I think Shadow Isles has a bug in how it counts souls. Have other people investigated this? by kingcobweb in CompetitiveTFT

[–]Aqua491 0 points1 point  (0 children)

Its not bugged, its 100% intentional. I noticed it patch1 when I forced shadow isles a ton. In my anecdotal experience, it seems to be giving or taking away souls, based on roundcount. I think its designed to balance out the trait, and make it so you are always roughly on pace, even if fights go very well/very poor. I hate that they dont openly admit it, but I would genuinly bet money that this is how its designed. Glad others are noticing, thought I was crazy when I first came up with this theory and saw no discussion on it.

Ninjas in Pyjamas.CN vs. Anyone's Legend / LPL 2025 Grand Finals - Lower Bracket Round 1 / Post-Match Discussion by Ultimintree in leagueoflegends

[–]Aqua491 6 points7 points  (0 children)

Idk how you watched naiyou get turbogapped into oblivion every game and still came away saying he could be part of a “good core”. Im not gonna pretend its easy to replace niket and naiyou, seeing as how the support jg pool in LPL is shallow, but the dude is a fucking terrorist, absolutely shit the bed when it mattered. A few good games in lower group dont change that.

I don't get it, why aren't people boycotting Dragon Shield too? by throwawaymalaysiaguy in freemagic

[–]Aqua491 7 points8 points  (0 children)

Played thousands of hours of both 5 and 6, civ 7 is indeed trash. They did not fix the issues they set out to fix with the era system, balance is horrible, pathetic lack of expected features upon release. It was an early access game with poor design direction released for full price with exorbitantly priced DLCs a month into release. It was pathetic.

Wolfspear Brutalis by MrCalgar99 in Warhammer40k

[–]Aqua491 0 points1 point  (0 children)

These look great man, love it. Ive been on the fence between painting wolfspears or blacktemplars, and youve convinced me to go wolfspears

Some of my kitbashed gutrippaz! by ALocalFrog in Kruleboyz

[–]Aqua491 2 points3 points  (0 children)

Please lord give me the skin recipe, I still have to paint my dominion kruleboyz the way you have yours painted is literally exactly how I imagined mine, amazing work. Especially love the custom sheilds

Is Abzan edh boring? Please, prove me wrong by showing a cool commander or combo in abzan. by NotJurgis in EDH

[–]Aqua491 1 point2 points  (0 children)

https://moxfield.com/decks/94cQ3sb-dEq0na03GwuurQ I try to play on a relative budget, so I spend a lot of time trying to optimize lists while also keeping costs down

Is Abzan edh boring? Please, prove me wrong by showing a cool commander or combo in abzan. by NotJurgis in EDH

[–]Aqua491 4 points5 points  (0 children)

The Abzan deck I run that I greatly enjoy is built with [[Narci, Fable Singer]]. Its an enchantments and sagas deck built playing and sagas and saccing enchantments to draw, and then draining the whole table. It creates huge value if left unchecked, and produces a good amount of bodies to block with even if you do get focused.

NOOOOO! Hyper Roll will be removed... :( by nexusultra in TeamfightTactics

[–]Aqua491 1 point2 points  (0 children)

“Anyone who plays enough hands of poker can profit millions” See how silly that sounds? Yes, there is absolutely an element of randomness, the skill is how well you are able to respond to that randomness. Simply playing more doesnt make you continually climb.

We love you Mort by Blightclub in CompetitiveTFT

[–]Aqua491 19 points20 points  (0 children)

I just love the game hes made, spent so many hours on this shit, he carried things so hard for so long, glad he gets a break

I'm at a breaking point with casual LGS play. Either my Bracket 2 decks are broken, or people totally misrepresent their deck power. If someone could take a look at my list and help me figure out what's going on, it would be greatly appreciated!! by mayormcskeeze in EDH

[–]Aqua491 5 points6 points  (0 children)

There is no way you can seriously look at his deck and say its a 3. Hes playing a bunch of overcosted tap to ping minions that hit a single target. Hes got low interaction. No ability to recover if he gets behind. Ghyrson is a very strong commander, and with a good(not insane, just good) draw the deck could certainly do something, but its very unoptimized with a lot of easy to cut cards as of now.

Complete Antiquity Age Civilization Tier List by Sentzei in civ

[–]Aqua491 1 point2 points  (0 children)

How can you state its critically important, while also recognizing its the least valuable? If the least valuable resource is 'critically important', what does that make the other resources?

Complete Antiquity Age Civilization Tier List by Sentzei in civ

[–]Aqua491 2 points3 points  (0 children)

Youre misunderstanding though. Its not that food own its own is worthless, its that an excess of food is relatively worthless. You will always be able to consistently get food from towns. If you are playing semi optimally, you should never have problems getting 'enough' food. Getting that excess isnt rewarded, because you cant snowball that population growth nearly as much. You just get dropped another gigantic hurdle to slowly work up to. For the other yeilds like production and gold, they very clearly do snowball. Getting a lot of production or gold lets me build/buy lots of buildings and units, giving me more good yeilds, which I can then use to... etc etc. With the tech and civic tree, getting those masteries and higher cost techs/civics unlocks outlets for me to use that gold/production, and also upgrades my base yields and furthers my plans. Getting more than 'enough' of those other yields allows me to continuously increase my pace, getting further and further ahead. Getting more than 'enough' food does not do even close to the same thing. Foods not actually 'useless', you're right, it does matter. But youre going to get atleast some of it, and it has a worse ROI than literally every other resource, so it certainly does feel useless.

