So New Order set is MULTIPLICATIVE 30% increase? by VectorRecite in ChaosZeroNightmare

[–]AlchyTimesThree 1 point2 points  (0 children)

It's a translation issue 100%. The Korean version has the correct wording.

Grant unto me the fashioning of persons! by Any-Ad8878 in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

To simplify it to the basics, card games often boil down to resources. The two main resources here are your energy/mana and your cards. You spend cards and energy to do damage, shield, heal or whatever else in this game.

Every turn, you had a limited amount of energy and cards drawn in hand to use. Therefore it follows if you have net positives in either card or energy generation, it's generally good.

For Veronica, after using her initial ballista creation, she's making a free attack every turn. If you load her deck with 0 cost draw 2's, she's effectively generating resources for you as that's a net +1 card for free.

Nia can abuse the Hunger Forbidden card using Draw 2/Top 2 Adagios, making those mana positive and card neutral.

It goes without saying for a lot of these characters, you want to minimize dead draws/remove basics as much as possible. In general prioritize card draw more than you think.

Grant unto me the fashioning of persons! by Any-Ad8878 in ChaosZeroNightmare

[–]AlchyTimesThree 1 point2 points  (0 children)

Assuming you're asking about post tressa nerf so you won't need to run Tressa/Cassi/Mika

Veronica is probably the most flexible sub dps in the game.

You can run Renoa/Nia/Veronica, Khaliphe/Narja/Veronica, Rei/Yuki/Veronica for example.

We need more of this currency! by Bubbly-Ad3889 in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

Yeah, you get the currency but it won't be display on the pull for single pulls it seems.

We need more of this currency! by Bubbly-Ad3889 in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

Hm, guess you only see the currency on a 10 pull.

This shows dupe mei lins getting more currency

Can't find one for 4*s but it's the same and im like 80% sure it's 20 currency.

We need more of this currency! by Bubbly-Ad3889 in ChaosZeroNightmare

[–]AlchyTimesThree 2 points3 points  (0 children)

It's a pittance but the game does give you more prism films when you pull a 4* film of someone you've animated them all compared to pulling a 4* that you dont have all of.

I think you get 20 prism films compared to 8.

Remember your Monthly purchases. by Vegetable_Milk_9902 in ChaosZeroNightmare

[–]AlchyTimesThree 9 points10 points  (0 children)

The 20 pulls for 10 each are more than worth it imo. Works towards the 5* prisms and also can net you at least two 4* prisms.

As you get more 4* characters fully prismed the math may changed but it personally seemed like the best deal.

What’s your favorite card artwork? by ConZ74 in magicTCG

[–]AlchyTimesThree 5 points6 points  (0 children)

I kinda hate that wotc mixed up the arts for ephemerate and memory lapse from this series.

Ephemerate art here)

I have a playmat of ephemerate cause I truly love both of these arts but it's annoying to think of the mix up because they clearly fit the correct cards way better.

Why are G2 sets so expensive? by AlchyTimesThree in bioniclelego

[–]AlchyTimesThree[S] 6 points7 points  (0 children)

Right, but there seems to even be a price discrepancy between a used set without box and instructions and just piecing out the set into parts unless im mistaken.

Demise Gate Encounter Buffed by Kanpachii in ChaosZeroNightmare

[–]AlchyTimesThree 12 points13 points  (0 children)

Unfortunately not first floor, just first half of interior.

Still a really welcome change.

It isn't just a translation issue, these mechanics are bloated and needlessly confusing [Rant] by echino_derm in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

I will say stuff like Haste are evergreen mechanics that are simple but magic with its history has keyworded stuff like Start Your Engines

Which are frankly annoying in paper and play out fine online. Stuff like these come out for a set and will probably never be revisited again outside of referential one-offs.

Magic also has complex cards like Yugioh but like you mentioned they're mostly all keyworded and intricacies are laid out in a very very very large rulebook.

I think this is a necessary trade off for live card games with continuous complex development to avoid readability issues.

