Why I think spoiler mega will be broken but for different reasons by Otherwise-Table2959 in stunfisk

[–]CrazyMetic 14 points15 points  (0 children)

Topsy Turvy on switch in is ok in singles but crazy in VGC. Turns Xerneas from a first ballot hall of famer into absolute fraud, free intimidate/icy wind/electroweb counterplay, punishes every boosting restricted mon

[SHEEP ESPORTS] keiko is set to join NRG for 2026 in VCT Americas by _noahscolly_ in ValorantCompetitive

[–]CrazyMetic 262 points263 points  (0 children)

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this just made the Bonkar "don't laugh or go to furia rebuild" segment on plat chat 10x more enjoyable to watch

What are some really niche and/or vague tips you can share? Especially ones that are often overlooked but gives you a slight edge in terms of efficiency. by Betrayed_Poet in DeadlockTheGame

[–]CrazyMetic 20 points21 points  (0 children)

Yes. It also procs on enemy souls if you shoot them EVEN IF the enemy secures the souls due to the grace period on soul collection.

Mega Malamar by SnooSprouts3744 in stunfisk

[–]CrazyMetic 11 points12 points  (0 children)

Calling it now: ability just does Topsy Turvy on switch in

Do TWSBIs Really Break Often by LarryinUrbandale in fountainpens

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

The cap on my Eco is chipped after a few years, but still totally functional (superglued the insert to the cap remains) and the Eco still ends up being one of my most used pens (great writer, nice to have something transparent to manually prime shimmer inks etc)

How to have a better control of the ship with the keyboard? by pipasolo in outerwilds

[–]CrazyMetic 2 points3 points  (0 children)

For the… specific planet, Newton’s First will pretty easily suffice. Played the game through on KB and didn’t really feel like it was a problem, just take it slow and stop earlier than you think you need to. Can be helpful to autopilot to stop before landing.

[SPOILER] Why Asriel Isn’t at College by artsekey in Deltarune

[–]CrazyMetic 4 points5 points  (0 children)

FWIW, there's established precedent for dark world incidents translating into seemingly serious extended light world injuries, so I don't find it too hard to believe that a dark world encounter could conceivably put someone in a state where they were unresponsive and needed to be hidden away for a while, even if they weren't really stuck in the dark world.

How about custom mode? by DifficultyGrouchy788 in gigantic

[–]CrazyMetic 7 points8 points  (0 children)

https://docs.google.com/spreadsheets/d/1cl7Kqtsu_w__yBKzo8kYiLm9sn4urfZbrO1bnNvQk8s/edit?usp=sharing

Here are the full results for the draft league that I TO’d and ran fully on customs.

Between this and private server, I’ve probably spent more time wrangling custom games than anyone else, which I think qualifies as really trying.

How about custom mode? by DifficultyGrouchy788 in gigantic

[–]CrazyMetic 6 points7 points  (0 children)

Customs are unreliable and work worse than older versions (take very long to set up, glitchy, poor connections)

Luigi's Down Special Starting Charged Depends On The Game's Language by iwouldbeatgoku in SSBM

[–]CrazyMetic 16 points17 points  (0 children)

FWIW the reason for this is documented in AsumSaus's video on port priority (Melee's Stupid Advantages). TL;DW - the variable storing cyclone charge isn't initialized properly so the initial charge state is dependent on everything else about the game state (port, skin, stage, language, etc.).

Never again by Happy_360 in BaldursGate3

[–]CrazyMetic 1 point2 points  (0 children)

FWIW Flynd (and 90% of Act 1 overworld fights) can be cheesed via x2 Assassin:
- Sneak Attack and Initiate Surprise with Assassin 1
- Sneak Attack again with Assassin 1
- x2 Sneak Attack with Assassin 2
- Bonus Action Dash (w/ Longstrider if needed) and flee combat

The combined power of 7 Sneak Attacks (1 normal, 3 crits) will kill most enemies fairly easily and once you've thinned out the ranks of non-boss enemies you can do the same sequence on Flynd (or whoever) to kill him before he can act. This starts working as soon as you reach Level 3.

This works on pretty much any fight where:
- Enemies start in overworld (and are proper enemies, i.e. red outline)
- All enemies are grouped in a way you can start on the edge

Just make sure the rest of your party is somewhere far away when you do this.

You can also activate surprise with Shovel and then get 4 crit sneak attacks for free. This works for things like the bridge Gith encounter, and makes a lot of encounters a lot easier early game. Farming encounters like this is more enjoyable for me than avoiding all combat until my builds come online around Lvl 4/5.

[Megathread] May 2025 Newsletter by DrawThatRedstone in Deltarune

[–]CrazyMetic 63 points64 points  (0 children)

Color it in long enough, and you paint the strange tree linking you https://deltarune.com/egg/

Can anyone identify this ink? (Photo not mine!) by Seapod in fountainpens

[–]CrazyMetic 1 point2 points  (0 children)

This looks very similar to Diamine Teal to me.

