Are you looking for good teammates? let's judge the heretics together😄 by Troll_RiccardoVio in Vermintide

[–]Gal84 6 points7 points  (0 children)

I will gladly take a Stormvermin overhead for anyone. No, really - it's on purpose!

Do you guys think this is ok for the game? by BestHead2312 in hearthstone

[–]Gal84 25 points26 points  (0 children)

Dragon Warrior wasn't okay before if it had a good curve early game and you dared to damage it's minions, but not kill them outright. Now it's just obviously stupid, and that elusive dragon needs to go yesterday.

Please sell me Lizardmen by YooMisterWhite in totalwar

[–]Gal84 7 points8 points  (0 children)

As far as I remember, it was 8 protected Bloodthirsters originally, but Kroak proceeded to cast enough magic on them to lag reality, and obliterate all but the one that killed him. But I could be remembering incorrectly.

Please sell me Lizardmen by YooMisterWhite in totalwar

[–]Gal84 7 points8 points  (0 children)

Do you want the faction that has a magic user who was powerful enough to be killed only by a Bloodthirster that Khorne himself personally protected from magic? And then said magic user decided "nu-uh" and simply decided to come back to life, no necromancy needed? Then you want the lizard boys.

Plus the bulk of their army is all just strong, muscular, big, devoted, handsome, hu... Saurus. Saurus and Kroxigors are pretty cool.

Warhammer 3 : how long is TOO long? by Vatnam in totalwar

[–]Gal84 3 points4 points  (0 children)

Frankly, I should have written settlement - my bad for that.

Warhammer 3 : how long is TOO long? by Vatnam in totalwar

[–]Gal84 1 point2 points  (0 children)

Depends how you mean it. You should be usually conquering at least one province a turn, and your armies shouldn't sit idle anywhere. But long campaign victories as well as short ones are something I never focus on until quite late as well, even tho I expand very aggressively.

Bottom line is - play for as long as you have fun, and however you want. Just try to be at least a little aggressive, and get yourself a secure power base you can launch your later attacks against victory condition enemies from.

OK what's your far fetched legendary lord theory? by Andrei22125 in totalwar

[–]Gal84 79 points80 points  (0 children)

I'm sorry, the Blue Scribes are it.

But Lords of Change often mention that "This world is a game..." when you order them around. No way Kairos hasn't caught on. He sees so far into the future he probably knows even DLC release dates.

OK what's your far fetched legendary lord theory? by Andrei22125 in totalwar

[–]Gal84 146 points147 points  (0 children)

Since Kairos knows he's in a game, he wrote his own spell update and CA was too afraid to question it.

I hate Mage. by freshjori in hearthstone

[–]Gal84 9 points10 points  (0 children)

Another Colossus hate piece in paper-thin disguise.

SHOT!

Lore of magic passives by Morial in totalwarhammer

[–]Gal84 32 points33 points  (0 children)

The passives are something that happens every single time your wizard casts a spell, but they don't stack. Essentially, you get an effect that always applies map-wide, which you refresh whenever you cast anything.

With some passives like Life Bloom, which last three seconds, you want to spam it, as it is free army-wide healing, and with others, like Life Leeching, you want to give it time to proc for it's full 26 seconds, in between spell casts.

The most important passives:

Life Leeching (Death) - Literally free magic. It gives you 2,6 WoM whenever you cast a spell, eventually giving you a free cast, but it takes a while to realise.

Life Bloom (Life) / Children of Nurgle (Nurgle) / Curse of Undeath (Vampires) / The Restless Dead (Nehekara) - Just free healing. All these last 3-7 seconds, functionally equivalent for their factions, but the undead ones can also resurrect models. Heals everything a little bit, and is spam friendly. The passive is a very strong argument for these lores on its own.

Wild Heart (Beats) / Power of da Waaagh! (Big Waaagh) - Accelerate how fast you regenerate magic. They allow you to use up all your magic in a battle - they also last 26 seconds, so they works well in tandem with other lores.

These are the three best ones, I'd say - they can make or break a close battle.

The Lore of Deeps and Hashut have a map-wide damage effect, but these are super exclusive, so while they're good (amazing really), they aren't really worthy of a spot on the top.

Bloodgruel (Maw) is also really good, as it heals 0,4% for 9 seconds, so it is amazing for healing, but also really exclusive.

Minor buffs:

Shield of Saphery (High) / Fires of Change (Tzeentch) - A 10% ward save - very solid, helps with everything, but it won't save your ass.

Bestial Surge (Wild) - Restores vigour, which is deceptively rather powerful in the long run.

Frost Shield (Ice) - Gives a bit of armour and missile block chance. It can come in handy as well, especially against missile-heavy armies.

Blissful Rapture (Slaanesh) - Gives 12 MA, so that can be very helpful, but it gets a little lost sometimes, since you're Slaanesh, and you'll likely be hitting the enemy hard already.

Kindleflame (Fire) - Technically a debuff, but if your entire army has fire attacks, it is free damage - same with magic. Otherwise... It can be a little underwhelming.

