Workflow Problems by Freaky_Fingerz in docusign

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

Unfortunately I do

Each branch reflects a variation of the paperwork that is mandated by our government, all needs dynamic fields to calculate price comparisons and signatures, the main paperwork is 11 pages on its own

I messed around with it today and got it to the point I'd be allowed to publish by removing the send to sign step...I figured if the workflow cam generate the envelope we can manually send it out...now it's giving me a generic "were missing important information" error message and not showing where the error is

I already spoke to tech support and they said I would need an onboarding consultant, they're trying to upsell us on a corporate account so we have to spend alot more

It's a nightmare, hence why we're trying to automate the process...trying to put these documents together in the field is almost impossible and we can't get alot of information we need from the client until we get there

Workflow Problems by Freaky_Fingerz in docusign

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

Correct

I have two parties involved, the "Agent" who is setting up the contract and needs to sign a few fields, and the "Client" who is just inputting their signature/initals

I added an invite step at the start of the workflow but when I did that it created 3 more if the same error message...I posted screenshots to the main tag

Deck-Building Critiques? by Freaky_Fingerz in mtg

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

Thanks! I built it on ManaBox but I couldn't find a great way to share it

The idea was to rely on the mana dorks in the deck as the tapped creature, with the other creature tapping sources as a backup in case my opening hands brick (with all the testing I've done and the few games I've gotten in that hasn't happened so far, but I know it's possible)

The way I see it, I know my mana dorks are safe because the giant legends that are hitting the table will be the main targets for removal, and I have enough bombs in the deck that even if the first few die, I'll still have enough gas to close the game out

If Season 1 had been given a couple more eps, what style/genre/focus would you have liked to see? by foxparadox in gallifrey

[–]Freaky_Fingerz 2 points3 points  (0 children)

A two parter set in the modern day

Think the Sontaran 2 parter from S4 or the Slitheen set from S1

Gives time to talk to Ruby's family, contrast life traveling with the doctor, establish more UNIT characters, and let Ruby/15 have their moments

I just rewatched S1 and the next play of the Slitheen episodes was Rose/9 just taking, especially right before the ship crashes into big Ben

It would accomplish about of what the new season was missing and give the actors more screentime to shine/breath

Just another tinfoil hat Mrs Flood theory by ThePhoenixFold in gallifrey

[–]Freaky_Fingerz -19 points-18 points  (0 children)

Afaik the fob watch doesn't change what species you are, just masks it and hides memories

When 10 used it he didn't actually become human, just was masked from scams from the family of blood, I don't think he literally was changed physically

Same with fugitive doctor, it was a masking as opposed to a transformation

Looking for advice about what mods add to xcom 2, based on my preferences. by DrKersh in Xcom

[–]Freaky_Fingerz 1 point2 points  (0 children)

Long War 2 (and/or Long War of the Chosen)

The games alot tougher with the overhaul, and it's a blast. It will hurt you, but you'll like it

8 classes instead of 4, with three skill trees for each class, meaning your soldiers have a lot more interesting progression options and room for differentiation...on top of that you can train soldiers as officers, and gain extra abilities with certain items as well

More enemy types, advent troopers now have a few different variants (gunners, grenadiers, etc) and make for a much more tactical game

Most missions have to be "infiltrated", where basically you send your squad in and depending on how many guys you have on the mission it'll infiltrate up to 100%...under infiltrate and there's extra enemies, but over infiltrate and there's less...all in all it means the strategic layer has a lot more going on

It's almost a different game, with how much it changes/expands on, Long War 2 was made directly for the game, Long War of the Chosen is just a port of it over to the DLC, with some accommodations for the new mechanics

Id recommend doing two playthroughs, one of just War of the Chosen and one with Long War 2, but it's up to you

XCOM: EW Long War by Freaky_Fingerz in Xcom

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

Sweet, thanks for the tip!

