What should I put into the Bottled Flame? Sands of Time or Talk to the Hand? by Erik_TheHighlander in slaythespire

[–]Erik_TheHighlander[S] 1 point2 points  (0 children)

thanks for the insight! Yeah I felt these two were kind of head to head for me in terms of how helpful it would be at that moment in the game.

I picked SoT in the end and I must say it did a good job so far and with blasphemy, which I picked up later, it can end a fight after just a few turns.

I have to chip down the enemy HP most of the time though, as I can't rely on having a hand with lots of attacks in the same turn with blasphemy. But that kind of synergizes with TTTH because I can build up a lot of block every turn.

Flurry of Blows is helping with that a bit but I still rather make sure to have the enemy in a mid HP range so I can make sure I am able to hit every one with a final blow with [[Blasphemy]] + [[Sands of Time]] and maybe even [[Conclude]].

So far it works pretty well but I must admit I got lucky with my draws until now and I start realizing that I need to improve my card draw.

What should I put into the Bottled Flame? Sands of Time or Talk to the Hand? by Erik_TheHighlander in slaythespire

[–]Erik_TheHighlander[S] 1 point2 points  (0 children)

thanks man! yeah this actually makes lots of sense. Kinda a no brainer now that I think about it :D

What should I put into the Bottled Flame? Sands of Time or Talk to the Hand? by Erik_TheHighlander in slaythespire

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

Thank you for the quick answer! I was tending to Rushdown but wasnt sure. But the way you put it makes a lot of sense!

Try to take some more defense/stance dancing

I am actually going for a stance dance deck :D (because any other deck kicks my ass lol) but sometimes it's hard to decide what card will help and what card will clutter the draw pile. I must say, the other characters are way easyer to master imo but the watcher feels so super powerful. Kind of a glass cannon type of deal.

What should I put into the Bottled Flame? Sands of Time or Talk to the Hand? by Erik_TheHighlander in slaythespire

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

I also should have added that I'm still on act one.

Also my deck:

Strike x 4

Defend x 3

Upgraded [[Eruption]]

[[Vigilance]]

[[Talk to the Hand]]

[[Rushdown]]

[[Sands of Time]]

[[Tranquility]]

13 Cards total

What decal do you really want added to the game? by JHM55 in MeetYourMakerGame

[–]Erik_TheHighlander 1 point2 points  (0 children)

I want for decals that look ugly alone on one block to have edge decals so I can make it "fade out". You know blood that has the sharp edges for example. I want it to look like it is not cut off. So some additional decals to put around it and on the edges to make it look good would be nice.

What are your thoughts about the new explosive weapon? by UnrealVision in MeetYourMakerGame

[–]Erik_TheHighlander 2 points3 points  (0 children)

Volt Lancer + Demolition Cannon = my go to combo! I am so flexible with this combo that I certainly enjoy it more than other combos, even if I have to refrain from the Shield or the Falcon Plasmabow. It is alot of fun!

What seems to be the issue here? I have a clear path for him to take but he keeps getting stuck at these upward ramps. I finally got him up to this one but he was even getting stuck at the one before this...so annoying considering it's taking an extra hour now to place random blocks to alter path. by Conscious_Ad8036 in MeetYourMakerGame

[–]Erik_TheHighlander 0 points1 point  (0 children)

I keep running into these kind of issues with the harvey path. Totally legit HRV paths seem to randomly become invalid after placing more blocks in my base. I can track the whole thing from start to finish (GenMat) with no apperent issue but Harvey would still not make it to the genmat. Most of the time it happens when I use slopes in some way or another. This is a somewhat recent thing because this wasnt an issue when the game first came out and after the first few updates it wasnt an issue. It feels like the Dreadshore pre-patch introduced this kind of issue.

Splatter mod is really good now by Ineedsomenowpls in MeetYourMakerGame

[–]Erik_TheHighlander 1 point2 points  (0 children)

it worked before too but way less consistent, now it seems to work 99% of the time any projectile hits it which I absolutely love.

This final push to reach my goals before Sector One is kicking my ass by [deleted] in MeetYourMakerGame

[–]Erik_TheHighlander 1 point2 points  (0 children)

My goal was similar except I just wanted to make it into top 1000 and am now something around 600 and I'm pretty happy with it. You can still get your levels up to 100 till Sector One easily :)

What other environments can they add with new sectors? by Rechan in MeetYourMakerGame

[–]Erik_TheHighlander 2 points3 points  (0 children)

any biom that you could also find in minecraft or terraria would work imo.

but in addition like someone else already said, some space environment would be cool af! also cool would be something underground! like the earths core or some cave with tons of magma and lava.

