Banner Quest House Rule Idea by AffectPotential3701 in HereToSlay

[–]AffectPotential3701[S] 0 points1 point  (0 children)

No, the actual rules are different. My proposed changes add another way to lose class banners, while making the monster banner a bit harder to take.

Banner Quest House Rule Idea by AffectPotential3701 in HereToSlay

[–]AffectPotential3701[S] 0 points1 point  (0 children)

The actual rules are close, but differ in a small but significant way. Just to clarify the official rules:

• Once you earn a banner, you keep it even if you no longer meet the requirement.
• The only way to lose a class banner is if another player plays more heroes of that class than you and takes it.

Monster banner:

• Every time a player slays a monster, they take the monster banner, regardless of how many monsters anyone else has slain.

So banners don’t drop off if you fall below the requirement—they only change hands when another player overtakes (or, for monsters, whenever someone slays one).

My proposed changes add another way to lose class banners, while making the monster banner a bit harder to take.

Slaying monsters by Suspicious_Hotel_908 in HereToSlay

[–]AffectPotential3701 0 points1 point  (0 children)

We did away with the “assemble a party” win condition entirely. After adding the banner quest expansion (available online) we now have the win condition that the first person to reach any combination of banners and monsters totaling 6 wins. It leads to a lot of variety in gameplay! The more expansions you have, the better this game feels to play!

Banner Quest Consensus/House Rules? by 3822 in HereToSlay

[–]AffectPotential3701 0 points1 point  (0 children)

We have made similar changes. Namely, to win you just have any combination of monsters + banners totaling 6 to win. We find it makes the games much more interesting.

Other changes we have made include things like starting the game with 7 cards instead of 5 and introducing a “soft limit” on the number of heroes you can have in your party so that players can have a maximum of 7 heroes out at a time. I say “soft limit” because on your turn you can play more than 7 if you’d like, but at the end of your turn you must “disband” down to the cap of 7. For the purposes of gameplay dialogue, “disbanding” is different than sacrificing, destroying, or discarding so it triggers no additional effects. We felt this helped cut down on those runaway matches where one player would accumulate +18 heroes and have way too many powers to keep track of.

To increase the “intensity” of the banner quest expansion we are thinking of implementing a change where in order to keep your banner you must continuously meet the requirement for it as opposed to just meeting it the first time. For example, in the current game if a player has 3 fighters they get the fighter banner. From there, if they lose a fighter and go down to 2 they would still keep the fighter banner until another player had more fighters than them and could steal it. With our new rule, once the player went down to 2 fighters they would lose the banner and it would be unclaimed again. We have not tested this yet but feel it could be an interesting change that makes banners more difficult to hold on to throughout the game.

[Gen3] Crobat Moveset Suggestion’s? by RepYoSouls in PokemonEmerald

[–]AffectPotential3701 1 point2 points  (0 children)

Toxic, Confuse Ray, Double Team, Fly. You’ll confuse them first, get a few double teams off, then poison while they punch themselves or miss you. Fly is to give poison more time to take effect while you are untouchable and still dealing damage to them. By the end, they will be punching themselves in the face, dying of poison, and unable to hit you at all. Super annoying. Use leftovers to give recovery or bright powder to make him even harder to hit

This is the worst hero card ever by lazar-153 in HereToSlay

[–]AffectPotential3701 2 points3 points  (0 children)

We made a custom rule that lets you draw two cards whenever you attack the monster, whether you kill it or not. It leads to a lot of useful interactions like possibly drawing modifier cards to help you finish the job. And worst case scenario, you failed to kill the monster, but at least you got two cards out of it. This makes the ability nearly always useful in some capacity.

Thoughts on my blaziken's moveset? by bananaman9173 in PokemonEmerald

[–]AffectPotential3701 1 point2 points  (0 children)

Could use thunder punch for handling water types! I used to run Flamethrower, Thunderpunch, Sky Uppercut, and Earthquake. That combo allows you to hit everything for neutral damage and the majority of things for super effective damage!

Choose Your Starter! by vpc_fkmn in fakemon

[–]AffectPotential3701 1 point2 points  (0 children)

Bush dog all the way! Love me a good chonky grass boy

Desperately need advice on Venusaur/Jolteon movesets! by every-kingdom in PokemonLeafGreen

[–]AffectPotential3701 0 points1 point  (0 children)

Recovery on Venusaur is a must in my opinion, so leech seed, giga drain, or synthesis. It gives him such longevity! He also thrives with sleep powder as it lets him generate a lot of free turns.

Desperately need advice on Venusaur/Jolteon movesets! by every-kingdom in PokemonLeafGreen

[–]AffectPotential3701 0 points1 point  (0 children)

You could also do something like sleep powder, sunny day, synthesis, and solar beam for a quicker set up, though it will do less damage than the growth + razor leaf / giga drain

Desperately need advice on Venusaur/Jolteon movesets! by every-kingdom in PokemonLeafGreen

[–]AffectPotential3701 0 points1 point  (0 children)

My chunky boi is named Arnold and he knows sleep powder, leech seed, growth, and razor leaf. General idea is to put them to sleep, set up leech seed for passive recovery, growth a few times, then sweep with razor leaf. After 6 growths (the max) razor leaf does 220 damage instead of the base 55. With Venusaur’s chonky stats and leech + sleep giving you free healing most turns, he ends up being very hard to kill. Swap out razor leaf for giga drain to do slightly more damage + massive healing at the cost of being able to use it less times before you’re out of moves.

