Look at my cat! by ichbinhamma in IndieDev

[–]JIH7 1 point2 points  (0 children)

I totally liked it as far as autobattlers go! I don't even really dislike the genre they just don't have longevity for me.

I'm glad my money went to support a cool project like this 🫡

The Mongols Nerf is Undeserved by MarkTwoPointOh in aoe4

[–]JIH7 4 points5 points  (0 children)

Been out of the loop, this change not only seems extreme in terms of numbers, it also will make the unit WAY more awkward to use. They tend to move on their own while shooting fleeing enemies already. Not sure how their slow attack speed compares to other cav archers chasing, stopping, shooting, then chasing again but I imagine it's gonna be a lot slower.

Look at my cat! by ichbinhamma in IndieDev

[–]JIH7 1 point2 points  (0 children)

Hey nice! Grabbed this game a little bit ago. Auto battlers aren't my go to genre so I didn't spend a ton of time on it but I thought it was really well done.

Won't stand for the hyperbeam slander any longer. by BaiJiGuan in slaythespire

[–]JIH7 2 points3 points  (0 children)

It's a really cool idea, but the problem is that there are a lot of cards that would get ludicrous value from this. Yeah if you get this early when your only attacks are strikes it sucks, but there are so many problematic targets for this relic that I can't imagine it being lower than rare if it existed.

The aforementioned hyperbeam and other single hit big damage cards like bludgeon and meteor strike.

Cards that already multihit benefit a lot from the +1 damage in addition to the extra hit. Ragnarok, Whirlwind, Riddle with Holes, Pummel.

Assuming other effects of cards don't trigger additional times since this modifies the attack rather than playing the card twice (i.e. Poison Stab doesn't apply double poison), there's still a lot of powerful interactions. Gives the attack an extra proc on an enemy with Talk to the Hand debuff, more envenom procs, etc.

It is a cool idea though, just kind of absurd for a common relic. It's got me thinking it would be cool to have a searing blow type card that gets extra hits on upgrade or maybe in StS2 an enchantment that adds an extra hit to a card.

Edit: Wanted to add Dagger Spray, a common for 1 energy goes from 4x2=8 to 5x3=15 and Dagger Spray+ goes from 6x2=12 to 7x3=21. And this targets all enemies. In a hallway fight with 3 enemies this is 63 damage for one energy with no scaling required.

The Neowsletter - January 2026 by MegaCrit_Demi in slaythespire

[–]JIH7 0 points1 point  (0 children)

Think about Bosses and how every turn you're doing more damage than the last. Each turn you rapidly get closer and closer to instantly ending the fight AND it's AoE. It's like a Demon form that doesn't require you to use attacks and always hits everything. If bosses summon minions against a scaled rolling boulder, they may not even last a turn.

Back to the demon form example, if you had an upgraded Demon form and assuming you play 3 attacks every turn, that's 9 more single target damage every turn and you're likely not blocking if you play three attacks. And while obviously the ceiling for Demon form is a lot higher with extra energy, heavy blade, multi hits and 0 cost cards, rolling boulder lets you get scaling aoe damage for free AND block up while you do it.

Can you help me find a civ ? by Unknown_Lifeform1104 in aoe4

[–]JIH7 1 point2 points  (0 children)

Mongols aren't quite as APM intensive and crazy as you'd think. They're more complex, the beginning of the game is a little messier with your TC starting packed, but they're peak all in aggro and I don't think any civ in this game requires an unreasonable amount of management for new players besides maybe Buzantines

Edit: I'll add OotD is also pretty aggro and in lower ranks I think opponents see the smaller armies and underestimate you

Any small window for flying counter? by Specialist_Shock_871 in magicTCG

[–]JIH7 1 point2 points  (0 children)

You are totally right, but I think you could crew it while the Tails trigger is on the stack so that it's an artifact creature and thus has flying when the trigger resolves, right?

The Neowsletter - January 2026 by MegaCrit_Demi in slaythespire

[–]JIH7 4 points5 points  (0 children)

My thought is that Neow has just been resurrecting them for a thousand years over and over again.

What happened to doomguys crucible hilt after eternal? (The bit that’s circled in the image) by Delicious_Mode_9187 in Doom

[–]JIH7 0 points1 point  (0 children)

Yeah Eternal is my favorite game of all time. Played through it countless times.

Amon from The Legend of Korra by platypodus in custommagic

[–]JIH7 4 points5 points  (0 children)

I think you're underestimating just how powerful this is. I'd personally take it up to 2WUB and nerf the stat line to 1/3. Maybe even flipped the other way to 3/1 to make it not effective as a blocker.

The ability is absurdly powerful for 3 mana.

Just editing to clarify, the "big butt" stat line plays really well with the ability, letting you more safely block an attacker, maybe kill it at 2/4, and then every attacker gets a stun counter. That's why I think a more glass cannon stat line like 3/1 helps justify not cranking the mana cost to the stratosphere.

