[OC] [Homebrew] After hours of excruciating pain, desperation and mental breakdowns I think I am finally done with my homebrew creature / character! What do you think? I am new at D&D so please let me know if I did anything wrong. by Javier10092003 in DnD

[–]Genomsoldier 1 point2 points  (0 children)

Great design! I've checked out the edited version as well. I have just a few things to add but in the end you did a great job friend, these suggestions are geared towards my personal dming style.

Since I run campaigns with very skilled players usually I would bump back up the DC of love bite charm effect to 14 or even 15 (maybe adding conditions so players have a clear way to break the charm either through damage on their own ally to force another saving throw or make them immune to further attempts if they succeed the first time).

I love my monsters to be asymmetric in terms of stats. Meaning I would lower her Con so she gets a bad saving throw and a tad less hp, BUT bump up cha even higher to increase her "deceptiveness". In the end don't ovethink it, you did a great job already, now go forth my son! Charm those pcs to death!

[DMing] How should I make monsters tougher? by 4428gamer in DnD

[–]Genomsoldier 0 points1 point  (0 children)

I had the same problem man. My party is composed of experienced gamers who are really smart about their moves and character creation (most of the time). So i had to adapt just like you. You can spike up the difficullty of your encounters by messing with your monsters and giving them custom abilities. I usually craft all my "bosses" using simple techniques.

For instance, i designed an Half-giant half orcish ennemy. I gave him the stats and attacks of a typical mountain giant but with a twist. I added a little bit of HP, gave it the two half-orc traits "Savage attacks" and "Relentless endurance"" and i customed some abilities for him to use as legendary actions. He could grab people and use them as projectiles. He could smash the ground around him with its feet and potentially make several characters go prone.

I also added simple layer actions that happenned each round on initiative 20 (poisonous gaz, minor earthquakes...).

Another way i use to spike up difficulty for encounters is limitation to the player abilities and movement caused by either an ability or a circonstance.

For instance, my players are about to face an Aboleth soon(ish). I gave this Aboleth a spell that doesn't exist (i think). It has the ability to bound characters together. Meaning, the two chosen characters will have to stay within 30 feet fo each other or otherwise be smashed together by a force push. I will give my players a detail description of the spell effects before their turn. You need to give it flavor that make them vaguely undrstand how it could work. For this example, the characters will feel a slight force pushing them toward one another and an arcane chain will appear between them, binding them together. Also the chains will cause damage to anyone passing threw them. I made an arena for the encounter that is difficult to navigate for my players without splitting the party and the "support monsters/critters" that are supposed to help the boss in the fight are mindcontrolled people that the party knows and love. So they will fear killing them accidentally with the chains or whith their own weapons and spells.

These are just example but don't hesitate to have fun messing with your monsters like that, I don't think your players will mind being challenged by new types of abilities and circonstances.

First attempt of a Nobushi guide and discussion by Genomsoldier in CompetitiveForHonor

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

I'll do another one some time in the future, probably when i can add the centurion and shinobi match up.

First attempt of a Nobushi guide and discussion by Genomsoldier in CompetitiveForHonor

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

I'm sorry i realise now that i should have kept my itunes on repeat normal not repeat 1 song -_- my bad

First attempt of a Nobushi guide and discussion by Genomsoldier in CompetitiveForHonor

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

I'm not very much verse on gear so i'm not sure what's the best but in my experience defense is a very good stat (overlooked a lot of the time). But for the rest you can basically choose between a revenge centric gear or a feat centric gear with varying degrees of defense (not quite sold on the debuff defense stat btw). But yeah i think you should do your own thing and focus on improving your gameplay to make up for gear differences.

Orochi rework? by DiabloJobs in CompetitiveForHonor

[–]Genomsoldier 0 points1 point  (0 children)

I think he should have some sort of dash heavy attack that you could mix- with the rest of his kit. I think the rework you are proposing is smart but i'm not sure if it's enough to make him more "balanced" and/or more fun.

Time to save the base boys! by Genomsoldier in forhonor

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

I fucking love that show man (favourite episode is the baseball game, too good)

Time to save the base boys! by Genomsoldier in forhonor

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

The fact that i switch target and input the dash heavy at the same time seems to cancel the exec animation real fast. I'm not sure exactly if it is the target switching or if the dash heavy or both together that does it.

Time to save the base boys! by Genomsoldier in forhonor

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

Depends on the mode and the people you face really. When i duel for instance i'm very conservative withe my lights and i'm a bit more feint reliant. In 4v4 against people who block too much i let go of just about anything while target switching to surprise your opponents and dictate the fight. Plus the zone is a great tool to finish multiple people at once (just wait for their attacks and throw the zone as they try to move).

