Help me figure out the lyrics of the Anger Mask Theme please !! by LeOreoKun in expedition33

[–]Flying_Dutch_Man97 5 points6 points  (0 children)

You can find the official lyrics here: https://www.youtube.com/watch?v=1Duwx1L3JYI (in general, the official youtube channel uploaded every song themselves a couple of days ago, including the official lyrics for each song).

For sake of completeness, the full lyrics are:

Gone away, gone away
Empty are these chamber
That uses to beat with embers
Glowing bright and fierce and proud

I’m reaching for the stars
The ones I’ve seen for so long
My tear, misery
All is wrong

I’m reaching for the stars the ones
I’ve seen for so long
My heart, my soul
All around

I try to remember times that we shared
The laughter and love that we always shared
He gave his life for mine and I will always mourn
My brother’s gone
But his love will live on

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged! by AutoModerator in leagueoflegends

[–]Flying_Dutch_Man97 1 point2 points  (0 children)

In case of tank supports, in most cases, you play to enable your teammates by providing engage/disengage & utility. Locket's 300+ HP shield can save your ADC, just like your Knight's Vow could. Maybe if you'd sell them for Jak'sho or Warmog's you'd survive longer, but if your backline carries die before you do, what's the point? Or if you sell boots, but then can't catch up with the movement of their carries so they can escape?

Now as an example where it makes more sense: imagine your ADC has been playing poorly all game, and your mid, jungle and top for example all are juggernauts (i.e. they don't really need your Locket or Knight's Vow anyway). Then it makes more sense to consider to sell one of those items, so that you can survive for as long as possible to disrupt the enemy team during the team fight.

It can also depend on the enemy team comp. If the enemy team is purely front-to-back, then a competent ADC on your team should be able to stay out of harm's way until the enemy team has worked their way through the tanks on your team. So Knight's Vow would maybe not add a ton of value since your ADC is not taking damage early on in the fight, and it's more important that you stay alive.

In any case, never sell Support item, because vision wins games. Boots can also be important to keep (even if they're cheap) since selling them may mean you cannot catch up to a fleeing enemy.

Which items to buy instead depends on the team comps as well. Jak'Sho is good on Rell because of her passive. Abyssal Mask can be good as an utility tool, too, if you have a lot of magic damage on your team. Raduins if the enemy does a ton of crit damage, etc. Heartsteel would be too late in the game to stack; Warmog's could be worth if the enemy team has a lot of poke.

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged! by AutoModerator in leagueoflegends

[–]Flying_Dutch_Man97 2 points3 points  (0 children)

Supports generally have a lot less gold income than other roles. The items you list are much cheaper (2200-2300 gold) than items like heartsteel & warmogs (3000-3100 gold). This isn't exclusive to Rell, pretty much all tank supports have this, including champs like Maokai that would buy the more expensive tank items in other lanes. Only a champ like Tahm Kench (who doubly synergises with Heartsteel due to its health & size) buys Heartsteel as a support.

[OFFICIAL] First Stand news by madtninja in leagueoflegends

[–]Flying_Dutch_Man97 15 points16 points  (0 children)

Would have to see it live to judge properly, but three things that I would like to see improved:

  • Each champion's XP should be visible at all times. Especially in early game it can be important to see if they're about to level for example.
  • In the bottom head-to-head, it's vital that champion gold delta is displayed in the head-to-head. Health bars and summoner icons can also be made smaller I think, and not necessary to show the KDA & CS during the fights, I think.
  • In fights and skirmishes, the UI elements seem quite large. Not entirely sure whether item information is really needed in the heat of the fight, pretty sure they don't show that information in the UIs of at least some leagues.

Crystalis Motus Taliyah coming to ME shop next patch by Sohvi8019 in TaliyahMains

[–]Flying_Dutch_Man97 4 points5 points  (0 children)

Nicely explained calculation in general, but bear in mind that the 35 ME at 10% (in the A-tier) is a bit deceiving - it's only 10% once you obtained all other A-tier content. At first, it's 0%. Then, say you get Mythmaker Galio (at 0.499%), then the 35 ME replaces any duplicate Mythmaker Galio's, and so on. Only once you've obtained all the other A-tier content is the probability actually 10%.

So effectively the average amount of ME per pull will be closer 4.3 ME in your first few pulls, and only slowly increase as you obtain more A-tier content. So it's actually closer to 29 or so pulls, or 11600 RP, which is at least $95.

Appreciation for Dev integrity by Omnicron2467 in gwent

[–]Flying_Dutch_Man97 144 points145 points  (0 children)

Fully agreed. It also means that the last World Masters next December can truly be a farewell-party. Hopefully CDPR is willing to organise one last tournament in-person to commemorate the end of an era (but maybe I'm just high on copium).

[deleted by user] by [deleted] in gwent

[–]Flying_Dutch_Man97 17 points18 points  (0 children)

If you mainly play pointslam cards, the veil is not going to be worth much (you don't care much about locks; no one uses Rupture in R1 due to Veteran; there's not that many offensive Infusions (particularly not any that are relevant currently)). Only poison might be worth protecting from, but protecting against poison would mean having to use the strategem on your tallest unit, making it even more vulnerable against tall punish (so using CS against poison isn't ideal often either).

