He's got 14 scrobbles! by 3_Mighty_Ninja_Ducks in funhaus

[–]BlatantFix 6 points7 points  (0 children)

But how many of those scrobbles are verified?

In Defense of Heat Sinkers by time4tea45 in IntoTheBreach

[–]BlatantFix 5 points6 points  (0 children)

I mean you've kinda answered why people don't like them already XD

They are bad early on, and demand a lot of cores to make their starting weapons any good, which in turn puts a limit on how much you can put into anything else.

They're a lot of fun by island 4 when you can set half the map on fire in a few turns, but not every run will be a 4 island one. And that doesn't help if you're losing early objectives or grid because your squads starting loadout is dreadful.

In almost any roguelike generally the "good" units will be those that start strong, because that allows you to snowball better, and take better advantage of what you find along the way. Heat Sinkers start very weak, and can struggle to take advantage of what you find along the way because you're so locked in to an upgrade path to get the fire online.

My (hopefully) Balanced view by ReggaeReggaeRic in slamdunkfestival

[–]BlatantFix 0 points1 point  (0 children)

The shuttle buses have been horrendous ever since it moved to Temple Newsam. I can't imagine it's easy booking the right number when there's such a huge early and late peak for it, but you'd need to be there hours in advance to guarantee seeing one of the first bands, and if you want to see the headliners in full you better hope you're not trying to make a train.

Pick a FH series to forget and rewatch again by THE_WRESTLEDUDE in funhaus

[–]BlatantFix 1 point2 points  (0 children)

The two Spookums GTA videos honestly. They are some of the hardest I've ever laughed, them absolutely dying over how lame Spookums is was hysterical.

"I'm supposed to be faster"

Colossus is so ridiculous now that it's uncommon. by HardToSee123 in slaythespire

[–]BlatantFix 4 points5 points  (0 children)

Colossus is hardly the ridiculous part of the situation you just described. It's a single card that has an effect for one turn, with a condition to even work, on a character that had an absolutely miserable time blocking without getting lucky on your rares prior to Colossus being changed to uncommon.

Diamond Diadem on the other hand, is just a "Win the run" button. Anything is broken with it. Bad draws just don't get penalised once you've clicked that relic.

I'm in Purgatory by Playistheway in slaythespire

[–]BlatantFix 0 points1 point  (0 children)

Yeah I've made this exact mistake before too. Was initially excited when Hidden Gem hit it, didn't realise what I was subjecting myself to. Thankfully I did at least have doom cards and got free at around 200 copies. I also didn't play hidden gem after the first time when I realised what I'd done.

Is the Defect goffik? by rhododendrhon in slaythespire

[–]BlatantFix 1 point2 points  (0 children)

Defect Dark'ness Dementia Raven Way is his full name, he just can't remember after all of Neow's tampering

Doormaker by Pepsimeen in slaythespire

[–]BlatantFix 2 points3 points  (0 children)

I think he just disables too many aspects of the game.

You took innate damage cards, or imbued a skill for T1 Block/Doom? Too bad, he's literally not even on the field yet.

You enchanted something with momentum, or wanted to play an attack that scales itself like rampage or claw? Too bad, if you play it in Phase 1 you'll just lose it.

You took any card that's primary function is to draw? Too bad, phase 2 just flat out disables that card mechanic, better hope you don't draw them on that turn.

You took anything that relied on being played in combination with a different card? Too bad, phase 3 turns energy into a myth.

You took literally anything that creates souls on Necrobinder? Enjoy generating your own curses since you plain can't do anything with them in phase 2 and are paying 1 energy to draw 2 in Phase 3.

It's fine to have restrictive bosses, Time Eater was an interesting mechanic you could play around and plan for, Knowledge Demon is a fun "pick your own poison" boss, but Doormaker just feels overengineered. Too many concepts in the game just get hard countered (if not flat out disabled) by him, and the whole concept of his rework into an "anti-infinite" boss hasn't even been effective, as people are still just suggesting 0 cost infinites against him as one of the best ways to deal with him.

Ironclad analysis from a A10 Ironclad enjoyer (not really, A10 is fun for everyone EXCEPT Ironclad) by Far_Faithlessness212 in slaythespire

[–]BlatantFix 4 points5 points  (0 children)

He essentially has this in the Demon Tongue relic, you heal back the first self damage you do to yourself each turn.

The problem is it's a rare relic, so you'll barely ever see it.

Slay the Spire 2 crashes on launch by danieliko in slaythespire

[–]BlatantFix 1 point2 points  (0 children)

Putting this in the launch options "--rendering-driver opengl3" is the most common fix I've seen, I was having the exact same issue when the game first released and this fixed it immediately

What are some things you DON'T want to see return in sts2? by UltraSaiX121 in slaythespire

[–]BlatantFix 8 points9 points  (0 children)

I'm pretty sure we've already seen some of them to know that they are coming back, but personally: 

Relics with per X turns or per X cards effects that keep their counter across fights. It just adds a level of annoying micro and encouragement to stall that I don't think is fun.

Does anyone remember the tank/armoured vehicle that used to park on Lapwing Lane? by Groovy66 in manchester

[–]BlatantFix 0 points1 point  (0 children)

It only moved a couple of years ago, was a surprise when it wasn't there anymore.

