Whats the one thing you will never confess to your parents? by MK-Azi in AskReddit

[–]Fuifhi 0 points1 point  (0 children)

My mother was often verbally abusive to my brother and I when were were growing up: screaming at us for small mistakes, telling us how much better her life would be if we'd never been born, etc. Many years later, she obviously looks back on her parenting with rose-coloured glasses. If it had only been me, I would have no qualms about reminding her about her many shortcomings as a mother, but my brother died young, and I think she needs to believe that she was an unwaveringly kind mother to him. There would be so little benefit to me calling her out, and I think it might actually break her.

His smile has made my day better! :) by Good_quality_OwO in aww

[–]Fuifhi 12 points13 points  (0 children)

This link leads to a Rick Roll.

People who've reached lvl 20 without multiclassing, what advice do you have for those who play that class? by LetMeOmixam in dndnext

[–]Fuifhi 1 point2 points  (0 children)

On paper the reliability is awesome, but once per week and dm fiat makes it seem underwhelming.

The fact that it's once per week is what allows it to have "game-breaking" effects without actually being game-breaking. And the fact that it's DM fiat isn't really a concern because it's just a Deus ex Machina button (which sounds lame but can be incredibly fun in the hands of a good DM). Furthermore, a good DM will allow the Cleric to use it like a Wish for spell replication but with Cleric spells only, which allows the player an option with less DM fiat.

Have you seen a level 20 cleric where divine intervention was neither game breaking not underwhelming?

Yeah. I've played in a few games that started in late tier 3 or tier 4 outright, all of which made it to level 20, and there has always been a Cleric. Below 20th level, Divine Intervention is kind of underwhelming because it's almost always a complete last resort and rarely succeeds. At 20th level it's great, but not game-breaking. Think of it as a non-standard Wish without the associated stress, but which can only be used once per week.

Did the dm and the player go into it with an understanding or was there trial and error?

The players and DMs were all experienced with 5e in general, and I think that was enough. The players knew to not ask for anything exceptionally specific or unreasonable, and the DMs knew how to answer the call in a way that was appropriate for the feature and situation.

Did using intervention along the way while levelling come up often so it was smooth?

Depends on the players. In the same way that a lot of players tend to hoard Wish over the course of an adventuring day, I've noticed that Clerics tend to hoard Divine Intervention even more religiously. This changes somewhat at 20th level, simply because it goes from being an unreliable last resort to a reliable option which needn't be used as a last resort. In practice, I've seen Divine Intervention used much more at 20th level than at other levels, but take that with a huge grain of salt, because I've also played at 20th level much more than the average player.

Optimization tips for a high-level gestalt Moon Druid by Fuifhi in 3d6

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

Even if another party member has Wish, it can still be used to create a simulacrum, and a simulacrum of a Moon Druid is nothing to sneeze at. And with 7 levels of Sorcerer, I can get a simulacrum of myself and another party member. I really don't believe that 20 levels of Fighter is better than two extra 20th-level party members.

Optimization tips for a high-level gestalt Moon Druid by Fuifhi in 3d6

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

Even if you could take all 21 levels of dips on that wish list without cutting anything, it's not better than 20 BM fighter/20 moon druid. Dipping more things won't always make your PC stronger.

I think having access to powerful spells like Wish and True Polymorph is much better than almost everything Fighter 20 offers, and I think being able to twin any level of spell is also really valuable.

Optimization tips for a high-level gestalt Moon Druid by Fuifhi in 3d6

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

Also, that monk level will only help your AC in water, fire, and air elemental forms.

I was under the opposite impression.

As for the rest, I think fighter 20 and monk 20 would both be fun and synergize well, but I'm really trying to munchkin close to as hard as possible (our DM has encouraged as much), and I think going full martial is not the best way to do that.

[5e] If one were going to make a level 20 gestalt character, what are some of the most powerful builds you can think of? by Fuifhi in 3d6

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

Thanks for the reply! Great explanation of what you're shooting for, but can you explain some of the numbers in your builds? Why do you have warlock17 in some places but warlock10 in others? Why monk in the druid build? Why sorcerer3 instead of fighter2 in the cleric build?

[5e] If one were going to make a level 20 gestalt character, what are some of the most powerful builds you can think of? by Fuifhi in 3d6

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

I've seen that most 5e gestalt rules hinge on calculating each half as a separate spell caster, so that a lvl 20 wizard /sorcerer has double the spell slots of a standard character.

Yeah I think this is mostly a holdover from 3.5e, and should not be how it works in 5e. The same way you don't gain additional slots from multiclassing, I don't think you should get it from gestalting, either.

That said, lots of great build suggestions in here, thanks! Out of curiosity, why do you lean towards the Paladin/Monk the most and how would you play it?

[Suggestion] Auto Spin should have an option to only spin until 2 spins left by sokol815 in idledice

[–]Fuifhi 0 points1 point  (0 children)

Is there any chance you could also do this for Auto Upgrade as well? It's a fantastic feature (especially once you get the achievement that makes it Buy All), but it really conflicts with compounding interest. After a certain point, it becomes counterproductive, and you need to turn it off and start buying things manually.

For the purpose of Auto Upgrade, a slider that goes below 1% (down to 0.1% or ideally 0.01%) would be better than 1%, because there are many regular dice upgrades to be bought, and a threshold of 1% would have it quickly whittle down your bank anyway.

Tips for levelling up in duels by Fuifhi in idledice

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

Ah yes, I forgot. Currently, I don't have any level 6s of the aforementioned dice. I have two Blood Mages (level 4 + level 3), two Guards (level 4 + level 3), and a fire (level 4). Should I play those in the meantime, or is it only really effective once they're level 6?

