
WTD Is in Risk of Getting Taken Down
Just wanted to post it here to spread the word. Cuz of Roblox's Shitty AI, the game can't transfer ownership and is at risk of being taken down (cuz of may 19th).

Just wanted to post it here to spread the word. Cuz of Roblox's Shitty AI, the game can't transfer ownership and is at risk of being taken down (cuz of may 19th).
Whenever I was in church, I could always feel myself getting bored. I felt like they treated us more like children than actual people. They always tend to have these long ass pauses between their sentences, as if we couldn't understand what they meant. They also liked to twist their definitions. Like say if X means Y. Pastors (imo) would make X means Z because God said so. Lastly, I felt like they rambled on with no actual meaning. I have to force myself to listen just to not fall asleep. The teachings aren't fun, and it feels more of listening to a Grandpa tell his life's work from the beginning. And what makes it all the worse is that this is every Sunday.
And while I'm here, listening to this guy. I feel like I could've been doing alot more with my life. Why not use the 15-30 minutes of this teaching and actually doing shit. Wasn't Jesus' whole thing going out to help the needy instead of rambling on that u need to do it. Hell, there was a chapter in James that literally tells the reader "Faith without work is nothing". So then why am I here in said church, seeing some ppl acting like they have faith yet do jackshit after it.
Sorry if I sound a little mad. I'm just wondering why be in church in the first place, when I could do alot more with those 1-2 hours actually helping people. Maybe I'm lazy. Maybe I just bored all the time. But I just hate just listening. From my reading of the Gospel (on my own, not from Sermons) Jesus rarely, if ever, stayed in one place. He was always healing the sick and teaching people 'round the world. And now his "followers" instead hunker down in 1 place, not helping people, and act as if they're holy. What Hypocrisy is this?
As much as Hytoko and Basil are ass, it can always be worse with Soul. Besides. Even if u do hate those 2, there are good ppl like Issac and Voxov who could potentially lose their jobs if Soul wins the case.
Essentially one of the mods of Forsaken, even after all the bad shit that'd happen, has at least improved their lives cuz of this game. If this 1 person had their lives improved, think about everyone else who was made happy cuz of Forsaken's existence. And then immidately think about what'd happen if Soul won.
Genuinely, what was roblox thinking. On paper, its a nice idea. It'd give other agegroups an insight to what people is saying. But in practice, it probably has the worst summary of player's messages.
Why am I asking this? Because the asym genre doesn't really have an "overall best" game. When u think about platformers, u can think of SMB, Celeste, Super Meat Boy, etc. But for Asyms idk if there's a definitive game. Sure, when you think about asyms (outside of Roblox) its DBD, (and inside of Roblox) Forsaken but both of their playerbases consider those games to have a whole bunch of problems.
So instead, what are some good mechanics/rules that an Asym should have.
Yknow, I find it pretty rare that a fandom exists after some huge drama. I've been watching this subreddit and its still lively. I'm lowk curious.
Apparently, the balancing is done by the devs and the players. And said players nerfed NRG gain. WHAT WERE WE COOKING.
Guarding and Superguarding has always been a hallmark in the average PM inspired game. But BT (imo) has been taking ts way too far.
Blocking is meant to be a less-effecitve, but still useful block to negate some damage, while Superguarding is way harder but nullifies all damage. The problem is that majority of the bosses are "superguard or die".
Lemme use Frostmaw as an example. If he uses Tornado Just blocking alone does 9 damage. Which is typically 10%-20% gone in an instant. Now account that he can do 2 attacks in a row, with each inflicting some debuff. Meaning if you don't superblock u can take 12+ Damage in a Turn. And god forbid you miss 1 regular block. Now u get confused/dizzy/frozen and take even MORE damage.
And you'd think, well players have defensive options, the devs (for some god forsaken reason) have been nerfing them to the ground.
Defense+/Defender is getting nerfed from enemies (REGULAR ENEMIES BTW) having def piercing. Also, Defense in general is getting less useful in later chapters due to how much damage is being dealt to you.
HP is becoming more valuable since Ice Dagger just gets better the more Max HP you have.
So what are my solutions. Well, I have 2 for the Blocking Issue
1.) Make Superblocking reduce the damage overrall instead of pure "No-damage-taken"(like 90%) but increase the blocking damage reduction to 70%. Also just reduce the damage enemies do.
