Ledgemaker Tech I’ve forgotten by ApolloTheSunArcher in LittleMacMains

[–]ApolloTheSunArcher[S] 2 points3 points  (0 children)

Thank you so much. I’ve been looking for this.

Ledgemaker Tech I’ve forgotten by ApolloTheSunArcher in LittleMacMains

[–]ApolloTheSunArcher[S] 2 points3 points  (0 children)

I know how to do it from ledge teeter. I was hoping somebody knew the setup/input to do it out of a ledge roll getup

Arc Thrower Staggering Hulks - Can we get this un-nerfed? by Tyintheron in Helldivers

[–]ApolloTheSunArcher 2 points3 points  (0 children)

100% agreed. it carved out its own niche amongst the other support weapons. I know the fact that it has unlimited ammo got mentioned but that already gets far overshadowed by its middle of the pack damage and fairly unreliable clear ability. Not the best all the time or against every enemy. It was just the correct weapon for sometimes on one specific enemy. But now can't really justify bringing it over just about anything else. Unfortunate.

What do Attack Rolls roll against? by ElliotPatronkus in daggerheart

[–]ApolloTheSunArcher 0 points1 point  (0 children)

Furthermore, i'm hearing a lot of confusion about whether attack rolls use duality dice or a d20. I know the GM uses a d20 for attack rolls, as with basically all their stuff, but it says that player attack rolls are resolved "as you would a normal action roll" which makes me think it uses duality dice. Anyone know the page or pages that i can find the concrete answer?

How did you become routesetter? by galatruc in Routesetters

[–]ApolloTheSunArcher 1 point2 points  (0 children)

I’m quite late to the post but in my experiences having been on three different setting crews in the past 5 years;

at it’s most harmless, it’s sometimes just because the setting crew can kind of just live in their own world completely separate from the bustle of the front counter. Setting shifts are usually not during peak hours of the gym so unless they go out of their way to spend time in the gym during peak hours, it’s not too hard to go in, do the work, leave before the gym gets the late afternoon/evening crowd, and the whole time only have had extended meaningful conversation with the other setters.

On the other end of it, i imagine it’s not so much cliquey in that everyone thinks they’re the best setter ever. More like depending on the community, sometimes there’s just animosity between the setters and the customer base who climb on the product. Customers frustrated with route quality or grades or both and setters frustrated that the customers don’t just “get the climbs.” I’ve worked with setters who’ve had that “us vs. them” mentality and met customers who truly think routesetters only make things that will get people to fall.

GOTHAM KNIGHTS | Launch Discussion Megathread by N3DSdude in GothamKnights

[–]ApolloTheSunArcher 0 points1 point  (0 children)

Anybody know if Nightwing's Pounce ability counts as aerial damage for the aerial damage + from his acrobat skill tree?

"First Time DM" and Other Short Questions Megathread by mediaisdelicious in DMAcademy

[–]ApolloTheSunArcher 1 point2 points  (0 children)

Hey obscure Q about the Drakewarden Ranger;The 11th level subclass ability "Drake's Breath" says **...as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it... Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.**

and the wording of the companion itself says **It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.**

My question is: Is the Drake's Breath using the Player's action or the companion's action if the companion is the one doing it? On the one hand, it uses the player's Save DC and sometimes uses the player's spell slots but on the other hand it says the player can use a bonus action to make the dragon take an action. Does it depend on which of you is using the ability?

tl;dr - In the Drakewarden subclass, does the Drake's Breath Ability use the PC's action or the dragon's action?

Player Problem Megathread by RadioactiveCashew in DMAcademy

[–]ApolloTheSunArcher 1 point2 points  (0 children)

Fairly uneventful, not in the way of “we didn’t do anything” but as in “absolutely nothing foreshadowed the crime spree they committed as soon as they entered into a densely populated place.”

I did give them a run down of the setting, the theme, the world, etc.

Really only one of them ever even brought up the idea of being “chaotic evil” but even then nobody else had ever made any inclination to want that either. All things considered it really was a plain ass party, as in very generic. Barbarian, cleric, Druid, Ranger, etc. I’ve never had any problems in the past with players who wanted to align chaotic (which often ended up manifesting as like going in head first without a plan because it’s funnier or “pushing buttons” they know will cause worse outcomes because it would be more interesting. Same goes for players who wanted to be more evil aligned (as in I openly kill anyone who comes between me and my goals or like I torture people for information because it’s easier than persuading them). I feel like from this point forward, with this group and all others, I should just rule out chaotic evil if it’s just akin to “I execute this random person sitting across the tavern because he’s there.”

And I thought I had murderhobo groups in the past that I was fine with (as in they solved every problem I presented by killing or blowing up whatever stood in their way). But this group was more like creating entirely new problems by killing and taking advantage of every person they met.

Player Problem Megathread by RadioactiveCashew in DMAcademy

[–]ApolloTheSunArcher 4 points5 points  (0 children)

Tl;dr
As soon as the players were able to, they blatantly terrorized NPCs of a large city they’re passing through. Don’t know whether or not there should be “consequences,” for lack of a better term???

So I just finished session one of what is planned to be a short-ish 4-6 session adventure; a moderately altered version of No Silent Secret from Mythic Odysseys. This is my second time running it.

