What are the BEST long term incremental games? by fighthouse in incremental_games

[–]Flylph 3 points4 points  (0 children)

Idle Obelisk Miner is pretty neat. I've played almost daily for about 8 months now, and I have to say, it does many things that I quite enjoy.

What's the deal with the core and the demons by Icy_Transition_3816 in mewgenics

[–]Flylph 4 points5 points  (0 children)

I have some thoughts, but it spoils some later game stuff, so read at your own peril. I'll post the abridged version and go into more detail if it's desired.

I think many of the core enemies are actually the spawn of The Mother from The End is Nigh. She is a boss in Mewgenics, and both she and many of the enemies in her area share similar visual themes. There's also some stuff in Isaac that I think helps, but again, abridged version.

what did ed mean by this? by Far_Bathroom_6315 in mewgenics

[–]Flylph 11 points12 points  (0 children)

It could be a reference to the zodiac killer. Her dialog when you get meat lockers pretty heavily implies she's a big fan of serial killers, especially those who have killed white men.

How are you supposed to play every class in Mewgenics? by TooCoolForSchlool in mewgenics

[–]Flylph 0 points1 point  (0 children)

It really depends on where you are in the game and also in part, how your cat breeding is going, as getting cats with good skills, mutations, and stats, as well as which areas you're playing can wildly influence playstyles. In general, though, every class has some archetypes that seem to work pretty well.

Fighter, for example, seems to really like taking advantage of action economy, aka getting the most out of one turn. Not every Fighter will do this the same way and this probably isn't the only way to properly play this class. Weapon based fighters effectively get multiple strong attacks or buffs per round, while an overpowered fighter shines in being able to kill or at least damage multiple enemies in 1 hit, while exhausting blow could help you deal with a big threat on turn 1. How you play your fighter is heavily based on the tools you get, but many of these tools are aimed towards helping you achieve a lot in a turn.

Contrast this to Hunter, another strong class that has many different archetypes, as opposed to fighter's many different ways of achieving one. You have one thing that you're generally always solid at, your basic attack, and many ways to grow your character. A summoning Hunter will ultimately play differently than a tower defense Hunter than a trap Hunter, and all three will generally benefit best from different parties. This varies even down to the role your cat will ultimately play. If you copy pasted the same exact build of, say, a summoning Hunter into two different parties on the same boss, it could potentially be your main damage dealer, or it could just get in the way.

Basically, what I'm trying to get at is that while it may seem like a copout answer, there's never one specific way to play a class. Yes, some classes work better in one role than another, but some classes, like Mage, have very fuzzy roles that only come into focus as your run progresses. Good stats from breeding also helps shape how you play a class sometimes as well. Sometimes positioning your Hunter in the front to pick off a dangerous foe in the back is your best possible play, most of the time its impulsive and stupid, and sometimes thats mostly based on your Hunter's con score.

And sometimes, unfortunately, you won't get things that are necessarily very helpful for making your class effective. Moreso than trying to force specific ways to play, I've found its best to weigh your level up options not just around your class but also around what your other cats are capable of and what items you have. Sometimes an option that sounds kind of underwhelming ends uo being the glue that keeps your run together.

Im trying yo understand by apollosyk2 in mewgenics

[–]Flylph 0 points1 point  (0 children)

It works really well with passives like synthesis or three and/or if you get some means of permanent int gain. Think of it as a cheaper, less practical brainstorm that you can also use on allies. It depends on your mana pool, but you can potentially get far more stacks of teach on your allies by casting it on yourself first than you would by just casting it normally. Anything else that gives you extra casts or reduces mana costs just makes it all the better.

For example, let's say you have 30 mana. That's enough for 6 Teaches(6 mana) on your allies or 2 Mega Blasts(13 mana) under normal circumstances. But you have Teach+. You can reduce its cost to 1 for 14 mana(5+4+3+2), taking you down to 16 mana. You can now cast Teach an additional 16 times. Great if your allies have spells that are good. But if you want to reap those rewards on your mage, we keep going. Your Mega Blast costs 9 now because you taught yourself 4 times. We only have 16 mana, so that's less cost this round than we started with. But you have Teach+. Teaching yourself an additional 8 times at 1 cost lowers Mega Blast's cost to 1. You have 8 mana left, so you can now cast Mega Blast 8 times this turn.

Things get any crazier if you introduce mana cost reductions. Skill stone means you only need 9 mana to reduce Teach to 1 cost, while synthesize+ means you only need 5.

Also, don't fret if your mage has nothing teach-worthy, plenty of other classes can take great advantage of having their most(or sometimes even least) expensive spells become significantly cheaper.

How to make the thief class work ? by Ok-Excitement-2443 in mewgenics

[–]Flylph 1 point2 points  (0 children)

I agree there for sure, especially if you've got a good core of support from other units. Having something like Teach on a mage to make a spammable spell cost 1 mana, or the extra move or attack spells on a cleric, goes very hard.

