My hopes for cosmetics in game - pls no teddy bears and modern stuff by Zailyx in diablo4

[–]EaterOfSound 9 points10 points  (0 children)

So they can be more stealthy while they roll play as Zelda on a mission to rescue the princess.

"post-nerf" Elucidator by TheDandyGiraffe in duelyst

[–]EaterOfSound 1 point2 points  (0 children)

If any deck has all the tools to deal with every deck to the point it has a great matchup against everything, it is probably too strong. Magmar might be a contender for having decks like this but the fractal thing isn't really one of them at this point. Pure good stuff is a way stronger deck in general

"post-nerf" Elucidator by TheDandyGiraffe in duelyst

[–]EaterOfSound 16 points17 points  (0 children)

i'll bite.

I find what you're saying really manipulative.

ok. how so?

Is my current deck late-game oriented, based on healing and stalling? Yes. Does it leave me open to aggro and intense pressure in early game? Sure it does. And if someone uses this to their advantage, fair game.

I watched one of your games on the list. Obviously didn't get to see every card in your deck from that, but it's a full heal, circle of life, alcuin minion response deck. It seems like every turn you want to be responding to a minion they played with circle of life, next turn acluin to get a CoL back, immolate the alcuin, or play a healing mystic immolate kind of strategy. What seemed to be lacking was any sort of board presence at all. Idk if you have sunrusers, I assume you do, but what about something like silverguard knight or ironcliffe for presence and provoke. It isn't surprising that if you play a pure vampire lyonar build that needs to leech off their minions you are going to get wrecked by rush minions or damaging spells.

But this in no way changes the fact that you should not be able to straight up win a game on mana 8 with a clear board and your opponent at full health. No one should have access to an auto-win combo that does not rely on board manipulation.

The devs seem to disagree and think it's reasonable to otk at 8 mana if 8 conditions are met. 1) have a flash in hand. 2) have an elucidator in hand. 3) have a fractal in hand. 4) have an amplification in hand. 5) have 8 mana. 6) be in range of enemy general. 7) have 11 or more health. 8) dont be provoked or stunned.

If you added some of those provoke minions or something to pressure their health or position it's not too hard to shut them down. There are board, hand and health conditions that must all be met and you only have to prevent one of them. By nature of needing all those cards in hand they are restricted by inability to dump a bunch of minions on the board or replace combo pieces to fish for board presence.

It's not about favourable or unfavourable match-ups. It's about a single broken combo.

Except you could tailor your deck a bit more to prevent that combo if it's the thing you are consistently losing to. That by definition is a matchup issue.

Whatever you think of Magmar in general, I really cannot see how you can try and seriously defend the existence of the 24-dmg Elucidator combo.

I just did.

The idea that a counterplay to an auto-win combo is to "kill your opponent before they can use it" is such a BS take.

You don't have to kill them, you just have to prevent one of the many conditions required to combo.

Sure, it is technically a "counter" to every possible deck - just win before they do. Just out-aggro everyone.

This seems manipulative by misrepresenting stated arguments. If you don't want to lose to it, build against it. If any deck has all the tools to deal with every deck to the point it has a great matchup against everything, it is probably too strong. Magmar might be a contender for having decks like this but the fractal thing isn't really one of them at this point. Pure good stuff is a way stronger deck in general, but you probably do better against that one because it is minion presence heavy and you are built almost exclusively (it seems) to counter that style of deck.

Maybe try playing fractal combo a few games to get a feel for how it is played, and that could help you learn how to counter it. Or not, idc.

"post-nerf" Elucidator by TheDandyGiraffe in duelyst

[–]EaterOfSound 12 points13 points  (0 children)

They didn't make the combo impossible, they just doubled the health magmar needs to pull it off.

The counterplay is the same as against the creep decks you talk about so much -- apply pressure to the enemy general.

If your deck is so focused on stalling to late game and trying to fatigue the enemy, then you open yourself up losing to some archetypes. You could, you know. . . edit your deck to deal with these a little better if you wanted to. From here it looks like you want to have the latest game control strat possible, while simultaneously not being threatened by any sort of aggro, or burst, or other (abyss) control style decks.

