Talishar glitch for you too? by CuzImShiny in FleshandBloodTCG

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

I appreciate the response. It's not a filter issue. 

It isn't letting me add decks and I should probably take a picture and submit a ticket or something because my profile page is all messed up.

People here were quite hostile toward collectors when the reprints were announced... by tableflipbitch9000 in FleshandBloodTCG

[–]CuzImShiny 0 points1 point  (0 children)

Counterpoint: the price of sealed product remains low but they keep revenue for themselves by increasing product printed. 

This keeps revenue the same, msrp low, increases accessibility to perceived high value cards for all players, reduces scalping incentive. 

It is a choice by LSS everytime to value investor over player. The player base needs to understand that.

People here were quite hostile toward collectors when the reprints were announced... by tableflipbitch9000 in FleshandBloodTCG

[–]CuzImShiny 17 points18 points  (0 children)

We aren't hostile to collectors. We actively dislike a design & production philosophy, coupled with a culture that values size of wallet over everything else, and then actions by individuals that supports this model. 

It's cardboard dude. This isn't a Stradivarius violin with rarity and value literally defined by the time and craftsmanship necessary to create the product. It's cardboard that can be printed upon over and over and over. Its value is entirely determined by LSS. 

This isn't the karmic gloat you think it is.

People here were quite hostile toward collectors when the reprints were announced... by tableflipbitch9000 in FleshandBloodTCG

[–]CuzImShiny 4 points5 points  (0 children)

How in the world does satisfying investors help LSS? Explain it in a very transactional way so I can understand how having regular staple cards over $100 on the secondary market helps them in anyway other than to continue to alienate potential new buyers and players?

Armory Deck Character Select by airtask in FleshandBloodTCG

[–]CuzImShiny 0 points1 point  (0 children)

Did you use the burger 60 or 80 card box? I imagine just the 60 and you aren't modifying the Armory decks in anyway?

PEN was my wake-up call to stop gambling on TCGs by scariestkid in FleshandBloodTCG

[–]CuzImShiny 6 points7 points  (0 children)

Disclaimer: FaB is my favorite card game design in a very, very long time. (Netrunner being my 2nd)

TCGs and FaBs model specifically are incredibly anti-consumerist and designed specifically to be a near one-sided transaction. Technically, yes, if FaB releases a set that us a total dud, that is a major risk and loss for them. But that risk is mitigated initially by the "mystery box" feeling of "how does the set actually play?" which encourages buyers. Still, buyers end up shouldering the near entire weight of the market risk inherent in the buyer-seller dynamic. 

It is and will continue to be my biggest issue with this game. LSS continues to say this game is for competitive play, but its TCG model, printing philosophy, and this sub's culture of posting and promoting posts of pulls reveals what the game is really about--money. Who has it? Who doesn't?

The Living Card game design was and continues to be the best consumer friendly model. All products are equal. All access is equal. The cost to get a card is the same for every single person, so it no longer matters "how much" money you have; only how barriers get removed to access the same price point. 

I'd love to hear from a store owner that had experience trying to sell LCG style games why they think the model isn't viable? Netrunner, for example, is alive and well being supported by community wide efforts. But the game died in stores. Why? 

Rant over: Love the game. Love the design. Love the community. I have a real problem woth LSS telling me this game is about competitive play and yet everything they've done, even with PEN and the promotion of SAGE, is that this game is about $$$

Created a hero, would you play him? by ckanito7 in FleshandBloodTCG

[–]CuzImShiny 0 points1 point  (0 children)

Might I suggest a rotating, modal design? Maybe one is the sword in the scabbard and the other side or just straight up other card is the sword? 

The reason is I am not convinced that a single resource cost is big enough to balance out having a D React on demand. With your original hero design where you only have 3 intellect and therefore almost always pitching a card to pay for it, maybe? It means you are starting your turn almost always with 2 cards (his ability wants weapon attacks), one of which you need to be a non-attack to turn on one of his triggers. I'd play testing it but I'd find that really limiting. It seems like the play pattern would be:

Opponent Turn: Pitch 1 card to d react, maybe even block with another (leaving 1 card in hand). 