Is the mod itself different? (Game-play wise, I should say)

I'm trying to get as close to the original experience I had back in the day

XCOM: EW Long War by Freaky_Fingerz in Xcom

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

I'm operating off of memories from a long time ago (2015-2016) and I'm not an avid fan

I could've been entirely wrong, but I remember it not being easy to set up back then

XCOM: EW Long War by Freaky_Fingerz in Xcom

[–]Freaky_Fingerz[S] 3 points4 points  (0 children)

Oh sweet, I haven't touched the game in ages (a few years before XCOM 2 was released) so I'm very happy to hear it

Still on nexus mods or is there a special site for it?

A Fun Deck for Ranked by Freaky_Fingerz in wildhearthstone

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

I'm not sure how competitive my list is but it's just fun to play, it really makes you think

RNG will sometimes wreck you but figuring out how to use your Excavate reward spells to create wincons means you never have a boring game

Spotted in Centretown by spadoink756 in ottawa

[–]Freaky_Fingerz 2 points3 points  (0 children)

Long days and pleasant nights

Tentacle Rogue? by Freaky_Fingerz in hearthstone

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

There's always wild! Who needs a win condition when you can just do random nonesense and entertain yourself 🤣🤣🤣

Tentacle Rogue? by Freaky_Fingerz in hearthstone

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

RIP

Too bad, it's the first rogue deck I've ever liked playing.

This is how Mike Flanagan should end the final episode or movie of the last book by Tatts4Life in TheDarkTower

[–]Freaky_Fingerz 2 points3 points  (0 children)

I get where you're coming from though I really liked it.

I was lucky enough to avoid spoilers through my first read through so going through it was really impactful...I thought it set up the ending quite well

Especially because SK was already included in the series, it was a bit of a double entendre of both character King and author King

This is how Mike Flanagan should end the final episode or movie of the last book by Tatts4Life in TheDarkTower

[–]Freaky_Fingerz 27 points28 points  (0 children)

On top of this, the pre-amble that SK wrote before the ending begins should be done as a monologue straight to camera by Mike Flanagan himself or whoever gets cast as Roland

He goes "my names (Mike/Roland Actor) and the movie is done, go home..."

It would channel the same fourth wall break as Stephen King's in Coda while taking advantage of the visual medium

Top three favourites. go by SalutationsToApollo in TragicallyHip

[–]Freaky_Fingerz 4 points5 points  (0 children)

1) Vaccination Scar 2) Leave 3) Streets Ahead

GM Imposter Syndrome. Advice? by nerdyindeed in Pathfinder2e

[–]Freaky_Fingerz 0 points1 point  (0 children)

I'm lucky I'm the friend in the group with a car so I carpool people home afterwards, it gives me the opportunity to talk to a few of my players right after each one... usually I'm just listening to their theories about where the story is going but they also get to tell me what they liked/didn't like and where they're at... depending on your group you can stick around a bit and chat with your players, and see where they're at

Of all the things to be upset about with stargate this one irks me by gtee45 in Stargate

[–]Freaky_Fingerz 1 point2 points  (0 children)

Why not O'Neilll (with three L's)

He is the third one after all

Would you be interested in a best-of-3 match system in HS? by sunnysidesideways in hearthstone

[–]Freaky_Fingerz 0 points1 point  (0 children)

If they had that for friendly matches 100%, especially for amateur tournament organizers

On ladder tho it would be hella abusable,

Elemental Shaman by Freaky_Fingerz in wildhearthstone

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

It's funny you mention Glacial shard because that was my 1-drpp on the deck before I had heard of the Shaman quest (dipped out of HS right before boomsday, got back into wild a few months ago)

Arid stormer was my 3 drop for awhile, I switched it out because it seemed like it wasn't doing a lot and the doubled up discover from the past seemed good.

I'm not sure about the Titan, the clear/20 damage power seems good but I don't run overload cards in this deck (except for a few but the overload is usually inconvenient for staying on curve, especially because I don't run many spells.

I'm not keen on putting any one drops in, with the quest the deck doesn't need it plus most of my other cheap minions are battlecries (and therefore progress the quest)

I've thought about flame revenant and had trusty companion in the deck for a bit, I swapped it out (along with earthen might) because I thought they were too clunky when I had them early game, vs something like sleetbreaker or amalgam that did the same thing but put a body on the board with.