2.) Make Blocking instead increase in effectivenesss the closer you time the block to the attack. Thisway, you're rewarded more for looking at enemy windows.
If I had to make Tanks not braindead, yet useful, add more synergies that encourage a more active playstyle. Maybe add defense per negative status effect, or maybe make a player only take 1 damage but have 90% reduction in health.
Normally in Paper Mario-esc games, Flower Points, Team Points, whatever you want to call them, are meant to be used for strong moves/abilities. If used right, you can turn the tide of the battle (god that sounds corny). But in Block Tales, SP is barely used to its fullest potential.
During Solo play, theres barely any need to use SP since your main attacks typically do the job well enough, a little too well.
Lemme use Slingshot for example. Sure, you need SP for Power Shot, but most bosses don't have defense, or not alot to make it a problem. And the base damage is so close to its max during Demo 5. Just slap on Aggressor and Knight and you'd be at the max.
Rocket Launcher also falls into this, though to a lesser extent. Sure, the M1 is fine, but the SP cost for Bombardment is so low u can get away with doing SP saver and Happy SP so you don't need to worry about that.
Hell, realistically only Sword and Ball need SP, and this also mainly applies to ball. Sword just needs SP for power stab/sword throw. And again, you have the tools to negate that downside.
Now I get that this doesn't apply to support builds, but if only say 1/4th of the party REALLY needs SP, then there's something clearly wrong. And I have 2 reasons for why SP isn't spec'd or cared about in builds"
1.) Lack of a Need for SP - Most SP moves just aren't impactful enough nor warrant a use compared to the M1.
2.) HP/BP is just better - Due to how much damage enemies be dealing, HP feels like a better choice to just tank it. BP, do I even need to say why BP is needed.
If I had to change SP, I'd make regenning it alot harder, but in turn severely buff the rewards for using it.
Something I've been noticing with BT is how "aggressive" the damage values have been getting overtime. Like originally it started with 2-3 damage. Nothing to big. But now every enemy can start throwing haymakers. Even the bosses themselves are pulling off BS. You can take 12-18 damage in 1 hit just from missing an attack. And remember, this is all on normal mode. Now imagine it with hard mode. Remember when the 24-damage lightning was shit to deal with. Now take that 24 damage and apply it to multiple enemies. How fun.
This now brings me to another point. As the demos go on, I'm starting to see "Tank Builds" kinda fizzle out more (more of a prediction). Flat defense won't/can't be useful at a certain point due to how much BP it costs as well as how much damage enemies can already do. Imagine if an attack did 12 damage. With 3 Defense points you took 9 damage. That's only a 25% decrease for something that might've costed 11 BP to make.
Now how should the BT devs remedy this? I'd say reduce the damage values all-around similar to Bug Fables. Or if they're not willing to take that route, maybe add percentage reduction status effects. Maybe add cards like "%Block" where you instead reduce by a percentage amount, so that it'd help scale better into the later chapters.
Like I don't really get it. He's the "Structure Defender" archetype of Killers mixed with Ragemode. And those 2 killer archetypes are wildly inconsistent as hell. Can someone pls explain it to me.
1.) PartyPwny - Can (and will) Shread your HP with the most BS combos as well as having decent mobility.
2.) Sweeper/ Capt. LimeWire - The main thing that makes me rank these 2 highly is that they can do well against groups of people. Sweeper has alot of map control while Limewire can change targets at a whim. Though I'd say Limewire is the better of the 2.
3.) Dot EXE - Kinda just a decent all-rounder. Not much to say.
4.) Blankstare - He's strong, but he's stupidly survivor-team reliant. What I mean by this is depending on the survivor team comp you can have the easiest match or the worst match of your life.
5.) Jack Noir - Kinda just John M1 tbh. He has the lowest M1 damage, and while he can teleport his nice, his red miles is weak as hell. At most I take 20 damage.
My main problem with this is how does this even benefit people? Ppl 18+ are probably the least likely to be spending robux (since they know more about Roblox's antics).
Also aren't 18+ players veterans of Roblox. So why would they even want to use R15? R6 just looks better imo (though I can see why ppl would use R15).
This change seems pointless imo. But let's see what'll happen.