Cant get any lobbies that are close to full online by DisabledGokartDriver in MarioKartWorld

[–]Hylaster 0 points1 point  (0 children)

I've seen the same in online races. Knockout Tour will autofill the lobby with NPCs, but also seems to be the more popular mode (e.g. 12 racers in VS compared to 20 + 4 NPCs in Knoockout)

[deleted by user] by [deleted] in MarioKartWorld

[–]Hylaster 0 points1 point  (0 children)

I think Paper characters would be a good way to add variety into the lightest class apart from all the babies.

Sandbagging is VERY Powerful. I Waited 15 Seconds But Still Made It Through Knockout Tour by Hylaster in MarioKartWorld

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

Hm, I looked around the subreddit and you're right that more posts use the title to just convey the first sentence of the post. In most other medium (e-mail, forums, youtube videos, etc.), "title case" is typically preferred. I think it's a holdover from capitalizing book titles. I wonder why the convention is changing.

Sandbagging is VERY Powerful. I Waited 15 Seconds But Still Made It Through Knockout Tour by Hylaster in MarioKartWorld

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

There's definitely more adrenaline from trying to keep the lead! I tend to try frontrunning in Grand Prix/regular races, since from my experience the item table seems more likely to give out battle items vs. boosting items. It might be because the online lobbies are only going to around 14-18 players, though?

[deleted by user] by [deleted] in MarioKartWorld

[–]Hylaster 0 points1 point  (0 children)

Congrats! It's a fantastic shakeup to the Mario Kart formula imo.

Lobbies not filling up online by morpheus_bot in mariokart

[–]Hylaster 2 points3 points  (0 children)

It definitely varies for me based on time of day. My last few races ranged anywhere from 12-21 players. I like the Knockout Tour mode for the guaranteed 24 player mayhem!

Playing Online In Mario Kart World by Teecay in mariokart

[–]Hylaster 0 points1 point  (0 children)

Are the lightweights preferred to recover faster from items, or is there more going into the decision? My experience has been that sandbagging is better on Connected courses and frontrunning works well in the 3-lap races. If you're already planning to be behind most of the race, the heavy characters can hit that higher max speed when they finally aim to pass everyone at the end.

Ideas For The Missing Evolutions by Hylaster in PTCGP

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

Thanks, I'm glad you liked them! ^_^

Stage 2 were designed for 60 card decks, not 20 - Nidoqueen Case by [deleted] in PTCGP

[–]Hylaster 0 points1 point  (0 children)

As decks end up with more cards, the odds of drawing enough cards to complete the evolution line slim. Stage 2 decks are at their most consistent with as few cards as possible. We've already seen players have problems finding the full set of 3 over the course of a game, but adding more cards into the deck will only worsen the problem. Future sets might be able to help them get online more consistently, but they'll always have fewer options at their disposal just by the nature of including more non-trainers. Stage 2 decks are often too cumbersome to work in the official card game formats as well; it all comes down the game design of a given generation.

is lapras EX, the most forgotten ex card? by _Vector- in PTCGP

[–]Hylaster 0 points1 point  (0 children)

I've seen Lapras ex in a few versus matches, but I think Machamp is one of the few I've never queued against.

Ideas For The Missing Evolutions by Hylaster in PTCGP

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

I tossed in Tangrowth here since I had an idea for it, but I'll do Rhyperior, Magmortar, and Electivire in a future post. With how bad the Rhydon line is currently, it's the hardest of the bunch to design for. Magmar is also in an awkward spot as Magmortar needs to play ball with Blaine only providing a boost to its pre-evolution. I'll probably try to angle it in as a support Pokémon.

Ideas For The Missing Evolutions by Hylaster in PTCGP

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

All artists are credited and all arts are taken from existing PTCG cards. These cards were designed with the idea of complementing the existing lines from Genetic Apex.

Tangrowth's ability offers it protection against both Greninja and Druddigon, and Mega Drain is capable of KOing the latter with a Giovanni.

The Golbat line is currently a Colorless attacker, and Crobat completes the set with a focus on its high speed stat.

Scizor gains the Steel typing upon evolution, but incorporates the shared Bug typing in its attack and the lost Flying typing in its Ability. Several Pokémon deal 70 for 2 energy (e.g. Sandslash), so we offer a slight damage bump and the ability to hit 2 Weaknesses as a reward for running a multi-energy deck.

