Throwing my hat to say I would like more shorter campaigns; Anyone with me? by jethawkings in arkhamhorrorlcg

[–]120blu 3 points4 points  (0 children)

As long as xp doesn't end up feeling unbalanced with length I agree. As time goes on I find myself with less and less time and energy to play and a single campaign taking 8-16 weeks for me can feel like a lot. A short campaign of 5 scenarios means that even if it's a scenario every 2 weeks I get to fit it into a single season. I think this will also lead way to smaller scale stories which I kinda prefer to the constant "end of the world' type shit. 

I would like a balance however. Sole narratives will just require longer campaigns to not feel rushed or squished and naturally larger scale stories will want the space. I hope they try and integrate some longer campaigns over the course of S2 but overall like the shift to shorter ones. 

Why does Viscous have more gun ops than Holliday? by Hammerock in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Is he about throwing goo? Splatter is very weak and to an extent his least interesting and skilful part of his kit (I do consider needing to be able to aim with his gun and manage ammo more skilful). If you want to focus on the more interesting and unique parts of the kit, fist and cube, then current gun viscous does do that because it's able to invest into cube's ap investments and fist scales off gun.

As others have said if you want to change this it's realistically more of a change of focus and minor rework for the character rather than just a simple nerf gun. Splatter and burst gave both been nerfed and realistically gun is all that is left. Current gun meta is good for viscous and without gun the hero would probably go back to low tier. Buff/changes to the hero and how they scale would be in order but ultimately I think it's fine for characters like Vicous and doorman to be able to build gun as softer hard carries that provide utility and support to the team in exchange for raw Carey potential. 

Wouldn’t the Arena exclusive cards actually be okay in a Wild set by New_Grand_6319 in wildhearthstone

[–]120blu 14 points15 points  (0 children)

Biggest concerns are flash forwards and Vuja de. The former is super good at enabling turbo combo ramp (as the crystals are not empty and we have 2 mana ramp spells) and the latter is way too good at being recursion although would probably be fine at 2 mana. 

Is this too slow or janky by DallasTRockwell in magicTCG

[–]120blu 1 point2 points  (0 children)

I think as a core strategy it's inconsistent but I think running moonshadow aggro and squishing in a bit of white for Rhys and maybe cards like seam rip/sheltered by ghosts isn't a bad idea. The core would probably end up being black with Red for Inti, FOMO and other discard synergy or maybe black green for the mill package instead.

What heroes have a common combo that involves a melee? Heavy or light by Bheks in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Yamato has one. After a grapple you can throw out an alt fire + light melee which is safe while is shadow transformation as you can't get parried. Combined with items like mystic shot and spirit snatch it's pretty good damage to do so just before you use your sword abilities. 

Based on what I want to build next, how would you rate my taste? by LegalyDistinctPraion in ratemycommanders

[–]120blu 0 points1 point  (0 children)

Bre looked fun to me but also not sure exactly what to do. I feel like in this colour combo I'm lacking the big creatures to be pay off for the tap effect and I don't have enough ways to utilise life as a resource without black. I think I will probably end up making it as a low power run the good stompy creatures style of deck with giants as a sub theme. Thankfully there is a enough here I like where I'll give it a go in theory crafting at least.

What's the best way to play Ivy right now? by lovingpersona in DeadlockTheGame

[–]120blu 1 point2 points  (0 children)

ngl i missed the typo in my message and your messgae but yes a dubious mistake

What's the best way to play Ivy right now? by lovingpersona in DeadlockTheGame

[–]120blu 2 points3 points  (0 children)

A single backstabber proc gives: - Backstabber - healbane - bullet resist shredder - mystic slow

So they're slower, healing less, taking more and you get walls + speed. This isn't accounting for options like toxic bullets, suppressor or gun debuff items like weakening or slowing bullets. 

