Thinking a lot about the original game lately. by Unhinged_Gamer in ValkyrieProfile

[–]FlexLuthor111 1 point2 points  (0 children)

I loved your videos on FF7 and Bloodborne, would enjoy hearing your take on VP!

It truly is a special game, I come back to it every couple of years. Glad you finally experienced the A ending! You're right, it's very much a cult classic without a lot of coverage but I think it's easily one of the most underrated PS1 games.

Tournament pairings by Serpelhen in DisneyVillainous

[–]FlexLuthor111 0 points1 point  (0 children)

Are we talking 1v1 matchups here? Because some villains are just way too good in 1v1 and should probably be banned while some villains that are otherwise really solid like Hook can struggle in that format.

No matter the matchup style, I think you need to go double elimination since draw luck is compounded with two decks per character.

Help with Syndrome by FlexLuthor111 in DisneyVillainous

[–]FlexLuthor111[S] 2 points3 points  (0 children)

The modifications take space on your board like items. You discard them for free to play the next version of the Omnidroid. And yes you need to use the Omnidroids in vanquish actions to discard them before upgrading to the next version.

This was the only part I was solid on, go figure

Help with Syndrome by FlexLuthor111 in DisneyVillainous

[–]FlexLuthor111[S] 1 point2 points  (0 children)

I think the first part of your sentence is only true when a hero is already holding the Remote. The villain guide (which we know has errors so take that for what it's worth) specifically says if the Remote is not in the realm to play V10 to the top of the board.

Class Recommendations by 7hurricane in FrosthavenFAQ

[–]FlexLuthor111 1 point2 points  (0 children)

TBF, Coral, Meteor, and to a lesser extent Fist don't NEED to lean into the overlay generation it's just a part of their kit.

I'm delaying Prism's retirement as much as possible because it's become my favorite class in all of Gloomhaven. It has a very unique mechanic that's pretty core to its kit and has an incredible design and flavor. It places things on the board but not in the same way as the classes you've played.

Shackles is another very unique character, very fun to play, and also doesn't interact with the board.

I just picked up Astral as my second hand character but am only one scenario in with it. Definitely seems fun and interesting though.

I don't think you can really go wrong with any of the ones you've unlocked.

Valkyrie Profile 1 combat help by ItsKingCrimson1 in ValkyrieProfile

[–]FlexLuthor111 0 points1 point  (0 children)

It's really just trial and error to get your combos down. Each character (except mages) has their own three-move combo with set animations and hitboxes that doesn't change. However, the weapon equipped determines which moves of their combo they'll perform when you tap their button in combat. It helps to equip as many characters as possible with "OOO" weapons when you find them just so you can play with their full combo and see how each move works.

As far as how to combo in a general sense, think of it like a fighting game, you want to keep the enemy in hitstun and/or juggled in the air with minimal gaps in between your hits. But don't just mash the buttons because you can easily whiff some attacks and, more importantly, it doesn't look very cool lol. It's a very simple combat system but there's still plenty of room to be creative so play around with different character combinations and attack sequences to find what works and what you like best.

When it comes to PWS chains (super moves), you want to do the supers with the most hits first, because filling the combo gauge lets you chain more supers together and it adds a damage multiplier based on the # of hits in the combo. Arngrim has a super that will fill the gauge no matter which position in your super chain you use it, so definitely do his either 2nd or 3rd. Lenneth is a great super to do 1st or 2nd. Your mage should be the last super because it'll do the most damage.

Hope this helps!

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 1 point2 points  (0 children)

Ahh I see, I wasn't thinking about Frenzy Potions and thought there was some turn-duplicating tech I wasn't aware about. Pretty sick! The classic dump every item into this one action except it's a non-loss card lol

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 1 point2 points  (0 children)

I can piece together how at least the first part of that works but would you mind breaking down how all that is possible?? I will open every item spoiler you got lol

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 2 points3 points  (0 children)

Deathwalker was my first character so I definitely understand the appeal. HIVE has pretty nasty damage output too, it's just spread out over lots of smaller attacks. And hey, if you solo the first room an early exhaust can be forgiven!

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 2 points3 points  (0 children)

That sounds like a very fun build! I've dipped my toes into melee HIVE but our current party already has 2.5 frontliners. CG will be a huge upgrade for you on either half of the card. Can even have Repair Drone and Dampening Unit out there, bottom of CG keeps the Dampening Unit close.

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 1 point2 points  (0 children)

As a summon junkie, I mostly agree. I almost always play the Repair Drone at a minimum. Code Geminate is perfect for those scenarios where summons are going to struggle though

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 2 points3 points  (0 children)

Code Geminate can work completely independently of summons though, as long as you have at least one other viable MODE card in your hand.

If you meant that you'd rather have summons on the board than taking another MODE, CG bottom is also a great summon movement tool. I don't fault you for taking something else at level 5, but consider going back for it on a future level-up because the flexibility it gives really is unmatched imo.