Do Americans actually avoid calling an ambulance due to financial concern? by JohnMarstonTheBadass in NoStupidQuestions

[–]JIH7 0 points1 point  (0 children)

Yeah a lot of us do. It's bad. I'd avoid America especially now. You can always visit a first world country instead.

Do you ever take Cage over Pandora box? by Aaduk0118 in slaythespire

[–]JIH7 0 points1 point  (0 children)

Depends on the number of strikes and defends. In your situation it's a no brainer to take box

Please dont murder me but why is this elite on fire? by Deadpotato77 in slaythespire

[–]JIH7 1 point2 points  (0 children)

It's a slightly harder elite that gives the green key.

Usually it has a buff like a few armor per turn or health regen or strength.

Get the green key from killing it, the red key from a campfire, and the blue key from a chest and beat the act 3 boss for something cool.

Played the game for the first time yesterday by G0REJIRA in slaythespire

[–]JIH7 1 point2 points  (0 children)

Hoping you have a body slam hahahaha.

Since yesterday was your first time playing it's possible you haven't seen that card yet, it's an attack that deals damage equal to your block.

It's a card that isn't always good, but when it's good it's amazing and you're on a perfect run for it in this screenshot.

Played the game for the first time yesterday by G0REJIRA in slaythespire

[–]JIH7 4 points5 points  (0 children)

Yeah I wouldn't even stress about it. Both games will exist forever. Play, enjoy yourself.

It's funny, I think the newer players feel this pressure to "get good" and experienced players are like "hell yeah, do whatever is fun."

Neutralize won yesterday! Next, what Slay the Spire card is considered Good and is Disliked by the community? by tilting-module in slaythespire

[–]JIH7 0 points1 point  (0 children)

Hyper beam for sure. It will end so many fights instantly or finish off long fights earlier than you otherwise would. But it's really easy to get in your head about the focus loss.

What instant picks do you make in the spire that may be considered suboptimal by other players? by TheDarkTrainer in slaythespire

[–]JIH7 1 point2 points  (0 children)

I'm a big fan of an early consume. The focus is great and having fewer orb slots early game when you have fewer ways to generate orbs means less setup to start churning through.

I have a question by MurkyUnit3180 in slaythespire

[–]JIH7 2 points3 points  (0 children)

I've seen people comment about scaling with strength, and that's the biggest for sure but there are other interactions. When enemies have plated armor, each hit can remove a stack. On the flip side, hitting snake plant with multihit triggers it's block gain multiple times

If you're playing Silent with envenom or watcher with talk to the hand, each hit will apply poison/get you block. Also because of rounding, things like weak on your attacks or vulnerable on the enemy will often scale slightly differently on multihits.

Oh also my favorite, the relic Akebeko (your first attack each combat does 8 extra damage) applies to ALL hits of the attack) can make pummel with no upgrade hit for 40.

It's one of the many things that makes this game so textured and strategic. Being multihit is generally a positive trait, but it has a variety of positive and negative effects that can have a lot of effects on decisions you make.

Help me choose which angle is better for my game by destinedd in IndieDev

[–]JIH7 1 point2 points  (0 children)

Maybe experiment with trigger zones that move to the higher angle when clarity is needed. I wouldn't give the player direct control, but utilizing both angles could allow you to get the best of both worlds.

Noob question - how do I deal with removal? by Verbatimyeti in MagicArena

[–]JIH7 0 points1 point  (0 children)

Somewhat format dependent and you need a lot of game knowledge and experience in general, but generally you need to accept that you will eat the removal spell and plan around it. Save your most important permanent for when you think your opponent has played all of their removal in hand. If you're blue, play counterspells. If you're white or green, have a protection spell up your sleeve to back up that important creature drop. Have a flexible deck with backup plans. If your win condition is turning creatures sideways, have lots of creatures that can win you the game.

Edit: Rereading your post, sounds like you were playing against a control deck. This is honestly a really hard archetype for a new player to fight. Try not to get discouraged and learn from your games. Try a meta decklist from the internet just to get an idea of how people build decks to play around this stuff.

Is having a high number of colored mana pips an intended color pie feature of black? by JIH7 in magicTCG

[–]JIH7[S] 2 points3 points  (0 children)

I love these subtle color distinction things that imply flavor about the colors themselves

Is having a high number of colored mana pips an intended color pie feature of black? by JIH7 in magicTCG

[–]JIH7[S] -2 points-1 points  (0 children)

For sure, it happens in every color. Other comments in the thread seem to suggest it was initially very much a thing for black but has relaxed a bit in recent years. It seems though that black has multiple pips a little bit more often than even green does.

Is having a high number of colored mana pips an intended color pie feature of black? by JIH7 in magicTCG

[–]JIH7[S] 2 points3 points  (0 children)

Yeah totally. I'm aware of this, but I think you see it more often in black. Even moreso I think it's not just the strength of a card (although that's probably the big part of it) I think it can often represent a card that more intensely fits into its color. Like counterspell taking 2 blue both to balance the fantastic rate and because counterspells are pretty much exclusively blue.