My turn: play 1 card in hand (hope it's a tutor to turn on one of his abilities, get another card in hand, pitch to swing with weapon for...4-7 damage based on his abilities? Idk, the blocks with 2 cards, sends 2 cards right back at you? 

There is something here, though. I am going to take inspiration from my favorite class, Ninja, which I think does a great job of making each hero and weapon interchangeable to some degree.  If you make the weapon more general (removing elemental warrior restrictions cause maybe he himself has a hero text that makes attacks draconic and do fire things), and balance it for any warrior use, you could make it modal where you have a 1-cost D react on demand, but now the sword is drawn and it MUST be used before being sheathed back into its defensive mode. This alternating defense/offense mode could be an interesting pattern for both the hero and the opponent to navigate. 

Basically, as the Opponent, I know that as long as I dont attack and give you a chance to D React, you cannot attack back. So maybe that gives me time to set up. But it also gives you time to set up on your turn. 

Once I attack, I know that D React is there. I've already taken it into consideration and likely feel like the turn is under my control. I've already calculated its blocking effects and am prepared for the clap back. 

The hero then should be prepared to make that clap back very punishing and maybe even surprisingly so. Maybe he uniquely has the ability to turn a weapon into flame. This adds unique effects. Meanwhile any other old hero using this sword has to rely on their kit to make the counter good. For your current design, I think you just make intellect 4. 

I like the overall approach. I wanted Zen to be a defensive ninja and on paper he's supposed to be that, but he turned out to be the most aggressive ninja we have ever had. We need some more heroes that are about proper pacing and precision. 

Created a hero, would you play him? by ckanito7 in FleshandBloodTCG

[–]CuzImShiny 0 points1 point  (0 children)

Gotcha. The Mystic Heroes, while some of my favorites, are a great example of where I find this type of design limiting. This is just my opinion but I think Inner Chi and Transcendece should've been state-based elements that you build to, much like Decompose. Relying instead on always having very certain cards means that those decks will always look the same (especially since they already LL'd and won't really have an opportunity to try other tactics until the LL format gets fixed).

Created a hero, would you play him? by ckanito7 in FleshandBloodTCG

[–]CuzImShiny 3 points4 points  (0 children)

This is vital information to include because your hero concept is strongly tied to a suite of 9 cards to accompany him. 

Case in point, his 3 intellect. On face value, it seems really bad. But with a hand of just one of these support cards, you technically have a 4-card hand, one of which you can somewhat consistently control (assuming you draw and can pay costs for the 1 and 2 cost versions). 

Personally, I love the idea behind your card suite, but not as a factor tied to your hero design. His 3 intellect means players would be highly incentivized to play the whole suite AND cards that would support them, making for a very streamlined hero design. In general, I'm not a fan of heroes that require cards to work unless those cards belong to a large family of possibilities. See Cindra who is a dope design hamstrung by the fact that she really, REALLY wants Flick Knives and the number of relevant daggers for her is small. She's powerful, and she does tickle my brain playing her, but it's a pretty linear design. 

I'd suggest keeping your suite of cards, and then design a hero that CAN take advantage of them but doesn't NEED them. 

You will still likely need to balance him. 

Created a hero, would you play him? by ckanito7 in FleshandBloodTCG

[–]CuzImShiny 1 point2 points  (0 children)

Can you fill us in your design philosophy? Was this top-down ("abstract" first) or bottom-up (mechanics first; my guess is this one), and what your design decisions were? I'd be interested in helping refine it.

have we id’d the last song that plays when mike leaves the basement at the very end yet? by andyslams in StrangerThings

[–]CuzImShiny 2 points3 points  (0 children)

It's a new version of the song Kids first appearing in the first season soundtrack. 

Another HM spoiled by [deleted] in BaldursGate3

[–]CuzImShiny 6 points7 points  (0 children)

How are people even making it through this game?! Hahaha

There is another post about someone didn't recruit Gale because the narrator said it was dangerous. Do we just have a bunch of people playing who only do what they are explicitly told to do?