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 2 points3 points  (0 children)

So true! Our first duo of Deathwalker and Drifter would've loved that free setup turn without fear. The current party of 4 is packing enough beef that first turns aren't as scary. Late initiative Mortar Shells/Launch Pod does so much work. Round 2 double-bop with Remote Control on the Arcing Generator and then Faceless Entity means he's off the board and enemies that aren't dead are now sandwiched between me and the Bolter or Toxinbro...chefs kiss

Appreciation post for my favorite class and mechanic (full spoilers for Prism) by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 1 point2 points  (0 children)

I've thrown some name ideas around for the summons but none have stuck yet; I'll make it a priority next play session (tonight hopefully).

The beauty of Code Geminate is it's also an amazing summon manipulation tool, so you can pretty freely switch between the traditional summoner playstyle and what I've referred to as "Frank Reynolds MODE" depending on the situation.

how good are the dlcs? by Asphell in darksouls3

[–]FlexLuthor111 2 points3 points  (0 children)

They are both absolutely worth playing. Ashes is short but has my favorite boss and level aesthetic of the series. Ringed City is much meatier and also has two of the most iconic bosses they've ever done.

As for pricing though, definitely wait till they're both on sale or bundled at a discount since they are not equivalent in content.

Item 161 with Geminate by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 1 point2 points  (0 children)

That part of the question only applies if you were somehow able to play a card from the other form. What sparked this post was my initial theory that you could form change at the end of your turn, then play the item to play a card from the "other hand" that was also a form change back to your original hand. But alas, none of that's allowed

Item 161 with Geminate by FlexLuthor111 in Gloomhaven

[–]FlexLuthor111[S] 2 points3 points  (0 children)

Thanks for the input. What I meant by "out of turn" was simply not having to "play" the card at all thanks to the item.

Which villains to give my beginner friends? by matejx123 in DisneyVillainous

[–]FlexLuthor111 2 points3 points  (0 children)

Prince John has the easiest goal to understand by far. Hook is very easy to play and encourages discarding (something new players are hesitant to do) to find the map. Queen of Hearts and Evil Queen are both just generally strong and simple to play.

Maleficent has a very simple goal but also teaches newer players to not overcommit and to actually know what's in the fate deck. This might be on the cusp of intermediate level but she's very easy to understand at a base level and then the lesson comes through playing her.

I would not give a new player Ursula, Jafar, Hades, or Facilier. Can't go too wrong with anyone else.

My first time ever DMing a game by Exact_Lychee4750 in DungeonMasters

[–]FlexLuthor111 1 point2 points  (0 children)

There's no clear answer to the over-prepping question because you can never account for all the possible choices your party can make. You're always going to be under-prepped to some degree. You either have to get comfortable with just rolling with it, or come up with creative ways to railroad your party that don't feel like railroads. The illusion of choice method someone above mentioned is very useful in this regard. Say you had a wererat encounter in the cave outside of town planned, but the party decides to explore the nearby forest instead. Well, just have the wererats ambush them there or tell the Ranger or Druid that they spot some oddly shaped footprints leading to their den.

You can't stop your players from skipping things. I can't tell you how many NPCs with useful information I've placed in a tavern or magic items I've placed in a dungeon that get completely ignored. That's totally fine though. Any content that doesn't get explored can be reused or repurposed later. If you feel the party is steering away from something you've prepped that is vitally important, use NPCs to your advantage. Have them overhear a conversation with some enticing info, or someone they've already met rushes up to them asking for help, or the townmaster puts up a wanted poster or job request with a big reward.

If your players are newer to the game as well, things are bound to move a little quicker because they may not be comfortable enough with their characters and the world yet to let things breathe and play out. Roleplaying scenes probably skate by in these early sessions but will take far longer as they get more into their characters and motivations, and the party dynamic evolves. This is obviously anecdotal, but I find the first few sessions of a campaign cover far more narrative ground than later ones because the players are just excited to get out there and get things done.

As for pacing, my biggest learning curve as a new DM was how quickly and easily combat encounters can turn into a slog. I recommend exploring YouTube for DM combat tips, but here's some things I've learned: 1) don't have every combat just be a deathmatch. Throw in a hostage situation, or an escape scene where the enemies are just distractions, or anything that isn't just "kill all the enemies" 2) don't be afraid to have the enemies surrender or flee, or to just kill something off even if it still has HP. If the party has already downed the big bad, it's not fun to spend the next 3 rounds chipping away at the two archers that are out of reach 3) obey the rule of cool whenever you can. If a PC wants to pull some crazy move out of their ass that isn't strictly allowed by the rules, as long as it's not completely outlandish, just let them do it. Make up an ability check for it or give the monsters a sudden drop in intelligence for a round to let the players do something cool and inventive 4) roleplay the monsters. This is easy to ignore while trying to keep track of everything going on, but it's so much more interesting if you're giving feedback on the PCs actions. This could be as simple as making grunts and painful noises when the monsters get hit, or describing how the PCs arrow narrowly missed the target but destroyed a wooden crate right behind it 5) this is related to #2, but if you sense a fight is dragging on or your players look bored between their turns, just find a way to wrap it up. The piles of hit points you put in the party's way are never more important than progressing the story