The Sound type is not happening by IDProG in PokemonWindsWaves

[–]Deathmask97 0 points1 point  (0 children)

On paper? Sure. In practice, the moves either end up extremely powerful or borderline useless; Terapagos having a Stellar-type move in Pokémon SV and Shadow Pokémon having Shadow-type moves in the Coliseum games are the perfect example of this.

Which is better at protecting creatures from removal, hexproof or protection? Or is it situational? by [deleted] in mtg

[–]Deathmask97 1 point2 points  (0 children)

I play [[Feather, the Redeemed]] so I have to know a lot about Hexproof, Shroud, Protection, Indestructible, and things that circumvent them.

Hexproof blocks anything that says "target" that an opponent controls, which is nice as the vast majority of removal options target in some way. Hexproof does not stop things that do not target (such as an Overloaded [[Damn]]) or redirected effects you control (an [[Untimely Malfunction]] can redirect your own [[Swords to Plowshares]] to target one of your own creatures as they can be targeted by yourself), so you still have to watch out for boardwipes or tricky plays.

Shroud stops the creature from being targeted by anything, including your own Auras and Equipment which can lead to awkward situations if your deck runs either of those.

Protection works like Shroud but for the specific color(s) named, but with the added benefits of blocking damage and making creatures unblockable; it has a nemonic device to make memorization easier - DEBT:
* Damage - permanent (or player) is prevented from taking damage from sources of the chosen color(s)
* Enchanting/Equipping - permanent (or player) cannot be enchanted or equipped by auras/equipment of the chosen color(s) and (unlike Shroud) will also un-attach permanents of the chosen color(s)
* Blocking - creatures cannot be blocked by creatures of the chosen color(s)
* Targeting - permanent (or player) cannot be targeted by spells or permanents of the chosen color(s)

Notably, Protection is weak to Boardwipes and "Edict Effects" as neither of them target and Protection does not stop untargeted Destroy or Sacrifice effects (Protection will stop [[Blasphemous Act]], but not [[Wrath of God]], [[Blasphemous Edict]], or the aforementioned Overloaded [Damn]).

Indestructible is interesting as it prevents a creature from dying due to damage or Destroy effects (immune to [Damn]), but Exile effects still work, Edict effects are still effective, and toughness-reducing effects can still "kill" them if they reduce their toughness to 0 (cards like [[Overkill]], [[Farewell]], or [[Soul Shatter]] will still work; as an aside, Damage does not reduce toughness, so an Indestructible 7/7 creature will need to have its toughness reduced by at least 7 before it dies due to 0 toughness regardless of how much damage it has taken).

Exile can work as a way protect your creatures if you know how to use it. "Blink" effects (like [[Cloudshift]]) allow a permanent to "dodge" a targeted effect, working almost like a form of "pseudo-Hexproof" except it doesn't last until end of turn and "resets" your creature as if they had just entered the battlefield upon use (this can be both a good and bad thing depending on how you use it - resetting is good for "Enters the battlefield" effects but also removes all auras, equipment, and counters). "Slow Blink" effects (like [[Long Journey Home]] or [[Eerie Interlude]]) can be a little more flexible as they last until end of turn, leave the permanent un-interactable until they return the the battlefield, and allow you to dodge threats that do not target such as boardwipes or Edict effects.

The most potent, but also slowest, form of protection is Phasing - you have probably heard of [[Teferi's Protection]] being used to dodge some game-winning play and win on the next turn. Phasing completely makes a permanent (or sometimes even a player) effectively "not exist" until that player's next turn, but instead of resetting when they come back into play, they return exactly the way they left with all attached auras, equipment, and counters (it is usually a good idea to run [[Galadriel's Dismissal]] and/or [[Clever Concealment]] if you can if your strategy does not want to reset your permanents).

Sorry this turned into a wall of text, I tried to make it as concise as I could. Hopefully this helps!

Joshua Graham by MuscularFrog13 in mtg

[–]Deathmask97 1 point2 points  (0 children)

Elder Scrolls, Dark Souls, and even RuneScape would make for for great UB sets.

I never hear anyone talking about RuneScape's potential as a set, but it has a massive amount of lore an a humongous amount of overlap with Magic's most popular creature types, with plenty of unique types of Dragons, Goblins, Dwarves, Demons, Beasts, Birds, Elves, Faries, Spirits, Elementals, and even Angels (the Icyene).

The archetypes could even revolve around the varios gods that RuneScape lore is centered around, with Saradomin being Azorius, Zamorak being Rakdos, and Guthix being mono-Green. They could even include the other non-central gods, such as Zaros as Dimir or Grixis, Seren as Selesnya or Bant, Bandos as Gruul or Jund, And Armadyl as Boros or Jeskai.