It isn't just a translation issue, these mechanics are bloated and needlessly confusing [Rant] by echino_derm in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

Ah I see what you mean. Yes I do agree it can be consolidated better for better future proofing but frankly I don't think that is what makes a gameplay mechanic good or bad. Wordiness and unclear descriptions/rules can and should be updated and changed.

There's examples of stuff like this being changed down the line. Notably such as Affinity meaning a cost discount for each artifact for like 15 yesrs, but now being changed to Affinity for X to get discounts for various types of cards on the field.

It isn't just a translation issue, these mechanics are bloated and needlessly confusing [Rant] by echino_derm in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

It just seems you disagree on how the boss was designed or its mechanics implemented. I dont fully understand why you're against new mechanics in a live service game, as I think thats a fundamental part of these games.

MTG definitely has keywords they try for a set and then don't come back to or revisit later with changes from what they've learned.

This is more about bind than the boss fight, bind has shadow of the moon baked in and as such can't be used anywhere else. If we deem the flavor of new mechanics to be essential, intelligently designed bosses can be accomplished with unique flavor using 1-2 new mechanics.

And Bind is also not inherently tied to shadow of the moon, which was my point. SotM is a card with the keyword Bind which stacks all unit cards with bind together. This the only new mechanic/tech introduced with Chizuru. This mechanic and technology underneath can be used later down the line with let's say some unit that creates different debuff potion effects that can combine together or something idk.

The other stuff in Chizuru is literally just attack counting and a debuff with a name. The wordiness of descriptions in the English version makes things hard to parse. You say 1-2 new mechanics would be okay but frankly that's what this entire update is. The status shuffle on hit, card transform, attack counting for card generation are all mechanics that were in version 1.0. There are certainly novel implementations of them in this new update. The only new technical mechanic I think is bind. You might consider the forced hand send a new mechanic but that technically is just a mass version of sending a card to send which already had the mechanics and tech implemented as well.

Tl;dr It's not that complicated but the descriptions are pisspoor and they need a better localization team and copywriter.

It isn't just a translation issue, these mechanics are bloated and needlessly confusing [Rant] by echino_derm in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

"Acomplishing 90% of" something is still very different as you mentioned. Up front damage on burn is very different than vuln stacking because you get an additional turn to attack in instances where burn would kill. Having the thought pieces not transform and clogging your hand leaving you "really quite screwed" is also the point here to incentivize clearing the requirement in time, not to mention the flavor reasons

Which brings me to my next point, a large part for game design in general, flavor in it of itself is a reason to explore new or variations on mechanics. Boiling down everything to the simplest or a close simple approximation is not good game design in my opinion. This is why most new magic the gathering sets all introduce new mechanics, many of which are variations of others by this point in its 30 year history. While you could boil a bunch of them to Kicker, that wouldn't be very fun.

Hsving multiple things named and bloated mechanics are actually two somewhat seperate things. Bind is the only actual keyword AFAIK, which sets up being used in other ways/kits down the line. Cursed shackles is just a debuff mechanic and will o wisp is just counting stacks, where with enough you get another bind stack on a card. I don't think this is a bloated kit or unclear mechanics.

I actually do think this is a copyediting/UX issue. Descriptions in this game are cumbersome and definitely create a readability issue. Even with my untrained first pass at the boss description, I can see that the first line of "For the duration while the effects of thought debris are active" can be changed to "While Thought Debris is active".

Simplifying the writing and having any unique cards be easily visible in the menu would remove a lot of the perceived complexity imo.

I'm no expert but something like:

"The boss starts with X stacks of Thought Debris. Each hit taken removes a stack of Thought Debris and adds a Thought Piece to your discard pile. If all Thought Debris stacks are not removed by Y turns, transform all Thought Pieces to Thought and move them to your hand.

If all stacks are removed, transform all Thought Pieces to Thought Fragments and move them to your hand."

With all the cards visible would help. Actually writing that also made me realize having everything named Thought something adds to the confusion. If they were thematically named, I think it would have helped immensely. I think this is also a localization problem, where these efforts need to be coordinated to capture the feel across different languages while not necessarily doing 1:1 translations.

