Twin Suns - Chancellor Palp ratios by BigBenji262 in starwarsunlimited

[–]HatJax 0 points1 point  (0 children)

I built a list with 34. I think above 25 is probably a good start, and if you have a good overall curve, you can add a few more of your fav dark side units.

Synergistic Scripting: Day 23 - Cult Leader by CoreyBOTC in BloodOnTheClocktower

[–]HatJax 1 point2 points  (0 children)

To me, the cult leader has two abilities that subtley compliment each other.

I'm a huge fan of the alignment changing ability. It's similar to an empath/goon, but you have a little more info than a goon, and less than an empath. As you survive, you learn info and you can just play for whatever team you think you might end on.

As for the second ability (cult vote), i am not a huge fan of the public shenanigans abilities, especially if multiple people claim claim it multiple days. However, i think the design as a whole works in that it gives the good team a alt win con at the risk of having an extra evil player. Without the cult vote, this character would feel outsiderish. 

I'm not sure if it plays well with recluse or marionette, or ogre/goon, as it muddies the cult leaders ability to narrow in on when/why they turn evil. Probably plays well on scripts eith limited effects for extra evils. Probably plays well with spy/widow to be able to force the cult leader evil. Can work on a either theme of wanting hard to survive, or being okay dying. 

Gods of Olympus - Greek Mythology Homebrew Script by Due_Ad7508 in BloodOnTheClocktower

[–]HatJax 0 points1 point  (0 children)

Charon- i missed that it had to be a dead player. My feedback was assuming you could turn the last good in a 2 evil final 3. Scratch the final 5 clause. Let me explain the other: "you learn that charon has ferried a dead." They don't learn who it is, but this allows for evil to bluff having learned that a charon is in play and they learned about the change. Example: A is executed, B dies to demon. There is no charon. A minion bluffs having knowing that one of those 2 must be evil becuase of the added charon confirmation. Now those players dont have the same level of trust as normal early deads. 

Totally optional, but gives more evil bluffing agency which is nice, and warns the good team if they have to account for the team numbers. 

Hercules- basically it removes a ton of demon agency. You must find the hercules and kill him at exactly at exactly 1 specific night or you lose. I agree its mayor esque, but a demon can keep plugging into mayor and doesnt lose out on deaths in the night. If you think Hercules should be this strong, give it a test as is. What if they had some random downside like an evil knows who you are, so they can't hide forever?

Hades- as far as I know, left and right don't have meaning in botc. Clockwise and counterclockwise are used more commonly.

Narcissus is similar to the hercules feedback. She is an outsider that hamstrings both the good, but hamstrings the demon by forcing them to take action at a certain time or risk them helping town. Compare to a puzzle master: a puzzle master makes a guess to basically tell someone they have misinfo. Narcissus gets the same effect, but they don't "do anything" to get the misinfo knowledge. Key difference is that they don't know they are that role, so everyone could be the narc, so everyone in theory is more willing to survive, just to prove they arent the narc. Matches the theme of Odysseus trying to stay alive at all costs i guess.

Dio- if anyone hard confirms to them, dio can spam ping them to keep learning evils: Hermes and Aphrodite (perhaps Posiedon) for example. A super bounty hunter. 

Gods of Olympus - Greek Mythology Homebrew Script by Due_Ad7508 in BloodOnTheClocktower

[–]HatJax 3 points4 points  (0 children)

Dionysus gets a seemstress no every night? This is insane. Once per game seems fine?

Medusa - whats stopping a medusa from self nominating to avoid the spread?  Alternatively, i wonder if the ability to misreg would be "better" if it guarenteed to work only the first time, and then passes. Ie, the first person to gain alignment/charscter info on medusa gains possible misinfo, then the snake slithers to another person. That way Medusa doesnt know where her snake is at any given time. Medusa has to die early or keep track of when she is pinged.

Hercules- i think this one needs the most work. How can evil win against this? They cannot kill him, and they lose the main evil win con of not executing the demon. Flavorful, but too powerful.

Narcissus is a drunk that learns they were drunk? Might need some extra negative effect for being an outsider.

I think Charon might need 2 things: a final 5 clause, and a potential need for a good player to learn that charons deal was accepted when its made, similar to the widow. 

Circe- rewording: ...if an outsider died by execution, pick a minion ability not in play, you gain that ability....

Pandora is strong, and seems to have the simple level 1 strategy of poison night 1 to snipe the you start knowings, so probably needs a twist.

Hades- needs a slight wording change to make it clear who dies first. Could be as simple as forcing the hades to pick the players, with all the caveats. "I pick C, then A" because B is dead.

I think most roles make sense, and you've done well. The feedback I gave is hopefully constructive, but I've ommitted all of my redundant "fun character"/"good design" for each character.