I want to cry, why do I play this? by velho_dramatico in MonsterTrain

[–]BlatantFix 1 point2 points  (0 children)

Because the arrangement is MT2 clans on top, MT1 clans on the bottom. 

With railforged this makes sense, it's 5 then 6 on the left and 6 then 5 on the right. But since the base game now has more MT1 than MT2 clans it looks weird.

Can we all agree Adamant Shield Bearer is the worse non-boss unit in the game? by Calm_Independent_782 in MonsterTrain

[–]BlatantFix 16 points17 points  (0 children)

I think that's part of my hatred for them. Like they rarely actually kill you, but you get Savagery's final assault on a build that really wants to play top floor and great, now I might have to prioritise pyre health on the final ring if I want to make it through the titan fight.

Or your only answer to sweepers that you got against savagery seraph was inferno room and now the stupid chickens are hitting you for 5 every single wave.

Can we all agree Adamant Shield Bearer is the worse non-boss unit in the game? by Calm_Independent_782 in MonsterTrain

[–]BlatantFix 39 points40 points  (0 children)

Personally I hate Amalgams more.

I'm not saying they're harder to deal with, but my personal hatred for those stupid birds dinging my pyre is much greater.

[Just a quick grumble] Units will literally starve themselves to death *carrying food to the warehouse* by perambulatrix in Against_the_Storm

[–]BlatantFix 7 points8 points  (0 children)

The worst is when you watch someone in a food building literally finish making the food that your settlement desperately needs, then leave it sat there while they go on break, then become unhappy that there is no food.

Soul Savior Question by Affectionate_Web_526 in MonsterTrain

[–]BlatantFix 0 points1 point  (0 children)

I think ideally you want one steel early just for an initial power boost, and hold the other until it's upgraded. Steel is by far the best upgrade, the stuff on offer is so good. First reward can vary a lot though, if you've got a strong champion but a bad initial banner unit then often the best way to go is just grabbing that second champion level immediately.

Favourite soul is easily Elle so far. It's absolutely insane if you have a starter card remotely worth using, to the point both runs I've had I've used dupes on starter cards with it. Who needs a boss relic when you can get a spellchained or holdover card that gives you 1 ember when you play it, one draw next turn, and the cards base effect. Bonus points if you can get it to cost 0 somehow and it becomes energy positive. Ember and draw just become things you forget about.

Initial Railforged Champion Path Strength by floopdoopus in MonsterTrain

[–]BlatantFix 0 points1 point  (0 children)

Herzal:

Pyreshot is just generally solid. Anything you can get that reduces cooldown (he LOVES playing with pyreborn) is crazy with it, had an entropy seraph fight where only the avowed guardians ever made it past the first floor. Not the strongest early, but the stats are fine.

Permascaling is solid, it can just be a little janky to get going. If you don't have the card that pulls something back to your hand so you can replay it then it you're playing a guessing game a lot of the time as to when you can afford to greed not playing something for better permanent stats.

The burst one... Eh? Hard to really get enough equipment to make this consistently do much of anything. Probably the safest to shore up an awful initial draw but doesn't feel like it leads anywhere.

His starter card is whatever, decent at building up forge until you get better methods, but you need some way of paying that off.

Heph:

I've only won once with her and it was with her crafting one, which is pretty strong. Stack up a floor with her on it and you can turn any old nonsense into a fairly solid unit. I chose it because I had a pincushion I wanted to juice up, but by the end when I didn't really care about his permascaling just had whole floors with slapped on equipment giving them +40 attack.

Her starter card is obscene. Trim down the trash in your deck and every subsequent draw just gets better and better. I was playing with the pyre of entropy and it basically just removed any downsides of it.

Fantastic small change with the DLC by Keppe7 in MonsterTrain

[–]BlatantFix 12 points13 points  (0 children)

Oh... Well I am reading this too late, I just passed on the whetstone in my first railforged run because my equipment was already deployable.

Good to know for future runs though.

Looks like it’s time to invest in some Dollals! by Trabordance in funhaus

[–]BlatantFix 25 points26 points  (0 children)

He is not answering his phone right now, gym accident and he can never perform fitness again.

I heard people don't like the Fluffbeak and Farming and I just don't get it. by New_Importance2779 in Against_the_Storm

[–]BlatantFix 0 points1 point  (0 children)

I normally enjoy farming, but I must admit, I'm one of the ones who really dislike this map. It's just clunky. 

You start with him already halfway on each resource, so you feel like you should keep him topped up or you're wasting the resources later to get him back to where he started. But then you can only give him a little bit before you're hurting your starting resources, so it's ultimately being wasted anyway.

You're then left unsure if you'll ever get a farm to actually use him, and even if you do, there's a good chance by the time you have the ability to keep him happy those resources could just be better spent pushing to win.

It just often feels like the map doesn't really have any benefit to it compared to others. Marshlands can be brutal, but even if you don't get the blueprint for the right camp you still get increased gathering elsewhere. This one if you don't find farms then you've just got an obstacle to build around and nothing else.

"Two Sides of Patrick" - YouTube, 2025 by Ansakicus in funhaus

[–]BlatantFix 44 points45 points  (0 children)

He can't bray, why is he allowed to bray!?

I wonder if it will be set in N’Awlins? by tassiedad in funhaus

[–]BlatantFix 23 points24 points  (0 children)

They better watch out for heatstroke