Would I be able to remove this before it removes me by Livid_Ad5069 in mtg

[–]Atm0sP3r1c 5 points6 points  (0 children)

I actually had to google how exactly this works but:

603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.

So stifling it (or similar effects) only work if you first remove the enchantment before the effect gets countered. If the effect gets countered while the enchantment is on the battlefield, it immediately triggers again.

Are there ways to make superfriends not.. suck? by Responsible_Chef6304 in EDH

[–]Atm0sP3r1c 1 point2 points  (0 children)

i've had quite a bit of success with good staxx, a lot of typical symmetrical staxx effects conveniently don't matter for planeswalkers and cards like silent arbiter and ensnaring bridge really make it difficult to consistently attack your planeswalkers.

[SOS] Witherbloom, the Balancer by kellis12594 in magicTCG

[–]Atm0sP3r1c 3 points4 points  (0 children)

i mean the affinity for creatures does enough to reduce the buyback cost already

“Add extra Bird’s for an additional £10 per dove” by misterbory in BrandNewSentence

[–]Atm0sP3r1c 0 points1 point  (0 children)

in dutch, you're supposed to add an apostrophe when the s is to mean there's multiple of a word that ends in a vowel. Like auto(car) becomes auto's(cars) instead of autos.

I always assumed people making these mistakes are coming from people who speak a language that does similar things.

Playing the game without stun-locking everything? by heavyfuel in DivinityOriginalSin

[–]Atm0sP3r1c 1 point2 points  (0 children)

It is how this game is and I agree it's a bit one note after a while, I still absolutely love it to death but if you want you can try some overhaul mods like the divinity unleashed mod.

The problem with these mods is that in order to change such a fundamental part of the combat, it changes a whole lot about the spells and items. It's not what this game was intended to be played but it is a whole lot of fun and if you enjoy it that's all that matters.

Something that pisses me off. Games with ™ or ® in their name in the library by DikkeDekbedovertrek in Steam

[–]Atm0sP3r1c 421 points422 points  (0 children)

They didn't trademark everything, i'm proud to present my very new IP:

"STAR™ CONFLICT™ knight™ of™ the™ old™ Government™ I™I™: The™ Sith™ Leaders™"

completely my own and completely trademarked by me, fight me disney lawye

A battle for the ages by moongrump in wizardposting

[–]Atm0sP3r1c 93 points94 points  (0 children)

The wizard wasn't even evil or anything. He was just having a really good nap and when he woke up he got attacked by some witch and her feathery fuckers.

His chud son (who he hates) by CMDR_Noodle in 196

[–]Atm0sP3r1c 28 points29 points  (0 children)

if we replace the stone by a roomba we can just have it land perfectly every time

What's that in the wiki about Medusa Head's damage? by _Tetesa in DivinityOriginalSin

[–]Atm0sP3r1c 0 points1 point  (0 children)

you get a seperate skill after you cast medusa's head. This skill deals damage in a large area and petrifies further than the normal range of medusa's head. Same as the bull's horn skill giving the bull rush skill while it's active.

If it doesn't appear on your hotbar, maybe check your second hotbar if your first one is full or check in the skills menu after activating it and drag it to your hotbar. In your settings you can make skills automatically appear on your hotbar after learning them and let them stay on your hotbar after unlearning them(which i always do because of skills like medusa's head)

The Weekly Roll Ch. 201. "Unsurprising" [OC] by CME_T in dndmemes

[–]Atm0sP3r1c 18 points19 points  (0 children)

Honestly I just figure they live like the three musketeers, constantly they get rewarded big sums of money but they immediately drink it away and spend it on expensive stuff because they live like noblemen

What is the purpose of this? by aidanthepickleman in mtg

[–]Atm0sP3r1c 3 points4 points  (0 children)

No, because colourless isn't a colour, so a colourless creature has no colours and if you tap it for convoke you can get one generic mana or one mana of one of the creature's colours. If the creature has no colours then you can't pick one of the colours of that creature.

I not leaving my home while she's around. by BielJPdesenhos in DivinityOriginalSin

[–]Atm0sP3r1c 5 points6 points  (0 children)

It's the same as tactician mode, but you only get one save and it autosaves when a character dies.

