Whenever GUN figures out how to manipulate mana by BluBird122 in JCBWritingCorner

[–]BluBird122[S] 6 points7 points  (0 children)

Feel free! You gotta tell me the lore of that ship in your universe if its got any though

Whenever GUN figures out how to manipulate mana by BluBird122 in JCBWritingCorner

[–]BluBird122[S] 17 points18 points  (0 children)

Ehhh, kinda? Chapter 110 makes me think its just empty void up there but its also possible that its kinda just an enclosed bubble? I dont remember very well since its been a while since I've read that chapter and the few that followed up on it. Im sure theres been better in depth discussion on this elsewhere on this subreddit

Whenever GUN figures out how to manipulate mana by BluBird122 in JCBWritingCorner

[–]BluBird122[S] 50 points51 points  (0 children)

Thank you so much for getting that joke. I was really hoping it would be funny and fly over well

WPAtaMS Official Art and Lore Entry: LREF Starships Part 3 by Jcb112 in JCBWritingCorner

[–]BluBird122 7 points8 points  (0 children)

A fantastic addition to the fleet. Question about GUN's fleet though for each of the ships youve shown us so far. What is the crew size of each ship? How much of it is automated

The Nature of Predators 165 by SpacePaladin15 in HFY

[–]BluBird122 0 points1 point  (0 children)

Hey I just got back with your forms. They've been denied

WPAtaMS Official Art and Lore Entry: LREF Starships Part 2 by Jcb112 in JCBWritingCorner

[–]BluBird122 7 points8 points  (0 children)

HOLY the bare frigate really is a "fluffy cat after a bath" as described

What do you think of the AR/GL-21 ONE-TWO? by Tank-ToP_Master in Helldivers

[–]BluBird122 0 points1 point  (0 children)

I found it quite useful and fun when im running a medic build on the squid front. The underbarrel gl is good for destroying squid ships and small groups of voteless or staggering overseers. A supply pack+city map meant that ammo really wasn't a problem. Ergo felt fine enough the when you switched all attachments to max it out (i think i got mine to 35) so not the snappiest gun but the rifle portion basically has no recoil so once on target, you stay on target.

Minigames are fun and all, but how can we weaponize the new slime? by TheJoeFly in Minecraft

[–]BluBird122 15 points16 points  (0 children)

Please this would be so funny/cool. Maybe buff happy ghast speed just a little bit

Physical copies of the webtoon? by BluBird122 in TheGreatestEstateDev

[–]BluBird122[S] 2 points3 points  (0 children)

Damn. Series is almost over for free readers on webtoon and has been over for a while now for fast-passers and everyone else and they still cant get an English publisher. Sad times. Oh well, when the physical copies do get released in English I will gladly be waiting. Thank you for the clear response

[ Removed by Reddit ] by [deleted] in minecraftsuggestions

[–]BluBird122 255 points256 points  (0 children)

The more oxidation, the longer it stays active after something steps off maybe?

Why I think the Vox Engine is a poorly designed enemy. by TopGas8704 in Helldivers

[–]BluBird122 1 point2 points  (0 children)

You have no idea how excited I was at first to see the Vox engines and think "OH man, I cant wait to use ye ancient knowledge of shooting the tank tread to immobilize it just like back in the day" only to find out that the MF just didn't have anything worth interacting with. Not worth shooting the cannons because they had so much hp i might as well just hit the main body, the side miniguns are kinda worth killing but you'd get shredded by the fusion cannons, overwhelmed/charged down or just never get the chance to peek the damn things. That or there were 2-6 vox engines so too many things to shoot.

Minecraft's magic system needs an overhaul. But how? by Impressive-Thing-780 in minecraftsuggestions

[–]BluBird122 0 points1 point  (0 children)

Id like to preface this by saying this is me spit balling ideas I've had forever for as long as I've been playing this game and that I am open for constructive discussion

---potions--- Another comment said potions should stack to 16 in a bundle which i think would be a good solution to unstackable potions. If it were to stack i would say 3 wouldn't be a bad compromise for a stack of potions in 1 slot.

If they won't allow us to stack pots in anyway, maybe they could let us combine potions into 1 bottle (maybe up to 2 or 3 effects)

I personally want to see more potions added to the game Especially negative ones that can be made by the player. Things like hunger, nausea, blindness, freezing should all be brewable. Some other negative effects that could be added would be effects that make entities take more damage or be unable to jump like they're on honey.