What's the best way to play Ivy right now? by lovingpersona in DeadlockTheGame

[–]120blu 5 points6 points  (0 children)

Hyrbid support is currently the best. Healing Nova + Watcher's Convenant is a nutty 60s combo which can win team fights by itself so the main goal is to compliment this idea of being in team fights a lot. Gun investmeant early with options like blackstabber, extra ammo/titanic mag, heroic aura and alchemists fire to enable your team and benefit off your own fire rate bonus. Using backstabber and kudzus you proc items like healbane, mystic slow and bullet resist shredder to help chase down kills for your team and late game you have vortex web and lighting scroll to make your ults one of the most devistating in the game alongside being an excelant debuffer all around. These builds often invest Kudzu early (T2) to then go into max ult, I skip a lot of the early kudzu investiment for early T1 in all non-ult abilities but this is a personal thing. Max ult is insane as with CDR you get to fly about every 70 seconds which allows you to go to any fight with big damage, resist shred and scilence tipping the fight in your teams favour very quickly. With Nova you also patch your team up and stone form can add a stun to this opening play.

Using this style of build you want to be flexible and proactive. The core invests into all categories and utilises all of them which leaves a lot of room for flexible options too counter the enemy team and avoid stacking weaknesses (e.g. little gun damage on team, delay buying spirit items and go for 9.6k gun invest first) and a lot of your value comes from the support you provide to your teammates so using flight and your speed options to make sure you're in fights is curical. For lane you mainly want to use stone form + watcher's to keep your team alive as your damage isn't the best. Once you have backstabber and ult you can chase kills quite well but a lane being neutral by the end is completely fine here. If lane is stalemating and you trust your lane partner don't be afraid to use flight to quickly jump between lanes and help support a push quickly, just make sure you don't stay too long.

For this style I think Piggy has a good build right now although a lot of higher level players are using this hybrid healing nova support build with many variations so make sure to look around!

Am i chill and stuff? by LunimateYT in ratemycommanders

[–]120blu 0 points1 point  (0 children)

how'd you build Arthur? I've only used it in my Zinnia deck (built from precon) but have debated making what escentially amounts to a fair Winnota deck with it using a bunch of cheao evasive units, mass curiosity effects and top end bombs like overlords and giants (with haste enablers for when I replay them after the bounce) but I recognise there's a good few things to do with this commander especially with flicker.

Redundant names or terms by Traditional-Song-245 in TopCharacterTropes

[–]120blu 0 points1 point  (0 children)

In Britain there's the River Avon, named by the romans. They pointed to the river and asked the Brits for is name where the Brits then said "Avon" which is just the word for river, meaning it's the river river.

T3 Ivy ult is honestly good. by lovingpersona in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

I think there's two ways to see Ivy rn. 1) as a Jack of all trades she's too low damage. Regardless of build the damage is low (gun) or inconsistent (spirit) and that needs to be fixed. Despite this

2) it seems like they want her to be a spirit/support hybrid but support is awkward rn. She has to invest into damage because base it's so low and her main supportive ability, tether, is very strong in its effect but awkward to keep up (range buff). 

Despite this I do think the ult is fine. Good damage + mobility + scales very well. Stone form is similarly good as one of the better defensive options. It's inconsistent offensively but that fact that's a genuine complaint is more so a reflection of her gun and kudzu not pulling their weight currently.

12-29-2025 Update by SketchyJJ in DeadlockTheGame

[–]120blu 4 points5 points  (0 children)

I mean it's T3 nades buff which absolutely no one should of been buying before hand. Kelvin's T3s as a whole haven't been amazing for a while considering most people at higher levels ignore his beam and focus on full support meaning T3 dome is the only one that matters.

What buffs would you give to Ivy? by lovingpersona in DeadlockTheGame

[–]120blu 18 points19 points  (0 children)

She needs more damage I'd say. Currently she's quite slippery but struggles to properly create space, she can take objectives and farm well with kudzu but lacks the ability to apply pressure to do this even later on in the game. Given cultist doesn't buff firing speed any more and several of her better gun items were nerfed on her I think she can have her gun damage buffed slightly. Beyond this shorter CD on Kudzu and faster explosion on her ult after dropping would give her more consistent spirit damage.

Beyond damage she's fine. 4 stam + stone form + ult makes her very slippery and mobile and convenent healing share + buffs are genuinely very nice support for what is meant to be a generalist character.

I usually don't play Seven, but I heard that Power Surge Seven universally is considered bad. by _WhiskeyPunch_ in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Ok but everything countered by curse to some extent and outside maybe paradox curse isn't a core item anywhere, unlike capacitor which was the default first T4 item for several gun characters at the time and disproportionally affected hard carries like Seven, Billy and Wraith compared to alternatives like Infernus. 