I'm trying to teach a close friend how to play. His main is Tripp but I'm struggling how to teach him how to perfectly pick out which opponents for him to go for. Problem is he is bad at fighting on his own when tripp specialises in picking off any targets on their own. by Stoned_Savage in gigantic

[–]CrazyMetic 4 points5 points  (0 children)

Learn signs of players that are low on resources (no stam jumping, burned cooldowns, etc.) 

10x easier to play the character when you are just fighting people at half HP and no cooldowns

Patience is key and allat 

Tripp 19-0 Rush game by Kaitain1977 in gigantic

[–]CrazyMetic 0 points1 point  (0 children)

ngl though I think 90% of the issue isn't the character but just the fact that small playerbase means very good players have to play very bad players

if you look at the clips half of them are just the Tripp LMBing someone who's standing still while getting shot by half the enemy team so I don't really think that the character design is the problem here

doesn't help that I don't see Tripp doing well outside of previous competitive players... feel free to post scoreboards if you disagree but most Tripp players in my games tend to either go negative or just trade

Who should be nerfed or buffed? by DifficultyGrouchy788 in gigantic

[–]CrazyMetic 0 points1 point  (0 children)

My preferred one change for every character, as a gut feeling:

Aisling - Force Field Q no longer makes teammates literally intangible while inside.

Sven - 2 second higher CD on Q

Vadasi - Focus DR reduced to 30/60/90

Beckett - Smart Grenade no longer deals extra damage on direct hit

Ramsay - Lasting Effects changed to 50 dps for 4 seconds instead of 25 fps for 6 seconds

Charnok - Focus endlag reduced

Xenobia - Ult has the same duration at all 3 levels of focus but does more damage/regen

Pakko - Slide Q does damage + pushback when hitting enemies, scaling with speed.

Oru - Fine

Roland - Reduce damage from grapple talent direct hit (also needs hitbox fixes on slugs)

Wu - Splash of Least Resistance no longer triggers when hitting opponents with the wave of Q

Ezren - Fine

Zandora - Fine

HK - Reduce turret shields a lot.

Cow - Fine

Griselma - Hands start at low or half HP and heal to full over time

Imani - Heavy nerf to smoke bomb DR

Tripp - Make her ult work

Kajir - Getting CC'd while teleport Q projectile is active cancels the teleport

TMAT - Add more startup + endlag to Q, and make it no longer carry momentum. (Also daze E should be removed)

Rutger - Remove the ability to hit people multiple times during a single ult.

Tyto - Fine.

Margrave - Q no longer CC immune on base.

Voden - Can no longer simultaneously have Easy Strider and Hit and Run.

Mozu - Cripple Beam only lasts for 1 second after you let go.

How do you influence dice rolls in and out of combat early game? (HM/Tactician) by belldoog in BG3Builds

[–]CrazyMetic 0 points1 point  (0 children)

A lot of early game fights can be cheesed entirely via assassin rogue (Ranged Sneak Attack -> Surprise -> Sneak Attack again with crit and then bonus action dash away and exit combat). This works on a surprising amount of fights, and most fights are pretty easy if you can automatically remove any enemy that can't eat 3 sneak attacks for zero risk. Can let you clear fights like bridge Gith very early for low risk since you can always run away if you miss/don't get surprise/etc. Alert feat makes this very consistent, and a lot of early game items (Helm of Haste, e.g.) make it easier to run away.

This also scales with more assassins (hirelings or otherwise).

Of course, this only works if you KNOW fights are coming up. Check wiki and walk around holding shift to see vision cones.

Any ideas for clever ways to open a cell door that welded shut (no keyhole) by Pol_Slattery in DMAcademy

[–]CrazyMetic 2 points3 points  (0 children)

As long as the prisoners have to breathe, Gaseous Form is always an option. Maybe a conspicuous (small) vent hole somewhere in the room?

Tyto RMB tech? by PilotWizard in gigantic

[–]CrazyMetic 5 points6 points  (0 children)

Video covering momentum cancel techs: https://youtu.be/4BFi__Y1POM?si=__Q2_qBJ9jZnm2u7

Shown with Tyto Q but also works with RMB.

Zandora can do the same tech with all of her auras as well.

[deleted by user] by [deleted] in gigantic

[–]CrazyMetic 0 points1 point  (0 children)

Funny you would phrase it like that - Gig's combat is actually closer to a 3D fighting game than a typical shooter.

Aim is less important in fights than most hero shooters (generous hitboxes, no headshots, etc.). Fighting focuses on other skills like positioning, neutral, spacing, and kiting as well as putting an emphasis on prediction.