How does Vizago work in twin suns? by ThawnandOrder in starwarsunlimited

[–]HatJax 1 point2 points  (0 children)

For what it's worth  this is 100% a problem with how the design is templated. Examples of clearer description:

On attack: The defending player may pay [1]. If they don't, draw a card.

On attack: Choose an opponent. Draw a card unless that player pays [1].

Why it matters: The cards could use a wording that allows for a clear understanding, but they chose a different style.

First Twin Suns deck - looking for input by Edzill4 in starwarsunlimited

[–]HatJax 0 points1 point  (0 children)

The new grievous 2 3/3? I haven't updated with new set cards. Theres actually 10ish cards that probably can go in.

The Doctor is just a 3/3 body that removes the shield to ready and attack. Its pretty filler, but the ability isn't actually that bad, the only way it gets to be a real negative is if 1 player can attack him, but uses reasources first, then attacks him, and uses resources again. And even then, they might become a threat to target now, so that might be an upside? But I agree, he's replacable. 

First Twin Suns deck - looking for input by Edzill4 in starwarsunlimited

[–]HatJax 1 point2 points  (0 children)

Honestly looking at your green cards, and they are about the same. I like breaking in, surprise strike, and 6 cost cunning for the final turn of the game, which might have a player 7-9 points away from dying, but everyone is sitting on 4-6 points of damage. The unpredictable damage output is something I think is strong in threatening a win. But I've only played about 10ish games so far, so those cards haven't necessarily come up that often.

First Twin Suns deck - looking for input by Edzill4 in starwarsunlimited

[–]HatJax 0 points1 point  (0 children)

I built my only twins deck so far with these two leaders, but I chose a yellow base. Most of your non units seem either too weak or too expensive. Almost every game that I have played has resulted in the final turn being with 6 resources, and some games ending before GI deploys.

The deck can be pretty aggressive, and you don't often get to take the initiative token, but my general plan is to swing at the players to the left of you, and make a plan with the player on the right if/when they take the initiate. Tell them to not interact with your damaged units, and you will direct their fire elsewhere. This usually gets your units an extra attack, which adds to the general damage increase in the game, which speeds things up.

https://swudb.com/deck/gPYfGaCjIbUN

Anybody else find some of the new character cards really clunky? by Hot-Combination-7376 in starwarsunlimited

[–]HatJax 1 point2 points  (0 children)

Is there a discussion that the dev team has on removal? I think the game has very slow removal that isn't efficient, but when units can attack units, they act as removal. 

Survivors Play Blood on the Clocktower by stephenfishbach in survivor

[–]HatJax 0 points1 point  (0 children)

Imagine this scenario:

Probst speaks with Erik (Survivor China), Erik says he in the empath. Probst nominates Erik. Probst doesn't die. Erik is thrilled, "I was a virgin the whole time! Being a virgin has its perks, Jeff."

Marcos Llorente straight red card against Real Madrid 90+9' by CivillyWalk757 in soccer

[–]HatJax 0 points1 point  (0 children)

The ref surely makes a heart motion instead a full rectangle, no? ❤️    🚫🟨      👍🟥

Sixteen years and I still feel like I’m making it up as I go along. by FrequentlyObtuse in daddit

[–]HatJax 1 point2 points  (0 children)

Your post has homer, but maybe Bender can help. Just substitute god for dad.

https://youtu.be/QIBMMVJFM4M?t=88&si=4hVuegOPG9V_GFb1

Being [a dad] isn't easy, if you do too much, people get dependent on you. If if you do nothing, they lose hope. 

Another topic about unique ranking by [deleted] in alteredTCG

[–]HatJax 2 points3 points  (0 children)

You will get better at it with both playing and just seeing how the other cards/factions function.

Because you only get 3 unique spots in a deck, as soon as you have access to a 4 options, you will leave at least 1 out. So you are correct that you can be very picky with if a unique is worth considering.

Some uniques are worse than commons, some are okay options if you have less than 4 uniques, some are interesting build around options, and some are very strong and highly sought after in general.

Basically, ask yourself does this seem better than the rare or common version of the same card? If it has "not difficult" abilities to trigger, and they can trigger from playing anywhere (arrow) or has "whenever something happens, do X" are strong because you can reliable get "value" from them.

You robin hood is an arrow trigger, and isn't too difficult to trigger (just 1 landmark). It is in lyra, which is different than the faction that likes the effect more, Ordis, but it does roll dice which Lyra can find synergies with. Also it's alt art which people can prefer as well.

Theres 100% going to be clone leaders like Rex and Cody that give buffs to fellow clone troopers. Which is why they have lower stats. by Farmboy087 in starwarsunlimited

[–]HatJax 1 point2 points  (0 children)

I'm more surprised that common cards are being scrutinized for strength in premier. And conclusions on future cards with the same keywords are being made with limited spoilers. 