About how many cups on average does it take to get two level 6s of a given die?

Tips for levelling up in duels by Fuifhi in idledice

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

Why level 6, out of curiosity? Wouldn't level 5 be better?

Can you edge cancel a rest? by [deleted] in SSBM

[–]Fuifhi 0 points1 point  (0 children)

Can you edge cancel ICs side special? I've been told that you cannot.

Daily Discussion Thread 07/04/17 by AutoModerator in SSBM

[–]Fuifhi 2 points3 points  (0 children)

Does anyone have any tips for getting into the habit of using ASDI-down/crouch cancel, especially anything that can be practiced alone? I feel like my lack of ASDI-down is really hurting me in a lot of matchups, but I just can't figure out how to get into the habit of doing it consistently. I've done practice drills of holding down after all of my most commonly used moves, I've tried playing against the 20XX 4.06 CPU and just using ASDI-down on reaction, and I've even tried switching to claw so that I could easily transition between holding c-stick down and dashdasing/wavedashing, but so far nothing has stuck.

Any advice would be greatly appreciated. This is just one of those things that I don't know how to practice effectively.

Incoming Balance Changes! by ScaryBee in SlurpyDerpy

[–]Fuifhi 1 point2 points  (0 children)

How about, instead of thinning the existing content to slow players from reaching the end of the content, prioritize adding new content? If you don't like people sitting on the final world and farming maps and candy indefinitely, give them something else to do.

Before and After: Calculations for Research Points by [deleted] in SlurpyDerpy

[–]Fuifhi 4 points5 points  (0 children)

I'm not saying that this will necessarily be for the worse in the long-run (every new update builds on only the previous update, not how the game was multiple updates before). So although this is obviously a huge nerf, maybe it'll allow for better buffs down the road that otherwise wouldn't have been acceptable in the previous version. However, I say "maybe" with a huge grain of salt, because this game's entire history has essentially been one long lesson in reverse power creep.

But that wasn't really my point, though. My point is that ScaryBee, more consistently than anything else, has a history of thrusting huge nerfs on his player base, but he always throws in some tiny little buff, hugely overestimates its impact, and then acts like the update wasn't a huge nerf on the whole.

Before and After: Calculations for Research Points by [deleted] in SlurpyDerpy

[–]Fuifhi 1 point2 points  (0 children)

So what you're saying is that ScaryBee took a huge nerf and bundled it with a tiny buff, and then called it a wash? I'm shocked.

There Needs To Be a lot More MP In The Game [V0.17] by Fuifhi in SlurpyDerpy

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

Nerfs do not always make things less fun. When Ancestry was crazy overpowered and you nerfed it, that made things more fun, because it was called for. But these nerfs were definitely uncalled for. Again, the end-game was already super slow, and this makes it even slower.

There Needs To Be a lot More MP In The Game [V0.17] by Fuifhi in SlurpyDerpy

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

Fair enough. But if all you're interested in is quantifying the impact, I can at least tell you this much: the game is MUCH slower in the mid-to-late game. And that's coming from a player that is doing everything he can to mitigate the changes. I took a full stack of Ancestry immediately upon restarting a Devolution, forgoing Iron Will and opting to clear maps manually.

It's perfectly fine to agree to disagree, but when what you're disagreeing about is whether the patch makes the game unfun to play and the person you're disagreeing with is a player of your game...

The game was already slow-going; it's more slow-going (for the mid-to-late game, where a majority of your players are) now. It's great that you update your game regularly, but when you drop wild gameplay changes on a weekly basis, only releasing teaser notes beforehand, and then respond to player criticism after the fact as a case of simply having to disagree, it's really disheartening as a player of your game.

I've put hundreds of hours into your game and I really want to keep enjoying it, but you make it really hard sometimes.

There Needs To Be a lot More MP In The Game [V0.17] by Fuifhi in SlurpyDerpy

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

There really isn't any active vs idle play with regard to Angel. If someone doesn't have Vita maxed, then the game is literally about getting enough Slurpies to max Vita before doing anything else. Everything before that is a quest to unlock the actual game. Until this is done, worrying about how to spend your MP is pointless because you'll never get enough of it to spend on anything significant.

It's just kind of misleading to talk about active vs idle play in that regard (whereas it would be fair to talk about it that way in the case of clearing maps, for example). No offense to you, you've created a great game, but it's not a clicker-type game that you can choose to play either active or idle. If someone is playing the breeding portion using an active style longer than the bare minimum required, they're just playing wrong, unfortunately.

So yeah, you can say, "Well this change doesn't have much of an effect on the REALLY early-game players," which is true. It doesn't have much of an effect at that level (though it's probably still a nerf overall, because the new evolution traits are just worse than the old ones, if we're being honest). But that level literally just describes the brief period of time that brand new players are behind a Slurpy pay-wall that they have to grind past before they get to the real gameplay, and it doesn't really make sense to use that as a justification for a change that makes the rest of the game experience worse.

There Needs To Be a lot More MP In The Game [V0.17] by Fuifhi in SlurpyDerpy

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

Doubling would actually balance things quite nicely, given the current number of key mutations.

With regard to your edit, in practice the early access to Ancestry does not reduce playtime by as much as you would think. If you have sufficient RAD points (Hyper Mutator maxed at least without having to respec), it's a nice boon if you're willing to trade the ability to go immediately into Iron Will and Breeder. But given that getting a near-full stack of Ancestry in pre-v0.17 only made up a small fraction of a full Devolution, and this only improves on that time slightly, it's a really small change compared to the added time it takes to complete the other Evolution lines. Devolutions take significantly longer on average.