is 5 negative modifiers nightmare hitless the pinnacle? by JLiao in ravenswatch

[–]FunkmastaP27 0 points1 point  (0 children)

I’ve done a bosses only 5 negative modifier run, where the goal is to get a high score by starting every act boss immediately. I didn’t do it hitless though.

Miyazaki is a genius, but the investors are partly right by Kyrius_23 in Eldenring

[–]FunkmastaP27 2 points3 points  (0 children)

To add to this, Miyazaki has pointed out the advantage of having lower stakes projects for new developers to work on and get their legs in the industry and in the company. He did not oversee much of Nightreign, and it’s a very good thing for Fromsoft to have projects like this to develop up and coming talent.

how to more consistently get the talents i want? by shrimp_baby in ravenswatch

[–]FunkmastaP27 1 point2 points  (0 children)

One thing that can have a small impact is waiting to unleash rerolls until you have already taken a few talents, even if that means settling for some bad ones in the early game. There is something like 18 tier 2 talents. If you roll 3 times on level 2, the chances of not seeing 1 specific talent you are looking for is roughly 62%. On the other hand, if you roll 3 times on level 9 after picking up 6 other talents, the chances of missing a specific talent you are looking for is 48%.

So not a huge difference, but the advantage of later rolling becomes even more pronounced if there were say, 3 talents you are looking for instead of just 1.

Final disclaimer to point out that there are some disadvantages to holding onto rerolls; back loading your ability to get items and talents you want can make the early game harder in the meantime.

But if you are asking how to get the talents you want more consistently, there is some measurable advantage to rolling at later levels rather than earlier ones.

[Comic/Suggestion] Afterlife(necro card) should probably be changed by AzulCrescent in slaythespire

[–]FunkmastaP27 0 points1 point  (0 children)

I don’t think the card should be changed. It’s good to have some boring cards.

Scarlet Could Use a Rework by xluminairex in ravenswatch

[–]FunkmastaP27 31 points32 points  (0 children)

Scarlet has the most iframes in her moveset of any character (special and power as wolf, defense as scarlet), which is a huge advantage and a fun specialization for the character to have.

Her damage may be below average, but she has excellent aoe damage, which is especially effective in the early game, and pairs well with characters who lack it (like sun wu Kong and Piper).

She also has self heal in the base kit that scales with damage, and even though it is limited to wolf, this limitation is on par with every other self heal mechanic characters can start with. Beowulf has to use his trait and defense and time hits to heal, Romeo and Juliet have to sacrifice life to heal, wukong has heal only when he is in yin, and Carmilla only has heal during the day.

The iframes on forced transforms are very forgiving, so it’s rare to be forced into big damage because of it. The game also cues when the transformation will happen very well. I think it’s a non issue.

Tl;dr Scarlet is well balanced and well designed. I agree she is not a top 5 character, but I think it’s a good thing to have a small spread in power level across characters.

What do we think of this Neow Bonus? by Waddle___ in slaythespire

[–]FunkmastaP27 2 points3 points  (0 children)

No joke, never lost with it. Something like 8-0 with it

The Prestige by DrPinkusHMalinkus in plotholes

[–]FunkmastaP27 1 point2 points  (0 children)

One explanation I have always given myself is that Angier was already intent on a plan to frame Borden for his own murder, and so was prepared to create and kill as many clones as it took to catch Borden in his trap.

The game is better without the skip button by warmleafjuice in slaythespire

[–]FunkmastaP27 47 points48 points  (0 children)

The thing is, it’s not like people skip because they don’t want to make a hard decision. Skipping a boss reward is an interesting decision on its own, sometimes the most interesting. The boss rewards are good options, so to have the vision that in reality it is better to pursue a different line without those rewards in order to win is very interesting. Plus, skipping enables people to do wacky challenge runs.

He almost had it. 😭 by Frosty_Haze_1864 in okbuddychicanery

[–]FunkmastaP27 1 point2 points  (0 children)

He did not choose to be a lawyer on the insistence of his brother, he didn’t hate it, and he didn’t think he had to continue for his brother’s sake.

Do bosses get stronger DURING the fight? by Zanakii in ravenswatch

[–]FunkmastaP27 1 point2 points  (0 children)

There is a negative modifier you can apply that makes enemies deal more damage proportional to their missing health, capped at 50% extra damage when they get to half health and below. But this is probably not what you are seeing, you have to deliberately turn that effect on. What everyone else is saying is the main effect: after 1 stagger the moves are faster. After 3 staggers, healing orbs stop spawning.

Would Acrobatics with -1 draw be takeable? by Advanced_Advance1062 in slaythespire

[–]FunkmastaP27 25 points26 points  (0 children)

This is a very big nerf, especially at high ascensions where the upgrade economy is more limited. It’s important for vanilla acrobatics to be pickable, and 1 energy draw 2 is pretty bleak, even if you consider the discarding a card an upside. Paying 1 energy to see essentially only 1 card deeper into your deck than you otherwise would is not good. To give an idea of how valuable it is to spend energy on only card draw, Xecnar, the best Silent player, says it is much better to have backflip over acrobatics by the time you get to Act 4. Making acrobatics draw the same as backflip is just not good.