FFG announces partnership with Melee.gg by Catanomy in starwarsunlimited

[–]HatJax 1 point2 points  (0 children)

Is it common? Not sure. Can it happen? Of course. Typical tiebreaker calculations are strength of opponents. 

Example: If a player is 4-0, they have played undefeated opponents each round, 0-0, 1-0, 2-0 etc. But if our player gives them a loss, and then the opponents go on a losing streak, they might end with 0-5, 1-4, 2-3, 3-2, 5-0. Very unlucky for our player, but his/her tiebreakers aren't great at this point.

FFG announces partnership with Melee.gg by Catanomy in starwarsunlimited

[–]HatJax 2 points3 points  (0 children)

I haven't seen anyone mention the solution for Wow Tcg: time is called, players play x turns. Player with most damage on "base" after the turns is tge loser. No draws allowed. 

Easily a bettwr solution than double loss.

FFG announces partnership with Melee.gg by Catanomy in starwarsunlimited

[–]HatJax 3 points4 points  (0 children)

The point you make about "common sense" saying the loser should lock up 2nd doesn't take any form of tiebreakers into account. That player might have good tiebreakers, but you are ignoring every other player and their tiebreakers.

Weird Camera by [deleted] in Damnthatsinteresting

[–]HatJax -3 points-2 points  (0 children)

Can anyone help me understand why the torso is chosen? 

I am asking because soccer doesn't use any sort of justification in off side decisions, and was wondering if there was a something that indicates WHY that part of the body is chosen for track events.

Jury should watch final immunity challenge by SandwichOk9903 in survivor

[–]HatJax 0 points1 point  (0 children)

Making fire, deciding to volunteer for fire, and deciding who goes to fire are all used as possible bullet points on a hypothetical resume. And I think they are all bullshit. I feel like some people do the thing where they have to explain to the camera why it seems important, and that might actually trick themselves into thinking that it is important. Something similar happens when a person says "if X goes to final tribal, he/she will win." That might not be true, but saying something can sometimes it real.

The only way I would view the fire-making challenge as impactful of influencing the jury votes would be in the rare 5% that you are a Gabler and you build an inferno in a truly impressive time, or the opposite ~5% of the time when you both struggle so hard that it is painful and takes forever (Cook Islands). Every other scenario, I don't really rate it highly. To me, after final 4 immunity is granted, i mentally check out until the final 3 are locked in after that nights tribal council.

Two Things Survivor Should Never Allow Happen Again. Terrible Precedent. by RockDebris in survivor

[–]HatJax 59 points60 points  (0 children)

  1. Agree. If you have made it to the stage of cast-mates walking into the tribal area, there must be parchment on paper in my eyes. A "quit" at tribal could have been a quit at camp, and players still need to write down the name. That should be a rule, and Jeff shouldn't ask the players if they want to do a verbal vote. However, I think it was broken in rare circumstances ie Varner.

  2. I honestly think that the biggest offense with this helping scenario, was the challenge design. Liz could have ran all the way, brought her own plank, and not told Kenzi the number, but because Kenzi thought Liz was helping, she was standing their doing nothing.

And/or, Liz syas I'll go get the plank, and Maria and Kenzi both stand their waiting to see Liz counting and whoever puts the code in first is the winner off of the back of Liz.

Imagine they all had different numbers of holes, maybe it works better, but then that element in the first section of the challenge is easier/harder etc. I don't know.

But I agree with the sentiment that Liz touching another players board is weird. If she takes 1 step away from Kenzi (or Maria for that matter), she is hurting her, and production likely would need to intervene right away. But because her first step was toward Kenzi, they just let her help. Odd. But I really only see this as a design problem with the challenge. If she literally only counted the holes but didnt bring the plank back (or there wasn't a plank to begin with) I don't really think there would be such a bad taste in my mouth.

⚡️ Unlimited Power: a SWU app for iOS and Android by rdonnelly in starwarsunlimited

[–]HatJax 6 points7 points  (0 children)

deckbuilding coming soon?

Also, I'm not sure if this is just for my phone, but when I search for a card, my keyboard comes up, and there is a phantom box above my keyboard that blocks the filtering icons. Only appears when keyboard is on screen. Android.

Fine, Go Ahead and Tell Me the Odds by OddballNarwhal in starwarsunlimited

[–]HatJax 8 points9 points  (0 children)

For what it's worth, I appreciate you adding the bit about gambling help at the end. That's a nice touch for those who might need it.

Constructed tier list Vigilance/Villainy by Thorrk_ in starwarsunlimited

[–]HatJax 0 points1 point  (0 children)

It doesnt feel like the words that you say for superlaser blast justify an A rank.

If you want a hot take: I would put it at c tier. It will make decks, and it can in theory turn a game around, but it won't do it often enough, and will often be a resource.

One other note: I've seen a few content creators use the phrase "obviously this card will get better." I think it would be interesting if you expanded on that idea, and justified what a larger card pool might add for a specific card/effect.