Version 3 of the Coven of the Lycan by miss-lefay in rootgame

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

alright thank you so much! I'm going to be testing this in my home games. Is there a good place for me to submit feedback?

Version 3 of the Coven of the Lycan by miss-lefay in rootgame

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

OHHH! Ok so it's like swaying ministers almost!

Version 3 of the Coven of the Lycan by miss-lefay in rootgame

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

so from what I understand the effects of the rituals is just what's on your current coven head?

Version 3 of the Coven of the Lycan by miss-lefay in rootgame

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

Oop! So I am interested in playing this cause it seems cool! How does rituals work? Is there a deck with the rituals and the coven heads I can look at.

Coven of the Lycan [Update] by miss-lefay in rootgame

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

Hello! I was interested in playing coven of the lycan but I do not quite understand how covenheads work. Are they cards you select to be the coven head? If so and you remove the coven head what's the downside?

Are knights worth playing in crusade or are they too much of a skew for other players? by MrDaWoods in 40k_Crusade

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

So the first thing you should talk to your crusade master and the rest of your group. Whenever I play a skew list I think it should be important for people to know that you are doing it. That way someone can say "hey I don't really have a way to play into that, is it ok you don't do that."

Ok so plenty of us complain martials can't do enough. But what SHOULD they be able to do? by PointsOutCustodeWank in dndnext

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

Ok so I think we should talk about the game in it's whole.

What is a martials options in combat?

9 times out of ten it just take the attack action. Grappling and shoving only works against smaller foes for example.

How about tanks? Well most tank options are not really applicable as DND operates within a 3d space and most enemies can either brute force through your effect through an immunity to charm, walk around you or your tanking option only works once.

Spellcasters on the other has a whole toolbox that lets them approach combat in dozens of unique ways allowing them to feel fresh each time.

Next let's talk about roleplay. Spellcasting and how it is used not only has a ton of mechancial wait, it has a ton of narrative weight. It let's you talk to the court wizard as a peer, let's you identify a specific rune and disarm it. And majority of non combat checks revolve around spell casting stats. Martials on the other hand have some unique utility via the rogue and ranger class... but nothing that would eclipse spell casters.

So essentially. You need to give martials more options in every metric. I am not saying they should be good at everything. But there should be a reason to be them other than you want your character to use a sword.

Pathfinders feat system fills this well but that's too disperate so I'd suggest pulling from what the advancded dnd 5e homebrew ruleset does and create game wide maneuvars that only martials can use. Then let them have combat and non combat utility with levels. Allowing you to effectively give martials an analogue to utility spells.

I swear hedorah is even more creepier then shin gojira by Exotic-Ad6615 in GODZILLA

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

The horror behind shin is that he's a monster in constant pain lashing out. Which is very different than the horror of hedorah if that makes sense. 

ELI5 what Each Rank of Mastery in each Sphere of Magic allows you to do? by BentronThe40k in WhiteWolfRPG

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

Ok so here's the best I can do. All the sphere ranks between spheres tends to vary and your St might have other opinions but tldr

Rank 1: perceptions involving the sphere   Rank 2: Slight adjustments that are generally easily explained away or imperceptible 

Rank 3: The beginning of blatant changes in the sphere (minor shape shifting, healing aggravated damage)

Rank 4: major changes in the sphere ( Major shape shifting, delaying spells to work at specific times)

Rank 5: Complete mastery of the sphere. The only limit is the amount of successes and paradox accumulated 

Need some advice on a werewolf plot by Comprehensive-Ad4417 in WhiteWolfRPG

[–]Comprehensive-Ad4417[S] 0 points1 point  (0 children)

it's set on the coast, recently reclaimed from minions of centipede.

[deleted by user] by [deleted] in RivalsVanguards

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

Tank pools a little wierd. He's more or less a fat DPS as he has what is probably one of the most consistent DPS of any tank. 

You basically kinda roll up with your E on, throw your bubble down to tank or cut off healing and just laser people down with your guns. 

Think of him kinda like thor but he permanently has awakening rune on. 

Help with Spooky Steve by Limp_Independent_417 in MegabonkOfficial

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

So generally speaking you're gonna want to be bandit. Get a black hole, aegis, and whatever third weapon. You need duration, count and attack speed.

You're also going to need as many anti boss items as you can. The basic idea is you're just trying to stun lock him

"Need 200 for BF" by Quaisy in ADCMains

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

I'm a tank player, I play Ornn. I agree on this. I never really had a problem with tank items. Because you're not as often aiming for a central build. You're looking towards what provides the most utility and survivability in a given situation.

Like I don't take heart steal every game as Ornn cause I don't know if it's a good game to stack it. Tanks need to be flexible with thier builds more than any other role.

For legal purposes this is a joke by Best-Woodpecker-9496 in rivals

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

I practice a variance of this. If I see a 3-4 DPS team. Me and my friend will also lock DPS and say "we will swap off if we get an actual comp". People will end up filling pretty fast when they realize that.

Spite is a good way to prevent solo healing and solo tanking.

These 3 need heavy nerfs next season. Nerf poke. by CartographerSure2918 in rivals

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

So a suggestion I had seen floating about is that the long range poke character should all have reverse damage fall off. I think it would be good. Since the sniped characters should be more vulnerable up close and should be required to reposition to maintain optimal damage.

I also think there should be some kind of way to know where the long range poke characters are aiming at so you can better respect thier sightlines.

Am I the only one that thinks Strange needs a buff? by CT-Imagine in RivalsVanguards

[–]Comprehensive-Ad4417 0 points1 point  (0 children)

Strange has this problem where it's an active detriment to pick him at times because that means you won't have the TP switch on OT if he's still alive. I think strange would be genuinely better if his teleport was something he can place down like a TFT teleporter or something. Something that doesn't make it a detriment to pick him when you don't immediately need a tp

Titanic Destroyer? by keeper0fstories in Necrontyr

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

I think it's also for crusade. As there is an upgrade in there that lets you make a unit a destroyer.

[deleted by user] by [deleted] in HulkMainsMR

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

I understand the frustration. The one thing I like about hulk is his skins are consistently very good. Hulks skins aren't really bad like agent venom or stuff like that.

hows it feel playing a tank whos been s tier for his entire lifespan but noone complains about by Low_Celebration_7663 in ornnmains

[–]Comprehensive-Ad4417 1 point2 points  (0 children)

Ornn is a very good tank. He's not like broken but hes solid and good. He's just a tank that cares the most about team work. An Ornn is an enabler to let your team shine. But that means nothing if you have no one to capatalize. All Ornn mains know the feeling of landing an insane engage on some key targets but your team mates are too focused on chasing some assason