Boardian Fighter to instead try and control crowds while you stand well back and drop the wrath of God on the toughest motherfucker still standing. There are items for purchase that can directly alter your Pawn's inclinations, but the system itself is somewhat obfuscated by design, because fuck you.
It's not an awful system, but if you aren't trying to turn your Pawn into a mini-me then you'll have to take some extra steps to mitigate it.
In the first game, Pawn inclination is the single most important factor to consider regarding Pawns, both your own and the ones you hire, bar none. Only a few inclinations are universally good, a few others are situationally good and are otherwise useless or will even break the AI of pawns that are suboptimal for them, and several are just straight up bad, and will utterly fuck any pawn that uses them.So, if class isn't the be-all determinant for a useful pawn, what should I be on the lookout for? Assume I'm a drooling retard and don't know shit.