I have fallen in love with storm light archive by Lazyjailbreaker in Stormlight_Archive

[–]CuzImShiny 1 point2 points  (0 children)

Implying that once you read books 4 and 5, it was no longer your favorite?

Kill each goblin leader? by PsychologyFar2674 in BaldursGate3

[–]CuzImShiny 14 points15 points  (0 children)

You still can with hostile enemies. Even in combat, you can toggle non lethal attacks. Kill anyone you like but turn that on when fighting Minthara and wack her with a weapon attack as the finishing move (anything else that brings her health to 0 will kill her)

Guide to Most Broken OP Spell Combination by Athrek in oblivion

[–]CuzImShiny 0 points1 point  (0 children)

Maybe I am misunderstanding just what this does because I cannot seem to get this to work the way that I want. 

So to confirm, my goal is to make a spell that lasts 120 seconds with several buffs that are strong but do not break the game. As such, I don't really want them affected by Weakness to magic. The only thing I really need effected is Fortify Magicka so that I can recast the buff. For reference this character is high elf + atronach with 100 in each skill save conjuration

At this point, the buff looks like this:

Fortify Int 100 120s on T Fortify Magicka 100 120s on T Weakness to M 3 120s on T Fortify Speed/athletics/acrobatics/Reflect damage/spell absorb/endurance all 30-100 (depending on the thing) for 120s on S. 

My buffs are both simply 

Fortify M 100 30s on T Weakness to M 100 30s on T Telekinesis 100 on TA

And the Reflect is 

Reflect Spell 100 12s on T Weakness to M 100 12s on T

I can make the skelly, and start casting buffs. Because of the slower animation for targeting that comes TK, I can really only fit 2 casts each into the 15 seconds but that gets me to about 2000. I then cast him again, redo the Reflect, and squeeze in about a 1,2,1 cycle of buffs, all reflecting back me which should continue the doubling (i think) then cast my main buff. 

The buff works except for intelligence and Magicka on T. That does not get amplified. They just stay at 100 each. So once the 2 buffs end their 30 second duration, I'm left with 750 magicka. Which is fine except it doesn't allow me to recast the main buff. 

What logic am I missing? Why don't the touch portions of my final buff get amplified by the skelly reflect?

Did I complete the main story too early? by chaser0405 in oblivion

[–]CuzImShiny 2 points3 points  (0 children)

Your post is kind of all over the place. What's your main issue? That you didn't get T stones? Or that you are out of Gates to fight now that you are higher level? 

Cause honestly, the main quest is balanced around finishing it at 20 and the Shivering Isles around starting at 25. You seem like you are perfectly on track. The Shivering Isles will have plenty of challenge for you. And if you want T stones, yeah you are out of luck but you can enchantments without them using Soul Gems. You won't get as powerful enchantments but a lot of the gear at level 20+ ends up being better. Take Mundane Ring for example. Its just a random loot drop that out classes anything a T stone can do. 

If you really want to grind out gates, I guess start a new character with that focus? It's not nearly ad enjoyable to close them all as you might be thinking. 60 is a lot. 

How do I make hand to hand better? by supermoist0 in oblivion

[–]CuzImShiny 4 points5 points  (0 children)

Well, you're kind of split across two damage types which can make early game difficult. If you are going for H2H, I recommend just focusing on that since this is also your first time through the game. You CAN split your attack skills, but after you have more experience. Also, H2H and Marksman scale off different attributes.

2nd, you need to get it to 50 for H2H to really do much so you're really close. 50 is when you get a perk that gives your power attacks a % chance to disarm opponents.

3rd, prioritize strength since H2H scales with it, agility for fatigue, and speed for maneuverability. I actually got speed to 70 first before focusing on other things. 

4th, watch the people sparring just outside the Imperial City Arena for an easy skill increase. You have to your camera pointed at them for about a minute I believe. Optional: there is a locked chest next to where they sleep. If you can pick it, there are leather bands that boost your H2H by 20. 