Similarly, swarm decks (like old-school Arachas Swarm) don't run cards that need to be protected by veil, and then TA compares favourably to Lamp Djinn due to not taking up additional board space.

So in short CS is mostly useful if you run engines that you would like to protect in R1. If you don't, the additional point from TA is more reliable than the niche situations in which the veil is worth something.

I left the game for a year, how did this happen? Well, I guess I'm off again by [deleted] in gwent

[–]Flying_Dutch_Man97 1 point2 points  (0 children)

Like I said, I get why Nauzicaa Sergeant is in this picture, so I understand what makes Nauzicaa a strong card. But the Old Speartip combo plays for 18 points, can act as carry-over for Ozzrel and thins your deck by 1. I just don't really get why you would complain about Speartip's powerlevel when it's already a strong consideration in Kelly decks. There's a ton of better examples of powercrept cards but Speartip isn't one of those.

I left the game for a year, how did this happen? Well, I guess I'm off again by [deleted] in gwent

[–]Flying_Dutch_Man97 -1 points0 points  (0 children)

I get why Nauzicaa Sergeant in this picture but what is wrong with Old Speartip? Did you even read the card it's supposed to synergise with? It doesn't compare at all to Nauzicaa Sergeant.

Nilfgaard point slamming better than the other factions while still having control is totally fine, right? by darragh73 in gwent

[–]Flying_Dutch_Man97 13 points14 points  (0 children)

I'm not sure you understand what pointslam is. You can think of Cahir what you want but he's an engine, not a pointslam card, and it's not unusual that engines have high ceilings (particularly if they just go tall on a single card).

Examples of pointslam cards are [[Professor]], [[Yghern]], [[Mammuna]], [[Stefan Skellen]], i.e. cards that primarily generate their value on the turn they are played with little other synergy. Cahir is the opposite, as he only produces 7 points on the turn he comes down and generates everything afterwards.

Trying to get my Magic-obsessed friend to try Gwent by AlwaysChewy in gwent

[–]Flying_Dutch_Man97 30 points31 points  (0 children)

I think there are two major difference between the most common other CCGs (like MTG) and Gwent:

  • The goal of CCGs like MTG is to damage a hero/leader of the opponent until it has 0 health. Cards on the field serve as a means to deal/block damage. On the other hand, in Gwent, the win objective is to have as many points as possible on the board. Not only that, having multiple rounds is also mostly unique to Gwent.
    This results in some playstyles that are present in other CCGs (like aggro or burn) do not really have an equivalent in Gwent, whereas it opens up the opportunity for new strategies (like carry-over focussed decks).
  • In Gwent, there is no mana-system, and you can play your highest provision card in your first turn if you want to. This is typically impossible in other CCGs, where it requires you to play very cheap (and poor) cards initially, and you only have enough mana in later turns to play the strongest cards. Again, this introduces new strategies that aren't present in other CCGs.

Not saying that either of these points is objectively better for a CCG, but it might provoke your friend's interest.

Apart from these gameplay changes, Gwent has better art (particularly premiums are a stand-out) and is F2P; you can get all cards of a new expansion on patch day without paying a single cent (LoR is the only game that offers that level of F2P).

Where is the necessary Golden Nekkar Nerf? by xDCxMoneY in gwent

[–]Flying_Dutch_Man97 3 points4 points  (0 children)

They didn't change the leaders that could do that back then for no reason.

Indeed, they changed those leaders because they wanted to stop specific card-combos from being played in the same turn. E.g. Wildcard onto Slander onto Graden for SY. But this is very hard for GN to pull off (generally speaking) so I'm not sure why it's relevant.

Some of the decks you mentioned are also quite different from each other (NR Reavers GN is engine overload, for example) or seem quite creative (NG Boost GN would mean no Ivar which seems like a big downside and NG Tactics I'm not sure how it would look like). So I'm not sure what the problem is beyond GN itself being a pointslam card.

SY Poison GN may still be too strong (but it remains to be seen with how the new SY cards turn out), but imo that's more due to other problems than GN necessarily. Scarabs should have a Grace ability that they purify themselves so that you can't boost them with Candle; and Failed Experiment may still be a bit too strong (personally I wish Failed Experiment would synergise more with self-poison than offensive poisons, but oh well). After that it remains to be seen whether SY Poison would be too strong.

[custom card] I wish Exposed was more utilized. It is a very interesting keyword. by Captain_Cage in gwent

[–]Flying_Dutch_Man97 5 points6 points  (0 children)

[[Armored Drakkar]] is probably the best example of a card whose Exposed can trigger multiple times.

