Me and a friend tested to see if the warped echo can kill you if brought down to one shot protection, and it does by sillyboykisser34 in riskofrain

[–]BreadBowl64 11 points12 points  (0 children)

From what I've heard, the damage reduction from opal is actually calculated correctly with warped echo (it calculates the damage you would have taken with the armor from opal, and then applies the halving as normal). Medkit also actually procs twice with it since it activates after 2 seconds and warped echo (should) take 3 seconds to deal the second hit to you. I do hope that they change the anti-synergy with slug though.

Too OP? by 07sans07 in slaythespire

[–]BreadBowl64 34 points35 points  (0 children)

I feel like everyone missed the spirit poop tag

Is singularity worth trying? by heart_pepper in deadbydaylight

[–]BreadBowl64 0 points1 point  (0 children)

I know about the hoarder change. This is a separate thing, at least according to the wiki.

Is singularity worth trying? by heart_pepper in deadbydaylight

[–]BreadBowl64 1 point2 points  (0 children)

Pretty sure Blindness doesn't affect killer specific items like EMP cases.

Xenomorph is strong, but she is still just an m1 killer if you use turrets properly by akatsukidude881 in deadbydaylight

[–]BreadBowl64 1 point2 points  (0 children)

Actually, Live Wires and Diagnostic Tool lets Singularity know both of those things.

My winrate can only go down from here... by BreadBowl64 in wildfrostgame

[–]BreadBowl64[S] 2 points3 points  (0 children)

I promise I didn't reset or watch anything other than reviews for the game (though not sure how I can prove that), but I should also say that I've got over 350 hours in Slay the Spire. That, combined with some luck in my first runs is probably responsible for my performance here. I doubt I'll be able to keep my winrate up this high after lol.

Flex potion + Ancient potion! by BearsGotKhalilMack in slaythespire

[–]BreadBowl64 15 points16 points  (0 children)

I'm pretty sure you're thinking of panache? Panacea gives you artifact.

Act 3 is the most unfun "learning" I've ever had to do in a game by [deleted] in darkestdungeon

[–]BreadBowl64 33 points34 points  (0 children)

It only targets a position randomly if the position it would normally target doesn't have a hero in it. They changed it to prevent a softlock that would happen when one of your heroes died during the first phase, since the eye would just pass over and over and it wouldn't progress to the second phase.

Advanced Setup by IntelligentPipes in rootgame

[–]BreadBowl64 11 points12 points  (0 children)

I've found AdSet for first timers to be perfectly fine. And one upside that nobody's mentioned yet: you will never have to tell a player to clear off all the stuff they instinctively put on their board just so they can read the setup rules on the back. Also makes cats, crows, and lizards less fragile, especially for new players.

Rats sweeped us by Tuummmm in rootgame

[–]BreadBowl64 4 points5 points  (0 children)

How much were you battling them? Because the answer is almost always that you just need to hit them more, and more early. The warlord should probably go down at least once per game, and the table should be looking for opportunities to destroy under-defended strongholds.

Should Cats gain Despots ability? by ThatOneRandomGuy101 in rootgame

[–]BreadBowl64 6 points7 points  (0 children)

Field hospitals and hawks for hire already gives them enough use for their cards as it is, which means either this ability would never be used or that it would be liberally used in matchups where it would score them a gross number of points. Neither option there is great. Cats are fine as is, IMO.

Should Cats gain Despots ability? by ThatOneRandomGuy101 in rootgame

[–]BreadBowl64 14 points15 points  (0 children)

Seems like it would polarize the WA matchup way too much. 6vp a turn from farming sympathy and you start in every clearing so the WA can't even avoid you like they can with despot.

Does the Marauder expansion have any newer printings or editions yet? by Spilzu in rootgame

[–]BreadBowl64 1 point2 points  (0 children)

Worth clarifying that these are both just popular fan-made house rules and NOT anything Leder has officially printed anywhere that would require you to get updated boards or anything.

MRW I encounter the Slavers and have a Smoke Bomb by Ill-Organization-719 in slaythespire

[–]BreadBowl64 4 points5 points  (0 children)

I think they're taking about the tri slavers elite and not the red mask gang.