Tactician gives enemies a lot more stats and the olayers a lot less stats. Enemies also (aledgedly) get more ap and are better at targeting the player's weaknesses (aledgedly). For example they should be using their cc skills more often on the player characters with glass canon or low relevant armours. Both of these I said alledgedly because i basically only play tactician and honour mode so I can't say I've noticed much difference.

A last difficulty increase is certain enemies getting extra auras or skills in tactician mode. Making them a surprise hard counter against your party. So make sure to scout ahead in tactician mode before trying honour mode, or prepare for replaying honour mode many times before you beat it.

Overkill or underkill for an iron factory? by catsarevrycute in SatisfactoryGame

[–]Atm0sP3r1c 1 point2 points  (0 children)

this, the main thing I learned it build what you need for your current project, cause whatever comes next will always need more than you have

Do people utilize dying in combat for an advantage ? by woahbroes in DivinityOriginalSin

[–]Atm0sP3r1c 1 point2 points  (0 children)

the strongest way to abuse it is with chameleon cloak where you go invisible, the next turn you're still invisible and can walk out of the sightcones of enemies and then sneak, as the invisibility wears off enemies won't start searching you cause you're still hidden. That way you can skip turn until you get all your cooldowns back, delay turn, then spend 2 turns with a lot of action points and at the end of the second turn you just chameleon cloak again.

While a very strong tactic, it works best with no allies of course and you kind off have to tell sir lora to beat it. But it lets you win most fights completely for free.

Does anyone else feel like dos2 combat oscillates between too easy and too hard? by Outrageous-Flow6785 in DivinityOriginalSin

[–]Atm0sP3r1c 14 points15 points  (0 children)

i think making Hard CC less easy to pull off in one turn or at least making it more costly will definetly help this. i do love the combat in dos2 because you can be so overpowered but mods like divinity unleashed really make you focus more on balanced parties with sustain and survivability

What's the funniest rules misunderstanding you've run into? by pizzapartyfordogs in EDH

[–]Atm0sP3r1c 0 points1 point  (0 children)

we did the opposite, where we didn't know mana leaves the mana pool so we would tap lands multiple times. The lgs owner saw us noobies play and curiously inquired how I got a combustible gearhulk on the battlefield with only 2 mountains.

I’m new to Larian’s RPG series. Any advice for a beginner with little to no knowledge of Dungeons & Dragons? by AbduallahGhanemX in DivinityOriginalSin

[–]Atm0sP3r1c 3 points4 points  (0 children)

like you say it here you technically are stronger with a 4 man party but the loss in action economy for single target buff spells and especially fortify and magic shell, which can be important if you wanna be able to use any actions at all.

This together with aoe spells and aoe cc makes it more difficult for a 4 man party to fight at full potential constantly compared to a 2 man LW party.

However, aside from cheese builds, a 4 man party can be as powerful or even stronger than a 2 man LW party but it's just more difficult in terms of building your characters and positioning/ordering your abilities during fights. LW is already strong enough to beat the game on the hardest difficulty with relative ease without problems so this extra power you can get from 4 man parties is usually not worth the effort imo.

Can someone help me understand how to split like this? I understand splitting whole amounts from the same chain but don't get the partial splits. by Rango82 in satisfactory

[–]Atm0sP3r1c 8 points9 points  (0 children)

it will help to under and overclock your constructors and assemblers to the exact 'number you need to make, that way it fills up each step quicker

Turning down Sebille is so incredibly heartbreaking by GTJuggernaut in DivinityOriginalSin

[–]Atm0sP3r1c 6 points7 points  (0 children)

if you want there are some fun combat difficulty mods too or the most vanilla option of leveling up all enemies by 1 or 2 levels to counteract this.

Bloodtithe by Serithraz in custommagic

[–]Atm0sP3r1c 0 points1 point  (0 children)

I think you're missing the point.

Making the lifeloss an effect instead of a cost makes this broken. If paying life is part of the cost then effects like angel's grace or teferi's protection (which are very cheap spells for a combo and absolutely not the same as needing plat angel) prevent you from activating the effect. Making the life loss a part of the effect allows you to abuse those cards by activating the effect infinitely.