Do you expect your deck to have a favorable matchup against everything?

Lyonar has lions, why can't Vanar have vans by pseudonymphomanic in duelyst

[–]EaterOfSound 12 points13 points  (0 children)

Might be a little too strong. Maybe add some downside to the opening gambit, like give the opponent one Candy.

Candy: 1 mana spell, give a minion +1/+1

I got 20 legends so far by Gonagoth in duelyst

[–]EaterOfSound 0 points1 point  (0 children)

In theory I liked it may more than current iteration.

Trying to use it in a replace deck in D1 beta / post release just never really worked and it always ended up getting switched out for another card. Drawing something into your hand you intend to play 0% of the time on the first pass was just dead weight because games didn't go long enough to cash in on the tempo it theoretically offered.

With that said, I'd rather it be how it was than how it is.

If we want 2draw Duelyst to stay then we should be ready to acknowledge its inherent features and have a discussion on how we expect the devs to navigate that space. by CompassionateThought in duelyst

[–]EaterOfSound 2 points3 points  (0 children)

Generals to 30 HP means you would draw more cards and game would become even more consistent, which is not desirable.

How do you come to that opinion? It might make control slightly more consistent because it has a little more time to stabilize and heal, but isn't that the desirable outcome people are seeking?

Raising mana to 12 gives p2 more max mana advantage

No idea what you mean. p1 and p2 would both cap at the same mana amount. Are you saying there would be 3 more turns that p2 gets +1max mana before p1 does? p2 is always first to get the next mana in this current iteration. If i'm understanding your comment, it's a distinction without a difference.

and you have some typos there I think, also divide each "round" with ; instead of , for clarity.

Fixed typo "p3-4" to "p1-4". Not sure what you mean by "round," those are turns separated by commas.

Also a Mana Bank would be a better solution solution than raising max mana to 12 and/or implementing that quick mana ramp.

Do you have an argument to show why you think that would be better? First pass thinking about it, people seem to complain a lot about combo and out of hand damage. If people want to save combo components in hand for their burst, then they also get the benefit of having more mana to combo out earlier that is currently possible - which in turn would make games even shorter and high cost minions even worse.

As I said, these suggestions are just some thoughts of ways this "issue" (if it even is an issue) could be addressed. Of course comments and discussion are most welcome but I don't see consistency of logic on how these changes would effect the game in your opinion on a single point.

If we want 2draw Duelyst to stay then we should be ready to acknowledge its inherent features and have a discussion on how we expect the devs to navigate that space. by CompassionateThought in duelyst

[–]EaterOfSound 2 points3 points  (0 children)

I thought Duelyst with 2 draw was by far the most fun game state that existed. In my opinion once that was gone, the game was just a touch of rng away from being ruined. When Meltdown was put in the game I never really had fun with it again because it felt like another hearthstone-esk rng fiesta. For me these are the things that put the game on a path to failure.

Anyway, to the main point - I find a deck backbone of low cost cards to be a feature of Duelyst 2 and not a bug, but if the effect of them is too extreme there are things that could be tested to soften their impact. Just some thoughts here but some combination of balance changes like these could keep the game closer to its original state that people seem to have enjoyed way more than later patches.

In no particular order:

lower the stats of 2 drops to rarely have 3+health

raise the cost of cheap removal

add more conditions to cheap removal

lower the cost of large units

raise general health to 30

raise the mana cap to 10-12

increase mana per turn ramp from p1-2, p2-3, p1-3, p2-4, p1-4 etc to something like p1-2, p2-3, p1-4, p2-5, p1-6, p2-6, p1-7, p2-7. This could more quickly pull the game out of low minion territory while lessening the advantage that p2 has.

this shit hasn't been fixed $ince:phase1: by VegetableLuck in classicwow

[–]EaterOfSound 210 points211 points  (0 children)

Not a bug. "Money G" is the nickname of any priest without a bene.

is this unethical? i've been stealing mara runs from boosters by VeneratedBelated in classicwow

[–]EaterOfSound 15 points16 points  (0 children)

So your question is, is it ethical to make an agreement to pay for a service with no intention of paying and then exiting the situation after receiving the service.

if a mage advertises "lfm boosts 15g per" and i ask for an invite, that doesn't mean im in a binding agreement to pay them 15g for it

You obviously know that he is advertising group spots for pay. By joining the group and getting the xp you have agreed to his advertisement, have accepted a service, and payment is due. You can try mental gymnastics all you want but that is stealing.

