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Showing content with the highest reputation since 09/11/2019 in all areas

  1. 2 points
    It's no-holds-barred in this showdown of absurdity. I enjoy making characters more that I enjoy playing games across all sorts of mediums. In Fallout, Skyrim, DnD, Smite, or any other game that lets you shape a character's ability, I'm there to stretch it to absurdity. This got me thinking: what are some of the wackiest, most gimmicky, or most memorable character builds you've done in a game? Was it successful? Did it get stale quickly? Did you have an epiphany when making it? It doesn't matter if it's in abilities, spell combos, items bought, or anything else: I wanna hear about it! I'll start with Smite, because though I've given up on this game years ago, it once held one of the greatest character builds I've ever gotten to experience. Now, Smite is a MOBA, so these character builds revolved entirely around what items you buy. I was a Mercury main (among other gods) and I was less than pleased when I found out that the base movement speed for Mercury was not the highest in the game. So I did what anyone playing an ADC (Attack Damage Carry) would do: build 100% movement speed. Actives, Passives, Consumables: all was bought to make me the fastest person on the battlefield. Paired with Mercury's late game speed bonus, I eventually became a terror too fast to hit. You see, at a certain point, Mercury can move fast enough to outrun not only literally every other god in the game, but spells, dashes, and even teleports with a head start. Sitting happily at the max movement speed the game would allow, I could literally run circles around enemies while hitting them with my basic attack. I could run past a tower before it would hit me twice. Now, the damage output was miserable, sure, but when you're running too fast for them to land a hit does it really matter? The answer is no. Movement Speed Mercury will forever be the most surprising success I've had in a gimmick build. There has yet to be any contest. So what are some memorable builds of yours? How did you get your character to play the game in ways that are borderline-unintentional if not outright stupid?
  2. 2 points
    I'll have to put some more thought into it, but when I first got into streaming I thought I was doing something really unique when I decided to do a run of Skyrim as a stealth archer. No other weapons allowed whatsoever. Little did I know that thousands of other people had come up with the same idea.
  3. 2 points
    In a world full of fun and entertaining games that you can mess around with, there are too many options to sort through. However, after staring at my steam games for a while I finally came to the conclusion that I would go with a good old build from a game I play called Smite. Smite is a MOBA like LOL and Dota 2 but it has a 3rd person view instead of a top down. It also has great meme build potential. Now, while there are some great ones out there like building full lifesteal on Anubis so you can heal to full health every time a wave of minions comes by, or building full movement speed on Mercury and just running around the map periodically smacking people to death if you find them alone. However, all these pale in comparison to one build in particular: full attack speed Ymir. For those who don't know, Ymir is a guardian that whenever he hits an opponent with his abilities, his basics deal bonus damage for about 3-4 seconds. Now, by building full attack speed you will be able to hit them about 10 times in those seconds. Is this good? Not at all. Is it hilarious? Absolutely. The build offers no survivability so you will die from a random ult from an enemy god, but your auto attacks do so much damage if you get the kill you will feel so good. Other great memes I've done are mage only in DS3 and DS2, Skyrim stealth run where I leveled my sneak to 100 before exiting Helgen, and super speed Payday 2 loadout.
  4. 2 points
    He had terminal lumbago (they updated the character creation so I remade my character to look a lot more like me).
  5. 2 points
    Uncle Reverend Ruckus - my old Red Dead Redemption character, he was a big feller, had a bit of a drinking problem, but who didn’t. Had a real big beard despite not having any hair on top of his head. R.I.P.
  6. 2 points
    I made a Samurai Jack clone in Skyrim named FOOLISH SAMURAI WARRIOR. Imperial with Mage robes wielding the Blades sword. He wasn't the nuttiest thing in terms of damage for his build, (I think I went with some Alteration magic and Alchemy) but I quite enjoyed the anachronistic experience of RPing the Aku Slayer as he wandered through Skyrim as the Dragonborn. It kinda makes me wish there was a mod to turn Alduin into Aku.
  7. 1 point
    Truly a sight to behold when what seems like a whacky, out-there, or otherwise limiting build turns out to be the standard. Of course, this is a different discussion entirely, but it's not like Skyrim has much going for it character-build-wise besides simple combos like this. Now a play through where you use illusion to *technically* not kill anyone? That's a sight to behold. That's also more challenge territory than it is a goofy build.
  8. 1 point
  9. 1 point
    I have made a series of seriously messed up characters in Sims 4, but probably by far my favorite was Dwayne Brown, whose aspiration was serial romantic and traits were non-committal, hates children, and slob. I had him meet, have a child with, then dump EVERY SINGLE WOMAN in the town. Even the married ones. It. was. GLORIOUS. I also gave him a wife from the start just for the drama. His wife was family oriented, jealous, and a perfectionist so they hated each other. Am I a bad person?
  10. 1 point
  11. 1 point
    /thread But actually, every single decision you make in a game's mechanics and how it plays is determined, in part, by the medium. Even some of the pre-established ideas which came first can find themselves changing fundamentally based on the medium. For instance, a PvP airship-battles game I have been working on is in the tabletop format. Even in this format, choices about how the players interact with the board matter. My original plan was for a mechanic of view range to allow for players to go "invisible" and engage in sneaky tricks such as bomb planting, trapping supply crates, and launching stealth attacks. Now, on a board game, this isn't impossible, but this idea either alters the medium, or the medium alters the idea. I could have done a battleship-esque style board divider, but the issue then becomes that you can't see the ships of the enemy at all. And, if the divider is removable, any secondary ships the player controls would be revealed. So that idea wouldn't work. My next idea was to have each player have a smaller card that represented the board. Here, players could move their ships before actually placing them on the board (which would signify the ships "popping" into view range). I quickly realized that this would mean players would be keeping track of movement on two different spaces if one ship was visible and one wasn't, and the additional hassle of remembering to move ships that aren't visible to the player in a game where keeping track of various attacks, effects, and injuries is already a lot for a player to handle, so I scrapped that idea entirely. My eventual compromise was to keep the concept of "view range" mechanically the same by implementing attack range. This solution was not the ideal, where players can go completely invisible from the enemy and use radars and scout ships tactically, but it was the adaptation of the idea that best fit the medium. Now, instead of having limited view range and unlimited attack range, players have unlimited view range and limited attack range. Radars and scout ships still have a use, but they instead increase attack range. This solution is the same mechanically (limiting the attack range of players) but not the same in gameplay, thus where the creative concept had to be partially sacrificed to fit the medium. The key difference between view range and attack range is stealth. Always seeing your opponents ships allows a player to plan for their movements. A view range feature would disrupt a players ability to plan for ship movements and change how the is game played. Numerous other features (such as fighters sent out by airships, sky-mines planted by airships, tracking bombs, smokescreens, etc.) have either not been implemented or have been changed to fit this change in the idea caused by the selection of the medium. So yes, I would say picking the medium comes first besides the idea stage, and even then the idea stage is subject to change based on the selection of the medium.

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