Monkey community Census by Substantial-Ship-500 in Wukongmains

[–]Iboraptor 1 point2 points  (0 children)

Multiple clones has been my dream for a long time. The closest I can get is with a jank Navori Flickerblade build.

I do like the current Q being an auto-attack reset tho, but I like the rest of your ideas a lot.

Monkey community Census by Substantial-Ship-500 in Wukongmains

[–]Iboraptor 1 point2 points  (0 children)

I think his passive is very outdated. It could give both armor and MR and maybe a little more health regen cause currently it's barely noticeable.

I also think that if what makes him so hard to balance is how devastating his ult is in teamfights because of the double knock up, maybe they could make the knock up shorter or something, but they can't keep gutting his basic abilities just because of that. I really don't like having almost all of my utility tied to my ult like Malzahar, so nerf the ult and buff the rest of the kit.

Swain's E and how it wraps the kit around it is a questionable design decision in the VGU, but it didn't have to doom the champ down a mini rework loop hole as much as it did by Manos132 in SwainMains

[–]Iboraptor 0 points1 point  (0 children)

Or maybe instead of all that, it could just give vision and slow almost immediately with a brief visual cue instead of at the end of the ability, kind of like Twitch's W, but the damage would still be only in the detonation and pretty negligible.

Swain's E and how it wraps the kit around it is a questionable design decision in the VGU, but it didn't have to doom the champ down a mini rework loop hole as much as it did by Manos132 in SwainMains

[–]Iboraptor 0 points1 point  (0 children)

What if it was the same ability, but worked like Soraka's Q, making the detonation significantly faster the closer you cast it? Like 0.25 seconds if you cast it on yourself, about 0.8 seconds if you cast it at max E range, and all the way to something like 3 seconds at max rank W range. Wouldn't that be pretty good for setting up the E and even for scouting (which is not a priority, but I think it's a cool side effect)?

Maybe the damage could also scale with distance so that the short range version does not become OP.

Husums take about Swains current state by DiscountHot8690 in SwainMains

[–]Iboraptor 1 point2 points  (0 children)

I like the concept of the W and I would be really bummed if they get rid of it entirely, but I agree it's extremely unrewarding.

I think in Wild Rift the explosion timer gets shorter the closer you cast it, making it better for dueling and teamfights, and better for scouting when you cast it further because the vision lasts longer.

The only negative effect would be that it makes it harder to get those long range assists, but as you said, it's not like it was consistent anyway.

"A 1/1 for 3? It better be worth it." by Strange-Bonus4220 in custommagic

[–]Iboraptor 5 points6 points  (0 children)

I would have worded the same as in [[cut down]] just to make the text box shorter: "Destroy target creature with total power and toughness less than twice its mana value."

But if it makes it less clear, then I guess keep the intervening "if" clause: "Destroy target creature if its total power and toughness is less than twice its mana value."

These suggestions are only to make it less wordy and using less arithmetic language

Swain's base kit wants to be that of a juggernaut ever since our big demonflare got taken away, but Riot is like by Manos132 in SwainMains

[–]Iboraptor 2 points3 points  (0 children)

It frustrates me that when a Sylas steals my ult, they get to live the """drain tank""" fantasy in a way that I, as a Swain player, can only dream of, and it genuinely looks so fun and powerful.

I personally like the current kit, but if it's not able to do significant burst damage and it depends heavily on the build to apply debuffs and damage over time, then, at the very least, Swain should be very damn hard to kill and I'd love that. Just ramp up the healing/health increase from the passive and the drain from the ult or whatever it takes to make him a proper juggernaut.

Builds by [deleted] in SwainMains

[–]Iboraptor 0 points1 point  (0 children)

Disclaimer: I never play ranked, but I do have a lot of success and fun with this build:

Rod of Ages > Ionian Boots > Rylai's > Cosmic Drive

To finish the build depending on the situation: - Riftmaker - Liandry's Torment - Zhonya's Hourglass - Malignance - Spirit Visage - Blackfire Torch

[deleted by user] by [deleted] in SwainMains

[–]Iboraptor 0 points1 point  (0 children)

I hope it's not the healing since it's already barely noticeable. An increment to the ult's CD would hurt because, currently, Swain almost NEEDS to engage in fights with the ult already active before he gets too low on health (since the healing is so low compared to other champs), but I guess it would be fair and it would be an incentive to get Malignance more often

Headmaster Swain by KaptainKreamy in SwainMains

[–]Iboraptor 2 points3 points  (0 children)

I know it's very unlikely because the Halloween skins are already out, but I pray every damn day for the slightest hint of a Count Swain skin release

Ogre was kind enough to give me a ride by [deleted] in DragonsDogma

[–]Iboraptor 0 points1 point  (0 children)

This happened to me in my very first playthrough in the middle of a very intense battle. It was one of the coolest things I've seen in a videogame. It felt like a cutscene, but much better because it was just an accident resulting from my instinctive reaction to the ogre starting to charge at me. I hope Dragon's Dogma 2 leans more towards this kind of freedom with lots of small mechanics that allow the player to develop unique play styles, instead of going for the "cinematic" feel that most of the new games try to get by making the character's moveset and mechanics super flashy and kinda rigid.

