Tiers for non-fighting games?

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  • Lord_RaptorLord_Raptor Joined: Posts: 8,809
    This nigga did not just put the twins and Hibiki at bottom
    Are you right? Are you READY!?
  • BiousBious Seasons Greetings Joined: Posts: 10,805
    So playing off of Kings Persona 4 Golden tier list, excluding Yu because he is always the King...

    Top:
    Kanji (Getting Power Charge really put him in a new light. He outdamages the whole party and has Masukunada to help him land hits and dodge better. The Man's Way is situationally useful at best though.)
    Yukiko (Still the best healer and can now go even harder on the offensive if you want to invest some time with her to teach her Mind Charge. Mudoon helps her do something other than burn her opponents to cinders. Her ultimate attack is basically a stronger Maragidyne.)

    High:
    Yosuke (It's always important to have someone who can do a bit of everything and Yosuke does that indeed (plus Dekaja will save your life if Yu can't use it.) His wind attacks are also painful. Youthful Wind heals and increases your evasion, making it nice if you don't want to waste SP on a skill mid-battle.)
    Teddie (Still a solid buffer, healer, and Ice damage dealer, but Yukiko kinda outclasses him in the healing and damage department later on still. Kamui Miracle is meh.)
    Naoto (Made much better due to Mind Charge and getting all the elemental -Dyne skills, buuuut you have to decide if you want her to specialize in those or instant death attacks, cause she can't pull both off without gimping something. Still, probably the most versital member of the party now. Shield of Justice is also a good panic button to use, but is costly.)

    Bottom:
    Chie (Oh how the mighty have fallen... Poor Chie got outclassed heavily by Kanji. She still has her points over him (Higher crit, Agneyastra, Galactic Punt), but Kanji will usually fare better than her just because he isn't rendered useless if an enemy nulls physical attacks and he takes hits better than her. The Dragon's Way is, however, probably the best boosting move in the game.)
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  • LemresLemres The Two G.O.A.T Joined: Posts: 1,600
    Tetris Battle Gaiden

    S Tier: Queen
    A Tier: Princess, Shaman, Halloween, Wolfman
    B Tier: Ninja, Mirurun, Bit
    C Tier: Aladdin, Dragon
  • Shocky IIShocky II Churn that butter. Joined: Posts: 411
    edited March 2014
    Dragon's Dogma Classes for Hard Mode

    S---
    Ranger: This class has the two best physical damage options in the game: Tenfold Arrows is the #1 ranged skill with massive burst damage and Hundred Kisses is the highest melee DPS (even better as Thousand Kisses). Double jump and rolling are icing on the cake. Armed with an upgraded rusted bow and any of the elemental bows, you shouldn't have too much trouble with any enemy save for ghosts and living armor. This is an ideal class for the endgame. Also consider that the highest damage weapon is a dagger set.

    Assassin: A derivative of the ranger, but with more focus on melee. Sixfold Arrows and Charge Shot are the go-to ranged attacks. Wind Harness greatly increases your speed for an extended period, making it easier to grapple large foes. This is possibly the best class for endgame due to sheer versatility. Rusted weapons plus Hundred (Thousand) Kisses will cripple most enemies. Switch to a high damage dagger to seal the deal. Abilities that boost grappling (like opportunist) make the entire endgame a joke, save for Death, ghosts, and living armor. The entire sword and shield skill sets can be ignored.

    A---
    Magick Archer: Great mobility and long range magic damage are great, but this is essentially a lesser ranger. This class should only have trouble against golems (the only magic immune enemy), tight corridors, elemental resistances, and anything with gigantic amounts of HP. The biggest problem with magick archers is that almost all skills have a preassigned elemental type. Thus, if an enemy is resistant to ice then Sixfold Arrow won't be useful. This also overwrites any default element on your bow, making it difficult to use your weapon's ability to take advantage of enemy weaknesses. Still, mobility and ranged weaponry are essential on hard mode.

    B---

    Mystic Knight: Potentially the highest DPS in the game but requires about 30 seconds of setup every single time: mass enchant the party, drop four Grand Cannons, start swinging. Even with the ring that cuts casting time, it is very tedious to set this up in every fight. Recasting the cannons is not a realistic option against large persistent enemies. It is the only class that can block dragon fire, but that is easy enough to dodge. There is a wide variety of blocking skills available, but it isn't a great idea to melee in hard mode due to high enemy damage. Abyssal Anguish is definitely in the top three of melee skills.

    Mage and Sorcerer: The highest magic spells are very damaging, but difficult to setup without the right pawns to assist. Caster mobility is little to non-existent while casting spells, making fast moving and aggressive targets hard to handle. There is a lot of utility to enchanting your party or cursing enemies, but I feel these classes are better off on pawns. Both of my hired pawns were sorcerers for the vast majority of the game.

    Fighter: They boast the greatest augment in the game for any class: increased weight carry. For that reason, almost every character should have a little experience as a fighter. Fighters have great AOE physical attacks and an invincible reversal, but have to deal with crazy hard mode melee damage from enemies. For raw damage, daggers just end up trumping swords and maces. For those reasons, I feel this is a good class to pick up augments, but there are better options for endgame. My primary pawn was a very resilient fighter in the end game since pawns are not subject to hard mode's extra damage.

    C---
    Warrior: This class is amazing in the early game. Warriors get the most life on level up and have fantastic stagger power against lesser enemies. The level ups combined with the huge strength boost augment make experience in this class a necessity if physical damage is your primary skill. The extra life from 20 or so levels will guarantee you can take an extra hit or two, which is significant when characters typically die in 1-3 hits on hard mode. Unfortunately, the skills for this class teeter off into high risk/low reward strategies when compared to other classes. Charge attacks are not worth the damage and time investment. After 30 seconds of charging, it is soul crushing to tap a dragon's leg and deal three light attacks worth of damage. Easily the worst endgame class. I find it very strange that the highest strength+ weapon in the game is a dagger set and not a giant hammer.
  • King9999King9999 Joined: Posts: 10,757 ✭✭✭✭✭ OG
    edited June 2014
    Bravely Default job tiers. I'm only rating them based on how they stand on their own, otherwise there are too many variables to tier them accurately. So just because a job is low-tier on its own doesn't mean it isn't super effective when paired with another job.

    S
    Salve-Maker: An extremely good job that can do pretty much anything. You can provide support, offense, healing--Salve Maker is whatever you want it to be. For those stingy people who save their megalixirs, you can use Widen Area and use one elixir for the same effect, at the expense of 1 BP. Compounding is the main tool, but the salve maker's other skills can't be ignored, such as the AOE resurrect skill.

    Vampire: You don't get this job till late in the game, but for good reason. Every skill this class has is useful. Drain Attack Up ensures that you never run out of MP or HP; combine that with Absorb Physical Damage, Absorb Stats, & Rise from Dead, and suddenly you're hard to kill. The skills you can get from Genome Drain are excellent, and it's the only way you can get the -ja class of spells from the streetpass bosses.

    Performer: Every skill this job has is useful, and all of them (except One More For You) is AOE. Try to ensure that this job always has more than 0 BP available. My Hero gives the party BP straight up--no downsides.

    White Mage: Obviously, this job is great at healing and keeping the party alive. The blessed shield is the best item you can give to this job, and it will last through the entire game. Free healing for 0 cost. Epic Group Cast is an amazing passive skill, as is Conservation of Life.

    A
    Templar: One word: Rampart. This skill alone bumps the Templar up to A tier IMO. Templar gets some nice passive skills, but they're strictly for use by other jobs (like Magic Critical). BP Limit Up is handy, since it usually means you can use a strong BP skill and not go below 0. I'm a big fan of Critical Amp.

    Dark Knight: The whole point of Dark Knight is to drain your own HP so you can use Minus Strike. Have a Knight protect you so that you can use Minus Strike all day.

    Swordmaster: Very powerful job. Katanas are some of the strongest weapons, and only a swordmaster has innate mastery (EDIT: Not true, Dark Knight also has mastery). This job is not S tier because you spend a lot of time defending and waiting for the enemy to hit you. There are ways to get aggro, though. This job is useless during Bravely Second.


    Ninja: All you really need to be effective is Utsusemi, Transience, and Comeback Kid. Always have Utsusemi on, even if you have to go below -1 BP to do it. Kairai is good for when you have a Swordmaster that needs targeting.

    Spiritmaster: Extremely useful abilities. The only problem is the high BP cost of the skills; this job requires a bit of maintenance, so make sure you have ways to restore BP quickly.

    Valkyrie: This job is great due to the jump skills. You can't get hurt at all during a jump. There's a bit of redundancy with a few of the skills, but Bravely Second can help with that since damage isn't capped. Super Jump may seem like it costs a lot, but you're still recovering BP during the delay. So when you finally land, you don't have to wait long to act. Spirit Barrier is handy because you don't need MP for much else (most Valkyrie skills use BP).

    Spell Fencer: It's essentially a black mage that isn't as much of a glass cannon. They require a bit of setup, but they're good once they get going. Memento is nice if you can afford it.

    B
    Conjurer: For a late-game job, conjurer isn't that good. Its skills only affect the caster, and other jobs can provide much better support, like the Performer. The conjurer's passive skills, on the other hand, are super good. MP regen is really nice to have when you don't want to use ethers, and Obliterate is one of the best skills in the game, period. That skill makes grinding trivial.

    Knight: The knight's deal is to tank. One might expect this job to deal damage, but that's actually one of its shortcomings. If you want power, use another job. You won't get much use out of this job, but I found it to be handy in a few fights, especially in one of the late sidequests. If you use Dual Shields, you can take just about anything and hardly die. It's worth leveling up this job just for Two-Handed, and then changing jobs afterwards.

    Pirate: The only reason this job isn't lower is because its abilities are useful in boss fights. Otherwise, don't expect to use this job a whole lot. Mass Attack is too risky to use. Once you get Vampire, there's no reason to use this class anymore. Its lack of passive abilities hurts it.

    Monk: Monks don't really shine until you get their last skill, Natural Talent. You turn into even more of a glass cannon, but with the right setup, you can one-shot your way through common battles, and make short work of boss battles.

    Black Mage: This is an OK job overall. A glass cannon that needs maintenance to be viable. Damage Dispersion is nice since mages typically can't take a hit. Pierce M. Defense makes mages dangerous and is worth using if you can afford to. Group Cast All is also great, but sadly you can't have that and pierce M. defense.

    Red Mage: This job is far more useful for its passive skills than its active skills. Besides being a mediocre magic user, you have access to lots of BP, which can be used for whatever secondary job you're using.

    C
    Ranger: Overall, the Ranger is a weak job. It doesn't have many useful abilities except for Precision, which would be useful with the Ninja job since they deal the most hits.

    Freelancer: This job actually has some OK passive skills, but most of its active skills leave a lot to be desired, until you get Mimic. Mimic can be great as long as you pay attention to what the last action was. What makes it cool is that there's no HP/MP/BP cost to using it.

    Summoner: Where this job falters is during boss battles, where you're usually fighting one enemy. Most common battles aren't too difficult, so they don't warrant the use of summons other than to see how they look. The other problem with this job is that there's no variety. All of them deal damage; no support summons or anything.

    Thief: Steal is only good vs. bosses. The stuff you get from common battles is junk, so it kinda sucks that you have to waste a job slot on the thief's skills just to get a piece of gear from a boss. Raid is an excellent skill, but sadly it can only trigger during common battles.

    Arcanist: Basically, this job only serves to support the black mage via its passive skills. Most of the active skills are too situational to be of any use.

    Time Mage: A bit underwhelming. Some of its better spells only work in common battles. Hasten World is worth using if you can maintain control of the battle and not let the enemy use the extra BP.

    D
    Merchant: The only use for this job is to get the More Money skill. Otherwise the only time you might use this job is when you don't need money anymore.
    Post edited by King9999 on
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  • ScornScorn Joined: Posts: 40
    That Dragon's Dogma list is good, although it's missing Strider. It should probably be in A since their tricks are worse than Ranger's and Assassin's, but they still use bows and daggers.

    Also, Sorcerer's and Mage's best move is probably an elemental Focused Bolt ie. the move you can do by charging with light attack and then releasing. This gets special properties when you are enchanted with an element and is very strong and faster than their spells.

    And I can't see Magic Archers having problems in tight corridors... Ricochet Hunter destroys everything in the game when there are walls nearby.
  • bloodymessbloodymess Joined: Posts: 1,913
    I find my time spent needlessly ATM so here's a tier list for Mass Effect 2's companions. Bear in mind this is all assuming that we're on Insanity because that's arguably the most accurate difficulty to gauge an individual squaddie's talent.

    MASS EFFECT 2 COMPANION TIER LIST INSANITY VERSION

    S TIER
    Miranda
    - I'm going to get flack for this but here I go: Miranda is so goddamn essential to your team, more so than anyone else at your disposal. Her team-wide damage buff is often the difference between life or death and gives more aggressive playstyles enough room for error to make them viable. Warp and Overload lets her strip down every defense in the game and the allocation of Miranda's powers lets her max out Warp, Overload, and her passive ability. Nobody else in this game can claim such utility as Miranda. All in all, Miranda is easily in the top three of best characters in the game.

    Kasumi- While Miranda is essential, Kasumi is fucking broken. Improved Flashbang Grenades and Rapid Shadow Strike are just too good and... that's about it. She also has Overload for situations you don't bring Miranda but for fuck's sake, when you have someone who probably thinks to herself, "Now how should I destroy the enemy squad this time? Hmm, decisions decisions", then you know you've got someone insanely powerful. Like, I'm going to stop right here just because everyone should already know how good... never mind I'll move on.

    Zaeed- Zaeed isn't as ridiculous as Miranda or Kasumi but the bottom line is that his potential weapon damage is the highest in the game. He has the best possible weapon loadout combined with fantastic power choices and unlike the admittedly frail Miranda/Kasumi, Zaeed excels on his own. He also has total coverage over the three protections like Miranda, although not nearly to as intense of an extent. And with that insane damage boost, you're not going to cap all three powers anyway. You can pretty much just give Zaeed a perch then let him go to town with little or no direction from Shepard. On missions such as Horizon, this is a godsend. While some may disagree with me, Zaeed's durability and unparalleled damage output make him the best pure combat squadmate in the game.

    A TIER:

    Thane
    - Thane is literally a hair away from being as good as Zaeed but falls short for one reason; packing a sub machine gun over an assault rifle hurts more than you think. Not to mention that Thane only covers two out of the three protections unlike the above three (Kasumi technically counts because of... you know...). In addition, Thane has to consider where to put his points. If Warp was his first power, Thane would be as good as anyone in S Tier but he has to spend points in Throw, which is... okay, but not Warp. Heavy Throw has its uses but it doesn't let Thane have access to Unstable Warp. As a result, Thane has some questionable power allocation and the worst bonus power in the game, possibly worst power period. Although he gets a lot of points for having a stupidly huge damage increase and good protection coverage.

