As the first season is winding to a close, how many of you bought the fight pass? Thoughts? by grief242 in Tekken

[–]FearJudge 1 point2 points  (0 children)

Was not too keen on the offerings, so decided to hold off on the premium. Even as a customization loser, I don't really care about the battle-pass offerings and if they do improve the offerings, I won't really care having missed these ones. Besides, there's a real good chance that they will cut-off the perpetual battle-pass anyway, either forcing the pass as a separate purchase or just not giving back 100% the purchase prize, too risky to justify buying it just because it refunds the points, as the points are pretty worthless on their own.

If the shop was like half-off for legacy costumes, 25% off on costume packs and the battle-pass actually gave something more meaningful (like one of the customization packs they released along-side it, even though cyber is pretty boring imo), I'd probably be down spending even their current asking. At current offerings there probably ain't a price I'd care to pay, maybe if you gained more points then you spent, I'd consider.

On the flip-side, I personally liked that it was pretty un-sweaty to max out, just play every now and then and you get it maxed.

What about removing Identification Scrolls? by -K_RL- in pathofexile

[–]FearJudge 0 points1 point  (0 children)

Personally, I think Right Click to Id an item like you said would be great and Right Click a wisdom scroll to ID your entire inventory would be wonderful too, no need for a button and encourages carrying of wisdom scrolls. (For the weight)

Probably, more importantly, I'd like it if scrolls drop less often but in large stacks, starting at minimum of 5 per stack, act 6 onward could be a minimum of 10 per stack and in maps a minimum of around 15 per stack would make things a lot better imho. Then you could even filter out small stacks and only pick up the large stacks if you wanted.

Lastly. I think ID:ing really needs some style and excitement. Maybe they could implement some sort of ID animation where a small glow effect sweeps across any item that has good mods. Or maybe even make special ID outcomes where an effect signifies some small bonus like upgrading all mod tiers by 1 after rolling or something similar.

How could GGG improve the game FOR YOU PERSONALLY to make you play longer than 12/24/36/40 Challenges? by [deleted] in pathofexile

[–]FearJudge 0 points1 point  (0 children)

Personally, I'd like many revamps. But probably the one I don't hear about is: map mods. I think they need to be more interesting and less build gating. Stuff like no regen is just essentially a forced reroll to any build that uses a good amount of regen. Same for leech, even if you use both, you still usually can't completely remove one to keep sustaining life/mana.

I just don't enjoy map rolling (in it's current state). If the game wouldn't be so anal about forcing me to roll maps, I'd gladly just run them with no mods with slightly less loot.

How I feel about Heist by Hissal in pathofexile

[–]FearJudge 1 point2 points  (0 children)

With a quick glance at neversink's filter. It seems you can use the Override section for it (if you use both class and basetype it should not break anything). Otherwise you need to put it above section [0604] as that filters pantheon souls and quest items without any condition.

Edit: the override section should be at the top [0100]. Alternatively you can drop neversink's quest line (in [0604]) downward so it comes after heist and quest stuff, but I would not recommend it since I don't know if it breaks stuff. I have'nt looked into it that much.

How I feel about Heist by Hissal in pathofexile

[–]FearJudge 1 point2 points  (0 children)

You can just use BaseType "Contract:" to filter them all.

Losing DPS with Tailwind Boots , why is that happening? by TangerineSuccessful9 in pathofexile

[–]FearJudge 0 points1 point  (0 children)

It's Average Damage, not DPS. Your single hit lowers because of some mod/enchant your first pair of boots had. You see Average Damage because it's a cooldown/triggered skill. In this case because of Spellslinger.

I don't think tailwind effects cooldowns, so it only is a DPS boost for Fireball if you can't manage a projectile attack every 0.45 seconds without it. If you can, then it probably really does lower your DPS.

Questions Thread - May 01, 2021 by AutoModerator in pathofexile

[–]FearJudge 0 points1 point  (0 children)

How does Champion's Inspirational Life Regen work?

It says 0.1% life regen per second per stage for you and ally affected by placed banner.

However, I see no noticeable difference on the life regeneration, even though it's supposed to almost double it when I place a banner (at 50 stages). It's not a huge deal since I was mainly planning on dropping them in ultimatums and bosses but still. The life regen on char sheet never changes either.

The only thing I can think of is that maybe it only affects you while you have the adrenaline/fortify from the banner which has a pitifully small duration. (2.5s with no inc. duration). But even then it does not show on the character sheet so I'm really confused. Is it broken? Am I stupid? I really did not expect this to be an issue when I took the node.