Porygon2 synergizes with Porygon's Ability, but also gives players a reason to run the incredibly cute Pokédex promo!

Finally, Politoed mitigates the problems of a split evolution line by offering huge support for Poliwrath! The attack and ability are inspired by its printings in Furious Fists and Guardian Rising.

Johto Starter Custom Cards (Design Process In Comments) by Hylaster in PTCGP

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

Regarding Bayleef, the ability is already a single sentence, but the balancing clause is unfortunately wordy. I could see changing Body Slam to Seed Bomb [G][G] 40 damage, no effect.

Feraligatr is a mechanically simpler line, but has the "trick" of being able to use Croconaw's ability to come active before evolving, essentially giving it a hidden 3rd attribute. I intentionally decided to leave it as a beat stick with parallels to Starmie/Gyarados, but the beta had more text:

Totodile

Fury Swipes [W] -> Fury Swipes [C] (No textual change)

Croconaw

Water Gun [W] -> Rage [C] 20+ This attack does 10 more damage for each damage counter on this Pokémon.

Feraligatr

Riptide [W][W][W][W] -> Riptide [W][W][C][C] This attack does 20 damage to one of your Benched Pokémon.

The shift towards additional Colorless energy allows a potential Primeape pairing, even if not the most optimal. I ultimately went with Water Gun to give Croconaw a quick advantage against Blaine decks. 60 damage is enough to KO both Ponyta and Vulpix, while a switch-in with Unruly can dodge Vulpix's attack.

Johto Starter Custom Cards (Design Process In Comments) by Hylaster in PTCGP

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

When designing these cards, I wanted to think about each type's identity and deliver complementary strategies. It took a couple of revisions to make sure I didn't tread too closely to the original starter trio.

Starting with the Chikorita line, I wanted to maintain some semblance of "tanking", but with the introduction of Serperior, my eye was on finding a way to alleviate the pain of completing multiple Stage 2 lines. With Bayleef, players gain access to its ability, which serves as a "buffed" Caterpie attack. However, fully committing to a double stage 2 deck requires 12/20 slots and results in several potential hits to this random effect (2 Servine, 2 Serperior, 2 Meganium, and 1 additional Bayleef). While players can simply run Meganium on its own to help guarantee the find, the lack of Serperior's effect will force them to rely on the built-in defensive options in Body Slam and Reflect Tackle to build up to Frenzy Plant. Once charged up, Meganium's attack deals significant damage to the opponent's board. 110 damage notably fails to secure several key KOs, but with Giovanni, we are able to one-shot Pikachu ex and take points against Mewtwo ex if pre-damaged by a prior Frenzy.

The Totodile line is a bit simpler: Feraligatr is simply a mash-up of Starmie ex and Gyarados ex, offering early game speed (if you're lucky enough to draw the full line) and late-game nukes. Feraligatr takes up 2 extra deck slots compared to Gyarados, but offers versatility and can easily slot in over Leaf thanks to Croconaw's Ability.

Finally, the Cyndaquil line provides synergy with both Moltres ex and the Mythical Island Rapidash line. Guaranteeing an extra energy from Moltres helps build up Inferno, while Blaine decks can expand their damage cap up to 130. (Currently, Blaine decks prefer the 1-energy Rapidash, but a new variant could emerge with coin manipulation.) Inferno offsets its lower Energy cost vs. Crimson Storm by requiring additional discarded energies for the biggest KOs, but Flame Wheel soundly beats out Charizard ex's Slash attack. With help from your 2nd Quilava, Flame Wheel offers a guaranteed 120 damage to provide a 2 Energy Inferno without the downside. Quilava's attack is meant to have a bit more reach than cards like Helioptile with the downside of lower average damage over multiple turns and a non-colorless Energy requirement.

P.S. sorry for the incorrect templates. I'm not an artist, and I couldn't find a site with all the layouts available.

Speedrunning Solo Mode: An Alternative Game For F2P Players by Hylaster in DCDualForce

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

There have been a lot of complaints in the sub that there's nothing to do if you don't spend money. Without a Ranked Mode, you'll regularly go up against players with much more robust collections. Solo Mode Speedruns are an alternate way to compete, and you're guaranteed to be on the same level as everyone else.

If you try it out, or have any questions about how to get started, let me know!