    Grunt- Allow me to be a bit condescending toward those who apply; Grunt never dies and if he does then you did something very wrong. Of course, that only applies to after Grunt gets Improved Fortification. Fortification combined with his health regeneration and assault rifles make him a good combat squadmate. However, he has issues dealing with any foe that requires finesse and his crappy power allocation means he can't have Squad Incendiary Ammo and Improved Fortification. Even though he isn't in S Tier, he's still a go-to squadmate that many people have rightfully used.

    Garrus- Garrus is actually a good counterpart to Zaeed because all of them have total protection coverage but due to how the power allocation works out, they can only max two of their powers (In case you need a pointer, Disruptor Ammo/Inferno Grenade for Zaeed and Concussive Shot/Armor-Piercing Ammo for Garrus). The ammo powers can be exhanged freely and both work well under cover. However, the fact remains that Zaeed just flat-out outdamages Garrus. Like Miranda, Garrus is at his best while working with someone who compliments his abilities. If you want him on his own merits, there is literally no practical reason to choose him over Zaeed.

    B TIER:

    Mordin
    - I like this guy but I'm going to say it anyway: Mordin is THE most situational character in the game, bar none. Sure, he has his uses early on for when Collectors are beating your ass in and Miranda/Shepard warp spam isn't enough. Fun fact, Cryo Blast actually does the second most damage against barriers other than Warp. Oh, right. Against krogan and vorcha, Mordin is Jackie Chan in a ladder/rope/table/chair factory with a baby in his hand, a love interest suspended above a shark tank, a recently deceased master, and a comedic black cop buddy. And he doesn't want ay trouble. Incinerate takes away armor, stops regen, detonates flamethrower tanks, induces frenzies, turns water to wine, cures cancer, and tells you the meaning of life. Neural Shock is also good after a well-timed Incineration Blast. Seriously, on Blood Pack or unprotected enemy missions, Mordin is as good as the S-listers. However, if he isn't facing vorcha or krogan, he's helpless. He's a man of extremes and if he isn't up against foes he dominates against, he's more vulnerable than a slutty 16 year old sophomore student with daddy issues.

    Tali- Before she got the Geth Shotgun, I'd have put her under Legion. However, the new shotgun buffs Tali considerably and combined with the sheer utility of Attack Done and Area Drone, she was almost an A-lister. The big one holding her back is that Tali is super situational. When she does work, she's attacking with powers and not weapons- being further away and peppering enemies with Area Drain and drone support. However, if the opponents don't have shields, she's more or less there for the drone and the drone isn't worth an entire combat slot when they're more like a lesser Grunt anyway.

    Samara- In terms of powers, Samara is what Thane should be if he were perfect. Samara gets Heavy Throw and Area Reave which, combined with her weapon loadout, compliments her biotics well. However, she's helpless against shields because she has no way of stripping them quickly. For classes with no good way to deal with barriers, Samara is... not the best choice, but a damn good one and easily justifiable. Is she the best at anything? Not really. Is she the worst at anything? Not really. Does she need to be either? Not really.

    Legion- Ladies and gentlemen, let me introduce to you evidence number one of how power allocation can royally tear you a new asshole. If you want to spend all his points, you'll need to max out... AI Hacking? Why? It's goddamn worthless on Insanity because synthetic enemies are already so easy to take out with all the other more useful abilities. It's only good for three points because then you get access to drones, but then you can't max that out. Geth Shield Boost, however, is absolutely fantastic. As is the drone but due to crappy allocation, Legion can't get the best of both worlds. He's okay in terms of power but Tali is now much better, even with Legion's superior weapon loadout.

    C TIER-

    Jacob
    - I can imagine he's good at spilling drinks considering his screwed-up mouth is the most fascinating thing about him but in combat, Mr. Taylor is a middle man. He rarely flips situations in your favor but he's good at paving the way to victory. Incendiary Ammo can be squad-wide and Pull gives some good crowd control wen used with Unstable Warp. Jacob benefits Adepts the most but even then, there are several better options available.

    Jack- If you haven't figured out what Jack is supposed to do in combat... okay, I won't be condescending this time but Jack can hide behind cover now due to Geth Shotgun like Tali but be closer to the frontline tossing out shockwaves that ravage unprotected foes. Warp Ammo is also fantastic with the squad upgrade and her exclusive biotic boost gives her Shockwave attacks 20% more damage than anyone else's. Remember those annoying Husks? No? Right, because Jack slapped their shit up with Mordin dropping some mad beats. Horizon? These two will be dropping bombs on that place, ignoring that it already looks bombed. That said, Jack is really a one-trick pony and needs help to get the trick into place. After Husk's armor are gone, there's a metric fuckton of things you can do with other squadmates. Yeah, she's good for Husks, but she's not so good that you can't have Garrus Concussive Shot or... pick them off one by one.

    Morinth- Morinth has some good aspects. A damn shame none of them compliment each other at all. Dominate is nice but defenses need to be gone first and she can't do that alone. She also has throw and pull but neither of those are fantastic by themselves. Every other squadmate has something that makes them functional by themselves but Morinth is the only one that NEEDS help from her squad. Some of you may be wondering why Morinth is down here while Samara is... slightly higher up. Well, Samara gets access to Reave. Need I say more?
  • BiousBious Seasons Greetings Joined: Posts: 10,805
    edited July 2014
    Kirby: Return To Dreamland Power Tiers:

    Top:
    Spark
    Hammer
    Tornado

    High:
    Spear
    Stone
    Ice
    Ninja
    Bomb

    Mid:
    Sword
    Fire
    Water
    Leaf
    Fighter
    Cutter
    Needle
    Whip
    Beam

    Low:
    Wing
    Hi-Jump

    Sleep Tier:
    Sleep

    I basically tiered using two main factors; damage and safety (basically how much at risk you are of getting hit while attacking.)

    I think I may have forgotten a power or two, so I'll be editing this.
    Post edited by Bious on
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  • bloodymessbloodymess Joined: Posts: 1,913
    Bious wrote: »

    Okay, SUUUUUUUPER nitpicky point but I really do think Spark should go above Tornado. Literally the most broken shit in the game.
  • scum gale 88scum gale 88 yo! It's SYBOK! Joined: Posts: 1,739
    Lemres wrote: »
    Tetris Battle Gaiden

    S Tier: Queen
    A Tier: Princess, Shaman, Halloween, Wolfman
    B Tier: Ninja, Mirurun, Bit
    C Tier: Aladdin, Dragon
    You better have a good reason for making the Wolf guy A-tier. I couldn't find anything good about him in all my time playing! I actually play this game pretty regularly with friends since we are all Tetris addicts. So far we've determined that the Princess, the Pumpkin, and the Ninja are total monsters. Sometimes I'll pick the Rabbit or the Tiki guy to shake things up, but pound for pound the Pumpkin and Ninja are the real powerhouse characters.
    Yeah there need to be more gangbang creampie porno. VAMPIRE GANGBANG CREAMPIES.
  • WildArmsACFRudyWildArmsACFRudy Joined: Posts: 1
    edited July 2014
    Golden Axe 3 Hard Mode Tier List:
    ( S ) Chronos Lait
    ( A ) Pround Cragger
    ( B ) Kain Grinder
    ( C ) Sarah Barn
    ( D ) Eve "Bridman"

    ( S )Chronos:Easily the best character, if not one of the best beat em' characters of all time.
    His j+a is the best of all the fighters, f+a is pretty soild as well. But the move that really breaks him(and the game for this matter)
    is his f, b, f, j+a move(unblockable) + this with his wall jump for easy combos, then you get one bad kitty.

    ( A )Pround:The only reason This guy is below Chrono is cus' his shitty reach makes a few of his basic Combos unsafe. Still he can lay out big damage with his grab+f+ja, this works very well for crownd control, making up for his awful speed. His f, u, b, d, f+ja shoots out a Tornado(unblockable) good for keep away. Overall a hard hitting character w/a fairly safe moveset.


    ( B )Kain:While Kain's supeiror reach makes him a much safer character to play then Pround, Sarah, or Eve. None of his moves really stand out in terms of damage. His only really good moves are his F+ja(kinda unsafe) and his f, u, b, d, f+ja(Unblockable) Witch shoots a frame sweep across the field. Kinda like Prounds, but slightly better. Don't get me wrong he can get the job done, and hes my favorite character by far. But he lacks Chronos brokeness and the damage of Pround.

    ( C )Sarah:Speedy, w/mid range attacks
    a lot of her moves have good prioty, so like Kain she mostly safe.
    Her bread n butter is her f+ja. Her f, b, f, j+a works like a projectie attack(like Kain/Pround) But sadly is blockable, And there for, unsafe. Her double jump is kinda handy. In short, a weak character w/a fast play style.

    ( D )Eve:I don't think many people know this but, YOU CAN use Eve in the main game via a cheat.
    Reguradless tho, hes not the super secret character you we're hoping for.
    I find hes the worst at handling groups, mostly cus' his the basic combos whiff on short foes, his dash attack is hella akward for some reason and he has no magic.
    Tho he does have a grab+f+ja like Pround... but no were near as stong.
    Really good reach tho.

    Resident Evil Merc Reunion Tier List
    *Note:This is based on Solo and Duo.

    ( S ) Excella
    ( A ) Business Sheva ,Warrior Chris, Josh
    ( B ) Rebecca, Barry
    ( C ) Heavy Metal Chris
    ( D ) Fariy Tale Sheva

    ( S )Excella:Gernade Luncher+ Fash rounds, nuff said. Can save combos in a juffy.
    Added with the powerful M32R HG for Sub Boss's and the Ak for groups, hell she even comes w/a FAS.
    Only real negitive is her melee move take kinda long.

    ( A )Business Sheva:
    Business comes w/her sig HG witch is good for melee combos +combo saving and a L.Hawk, need I say more? Her Mines can also be useful.

    ( A )Warrior: is super well-rounded, having a weapon for any probelm. PSG1 for Range/Combo saving, Hydra for close up/boss killing and HnK for melee Combos.

    ( A )Josh:Josh just never runs outta anmo, w/a 100 round M92F magizine+His M9 SG hits from miles away.
    His Rocket Luncher is also useful but limited.


    ( B )Rebecca:Rebecca is quite a handy character in Duo play, given her dual FAS, she also has a very solid melee combo game... Her boss killing skills, not so much. Jalibreaker is so so and lacks range.

    ( B )Barry has a great combo game, w/boss slaying to boot, but lacks crownd control, witch really hurts him. His Sniper is good for long range combo saving.

    ( C )Heavy Metal is a very funny character, he can only combo w/ his stun rod, but its honetsly the best for building scores, it's just really unsafe. He does come with a Bullet and Melee Vest to help with this tho. His boss killing is kinda hard as well, given how slow his minigun is, making HMC the most skillful and rewarding character to use.

    ( D )Fairy Tale Sheva:Weak character, her 556 can't melee combo very well, her SG is ok at best and her M500 has way to much recoil to be safe.
    She does have x5 Gold Eggs, witch is nice for Duo... and thats it.

    Final Fantasy VI Low Level Natural Magic Game Tier List
    *Note:I won't be posting any detail for character placement, as that would take way to long, if you want to see the reasons for this tiering check out the FF6 LLNMG Tier List Topic on Gamefaqs.com

    ( S ) Gau, Gogo
    ( A ) Sabin, Celes, Terra, Setzer
    ( B ) Mog, Strago
    ( C ) Edger, Shadow, Locke
    ( D ) Umaro, Cyan, Rlem



    Thats all for now. ^_^¥


    Post edited by WildArmsACFRudy on
  • LemresLemres The Two G.O.A.T Joined: Posts: 1,600
    edited July 2014
    Lemres wrote: »
    Tetris Battle Gaiden

    S Tier: Queen
    A Tier: Princess, Shaman, Halloween, Wolfman
    B Tier: Ninja, Mirurun, Bit
    C Tier: Aladdin, Dragon
    You better have a good reason for making the Wolf guy A-tier. I couldn't find anything good about him in all my time playing! I actually play this game pretty regularly with friends since we are all Tetris addicts. So far we've determined that the Princess, the Pumpkin, and the Ninja are total monsters. Sometimes I'll pick the Rabbit or the Tiki guy to shake things up, but pound for pound the Pumpkin and Ninja are the real powerhouse characters.
    @scum gale 88
    Awesome! Someone else actually plays this game other than me lol.
    I feel Wolfman is A Tier for two main reasons:
    1. His level 2 can disable the opponents drop down ability. Because it's his second power, all he needs are two stones to activate. This makes it incredibly spammy. Since the opponent's drop ability is disabled, he can't get most of the pieces he wants while Wolf can take as much pieces AND stones as he wants.
    2. His level 4 (Rensa) can send an enormous amount of garbage to your opponent if he has enough holes to fill. The only downside is that if he had stones in his field, they'd leave holes instead of drop down like the rest of the blocks.

    With those two powers, I feel like he can spam his level 2 while he sets up his field to use his level 4. His level 3 power is a pretty annoying defense as well. Clearing your lines means clearing his lines as well on top of his already good level 1 defense power. This is why I believe Princess is the perfect counter for Wolfman. Her reflector can turn his second power against him and she'll have a great amount of time to gain stones for her level 3 power (disables the ability to rotate blocks). She can take advantage of his defensive skills as well if he's in danger.

    Regarding Ninja, I love him. His attacks are so awesome to use and it's true that he really is a powerhouse with those powers of his, specifically 1, 3, and 4. But the reason I rank him in B is because of his horrible defense power. It's great that his level 1 power can move all the blocks to one side of the field. Perfect for tetrises, BUT what if your opponent purposely denies you the line block? If your opponent waits patiently for the purpose of taking all the line blocks, then you can't make those tetrises that you wanted which then means that you're stuck with all those blocks you had before you used the power. Nothing changed except that it's on one side of the field now. So you have to use other blocks like the L and J blocks to clear up some of the lines while your opponent can pressure you with maybe some tetrises of his own. I guess to kinda mitigate this, you could use your level 3 or 4 power to startle your opponent. Maybe even the level 2 power since it changes your opponents' pieces to different shapes. So you can take advantage of his confusion and maybe you can take a line piece every now and then. To me, his defense is just really lacking to be placed higher but his offense is too great to be placed lower.

    And yeah Halloween is also a good powerhouse and I think a perfect character for beginners. His level 1 can be used offensively or defensively (best of both worlds) and his level four can mess your opponents up BAD. His level 3 is great for stealing stones and his level 2 is annoying. My personal favorites are: Princess, Ninja, Halloween, and Bit, especially Princess though. Her reflector is just too fun haha.
  • EphidelEphidel Old Man SRK Joined: Posts: 14,497 ✭✭✭✭✭ OG
    Link's Awakening Weapon Tiers

    Top

    Boomerang: Destroys flowers, glowing ghouls, even pesky skull ghouls. It has decent reach, but won't go further than the hook shot. Solid weapon, easily one of the best in the game and should be picked up asap

    Arrows: Arrows are really good in this game. Most sub-bosses die in 2 hits, and they have excellent power. But it'll cost you 980 ruppees to get it, which is insane. If you can steal it early, consider yourself overpowered the first couple of dungeons

    Master Sword (LV2 Sword): It comes around mid-game and it has pretty good power. The beams increases the weapons reach, but limits you to being at full health. It really shines with the defense armor from the color dungeon.