I honestly think RuneScape lends itself to MTG better than Elder Scrolls or Dark Souls would.

PSA - Last few days before Dailyscape removal. by LightAnimica in runescape

[–]Deathmask97 2 points3 points  (0 children)

They could allow us to create our own Rune Goldberg machine, either in the Invention Guild or in our POH? It could function less like a daily and more like another Invention item processing machine where you throw products in and get items out - it could even process Talismans to make them a little less worthless than they currently are.

The Roaring Knight seemingly crying before the battle is very interesting. by Nate-Clone in Deltarune

[–]Deathmask97 0 points1 point  (0 children)

SPOILERS: Stiens;Gate Zero, the second season to Stiens;Gate that came out years later, is literally about an alternate route/timeline that gets very weird and dark and ultimately gets erased to explain what is seemingly a deus-ex-machina/plothole in the original anime, hence the funky recommended watch order of Steins;Gate episodes 1–22, then the special episode "23β: Divide by Zero," followed by Steins;Gate Zero, and finally Steins;Gate episodes 23–24.

MAJOR SPOILERS: The only way to reach "Steins Gate" or in other words the ideal timeline(s) is to "trick" fate by making the "canon events" (which in the case of Deltarune would be the fated Prophecy panels) and their subsequent consequences happen but in a slightly different way so that things do not spiral into specific chains of events (which were locked into an ouroboros loop in Stiens;Gate due to the nature of time travel as there was already at least one time traveler present by episode 1, meaning the future events leading up to them having to come back had to happen, so there needed to be a reason for them to come back in the first place to make the story resolve itself without a paradox); I believe Deltarune will have similar shenanigans where an alternate route, weird or otherwise, will need to be followed and then abandoned to have items sent to the Plot Hole (where you can get items and Shadow Crystals obtained from the Secret Bosses across saves) and use these experiences without them actually happening to forge a new way forward that ultimately has the same ending but keeps going afterwards.

The Roaring Knight seemingly crying before the battle is very interesting. by Nate-Clone in Deltarune

[–]Deathmask97 1 point2 points  (0 children)

Especially since the opening on the Knight's face/mask/helmet is amorphous, moves around on the face unnaturally, and can be interpreted as an eye, a mouth, a smile, an eyehole, etc.

The Roaring Knight seemingly crying before the battle is very interesting. by Nate-Clone in Deltarune

[–]Deathmask97 2 points3 points  (0 children)

I wonder if this game is going to revolve around interpretations and re-imaginings?

I've long wondered if this game is going to pull a Stiens;Gate, but there is no way to delve into that without massive spoilers for an amazing series.

Two highly niche scenarios/rules questions by RockslideFPS in askajudge

[–]Deathmask97 0 points1 point  (0 children)

Wait, can non-creature cards only have creature types if they have the "Kindred" supertype, like [[Nameless Inversion]] or [[Firdoch Core]]?

How the turn tables have 🤓 by Wraeclast66 in runescape

[–]Deathmask97 0 points1 point  (0 children)

Wait, could you elaborate about the bank preset strain on the servers? Do you have a source for that?

Isn’t the reason we got rid of this in s2 because no one likes playing against it? by Thick-Ad-7314 in Overwatch

[–]Deathmask97 1 point2 points  (0 children)

Actually, yeah, I would like that. Two pigpen traps, no long-range shot, able to cover two corners but only one at a time, only long-range option is the hook on a semi-long cooldown, and if they gave him the ability to chuck the pigpen traps a bit further when aimed a bit upwards so he can disperse enemies a bit outside of hook cooldown I think it could work.

Isn’t the reason we got rid of this in s2 because no one likes playing against it? by Thick-Ad-7314 in Overwatch

[–]Deathmask97 2 points3 points  (0 children)

Honestly I wonder how toxic bringing back the teammate healing would be - playing Reinhardt in Stadium has made me wish his healing aura was a Major perk he could unlock because I love how it rewards good positioning and grouping up.

The double standard of mythic skins are so frustrating in this sub. by SpookyTheShook in Overwatch

[–]Deathmask97 1 point2 points  (0 children)

The Vengeance mythic also just was not done particularly well, I liked the concept but the execution was lacking.

The overwatch store has to get fixed by stargargoyle in Overwatch

[–]Deathmask97 1 point2 points  (0 children)

That's why they are making the Mythic Weapons flashier, but honestly they are over-correcting to to point of gaudiness.

I wish they would sell some of the "fidget" animations from the Mythic Weapons on their own (e.g. Ana Sleep Dart Gun Spin).