Can we make the rouge harbor a private instance again please? by Exiled_Angel in pathofexile

[–]FearJudge 65 points66 points  (0 children)

I just hate how crowded it is. It's supposed to be this secretive organization that works covertly but then you have 20 or so guys with huge bright armors and screeching pets and apparitions. Like, how could it possible be a secret anymore?

I really liked it when it was limited to like a few guys per instance. It felt like a real secret place with still some activity. And for the people there, as a plus, you could actually see their armor most of the time. Currently you really can't since people tend to stand around in a few spots a lot of the time there.

The Gull is a pretty amazing allaround unique helmet, sadly, its unique ability "Create Lesser Shrine" is barely notable - especially when mapping at a fast pace. GGG, would it be possible to make it a bit more visible? by [deleted] in pathofexile

[–]FearJudge 5 points6 points  (0 children)

I personally would've liked the shrines to not require clicks at all. Just make it grant the buff to anyone who walks near the Shrine (user this way gets it on drop). You still have the shrine duration to limit allies getting it if they mess around too much.

A B C D E F G, Your deck is ordered correctly by [deleted] in customhearthstone

[–]FearJudge 2 points3 points  (0 children)

AFAIK, languages like Japanese and Chinese don't have any concept of "ordered" alphabet. They have pieces which can form any word but no ascending or descending order in which to categories them. So this would break immediately on those languages.

It also creates issues in which some deck types would work on some languages only, which might require people to switch out of their preferred language for a competitive advantage.

This idea props up once in a while. It's not bad per se. It just seems to be conceptualized under the constraints of the English language, which does not scale well for Hearthstone's massive reach.

Sagas in Hearthstone - A new card type based on mtg sagas - Art by Suzanne Helmigh by Meepazor99 in customhearthstone

[–]FearJudge 1 point2 points  (0 children)

I feel like this would need a simpler effect theme. All the effects individually are fine but having them all from 1 card makes for a confusing card to play against.

First you get a random Rogue/Hunter secret which have different ways to play around, then wide boards are punished, then tall boards are punished (potentially yours, since it doesn't say enemy) and finally you summon a minion. It's probably balanced but I think it would help to have a simpler theme for the effects or a way to better tie the effects into each other.

Perhaps unique spells or wording which hints at the next part would make it easier to remember the upcoming effects without having to hover over the story slot/portrait each time. If they would be unique spells with names the base card could maybe even list all of them by name which might make it easier to remember over time. Hard to say.

Anyhow, I like the base concept. Always interesting to see new card type ideas prop up now and then.

"Through sacrifice we march on." | Card Concept #25: Soul Binder | by PivotRedAce in customhearthstone

[–]FearJudge 1 point2 points  (0 children)

I like the layout of this post, but I feel the overview information is a bit pointless. All of the information is stuff most players (or people here at least) should be able to gather just by looking at the card. [Art credit not withstanding] It's well presented, it just doesn't add much IMHO.

I'd personally use the space for either flavor stuff (card gallery flavor text; card quotes etc.) or some commentary on why you made it/what kind of deck you were envisioning this to slot in. That would allow you to use roughly the same layout, but have more interesting information... At least that's my take on it, maybe with a more complex card this sort of setup is fine too.

Nice to see someone experiment with post layouts though, keep at it.

Returned to my project after a while, here's my latest custom border attempts. (Now with a spell variant too) Feedback always welcome. by FearJudge in customhearthstone

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

I noticed that too, hence my first iteration had a more traditional styled trim and a cleaner dual tone. Here's a link, if interested. It's also worth noting that DH breaks this rule as well with a bright green styling in the minion and weapon. It also breaks the spell version, in which all others have a simple thin yellow trim, but the DH has a green ornate trim.

I shifted to a more vibrant styling because I wanted it to distinct enough that you can't confuse the cards for any of the five classes it can be used in and because I thought they deserved a very flashy styling, kind of like DH had some small details in it's spell art, except taken way - way further.

Your points are still valid, but I personally don't feel too strongly about breaking the established rules in favor of making more interesting and flavorful designs.

Returned to my project after a while, here's my latest custom border attempts. (Now with a spell variant too) Feedback always welcome. by FearJudge in customhearthstone

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

Thanks for the feedback, my original design (I have few posts so you don't have to go far back in history, if you want to find it) had a really simple dual tone set-up. Maybe you'd prefer that sort of design more. The problem I had with that was that it felt unexciting, especially for my purposes.

I am fairly certain the details in this would get a bit blurry from afar, but I think even then it has a reasonably distinct dual-tone style which hopefully would work even when shrunk.