    Mid-Top

    Flame Staff: The flame staff could very well be one of the best weapons in the game. It's the only weapon effective in the flower marsh, it has infinite uses, and it kills just about everything. But the problem is its usefulness outside of that: IT COMES SO LATE! You won't need to go through the marsh with it, and it won't work very well against the final boss. The weapon was solely designed for you to beat the eighth dungeon, which kinda sucks

    Mid

    Hook Shot: Incredible reach, but arrows are superior and it can't destroy glowing/skull ghouls. Inferior to all the top weapons in almost every way, but you'll need it to advance in some sections of the game.

    Bombs: Tremendous power, and unlike other games Link is immune to the explosion! But you can only set down one, which kinda sucks. Exploding arrows is a different story though....

    Link's Sword (LV1 Sword): Well it's your standard sword. Maybe it should be higher but it's just an average weapon, so mid seems about right.

    Bottom

    Magic Powder: Poor range, it requires Link to be in harms way all the time and it has no effect on some enemies. You can only get 40 of these too, which seems kinda odd for a weapon that sucks for the most part.



    -Bulldancer
    You get to blaze medical marijuana in peace you lucky motherfucker. RIP bruv

    -Javi
    02’s can never be OG
  • V-ismaticV-ismatic Let's begin. Joined: Posts: 106
    edited October 2014
    n/m
    Post edited by V-ismatic on
    SFV: Ryu, Ken, Rashid
  • DJPeasantDJPeasant Joined: Posts: 5
    edited August 2014
    Seems a bit silly, but I've been on a Max Payne binge of late, and I suppose I'll rank the weapons in the first game, my favorite installment. As stupid is it might sound to do this for a single player game, it matters a lot on New York Minute difficulty, or in Dead on Arrival runs without usage of mid-level saves.

    S
    9mm Pistol
    A+
    Desert Eagle
    A
    Ingram
    Grenades
    B
    Colt Commando
    Jackhammer
    C
    Pump-Action Shotgun
    D
    Sniper Rifle
    Molotov Cocktail (regular difficulties)
    Sawn-Off Shotgun
    F
    M79
    Baseball Bat
    Lead Pipe
    Moltov Cocktail (New York Minute)

    The 9mm Pistol is easily the best weapon in the game. It can be dual wielded, ammo is extremely plentiful, it has a very fast reload, it's as accurate as the game's recoil-free crosshair, it has a steady and manageable rate of fire, and it does a nice deal of damage from headshots, which makes it the best weapon to use with bullet time as well.
    The Desert Eagle has all the same pros as the 9mm along with greater damage, but it is somewhat hampered by a limited ammo supply and the inability to dual wield it. It is still a very good weapon with bullet time. It is preferable to the 9mm Pistol at slightly longer ranges with slightly fewer enemies.
    The Ingram's dual wielding potential is nice, but it eats up ammo quickly --- even if every shot is a headshot, only about four enemies can be downed before reloading. The somewhat slow reload animation is also an annoyance. The Ingram's greatest redeeming quality is its ability to stun enemies with lots of quick shots, which isn't very useful when fighting large groups. It's a nice weapon to use against the game's pseudo-bosses and single enemies, though.
    Grenades are good at taking out large groups all at once, but the overall supply of grenades isn't great in the game, and the throwing animation is so slow that a grenade is only really viable as a surprise attack, which, if it fails, will give away your location from afar and put you at a severe disadvantage. That said, a well-placed grenade is a real life (and ammo!) saver in many places. Use conservatively, but not too sparingly.
    The Colt Commando is only a little bit faster than the dual wielded 9mm, and does less damage, along with having another annoying reload animation. Its large magazine size and good accuracy makes it useful against enemies with high stamina, such as the Killer Suits, but it might be a bit silly to use it in the common firefight.
    The Jackhammer has low accuracy, a bad rate of fire, and a long reload animation, but it does a nice deal of damage and cancels very nicely from and into Max's roll. It comes in a bit too late to be truly useful, but it can find a decent amount of use against the game's tougher enemies in a good player's hands.
    The Pump-Action Shotgun cancels in and out of the reload animation quickly and smoothly, has plentiful ammo, and comes in very early. Aside from that, it isn't very good. When it comes in, it's like the 9mm with bad range and a bad rate of fire, and late in the game, it's like a downgraded Jackhammer. Useful in its own right and sorta stylish, but not hugely good.
    The Sniper Rifle has a horrible ammo supply, horrible rate of fire, and a very long reload animation --- as is to be expected from a Sniper Rifle. As Sniper Rifles go, it's pretty powerful, with no recoil at all, perfect accuracy, and a nice bullet-camera animation that plays with each successful shot. Unfortunately, outside of three or four designated sections (three is being nice, honestly), there isn't much use for it, and it will only slow Max down outside of these sections.
    On regular difficulties (Detective, Hard Boiled, Dead on Arrival), the only reason to use the Molotov Cocktail is if you're out of Grenades. It does less damage and leaves an annoying trail of fire around for a little while. Pretty useless when there's a Grenade.
    The Sawn-Off Shotgun is bad. It has two bullets, terrible range, and the longest reload animation in the game, meaning that the only appropriate situation for it is firing at a very close enemy after popping out from cover, and even that isn't a guaranteed kill. No reason to use this at all.
    The M79 is total trash. It's like a grenade with instant detonation, which is decent, but it also has a larger explosion radius and less accuracy. Because so many areas in Max Payne are so small, and because Max takes so much damage on even the outskirts of explosions, these two factors make using the M79 a deathwish. It's also rather slow, and just not that hugely beneficial over the Grenade.
    The Baseball Bat and Lead Pipe are melee weapons, and not especially gratifying ones. The Baseball Bat does a little more damage. Both are terrible, considering their speed, range, and the amount of enemies that typically come at Max at once.
    On New York Minute, the Moltov Cocktail is the only weapon that does you no good whatsoever. It's already inferior to the grenade, and the fire it leaves can nick a few precious seconds off the timer, whether Max has to wait for it to die down or find a way around it. It's just terrible to use this weapon in New York Minute, and an M79 blast or straight Baseball Bat run is safer.

    So there. That might be one of the more pointless things I've done, but now you know. Max Payne is a good game. Go play it.
  • V-ismaticV-ismatic Let's begin. Joined: Posts: 106
    edited October 2014
    Well, forward a couple months later in D&D 5th Edition — after actual play experience and further analysis — and the tiers are definitely different than first thought.

    The one thing that hasn't changed is that none of the classes are really, truly weak and/or useless. And the S-Tier doesn't even come close to dominating or breaking the game a la 3e Cleric/Druid/Wizard.

    But anyway:

    S: Druid, Wizard, Cleric, Bard
    A: Sorcerer, Paladin, Warlock
    B: Barbarian, Fighter, Ranger, Rogue, Monk

    Druid - Mostly takes top spot because of the Moon build, allowing them to Wild Shape into really strong beast forms and eventually elementals. While still being a full caster.
    Wizard - Strong as usual (though not really broken anymore, as I said). Still, 9th-level spells, ability to recover some spells throughout the day, school features are very nice, ultimate versatility.
    Cleric - Diverse range of builds that are all effective. Seems much more geared toward support this time around and is great at that. Not nearly 3e in melee but still good with the right spells like Spiritual Weapon.
    Bard - Full caster now in 5e, and at certain levels can cherry-pick spells from any other class. Learns spells, rather than prepares them a la Cleric/Wizard/Druid, but gets to learn a lot of them. Terrific at skills, and one of this class' builds is the best at them. Good at buffing their allies and debuffing their enemies.

    Sorcerer - Full caster, but very limited repertoire of spells. So not nearly as versatile or utilitarian as a Wizard. Pretty much has to focus on one aspect (damage, charms, etc.) with their spell selection, but Metamagic makes them really, really good at the specialization they do choose.
    Paladin - Easily the best as far as melee classes go, and very versatile. While they typically don't deal any more damage than the Fighter, they bring a lot more to the table besides just doing damage. Always-on auras not only greatly boost their own saving throws and make them immune to fear and possibly (depending on Oath) immune to charm or resistant to spell damage, but they also spread those benefits to their allies. Their spell list, even though limited to Lv. 1-5, is really good, loaded with strong combat buffs that even most Clerics don't get (some of which buff allies along with them), as well as Smite spells that let them add more damage and inflict a status after confirming a weapon hit. Lay on Hands can heal disease and poison now, too.
    Warlock - Recharges spell slots on short rest (though they don't get nearly as many as the other full casters), eventually gets one casting of a Lv. 6-9 spell per day. Eldritch Blast is a really powerful cantrip, and the Hex spell plus a couple of key incantations can result in some sick damage.

    Barbarian - Deals more consistent damage than the Fighter in most cases, can get advantage on every swing of their weapon (but give it to enemies in return). Rage a solid damage and survivability boost, too. Can't really nova their damage on demand like a Fighter or Paladin can, though.
    Fighter - Solid damage, even if the Paladin and even the Barbarian have more to offer in other areas overall. Gets good spike damage on demand from Action Surge. Battle Master lets them attack a little more damage to a few attacks while enabling a status effect of some sort, or benefiting an ally.
    Ranger - Very good at exploration if in their favored terrain, but unfortunately that's more situational than many would like. Some good spells, including conjurations. Geared toward damage against multiple enemies rather than focus fire, which is great in some battles and not so good in others. A lot of highly situational class features.
    Rogue - Deals OK damage with Sneak Attack which they should be able to get most rounds. Nearly as good with skills as the Bard (better in some cases). Assassin can do some really mean spike damage, although it's highly situational being able to get surprise rounds.
    Monk - Average damage (not up to Fighter/Barbarian/Paladin level though), but stuns enemies often. One build gets a rather cheap save-or-die at high level that takes two turns to enact. Great at saving throws. A bunch of neat tricks that actually work unlike in 3e, but overall doesn't quite stand out.
    Post edited by V-ismatic on
    SFV: Ryu, Ken, Rashid
  • ScornScorn Joined: Posts: 40
    Looking at this after a long ass time I noticed that Dragon's Dogma list is missing some overpowered moves for some of the top classes...

    Ranger - Great Gamble
    This move is actually crap when used by the player, since it's slow and hard to hit with. However, pawns equipped with this can be insanely strong, especially if they are Utilitarians who are familiar with all the enemies and you equip them with stamina-replenishing stuff. Pawns like this can always hit the weak points of bosses and take full life bars off them. As Utilitarians they can also synchronize with each other and fire at the same time... This is probably the strongest pawn strategy in the game.

    Assassin - Masterful Kill
    A totally ridiculous move to the extent many people thought this was bugged in the normal game, but it's still the same in DA even though they toned down some other stuff. This is a counter... which has no time limit (activate it, stand still, it will always counter the next move), and it counters absolutely every single physical damage move in the game, even ones it you might not expect it to. In the original it even countered some things it shouldn't have, like some of the Ur-Dragon's spells... It might still do that actually. Even as it is, this makes some supposedly hard enemies like Eliminators completely worthless. They can't basically do anything to you if you use this. You can also just use this on reaction against anything even slightly resembling a physical attack, and you will win.

    Strider - Splinter Dart
    Again, this is ass if used by the player. Pawns however can do preposterous things with this after they learn how to use it.
  • BiousBious Seasons Greetings Joined: Posts: 10,805
    edited December 2014
    Final P4G Tiers:

    God: Y(o)u

    Goddess: Rise

    Top: Kanji, Yukiko

    High: Yosuke, Naoto

    Mid: Teddie

    Bottom of Bottoms: Chie


    @King9999‌
    Post edited by Bious on
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  • marcus32Xmarcus32X twitter @marcus32x Joined: Posts: 55
    Smackdown Here comes the pain

    S tier

    GOLDBERG
  • ZeonTheUnbornZeonTheUnborn The One IX Joined: Posts: 2,723
    Iczer one wrote: »
    That SO3 list is pretty old, now it should look something like this:

    [ S ] Maria
    [ S-] Cliff
    [ A ] Peppita, Albel
    [ B ] Nel, Fayt
    [ B-] Sophia, Mirage
    [ C ] Adray, Roger

    You could debate about Nel being A. Fayt is a redundant character, he isn't particularly good in anything. His DPS isn't even that good, some of his skills have nice properties though. He's solid for soloing, but you wouldn't miss him much in any team.

    Your list is bad as well. You have 2 things right, and I'll go through it really quickly.

    This is the SO3 Tier list for you controlling the character. In the NTSC version of this game, the CPU does not cancel most combos correctly, thus the characters are at a severe disadvantage.

    [ S+ ] Maria: Why? Point blank Scatter Beam chains do the most damage in the game beyond a shadow of a doubt. Maria alone can destroy most bosses just chaining Scatter Beam in their faces. She is also the queen of silly damage from long range by doing Aiming Device chains. Once she gets Pulse Laser it's all over. You can put the game down and laugh. She has the highest damage in the game. Period.

    [ S ] Cliff: Sphere of Might on short minor and Hammer of Might on strong minor. Why did they give us access to Hammer of Might at the beginning of the game like this? It was a silly decision, one that I'll never understand. However Cliff is one of the best stun lockers in the game simply because he has Sphere of Might chains. Once you unlock Hammer of Might, Cliff becomes and unstoppable powerhouse. Hammer of Might is an AOE knockdown skill that causes extreme damage. Most bosses will outright die after 3 or 4 combos from Cliff. It's ridiculous. Once cliff gains access to Aerial Assault and Fist of Fury he becomes a killing machine the likes of which only Maria is comparable to. Sphere of Might on short minor and Aerial Assault on short strong usually means someone is dead. Fist of Fury is great for stun locking enemies, and later he gains Acrobatic Locust for even more insane damage. Then...he gets Max Shockwave (lol). In short. Cliff has a massive health pool and just..dishes out damage like no one's business. The only person who will ever eclipse him damage wise is Maria.

    [ S ] Fayt: Before any of you assume I'm going list sidekick as the reason, you're wrong. Sidekick is a good move, however it's bugged. When using Side Kick on human sized and smaller enemies, every 2nd Side Kick (usually the strong minor), will either completely whiff, or miss most of its hits. This results in Fayt losing a sizable portion of his damage. Thus, Side Kick isn't the holy grail of moves unless the enemy is huge. Fayt's dps is actually MASSIVE if you understand what skills to cancel with. Blade of Fury is probably the best cancelling melee move I've ever seen, unless you're comparing it to Sphere of Might. You can cancel Blade of Fury incredibly fast, which makes getting chains of 300% really easy with Fayt. Once Fayt unlocks Air Raid the rest is history. Berserk + BoF + Air Raid means that Fayt is pumping out a ton of damage relatively quickly from melee range. Then he get's access to Dimension Door, which in itself makes Fayt far more powerful. Dimension Door is great for getting incredible amounts of DPS from Fayt, plus you get the bonus of stun locking multiple enemies. Last, you have the silly combo of No Guard + BoF + Ethereal Blast, this is just nutty. Fayt is a very good character, he's only out shined by Cliff and Maria.

