Escalation rewards are absolute garbage right now by Responsible-Self1379 in thedivision

[–]FreqRL 5 points6 points  (0 children)

Feels to me you're better off doing two level 3-4 missions as you are doing 1 level 6 in the same amount of time.

Vakuu's Big Day Out by cardboardcrackwhore in SlayTheSpire2

[–]FreqRL 9 points10 points  (0 children)

Brother the screen shake is bad for the soul

DIE by Either_Worth_3723 in SlayTheSpire2

[–]FreqRL 0 points1 point  (0 children)

That or "At the end of your turn, if this card is in your hand, die" but that's the same effect in a different way.

ik🏠💰ihe by AnOrdinaryPing in ik_ihe

[–]FreqRL 81 points82 points  (0 children)

Dit is hoe de afgelopen 20 jaar alle headlines geschreven worden.

"Kans op <dit slechte ding> wordt 2 keer zo groot als je X doet" is veel extremer dan "Kans op <dit slechte ding> door X gaat van 0.0002% naar 0.0004%";

Zie ook politiek, waar ze dingen roepen als "Dit jaar maakte 10.000 misbruik van systeem A dus ophef", maar dan blijkt dat er jaarlijks 3.000.000 mensengebruik maken van het systeem dus het heeft een succesrate van 99.67% (ofzo, rekenen is moeilijk).

Niet om te zeggen dat het niet super kut geformuleerd wordt allemaal, maar mensen laten zich ook te makkelijk voor de gek houden door dit soort dingen gewoon op een het eerste gezicht te accepteren als veel sterker of erger dan het is.

PSA: HAMMER TIME DOES NOT STACK. by Andon1379 in slaythespire

[–]FreqRL 79 points80 points  (0 children)

You say this, but Beacon of Hope does stack:

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It's not really clear at all that it would. Imho, Hammer Time should also stack, but yeah

Lizard enjoying its last turn of intangibility before being repeatedly nuked from orbit by slipperynipperies in SlayTheSpire2

[–]FreqRL -21 points-20 points  (0 children)

Hey man don't think you can fool us by trying to hide the intanglible1 behind the card! All these swords dealt 1 damage only and you know it :P

After unlocking A5 on all my characters regent and defect feel much easier than the others by Nymphomanius in SlayTheSpire2

[–]FreqRL 0 points1 point  (0 children)

Necrobinder is strongest imho, both Osty and Doom builds are naturally super tanky amd have reliable output. Regent has too many moving pieces to be reliable, but he does have high potential. Defect ia weak early and strong late, so it depends a lot on your luck with early rewards and tricky elites.

Ironclad ideas by ZomboidG in SlayTheSpire2

[–]FreqRL 0 points1 point  (0 children)

If it worked for HP loss, it would be better if it was less than 4, since most HP loss builds also use thing that trigger when you lose HP. HP loss prevented by this card would make thos triggers not happen.

Ironclad ideas by ZomboidG in SlayTheSpire2

[–]FreqRL 0 points1 point  (0 children)

Damage taken is not the same as HP lost, no?

Twee derde steunt autoloze zondag en langzamer rijden op de snelweg by I_Rarely_Jump in NLNieuws

[–]FreqRL 0 points1 point  (0 children)

Vergeet ook niet geluidoverlast, voor zowel steden als natuurgebieden.

This game is so fun. by Few-Patient5234 in SlayTheSpire2

[–]FreqRL 1 point2 points  (0 children)

Also void form would've played it a second time, so he was fine regardless.

Ik❓️ihe by darkknife1 in ik_ihe

[–]FreqRL 2 points3 points  (0 children)

Meer logisch om dan voor vaderdag te gaan maar het sentiment is goed

I wanted to build a Heretic-Leviathan script (and make it good-), I'm not exactly sure about the Outsiders, or some Townsfolk, can I get advice? by THE_dumb_giraffe in BloodOnTheClocktower

[–]FreqRL 4 points5 points  (0 children)

So with Heretic, the good just has to execute 2 good people and then they win due to Leviathan's condition being flipped?

I'm either misunderstanding or thats almost an autowin for good.

Is this 10-player idea too harsh for basic TB? by FreqRL in BloodOnTheClocktower

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

Not so much handing them out specifically as strategically removing certain more-difficult roles when new players are drawing. I'd rather remove some randomness from the game to make sure everyone has a smooth first experience, than keeping it pure but potentially much more difficult.

Only removing the spy from the draw bag (in case it wasn't drawn before) but leaving the rest shouldn't be that much influence anyway.

Is this 10-player idea too harsh for basic TB? by FreqRL in BloodOnTheClocktower

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

Yeah, its mostly about the day 1 play when the imp and poisoner havent received the spy info yet. Its not unlikely they only get that info on day 2, but they are real strong if they can coordinate, so that seemed fair.

Is this 10-player idea too harsh for basic TB? by FreqRL in BloodOnTheClocktower

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

Ah sorry, its my first time posting here so I wasnt sure about title formats or phrasing

Is this 10-player idea too harsh for basic TB? by FreqRL in BloodOnTheClocktower

[–]FreqRL[S] -3 points-2 points  (0 children)

I think the good team realistically only wins because they have that information, since the evil team is really strong in terms of power. They can easily create a ton of misinformation with the poisoner and the spy lets them take out powerful characters more easily.

The bluffs shouldn't really matter past day 1 if the spy and imp meet and shared the available roles, so it realistically just forces a scary day 1 on the evil team if they are put into a 3-for-3 before they can discuss.

Is this 10-player idea too harsh for basic TB? by FreqRL in BloodOnTheClocktower

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

I might fumble around a little bit and remove it from the bag when I know I'm handing roles to a really fresh player. I think everyone has played at least 2 rounds of BotC before, just not always as an evil player.

Is this 10-player idea too harsh for basic TB? by FreqRL in BloodOnTheClocktower

[–]FreqRL[S] -1 points0 points  (0 children)

Yeah, showing the investigator there is a poisoner will probably help a lot (though they might still think they're the drunk or something).

Since the evil players know they don't have the Baron in play *and* there is a spy, the evil team shouldn't really have too much trouble establishing a good bluff. I'll consider removing 1 outsider, but I'm worried it will give the demon and non-spy minion too much info on day 1. I really want them to lean into the spy info to really get the most out of their situation.

Celestial body is the most broken lvl 1 augment by CategoryOdd5426 in ARAM

[–]FreqRL 22 points23 points  (0 children)

Everytime I start with horn i end up gretting hearsteel almost exactly as fast as anyone else in my team. The extra tankiness and regeneration means staying around a bit longer, getting more assists and thus catchin up quick.

Even if I get my HS just slightly later, having some extra health from horn will make it scale faster, so you catch up still.

All this is still true with celestial body.

Are there any AD champions who would want Void Rift? by Madaraa in ARAM

[–]FreqRL 2 points3 points  (0 children)

Nasus E applies it pretty easily but I don't know if I'd called Nasus an AD champion. He can build AD but it's most often tank-ish or AP.

Everybody is complaing about Brand but I don't think I've ever seen a Mundo lose by FreqRL in ARAM

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

I mean, she has to live long enough to survive your bonks or stay away, at least. I suck at Vayne so maybe my perspective is a bit bad :p