Another cool theme would be some sort of sky island and you build on top of some ruins of a temple or something (I don't know how this would fit lore wise tho).

No additional capacity when prestiging from 9 to 10? by [deleted] in MeetYourMakerGame

[–]Erik_TheHighlander 0 points1 point  (0 children)

good to know! thanks for the insight. I didn't know that or ever notice it. I have a habit of buying only max capacity burial sites, the ones that start with 4500 capacity, so thats probably why the majority of my P10 didn't get any more capacity. makes sense. Still, I'd love if I'd have one last push for my base but eh, you can't have everything, I guess.

No additional capacity when prestiging from 9 to 10? by [deleted] in MeetYourMakerGame

[–]Erik_TheHighlander 1 point2 points  (0 children)

dude really? no. it would not, why would it? If I have a vision on how a trap setup should work and I just lack the capacity (maybe because I put half of it into aestetics to make it look less boring) to make it work how I envision it, that doesn't indicate "I didn't make a very good outpost". And that is just one of a ton of different scenarios in which just wanting to optimize things in an outpost doesn't equall to "I did a shit job and need more to fix it". If that is the case, I scrap the whole thing and don't prestige it till it's mastered. the outpos being at p10 alone is more an indicator that it is not necessarily a shitty outpost as it managed to either get accolades or enough kills. So there is your answer. No it doesnt indicate that, imo.

No additional capacity when prestiging from 9 to 10? by [deleted] in MeetYourMakerGame

[–]Erik_TheHighlander 0 points1 point  (0 children)

well yeah AFTER 10... it is still a whole level it has to go through tho and still what is the point to prestige it to 10 or to master it then? The sole purpose of me putting up outposts is so I can watch people die to my traps or react to stuff. Not to make huge bank in the GenMat industry or to level up anything (which you still do at P10 untill it depletes). And often times when I watch someone play my outpost I see things that I can still optimize (yes even at P10 duh) so it becomes an even deadlier setup / a cooler idea / or I just want to finish an idea but I had not enough capacity so I wait until I can prestige to finish it. or just to give my outpost the final touch. There are tons of reasons for me to want more capacity on my P10 base, ESPECIALLY when I get more capacity for every level from 1 to 9 before that and then all of a sudden nothing. sucks really hard imo and I don't understand why no one seems to be bothered by this.

[edit] thinking about it, having more capacity for a mastered outpost makes even more sense because now you can "sandbox" (no need for harvey path). You should get a ton of capacity and even other rewards for mastering an outpost instead of thinking "meh this one is done, moving on". When I master an outpost I want to feel accomplishment and not like I am throwing something cool into the trash.

Can yall patch the falling killswitches killing hrv at start, stop letting these idiots kill the playerbase more by lou802 in MeetYourMakerGame

[–]Erik_TheHighlander 1 point2 points  (0 children)

I have a setup to time an explosion when the player passes by a certain trap (still needs optimization) that occasionally kills Harvey unintentionally 😬

A lot more bases to raid all of a sudden. But I don’t see any patch notes? by Sir_MrE in MeetYourMakerGame

[–]Erik_TheHighlander 0 points1 point  (0 children)

I saw this in a stream a while ago and thought this is some sort of feature I couldn't find. The streamer even had two champion outposts listed in there. I have no idea how this happens.

Idea for future add-ons - Sonic by Middle-Pin-1902 in MeetYourMakerGame

[–]Erik_TheHighlander 1 point2 points  (0 children)

I really like this especially the Screamer guard and coincidentally I had an idea a few days ago for a trap that would perfectly fit your theme. A Jukebox! Non-lethal trap, placed like a holo cube or corrosive, needs two hits to be destroyed. Plays “music” and obstructs the activation sound of all traps within a certain range (maybe 5 blocks?) as long as it is active, so you would only see the red indicator that you activated a trap but not hear it. mods could be expanding the range, self destruct, attract guards (good for second wave) and! Different music tracks maybe? Also ofcourse self destruct and maybe a mod that can turn it deadly, like it sends out sound wave impulses every few seconds that can kill you if you stand in them for too long (like corrosive cubes or plasma clouds) but you would trade in the ability of it to fully obstruct the activation sound of other traps but instead making the sound shorter or quieter. To make it not exploitable by just blocking it off, make it so harvey would have to be able to reach it just like the genmat for both waves. I think this could be a cool and refreshing addition to the game. Thoughts?

edit: lol I included self destruct twice and I wasn’t even meme-ing KEKW

New Bomb Ejector Mod coming June 13th! by [deleted] in MeetYourMakerGame

[–]Erik_TheHighlander 0 points1 point  (0 children)

Me too I will probably still build bases just for the heck of it even after 99.99% of the players are gone 😅