    [ S- ] Nel: You already know why she's here. She will more than likely be your parties best healer, she can pump out considerable damage via Ice Needle and Flying Guillotine chains (with Berserk of course), and Nel has a really good long range strong attack. Her early skills are pretty pitiful. Shockwave and Shadow Wave are good, but definitely lose out to Sphere of Might + Hammer of Might or BoF/BoF chains. However, she becomes a powerful long range combatant when she unlocks Ice Needles and Flying Guillotine. Flying Guillotine alone is what really puts her up here. Spammable, great damage (both HP and MP), and compliments her relatively safe playstyle. Before director's cut, Flying Guillotine was so broken, they nerfed it to the floor and it's still an insane move for her to have. She also gains access to Whirlwind (which is no slouch), and Mirror Slice (which is really good for her)

    [ A ] Peppita: Kaboom! Is a great battle skill, and really compliments her moveset, however the main reason why Peppita is in A tier is because of one move: Power Dance. The skill makes it so that Peppita can boost her team mates attack power to ludicrous levels, and the move has hilarious invul frames allowing Peppita to dance her way to victory.

    [ A-] Mirage: Mini Cliff, enough said.

    [ B ] Sophia: She has great long range spells, and is a suitable substitute for if you lost Nel as a party member and desperately need some one to fill that mage slot. She is leagues better than Adray and has commendable skills and can even set some Symbology spells to her battle skills slot.

    [ C ] Roger: Start up. Start up. Start up. Most...of Roger's skills have a horrible start up time meaning he will more than likely get himself killed before he can actually launch a skill. However! There is a silver lining to the small boy. Charge. He has the fastest Charge in the game. It is lightning quick and can get Roger through the most grueling portions of his leveling.

    [ D ] Albel: Oh how the mighty have fallen. This is something that will be debated on by people, but I feel it's pretty set in stone. Albel quite frankly...sucks. The new system that they put in place for the Director's Cut/Int Version of this game does not suit Albel. Why? Most of his skills either have horrendous start up, or they knockdown on hit. Meaning that Albel can't even build up to high damage cancel chains to squeeze the most out of his pitiful skills. Dragon Roar would be his saving grace, however it was nerfed to the floor from the original game, making it so that Albel has to make due with other skills. Air Slash is a great move to sling from long range, however it's start up is still pretty poor. I think Albel is great a pure stun locker, using Aura Wall to really lock someone down is great, however there are other character who can lock enemies down better. Albel also comes with the distinction of being the male fighter who can't equip heavy armor, meaning he's regulated to the armor the girls wear. So he is a frail..frail..paper thin fighter who can be ko'd quite easily. Add in the fact that they de-clawed and de-fanged him, he isn't very useful in this game outside of specific set ups.

    [ D- ] Adray: How do I...describe Adray accurately...uh...well...he sucks. To be quite honest Adray is a waste of a slot. Being forced to take Adray with you is well...appalling. I don't understand why the game forces you to hold on to him, especially considering Sophia is far above and beyond Adray in terms of damage and versatility. Chaos Tide is good, but...theres not really much else to write about him. I guess he's good for making items...and crafting certain swords..although...you'll probably find better one to replace them. Yeah..Adray is just bad.
    I will win! I won't stop until I get them!

    Work him! Yes! Him! Him right there! Work. Him!
  • LaoShanLaoShan Joined: Posts: 1
    edited May 2015
    Ni No Kuni Tier list

    After playing it maybe 100 hours, i have evolved almost every type of familliar in 1 final form, sometimes 2, didn't max lvled most of them but i'll try to list some of the best familliars in the game :

    In no particular order

    S+: Dinoceros
    S : Lumberwood, Naja, Toko, Bonehead, Hooray, Monolith, Girlfiend
    A :Purrloiner, Mite, Green Buncher, Mandragorer, Sapdragon,Sleepeafowl
    A- : Little bighorn, Thumbelemur, Fuddy-Daddy, Teeny Bopper, Splisher, Pom Pom, Tin-Man, Sparkee, Dongo, Shrimpaler, Minor Byrde, Buddud, Whambat, Clubber Cub, Clinketyclank, Worker Bumbler, Sprog Cog
    B : Everyone else is viable as you can use gems and items.


    Dinoceros : Broken, Earsplitter and his one target skills can kill everything in a few seconds. (I prefer Catastroceros on him, especially for the atk and the skills)
    Lumberwood : Probably the best tank in the game, give him to Esther and she won't die anymore in defense mode. ( I use Wildwood)
    Naja : One of the best attacker for Oliver, Naja can kill bosses really fast, very good choice before you get Dinoceros, and even after as you can switch between these two (Najapatra is better in my opinion)
    Toko : Hard familiar to get but have a very high evasion and 5* move speed. (Didn't evolve him to his final form, chose whatever you want)
    Bonehead : At first he seems weak, but once he is in his final form he will get stronger and stronger, give him a Dragontooth ring to boost his attack speed and postgame he'll wreck everything (Bone Baron is the best here)
    Hooray : Another very good attacker here with good stats (Grimray)
    Monolith : A very good tank with good stats and good buffs (Paleolith)
    Girlfiend : Excellent caster, but give her gems so she can get better spells (Phantasma)

    You can evolve the other in pretty much everything you prefer, they are great. Always try to raise them to their max lvl before evolving them.


    It's good to have a balanced team with one attacker, one caster and one tank. You can use pretty much every familiar if you have a balanced team. Try to get the familiars with the character they have an affinity with. This is the team i use :


    Oliver : Catastroceros, Najapatra/Puss in Boats, Scrapdragon
    Esther : Grimray, Wimpeafowl, Wildwood
    Swaine : Bone Baron, Phantasma, Paleolith


    I personally don't use Marcassin because he doesn't have a special skill but you can use Toko, Shrimpaler and Relixx i believe.



    With Oliver i try to swap Naja and Dino depending on the situation, scrapdragon have the best stats of all familiars and is very good for tanking. Also he doesn't need a caster because he already have very strong spells.

    Esther with Grimray will do a very good job cleaning mobs, get some gems for Wimpeafowl, whatever you want he is a great aoe caster, and wildwood is just so tanky.

    Swaine with Bone Baron is top tier end game, Phantasma is also a great caster get her some gems and she'll destroy everything, Paleolith is not as great as Wildwood, but he have some really cool aoe spells and buff spells.
  • YunaYuna and Shienne and Lindelle Joined: Posts: 7,449
    edited May 2015
    I've tiered X-Men 2: Clone Wars before, but this is better than any of the tier lists I made in the past.

    S Tier

    Wolverine: He has some of the highest damage output in the game and I think he might be the fastest runner. His low attack comes out either instantly or damn near instantly, and his special attack makes it really easy to keep the momentum going along with doing absurd damage. He'll also heal a bit if you're low on health and stand there with your thumb up your ass for a bit, but if you do that, you're really not playing the game properly. He can also climb on walls and ceilings, making him extremely mobile in a very linear way. His one weakness is that he lacks range, but that isn't really that much of an issue in this game.

    Nightcrawler: He runs a touch slower than Wolverine does, but he has a more versatile moveset consisting of a flying kick (better than anyone else's), a divekick (always too good), and his teleport, which is one of the most damaging attacks in the game and allows you to bypass certain hazards. He and Wolverine can also both climb on walls, and they are the only characters who can walk on ceilings. It comes into play more often than you'd think!

    A Tier

    Beast: The last speed run that I saw used Beast on one level, and it was a level that consisted of nothing but a boss fight. This is because Beast has the highest hit-for-hit damage in the game, and because his jab is fairly quick (still probably the slowest jab, but it's fast-ish), he can keep that damage going for as long as he needs to. He's also surprisingly mobile for those of you who want to speedrun, because he has a very long and fast lunge that cancels into itself and he can climb walls very quickly.

    B Tier

    Cyclops: He probably has the shortest melee attack range in the game and he runs very slowly, but certain attacks of his are incredibly quick on the draw, such as his one-frame optic blasts (you can stunlock almost any mundane enemy with these) and his blistering fast jumping B. Other than that, he isn't great, but his optic blasts alone make him worth playing.

    C Tier

    Gambit: He and Nightcrawler are the only characters with flying kicks, and Gambit's is... okay? The true strength of Gambit lies in his melee range, which is the longest in the game. He can cover a hitbox as big as he is in front of him and stop obnoxious hopping enemies in their tracks with his standing B. With his up-B and jumping up-B, he can hit more above him than most. His damage is okay too. His cards, however, are fairly weak as projectiles go; they come out slow and leave him wide open after they're done. In general, he moves and attacks very slowly.

    Psylocke: She's kind of a mixture of Beast and Gambit, but not as good as either of them. Her jumping B is fucking awesome and functions as a Screw Attack by covering a complete radius around her, and she can stick to walls and climb them just as quickly as the other characters who can do the same thing. She also has better melee range than anybody except Gambit and easily the worst special power in the game. In order to justify the windup, the psionic blade needed to do about five times the damage that it does. I guess having a pseudo-flying kick from it is nice, though.

    D Tier

    Magneto: You get him as a bonus and there's a lot of hype surrounding his arrival, but Magneto just isn't very good. He's the single least mobile character in the game (he walks faster than Beast, but can't lunge or climb walls), his damage output is atrocious, and his levitation is situational at best. I know that it's great against Apocalypse, but you can also kill Apocalypse in like two seconds by ripping into him with Wolverine. Magneto sucks.
    "Here's the thing, kids: words mean things, and most of what gets slagged as 'political correctness' is really just being nice, and most of the 'righteous complainers' are simply jerkwads who don't think certain people or groups deserve their niceness. If you're a guy, and you've ever uttered something along the lines of 'dude, sexual harrassment doesn't exist. That's just something chicks make up when they change their minds,' guess what, bro. You're not the lone hero standing up to feminist PC police. You're a pig."
    --Bob Chipman
  • EphidelEphidel Old Man SRK Joined: Posts: 14,497 ✭✭✭✭✭ OG
    Ninjitsu Tiers Revenge of Shinobi (RoS)

    Top

    Jitsu of Ikazuchi - Lighting protects you 3 hits which easily makes this the best jitsu in the game. With Super Shuriken you can get close enough and spam your sword against bosses or difficult enemies who won't die in one hit. Also, you'll need this Jitsu if you want any shot at getting the games good ending.

    Mid-Top

    Jitsu of Fushin - Creates shadows for higher double jumps. It's useful in the sense that you'll practically be forced to use this ideally in some levels (dark city, that BIG ASS ledge jump on the pier/docks level). Also, you can skip a good chunk of the chop shop level just before the fight with the Terminator with this Jitsu.

    Mid

    Jitsu of Mijin - Blow yourself up and take out everything on the screen for decent damage, but at a cost of one life. If you got lives to spare, this ones pretty good but I never found
    use for this and on hard mode they start you out with 0 lives--which means game over if you use it. I only use it against Godzilla, yet I can still beat him without it.

    Low

    Jitsu of Kariu - Terrible Jitsu, summon flames to dmg all on-screen opponents. But, it doesn't cause nowhere near the amount of dmg as Mijin does. Super Shuriken spread does a better a job and it's much faster. I only use this Jitsu once the entire game, and that's on the shadow boss in stage 2 the only place where it is useful because it oddly hits his flames multiple times


    -Bulldancer
    You get to blaze medical marijuana in peace you lucky motherfucker. RIP bruv

    -Javi
    02’s can never be OG
  • BiousBious Seasons Greetings Joined: Posts: 10,805
    Rockman 5 AirSliding Tiers:

    Imagine a Megaman game where you can slide in the air and cheerful Kirby music plays all the time!

    Tiers:

    Top:

    Gravity Hold- This is no longer a one-hit kill but a full-screen weapon that takes a few hits to "floatkill" an enemy. But that's not why this is broke. If you hold up while using this Rock will "flip" and stick to the ceiling. He can avoid a lot of crap this way, plus if he keeps changing directions he can "float" in midair. A weapon you'll want to always use.

    Crash Kick- This basically let's you slide through almost anything, and it hurts a lot as well. You will always air slide with this on.


    Mid:

    Crystal Eye- Let's you fire a wall-phasing projectile in any direction provided you aim the orb correctly. Powerful and can clear tight spot.


    Napalm Bomb- Fires a fast moving Napalm Bomb. Nice to use when you need power.


    Gyro Attack _ Shoots a curving Gyro Blade. Hard to aim.

    Low:

    Star Crash- Summons a clone of yourself that will turn into stars, travel in a line to and past where you currently are, and hit anything in it's way. Too situational to use.

    Water Wave- Summons a water tornado to hit anything above you. Situational.

    Shit:

    Power Stone- Summons a stone you kick around and try to hit things with. Ew.

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  • exdeathexdeath Joined: Posts: 6
    edited July 2015
    Things about this list
    1-This list is about 2deepness4u and not about quality
    2-Being level 6 doenst mean the thing is 3 times more deeper4u than a level 2 stuff. It just means its more deeper4u than tier 5 and less deeper4u than tier 7.
    3-If you really want to know your level, do this, make a list of genres you really like, and find their level, your level is the level of the most deep4u genre. So as some example if you like post-grunge and harsh noise, your level is infinite.
    4- This list is a wip and can and WILL be changed if something here is 100% proven to be wrong, also new styles, genres and sub-genres not here will be added. So if something on this list sucks tell what it is.


    >Level 0
    Post-grunge
    Pop-punk
    Eurodance
    Disco
    Italo-disco
    Eurobeat
    Freestyle
    Country music
    House (excluding house sub-genres I say on other levels)
    Synthpop
    R&B
    Hip-Hop
    Casiocore
    Electro house
    "Euro trance" (excluding dutch trance)
    Contemporary folk (problably would split into different levels if I knew what are the genres that contemporary folk have)


    >Level 1
    Nu-metal
    Hard Rock
    Dutch Trance
    Filter House
    Hard House
    Tech House
    Acid House
    Happy Hardcore
    Neue Deutsche Härte
    Vocal Jazz
    Punk Rock (excluding pop-punk, grindcore, noise rock, powerviolence, hardcore)

    >Level 2
    Dubstep
    Chiptunes
    Jungle
    MicroHouse
    Brostep
    Psy trance
    Classic trance
    Progressive Rock
    Abstract Hip-hop
    Illbient

    >Level 3
    Power metal
    Heavy Metal
    Dungeon Synth
    Winter Synth
    Progressive Metal
    Math Rock
    Hardcore (Punk Rock one)
    Metalcore
    Ambient breaks
    Worldbeat
    Post-rock
    Stoner Doom Metal
    Industrial Metal
    Trip Hop
    Ambient House
    Smooth Jazz


    >level 4
    Acid jazz
    Hardstyle
    Jumpstyle
    Traditional Folk
    Techno
    Folk Metal
    Powerviolence

    >level 5
    Classic Industrial
    Martial Industrial
    Thrash metal
    Classical Music
    New Age
    Minimalism
    IDM
    Digital Hardcore
    Softer Hardcore (electronic music one) subgenres (excluding happy hardcore)
    Traditional Doom metal

    >Level 6
    Sludge Doom Metal
    Death/doom Metal
    Noise Rock
    Grindcore
    Death Metal
    Black metal
    Avant-garde Jazz
    Terrorcore
    Ambient Techno
    Ambient Psy
    Ambient Trance
    Ethereal Dakwave


    >Level 7
    Funeral Doom Metal
    Ambient
    Glitch
    Speedcore
    Power noise

    >Level 8
    Free Jazz
    Breakcore
    Musique Concrete
    Drone Doom Metal

    >Level 9
    Dark Ambient
    Tonefield
    Field Recordings

    >Level 10
    Power Electronics
    Onkyo

    >Level infinite
    Lowercase
    Harsh Noise
  • KaiserCowabungaKaiserCowabunga Joined: Posts: 14
    I've seen a WWF No Mercy thread here. Is there any general thread for Wrestling games in general? The ones back in the 90s and early 2000s didn't have visible ratings like modern ones do, so it'd be interesting a tier list for all the n64 wrestling games and the SmackDown! games before Here Comes the Pain. I'd say that in Shut Your Mouth, Kurt Angle, Triple H and The Rock were the strongest wrestlers. Lesnar, Undertaker and Austin were petty god, too. Then again this is just my experience. Feel free to disagree with me.
  • ShishiohShishioh Starbreaker Joined: Posts: 2,921
    I've seen a WWF No Mercy thread here. Is there any general thread for Wrestling games in general? The ones back in the 90s and early 2000s didn't have visible ratings like modern ones do, so it'd be interesting a tier list for all the n64 wrestling games and the SmackDown! games before Here Comes the Pain. I'd say that in Shut Your Mouth, Kurt Angle, Triple H and The Rock were the strongest wrestlers. Lesnar, Undertaker and Austin were petty god, too. Then again this is just my experience. Feel free to disagree with me.