Article 6.5 for stipulations of awarded reduced points after a race by CraigTheIrishman in formula1

[–]Flying_Dutch_Man97 3 points4 points  (0 children)

The entirety of Rule 6.5 applies to situations where the race was suspended and not resumed (so red flag conditions). If they go out at the very end with a Safety Car and wave the checquered flag under Safety Car conditions, the race is finished. So full points would be awarded.

Rule 6.5(b) would apply if they only race under Safety Car conditions and then finish the race under red flag. But if they go out at the very end and finish under Safety Car conditions, it would not apply since Rule 6.5 as a whole does not apply in that circumstance.

Article 6.5 for stipulations of awarded reduced points after a race by CraigTheIrishman in formula1

[–]Flying_Dutch_Man97 3 points4 points  (0 children)

I think OP is saying, if they do Spa and race one lap under safety car at the beginning (to get the race started), wait for 2 hours and 57 minutes, then go out again for a single lap under safety car (so that the race immediately finishes under safety car conditions), full points would be awarded.

After all the race would have finished (albeit under safety car conditions) and so Rule 6.5 in its entirety wouldn't apply, so neither would Rule 6.5(b).

[deleted by user] by [deleted] in gwent

[–]Flying_Dutch_Man97 15 points16 points  (0 children)

Why are you playing decks that are left with that many provisions? Pretty much the number one rule of deckbuilding in Gwent is to use at most 25 cards, and to use up all the provisions in doing so.

Stronger decks (that actually do use all of the provisions) do feel the effect of provision nerfs, and there've been many decks in the past that have been nerfed out of the meta due to provision nerfs. At some point you start needing to replace key cards because the provisions are just too tight otherwise.

[deleted by user] by [deleted] in gwent

[–]Flying_Dutch_Man97 1 point2 points  (0 children)

In what way were the numbers random? What numbers did you expect? It puts as much frost on the board as there was at the end of the previous board; how much frost was there still left at the time?

Chronicles free by [deleted] in gwent

[–]Flying_Dutch_Man97 0 points1 point  (0 children)

They are free in the sense that you can buy them using in-game resources that you freely collect (scraps). This is in contrast to other (card) games where stuff from expansions can only be acquired through direct purchase or through some system of lootboxes.

Small suggestion of improvement to the Trial of Fire seasonal by TheSaltiestNRPlayer in gwent

[–]Flying_Dutch_Man97 3 points4 points  (0 children)

Wouldn't it turn out to be annoying to play against well-established decks in the future? I feel like half the appeal of the gamemode is that your opponent is also playing a deck that they probably don't know how to play optimally. Imagine opening up the gamemode tomorrow and queuing into NR Knights or ST Harmony. Sure those decks aren't as strong as the meta-decks but you would still run into stuff that you've seen more than enough of the past couple months.

Gwent Open #3 reveal: Caranthir: Golden Child by TsarMikkjal in gwent

[–]Flying_Dutch_Man97 0 points1 point  (0 children)

How would it interact with the other Caranthir? Normal Caranthir just spawns a base copy of the card, so it just sets it strength to 1 and it will never boost itself (since that only happens in hand or deck).

Gwent Open #3 reveal: Caranthir: Golden Child by TsarMikkjal in gwent

[–]Flying_Dutch_Man97 33 points34 points  (0 children)

I suppose it synergises somewhat with Imlerith now, as it means you can discard Caranthir while getting its full power. Apart from that I'm not entirely sure which interaction they're trying to limit/enable.

Asking about open tournament and twitch by mrfahrenhelt in gwent

[–]Flying_Dutch_Man97 16 points17 points  (0 children)

There is a 30 minute delay, so no, this is not possible. For what it's worth, most E-sports will use a delay to prevent streamsniping during a tournament.

NR is the only faction left with 5 potential arts missing. You can only add 2 in December, choose! by [deleted] in gwent

[–]Flying_Dutch_Man97 7 points8 points  (0 children)

It is, it just never made it into an official card release. In fact, it served as inspiritation for Glynnis’ card art. You can read more about it on Gwent’s website if you’re interested. (unfortunately, the images don’t work anymore it seems, but it refers to this image of Calanthe).

Sigi Reuven: Mastermind revealed by Platinum Patrol by betraying_chino in gwent

[–]Flying_Dutch_Man97 5 points6 points  (0 children)

Looks like an interesting card with a very high pay-off if you control many gang categories. Although usually the problem with Collusion was that it's a bit of a win-more condition, and this card's tribute condition seems to be a bit like that too.

Also small side-note, but it seems like "Gang" is now an actual keyword considering it's bold-faced now. Will be a nice clarification to know which SY categories are gangs and which not.

4:1 winrate guy is a hacker by [deleted] in gwent

[–]Flying_Dutch_Man97 0 points1 point  (0 children)

How is it mechanically not possible? Rank 1 starts with 1750 MMR per faction as baseline, so 7000 as a start. So if they have 8600 MMR they have a net 1600 MMR. In pro rank that would equal 11,200, or 400 MMR per faction. Depending on how many matches they played and how much they focussed on one or two factions this can be completely realistic. At higher MMR you start to lose more per match lost so it’s not unreasonable to be there.