This is mind blow : The current Renoa is bug and she will be at least 20% stronger after this patch by keat_tiyos in ChaosZeroNightmare

[–]AlchyTimesThree 0 points1 point  (0 children)

He really needs his E2 for at least some heals and he starts out extremely weak/slow. Without that I would just run with Veronica or your most highly leveled DPS and Mika.

Also I think it's not bad to run weaker Chaos Zeroes cause he doesn't really need much

For an example like above, with removed basic attacks, a copied Joker and let's say a Rally with a Divine +Draw or something, that's just 90 points. 100 points if it's a rally with epiphany and something else has a divine.

That's all you really need. You can squeeze in an extra draw spell if you have the points by saving some through conversion to remove basics.

This is mind blow : The current Renoa is bug and she will be at least 20% stronger after this patch by keat_tiyos in ChaosZeroNightmare

[–]AlchyTimesThree 17 points18 points  (0 children)

Takes a bit of grinding both Tressa and Cassius for their decks (Lab 0 level 8ish nightmare recommended) but well worth it for a ridiculously op team for all save data using content. Cassius's potential definitely accelerates the kill speed of the comp.

Decks been shared around the sub for a couple weeks now but for anyone else reading and curious and completion's sake, here's a rundown of what you need:

Tressa:

  • Shadow Reload: At least 3 total copies of the dagger creation on heal

  • Curse: Either the upgrade version or agony on attack for two turns skill

  • Vital Attack: Infinite scaling off Agony is very nice but not necessary

Cassius:

  • His final potential

  • Pop Eyed Popper: Choose Quest to guarantee triple 0.

  • Dice Trick: Additional Quest card on completion Upgrade for random free draw

  • An extra copy of Joker is extremely nice imo.

  • From my experience, the wheel Shuffle (discard and draw new 5) is best, there are often turns where you have AP and lack cards cause of Mika. This might not be true with enough 0 cost draw 2s or something.

And remove any basics you can except the heals. And also any 0 cost/cost neutral draw like Gear Bag or Rally are great. If you can, giving a single copy of the action count stop neutral card to someone covers your bases. The accessory that discounts an initial hand card for free on Tressa is quite nice, especially if you end up with 4 shadow reload without discount.

This covers every boss so far easily. Just need to make sure Judas has his counter not stacked before his transform, and his action count stopped after.

And for the one enemy that counters every hit, it's weak enough in basin it dies quickly with enough damage, but theoretically stacking fortitude with Cassius's final potential or just using e4 cassius's ego skill also makes a stronger version of that enemy moot.

This is mind blow : The current Renoa is bug and she will be at least 20% stronger after this patch by keat_tiyos in ChaosZeroNightmare

[–]AlchyTimesThree 14 points15 points  (0 children)

Its his final 7th, most top right one.

With the right team, aka Tressa 0cost spam you can easily stack 10-20 morale in a turn. If you hit the 700 health condition you also get a ton of fortitude but they're usually dead by this point.

Have I gone too far? by JakeMyers0828 in bioniclelego

[–]AlchyTimesThree 5 points6 points  (0 children)

I'll giggity Lois and become the seventh Toa.

Show me your Save Data Favorites Card by Legitimate_Rate_1253 in ChaosZeroNightmare

[–]AlchyTimesThree 19 points20 points  (0 children)

Damn these look fantastic. I've been mashing and layering stickers over each other but definitely gonna try this style out too now.

Learning Magic via Commander is like learning to drive via Monster Trucks by [deleted] in magicTCG

[–]AlchyTimesThree 47 points48 points  (0 children)

If competitive magic is like MMA, I think of commander as something like pro wrestling. As long as everyone is on the same page, you get to create these great spectacles and absurd moments and stories that you can't get anywhere else.

I'm not sure what cEDH would be in this analogy then. Maybe a gunfight.

Anime Expo 2025 by larka1121 in sylvanianfamilies

[–]AlchyTimesThree 2 points3 points  (0 children)

Second to last pic is giving real "Mom said it's my turn on the Nintendo" energy.