    Fuckin' Rock in SYM and HCTP. Dude ALWAYS had a special.

    Charisma was too damn good back in those games.
    "Hitboxes have nothing at all to do with the way a fighting game plays. they are just a means to an end."-Random Discus user
    Written exactly like that.
  • EphidelEphidel Old Man SRK Joined: Posts: 14,497 ✭✭✭✭✭ OG
    GTA3 Weapons:

    Top:

    M16 - Ridiculously powerful, army grunts take you out with little effort, and blows up cars instantly. More powerful than the AK-47, yet slightly less durable.

    Flamethrower - Probably the only weapon that can destroy Tanks effectively, good damage, solid weapon choice for crowds.

    Rocket Launcher - Slow, but still a force to be reckoned with. Blows up just about everything, takes down helicopters, go-to weapon for rampages

    Top-Mid:

    AK-47 - Slightly weaker than the M16, but very durable. You can aim with it, still blow up stuff, and can take down people easily.

    Sniper Rifle - A situation-type weapon, has it flaws and strengths. Most people go with the Rocket Launcher.

    Mid:

    Shotgun (Sawed Off/Pump Action) - Powerful, but extremely slow. Not good in crowds, but one on one probably the most effective weapon out of the selection you have. It does good damage to cars, as car damage is extremely easy in this game.

    Grenades - Good area damage, but you have to throw it accurately which hinders its effectiveness. Good weapon for surprising gang members during missions

    Uzi - An improved version of the pistol. It fires faster, you can run with it, and it holds a lot of bullets. Nice weapon early in the game, but becomes outclassed later on by the AK and M16

    Cocktail - They blow up the moment they hit the ground which makes it unsafe to throw one anywhere near you. They can damage Tanks nicely though, and from a distance that's a good thing. Not much use outside that.

    Mid-Low:

    Pistol: Your standard weapon choice. It's weak, fires kinda slow, but always have one on you anyway. You never know when you'll need it

    Low:

    Bat - Run up to someone and start swinging away. It'll take a few hits but eventually they will die, outclassed by every other weapon in the game.









    -Bulldancer
    You get to blaze medical marijuana in peace you lucky motherfucker. RIP bruv

    -Javi
    02’s can never be OG
  • NaerasNaeras Terribad Joined: Posts: 2,842
    edited December 2015
    Tales of Symphonia character tier list, vaguely from memory:

    God tier: Raine
    Easy one. She's the only full-time healer, and she's got great support magic and even some decent attack spells to boot. The only actual auto-include in a party.

    S tier: Zelos/Kratos, Lloyd
    The sword 'n board-boys can, with the right gems, do a 6-hit chain before going into specials. This means that, if an AI-character is attacking in rotation with you, it's possible to infinitely stunlock any enemy (barring them entering Overdrive, of course). The 6-hit chain into specials also means they do some mean damage even when disregarding the infinite stunlock. Their healing comes useful early in the game as well, though their spells are mostly a nuisance.
    Lloyd can also infinitely stunlock people, though it's a bit less braindead than with Kratos and Zelos since you need to use his specials to keep the stunlock going. He's also got all the overpowered specials, is the only character with a natural 4-hit chain (attack #3 is done with the stick in neutral) and is easily the best character early in the game.

    A tier: Colette, Genis, Sheena
    Support characters! Genis destroys people, Colette has the best support magic and can function several ways with her angel spells, Sheena has her great summons, debuffs and can help the S-tiers with stunlocking people. All of them are viable as a 4th character on the team, though Colette is complete shait before she gets Holy Song and Judgement.

    B tier: Presea
    She's okay. She's just unremarkable, considering Lloyd does all she can, but better.

    Butt tier: Regal
    He's worse than Presea and doesn't do anything. He also has no combos in team attack mode.
    Why would you ever put this guy on your team

    Oh, and I'm horribly bored. Here's a Hearthstone hero power tier list:

    S tier: Warlock
    It says "draw a card", which should already tell you how good it is. The life cost can be used to your advantage in a lot of situations. Outclasses everything else by a mile, and explains why there's pretty much always been a top 5 warlock deck.

    A tier: Paladin, mage, hunter
    Paladin makes an 1/1 without using a card, mage randomly pings things. Both affect the board and are otherwise good uses of mana when you have it to spare. Steady Shot doesn't affect the board, but for a class with as much reach as hunter, softening people up before you play double kill command at their face is quite okay.

    B tier: Druid, priest
    Druid hero power is a marginally better than mage when going to the face, and significantly worse when targeting a minion. Priest is amazing at holding board control, but doesn't help you reclaim the board when you're behind. Both can help slightly against face decks, which is always a plus as well.

    C tier: Rogue, warrior
    Both of these hero powers are pretty bad in a vacuum, but are significantly helped by their classes being built around the effects the hero power provides. Still, they're not as flexible as the hero powers above.

    D tier: Shaman
    Hooray for RNG! The totems themselves are actually really good, but the fact that you can't select which totem to get makes the power significantly worse.

    Oh, and I wrote a tier list for all of the equipment sets in FTL: Faster Than Light a while back, due to immense boredom during a cancer biology lecture. It's kind of outdated now that Advanced edition dropped, but I'll post it when I find it.
    Post edited by Naeras on
  • aznspydermanaznspyderman Bye SRK. Joined: Posts: 739
    Anyone do a Dragon's Crown tier list?
    Twitter/Instagram: NYMixah on both.
    PSN: m1x4h. Xrd: Venom | Tekken: Lars/Lee/Kazuya/Bruce | ST: Blanka/Guile/Dic/DJ/Claw
    @WTF-Akuma-Hax mentions me like he want my eggroll.
  • King9999King9999 Joined: Posts: 10,757 ✭✭✭✭✭ OG
    edited February 2016
    Xenoblade Chronicles character tiers:

    S

    Melia: She's great because she can do a lot of damage in a short period of time. Lightning + poison/flame/ice DOT = huge damage. Melia is a must for fighting high level enemies; just be sure to have someone to keep aggro off her.

    A
    Shulk: Great character who's easy to use. He's basically the rogue class of the game; he's fast, and is most effective by attacking the enemy from the side or the back. Also like a rogue, he can't take damage well, so have someone keep aggro off of him. All of the Monado powers are useful, even if some of them are situational. As the main character, Shulk works well in any party setup. and he's the only character who has access to all of them at once (once his skill gauge is full). The only problem is that you can't make builds with him since his initial skills and the Monado arts are all he gets.

    Dunban: Does crazy burst damage, and his high agility makes him hard to hit. Dunban is a glass cannon, so he pretty much needs that high agility. He can fill up his skill gauge really fast with Soaring Tempest, so he'll always have opportunities to do big damage. One issue is that some of his moves depend on Gale Slash in order to debuff the enemy, so you'll likely be keeping Gale Slash + certain moves on deck. This means that any build you make will probably have the same few set of skills, making Dunban somewhat inflexible.

    Reyn: He's a very good tank. He does have some offensive power, making him useful for scoring topples or dizzies. More often than not, you want him in your party since he takes damage very well and can keep enemies off of the other members.

    Seven: She's the only fighter with a variable Talent Art, and she's a good character regardless of what you equip her with. Seven can do lots of damage in a short amount of time, especially with something like Sword Drones. Final Cross is amazing, but requires a lot of resources to use it.

    B

    Sharla: She's the best healer, but her big drawback is her gun overheats and must cool down before any art can be used again. A mistimed heal can be the end of your party, so you might have to micromanage at times.

    Riki: He's fun to use, and has lots of debuffs to work with. Happy Happy is a must. His damage isn't too high, but he does have a lot of HP (but not the defense to go with it, initially).
    Switch Friend Code: SW-2722-8799-3295
    PSN/Steam ID/NNID: mmking9999
    Tile Crusher now available on Android & Itch.io!
    "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -Satoru Iwata, 1959-2015
  • YunaYuna and Shienne and Lindelle Joined: Posts: 7,449
    edited April 2016
    bloodymess wrote: »

    MASS EFFECT 2 COMPANION TIER LIST INSANITY VERSION

    Wrong.

    Top: Miranda, Thane
    High: Garrus, Samara, Zaeed
    Middle: Grunt, Tali, Jack, Mordin
    Low: Jacob, Morinth
    Bottom: Legion

    Biotics are better on Insanity than most people realize. It's just that the specific powers that are really, really useful has changed. Miranda is the best squad mate in the game, period, the end, because she can buff everyone else's damage output and she has access to both Overload and Warp in a game where stripping protections quickly is everything. Warp also lets you use the all-powerful biotic detonation, which brings me to Thane. Thane is better than Zaeed because his damage output is just as high, but he also has Warp and Throw, which aid him in crowd control, whereas Zaeed can pretty much only do really good damage. Zaeed's usefulness is also determined by your class. He's much less helpful to Soldiers and Infiltrators who already have access to Disruptor Ammo, Zaeed's best skill.

    Pull is the most consistently overlooked ability in the game because it takes enemies out of play for extended periods of time and allows you to detonate Warp bombs more or less at your leisure. As a result of this, characters with Pull are really valuable, and Samara is the best of the so-called "Pull bot" squad mates because of her additional abilities (Reave and Throw) and her good weapon selection. Jack is also pretty good, but only due to the presence of Pull and Squad Warp Ammo; on higher levels of difficulty, Shockwave is pretty much worthless.

    Grunt is durable but not much else; his damage output sucks and he has no crowd control at all. Tali's Combat Drone and Energy Drain are nice, but her weapons aren't great and she goes down like a sack of rocks on an embarrassingly frequent basis. Morinth and Jacob are better than Legion because Dominate is more useful in more situations than AI Hacking is, Jacob can use Pull, and both of them have decent weapons as I recall. AI Hacking isn't actually all that special. If only Legion were around in the first game.
    Post edited by Yuna on
    "Here's the thing, kids: words mean things, and most of what gets slagged as 'political correctness' is really just being nice, and most of the 'righteous complainers' are simply jerkwads who don't think certain people or groups deserve their niceness. If you're a guy, and you've ever uttered something along the lines of 'dude, sexual harrassment doesn't exist. That's just something chicks make up when they change their minds,' guess what, bro. You're not the lone hero standing up to feminist PC police. You're a pig."
    --Bob Chipman
  • BiousBious Seasons Greetings Joined: Posts: 10,805
    edited March 2016
    Old Persona Shadow Lab Tiers that I decided to fix up:


    In no order, based off of Stats/Main Persona moves/good tactics:

    Elite:

    Akihiko
    P4 Main
    Naoto (against random encounters.)
    Zen and ReI
    Mitsuru

    Extremely Useful:
    Yukari
    *Yukiko
    P3 Main
    Yosuke

    Useful:
    Aigis
    Kanji
    Shinjiro
    Koromaru

    Limited Use:
    Chie
    Junpei
    Ken
    Teddie


    Crap:
    Naoto (against bosses and strong enemies)

    Navigators:
    Fuuka > Rise, but depends on the situation really.


    *Yukiko> Yukari if you teach her a group heal though.


    Explanations:

    Akihiko has high stats and Death Counter. The only thing bad about him is that Bash is often an awful attack type.

    P4 Main has high stats, good skills, and Dark immunity. He also is great with Links.

    Naoto with a good sub persona can basically win random battle after random battle. It's when you get to the Light and Dark immune enemies (or she misses) that she turns to crap due to having to rely too much on techs others can do better. Also she is made of paper.

    Zen and Rei have nice skills and do excellent Pierce damage from the back. They also have access to all elements and a cut attack, meaning the can hit weaknesses extremely often.

    Mitsuru has high magic and good stats, meaning she can go up front or sit in the back and support/heal (which IMO is her best position unless you need her pierce damage.)

    Yukari and Yukiko are both healers: Yukari starts out better at healing while Yukiko is better at attacking. Yukiko slowly gets better than Yukari thanks to her better stats, skill cards, and better speed.

    P3 Main has high stats like P4 Main (though he leans towards magic), but he has lighting and light weaknesses that hurt him.

    Yosuke is the fastest character in the game, meaning he's excellent at setting up links and using items first. He has good stats in everything exceot luck. His poor luck screws him over with status, which can make a battle harder than it needs to be.


    Aigis can launch hard hitting attacks from the back and also can cover members if she needs to. Orgia mode is pretty bad unless you reallllly need it.

    Kanji and Shinji are both straight out attackers with good defense: Kanji is a bit more versatile than Shinji though. Shinji is a better tank however due to not having any weaknesses and RtoY.

    Koro is the second fastest and will wreck anything dark-weak; unfortunately being fast is all he does.

    The rest are usually outclassed by someone else except possibly Junpei.
    Post edited by Bious on
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  • BiousBious Seasons Greetings Joined: Posts: 10,805
    edited March 2016
    King9999 wrote: »
    Xenoblade Chronicles character tiers:

    S

    Melia: Yes.

    A
    Shulk: Stay, Shulk is basically pretty average against most non-mechons. He can fit on almost any team though.

    Dunban: Higher, Dunban is basically the tank Reyn wishes he could be and with actual damage to go with it.

    Reyn: Lower, yes he's a great tank but that's it, he can'take do much else.

    Seven: Higher, I think. Really depends on if you want to use 7 or Melia.

    B

    Sharla: Right where she needs to be, her cool downs will usually put the party in deep shit and she usually draws massive aggro when healing.

    Riki: Waaaay higher, Riki's debuff damage can basically win battles by themselves, he fills the chain gauge extremely fast, he can draw and get rid of aggro extremely fast, and he can heal.

