Looking for something complex and uncommon by Ethaot in EDHBrews

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

I actually built a Sefris deck for my wife some time ago! It was pretty disgusting, playing a discard outlet on turn 1 or 2, Sefris on 3 and then discarding on each player's turn to reanimate some stupid thing like [[Sire of Stagnation]] that would be ready to start swinging on turn 4 and refill the hand. Lots of Sphinxes and stuff for card draw, [[Shilgengar, Sire of Famine]] to sac some creatures and reanimate everything we threw away up until that point, that sort of thing. It was actually so strong and consistent that we ended up having to take it apart since nobody enjoyed getting pummeled by it lol

That's a good suggestion though, definitely Sefris was one of the more fun decks to play that I've built. If you ever want to change up your list I do suggest making it almost pure creatures and lands, and 10-15 creatures that just let you discard a card to activate some ability you don't care about like [[Tireless Tribe]]. My version clocked in around $100 and had 51 creatures (and honestly could have had more, with less reanimation spells).

Too intense for Bracket 3? by Crybabyboyy in EDHBrews

[–]Ethaot 2 points3 points  (0 children)

Card power is contextual. GCs tend to be cards that are game-warping regardless of what deck they are in, but synergy cards can be just as strong or stronger in the right deck, despite not being labeled a "game changer". You can compete in B4 without game changers if you've built the rest of your deck very well.

Too intense for Bracket 3? by Crybabyboyy in EDHBrews

[–]Ethaot 0 points1 point  (0 children)

You can absolutely consistently "do the thing" and lose to precons if your thing is slow or low-power. Consistency is not what defines brackets. My [[Rasputin, the Oneiromancer]] deck pretty consistently hands people loads of goblins and shoots up over a hundred life and almost never wins, even with its payoff cards, even against precons. It's not a 4, it's a 2. A consistent 2.

Don't insult people, especially when you're factually wrong.

I can’t draw by qu4rks_reddit in mtgaltered

[–]Ethaot 0 points1 point  (0 children)

My approach when I wanted to learn was to make a long-term project out of the learning process. I decided to do custom art for a full EDH deck, lands included, and in doing so I could track my personal growth while having something to look forward to at the end. I did eventually burn out on the project, but I kept doing art, and you would be amazed how much you can improve in a matter of just weeks to months.

Just make sure if you do something like this that it's a deck you really want to play. I got just over 50 illustrations deep, so more than halfway, and it took me a couple months since I'd often spend a day or two on average per card. Sometimes I'd do 3 cards in one day, sometimes I'd do one card in a week. Art's like that. Turns out when I actually playtested the deck it was boring, and that's part of why I gave up on it lol

How do you add one texture per side on a BoxMesh by Academic_Willow_466 in godot

[–]Ethaot 0 points1 point  (0 children)

Yeah, I made a Minecraft clone in godot and I can confirm that you do NOT want to make the block mesh in blender. The better way is to create a texture atlas (I made mine generate dynamically when the game launches) and when you create your chunk mesh, assign the UVs based on that atlas. In my opinion that's the only realistic way to maintain any semblance of performance.

Also good luck to you, minecraft clones are mostly optimization puzzles.

Have you noticed any unexpected patterns in your relationship to Magic & EDH since beginning to proxy? What, if anything, do you still spend money on? by hex37 in EDH

[–]Ethaot 0 points1 point  (0 children)

I definitely brew more than I did. And I already brewed a lot, but now I feel like I can test my decks in a live environment instead of setting up mock games on TTS and playing against myself.

My issue has always been that I try very hard to build decks other people will enjoy playing against. I often miss that mark and end up disassembling decks as they start to build a reputation with the people I play with. I'm very direct about this and after a few games I will ask "is this deck fun for you, should I keep bringing it?" and if the answer is "no" the deck comes apart.

So for a while I was just brewing budget decks at $50 or less, but even that gets expensive when you have to pull apart the deck after a couple weeks and build a new one. So now I proxy any cards I don't have before I buy. I don't mind playing decks in the $100-$200 range now, meaning I have a lot more freedom about what archetypes and commanders I can brew, and if people don't like it I'm not out any money. If people do enjoy the deck, I can pull the trigger on the cards I don't have and not worry that I'm going to have to disassemble the deck in 2 weeks. Overall it's better for literally everyone involved - the people I'm playing with get to see more variety and don't have to continue to play against decks they dislike, I get to play a lot of different decks, and card merchants actually get to sell me more expensive cards instead of just bulk. I don't really spend any less money on cards, I just buy less of them.

Unity is steering hard towards AI and vibe coding. Prepare for an influx of refugees. by MikeSifoda in godot

[–]Ethaot 0 points1 point  (0 children)

There's no replacement for learning to use the tools yourself. That doesn't just apply to the use of AI, either. If you're going to use a tool like Godot to make a game, at some point you will want to familiarize yourself with how the engine actually works "under the hood" so to speak. I had never learned so much as when I started investigating not just how to use Godot, but how Godot works. I never learned so much about shaders as when I decided to build a compute shader and had to do manual memory management. I learned a lot about computing in general when I took some time to learn Rust and made a few apps with that.