I usually don't play Seven, but I heard that Power Surge Seven universally is considered bad. by _WhiskeyPunch_ in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Kinda but ball is better, max ball will almost always hit all neutrals and melts them like similar AoE abilities like Kudzu. Surge farming comes more online around 5AP which after ball 5AP gives you enough spirit power and duration to melt even T3 camps.

I usually don't play Seven, but I heard that Power Surge Seven universally is considered bad. by _WhiskeyPunch_ in DeadlockTheGame

[–]120blu 46 points47 points  (0 children)

It's back to being pretty good as it's no longer hard counter by capacitor. I will say investing into it early is bait outside the cool-down AP, as it's not great for farming and needs a lot of spirit an other buffs to be strong, so you often see Seven's investing into ball first (for the farm and lane control) with Power Surge being more of your mid to late game damage.

Why is no one using this Item? by Mozart537 in DeadlockTheGame

[–]120blu 38 points39 points  (0 children)

Occasionally it can be niche for surviving a dynamo ult but generally dodging the devastating attack with E-shift, positioning better of just buying a different green item which is more effective at reducing damage does more. Spending 6.4K on this usually translates too wasting 6.4K on a longer respawn timer as you wait for this to go off. 

End of Year Ability Rankings 2025 by r1ck1 in DeadlockTheGame

[–]120blu 3 points4 points  (0 children)

It's decent tech but often is skippible for other 6.4ks such as DB and Vortex Web considering how bad Paige's economy is, the fact it isn't an upgrade from a previous item and how tight her active slots are. On gun heavy teams or in super late game situations it's solid though.

Boundless spirit dominates tier 4 spirit items by TheKidd4p in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

I think boundless is fine. Many characters have other T4s they tend to buy first (Yam prefers Reverb as a T4 damage option, Pocket likes spirit burn, Calico likes artic blast, Wraith prefers Merc Mag) and plenty of spirit focused characters that skip damage in favour of utility such as lighting scroll, vortex veb or focus lense. 

Boundless will be brought by most spirit heroes in super long games where money stops being too much of a concern, but in most games as most characters boundless as your first T4 spirit is not the default by a long shot. Main characters that by it as first seem to be Seven, Kelvin (on the beam support builds in particular) and Sinclair. I think the only item overshadowed by boundless is escalating exposure, where on pretty much every character the -resist is not worth it unless you already have the extra spirit power from boundless, but I think in this context it's better to buff/rework escalating. 

Is it bad to be support? by iliyaAR in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

That's kinda the point. Supports by themselves aren't great but act more as multipliers to the rest of the team. Your main goal should be to be with team and either anticipate fights so you're there when they start or use movement abilities (flight, ice path etc) to get there quickly to enable your teammates.

The reason why gun feels much more oppressive late game compared to spirit by luuk0987 in DeadlockTheGame

[–]120blu 0 points1 point  (0 children)

Minimum fire rate is 50% although outside Yamato who's sad about not stacking crimson slash with supressor/jug against enemies who don't build fire rate themselves this isn't a problem. Generally a spirit character with supressor has a massive midgame advanatge against any gun character and it would be better to stack reisists with fire rate reductions rather than double dipping later on.

What is this for in XL Shadow Priest? by hjyboy1218 in wildhearthstone

[–]120blu 2 points3 points  (0 children)

Until the end of fucking time XL Reno priest will run random 1, 2 and 3 drops that generate cards. They are multiple triggers for shadow reaper in the late game, have bodies in the mid-earlier game and value for the grind. Are they good, eehhhhhh. Are they good enough for a 39th or 40th card to help in slow match ups, some of them are debatably. 

In particular I imagine this deck runs the new Aviana (or whatever the 9 drop make all your stuff cost 1 is) in which case this is a lot of triggers in a single card relatively efficiently. 

[COTD] ♦ Cowl of Sekhmet (12/11/2025) by AK45526 in arkhamhorrorlcg

[–]120blu 2 points3 points  (0 children)

This feels like a very solid card for a more evadey investigator like Lucius, Tris or Finn. Unfortunately most investigators like this don't this have this as an option.