    Issues to note:

    Melia and 7 have horrible AI, so you will usually need to control them. Don't put them on the same team.

    If Shula has TM he is high.

    Post edited by Bious on
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  • bloodymessbloodymess Joined: Posts: 1,913
    Yuna wrote: »
    bloodymess wrote: »

    MASS EFFECT 2 COMPANION TIER LIST INSANITY VERSION

    Wrong.

    Top: Miranda, Thane
    High: Garrus, Samara, Zaeed
    Middle: Grunt, Tali, Jack, Mordin
    Low: Jacob, Morinth
    Bottom: Legion

    You lack Kasumi in your list and there's no practical reason why Garrus should be above either Samara according to your logic, nor Zaeed for that matter.
    Biotics are better on Insanity than most people realize. It's just that the specific powers that are really, really useful has changed. Miranda is the best squad mate in the game, period, the end, because she can buff everyone else's damage output and she has access to both Overload and Warp in a game where stripping protections quickly is everything. Warp also lets you use the all-powerful biotic detonation, which brings me to Thane. Thane is better than Zaeed because his damage output is just as high, but he also has Warp and Throw, which aid him in crowd control, whereas Zaeed can pretty much only do really good damage. Zaeed's usefulness is also determined by your class. He's much less helpful to Soldiers and Infiltrators who already have access to Disruptor Ammo, Zaeed's best skill.

    Glad we agree on Miranda. That doesn't seem like a point of contention for most people.

    As far as Thane topping the list alongside Miranda, I'd have to disagree.

    * Throw does not affect enemies with active protections, in which Insanity has in overwhelming abundance. In fact, outside of the Prologue mission everyone you fight will have protections in one way or another. This vastly limits the usage of Throw to anyone without a barrier, shield, or armor. In which case it's more efficient and effective to shoot them.

    * Warp is indeed amazing. Unfortunately, Thane has to put points into Throw in order to gain access to Warp. Though I admit you can get away with getting Heavy Throw/Unstable Warp/damage passive and not put a single point into his bonus power.

    * Zaeed has about as much crowd control as Thane, if not more so- Inferno Grenade induces panics toward organics and detonates flamethrower packs, Disruptor Ammo is essentially Overload in every bullet, and Concussive Shot knocks down organic/synthetics. Whereas Thane is crap against shields, Zaeed can actually handle them on his own. While they have identical passive bonuses, Zaeed is still doing overall more damage than Thane simply because of packing assault rifles over submachine guns; the difference is honestly quite noticeable when you factor in the numbers.

    * I'd argue similarly toward Thane- for classes that can handle shields without much issue (Which is two-thirds of the playable classes), Thane is a fine choice. But Zaeed doesn't care about what class you pick: he's still going to remain able to strip down any defense you throw at him and still hit like a truck. That's immensely helpful in the early game where you're going to encounter multiple kinds of defenses quickly without access to the stronger upgrades and power ranks.

    * Thane becomes available after Horizon whereas Zaeed is immediately available assuming you have his DLC. This is important since aside from the Collector Ship, most of the more difficult trials happen during the early-mid game, when Thane is unavailable but Zaeed can be of use. At the point you acquire Thane, he's essentially relegated to missions with Collectors. Which is a great niche for lategame, don't get me wrong, but it's a valid issue.
    Pull is the most consistently overlooked ability in the game because it takes enemies out of play for extended periods of time and allows you to detonate Warp bombs more or less at your leisure. As a result of this, characters with Pull are really valuable, and Samara is the best of the so-called "Pull bot" squad mates because of her additional abilities (Reave and Throw) and her good weapon selection. Jack is also pretty good, but only due to the presence of Pull and Squad Warp Ammo; on higher levels of difficulty, Shockwave is pretty much worthless.

    I don't give a shit about Pull because like Throw, it doesn't do anything against anything with protections up and if their protections are already down, chances are you can shoot them dead without wasting a power anyway. If Samara had Warp/Pull instead of Pull/Throw she would be fantastic but unfortunately she's kinda dicked. Thankfully Reave is a good ability but didn't detonate combos.

    Jack isn't terribly useful since she's only going to be helpful in the late game- before Horizon she's going to stick out like a sore thumb and she'll ever really be helpful once she unlocks Warp Ammo and on the Derelict Reaper. Both of which you'll likely already have enough upgrades and maxed out skills to render her obsolete.
    Grunt is durable but not much else; his damage output sucks and he has no crowd control at all. Tali's Combat Drone and Energy Drain are nice, but her weapons aren't great and she goes down like a sack of rocks on an embarrassingly frequent basis. Morinth and Jacob are better than Legion because Dominate is more useful in more situations than AI Hacking is, Jacob can use Pull, and both of them have decent weapons as I recall. AI Hacking isn't actually all that special. If only Legion were around in the first game.

    * I need to find the old post that ran the numbers but Grunt w/ Claymore is one of the highest damage potentials a squadmate can achieve. It's a riskier proposition than Grunt with a Geth Shotgun since the latter will actually observe the importance of cover but there you go. I'll also acknowledge that Grunt lacks crowd control on the basis that he is crowd control. His charge, while putting him in danger, can still incapacitate people and attract attention away from Shepard and your second squadmate. It means little when he goes down relatively quickly in the early game but it makes a hell of a difference versus that one captain/boss, especially the humanoid ones and varren/klixen.

    * Tali with the Geth Shotgun is better since the A.I. for squadmates in general isn't pants-on-head retarded with the thing equipped. They actually use cover! I'm not sure why it is what it is but there you go. As you said, Drone and Energy Drain are good but Drone is a less effective Grunt and Tali gains Energy Drain too late for it to really matter.

    * Morinth arrives too late to be of real use and unlike A.I. Hacking will not pierce protections. And I'll repeat myself as I did with Throw and Pull- if they don't have protections, you're better off just shooting them in the head. Jacob arrives early on and if you don't have Kasumi or Zaeed, is a fine squadmate until you get your hands on Garrus. Otherwise he's simply outclassed: armor is arguably the easiest protection to contend with since every class has an answer for it and I've already expressed my thoughts on Pull. Both of their weapon loadouts aren't particularly great either; I'd argue Zaeed and Garrus have the ideal loadouts since Sniper Rifles hit like trucks and Assault Rifles deal with barrier/shields.

    * Legion is ranked where he is because Pull doesn't pierce protections. If they could, he'd be dead last. Alas, here we are.
  • King9999King9999 Joined: Posts: 10,757 ✭✭✭✭✭ OG
    edited April 2016
    Nobody's really attempted a Hyrule Warriors tier list, have they? Let me try:
    (Does not include Legends characters)


    S
    Link
    Sheik

    A
    Impa
    Zelda
    Volga
    Young Link
    Cia


    B
    Ganondorf
    Darunia
    Ruto
    Midna
    Twili Midna
    Tingle
    Ghirahim

    C
    Wizzro
    Lana
    Fi


    D
    Zant
    Agitha
    Switch Friend Code: SW-2722-8799-3295
    PSN/Steam ID/NNID: mmking9999
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    "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -Satoru Iwata, 1959-2015
  • JoshkazJoshkaz Princess Luna is my Waifu Joined: Posts: 15,009
    edited April 2016
    Young Link is in S tier, bro.

    He can stay in Fierce Deity forever. Making him unkillable, and the damage.

    Shiek is more A tier. She can't die, but other characters do way more damage, and faster.

    I'd throw Volga in S tier too. He's fast, has infinites, and his AoE's are absurd.
    "You embarrass me," said Shadow, smiling. Then Shadow took his penis out and picked Cream up. "Let me charge up for a super ejaculation!" Shadow laid Cream down on the ground and then took his penis with him, which was already huge and shaking with sex energy, and found Cream's Piggy Bank, which was full of coins and dollars and things to save up for money, so she could buy what she wanted when she had enough inside it. Shadow took it and using his muscular penis, smashed a hole right through the piggy bank so now it was sitting on top of his penis like a hat. Shadow's penis looked like it belonged in a fashion show.
  • RageousXRageousX Joined: Posts: 381
    Played Blur competitively for 5 years and at a one point, was a top 5 player in the game (stayed in the top 20 pretty much throughout the entire run). Ran one of the more successful clans on 360 and hosted both clan matches and open competitions in virtually every possible game mode.

    Vehicle tier list:

    Class A

    S: Astra Extreme, Mustang GT-R Concept
    A: CCX-R, Monaro VXR (Drift)
    B: R8 4.2 FSI Quattro, Viper Venom 1000, FR-100, Transit Supervan3, Skyline GT-R NISMO Z-tune, Mégane Trophy
    C: Camaro SS (Drag), C3 (Drag), Viper GTSR
    D: C3 (Race), Challenger SRT8 (Race)

    Class B

    S: Challenger (Tuner)
    A: ZR1, M3 E92 (Drift), Golf W12 650
    B: X5 xDrive48i M Sport, C3 (Rat), Scirocco 24, Ford GT
    C: Concept 1 Series tii (Race), Nemesis, Viper ACR, Focus RS (Race), Exige Cup 260
    D: HHR (Race), F-100 (Off-Road)

    Class C

    S: Shelby GT500
    A: Camaro SS, F-100 (Rat)
    B: M3 E92 (Tuner), 69 Camaro, F-150 SVT Raptor (Off-Road), 350Z (Drift)
    C: Hummer H2 (Off-Road), Hummer H2 (Rat), LRX, Supra (Smooth), Beetle (Off-Road)
    D: TTS Coupé, Ford Bronco (Off-Road), Navara (Rat)

    Class D

    S: ACS1 Coupé
    A: Concept 1 Series tii, Challenger SRT8, Supra
    B: Beetle (Rat), Camaro (Rat), Stallion Ford Mustang, 350Z NISMO Z-tune, Rat Rod
    C: Audi S3, Navara (Off-Road), Renault R230 F1 Team R26
    D: Camaro, Defender SVX, Focus RS

    This is generally based on "unlimited" public lobby racing where Drifter Mod strategies owned all, but some of these cars were equally viable in Front Runner/non-boost/Hardcore setups and that made them extremely versatile. A Motor Mash-specific tier list would look completely different though - the top cars were usually the slowest-in-class (like the TTS Coupé, Audi S3, Renault R230 and the Concept 1 Series tii Race). List also doesn't factor in the legendary or boss editions of cars, which were all generally lighter and faster, which made them harder to control (if you added them to the list, Shannon's Astra would be S tier and the Astra Extreme would be bumped to A).

    Some fun facts for people unfamiliar with the game:

    - The Astra Extreme was Ryu. Starting car that you didn't have to unlock by leveling up, good in all situations if you knew how to use it. A bit boring to use though.
    - The Shelby GT500 was 3rd Strike Chun. It had every tool you ever wanted, safe in any situation, picking it meant you were generally going to do better than everyone else, but it didn't guarantee a victory.
    - The Challenger (Tuner) was O.Sagat. Once people started picking this in lobbies, you basically had to do the same or you'd lose. It had a fixed paint job though, which made it unavailable in team racing and therefore all clan matches. People then would shift to the ZR1 and Golf depending on preference.
    - The Audi S3 was Dan. It was awful and slow, but it wasn't quite as bad as everyone made it out to be, so every once in a while you'd see a top pro pick it for shits and giggles, and then bop the entire lobby. There's nothing quite so humiliating like seeing an S3 on the victory screen.
    - Just like in fighting games, there were a few players in Blur dedicated to making low-tier stuff not only viable, but competitive. There are entire montages dedicated to wins in vehicles nobody had any business driving in the first place, much less drifting alongside the top tier stuff.
    SFV - Ryu, Laura
    USFIV - Makoto, Evil Ryu
    3rd Strike - Makoto
    UMvC3 - Viper/Dante/Strider
    Tekken 7 - Looking forward to finding out!
  • aznspydermanaznspyderman Bye SRK. Joined: Posts: 739
    Anyone do a Dragon's Crown tier list?

    Asking again.
    Twitter/Instagram: NYMixah on both.
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    @WTF-Akuma-Hax mentions me like he want my eggroll.
  • BiousBious Seasons Greetings Joined: Posts: 10,805
    edited April 2016
    Anyone do a Dragon's Crown tier list?

    Asking again.

    IMO tier list.

    Sorcercess
    Amazon
    Wizard/Elf
    Dwarf
    Fighter

    But you can really pick any class you want.
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  • Kinniku BusterKinniku Buster Stu-Booty Joined: Posts: 7,956
    edited April 2016
    King9999 wrote: »
    Nobody's really attempted a Hyrule Warriors tier list, have they? Let me try:
    (Does not include Legends characters)


    S
    Link
    Sheik

    A
    Impa
    Zelda
    Volga
    Young Link
    Cia


    B
    Ganondorf
    Darunia
    Ruto
    Midna
    Twili Midna
    Tingle
    Ghirahim

    C
    Wizzro
    Lana
    Fi


    D
    Zant
    Agitha

    What exactly are you basing the tiers off of? Plus Link, Zelda, Lana and Impa have weapon variations so you have to take those into account too IMO.

    And I know you said this is a non-legends tier list but I can soundly say Linkle is S tier in that game. She's as good if not better than Link (Sword/Master Sword) who is hands down the best vanilla HW character.
    Peace to the Mountain
    Amiibo Aficionado

    Negro Install




  • BiousBious Seasons Greetings Joined: Posts: 10,805
    edited May 2016
    Naeras wrote: »
    Tales of Symphonia character tier list, vaguely from memory:

    God tier: Raine
    Easy one. She's the only full-time healer, and she's got great support magic and even some decent attack spells to boot. The only actual auto-include in a party.

    S tier: Zelos/Kratos, Lloyd
    The sword 'n board-boys can, with the right gems, do a 6-hit chain before going into specials. This means that, if an AI-character is attacking in rotation with you, it's possible to infinitely stunlock any enemy (barring them entering Overdrive, of course). The 6-hit chain into specials also means they do some mean damage even when disregarding the infinite stunlock. Their healing comes useful early in the game as well, though their spells are mostly a nuisance.
    Lloyd can also infinitely stunlock people, though it's a bit less braindead than with Kratos and Zelos since you need to use his specials to keep the stunlock going. He's also got all the overpowered specials, is the only character with a natural 4-hit chain (attack #3 is done with the stick in neutral) and is easily the best character early in the game.

    A tier: Colette, Genis, Sheena
    Support characters! Genis destroys people, Colette has the best support magic and can function several ways with her angel spells, Sheena has her great summons, debuffs and can help the S-tiers with stunlocking people. All of them are viable as a 4th character on the team, though Colette is complete shait before she gets Holy Song and Judgement.

    B tier: Presea
    She's okay. She's just unremarkable, considering Lloyd does all she can, but better.

    Butt tier: Regal
    He's worse than Presea and doesn't do anything. He also has no combos in team attack mode.
    Why would you ever put this guy on your team

    This needs a fix.