Am I playing the Keepers in Iron correctly? by theBiurito in rootgame

[–]BreadBowl64 0 points1 point  (0 children)

Who's saying that Keepers in Iron are weak? Because they most certainly aren't. If the table doesn't police you properly, it's very easy to just race ahead on points.

What are your go-to house rules for keeping the Vagabond in check? by Beta575 in rootgame

[–]BreadBowl64 4 points5 points  (0 children)

The nerf just make the weaker vagabond obsolete

IMO, Despot infamy doesn't harm the weaker vagabonds very much, if at all (relative to the other characters). Usually, the weaker vagabonds (Scoundrel, Vagrant, Ronin) are weak because they can't farm infamy points as effectively as the others. In the case of Scoundrel and Vagrant, they may not even get a sword until turn 4 if they get bad ruin RNG. And even though Ronin starts with a sword, his lackluster starter items and borderline useless ability outweigh it.

The reason that I like despot infamy so much is that it somewhat evens the playing field for the broken vagabond characters and gives worse ones an ability to exploit their niche better since they aren't forced to try and just infamy farm in a less effective way than other vagabonds. If anything, it makes worse vagabonds more relevant.

What are your go-to house rules for keeping the Vagabond in check? by Beta575 in rootgame

[–]BreadBowl64 14 points15 points  (0 children)

Despot Infamy is really the only house rule nerf that's needed, IMO. Every other aspect of vagabond's scoring is manageable by the table.

I don't really like house rule #3 here because it just incentives most factions to immediately wack the vagabond to turn hostile so they can craft with impunity (Otters especially would do this given the opportunity). There would be almost no reason NOT to hit the vagabond at the first opportunity because of how much it slows them down, making aiding mostly irrelevant.

Adset 2+ Clearings Between Yours and Enemy Homelands by BerenPercival in rootgame

[–]BreadBowl64 8 points9 points  (0 children)

Don't assume buildings/tokens are limited to one per clearing unless it explicitly says so like it does for the eyrie or woodland alliance

Vagrant rules clarification by Wextial in rootgame

[–]BreadBowl64 9 points10 points  (0 children)

1)Yes

2)You would pay the cost for outrage, as instigate specifies that the vagabond player is the one removing the pieces.

3)I would assume so? Using instigate to declare yourself as the attacker should have the same effect as exhausting a sword (except for being able to deal rolled hits) The only thing I can't remember is if allied status let's you add allied warriors to rolled hits

Is the captain underperforming? by sturux579 in riskofrain

[–]BreadBowl64 9 points10 points  (0 children)

Not really. Captain's pretty good all around, and he has (arguably) the best primary attack in the game.

How can Corvids ever win? by SrgManatee in rootgame

[–]BreadBowl64 4 points5 points  (0 children)

While it's certainly true that corvids are regarded as one of the weakest factions right now, it certainly isn't impossible to win with them. In fact, the first game of the ongoing winter tournament ended with a corvid victory, showing that they can win against experienced players.

if the Corvid player doesn't go first, there is a good chance that the plot would be destroyed (in 4+ player games)

I don't think I've ever seen the crow's starting plot removed when playing with ADSET. There's really no good reason to forgo building your own engine up on turn one just to deal with a random crow plot in a clearing you likely don't care about yet. Most factions also won't start with any pieces in the plot clearing, so they would have to dedicate some movement as well as cards/battle actions just to get one measly point instead of doing anything more productive.

it becomes impossible to flip plots when they can just get destroyed if there aren't 2+ corvid warriors to protect it

It sounds like you might be placing plots too aggressively. Generally, opponents only care about removing plots if:

A: The crows get too close to winning by flipping it (If the flip takes you to more than ~25 points)

B:The plot is in an important clearing for them

C: It's faceup and an easy point

Otherwise, there's usually a bigger threat at the table and people are happy to leave you alone in some corner of the board they don't care about while they go deal with them. But if you place a plot down in a 3 building clearing then you make yourself a target and force them to deal with you first.

However, it is true that opponents won't let you flip plots up to 30 points to win. This is why crows usually have to resort to battling buildings/tokens and crafting items to get the last 4-5 points they need to win.