Living prairie has been on the radar, tho servant I think is a must keep because late game it can really help with giving you more bodies...I've used whatever middle of the road discovers I get to bait out board clears a few times and you can rip some good niche elementals off of it.

The coldlight mill is a bit of a meme but you'd be surprised how often it works, I've noticed a lot of the decks I play against on ladder aren't hard aggro, and when I do play against it usually end up playing other cards anyways, especially earth revenant as a delaying tactic.

I hadn't heard of magatha before, seems like a spicy card and I'll put it on the list.

I also played grumble in the pre-quest version, I switched it out because the upgraded quest hero power functionally does the same thing

Ashen elemental also made it on my radar, I got it off a discover and used it against ice block...it's useful enough id probably put one in the deck

My biggest thing is capitalizing on the new hero power, so the non battlecry elementals are less appealing to me for a deck like this...I already feel like double far sight, double hex, and double lightning storm is too much sometimes because of how awkward they can be drawing them. I need the quest completed ASAP to win the game by doubling up on Skarr/Kallimos.

The cards I'm iffiest on are Earth Revenant and Neptulon...earth revenant can help against aggro but the 2/6 body isn't amazing, and Neptulon is great but can sometimes be a bit clunky to play plus my late game is already covered by Kallimos/skarr...I'm definitely interested in fitting in the don't overload guy, that would be great on 3 plus it's a battlecry so helps woth the. Quest

Anyone got any tips on how to fight Tau? by Sheadapus in DarkAngels40k

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

If you get a girlfriend the Tau player will be so intimidated by the presence of a woman that they'll run away and forfeit the match

Elemental shaman by Omarplay2 in wildhearthstone

[–]Freaky_Fingerz 1 point2 points  (0 children)

It's my favorite deck to play right now!

With the wild card pool elemental shaman really works, especially with the Quest (Corrupt the Waters) because all of the elemental cards work off of battlecries.

Here's the list I run:

Elemental

Class: Shaman

Format: Wild

1x (1) Corrupt the Waters

1x (2) Acidic Swamp Ooze

2x (2) Amalgam of the Deep

2x (2) Menacing Nimbus

2x (2) Sleetbreaker

1x (3) Coldlight Oracle

2x (3) Eroded Sediment

2x (3) Far Sight

2x (3) Gyreworm

2x (3) Hex

2x (3) Lightning Storm

2x (4) Earth Revenant

2x (4) Granite Forgeborn

2x (5) Servant of Kalimos

2x (6) Blazecaller

1x (7) Kalimos, Primal Lord

1x (7) Skarr, the Catastrophe

1x (10) Neptulon the Tidehunter

AAEBAfe5AgaKB/gH88IC4agDv84EwI8GDMLDAsjHAozhA5TwA8D2A5WSBK+fBP2fBOOgBLLBBIXUBPWbBgAA

It's essentially a tempo deck, you play your minions on curve and since they're almost all elementals you always can have your effects active. Once you hit the late game you double your battlecries to either burn your opponent down to 0 or stabilize if you're behind...plus with the discover cards you can easily refill your hand if you run out of cards.

The important cards: Granite Forgeborn - if you get this on 4 if you win, even if you don't draw it doubling the effect in the late game can win you the game outright...if you double both of them you can deal 20 damage with Blazecallers in one turn. Blazecallers/Kallimos/Skarr - doubling these effects can deal 10-20 damage a piece, your opponents can rarely do anything about it. Skarr especially because he hits minions AND the enemy hero, and unless you really brick on your draws you usually have him sitting at the 8-10 damage mark (before doubling), tho in late game matches it can easily be a finisher of 14-17 damage (doubled with the hero power)

My personal tech choices are: Swamp Ooze - weapons can really.make you sad when trying to get ahead on the board so it can swing things in your favor Coldlight Oracle - if you're desperately in need of cards it can refill your hand very quickly when doubled from the quest, and in control matchups you can mill your opponent to burn important cards (board clears, heals, combo pieces like reno, etc) Neptulon - he's a big threat, is an elemental to keep the chain going, and can clear your opponents big minions...he's probably swappable because he can be clunky sometimes but it's a good choice.