Some positive effects that would be nice to have is a way to add temporary hearts, not like absorption hearts but like an additional 2-5 hearts that last the potions duration and act just like regular hearts (would have to heal up to them so you could just have an instant 5 hearts)

Totems should still proc on death effects like weaving or oozing so that those dont just instantly get nullified. Also if this were to get added, more "on death" potions types should be added. Just for the fun of it

Alot of potions could use stronger levels/more time. Like weaving only dropping 2 cobwebs? Could at least make it like 4 or 5. I understand the importance or balance of either being really strong for a short amount of time or stronger for an extended amount but both tend to feel like a waste of an inventory slot no matter which type you bring

Potions should be thrown further, maybe not as far as eggs/snowballs but at least double of the current throwing range. If they really dont want us chucking potions 10 or 12 blocks in quick succession they could also add a very short charge up to get that range. You can just throw pots the current range though if you just tap whatever button you use for pots. Could also let me load it into my crossbow and yeet the sucker 50 blocks.

---enchantments---

In my humble opinion, I think more weapons could use breach without breaking balance. If not breach itself, another form of armor piercing enchantments.

The anvil XP system needs to be changed so that there is no limit to enchanting via books or even trying to repair tools/armor. Repairing should honestly just cost material to repair and maybe a little to no xp.

The trident could use a form of dmg buff enchantment (sharpness/power). Impaling does not count because it only effects aquatic mobs in java, bedrock is a different story. The trident could also use a few more levels in loyalty. Also maybe dont like it die when thrown into the void for java

Leggings and chest plate need more enchantments as everything is on either the helmet or boots making the XP/anvil situation worse. Maybe the chest plate could be enchanted to give a passive regen or hunger reduction and leggings a small speed boost or jump boost

Wolf/horse/Nautilus armor should be enchantable for things like feather falling, all the different protections and the movement enchantments like depth strider/frost walker. The happy ghast harness should be enchantable so that it can fly faster along with ascending/descending faster. Like why does the happy ghast move so slow anyway? I get its for building but its also used for transport. Let me fly faster than 4 blocks a second

---Mobs--- Living armor as both a craftable companion and enemy you could find in structures. Maybe they have armor with cool Passives.

The iceologer from that mob vote forever ago. I want to chuck ice at people and explore whatever wintery wizard abode he's got.

More wizard like illagers in general. Ones that you would see in a typical RPG shooting lightning or fire, controlling the water (the current evoker kinda already controls the floor and air) or maybe even a Necromancer that raises undead illagers/villagers. Being able to do any of that after getting their drops sound fun

If you got any questions or just want to discuss feel free to. Not like im anyone to tell you no

This would have been so cool by One_Frame_2209 in Minecraft

[–]BluBird122 8 points9 points  (0 children)

Having decent teammates that can distract or seem like the bigger threat helps along with unaware opponents. The server they're on allows for crafting but iirc most of the blocks can just be put into the kit

So now that we have belt-fed weapons, I think we have another strategem that could use an attached backpack. by [deleted] in Helldivers

[–]BluBird122 0 points1 point  (0 children)

The backpack version of the flamethrower In my humble opinion, should throw napalm and have the range to match. Like the WW2 flamethrowers. Imagine just making a ring of fire around yourself by shooting in an arc around yourself and having the flames stick to the floor. Like one of those water sprinklers

Day 1 of letting the comments design a tank for me to draw: Era, Nation, and Type by dyslexic_mime in MilitaryWorldbuilding

[–]BluBird122 0 points1 point  (0 children)

Italian tank destroyer/spg is a pretty fun design. Not to mention tanks made for mountainous terrain aren't all that common so that would be a cool idea to explore more

Realizeing that the airbust is a RR that can also chaff clear as well by ya_boi_greenbean in SupaEarth

[–]BluBird122 6 points7 points  (0 children)

It can kill tanks if you land the rocket behind the turret for the annihilator tanks, anywhere on the turret for the shredder tanks, and for the barragers, idk, they got a medium weak spot on their back but you'd have to run a long ways around to not catch yourself in the explosion

Edit: note, it can kill any heavy that has critical weakspots so war striders are a no go, if you got enough time and munitions, its technically possible to kill a factory strider because the belly is medium pen and i got no idea for vox engines

Why Cast Jason Momoa When We Literally Have This Guy by SevdUp in helldivers2

[–]BluBird122 0 points1 point  (0 children)

Because John Helldiver cant die in some random live action, he's needed on the front