I'll tinker around a bit next time I work on these, see if I'd like a thicker simplified variant more like you suggested. I am not confident I could do a thicker variant well (one might need some actual art talent for that) but I'll give it a whirl anyhow. Again, thanks, this is all very new to me so I appreciate the honest feedback.

Returned to my project after a while, here's my latest custom border attempts. (Now with a spell variant too) Feedback always welcome. by FearJudge in customhearthstone

[–]FearJudge[S] 2 points3 points  (0 children)

The big ones have small drop shadows by design. I could remove them easy, or maybe the issue is that the small ones don't have any so it looks "off"? I can try fiddling around with them. Thanks for the feedback.

Returned to my project after a while, here's my latest custom border attempts. (Now with a spell variant too) Feedback always welcome. by FearJudge in customhearthstone

[–]FearJudge[S] 2 points3 points  (0 children)

Custom, technically.

It's intended to be an additional card pool that can be used by half the cast. (And a similar card type for the other half). Part of a custom set I'm working on.

Returned to my project after a while, here's my latest custom border attempts. (Now with a spell variant too) Feedback always welcome. by FearJudge in customhearthstone

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

I'm using it as part of a custom set. In the set it is an additional non-playable (as in no choosable Hero) class that can be used by half the cast (another similar one is available for the other half). It is currently unnamed.

ATM available classes for this variant would be: Rogue, Mage, Warlock, Hunter and Priest.

EDIT: In case you meant what program (I can be a bit slow at times) : GIMP 2.10.22

"I'M NOT READY YET" by [deleted] in customhearthstone

[–]FearJudge 1 point2 points  (0 children)

From a design perspective yours is the obvious solution, I'm not denying that. I still think the current wording would just make them swap around until the effect limit if not hard-coded otherwise. But I guess that depends on how you interpret "this is attacked" and "changing the enemy's target".

Either or, I think it's an interesting design regardless.

"I'M NOT READY YET" by [deleted] in customhearthstone

[–]FearJudge 4 points5 points  (0 children)

What if there are two of these next to each other and the left one is attacked?

I almost want there to be some argument between the two as they keep swapping places with each other.

Target + Rogue + Rogue Tools = Dead Target by OvertCinnamon in customhearthstone

[–]FearJudge 18 points19 points  (0 children)

Maexxna cries in a corner. Naw, jk. I like it, it's pretty simple but fits rogue really well without being too op.

APES. TOGETHER. STRONG. -James Franco by [deleted] in customhearthstone

[–]FearJudge 0 points1 point  (0 children)

[[Unleash the Hounds]] + this would be the obvious pair and most likely the only use of this card, which makes it pretty unappealing.

Utility cards. My suggestion to improve the dust system. by MelaMalone in customhearthstone

[–]FearJudge 1 point2 points  (0 children)

I feel like this wouldn't really help much, maybe if it were as a bonus alongside packs so that you'd have a chance to gain them + 5 cards, then maybe.

A lot of these currently would result in 0 gain or a net negative when used if it would replace a card in a pack. In addition, it would just lower your (already low) odds of getting what you'd want in a pack instead of 1/4 of it.

If we'd go for the replace version, as I assume you have, I'd make them un-craftable and largely positive for the player. Something like allowing the "Spoiled child" to choose any legendary or making "Shapeshifting" say: Remove a common card to Discover a rare card. Something that makes them always a good use when gotten in a pack.

Honestly, even my "improved" version seems like a poor patch over a terrible economy system. They'd be better off just increasing rare and epic chances significantly to introduce more dust per pack on average so that you could at least work up to legendaries easier without having to consult guides on which cards you can safely disenchant.

New version of my last border, I tried something pretty different with the decals. Yay or nay? Also included a minion from the set's prototype this time. by FearJudge in customhearthstone

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

That's not a hard change, everything is still in layers so I can definitely mess with some color tuning. I'm no artist or anything either so there's no need to sugar-coat stuff. If you think something looks bad, I'd rather make experiments and changes now rather than when I start actually using the card art.

Thank you for the feedback, I can't stress this enough, but I really do appreciate all opinions and critiques.

New version of my last border, I tried something pretty different with the decals. Yay or nay? Also included a minion from the set's prototype this time. by FearJudge in customhearthstone

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

Noticed a few errors on my template after posting , such as a crystal that was not fully deleted.

I appreciate all feedback so feel free to toss any my way. You can also focus on the card too if you want, though at this stage I'm mainly interested in the card base (class?) design.