True story: I'm in the middle of studying for a test and I've allowed myself a 30-minute break. I go on RU-vid, see this, and suddenly I've found my occupation.
If there is one thing I like about your Channel more than anything else, is your use of analogies. They explain exactly what you feel and are hilarious at the same time!
One thing I find really funny is that the original Skylanders game uses the knockback from Trigger Happy's strongest attack as a negative so much so that they removed it from later games. In reality, it actually helps the character get some distance between him and his opponent. Really works well when you rely on projectiles.
Logan, I just have to get this out. You are by far the best top list youtuber there is. Rather than the typical, formulaic and repetitive choices on most list channels, you put thought, heart, and, most of all, wit into your videos. Every second of these videos is packed with humour sharp enough to cut diamond. I rarely see something on these lists that I’ve seen on another. Bravo.
Speaking of RNG, in my Computer Engineering class, we were assigned to make a text-based adventure game, and this one guy thought it would be a good idea to include an encounter where you have a 50/50 chance to get an instant game over and restart the game. Oh, and that's not even the worst part, they kept gloating about it, about how hard their game was, even though 90% of it was artificial difficulty. Oh, and later on in the year, the same kid was gloating about how many lines of code they had and I felt like givin' them a smack, since Lines of code != a good game. The game that I made had a bit of RNG, but it was relatively fair, since the only RNG was the enemy choosing between "attack, defend, charge", which you could also manipulate the enemy into doing certain moves. Ex: If you attacked twice in a row, the next move the enemy would do would be a defend to try to counter the attack spam.
12:30 ok I know I'm several years late, but having played prime 2, I think that the beam ammo was nessesary. The beams in this game are so useful, and do so much damage against different types of enemies that being able to just spam them would make combat completely broken and brain dead. Honestly, the combat is better than the first for this reason and many others.
The worst instance of RNG I can think of is Daggerfall, where the combat is built on it...as in, every time you swing your weapon/shoot your bow at an enemy, a dice roll decides if it hits or not...in real-time battles. It's really infuriating during the early-game
Botw seems to have an instant kill problem in my experience. I find it hilarious how certain regular mooks in the game can one hit kill you and deal more damage than the actual divine beast boss fights do.
The only thing worse than RNG is when its RIGGED RNG. This is what happens when you play offline in more multiplayer focused games. Anybody who has gotten to 40 and above in the battle tree in pokemon S/M can and WILL atest to this. RNG is bad enough, but when the game decides that you've been doing a bit too well it'll turn those seemingly random chances that the computer gets into an inevitability. Here's an example: Its battle 43 in the battle tree and its my Mimikyu vs Weavile. I setup swords dance so I could sweep up with shadow claw and play rough. That's when the bullshit happens: The Weavile uses ice punch to break my disguise and then it FREEZES me. It sucks, but it can happen. I knew I couldn't survive another hit so I just decided to go with play rough to do what I can before Mimikyu goes down in case I thaw out next turn which by some miracle I actually did. Nope, the game decides to have me MISS my play rough AND have Weavile use ice punch AGAIN, which ALSO FUCKING FREEZES ME. I GOT FROZEN TWICE IN A FUCKING ROW WITHOUT LANDING THE ONE MOVE I HAD THAT COULD DO SIGNIFICANT DAMAGE.
You know what's infuriating? The enemy Togekiss specifically using Air Slash on my Magnezone when it had something that didn't get quad-resisted *just because the game knew it will land the flinch*.
Shit like this is why I run all 100% accurate moves whenever I can, because I just HATE when my moves miss! And don't even get me started on Evasion boosts and Accuracy drops or Confusion and Paralysis.
have you seen chugga's clefable, 85% chance to hit yet misses 4 out of 5 times with fire blast. But yes RNG is a problem, although it's worse when it involves microtransactions.
OMG!!!! I agree!!!! WHY make a game in a made up world, when too many "mechanics" are too realistic!!! Unless it makes the game better, falling, drowning, and limited ammo shouldn't be a hindering issue!!!
