ive been replaying custom robo lately and honestly if people picked it up like they did melee i can def see it being a competitive game
**** is DEEP
Do people actually play it anywhere still? I played the **** out of the GC and DS games but it kind of died off because I had like three people to play it with anywhere and we also played Melee, Mario Kart, Halo, etc. Great games though.
I mean, I'm not sad I didn't get any. I'm sad because my buddies left me alone to drink because they're a bunch of horndogs. Seriously, who does that?
...me, possibly. Especially if I don't think the hookup opportunity would last past that night.
i still contend 4swords is a worse game, because it's supposed to cooperative, but then almost goes entirely out of its way to give you ways and reasons to **** with your friends.
at least mario party and this fabled dokapon kingdom seem to acknowledge that you're just here to explore the deepest crevices of your friends' *****.
Honorary nod to Portal 2. I'm convinced the main design goal for some of the co-op levels was "Give players as many ways to creatively **** over their friends as possible." Launch them to any number of different deaths, trap them in loops, etc.
Or maybe I'm just a huge asshole. See above.
@
mimgrim
Riki: Always take Lurgy, Freezinate, and Burninate. For story content your best bet for the remaining slots is probably Bitey Bitey, Sneaky, Tantrum, You Can Do It, and Happy Happy, but you could maybe make an argument for Behave. 3/5 stats for Hero Time don't matter much so it's not worthwhile for story content, and with Dunban in the party he should rarely if ever have aggro so no Riki is Angry. Peekaboo is sorta-okay for a while, but you're not there yet? You might be by now, actually, since you were at Prison Island a bit ago.
Dunban: Assuming you're not controlling him, you want Gale Slash, Electric Gutbuster, Worldly Slash, Soaring Tempest, Steel Strike, and... hm. His auras kind of depend on your setup and level/skills, but for where you are I'd say Peerless and maybe Battle Eye, though the haste and evasion auras aren't horrible options. I generally pass on Heat Haze, Dunban's basically the best tank around (Reyn has more base HP and better aggro gen, but Dunban deals more damage, especially as an AI, has better evasion, and has some decent utility benefits). I usually round it out with Demon Slayer, but I don't think you have that yet? Don't bother with Thunder if he's on AI.
Melia: Summon Earth/Ice/Copy, one or both of Bolt and Flare, basically everything else besides arguably Power Effect has some situational value. I tend to skip Spear Break and Starlight Kick (topple/daze are super broken and basically turn UM/boss fights into "whack on the helpless creature until it dies" after a while), Aqua's meh, Wind is pretty situational, Shadow Stitch is extremely situational.
Don't be afraid to run less than a full set of arts if you don't think it's worthwhile, or if the AI is dumb when it comes to certain arts. A couple characters can basically get everything they need out of 4-6 arts depending on the situation.
Then there's a somewhat late boss battle with a boss that can summon other monsters, and both the boss and the monsters have very high defense stats for physical attacks. I don't think you can defeat that boss without Melia in the team.
lolno, it's a really easy fight. Three important things to remember:
1) The mooks in question are vulnerable to ether damage.
2)
Everyone can deal ether damage given the right arts, though even the wrong arts just slow things down as long as you have sustainable healing. My main source of damage on the mooks on my first run of that fight was, I kid you not, Shulk. Chain attacks are cool, ether AoEs are cool, topple aside Cyclone was practically made for that fight. Also Riki exists.
3) Basic RPG strategy: kill the mooks first! The -DT on the boss is actually tied to the mooks.