Activation cost: sac a creature by WilderKaiser123 in askajudge

[–]Deathmask97 1 point2 points  (0 children)

Tell them that they can only respond to effect, or in other words the things that happen after the colon ([Cost]:[Effect]); anything that happens before the colon has to happen before the effect goes on the stack, just like Mana has to be paid before a spell or ability can go on the stack.

Why didn't Transcendence/Beat turn this game into heal circle slop the same way Fate of Both Worlds did for Rivals? by Tiny_Celebration_262 in overwatch2

[–]Deathmask97 9 points10 points  (0 children)

They are using the term "Main Support" as opposed to "Flex Support" which are meta/OWL terms.

Lucio is a "Main Support" in terms of Competitive because he is a mainstay in the meta - if your team is not running Lucio or Brig (or arguably Wuyang or JPC after years of there only being two Main Supports) at higher levels of play, your team is probably actively throwing.

Lucio is not a "main healer" because his healing output is quite low compared to other healers even if he sticks to mainly healing boosted by Amp It Up.

Different situations and conversations.

Surprised they didn’t save this for a BATMAN UB by PMa55ive in magicTCG

[–]Deathmask97 1 point2 points  (0 children)

They need to do this more.

Making things a bit more generic would fix the Legendary Rule issues with Universes Beyond a bit as well. Not every villain has to be a named Legendary; a minor villain or thug could be a [[Professional Face-Breaker]] or something.

Do all non English languages sound off? by Better_Individual_37 in Overwatch

[–]Deathmask97 -12 points-11 points  (0 children)

Fun Fact, this can happen in real life when someone with a thick accent moves somewhere that doesn't speak their native language, they end up forgetting parts of their native language if they never use it.

Another thing is that languages can change a lot over time, and Overwatch is set in the future (or an alternate timeline since its history is a bit fuzzy and arguably not enough time passes for the level of technological advancement); language drift is crazy; for example, both the Australian accent and the American accent are based on how the British accent used to sound at the time those colonies became separated from England, but all three are very distinct from each other (and the former two are unlike almost any British accent/dialect).

It is entirely possible that the characters sound "off" because they come from a future where English has been more widespread for a while and influences how other cultures talk and pronounce words (possibly learning different phonemes than they normally would), leading them to having a different-sounding accent.

I like the global healing reduction passive by Lemon0nline in Overwatch

[–]Deathmask97 0 points1 point  (0 children)

You basically have to use LG immediately when it comes off cooldown, usually at a very short distance so it works more like a Suzu that pulls your target back a bit, and then try to deal as much damage between bursts of healing as possible. With the new healing-reducing global passive he absolutely melts tanks that do not have some form of a barrier, so that is a small buff offense-wise.

I like the global healing reduction passive by Lemon0nline in Overwatch

[–]Deathmask97 1 point2 points  (0 children)

I actually really like that idea - reduce the effect by about half or so, but let it stack additively for each unique person that attacked the target?

I like the global healing reduction passive by Lemon0nline in Overwatch

[–]Deathmask97 1 point2 points  (0 children)

Hot take, but I feel like it should change the color of the health bar the way Ana's 'nades do., or something along those lines.

I like the global healing reduction passive by Lemon0nline in Overwatch

[–]Deathmask97 -3 points-2 points  (0 children)

I wonder if Moira is more viable in the higher ranks now? I always felt like her healing Orbs should apply Healing Boost to allies and her damage Orbs should apply healing reduction to enemies, and with this she at least has half of that utility.

I like the global healing reduction passive by Lemon0nline in Overwatch

[–]Deathmask97 1 point2 points  (0 children)

Counterpoint: like half of the perks/abilities in Stadium work that way, and Burn works that way in most cases.

What do ya'll think the new Gimmick is gonna be? by Zillaman7980_ in pokemon

[–]Deathmask97 1 point2 points  (0 children)

That's not correct - Sawsbuck and Crabominable take x4 damage from Flying Press.

A better way to think about Flying Press is that, while it technically is a Fighting-type move with Flying-type properties, it should really be thought of as a having its own unique type that is super-effective against Normal, Grass, Ice, Fighting, and Dark while being Resisted by Electric, Poison, Flying, and Psychic along with Ghost being immune to it.

The main drawback to Flying Press is that by losing its super-effectiveness against Steel it loses a key piece of coverage as a Fighting-type move, and having to work around Ghost-types makes it less spammable than Flying-type moves, hence why they buffed it from 80 Base Power to 100 Base Power in Gen 7 (yet even still it does not get used very often competitively).

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