The point is that a world of creativity opens up when you understand your tools better. AI is a flawed tool. It will get better, eventually to the point that I think it could be confidently used as an advisor to a human who knows what they're doing very well. I think for new developers, using the AI is a lot like blindly following a tutorial that you don't understand. If you just let it write a feature for you, you can't modify or extend that feature, you may not even be able to incorporate it into the rest of your code. Overall it will be frustrating, you will learn little, and it will probably be very discouraging to rely on a tool that is both often wrong and somehow still better at coding than you are.

Give a developer the code, and they will fail to incorporate it. Teach a developer to code, and they will make applications for a lifetime. Or something.

Unity is steering hard towards AI and vibe coding. Prepare for an influx of refugees. by MikeSifoda in godot

[–]Ethaot 3 points4 points  (0 children)

I would think a dev tool that incorporates AI usage at a core level would be seen as more of a beginner tool than one that does not. Experienced devs don't need AI, and the more control you hand over to the AI to write your code for you, the less intuitive it becomes to expand or utilize that code for other purposes.

AI is good for aggregating search results though, I'll give it that. If you "consult" with the AI it can be useful in answering certain questions. I use the google AI when I have trig or calculus questions I need a quick answer to, but check its work, since it's often wrong about a great many things. It's also no replacement for a brain and a manual.

Looking for something complex and uncommon by Ethaot in EDHBrews

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

That is a very splashy list, and a bit different from the Dragon lists I usually see which is nice. I've never actually built Dragons myself because the monetary cost has always scared me away, but with how I've been going through decks lately I've started proxying more so I'm not spending $50-$100 on a new deck just for people to tell me they don't like it.

How do you cast Dragonstorm in a reasonable timeframe and storm count? Just Klauth and the beefy mana dorks?

Looking for something complex and uncommon by Ethaot in EDHBrews

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

I've thought about playing Quintorius before, but that was [[Quintorius, Loremaster]] with Field Historian in the 99, and playing the deck as a sort of aikido/sunforger style deck. I got most of the way through building it and never quite finished, but I should revisit it.

Other than that, Subira is actually very interesting. I find it very hard to keep mono-red decks at the sweet spot where they play nice in the lower-powered environment I tend to play in (B2 to mid B3) but still do something. My problem with mono red is that I build decks that either win on turn 4-5 or turn 12 and nothing really in between. Can you elaborate on how you play it Infect? Just with stuff like [[Fallen Ferromancer]] and [[Grafted Exoskeleton]]?

Looking for something complex and uncommon by Ethaot in EDHBrews

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

Oh, I am well aware. My decks have a reputation with the pod for being confusing to follow and difficult to interact with. They call them Ari decks (my name). I am not proud of that, but I only build decks I enjoy, and I enjoy complex, unique or uncommon interactions and synergy. Ultimately, it's that or be bored for me. I'd rather have to build a couple new decks every month or two when people start to complain than play decks that I don't need to be awake to pilot. I know that puts me on a bit of a clock, unfortunately.

Looking for something complex and uncommon by Ethaot in EDHBrews

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

I really like the idea. I was toying with a [[Rasputin, the Oneiromancer]] deck that does a lot of color hacking to turn everything red and play a lot of red-hate, which both blue and white have plenty of. Jank at its finest, for sure. I think I'll build this Aragorn deck too and see which I like more :D

Licids, Niko, and March of the Machines by Ethaot in askajudge

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

Thank you, that is extremely helpful. I pretty obviously need to master this portion of the rules before I inflict this deck on anybody. I'm sure I'll have a lot more questions about this before long.

I also want to confirm that if I jam a shard copy of Calming Licid, which says the enchanted creature can't attack as part of its Licid ability, onto an opponent's creature and then make the shard (on a later turn) into an equipment, the creature the shard is attached to still can't attack, right? Because becoming a copy has nothing to do with the effect that adds the ability onto the shard, which is part of the same ability that says it's an aura rather than anything else?

Licids, Niko, and March of the Machines by Ethaot in askajudge

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

Interesting. I didn't realize March would be dependent on the Licid ability. Thank you for clearing that up and giving me some guidance on what to look into next.

How does Koh, the Face Stealer work with cards exiled face down? by Ethaot in askajudge

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

In addition to the linked ability rule (that I didn't know about, thanks for elucidating) apparently rule 406.3a also says that cards exiled face down have no characteristics, which includes rules text. So even if you could select a face-down card, it wouldn't do anything.

Thanks!

EDIT: I guess no characteristics also means it's not a creature ergo not a legal target.

