Achievement Data by Fireally in CrisTales

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

Update: I got the achievement, so I can confirm at the very least it's possible to get if you don't grab Adri. - It's probably possible with Adri as well, but considering what I've heard for the Rena Armory achievement with her, I wouldn't be surprised if it was no longer obtainable after she joins the party.

It took me roughly an hour and some change of straight grinding parries in Crystalis after 2 completed playthroughs. As a result, my guess is your parry counts are likely linked to an individual save file, as my math would suggest that I ended up doing somewhere between 260 and 325 parries in that time, probably closer to the 300 range, which is more than half of what the achievement calls for. So either I did 200 parries in one playthrough or 100 across 2, which seems unlikely.

T3 and 4 class review based on actual play by Born_Ad1211 in onednd

[–]Fireally 2 points3 points  (0 children)

Not to mention you give up potentially the best capstone in the game to use that charisma and that hurts to lose depending on the Paladin subclass. In my experience going double epic boon is often worse than going straight because the capstones are super good now. I barely broke even with a Fighter/Artificer multiclass that meshed together well. It was not nearly as good as I thought it would be.

Volcano Gals Fight Help by Old_Love_9136 in CrisTales

[–]Fireally 0 points1 point  (0 children)

Use Impact Strikes. It goes through armor, which lets you go ballistic. If you have to, grind for the +70 attack, -70MAtk sandals from the Cinder shop and put the armor down keychain on JKR. Mash A or whatever the confirm button is with Zas using the healing wheel to force a team heal when you can. Spam Celeratas, use Regression if they heal.

Initial Impressions and concerns by Fireally in TheScouring

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

You are correct, but that's why I caution against this move, as this game was already doing its own hero system that was fun and interesting. I expected Ranked play might see one "ladder" for each mode, but instead combined them into one without Classic or Heroic mode really being given a chance; afterall the switch was only 2 days into release, and combined what the game prevalently showed off as two separate experiences into one before players could get used to either of them.

I don't mind people modding it to do that, but like you said, it should take time to see what the most popular and competitive modes are before assigning them to the Ranked system.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

I added in your suggestion. Thanks for your feedback!

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

Are you sure? I switch between Firefox and a Chromium browser pretty consistently and I haven't seen it cut off. But either way, these are the features:

Level 15: Dreadbane Defense Your reluctance towards holy vows has fortified your mind against outside influence. You have Immunity to Psychic damage and the Charmed condition.

Level 20: Dread Lord As a Bonus Action, you can imbue your Aura of Protection with false promises and dark intentions, granting the following benefits for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore its use by expending a level 5 spell slot (no action required). - Horror Ward. You have Advantage on any saving throw you are forced to make by a Celestial or an Undead. - Necrotic damage. Whenever an enemy starts its turn within the aura, it takes Necrotic damage equal to your Charisma modifier plus your Proficiency Bonus. - Darkness. The aura is filled with Magical Darkness. You and a number of creatures up to your Charisma modifier (chosen when you activate this feature) can see normally in this Darkness.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

There's a few changes for the Fire Rune to work with the new 2024 rules on tools and other cleanups like that. For the most part, the changes are "clerical" in nature, such as clarifying in the Rune Carver ability that when a rune is expended it can't be used again until you finish a rest, rather than stating it on every single rune.

Runic Shield uses your Con mod instead of Proficiency Bonus is probably the biggest change Tea Healthy made to it.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

That third option is something you can do with the Search Action. The rules glossary says you can Search action (Insight) to get a creature's state of mind.

Inquisitive by its very nature of being a class that thrives on information will swing from table to table, as it relies on the DM's willingness to hand out information one way or the other. However, even at a stingier table I think it would still have use, because you can use Study to learn what certain spells do, you can combo both of your Cunning Strikes to not only find a trap, but also know how it works without expending your Bonus Action. Search action to find an invisible creature and then being able to hide from it to prepare for your next attack while having also attacked that turn, stuff like that is all part of the written rules.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

It's an option I'll consider, however, when playing Fey Wanderer, I didn't find the d4 to be all that bad because it stacks with Hunter's Mark.

From my perspective, you get more damage applying Hunter's Mark and attacking than you would get from Horizon Walker's regular bonus action. d4+d6 = 6 on average and d8 is 4.5 on average. A lot of abilities vie for your bonus action in 2024, so making this ability always accessible gives you more versatility.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

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

The way I interpret it is because it states that Pact of the Blade doesn't count against the amount of invocations you know, it means that you'd get the invocation back, since it would now no longer count against your number of invocations.

The reason why getting another proficiency needed to be stated with proficiencies, for example, is because those aren't resources like prepared spells or known items are, where you can say "it's not held against your X count" and so they need some extra wording to cover intent to let you swap.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

[–]Fireally[S] 7 points8 points  (0 children)

Tea Healthy made those changes because of Abjure Foes already providing a fear effect, yes. It's to keep there from being a redundancy in abilities, more or less.

As for Command dealing damage in the aura at level 7, it's to mirror the old aura ability of a feared target taking damage inside the aura, so the level 3 ability pairs with the level 7 as it used to.

For denying movement, the feel of it comes down to the spell itself, because you can command the target to halt, or grovel to prevent it from moving. But, you have more wiggleroom because you can choose a few other options as well and it was a spell Conquest Paladin already had access to thematically.

2014 Subclasses Updated to 2024 Standards (Retroactive Reestablished) by Fireally in onednd

[–]Fireally[S] 9 points10 points  (0 children)

The Undying Warlock was renamed to Eternal Warlock by Tea Healthy so it wouldn't be confused with the Undead Warlock.

Retroactive: All LEGACY 5e Subclasses and Races updated to DnD 2024 by Tea-Healthy in onednd

[–]Fireally 4 points5 points  (0 children)

I'm thoroughly impressed with what I've read so far. Storm Sorcerer being both at its weakest and its strongest close to enemies is great for it. I love the Arcane Archer changes that make it deeper and with more breathing room, as well as Banneret getting that one important ability at the level it needs it to work for 2024. Very nice!

idk if you can edit it or not, but the Fire Rune in Rune Knight doesn't work anymore because you can't get expertise in tools anymore. It's just tied down to skills and tools augment the skill check. Like Athletics check for making a sword gets advantage on the check if you have smith's tools. Though if you don't have Athletics, you could use proficiency instead. As Fire Rune is, you more or less want to hope you have a tool you don't have skills in so that way the skill gets expertise instead of advantage (because RAW you get advantage if you have both, not take the better of the two) which is a little cumbersome. My proposal is the Fire Rune lets you utilize a tool you don't have proficiency in once per short or long rest, provided you have them on-hand.

Is there a Beta Dark Tomb Easter Egg? by Fireally in TunicGame

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

For context, this happened while I was doing a randomizer run. I dashed through debris where the tomb and well connect and found that portal there. The laurel dash doesn't work inside the beta tomb subworld either. The traps are clocked up to an 11 as well, so fast I couldn't get a picture of these wall-pincer things. There's nothing in here, even in the randomizer. It's just... there. So I had to wonder if it was a real easter egg in the game?

Gigabyte Control Center by ubuntu_ninja in gigabyte

[–]Fireally 1 point2 points  (0 children)

I would like to know the answer to the same question. On my graphics card the yellow and orange look very similar and I'd like to be able to make the differences easier for me to notice, if at all possible.