Here’s some other stuff that neither list really brought up: Shitty camera Pointless/required DLC Loading screens Game being too long/short Feeling similar to a prequel/lack of identity Chance time from MP64 Lack of replay value Gameplay that is too varied And a personal (least favorite) that doesn’t really count... People who defend any of these annoyances in this video.
Hey Mr. Minion, I've been a subscriber for many years now (since you were Animalguy), and i've been wondering if you could do a video on the pokemon mystery dungeon games. Thank you for your awesome content!
F is for fuck you, thanks for your money U is for unfair bullshit N is for never ending pain and screams of rage Down here in the deep dark pit I can listen to that all day.
It's official. Logan has a PhD in literature. The magniloquence and poetic strings of language that are consistently present in each countdown deserve applause and to be eulogised: it's a mark of the effort put into all major content for this channel.
My personal biggest annoyance is when a game throws you a complete curve ball during a quest like, "oh you walked 60 miles to give me a packet of wotzits? Can you please go 100 more miles in the opposite direction towards the local bin please?" Fuck that, I'm just gonna eat the goddamn bag
I just had a horrific thought: what if there was a game that combines several of these annoyances and cranks them up to borderline unfair levels? You’re going through a gauntlet of enemies (one at a time), and every time you kill an enemy, your sword breaks, but the enemy has a 50% chance of dropping a weapon upon defeat. However, you also have a rocket launcher weapon (that can only be accessed if you have no melee weapon), but you need to button mash in order for the slow-moving rocket to actually hit the target, plus it always takes more than one rocket to kill an enemy, and there’s limited ammo with another 50% chance for the slain enemy to drop 1 extra rocket. As for the enemies, every hit they land knocks you back to the start of the room (which you receive additional damage from), and there’s a 25% chance that it will knock you back to the previous room, in which you’ll have to defeat the previous enemy. Not to mention, every enemy has a 10% chance to use an instakill attack. And if you die at any point, you’re sent back to the beginning of the gauntlet! As for the bosses, they’d probably be bullet-hell bosses where every other attack is an instakill. Thankfully, there’s a checkpoint at the start of each one. However, once you beat the boss, you’re sent into a super-fast auto-scroll section where one mistake means you need to fight the boss all over again! Oh, and I forgot to mention: the boss is on a time limit, and if the time runs out, you need to redo the gauntlet! Like I said, it’s a horrific concept.
Two things: Fall Damage is a joy to watch in cartoony games. Watching your characters flatten, or shake the screen when they hit the ground is entertaining. Remove the damage, and it's a nice detail. Rage doesn't really affect me. It seems near-unnoticeable. Besides, rage probably won't kill you at 50%. If anything, you should be keeping your percent low and killing them fast. That's the point of Smash.
i almost enjoy fall damage in DK64, no matter how masochistic that sounds. there is the comical flattening and "splat", and the 1 damage taken no matter the height is almost negligible since the game is very generous with health pickups (unless you fight a boss, but even then there is no risk of falling)
You know I remembered something about fall damage. In the first two Oddworld games, Abe's Oddysee and Exoddus, they're 2D and they have fall damage. But the third game, Munch's Oddysee, is 3D and doesn't.
Personally I think the beam weapons from prime 2 are a bit overpowered, so I guess that's the reason they decided to add limited ammo, even so it isn't that hard to refill your weapons
“Beam Ammo (MP2)” Different thing but, (this mostly applies to Halo, at least I think. I played a trial of Halo 5 like, 3 years ago) Who actually enjoys when a (usually not very powerful in cases where this applies) LASER RIFLE has it’s own version of ammo? Usually in the form of energy, which makes sense. But if it takes half the metaphorical clip just to kill someone (but usually all of it because often with laser rifles you just hold down the trigger while aiming in your enemy’s general direction) I don’t want to have to wait for it to recharge afterwards. And it’s worse than just reloading because instead of getting all your ammo back in one go; you don’t have to wait for it to fully recharge which doesn’t sound like a bad thing, but usually before it’s fully recharged you’re already under attack (or just going complete trigger happy) and run out of energy before you get rid of whatever you’re under attack from. The next step is either run away like a little bitch, or run away from living like a medium sized bitch
reminds me of a post game boss in sonny (a flash game). he has an insane amount of health and always fully heals whenever you take a bunch off that massive HP bar. so how do you beat him? take that chunk of health then use the move that swaps healing and damage. hilarious to watch
yes but in Certain games it can be Frustrating its not that bad in halo because Shields is what keeps you alive in the first place wouldn't last long without it. but in games that like Pokemon where the goal is put them to zero or trying to catch Legendary it can be Extremely annoying when you have to put in more effort to Capture/Defeat them. my point is depending on the game this can Be very painful to deal with.