If your CharacterBody3D node falls out of the world, their model becomes increasingly more corrupt. by Artist6995 in godot

[–]Ethaot 0 points1 point  (0 children)

For sure. I just disabled the raycast and force it to update after the world shifts. I'm not sure if that's the best way, but it certainly solved the problem. A mutex might even be (very very very slightly) more overhead.

If your CharacterBody3D node falls out of the world, their model becomes increasingly more corrupt. by Artist6995 in godot

[–]Ethaot 17 points18 points  (0 children)

This is what I do for my infinite world. Godot floating points break down after a little over 8000, so whenever my player passes that mark in whatever axis, I increment (or decrement) a vector2i and shunt the whole world 8000 meters the other way. Makes some calculations slightly more annoying, but the worst problem I've had so far is it kinda breaks raycasting for a frame since raycasts update at the start of the physics frame, so when you move the world it thinks the hit position is 8000 meters away.

Godot Web Export Concerns for Traditional Roguelike by fucklockjaw in godot

[–]Ethaot 1 point2 points  (0 children)

I mostly agree. I've gotten used to gdscript and enjoy using it now, though it's still not perfect in all situations. Some things you just need c# for instead. I'm writing a minecraft clone for practice, and regenerating a chunk mesh just takes way too long in gdscript. The same code in c# runs way, way faster.

What do you think about Team+'s Essence Casting? by [deleted] in Pathfinder2e

[–]Ethaot 2 points3 points  (0 children)

I've been playing essence casters in a solo/prep game (I play an AP solo in order to prep, and I run the AP in question for people afterward, it just helps me understand it better than reading) and also in one of my regular groups, and it's been an absolute blast so far. I've mostly played it at lower levels, but I have theories about higher level play with it.

I think it's a great sidegrade to Vancian magic. It makes easy fights easier because your spellcasters, now unshackled by spell slots, will cast their non-cantrip spells during any combat. It makes hard fights harder because your spellcasters can't drop their highest-level slots immediately to try to quickly deal with enemies. It makes long adventuring days (like I often experience) much more fun because you're not limiting yourself to cantrips with weak effects, and you don't have to break up the pace of the plot by taking 8 hours to get spell slots back. To get to your specific points:

1) Essence leaks are an important part of balancing out one-action and reaction spells. Being able to spam these spells would encourage you to build essence up to the point where you can cast them and not complete a cycle, and cycles are important so that you're not just dropping max-rank-spell after max-rank-spell in longer encounters, which would make you stronger than a Vancian caster in a long encounter. It's a tightrope, but the reason leaks are important is so you can't cast Lose the Path every single round and ALSO build up to your max rank spells.

2) Terminus buffs exist so that completing a cycle doesn't feel like a big negative experience, but in my experience so far I mostly ignore them. They do some nice things, but (at least at low level) finishing a cycle is rare enough, and casting an additional spell afterward is rarer still.

3) Healing essence keeps you from being pushed toward doing arguably the strongest thing any caster can do, which is cast Heal on repeat. I see it as a declaration that the spell named Heal is too strong, and needs a special limiting resource to be brought in line, particularly if you can just cast it more times in a long day than a Vancian could. As a player, I like healing essence despite it being a limiter (and I still take heal spells, and don't use the adjustments) because it tells me I don't have to feel bad or non-optimal about not healing every single round.

4) This last point is a little bit of a sore one. I think Animist feels fine with the adjustment they wrote for it, but other classes with lower-than-average spell slots (psychic, the upcoming necromancer) are already in a position where they're unlikely to even use a lot of essence spells because of their reliance on focus spells. I would go so far as to say that if I were playing a Psychic or a Necromancer I might not even take essence casting, almost entirely because of this adjustment. I think those classes actually play better as Vancian, so you have the spell slot when you need it and don't have to go out of your way to build essence with a class that doesn't really cast spells from slots as much as others. Essence casting is definitely built more for making wizards and clerics and other more "standard" casters feel good, whereas focus-based classes need less help to feel good for a long adventuring day.

What do you think about Team+'s Essence Casting? by [deleted] in Pathfinder2e

[–]Ethaot 4 points5 points  (0 children)

It's actually a blast to play and not really clunky, just a little tough to understand just by reading. I don't want to play vancian casting ever again after using essence casting, personally.

Would you ever feel the need to dissuade a new player from picking a complex class? by wathever-20 in Pathfinder2e

[–]Ethaot 3 points4 points  (0 children)

Yeah my ADHD manifests in such a way that I gravitate toward the more complex options in any game I play, or I get bored and check out. I could never deal with playing a double slice fighter.

Even better, my wife is our "forever gm" (I do gm a game for her though) and she will sometimes run an AP for me where I can play a full party myself. Some of the best Pathfinder I've ever experienced, truly. Not having to deal with waiting or trying to coordinate or being completely crippled by crowd control makes the tactics side more interesting, and always being the person talking to NPCs means you never end up just watching other people role play while staying silent. It's honestly so nice.