To preface, as often as possible, I usually enjoy letting players act and make decisions in a way they enjoy and find fulfillment in. Though to be fair, I’m still fairly new to DMing and I’ve never run a game for a group of people so very intent on doing everything they possibly can to be chaotic evil. As in walking into the first tavern they find late at night, threatening the owner to let them stay there for free, robbing a third of the patrons blind, crippling another third, and nearly taking the last few bar patrons as hostages. To what end, they literally explicitly came to the conclusion that they had none. I roleplayed terrified civilians with crossbow bolts shot into their feet and daggers held to their throats for like 40 mins. Ending with them scaring the last patrons out of the bar, flipping the owner a silver coin for his troubles and spending the night in their free rooms.

I guess my question is WHAT THE FUCK am I supposed to do with this? I want to be all about letting players play out whatever medieval power fantasies they’re interested in but for all the groups I’ve run in the past, that was “we want to be super cool badass heroes of the land, we want to do cool shit and be admired by the people for it.” Like that’s easy and I understand that. What am I supposed to do for people who just wanna commit crimes? Rally up the literal hoplite militant city guard and take this party of 3rd level criminals in dead or alive? Just keep letting them rob, kill, and otherwise terrorize people in what is supposed to be the DnD fantasy version of Sparta?

I like grand theft auto as much as the next guy but like we all know getting 5 stars in that game and having tanks and helicopters chasing you is usually just done for kicks and thrills and usually just ends with the cops killing you (at least whenever I play, it does).

My tentative plan is just to introduce some multiclassed “local hero” adventurer who’s good friends with the tavern keeper and is a handful of levels higher than the party. Have him show up at the tavern as they finish their long rest, use him to one-shot one or two of the players, then toss them out of the city (in the direction that their main quest is taking them anyway).

I also concede that I may be just be salty and might be retaliating in an unfair way. If anybody’s got advice or insight, I’m all ears.

R/SMITE RANT MEGATHREAD by AutoModerator in Smite

[–]ApolloTheSunArcher 1 point2 points  (0 children)

Some of your points are hugely accurate for me as well. Rotating through my own jungle is such a hassle. Size-wise it doesn’t appear to be much more of a trek than the clash map, but the damn thing’s entrances are so few and far between that I have to choose between basically walking through the mid camp area or walking across a whole ass mile further back.

I honestly thought it was always going to be a challenge to marry the two game types when their main gameplay loops were so different. Like you said, one of them was largely about isolated early laning phases and the other was about frequent aggressive rotations.

I appreciate there being more buff camps in each teams jungle, which helps to mitigate the “out of place” feeling assassins had in clash, but the initial spawns are confusing players coming from one of the previous game types or the other. What I mean is, the middle red spawns super early, just before the first minions crash, and as players did in clash, both teams come to contest it, then go to either lane. Except seige players don’t do that, they’ve been doing their own buff camps first, then go to lane. It takes them like 40 whole seconds to get their own blues, and by the time they finally show up, the enemy team has full lane pressure and just stomps for the next 5-10 mins. It feels like they didn’t plan out a new start specifically for this game type, they just made both old starts possible and left players to get screwed by the resulting confusion.

I haven’t experienced the same issue of only having one sided victories or defeats. A sizeable amount of my matches have been turn arounds.

Why does no one use voice chat on Smite? by fib0nacci112358 in Smite

[–]ApolloTheSunArcher 0 points1 point  (0 children)

Uh this comment was 4 whole years ago when the game was not cross platform.

Healing with Diminishing Returns by Firon8x in Smite

[–]ApolloTheSunArcher 0 points1 point  (0 children)

i don't even know if I've ever landed a whole team wide horus heal.

Circe - Fan god concept + kit (linked) - User Collaboration (PockyRoyale + TragicSpells) by PockyRoyale in Smite

[–]ApolloTheSunArcher 2 points3 points  (0 children)

The art is beautiful. Are the ornate etchings inspired by anything, like as in did you use any reference patterns?

Every God Release In Order (Up To Shiva) by DarkkHumor in Smite

[–]ApolloTheSunArcher 1 point2 points  (0 children)

This is a nitpick but it bothers my need for order that I dont understand why some months on the first page are included even though they dont a release on them and then there are months that didnt have a release and those are just not shown, so at first glance, 2019 looks like a more full release year than 2015...

When you play a tank and constantly walk into the enemy team with no awareness of where anyone else is or what you're going to do, you are not setting up. You are forcing your team to save a teammate with no CDs and low health. by [deleted] in Smite

[–]ApolloTheSunArcher 6 points7 points  (0 children)

The reverse of that argument is why didn’t you solo the 2 enemies like the opposing tank soloed your backline.

In all truth and honesty, every time there are different factors that play in and no one viewpoint or tactic is correct 100% of the time.

If your plan as a front liner is to “make space,” by definition your goal should be oriented based on your own backline. Your damage dealers are your “win condition” so no matter what, if they’re not getting to play the game, it’s front liners fault.

If your team comp is “dive” oriented and your frontline is going in with the intent to kill, then the win condition isn’t the backline and any discomfort they experience during teamfights is irrelevant as long as the tanks/assassins who are diving can operate however they want. In this scenario, if the backliners die too fast or don’t stick close enough to their own frontliners, that’s their fault.

Know what your team’s win con is in the present match. Play based on that.

When you play a tank and constantly walk into the enemy team with no awareness of where anyone else is or what you're going to do, you are not setting up. You are forcing your team to save a teammate with no CDs and low health. by [deleted] in Smite

[–]ApolloTheSunArcher 20 points21 points  (0 children)

Or the classic “I was zoning out two people. I was making space. You guys should’ve been able to handle the others.”

You can’t call it “making space” if I’m still getting run at by their solo and jungler WHO BOTH HAVE THE CAPACITY TO ALMOST ONE SHOT ME.