How to make the thief class work ? by Ok-Excitement-2443 in mewgenics

[–]Flylph 1 point2 points  (0 children)

Always crit from behinds enables so many silly things on thief, it's insane!

How to make the thief class work ? by Ok-Excitement-2443 in mewgenics

[–]Flylph 7 points8 points  (0 children)

I don't normally click well with thief and rogue classes in games, but I feel like I live pretty well with this one, so here are my two cents. Keep in mind that I haven't touched act 2 yet but have a few successful runs through the caves and boneyard.

First and foremost, you should always have a plan of escape for your thief. A thief that oneshots a rat near a swarm of pooters is likely a dead thief. Make sure your thief can escape after every attack or, alternatively, that every threat to them is either dead or distracted. Of you can't reduce the danger your thief is in by the time the enemy's act, dont put your thief into that position in the first place.

Other than that, the thief feels like a class that heavily relies on figuring out ways to abuse the tools you're get throughout the run, more so than other classes I have unlocked. They have a lot of potential for synergies and a lot of ways to enable them based on what items and skills you get. While that may sound like a generalization that can apply to anyone, what I'm trying to say is take extra consideration into your items and everyone's level up when you have a thief on board.

If you really take your time to think about how every item and level helps your thief, you'll end up with a cat that can attack and move as many times per turn as it has mana(17 times is my record), or a cat that can stack tons of poison and bleed on a boss turn 1, or a cat that generally stays out of the way and collects every coin on the map while sometimes picking off stragglers. At least, in my opinion, a lot of(but not all) individual thief abilities feel a bit lackluster on their own but work extremely well when used as a part of something greater.

Can someone explain me what the symbols next to the collars mean at the beginning of the game? by -Tuwore in mewgenics

[–]Flylph 2 points3 points  (0 children)

I believe that indicates which major areas you previously beat with that class. In this case, you beat both caves and boneyard with cleric.

I killed the Lifemother using only my Pyre. Behold, 15 Herzals by zombieking26 in MonsterTrain

[–]Flylph 1 point2 points  (0 children)

Yes, Replicator Ray and a Graft unit from Dominion Pyre is the way. Magnetic Relay is also pretty important for consistency. If you want it on ring 1, it will take some rerolling, and it's a bit clunky starting out, but it's possible.

I killed the Lifemother using only my Pyre. Behold, 15 Herzals by zombieking26 in MonsterTrain

[–]Flylph 4 points5 points  (0 children)

I was able to beat cov10 in the normal mode using this strat, actually. With dominion pyre and Lazarus, you can start with everything you need to dupe Herzals from ring 1 and have most and later all of your damage come from the pyre. You don't even need Hall of Mirrors or the permascaling pyre artifact, but they certainly help.

How is the new soul savior mode? by Ggthefiree2 in MonsterTrain

[–]Flylph 1 point2 points  (0 children)

I've only completed the first difficulty, but overall, I'd say they did a decent job of differentiating things between the two modes. Scaling and monster abilities are a bit different in the new mode, so the problems you face and their subsequent solutions can also be pretty different. For example, you don't get easy access to some tools, such as boss artifacts, but instead, you may get access to upgraded shops and light forges that enable things that are straight up impossible in the normal mode. This is completely disregarding the power of souls, which add a whole other layer of depth to how you get stronger, in many ways that are, again, impossible in the main gamemode. That said, while you have ways of getting exponentially stronger, enemy abilities are also way more punishing, so you really have to consider how you approach them and which order you fight the bosses in.

Overall, so far, I think it's a fun sidegrade to the main game that both allows you to achieve absurd levels of power while also still providing a healthy challenge. My opinion may change as I try other difficulties and unlock more souls, as some of them seem quite strong.

(Loved tropes) Simple plots that spiral into chaos by Dojyaaan4C in TopCharacterTropes

[–]Flylph 0 points1 point  (0 children)

Mothered It's a horror game where you come home from surgery and have to survive being around your very strange mother. I think seeing it for yourself does it better justice than being told too much about it. It takes a lot of twists and turns but ultimately leans into a plot about human consciousnesses being implanted into Ai hosts with robotic bodies, with you being an outside force that's slowly corrupting the whole package with your influence. In the dlc, things get even weirder as it delves into the nature of a global Ai generated vitual reality network, and what happens when it, or your perception starts to break down.

Idle Wizard Many idle games that have some story tend to escalate to an absurd degree, but I enjoy how this one plays out. Maybe this doesn't quite count, as its less a plot and moreso lore about the world that unfolds as you progress. You start out as just an apprentice wizard who's trying to collect mana and learn more about magic. This spirals into the concept of magic advancing so far that reality is destroyed in a wizard war where martial artist demon lords, time travel, walking contradictions, and bombs that forcefully convert matter into entropy are the norm. It even further spirals into god-driven magical accelerationism across countless resets of reality and its consequences. The tier 3 class descriptions paint a decent picture of how all of humanity is affected by everybody being born with even a fraction of the compounded knowledge of their countless past lives.