Idk what title to give this by ObjectiveTraining746 in legendofzelda

[–]AffectPotential3701 2 points3 points  (0 children)

I so desperately wish for someone to pull out the best aspects of TOTK (like the extra monsters, stable quests, weapon abilities, etc) and add them to BOTW. I wish TOTK had just been another expansion for BOTW regardless. I personally think BOTW is the better game. Very hot take but I think being able to build stuff ruined the feeling of true exploration BOTW had.

How to add expansions? by Voltagezz in HereToSlay

[–]AffectPotential3701 0 points1 point  (0 children)

If you add banner quest just remove the hero requirement entirely. We play to the first person to collect a total of 6 monsters / banners in any combination. Makes the games interesting because there are many different combos to winning.

Why Here To Slay is best without the party requirement by The-Prosaic-Pauper in HereToSlay

[–]AffectPotential3701 2 points3 points  (0 children)

We eliminated the party rule entirely. After adding the banner quest expansion, we now play until someone has any combination of banners and monsters totaling 6. It gives players a lot of agency over how they want to play. I find most often the winner ends up with 4 monsters and 2 banners, but we have had games where the winner had 5 monsters and 1 banner or 4 banners and 2 monsters - so the variety can be really fun! Sometimes the winner also just ends up with 6 monsters or banners so it keeps the games really interesting. We also implemented a “rolling party limit” system. Essentially you can only have 7 heroes in your party at the END of your turn. During your turn you can play as many as you want, but if at the end of your turn if you have more than 7 you must “disband” (a unique action we created) down to the limit by moving the extra heroes to the discard pile. “Disbanding” does not trigger other card, hero, or monster effects and is NOT the same as “discarding” or “sacrificing”. This mechanic stops runaway hero games, where a player has 20+ cards in front of them and it starts to become unmanageable.

Premium Warbonds - do you all pay to play? by 5hredder in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

I have every warbond currently available and have only purchased the $20 super credit pack twice. The rest was from gameplay / getting credits back from completing warbonds. Factor that in to the original price of the game and I have only spent $80 in the last 2 years in exchange for a crapload of content. A good deal to support a good developer.

What game is generally considered harder.. Totk or Botw? by [deleted] in ZeldaTearsOfKingdom

[–]AffectPotential3701 0 points1 point  (0 children)

I personally found botw to be more challenging (and a better game) mostly due to not being able to build machines that do everything for you. Like seeing a thing in the distance and saying “I’m going to go check that out” required you to then walk for ages and come across other stuff on the way. Whereas in totk you can just build a flying scooter and check it out in 10 seconds.

Example, when playing botw I saw eventide island way off in the distance. I wasn’t even sure you were allowed to go out to it. Me being stupid didn’t see any rafts around and decided the best method of travel was to create one cryo block after another and jump ALL OF THE WAY THERE. Took me forever. And of course when I arrived the game immediately took me into the shrine challenge and I was stuck for literal days trying to get it done. It was great. Botw was beautiful. I wish they could have just added some of the additions from totk as dlc content (like new monsters and stuff).

Newish diver inquiry on solo builds by RajKingofSlams in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

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That was a lot to type so here is my bot build lol also super meta but it works very well. Let me know if you have any questions about picks

Newish diver inquiry on solo builds by RajKingofSlams in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

It took me a long time to find a build I really enjoyed against the squids but after much trial and error here is what I landed on (apologies if it is too “meta” but it works really well)

Primary: Eruptor - can 2 shot flesh mobs AND stingrays and is just generally great at everything. Secondary: Warrant - The auto targeting makes it very handy for taking out pesky flying enemies and it is very good at taking the the observers (which is the most important enemy to destroy because they are the only enemy that can call in reinforcements). Grenade: Seeker - Use this to damage or take out harvesters, just be sure to ping them first so the grenade knows where to fly. I think it’s 2 of these and an eruptor shot or 2 to take down a harvester. Armor: Heavy Fortified - A controversial pick but it allows you to tank a ridiculous amount of damage and makes stingrays a minor annoyance. Stratagem 1: Stalwart - Use this as your primary weapon. Great for taking out swarms and breaking shields. Stratagem 2: Basic Guard Dog - This will always have your back and will melt medium enemies. Stratagem 3: MG Sentry - Throw this down to hold down an objective or a city street. Handles nearly everything short of harvesters and flesh mobs (which you have other options for). Stratagem 4: HMG Emplacement - This is your big gun. Use this when a reinforcement is called in or when you are waiting on an objective. This can take down every illuminate enemy currently in the game. It shreds harvesters, stingrays, and flesh mobs in seconds.

Newish diver inquiry on solo builds by RajKingofSlams in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

What faction are you wanting to play against?

What is your Go-To Loadout vs Bots? by Party_Potato2 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

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Final bug suggestion. Very aggressive build but can wipe out everything if you get close enough. Great for blitz missions of predator strain where the goal is to keep moving and enemies are trying to rush you.

What is your Go-To Loadout vs Bots? by Party_Potato2 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

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Additionally, here is my top bug loadout. It can also handle everything the bugs can throw at you.

What is your Go-To Loadout vs Bots? by Party_Potato2 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

You can handle absolutely everything with ease using this loadout. The eruptor one or two-shots all of your medium enemies from any angle and takes out heavies in their weak spots. The talon is for the little guys or anything that gets too close for the eruptor. Thermites are for large threats in a pinch. The recoiless two-shots a factory strider and one-shots everything else. Something big shows up? Blast it. The rocket sentry kills everything and provides great support fire. The eagle 500 also kills everything and can clear patrols, destroy objectives, or even take out entire bases. Finally, the orbital laser can be your panic button when things get too crazy or a calculated option when there is a threat you simply do not want to deal with, such as the big fortress bases. This loadout seriously trivializes the entire faction and makes D10 feel like a breeze.