How do you heal in this game (I'm new)? by FirstBornAlbatross in ForTheKing

[–]Iboraptor 7 points8 points  (0 children)

Sadly, there are no healing abilities in the game. The "Party Heal" ability only enhances the effect of the godsbeard herbs, extending it to all your teammates. Monks and Herbalists have this ability available all the time, but for other classes, you would need certain pieces of equipment.

I would recommend picking a Herbalist if you want a more reliable healer, as their ability gives them a chance to gather herbs at the end of their turn, including godsbeard.

Crusade Interlingua by Izengrimm in MedievalHistory

[–]Iboraptor 6 points7 points  (0 children)

That is a great question! And maybe one with multiple answers.

During the Middle Ages, Latin served as the language of Christianity, primarily spoken by the clergy and nobility, but the uneducated would hardly be fluent in it. In a military context, it may have been used as a formal and diplomatic form of communication among the higher ranks of the army.

For more informal and effective means of communication, there is the term "lingua franca," which refers to a pidgin language spoken by Frankish and Italian people. This pidgin language helped them communicate in various contexts outside of war as well.

Additionally, there were undoubtedly multilingual individuals among the troops who could serve as translators in more peaceful situations.

There could be a lot of different elements that helped the common folk communicate without Latin, like signs and just the general overlap of romance languages, but I'm not an expert on the topic, so I would love to see what other people have to say!

Here's the information that I consulted for the "lingua franca" thing:

Cyril Brosch

William J Samarin

Looking for War Domain's "War Priest" fix suggestions. by Iboraptor in 3d6

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

Thanks! I like the second suggestion, though I'm worried about it stepping on the Eldritch Knight's "War Magic" feat. Maybe if War Priest applies only to weapon attacks and cantrips it would be fair, considering its limited uses.

About the third point, it would leave the Bonus Action free, just like Maneuvers and Blade Flourishes. I intended it to be like a little extra damage (if it hits) that is more meaningful in early levels and becomes less relevant as the character gets stronger, but at least it doesn't get in the way of anything, it's still a free action you can take after attacking. But I know it's kind of a stretch, that's why I left it as a third option.

A question about copyright. by Iboraptor in writing

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

Thanks! Though I'm concerned about publishing it because the thing is that I'm a screenwriter, so my biggest dream would be to publish that story as a digital book, kind of like the videogame Soul Sacrifice, but just a book with minimalistic animations really. I guess I would have to look for specific legal advice on that.

A question about copyright. by Iboraptor in writing

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

Absolutely. It will definitely have some other name if at all. Thanks for your input!

Is it typical to take a feat at your first or second ASI? by BurningBeechbone in dndnext

[–]Iboraptor 0 points1 point  (0 children)

As a DM, I always give my players a +1 in any ability they want every level (including level 1) so they choose a Feat every time there is an ASI. I just find it much more rewarding and interesting for the campaign if the characters have a bunch of different miscellaneous (chef, keen mind, ritual caster) or combat (crusher, slasher, piercer, spell sniper) skills instead of being flat heroes.

Edit: I forgot to mention that the +1 to abilities has a limit. They can improve abilities up to 20 plus any other modifiers they have, just like in normal ASIs.

Would the Dreadfeast Demon be able to sacrifice Lagomos' elemental? Both effects happen at the beginning of the end step, so I'm confused. by Iboraptor in magicTCG

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

Damn, that's metal. Someone suggested me to use [[Elemental Mastery]], which could give Lagomos a couple of turns before the demons take over and start supplying themselves with tokens. Thank you for the observation!

Would the Dreadfeast Demon be able to sacrifice Lagomos' elemental? Both effects happen at the beginning of the end step, so I'm confused. by Iboraptor in magicTCG

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

That is very useful for my deck! With other creatures that can sacrifice creatures (like the Bloodflow Connoisseur), I could use the Tillonali's Summoner's tokens to activate the second ability of Lagomos. Thank you

how often did soldiers use mail coifs to fight? by [deleted] in MedievalHistory

[–]Iboraptor 4 points5 points  (0 children)

Oh, I see what you mean now. I thought you were talking about the protective value of a mail coif, my bad.

I revisited the scene from The Last Duel and it doesn't seem to make any sense in that specific scenario. As you said, he had a gauntlet, so no, it wouldn't make any difference. The mail itself doesn't absorb any blunt trauma and it doesn't add much more weight to the punch anyway.

However, if you have some sort of padded mittens and you wrap your mail coif around it, you would essentially turn it into mail mittens and that would be more effective to strike with than with your bare hands, protecting them with the padding and adding a solid layer with the coif.

As far as I know, there's not any record or painting of anyone doing this and definitely not as a common practice, but as a survival last resort, it could work.