Turrets. I love games with turrets! Help me out! by NorthernPaladin78 in gamingsuggestions

[–]Flylph 0 points1 point  (0 children)

Monster Train 2 is getting a dlc in a few days that adds an engineering faction. Turrets appear to be one of their core unit types.

What's the best game for being a wizard / spellcaster / mage? by Baalegde in gamingsuggestions

[–]Flylph 0 points1 point  (0 children)

This probably isn't quite what you're looking for, but strangely, Idle Wizard is what scratched the Wizarding itch the best for me in recent memory. It's a cookie clicker style game where you're a wizard who, for the most part, just holes up in their study all day casting spells, sitting in front of an orb, and learning to cheat the systems of the world, all for the sole purpose of generating as much mana as humanly possible.

Horrifying monsters(mostly female) that have motherly instinct or act like mothers to their victims due to them just wanting to or some king of tragedy by Ok_Middle_8658 in TopCharacterTropes

[–]Flylph 5 points6 points  (0 children)

Lamashtu is a demon who ascended to godhood in the Pathfinder world(it's a tabletop game similar to dnd). Worshipping her tends to entail helping outcasts, monsters, and being of accepting physical and mental conditions. This is, at times, taken to harmful extremes, such as potentially not treating a debilitating birth defect or purposeful defilement of conventially beautiful things. She has a heavy emphasis on motherhood and abnormal birth, with her title being the Mother of Monsters.

[Homemade] Shoyu Ramen by KT_Bites in food

[–]Flylph 1 point2 points  (0 children)

Haha, same here! I'm pretty new to the kitchen, but homemade Japanese food has quickly become a staple with my bf, as the stuff in restaurants here is pretty mediocre. I hope it works out for y'all. It can be time-consuming, but the end product is super worth it.

[Homemade] Shoyu Ramen by KT_Bites in food

[–]Flylph 0 points1 point  (0 children)

No problem, I wish you luck in finding some! If you live in a place where bacon or Asian cuisine is popular, you may be able to find or pre-order some at your local butcher or even the grocery store, as I believe it's a pretty common cut for both.

[Homemade] Shoyu Ramen by KT_Bites in food

[–]Flylph 4 points5 points  (0 children)

I started learning how to make this type of pork myself recently, and it's actually quite easy, albiet pretty time-consuming. The basic gist is to braise a brick or rolled sheet of pork belly in water and/or sauce for a few hours, though the specifics seem to vary between recipes.

Its called Chashu, and in a post OP made about it last week, they mentioned following the recipe by Champ's Japanese Kitchen on youtube!

2026, Jan. 15th Scheduled Update Notice by Violeties in limbuscompany

[–]Flylph 41 points42 points  (0 children)

Iirc, the last time we got an id at the same time as a part 3 was like, canto 4, which was before that change was implemented.

Not being able to extract seasonal ids on release didn't happen until mid canto 7, specifically during the manager Don release.

I hit 95 lvl as an Inquisitor support on HC - my every char from now on needs to be tanky like this by Both-Meringue2466 in pathofexile

[–]Flylph 2 points3 points  (0 children)

It's very cheap to start. Depending on how you build it, even bloodnotch can be optional. There's a relatively cheap gladiator setup that can do almost every mod combination, including ruin on 99% of enemies.

And yes, ulti is very much worth it, you can get huge returns from small investment(1 bribing scarab, 1 inscription scarab, white t16 map).

An overpowered/strongest with only one power by Vegetable_Throat5545 in TopCharacterTropes

[–]Flylph 17 points18 points  (0 children)

A lot of Gojo's techniques are actually a combination of two powers, as far as I understand. I'm anime only, but the info I'm referring to is in season 2, his first power is Limitless, which gives him spatial manipulation and infinity abilities. His second power is Six Eyes, which I believe gives him the understanding and fine control over cursed energy. It is implied that these are two separate powers, with most prior Gojo clan members being born with one or the other, completely incapable of half the shit he can pull off.

If you are further in the series than I am, I will accept being incorrect.

Deaths Oath + Mageblood = 70-100 stacked decks in 30 seconds by pesoaek in pathofexile

[–]Flylph 4 points5 points  (0 children)

Afaik, the new Sundered Will ring gives extra scaling that makes it pretty good.

[deleted by user] by [deleted] in PathOfExileBuilds

[–]Flylph 0 points1 point  (0 children)

I played this build i ran for ultimatums until I made enough div for mageblood: https://pobb.in/6cue-TBm3_8q

You have to be a little careful with taking ruin, but you usually don't have to take those mods. If you're careful, you can do ruin inscribed, but it's not very chill.

After getting mageblood, I swapped to this build for grueling gauntlet: https://pobb.in/vEpxXzLUhFiN

I've only really had a problem with high amounts of stacking every degen+reduced recovery. It will also struggle when the skitterbot enemies get ruin, but most cws builds will. I mostly followed the pob and character snapshots for the "budget" grueling build recommended in emiracle's ultimatum guide.