    God: Raine, Colette (Player)
    S: Lloyd, Regal (Player), Zelos/Kratos,
    A: Presea
    A-: Colette (AI), Regal (AI)
    B: Genis, Sheena

    Raine is healbot. You really only have 3 party slots cause your 4th one is the Raine slot.
    Colette's broken paraball cancels make her OP if you are controlling her.
    Lloyd can lock down enemies easily and has great combos and some infinites.
    Regal controlled can do massively damaging combos. Hard to use, but Kicking Jesus when mastered.
    Zelos/Kratos are basically Swiss Army knives: they can do a bit of anything.
    Presea is a damage beast (she outdamages almost everyone), but lacks in combos.
    Colette and Regals AI's are horrid.
    Genis starts to lose steam once you realize that magic attacks suck and he can't do much else.
    Sheena unfortunately is just outclassed by everyone, and her summons are useless.
    Post edited by Bious on
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  • NaerasNaeras Terribad Joined: Posts: 2,842
    Colette has Paraball-cancels? How do those work? All I was aware of was her normal-normal-feathers-guard cancel infinite, which was patched out of the PS2-version iirc.
  • EphidelEphidel Old Man SRK Joined: Posts: 14,497 ✭✭✭✭✭ OG
    edited May 2016
    Virtua Fighter 2

    Top: Akira, Dural
    Mid Top: Wolf, Sarah
    Mid: Jacky, Jeffry, Kage, Lau, Pai
    Mid Bottom: Shun
    Bottom: Lion


    Akira has something for everyone in this game, great counters and he gains solid dmg off the opponents mistakes. Dural is well...Dural.

    Wolf is impressive, his swings does well over 50%, so if he grabs you it's pretty much over. Sarah has better combos than Jacky does, and better recovery options in her moves.

    Jacky is decent in good hands, but I think they made Sarah much better than him in this one. Wolf is better Jeffry, if you pick Jeffry might as well pick Wolf for better dmg. Kage is a tough call because he has decent throws, but some of his moves seem slow to me (especially his flip kick). Lau/Pai are about the same, decent combos but bad recovery options. Lau isn't as good in this as he was in VF1

    Shun can surprise people but he has a difficult learning curve and overall I don't think he's all that good compared to the others

    Lion isn't that great either, probably the weakest fighter. Decent lows, but overall he's just weak. No good dmg, bad recovery, etc. etc.
    -Bulldancer
    You get to blaze medical marijuana in peace you lucky motherfucker. RIP bruv

    -Javi
    02’s can never be OG
  • EphidelEphidel Old Man SRK Joined: Posts: 14,497 ✭✭✭✭✭ OG
    Alto's Adventure Tier Characters

    S Tier

    Tupa - Has all other characters traits, unique ability for chasms, and no extreme flaws if any flaws at all. He is the final character you unlock, but well worth the struggle.

    A Tier+

    Maya - You get Maya early on. She can rack up extreme trick points, and she can nail those pesky proximity flips much, much better than the other characters. Her major drawback is her speed which puts her at the mercy of giant chasms. Also, she has problems avoiding the elders deep in a snowboarding run.

    A Tier

    Felipe - Felipe is surprising a good flipper, can double jump, and is not too slow. He has problems doing some of the tricks at higher levels and takes a while to unlock.

    B Tier

    Izel - Izel is what you get when you combine Alto and Paz. She has a unique boost that travels many meters, and she flips much better than Paz does. Focus on using boost with her because that's her main strength, but it could also be her major weakness because of the unpredictability of rocks and chasms.

    C Tier

    Paz - Some people think this guy is the worst in the game because he's the worst flipper. However, one thing he excels at is speed. I think he's much faster than Izel, Alto, and definitely Maya. Hell, he might be faster than Felipe too. This gives him some good momentum even in the open field, but his boost will never be better than Izel. He's good at escaping Elders but you need to be able to do tricks in this game if you want to advance. Paz is not the character for that, and by the time you get to the distance challenges there will be better options available.

    D Tier

    Alto - Alto isn't technically bad per say, but his glaring flaw is that he doesn't excel at anything. The more you advance in this game, the more you need to be creative and he just doesn't bring anything to the table late in challenges. Once you unlock Izel, Paz and Alto become obsolete.
    -Bulldancer
    You get to blaze medical marijuana in peace you lucky motherfucker. RIP bruv

    -Javi
    02’s can never be OG
  • IM_AmazonIM_Amazon Joined: Posts: 140
    edited July 2016
    Donkey Kong 64
    Kong Battle: Monkey Smash

    First of all, this resource shares some tricks. Movement matters, so try some of this out:
    https://kb.speeddemosarchive.com/Donkey_Kong_64#Movement_Techniques

    I love me some Dong, so an all-Dong battle mode is right up my alley. As for the game, Battle Mode is super-unsung. Conker's Bad Fur Day gets most of the accolades, but the mobility options and arena sizes here are quite interesting. Cancels, jumps, glitches and more (sadly, in-game upgrades like Lanky's handstand aren't available). The Kongs are generally similar--they have roughly identical base walkspeed, attack damage, weapon ranges, etc. The main areas of differentiation are hitboxes (duh) and movement tricks. I think the tiers are pretty close, if only because the Kongs aren't excessively different.

    Generally, melee hitboxes suck, as do aerials. It's easier and stronger to use your ranged weapons unless someone gets into your space (you run slower with the gun out, and it takes time to arm/disarm). Because of their efficacy, being able to move quickly helps in avoiding gunfire and getting ammo/oranges to turn the tables faster. When firing your gun, the projectile limit is 4. You can easily short-hop shots, which allows you to "strafe" in midair while firing. Hopping over (or running around) shots is the most direct way to seize advantage--once caught near melee range, they either have to run away from you (and they run slower), or try to disarm and put themselves at risk. Nothing complicated, but useful all the same.
    EDIT: By holding a direction while arming/disarming, it's much faster. Why...?

    The main trick in my eyes would be choosing modes that don't encourage stalling, like Wins. Having team battles would help in that respect (Conker's BFD has teamplay this game lacks).
    Characters listed in no significant order within their tiers.

    A - DK, Chunky, Krusha
    B - Diddy, Lanky, Tiny

    DK is the king of mobility. Just...read the SDA entry. Rolling (run Z+B) is the fastest form of movement, and his moonkicks can be of benefit in Arena 1. He essentially has the easiest time getting from point A to point B quickly, projecting hitboxes the whole time. His coconut gun does not fire in spurts any more or less than the average.

    Chunky is not actually slower, though it may seem so. He's is a big target, but it's compensated by his bazooka. The height of his shots makes hopping/crouching them essentially impossible. Since he doesn't have to short-hop to get his shots to an ideal height, he can fan them out to make them harder to strafe. Very solid zoning ability.

    Krusha--the unlockable character. He's essentially a variation of Chunky. First things first: his melee attacks are easily the worst in the game. Horrendous hitboxes leave him at a serious disadvantage when ammo is low. Everything else is solid stuff: his slide (run Z+B) can let him run a bit faster (but doesn't decrease his large profile). His shots are like Chunky's (but are easier to hop over). The trade-off is that he shoots oranges--dealing more damage. Krusha only needs 4 shots to KO instead of 5, which adds up fast, and compensates his reduced coverage.
    EDIT: Krusha's shots are the only ones that bounce off ceilings. Why...?

    Diddy's the smallest, which helps in avoiding shots. Peanuts are fairly easy to jump over, and his double-jump stuff isn't the most useful mobility, but being hard to hit can go a long way. Consider him the best for "passively" avoiding gunfire (and hiding around corners, behind other players, etc.). His left-right peanut spread is interesting, if not totally useful.

    Lanky's major claim to fame would be his melee attacks. His aerial is remarkably active, helping with up-close scrums. His melee attacks are indeed long, and jump-cancelling removes the steep recovery. His grapes are pretty much average (I'm struggling to tell if they're better or worse than coconuts). A good character in areas where Krusha struggles.

    Tiny is fairly small, and is probably the best character for actively avoiding gunfire. Her slide (run Z+B) enables faster mobility, and combined with her skid she can avoid short-hop shots--most notably Chunky's. Her aerial is basically a jaguar kick, so it's fairly reliable. Sadly, helicopter hair isn't an option in multiplayer.
    Essentially, every character's good for at least one thing. Team play would really spice it up.
    Post edited by IM_Amazon on
  • NaerasNaeras Terribad Joined: Posts: 2,842
    edited May 2016
    FTL - Faster Than Light equipment tier list

    I wrote this during a lecture about 3 years ago, at a time I still played the game actively. I think I have ~80 completed playthroughs.
    Do note that this is vanilla FTL, not the enchanced edition. I was kind of burned out on the game long before enhanced was released. Enhanced brought on a lot of changes, and new equipment types, and a lot of the top tier equipments here got a lot worse because some ships now have direct hard-counters to them.
    Explainations of the tiers:
    S tier: Extremely useful equipment. Useful in almost every build, either as a main weapon or as a support weapon. For augments/drones they will give you great value for your scrap. Almost always a good choice.
    A tier: Very useful equipment. Has a lot of useful build combinations, either as a piece of support for the rest of your build, or something that you can focus your build around. Usually doesn't have the synergy of the S-tiers, or they're less cost/energy efficient, so they're not complete no-brainers.
    B tier: Mostly useful equipment. The kind of gear that usually tapers off later in the game, or isn't something you can construct your entire equipment build around, but it's useful as support equipment, or in the early game. Not always useful, but more often than not it can serve a purpose. Depends on the rest of your build.
    C tier: Mediocre equipment. Either used as a filler, or for very specific builds. Otherwise not very useful.
    D tier: Bad equipment. Not worth its cost, will do very little work and take up equipment slots and energy unnecessarily. Sometimes they'll even be detrimental. Just sell them and try to get something better as soon as you can.

    Weapons: Lasers
    S tier: Burst Laser 2, Dual Laser, Crystal Burst, Heavy Crystal
    A tier: Hull Laser 2, Hull Laser 1, Heavy Pierce 1
    B tier: Burst Laser 1, Burst Laser 3, Heavy Laser 1, Heavy Laser 2
    C tier: Basic Laser
    D tier: ---
    I don't think there's that much discussion to be had on this weapons group. Burst Laser mk.II and Dual Laser are the most energy efficient lasers in the game, and will almost always add something useful to the weapon setup for a very low energy cost. At the same time you can easily build a setup around these things. 3/4x Burst Laser mk.II is an amazing build. There are very, very few situations where these weapons aren't worth getting, and thus they're put in S-tier. The crystal weapons are also flat-out great, even though they can be hit by defense drones, they still offer a lot of the advantages of lasers combined with shield piercing.
    Hull Laser mk.I and II are also relatively energy efficient and very easy to fit into most weapon setups for that reason; in addition the hull damage bonus as well as their increased chance of breaching(which delays system repairs) puts them a notch above the others. Pierce isn't quite as good late game as early, but early game it's flat-out amazing, and it still holds up later. All the B-tier lasers are also really good, they're just not as good as A and S. Basic Lasers are also still usable weapons, but they're usually just something you'll change out or just stack onto a laserspam build since it does so little.


    Weapons: Missiles
    S tier: --
    A tier: Pegasus
    B tier: Artemis
    C tier: Breach, Hermes, Hull
    D tier: Leto
    I really feel that Pegasus and Artemis are the only missiles that are really worth it. Artemis is amazing early game but falls off later when dodge and defense drones might come into play, but the fast recharge speed, low energy cost and relatively high damage makes it a good early game weapon. Pegasus does have a slow loading time and uses 3 energy, but having two missiles per shot mitigates most of the weaknesses of the other missile weapons, making the weapon actually really good. The rest of the missiles are sort of meh because of slow reload speed, even in spite of high damage and shield piercing. The Leto is just a bad weapon overall and usually not worth the missiles you spend on it. If you started with it, you'll probably want to replace it as fast as possible.

    Weapons: Ion
    S tier: Ion Blast 2
    A tier: --
    B tier: Ion Blast 1, Ion Bomb
    C tier: Heavy ion
    D tier: --
    Ion Blast mk.II is the only ion weapon worth using on its own, but by god that weapon is good. It can single-handedly lock down a single system indefinitely and sets up both drones, lasers and beams very efficiently, AND it fires so fast that anyone on the weapons team will level up really fast. All the other ion weapons are kind of worthless on their own, but combined with an IB2 you can now shut down both shields and another system permantently, which is a ridiculously good combination. Even if you don't have another ion weapon, simply shutting down the shields and let the other weapons do the dirty work is a great way to use the IB2.
    As for the non-IB2-ions, IB1 ranking higher than Bomb is because I feel the faster rate of fire makes it more consistent, and Bomb over Heavy is because I feel Bomb brings more to the table. Still, IB2 combined with any of these three(or a second IB2), later combined with either lasers, a good beam or drones, is still a very solid build.

    Weapons: Beam
    S tier: --
    A tier: Halberd Beam, Glaive Beam
    B tier: Mini Beam
    C tier: Fire Beam, Anti Bio Beam, Hull Beam, Pike Beam
    D tier: --
    The only reason why there's no S-tiers here is because all beams require some setting up. In return they're freaking amazing with that set-up. Halberd and Glaive Beam with the proper setup can both end a flagship phase in two good shots. I personally think the Halberd is slightly better because of the lower energy cost and reload time, but the Glaive with its additional shield piercing and huge damage makes it so close that I'd call it personal preference. Combined with enough lasers to take away a shield, or an Ion Blast mk.II, both of these can blow up anything the game throws at you.
    The rest of the beams aren't really notable. The mini beam is extremely easy to fit into a setup because of the low reload time and energy cost, but it's not a very strong weapon and will probably phase out later in the game. The Fire Beam is really fun with Rock boarders, Anti-Bio can kill crew with some setup and gives blue events against Giant Alien Spiders, but they're not useful against the Flagship. Hull Beam and Pike Beam can do some damage, but while they're not useless, they're nowhere close to the sheer destruction the Glaive and the Halberd put out, and are usually not worth your time in my honest opinion.

    Weapons: Bombs
    S tier: --
    A tier: --
    B tier: Ion Bomb
    C tier: Fire Bomb, Breach Bomb 1, S. Bomb, Heal Bomb
    D tier: Breach Bomb 2
    Bombs aren't very useful overall, honestly. Ion Bomb can be extremely useful paired with an Ion Blast mk.II, and does do 4 ion damage even outside ion builds, so while it's situational, it does have its uses, and is therefore ranked highest. Fire Bombs are useful with Rock boarders. Breach Bombs and Small Bombs are okay early game at taking out shields or other systems, and the Heal bomb is okay when boarding people. All of them are extremely situational, and none even damage hull, so you'll probably start with them and then replace them. Me putting the Breach mk.II at the absolute bottom is just because of the extra energy cost and horrible reload time compared to the other bombs. Most of the other ones aren't very good either though, but Breach mk.II is complete ass in my opinion.