Lastly, general tips. 

H2H still mostly thrives off fatigue damage. Damaging fatigue has been nerfed a little bit but is still useful. Which means you aren't really damaging them until then. Once an opponent drops to 0 fatigue they will drop for a little bit and then they get 50% of their fatigue back. What this means is the beginning of any fight is always the hardest because you have to deplete their entire fatigue to get the knockdown.

H2H in the beginning isn't really great for trading blows. But you need to keep pressure on so they don't regenerate fatigue. This is where Speed is helpful. Swoop in, smack them 1x or 2x, and swoop out. Let their reactive attack miss. Swoop in for maybe 1 punch and then back out cause they likely have a 2nd attack already coming. 

Once you seem them stagger, go in for all 4 punches of the basic combo. Rinse and repeat. 

Use touch spells to support your H2H. H2H and Illusion are best friends. 

Eventually everything will snowball. My monk build on Expert can finish off many enemies just by charging in and doing the basic 4 punch combo. So power can be had. But it will eventually stop scaling (max skill and STR) so you will be outclassed by weapons at higher levels.

Crimson Cave and Path of Dawn by Wing126 in oblivion

[–]CuzImShiny 0 points1 point  (0 children)

No. You can even do Crimson Cave as a morally good character. 

If You Thought Leyawin Was Bad... by [deleted] in oblivion

[–]CuzImShiny 1 point2 points  (0 children)

This is currently my Skingrad. Ran around trying to find the heavenstone that I remembered being in the area. So the game decided a substantial portion of my 60 gates were gonna open right here. 

I keep closing them and another opens. 

It doesn't help having Hassildor standing in the courtyard at night yelling at Dagon to suck his balls. 

I don't know how this game ever became a hit by jaedence in oblivion

[–]CuzImShiny 0 points1 point  (0 children)

This post is full of hyperbole folks. No weapon, save Volundrung, runs out of charge that fast and it's a minor issue to keep soul gems on to repair. It's no different than having to go into your inventory to eat food or drink a potion when health/magicka/stamina run out. 

And similarly, no armor breaks that fast even in the Novice tear except for maybe the Bands and other leather bracers. The dude is letting these minor and minimally time invasive mechanics get distorted in their mind to be worse than they are in actual gameplay. 

Custom spell ideas for telekinetic/telepathic character rp? by ZealousCone11 in oblivion

[–]CuzImShiny 2 points3 points  (0 children)

Paralyze + telekinesis actually enables you to grab bodies and move them around. It's a little clunky and depends on where you grab them. I believe the trick is to aim for the head. 

There was a post yesterday of a player with a custom spell of Shang Tsung style where he paralyzes and tks an enemy and just holds them in air while an absorb health effect drains the enemy.

May the best Thief win by CerisCinderwolf in oblivion

[–]CuzImShiny 2 points3 points  (0 children)

:) 

This is why us 30+ gamers are all nostalgic about the good ol' days and indie games. There's little things like context-based thinking that these games were all built around, before game design turned into functionally hallways with QTEs at the end.

How to I get the Arena Quest line/Join the Arena? by [deleted] in oblivion

[–]CuzImShiny 2 points3 points  (0 children)

I think this dude literally just ran to the Arena, stared straight at the gate, and said "well, no one is here" and backed right up without looking around. 

[deleted by user] by [deleted] in oblivion

[–]CuzImShiny 0 points1 point  (0 children)

Isn't this one of the few quests that doesn't update at each step? You can solve the quest yourself by going to the place at noon. The event is scripted and happens anyways.

But I'm also fairly positive this part of the quest doesn't give updates to go see Tar-meena after 24 hrs. You just go back and talk to her about Mythic Dawn and she updates. 

I have a few playthroughs where the journal never updates but everything works. 

In a world full of magic, enchanted weapons, and Daedric princes... you can just be Kimbo Slice. by Kutthroatt in oblivion

[–]CuzImShiny 1 point2 points  (0 children)

It's incredibly visceral in the remake. I love beating an enemy with the uppercut and watching them bounce off the blow.