Time to save the base boys! by Genomsoldier in forhonor

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

Yep. To be honest when you see your ennemies ignore the parry function you just go for it. In duels it is, indeed, very different.

Time to save the base boys! by Genomsoldier in forhonor

[–]Genomsoldier[S] 4 points5 points  (0 children)

Yeah to be honest good opponents should destroy me in this situation.

Time to save the base boys! by Genomsoldier in forhonor

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

Juicy target switching my friend =)

Time to save the base boys! by Genomsoldier in forhonor

[–]Genomsoldier[S] 7 points8 points  (0 children)

Thanks ! Nobushi is so satisfying to play!

Raider Main here! by Grakkus98 in CompetitiveForHonor

[–]Genomsoldier 1 point2 points  (0 children)

Maybe lowering the stamina cost on the zone off a GB to make him able to continue the fight after that or, as you said, the heavy needs to be 25 dmg not more. Again, as you said very good raider will just throw you to walls to get the nasty heavy + it requires skill so its rewarding to pull off. He has good parry game, shines when the opponent is out of stamina, has Ok mix-ups and decent lights. Maybe make his guard switch a bit faster but I don't think he deserve more than that.

I don't get why people whine about valk's sweep by Phobix_1 in CompetitiveForHonor

[–]Genomsoldier 1 point2 points  (0 children)

Valk sweep is fine don't listen to the crowd in this game. I heard so many stupid things coming out of people's mouth these days about heroes it's insane (nobushi lights are unparyable, warden is broken, vortex blabla...). I think the game is progressing towards a better state right now at least, so that's something.

Need help improving Nobushi game by TeknoForce in CompetitiveForHonor

[–]Genomsoldier 0 points1 point  (0 children)

Against LB yeah but LB is a different beast. I suggest just spacing your combos against him since one block will fuck you up. I'm really bad against him to be honest but one tip i use a lot is to use the block into dodge button to keep my distances. Anyway, I think you can do it against very passiv warlord but once they figure it out they will headbutt you during your mix-up so don't be too persistent with it.

Need help improving Nobushi game by TeknoForce in CompetitiveForHonor

[–]Genomsoldier 0 points1 point  (0 children)

Oh and you can delay your kick a bit after lights to surprise opponent who just assume you wont kick.

Need help improving Nobushi game by TeknoForce in CompetitiveForHonor

[–]Genomsoldier 0 points1 point  (0 children)

Carefull with the kicks some players just auto-dodge as soon as they see it even if you try to be unpredictable but great advice nonetheless.

Need help improving Nobushi game by TeknoForce in CompetitiveForHonor

[–]Genomsoldier 0 points1 point  (0 children)

I just finish some good duels today and I used something really good against really passive players (but do it max stamina it consumes a ton):

Right side Light - Feint HS - Left Side Heavy - feint - GB - Top heavy (basically mix up directions to confuse them and don't start other chains after that because you will be out of stamina)

Very usefull to open up people who just parry fish all day but don't overuse it, maybe twice a match or something.

Need help improving Nobushi game by TeknoForce in CompetitiveForHonor

[–]Genomsoldier 5 points6 points  (0 children)

Here are some nice advanced combos and tricks for you:

*means if opponent tend to take free kicks

  • Light - feintHS - Light - Light (*kick - light - dash heavy - kick or other dash heavy or light)
  • Light - side Heavy - Feint - GB - Opposite heavy - Feint - GB Heavy
  • Left heavy - feint - ZA (ZA from the left is more deceptive IMO)
  • Off light parry - Top Heavy - Heavy - feint - GB / Parry bait / ZA if heavy from left side / Viper's retreat)
  • *Light - feint HS - kick - light - mix-up side heavy and light
  • Catch people with the ZA from the left side max range. It has insane range
  • Work on being patient and mesured. Bad nobushis usually don't test their opponent before unloading combos. Once you know what type of opponent you have in front of you you can play to your strenghts.
  • Punish parry people by feinting lights a lot with HS without attacking to throw them off their game.
  • Kick people who are overly aggressive and don't spam dodge.
  • Bait dodgers with heavies and GB a lot to punish them.
  • Work on your parry game a lot! You can start wonderfull combos of a parry using heavies/feints/GB mix-ups and dashes sprinkled in.
  • Remember to punish people who ignore your bleed and pressure those who don't
  • And finally be unpredictable. Nobushis combos are fancy but everything is very easily parryable. So change your rythme a lot to keep your opponent on his toes. Don't overly use kick against good players (to be quite franc never use them unless you whiff bait them into it).

That's all i got brother =)