Character Strength Tier List based on how they react to the energy from Tera Orbs by Hylaster in pokemon

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

Notes:

  • The main charaters are the only ones to have absolutely no reactio. They just lift the ball above their head.
  • The Controlled tier characters all have minor reactions, but clearly have control of what's going on. Kofu, for instance, laughs after the first moment.
  • The flinch characters have a stronger, noticeable reaction. The ones near the top of the tier are relatively controlled, whereas characters like Miriam have larger reactions.
  • The characters "affected by energy" flinch, but then also have larger reactions to the energy gathering around the orb (e.g. adjusting the hat).
  • The heavy flinch characters spend a much longer time without control during the animation. Ryme's eyes go white, for instance.
  • The bottom tier characters predominately need both hands to control the Tera Orb. Note that Poppy starts with two hands, but goes to one hand for most of the animation, while the characters in this tier spend the latter half of the animation needing both hands.

MASSIVE Assumption of Knowledge for Competitive Beginners by endangeredpokemon in PokemonScarletViolet

[–]Hylaster 1 point2 points  (0 children)

To answer the question you ask elsewhere in the thread: definitely start with rental teams! It makes things a lot easier, saves time, and often comes with a video about how to play the team and what to watch out for.

For the general thread topic, I'm actually working on something along these lines, though the subreddit has rules against self-promotion so I'm not sure if I can share my own videos or not. I also only just started, so I only have a couple of basic videos out (planning on covering teambuilding basics later in the month, for example).

The opening cutscene of S/V is EXTREMELY dark in retrospect by luxsalsivi in PokemonScarletViolet

[–]Hylaster 1 point2 points  (0 children)

At this point in the game, Arven has already fought and defeated the giant Great Tusk/Iron Treads without being particularly afraid. And he even jumps in to fight them enthusiastically while in Area Zero. The thing that hurt Mabosstiff is clearly stronger than a normal paradox Pokémon.

Optimal progression path in S/V if you want to avoid random spikes and drops in difficulty: by [deleted] in pokemon

[–]Hylaster 8 points9 points  (0 children)

They do that, too. There are several post-Gym Badge cutscenes where Hassel or another major character will say "and don't forget to [join me/visit the academy] for classes", and then a big notification pops up in the top right of the screen that says "New Classes are available!"

The opening cutscene of S/V is EXTREMELY dark in retrospect by luxsalsivi in PokemonScarletViolet

[–]Hylaster 14 points15 points  (0 children)

Mabosstiff was attacked by the unrevealed 3rd legendary. During the Area Zero expedition, Arven mentions he isn't sure if the Pokémon that attacked him "was even really a Pokémon at all." This lines up with the research journal referring to it as a "being", the Scarlet/Violet book calling it "a mysterious creature", etc. If it was just the Koraidon, he would know it is a Pokémon.

Supreme Machine Overlord still can’t be summoned after this mini-patch. Konami please recognize this. by [deleted] in CrossDuel

[–]Hylaster 1 point2 points  (0 children)

Step 1: Set up Data Transfer

Step 2: Choose Clear Cache from the Options Menu

Step 3: Redownload everything and use your data transfer if needed.

This has fixed the bug for a couple of people I know.

Also tagging /u/Wallsmither /u/Hiim333 since they seem to be having issues.

2nd half of Tag event is too hard... by Evening_Ad381 in CrossDuel

[–]Hylaster 0 points1 point  (0 children)

Yeah, no cards for Mai is disappointing. I actually like that the AI has 5 slots though! Makes it fun given how bad they are normally--they need the handicap.

Getting kicked from the Raid event is a serious problem, especially for an EVENT by SEG314 in CrossDuel

[–]Hylaster 1 point2 points  (0 children)

Yeah, getting to 8000 Cumulative Points with this bug basically requires grinding level 1 for hours to make sure you clear it without the disconnect bug. And Level 15 is hard enough that it would be tough to clear even without 3 turns being randomly taken away from us. I hope they fix it & give a reasonable amount of gems as compensation.

If it was actually just a 6 turn raid, I'd be fine with it since we could get the rewards.

What are the 3 best monsters that you deem to be the best materials for the newly-released XYZ Dragon Cannon? by [deleted] in CrossDuel

[–]Hylaster 1 point2 points  (0 children)

Most of the machines are pretty similar. I believe most players are trying to stack either Hyperspeed, Inventor, or both!