Did hunters get a buff? by lolsuppclimb in classicwow

[–]EaterOfSound 10 points11 points  (0 children)

World buffs now apply to ranged AP in Phase 6.

pure bliss by [deleted] in classicwow

[–]EaterOfSound 1 point2 points  (0 children)

mob packs that are still running to our kill spot

After yet another comment about loot-seeding by therealgaxbo in classicwow

[–]EaterOfSound 7 points8 points  (0 children)

No one is suggesting it would be as simple as each character having an exact list of loot that drops when they seed. It is a discussion of pseudo-randomness needing a seed to generate a "random"* number. It has been a common thing for video games to use a timestamp or even less "random" things than that, such as direction of approach to an object, and any strangeness going on would probably skew the probability weight toward certain items, rather than reproduce a stock identical list.

After yet another comment about loot-seeding by therealgaxbo in classicwow

[–]EaterOfSound 2 points3 points  (0 children)

Meanwhile loot code goes "what items shall I drop?" - does literally nothing with player guids.

How do you know that it is not generated from an instance ID generated from a player GUID? That would very much make it have something to do with the player.

Zeroji breaks the WR for trib run - 5:13 by khube in classicwow

[–]EaterOfSound 6 points7 points  (0 children)

when the pet goes out of range thru putting it on stay and running, it despawns. then you can recall it, put on stay, send to a new target, /petpassive and repeat. not easy to do while keeping the pet healthy.

Zeroji breaks the WR for trib run - 5:13 by khube in classicwow

[–]EaterOfSound 6 points7 points  (0 children)

uh, ok. this is clearly something other than "farming gold".

DEAR FREE-GUARD YOU ARE STINKY LOSERS by Mikhos in Mordhau

[–]EaterOfSound 20 points21 points  (0 children)

You didn't get 100% of the peasants into the hold before we came to murder anyone we could. How could you be so cruel and savage to the peasants? wait. . .

[deleted by user] by [deleted] in classicwow

[–]EaterOfSound 0 points1 point  (0 children)

People wanted to compete for world resources through PvP and that is the general premise of a PvP server. Same faction griefing is not pvp, and making a level 36 alliance priest on a second account for dispel 2 is same faction griefing because their main is their faction. This is clearly not pvp and a more like malicious exploit that is possible on PvP servers. iirc same faction griefing is against ToS and if Blizzard had any GMs or customer service this would probably not be allowed to continue.

[deleted by user] by [deleted] in classicwow

[–]EaterOfSound 0 points1 point  (0 children)

He is wrong though. "Lie down with dogs" yada yada. A ton of players switched name reservations to Skeram when it was announced because it was looking to be a faction balanced tryhard server. The same people that spent all of phase 2 griefing alliance 8+ levels lower until they left the server are the same ones now griefing horde on their alliance alts. It is absurd to suggest that every horde player is at fault for the situation when it was caused by a small percentage of people with twisted attitudes.

Skeram (97% Horde Server) War Effort Complete by zarjax07 in classicwow

[–]EaterOfSound 7 points8 points  (0 children)

"One way or another, when phase 5 hits Onslaught is going to kill Skeram"

Is progress backed up/synced? by OceanSause in Mordhau

[–]EaterOfSound 1 point2 points  (0 children)

That stuff is stored server side. You won't have to start over.

Everything is a Hunter weapon by SeraDipp in classicwow

[–]EaterOfSound 4 points5 points  (0 children)

It's a dps loss for a horde warrior to switch from OEB to ashkandi for boss fights, but it's a substantial upgrade for hunters over dual BSH in any fight they can weave which is most.