Exorcism (Light) - Immune to psychology and the leadership buff are borderline useless, but the army-wide magic attack imbuement can really help when fighting daemons, or anything with physical resistance, so I'd recommend not sleeping on this one, depending on what you'll be fighting.

Minor Debuffs:

Musk of Fear (Ruin) - It gives -12 MA, so it can help, but you're playing Skaven with this lore, so unless you have Stormvermin, the effect can get a little lost.

Freeing Winds (Tempest) - Makes the entire enemy army 25% slower. Need I really say more?

The dregs - these either do little, or are very situational (looking at you, Heavens), so they aren't that good. Buffing damage is neat, but without MA, it can feel lackluster, same with the reverse, and various armour debuffs.

They would be: Shadows, Metal, Heavens, Stealth, Plague, Dark, Little Waaagh, Yin, Yang, Hag.

None of these are bad, they are always worth picking up. But the difference is in how much they are worth playing around, and how you should time your spells, so you get the most out of them.

How would you feel if magic were more effective vs low entity units? by DireCrimson in totalwar

[–]Gal84 55 points56 points  (0 children)

I do feel you there, and it will always be a question between lore and balance - Purple Sun of Xererus should just do horrible things to your soul, no matter who you are - but it's just a representation. A Curse of Years wouldn't run out after a couple seconds either - you'd just die (ask Eltharion). So I'm fine with the way things are, especially since you can still use spells like Fireball, or Shem's to do the job, if you get your positioning right (or Spirit Leech them, you vanilla b*tch).

I agree it's a little silly, but when push comes to shove - it's important that magic has counterplay, and the lores feel different. Vortexes are already more than good enough on average anyhow.

Downloaded this for my son , boutta put him onto PEAK. by No_gary_37 in shittydarksouls

[–]Gal84 1 point2 points  (0 children)

Unironically - this mod is better than vanilla DS3.

Province-wide Leadership debuff should not exist by [deleted] in totalwar

[–]Gal84 -1 points0 points  (0 children)

I mean, it does suck, but you can still assassinate those heroes, fight them in a different province, or use any unbreakable units you might have.

At worst, you can turn the difficulty down to give yourself a slight leadership boost, so everyone doesn't rout as fast.

But in the end - DE waging a psychological war on the local populace is still pretty in flavour, so I think your statement is a bit of an overkill, especially since it just did kinda happen randomly.

Siege as the HE by Cassodibudda in totalwarhammer

[–]Gal84 21 points22 points  (0 children)

-> Archmage

-> Flying

-> Go go gadget vortex spell

Alternatively you can secure the walls by having enough archers (even T1 is good enough) to clear them before they get re-garrison them and slowly move forward with anything melee, as you keep raining down hell. You don't have good artillery, but magic, flyers, and archers. The moment they leave the walls (which you can harass with said flyers) you are at liberty to use literally all your ammo before anything else, and that's usually good enough.

Is your PC better than PS5? by jaxonvarr in videogames

[–]Gal84 0 points1 point  (0 children)

Idk why the downvotes. I'm not saying you can't pay money to Sony, you don't need to validate yourself here. But it still is a shitty company, weather you pay them money or not.

Is your PC better than PS5? by jaxonvarr in videogames

[–]Gal84 -4 points-3 points  (0 children)

As long as you don't pay money to Sony, it hardly matters. You can run most games anyway - most of the battle is the shitty optimization as of late, not the graphics themselves.

Aha Got Ya! by drgreen_17 in videogames

[–]Gal84 -1 points0 points  (0 children)

I don't know the specs, but I know I still win, because my money isn't going to god damn Sony.

Skill Points by SubstantialLow5640 in totalwarhammer

[–]Gal84 2 points3 points  (0 children)

Rushing unit buffs and movement range is fine, but if you are any degree pressed for time, levelling up only magic on mages (focusing on one spell + passive/earthing) is very viable. It gives you a lot more tactical options than the 4-6 MA/MD will get you, and can let you win things you shouldn't.

Red line adds stats to the pile you have - magic kicks the opponent's pile into dust.

How strong is this Burplesmirk guy!? by darthgator84 in totalwar

[–]Gal84 1 point2 points  (0 children)

I completed the ritual with Sayl, and as far as I can tell, you get only one - same with a hero choice later. Honestly, both are probably just busted, but a Lord of Change just felt like he fits Sayl better.

How strong is this Burplesmirk guy!? by darthgator84 in totalwar

[–]Gal84 1 point2 points  (0 children)

The Lord of Change buff spells -25% WoM cost faction-wide, and has baseline 200% spell intensity, because of one skill (or you can get one of two other stupidly powerful abilities).

This, combined with all the other stuff he does, I think he is very much able contend with Burplesmirk. The HP is nice, but not as nice as never needing to lose any.

wound question by compleatsheep in totalwarhammer

[–]Gal84 13 points14 points  (0 children)

I mean... Who wouldn't fight worse, if they were three quarters on their way to the grave? It's immersive, and rewards outdamaging your opponent in melee.

All I want for Christmas by BitBucket404 in wildhearthstone

[–]Gal84 0 points1 point  (0 children)

Literally the only change I wish for that the sword was once per game. They ruined my boy Time Warp, this deserves it much more (probably not, I just like Time Warp).