    Augments: Generic
    S tier: Long Ranged Scanners, Scrap Recovery Arm, Automated Re-loader
    A tier: Weapon pre-igniter
    B tier: Drone Recovery Arm, Stealth Weapons, Shield Recharge Booster
    C tier: Reverse Ion Field, FTL Recharge booster, FTL Jammer
    D tier: Advanced FTL Navigation, Repair Arm
    There might be one question here worth asking: "how the hell is the pre-igniter not S-tier?!" Well, for two reasons: it's expensive as hell, and there's at least one powerful build(Ion builds) it doesn't synergize too well with. Otherwise it's one amazing piece of augmentation.
    The rest shouldn't be too debatable. The Scrap Arm is one of the best early game investments in the game. The scanner gives a lot of blue options, gives very good control over your jumping route, and makes it possible to navigate nebula sectors relatively safely, netting you almost as much scrap as the scrap arm and more flexibility. The Re-loader is a very cheap augment that works well with absolutely every build in the game, and I always get one if I can. Drone Arms are kind of meh, unless it's a drone heavy build, in which case it can make or break the build by giving an infinite drone supply. Stealth Weapons and shield recharge boosters are moderately useful. The C-tier upgrades are better than nothing and can occasionally be useful, but otherwise they're not very noteworthy.
    The repair arm is just horrible, and in my opinion the worst piece of equipment in the game. It isn't worth its cost, and it's usually better to just sell the piece of shit if you get it randomly and use that scrap for repairs. The advanced FTL navigation doesn't do anything useful either: it's only useful if you've jumped yourself into a corner, in which case you're probably dead anyways, and jumping back probably just jumps into another three rounds of rebel ships. I can't think of one situation where it's been useful for me.

    Augments: Ship-specific
    S tier: Zoltan Shield, Rock Plating
    A tier: Titanium System Casing, Engi Med Bot Dispersal
    B tier: Mantis Pheromones, Slug Repair Gel
    C tier: Crystal Vengeance
    D tier: Drone Reactor Booster
    The Zoltan Shield and Rock Plating will both save you for a lot of scrap throughout the game. The former is one of the two reasons why the zoltan ships aren't complete shit, and the latter doesn't need further explaining(I mean come on, you get blue events that lets you ram mantis ships!). Titanium Casing can be extremely useful in a pinch and save you for repair time, Engi Med Bot Dispersal is overall great to have and makes the engi ship in question much easier to use. Mantis Pheromones are neat(especially with Rock crewmembers), Slug Repair Gel can be really nice to have when you get a breach. Crystal Vengeance requires you to be hit, doesn't do that much damage, and rarely goes off even when you get hit, so it's kind of meh. The drone reactor booster only helps on-ship drones marginally, and the on-ship drones in question are kind of shit anyways.

    Drones
    S tier: Defense Drone 1
    A tier: Anti-Ship Drone 1
    B tier: --
    C tier: Beam Drone, Boarding Drone, Defense Drone 2, Anti-ship 2, Hull Repair Drone
    D tier: System Repair Drone, Anti-Personell Drone
    Defense 1 makes you almost immune to missiles, solving any problems you might have on that department and probably saving you a lot of scrap you'd otherwise have to spend on repairs. On top of that, it's useful for shooting down boarding drones from the second flagship phase. It's freaking amazing, and often worth the investment into drone control by itself. Anti-ship 1 is amazing with ion builds and supports laserspam-builds pretty nicely since it'll keep shields from recharging after a volley, and possibly do some damage itself. Both of these drones takes 2 power and costs only 50 scrap, making them easy to fit into almost any build. The only drawback are the fact that you may have to buy a new system to be able to use them.

    Beam drones and boarding drones are very situational: beam drones are amazing with ion+dronespam builds, but completely worthless otherwise. Boarding drones are a good addition if your only offensive option is boarding: incidentally this is the situation with the Basilisk ship, a ship it's included in from the start. For most other ships they're kind of bad. Hull Repair isn't worth buying, but it can save you for some scrap if you have spare drone parts and you get it through a drop. Then it's anti-ship 2 and defense 2. Neither of these can justify the higher cost and power usage over the mk.I models, and defense 2 is actually worse at its job than defense 1 in my opinion, simply because you risk it shooting down lasers instead of missiles if the drone AI decides the lasers are more important.

    System repair and Anti-Personell are fairly useless, in my opinion. They just don't do anything I can't do by simply getting more crew, which would again save me the energy and drones I spend on these things, as well as allowing me to level those crew up and actually control what the fuck the crew members do at any given time. To illustrate the point: the one ship they're included in from the start is, in my opinion, the worst ship in the game, because you need to spend drones, energy and drone slots on doing something regular crew does for you by default. Just stay away from them, they're not worth it.

    tldr: lasers are great, defense drone is the GOAT, Ion Blast 2 is retarded good, bombs and on-ship drones suck.
  • NaerasNaeras Terribad Joined: Posts: 2,842
    More lists due to boredom. This time, it's a doctrine tier list for Company of Heroes, focused on 1v1. I'm mostly concerned with the average impact of the abilities of the support doctrine here, rather than the overall power of the factions (though my opinion of the last patch is Wehr >= US >= PE >> Brits).

    Top tier: Infantry Co. (US), Defensive (WM), Terror (WM)
    High-mid: Airborne Co. (US), Luftwaffe (PE)
    Low-mid: Blitzkrieg (WM), Royal Air Force (BR), Tank Destroyer (PE), Scorched Earth (PE), Armored Co. (US)
    Bottom: Royal Engineers (BR), Canadian Artillery (BR)

    Explanation:
    The good old matchup of US Inf vs WM Def is well known for a reason. Defensive doctrine gives Wehrmacht time to settle down, stabilize, and tech towards their upgrades which allows them a powerful mid-lategame. Bunker reinforcements and For The Fatherland are extremely useful bonuses that come in very early, and allow stable midgame transitions. It's not great for lategame, but Wehrmacht generally has that covered already.

    Infantry Co. allow basic Riflemen to build field improvements (most notably, they can now lay mines), but also gives access to off-map artillery strikes, which is one of the best ways to deal with stationary positions. Rangers are also quite good though expensive to maintain (in particular, they're excellent against lightly armored vehicles), and Off-Map Combat Group always gives you more Manpower back than you invest, though the random unit distribution kind of hurts.

    Terror isn't as good as Defensive for holding positions early, but is better suited for mobile combat and gives better late-game bonuses in Zeal, Propaganda War and of course the mighty King Tiger.

    Airborne thankfully got Strafing Run nerfed in the last patch, but it's still very powerful. Paratroopers are great infantry-based AA against everything except armored cars, and Recon Run gives you sniper dominance. Resource Drop is nice, but not a big deal.

    Luftwaffe gives PE some very nice anti-infantry units, and more defensive options against both US Airborne and British Air Force, both otherwise very useful doctrines against PE. The faction doesn't rely on its doctrinal units, but this is the most flexible one of them by far.

    Royal Air Force struggles by the fact that the doctrinal abilities are largely redundant, but it's still the best British doctrine by far and gives some nice options for fast, on-field reinforcement and surprise Commando drops.

    Blitzkrieg also struggles with redundancy: it has a lot of powerful abilities, but the other doctrines or non-doctrinal units already cover those bases. The Tiger is likely the best all-round tank in the game and can do a lot of work, but it comes in late and is incredibly expensive.

    Tank Destroyer, Armored Co and Royal Engineers all struggle with the same issue: they're based on tank warfare, but the metagame is based on mobile infantry warfare. All three doctrines give access to some powerful vehicle powerups and call-ins, but they don't suit the metagame very well. It's kind of ironic that the best reason to pick US Armor is for the Calliope, an artillery unit. Engineers are significantly worse than TD and Armor though.

    Scorched Earth is fun, but gimmicky. It buys you time, and sabotaging strategic points or zoning with sector artillery can be useful, but it's not likely to turn games against an aware opponent since almost all of these things can easily be avoided on reaction. One notable exception is booby trapped buildings, however, and this can turn battles. It's still a long shot, however.

    Canadian Artillery is likely the worst 1v1 doctrine in the game, which is funny as it's probably the most powerful multiplayer doctrine. Artillery is extremely powerful in 2v2/3v3/4v4, since the fighting is more static and you have teammates to protect you. 1v1 is much more mobile, however, and the units are so slow and expensive that you likely won't get your investments back.
  • NaerasNaeras Terribad Joined: Posts: 2,842
    edited February 5
    aaaaaand more lists. Because triple posts with several months in between them yay

    Darkest Dungeon class tier list:
    S-tier: Vestal, Man-At-Arms, Hellion, Houndmaster, Bounty Hunter
    A-tier: Plague Doctor, Occultist, Crusader, Grave Robber
    B-tier: Arbalest, Abomination
    C-tier: Jester, Leper
    D-tier: Antiquarian, Highwayman

    Explanations:
    S-tier:

    Vestal:

    Best healer in the game by a LARGE margin. Basic heal is great, but group heal is just insane, especially since it lets her heal effectively from position 2, making her remarkably shuffle-resistant. Also equipped with an okay nuke with a self-heal attached to it, an okay stun and some other stuff. You literally can't go wrong with this class, and I'm almost tempted to put her in a tier of her own.

    Houndmaster:
    Swiss army knife with an adorable canine attached. Utility for days in form of stuns, bleeds, prot reduction for bosses and self-heals, along with a fucking group stress heal (which is somewhat inconsistent, but who the fuck cares, it's a group stress heal). Plays well in every position aside from pos 1. Has the best set of camping skills in the game, and access to good trinkets. Low base damage (mitigated with doggy treats, and is higher against beasts which is great late game), and doggy treats take up inventory slots early, but that's really not a huge deal when the class does so much.

    Hellion:
    Double frontline stun is completely insane against anything that isn't size 2. The debuff it applies to the hellion is whatever since it can be removed with herbs, and because you just stunned two characters ffs. She hits incredibly hard as well, and is one of the few frontline classes that can hit position 3 and 4 and do very good damage from that (Iron Swan tends to oneshot position 4 enemies). She has good camping skills as well. Her only real drawback is that she needs to be in position 1, but her strengths more than make up for that. Great fucking class.

    Man-At-Arms:
    Bulky support-tank. Can hit positions 1-3, and is equipped with a bunch of useful skills to keep fights under control, and can take a lot of hits himself. Bellow is probably the most underrated skill in the game. Amazing camping buffs for combat. Also has 2 movement points, which is really helpful if he gets shuffled. Below average damage, and doesn't work amazingly with Hellion (since Hellion needs position 1, and the MAA-stun moves him forward), but otherwise easily one of the best classes in the game.

    Bounty Hunter:
    This is what you get when you take the Hellion, remove the double stun and ability to hit position 4, and let him function from other positions than 1 and lets him screw up enemy positioning. He deals HUGE fucking damage, has great stuns and reasonably high health. Can set up Mark and reduce protection bonuses too, which is great against certain bosses. Hellion is better when things go well and you don't get shuffled, but BH is still a very powerful damage dealer even from position 3, which means he's a lot better at salvaging bad situations.



    A-tier:

    Plague Doctor:

    Double backrank stun is amazing, especially since PD has very high speed. Stack stun chance on this girl and you can literally have her eat two rounds of backrank actions. On top of that, having the ability to remove DoTs from up to two targets at the same time is great, especially since there's a small heal on top of it. Stacking blight on certain bosses is useful. Disease cure camping skills are boss. She really bad damage output later in the game, but does a lot of useful things for the party. And it really needs to be said that Blinding Gas is completely bonkers.

    Occultist:
    High crit rate help on stress and allow you to randomly finish fights early, which is great when he does decent damage already, especially against Eldritch enemies. His debuffs helps on huge targets and bosses. He also has the (on average) second best heal in the game, but it's woefully inconsistent and heal for zero+bleed gotten my characters killed before. He has bad camping skills, and is annoyingly squishy on low light. Very powerful class, but very swingy. Darkest Dungeon is all about consistency, and his lack thereof does hurt him a lot.

    Crusader:
    Tankiest class in the game. Good damage (particularly against unholy), okay mobility with Holy Lance prevents him from being screwed on shuffle. His main draw, however, is his utility from his (mediocre) stun and a good stress heal. Terrible speed and bad ability to hit rank 3/4 is a bummer, though. Still, if you have someone to provide backrank-damage, a crusader's rarely a bad pick. Does a lot of useful things for a party.

    Grave Robber:
    Versatile damage dealer that works in a lot of positions, can effectively hit all positions, does fairly good damage, has a stun, can move around with shadow fade/advance if shuffled, and is equipped with a good toolset of camping skills (Pilfer is really noteworthy since it only costs 1 time point). Squishy, and though she's very easy to fit into a composition, nothing about her screams "broken". Still, she's a fairly safe pick as long as you can keep her alive.



    B-tier:

    Arbalest:

    Good damage, has a decent off-heal, and more damage. Snipes shit like no tomorrow and has decent utility. Bola isn't bad either, and works well with other classes with marking abilities. Camping skills are good too. Her speed is terrible however, so she won't be preventing actions from anyone. She also gets fucked over by Move/Shuffle, even though Blindfire does a decent job at covering that weakness. Her biggest downfall is that she competes for slot 3/4 with several other classes (usually a tight fight since Vestal takes up one of those spots most of the time), and though Arbalests are competent at their job, they really don't stand out in any way.

    Abomination:
    Huge toolbox (7 skills omg) with every tool a frontline class could want, as well as good damage, but the built-in drawbacks of the class (can't team with religious classes, inflicts stress on teammates) are very serious. You need specific lineups to make him work, and even though he's powerful when you get there, he still doesn't truly stand out. Shame, because the class is quite cool.


    C-tier:

    Jester:
    I love me a good stress heal, and the Jester has the best stress heal by a mile. The problem is that he doesn't do anything else; his stab does good damage but moves him forward when he wants to be at precisely position 3, his bleeds only hit position 2 and 3 for some reason, and his Finale-setups aren't worth it. The stress heal is actually so good that he's sometimes worth bringing, but only sometimes. Crusader and Houndmaster offer far more to the party if you want stress healing.

    Leper:
    The Timmy-class. Highest damage in the game on individual hits, lots of health and a self heal. Literally a juggernaut. Problem is, he's slow, has no movement skills, he can't hit position 3 and 4, and aside from damage and health he has zero utility. If you want a slow, tanky class that can't hit backrank, you'll rather run a crusader instead since that class has great utility and is even tankier. Leper's fun when he hits for big numbers, but he's ultimately not a good class.


    D-tier:

    Antiquarian:
    The gimmick behind this class (more money and special drops) is really cool, and bringing an Antiquarian to squeeze more money out of short level 1 dungeons is a thing I actually recommend doing if you can. I'm just saying this so that you'll realize exactly how terrible this class is when you strip the gimmick away. Worst damage in the game, her protection buffs are passable at best (+dodge is really bad at low light), and her self-heal is meh. Complete liability on higher level dungeons, where you'll get a shitload of money anyway.

    Highwayman:
    Describing this guy as a worse grave robber is apt, but it's kind of insulting towards the grave robber since the grave robber does useful things. Highwayman does worse damage than the robber on average and provides very little support otherwise. Having mediocre to decent damage on a class designed around dealing damage is not ideal when there are so much better options. Furthermore he's got limitations on his tools that GR doesn't have, and the only thing that truly stands out is his riposte (which is on a class you don't even want to have attacked). There are very few reasons to ever bring a highwayman if you have any other sort of option, so yes, I'm placing him below even the terrible Antiquarian.

    Someone fight me on this, provided someone actually finds this thread now that it's buried this far down in the forum =V
    Post edited by Naeras on
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