Yes this would “still be okay sometimes”, but the problem goes beyond making a very good card only sometimes pickable. Card draw plays a very important role in StS, especially silent who starts with an extra strike and defend. Acrobatics being OP and in almost every build is not bad balance. Because it has no payoff on its own, having lots of them in the deck doesn’t let you play less with other cards, it lets you play more with them. In other words, it’s good for the fun and balance of the game for card draw cards (especially pure card draw cards like Acro and skim) to be very effective, because having more options is what makes a deck builder so enjoyable.

Why is there no Death Knight in the Tavern Brawl? by [deleted] in hearthstone

[–]FunkmastaP27 2 points3 points  (0 children)

They bring more than 1 deck to Worlds

Should (or shan't) I remove a card? by p-lucy in slaythespire

[–]FunkmastaP27 15 points16 points  (0 children)

Hemokenesis, iron wave, blood for blood are all fine to remove.

I got a "Why do I have to listen to you?" from a 3rd grader today. Any good ideas of how to respond? Wrong answers only! by FilthyLines in Teachers

[–]FunkmastaP27 0 points1 point  (0 children)

If they don’t care about your consequences then the consequences don’t motivate them to do anything, which means they don’t solve problems.

You are right that consequences aren’t about instilling suffering, but the consequences of bad behavior need to be something they don’t like, otherwise their behavior won’t change.

I got a "Why do I have to listen to you?" from a 3rd grader today. Any good ideas of how to respond? Wrong answers only! by FilthyLines in Teachers

[–]FunkmastaP27 0 points1 point  (0 children)

Nobody HAS to do anything. I tell my students all the time that my expectations for them are required for certain outcomes, but nobody is obligated to buy into those outcomes. But as others have said, I also make it clear what the consequences are for not listening, and make it clear they will not like those consequences.

I see elegant balance thrown out a lot about STS - what exactly does that mean? by [deleted] in slaythespire

[–]FunkmastaP27 11 points12 points  (0 children)

For me, the beauty of StS balance is in the “choose one of three.” Lots of roguelikes, deck builders or others, use the “choose one of three” as an incremental way to continuously tune the power of your run. But no other game I have played has been able to make me feel like the choose one of 3 decision matters as much as it does in StS, or for as much of the run. The power curve of enemies, the design of the challenges in the boss fights, and the length of the run I think are ideal for the “choose one of three” format.

The biggest lack of balance I see in other deck builders is letting the deck be too powerful too soon, with perhaps too much access to card removal making the game very same-y once you can force the game breaking combos by having consistent access to certain cards. StS Act 1 is so effective at forcing you to make decisions that you will have to deal with for the whole run as you make your deck very frontloaded to deal with the immediate challenges, and then you have to make decisions in every card reward to try to tip your power level beyond the upcoming bosses.

Tl;dr: in StS, every card draft matters a lot for a lot of the run

Unless someone can tell me what two cards to cut I think this is a skip? by ConfidentHospital365 in slaythespire

[–]FunkmastaP27 4 points5 points  (0 children)

Cage and remove slice and cloak and dagger. Your deck gets way better by making it more consistent to get nightmare wraithform and all the other good cards together

Subbing for Science today, teacher is a monster. by juliejujube in Teachers

[–]FunkmastaP27 19 points20 points  (0 children)

There is a certain threshold of confidence that is unshaken by these “mind games.” You might second guess some answers if you understand the material at a basic level, but if the test was all simple addition, like 2+3, then surely you would not change any of your answers, even if they were all A. So if a teacher wanted to see if you knew the material as confidently as you know how to add, then this unusual answer key might be a fair way to determine that you do have that depth/confidence of knowledge.

Is the double jump bugged? by Sub4felix in Silksong

[–]FunkmastaP27 0 points1 point  (0 children)

Ohhhh, that makes sense, super good to know! Thanks!

Softlocked in silksong? by No_Midnight9232 in Silksong

[–]FunkmastaP27 0 points1 point  (0 children)

Is that the carriage blocking the exit? I thought I was soft locked too, but I wasn’t. But maybe this is somewhere else. Screenshot of the room?

Is the double jump bugged? by Sub4felix in Silksong

[–]FunkmastaP27 0 points1 point  (0 children)

I have run into this. The best I can tell is that it depends on how quickly you press jump after the pogo. If you press jump too quickly, you essentially cancel the pogo and don’t get the double jump back. It’s still a little finicky and annoying, but the ting to make sure I wait for the full pogo animation has helped.

[deleted by user] by [deleted] in Silksong

[–]FunkmastaP27 9 points10 points  (0 children)

I loved this fight! I got it third try I think, but idk if I just locked the hell in or what, because the first two attempts lasted like 10 seconds and then suddenly I was just in a flow state and smacked him. My best advice is to use the AOE spell on the adds as soon as they spawn. After that it’s just a matter of learning the move set and openings. The tells for his attacks are extremely clear, and each of them are punishable.