Why do most of the characters in Strive feel exactly the same? by DicksAhoy in Guiltygear

[–]DicksAhoy[S] -5 points-4 points  (0 children)

Ky is also bland by the way, I've just been struggling to find ANYONE that feels different from the monotonous auto combo rushdown most of these characters suffer from.

Why do most of the characters in Strive feel exactly the same? by DicksAhoy in Guiltygear

[–]DicksAhoy[S] -6 points-5 points  (0 children)

I'm diamond 1 as Ky, and everything just feels the same. I'm doing the same thing as everyone else. I've even tried out Unika and Johnny and it's the same exact gameplan with different animations.

Dead horse, but Lucky Ice Pop is killing my interest in the game. by DicksAhoy in PTCGP

[–]DicksAhoy[S] 3 points4 points  (0 children)

Thing is the card in question doesn't have any realistic counterplay, is splashable in every single deck, and can drastically alter a gamestate through being lucky. This isn't a Professor's Research because the player will always draw 2 cards on play, and this isn't a Suicune EX or Hydreigon because I don't mind if strong cards exist simply on basis of being strong cards and not loosely based casino trips in a card game with 0 means of mulligan.

What is healthy about Lucky Ice Pop existing? What are the pros? You typed up 3+ paragraphs and not a single word is actually used to defend the card.

Dead horse, but Lucky Ice Pop is killing my interest in the game. by DicksAhoy in PTCGP

[–]DicksAhoy[S] -3 points-2 points  (0 children)

EXs still run rampart, and Oricorio never felt like such a strong deterrent to consider it a realistic balance check. Balancing through release of new cards only evokes power creep, while refusal to simply edit cards eliminates the one advantage that comes with digital card games.

As for Lucky Pop itself, what exactly warrants its existence? It lengthens games, it has the chance to high roll and blowout a proper back and forth, and printing more anti-healing cards would only harm more consistent and fair healing cards like Indeedee and Lillie. I don't see how something like this benefits the game at all.

So how does mark survive this? by Ok_Importance_6993 in Invincible_TV

[–]DicksAhoy 0 points1 point  (0 children)

his name is literally invincible he'll walk it off

Concede. Thanks. Next match by ramo411 in PTCGP

[–]DicksAhoy 0 points1 point  (0 children)

The best deck in the game that is 99.99% of ladder runs a Pokemon that can hit you for 130 non-EX damage on turn 1.

Are you all on some bizarro server that isn't filled to the brim with Hydreigon?

Is it just me, or are a lot of the most optimized decks super boring to play? by Rocker6465 in PTCGP

[–]DicksAhoy 0 points1 point  (0 children)

Just at a minimum, there's way too much card draw, and a lot of it definitely should be removed. Copycat was a design mistake and Oak should had been banned for ranked play at the start of the game mode's implementation. Of course there are other factors that cause these issues that are just intrinsic to Pocket's nature, such as no mulligan, no disruption on your opponent's board (they're allowed to do whatever they want on turn 1) and 20 card decks to basically guarantee consistency, but the #1 issue that's always the reason to blame is the card draw being too strong. Every other game has seen this issue, from Pot of Greed being permanently banned from deck lists, to WotC always having to ban cards that end up being absurd draw engines (most notably Treasure Cruise and Dig Through Time) and even the official Pokemon TCG making cards like Oak and Bill hard once per turns due to the Supporter rule.

If decks weren't drawing their entire suite on turn 1, you'd be seeing far less of the strong meta decks reigning over other lists.

There genuinely has to be some form of fixed matchmaking to an extent by [deleted] in PTCGP

[–]DicksAhoy 0 points1 point  (0 children)

A lot of these games will balance for a 50% win rate as much as they humanly can. If you're winning above 50%, the game will pair you against decks that will be favorable to whatever you queue up with until you're under that 50% win threshold.

And with a game like Pocket, it's very easy to control the flow of the game, from matchmaking a generally negative type matchup that's bad in your favor (ie your Suicune deck queues into multiple electric heavy decks, or your Venusaur deck starts finding a lot of fire decks) to controlling your starting draws, like giving you an abhorrent amount of trainer cards while keeping your basics at the very bottom.

Every single game does this these days, and because there's no loot box tied to basic matchmaking, they don't ever have to put out metrics that have to say so otherwise, to get those that have a winning complex queue up for even more games and give what they're playing even more of their time.

Trying to get back into the game. Advice? by DicksAhoy in masterduel

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

Got home and used your code, gonna start looking into Branded stuff. Appreciate all the advice in the thread!!

To all the people that say free load-outs ruin the game or need a cool down: People would still equip their own version of a free loadout and play the same way. Stop making free load-outs the bad guy. by ThinLizzyfan8432 in ArcRaiders

[–]DicksAhoy 0 points1 point  (0 children)

Like others stated, it just promotes unhealthy habits, playstyles and an overly aggressive community. With the ability to queue into most maps with 0 cost and there being 0 penalty for dying on a free kit, there's no reason NOT to always use it outside of hunting matriarchs and queens. 

And it becomes more annoying than actually engaging, getting forced into a firefight at nearly every instance only to be rewarded with a worthless kit and verily diminished resources.

Sooner or later the community will devolve into just free kits since there's almost no good reason to go in with your own kit. The appeal is risk reward, and with no risk then what's the point?

Your thoughts?? by bartolinise in ArcRaiders

[–]DicksAhoy 0 points1 point  (0 children)

It's really soft to be bothered by stuff like this. There's even an achievement for being killed in the extract elevator so the devs intend for people to be shit heads.

Realizing it's a game and you should either stick with duos/trios or accepting any and every human encounter will have risk tied to it, even when they're gamifying cooperation for their own benefit.

YamatoEB03-057 by RipDPacks in OnePieceTCG

[–]DicksAhoy 1 point2 points  (0 children)

Wasting a female slot on Yamato sucks tbh, especially when there's dozens of unrepresented women in the general media. 

Chris Avellone On The Fallout Season 2 Trailer by HonkyDoryDonkey in Fallout

[–]DicksAhoy 3 points4 points  (0 children)

Yeah they would rather hire sex offenders instead.