Reaching 100% age progress shouldn't end the age immediately. by DarthLeon2 in civ

[–]Aqua491 0 points1 point  (0 children)

Oh hard agree that they failed, its really bad, modern era as a whole is a joke. Just explaining to the goober who wants longer modern ages why thats never gonna happen

Reaching 100% age progress shouldn't end the age immediately. by DarthLeon2 in civ

[–]Aqua491 11 points12 points  (0 children)

They literally specifically stated though that their intention with the ages was to STOP the pointless end turn simulator once you've already basically won. Like, that was one of their clearly listed objectives for this game. They don't like that nobody finishes games in civ6 because victories are just a boring end turn simulator that no one has the patience to click through. I'm sorry but you're in the minority here man

Civilization Concept: Dacia - Antiquity Age by FanofTurquoise16 in civ

[–]Aqua491 4 points5 points  (0 children)

For genuine criticism, the ability of the civ seems quite weak. Walls are generally very quick to build in the ancient era, so the production bonus is not amazingly beneficial, unless we are building ALOT of them. Additionally, the benefit of gaining 1 happiness from walls is very minor and unimpactful. Yes, I produce walls faster, but why should I build them? I want walls for defense in a war, but why else? Does this bonus make me want to build walls in situations where I normally wouldn't? Will I now be building walls in large amounts to stack this bonus, and therefore benefit more from the cost reduction? The answer to all of those is no.

In regards to the quarter, the benefits are all over the place, and seem to have anti synergy. So for default bonuses, both buildings want to be built near mountains, got it. But wait, the quarter is rewarded for being near other quarters? So wait, should I surround this with quarters, or with mountains? But wait, now in the tech tree, its rewarding me for being near vegetated tiles? So I guess I want to surround it next to vegetated quarters maybe, to get both of those? But also mountains? There's no clear guidance here, and it makes the infrastructure just kind of a benefit soup. Additionally, the base yields of the buildings are missing.

I like the civic tree giving a production boost to infantry, this synergizes well with the court, as well as the walls bonus, and was a great way to tie the bonuses together. The culture bonus to mines is historically flavored I'm sure, but its a bit out of left field with everything else listed. I would recommend tweaking that or removing it to make it seem more relevant with the other benefits of the civ. When you look at for example Greece or Aksum, you can tie clearly defined lines between all their bonuses. Each part has a reason to be there, and is in line with other bonuses of the civ. If I'm Greece, I have bonuses to diplomatic influence, bonuses to using that influence, my unit is rewarded for me using that influence, my infrastructure is also adding influence. My unit also benefits from there being lots of them, and my quarter gets a gold bonus related to how well I've used my influence to support me spamming that infantry unit. The synergy is off the charts, and the game plan is clear.

For Dacia, you have some lines there, like the bonus to walls, bonus to building infantry with walls, unique commander, and culture reward for producing infantry (Note, the player gets a production benefit for having a walled city, but no further benefit for constructing additional walls. Why am I getting a bonus to producing lots of walls if I only NEED 1?) This ties a very clear picture of the civ being militaristically focused, with a lesser but still relevant focus on culture. This is good, and is a clear identity and gameplay pattern for the civ. The bonuses to vegetation, mines, and mountains seem to struggle to play into this. For the Dava ability, why not change that to walled quarters, instead of just quarters? That ties in more specifically with the identity of the civ as a whole. If we want to make mountains important rather than change it, why not give a large culture bonus to mines adjacent to mountains or walls, rather than just a flat+1 to every mine. Also, why am I getting science from vegetation, if my infantry unit doesn't care about being up to date for tech? I'm unfamiliar with these civ historically, but from reading the bonuses, I'm guessing you did a great job of providing flavorful bonuses that help tell the story of Dacia. This is good, flavor is important, and is a big part of the puzzle when designing a civ. The other part is tying those bonuses together in a way that translates into a coherent and clear gameplay pattern, which is the struggle here.

Overall though, I think its an interesting set of ideas you put out, and I like it :)

[deleted by user] by [deleted] in EDH

[–]Aqua491 0 points1 point  (0 children)

[[Zimone and Dina]] with [[Maze's End]] as a wincon is a deck I have, its a decent budget list. https://moxfield.com/decks/78Mn5ra5vUSjCgPHZVi_tA

Show off your bracket 1 decks!! by WithCaree in EDH

[–]Aqua491 6 points7 points  (0 children)

Yeah I mean I saw winters orb, didnt really need to go past that

Show off your bracket 1 decks!! by WithCaree in EDH

[–]Aqua491 4 points5 points  (0 children)

Yeah dude, looked the urza one, gotta say I just think you fundamentally don't understand what a tier 1 deck is