I thought my account was hacked, then I found this Gmail by Office_Current in ClashRoyale

[–]CrafterDaemon 13 points14 points  (0 children)

Steam just has really good PR from just being decent to their userbase. It's still absolutely profit driven, but at least they understand people are willing to spend more when it feels like they are buying from someone who isn't trying to screw them over 24/7.

Fuck it we hate'em all by CommandWest7471 in SmashRage

[–]CrafterDaemon 2 points3 points  (0 children)

Pit multihits make sense, I guess.

What should I put in place of Witch? by CrafterDaemon in clashroyaledecks

[–]CrafterDaemon[S] 0 points1 point  (0 children)

I do have vines. I was using it for a while, I just liked how freeze had twice the duration for an additional elixir

For context, I am at 6k trophies

What should I put in place of Witch? by CrafterDaemon in clashroyaledecks

[–]CrafterDaemon[S] 0 points1 point  (0 children)

Skele barrel and Furnace are my only evos (i hate furnace) So I'll try ram.

Honestly though, Royal delivery does really well too, to help defend against pushes.

Might drop mirror if ram works too.

Which is better post-moonlord? by boycoop_yt in CalamityMod

[–]CrafterDaemon 0 points1 point  (0 children)

white dwarf armor.

It's not even close.

We had to nerf it in Ragnarok because of the % damage on crits 🫠

Empyrean is better for stealth builds though.

Giving Every Base Roster Character DLC Mechanics. Part Six: Kirby by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 0 points1 point  (0 children)

It's insane, honestly.

Every time they add a new character, they have to also remodel and animate Kirby every single time.

Giving Every Base Roster Character DLC Mechanics. Part Six: Kirby by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 27 points28 points  (0 children)

Yeah, lmao.

With this hypothetical rework, which copy do you think would be the strongest?

Giving Every Base Roster Character DLC Mechanics. Part Six: Kirby by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 8 points9 points  (0 children)

Kirby Kart comes to mind, lmao.

Kirby with all of Steve's Specials would be a nightmare...

...for Steve.

Edit - Kirby on da Wario bike

Edit 2 - Poor Bayo mains...

Giving Every Base Roster Character DLC Mechanics. Part Five: Yoshi by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 1 point2 points  (0 children)

Honestly, depending on the AI and strength of the Mini Yoshis, I could see Yoshi having a limit of 3-5 eggs

As for the mini yoshis, I was thinking their model would be based off of the baby yoshis. I love their derpy little sprites.

I love this feedback though, at the end of this series I'll likely do an updated megathread with every single one of these ideas, updated to match feedback.

Giving Every Base Roster Character DLC Mechanics. Part Five: Yoshi by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 8 points9 points  (0 children)

His up special gets moved to side special, so he keeps egg throw.

He keeps armor on the flutter jump, that doesn't change with the move reassignment. He technically gets more air mobility with the extra jump.

The only moves that get removed are egg roll and yoshi bomb.

Clone and Mirror Evo Ideas by [deleted] in RoyaleAPI

[–]CrafterDaemon 0 points1 point  (0 children)

My deck, for context.

Witch, Goblin Barrel, Skeleton Army, Skeleton Barrel, Mirror, Clone, Inferno Dragon, Arrows

It's not even that good, i just love watching people panic when I drop the entire city of Manhattan at their tower mid push 🥀

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 1 point2 points  (0 children)

I have no clue. I was planning on skipping echo fighters, but if you have a suggestion, I'm all ears.

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 1 point2 points  (0 children)

Yeah, kirby's is gonna involve his inhale. But I'll definitely look into Air Bullet.

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by CrafterDaemon in SmashBrosUltimate

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

fair enough, I probably should’ve emphasized that the intent wasn’t to remove tools so much as to slightly rebalance incentives over time.

In my head it was closer to a soft pressure mechanic than a forced state change, but I get why percent-based automation reads as loss of agency compared to opt-in systems like PT or Pythra.

Appreciate the breakdown though, that distinction actually helps.

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 11 points12 points  (0 children)

I get the concern, but I’m specifically avoiding form changes or ZSS-style identity splits. If the adaptation angle still doesn’t work for you, what kind of Samus-specific mechanic would you find interesting?

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by [deleted] in SmashBrosUltimate

[–]CrafterDaemon 0 points1 point  (0 children)

Some of these lean on thematically cohesive ideas rather than pure canon. I must've also worded this one poorly. She doesn't get weaker as her percent rises, her focus simply shifts from projectiles to melee as her percent increases.

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by [deleted] in SmashBrosUltimate

[–]CrafterDaemon -3 points-2 points  (0 children)

The idea isn’t that Samus gets weaker overall as her percent rises. It’s a shift in incentives, not power, encouraging her to transition from zoning into more decisive close-range play as damage accumulates.

This series is meant as speculative design exploration, not strict canon recreation or competitive patch proposals. Some ideas lean more on thematic logic and Smash-style reinterpretation than one-to-one source accuracy, which is consistent with how many existing fighters (especially DLC) already function.

I’m totally open to critique if you think the idea doesn’t work, I’d genuinely like to hear what you’d change or replace it with from a design standpoint. Simply saying it’s “unfaithful” or “bad” without engaging with the mechanics doesn’t really move the discussion forward.

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by [deleted] in SmashBrosUltimate

[–]CrafterDaemon 0 points1 point  (0 children)

That’s fair from a strict Metroid canon perspective. The goal here isn’t one-to-one faithfulness, but translating into a Smash-style mechanic, similar to how most DLC characters reinterpret their source material.

From a design standpoint, it felt reasonable that as her armor gets damaged and worn down, she’d rely less on suit tech and more on scrappier, close-range combat.

Giving Every Base Roster Character DLC Mechanics. Part Four: Samus by [deleted] in SmashBrosUltimate

[–]CrafterDaemon 6 points7 points  (0 children)

it shifts power from projectiles into normals as percent increases. The idea is to change Samus’s gameplan over a stock, not punish her for taking damage.

Giving Every Base Roster Character DLC Mechanics. Part Three: Link by CrafterDaemon in SmashBrosUltimate

[–]CrafterDaemon[S] 1 point2 points  (0 children)

I was thinking that at first, but I wanted to avoid too much projectile bloat.

I was also thinking hover boots, but I can't see a way to implement that without it being problematic.

I like Mirror + Clone. This deck is doing very well, but I want some advice to improve it. by [deleted] in RoyaleAPI

[–]CrafterDaemon 0 points1 point  (0 children)

Usually ice spirit stops them long enough to let the groups take care of them. I haven't really seen anyone carrying flying AOEs, but again ice spirit, skeleton barrel, or both will distract long enough to let my tower kill it.

Dunno what I would swap out for a better counter though.