random crits are only bad when the chance is low and it happens constantly for example in pokemon a kingdra is holding a scope lens and uses focus energy you cant fucking blame rng cause its a 100% chance to crit
Personally I didn't find it a problem in DS2, since when you use a bonfire it automatic ally repairs itself, the only time you need to use a repair kit is if there isn't any fires around
Bowser's vacuum is actually pretty easy to use, as both x and y register as the same when you're attacking, so you basically double your inhaling strength. fuck the fire flower tho
Logan, you're timing today is amazing. 4:15 in the afternoon, Wasn't finding anything to watch, so I watch the trailer. Guess what shows up in my recommendations? Now I know that'll keep you positive.
MasterJakeStudios EYYY RICKY-BOI!! I frickin' like your channel! But why get rid of the old videos? There was nothing wrong with them. Don't get me wrong, the editing was.. different, but it wasn't cringey exactly.
MasterJakeStudios Just remember mate, this is RU-vid! If you have a cringey video, make view bank out of it. I am Master Jake's fanboy, and I promote an end to this feedback!
Honestly, the annoying kids are hilarious because I always fuck with them and their reactions are priceless. This one time I was playing gta 5 because I was bored and one kid called Microsoft because there was a modder, and Microsoft did nothing
Hate when platformers (especially 2D) have fall damage or when a game has bad scaling for it. (Like falling off a toilet kills you) also time limits are terrible too!
Biggest killjoy/annoyance: multi hitting moves from mystery dungeon. Only the md players will get where I'm coming from, but in the main series multi hit moves have low base power and are really only there for chip damage usually. But in md, they got a massive buff that would make mega rayquaza, ultra necrozma, and the mega mewtwo's cry. When the enemy has a multi hit move, you just feel like you've been cheated because out of all the 4 moves the enemy could've used, you got the worst one possible and faint, losing a lot of items and all your money. However, when you have a multi hit move, it just makes the game super easy because of how broken it is. Multi hit moves are still the way they are in super, this really needs to change if we ever get a gen 7 md.
Oh! It looks like you finally talked about Paper Jam (on someone else's channel as you said). Now people can put all their energy into getting you to talk about Superstar saga+Bowser's minions! -Yay-
I totally agree with most of the one on knockback, but I also know it can be a bit of a necessity. It creates distance from the thing that caused harm to prevent you getting hurt twice or stuck in it. Granted, it can be a total annoyance too, but it can also be a saving grace. TF2 as an example, the game wouldn't be the same if you couldn't send yourself flying with rockets and stickies, or others flying too.
I've gotta say, I was caught off guard by that Metroid entry, not because I disagree, but because I wasn't expecting a flaw from a specific game, I went into this thinking each would be some vague concept that a lot of games do, so props for catching me off guard!
I’ve been replaying Metroid Prime 2, and I’ve begun to really appreciate the ammo system. It adds to everything. The fights are more important because every shot missed is a bullet that you’re not easily getting back, at least mid fight. One gripe I have with them is that the “break open crates with the opposite weapon” wasn’t explained, just that it worked that way for enemies. Seriously, I went through my entire first play through mainly using the power beam because I didn’t want to be out of ammo for the dark/light doors. (Which could be opened with a no ammo charge shot, but that’s also not explained)