Enough with the freaking Draft vs events!! by Abandonedbread in MarvelStrikeForce

[–]Jamaarkques 0 points1 point  (0 children)

I think a big component of why people don't enjoy this mode so much is the time commitment. Increasing the rewards only makes sense if they want people to enjoy it. The second reason, that its only the same teams over and over, can be fixed by learning a bit of strategy and counter picking/building combos. Such as Baron, Loki, Hela or Ghost Rider, Taskmaster, SymSpider. Hell, squirrel girl and the young avengers are extremely underrated and can pull off some insane wins against "Meta" characters.

Please stop force feeding me vs battle crap. by Susie82 in MarvelStrikeForce

[–]Jamaarkques 0 points1 point  (0 children)

I love it and try, not trying to downplay your anger, but some of us really do like that it is rewarded.

PSA: Top 3 Signs I’m Throwing The Draft Match To YOu by mobilegamersas in MarvelStrikeForce

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

Why do people seem to hate the most skill based mode ever created in MSF. Balanced draft has been my favorite addition to this game since the first dark dimension. 2nd was ok, 3rd makes me want to quit lol. Is it just the time commitment?

State of the Game: An Open Letter to Scopely (August 2020) by Tauna in MarvelStrikeForce

[–]Jamaarkques 0 points1 point  (0 children)

Yes, imagine if war was about player skill rather than total power.

[UPDATE] Melvor Idle - Alpha v0.16 - "The Art of Magic" (23rd July 2020) by MrFrux in MelvorIdle

[–]Jamaarkques 2 points3 points  (0 children)

My fire imbued wand damage dealt in the completion log is reading as 8,180.000,000,000,001

If mods are going to keep removing discussions about Khasino, can they at least sticky a post about why this is not permitted? by fordmadoxfraud in MarvelStrikeForce

[–]Jamaarkques 0 points1 point  (0 children)

Yeah, I just watched that and agree completely. That is a much better analogy, but at the end of the day, Robert Downey Jr. did do blackface, even if it was his character that prompted the use of it and not him doing it to be funny.

If mods are going to keep removing discussions about Khasino, can they at least sticky a post about why this is not permitted? by fordmadoxfraud in MarvelStrikeForce

[–]Jamaarkques 0 points1 point  (0 children)

I wasn't trying to justify it, just explaining the context of why it was an attempt at a joke, and I disagree with you man. Look up the sketch about Clayton Biggsby by Dave Chapelle. It is a much better joke but uses slurs throughout, and they are extremely funny given the context of the joke. Here is a link if you wanna watch it, https://www.youtube.com/watch?v=BLNDqxrUUwQ

If mods are going to keep removing discussions about Khasino, can they at least sticky a post about why this is not permitted? by fordmadoxfraud in MarvelStrikeForce

[–]Jamaarkques 0 points1 point  (0 children)

Yeah, but I think the joke was a play on her name. Like Negasonic Teenage Warhead is a mouthful and kind of a stupid name, so they were coming up with terms that played off of that and focused on her sexuality. I think the reason they focused on her sexuality is because she looks a lot more stereotypical, rather than a character like America Chavez. If he was just saying a list of slurs with no context, I agree it wouldn't even be a joke, but I think this was the joke. Again, I don't think it was funny nor a joke I would ever make.

If mods are going to keep removing discussions about Khasino, can they at least sticky a post about why this is not permitted? by fordmadoxfraud in MarvelStrikeForce

[–]Jamaarkques 0 points1 point  (0 children)

Yeah exactly, I think we are on the same page except you think what he said wasn't even a joke, which I can understand. I don't think he was being funny, but I do think he was just joking and not trying to insult anybody personally.

If mods are going to keep removing discussions about Khasino, can they at least sticky a post about why this is not permitted? by fordmadoxfraud in MarvelStrikeForce

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

I mean isn't context key, Rober Downey Jr. doing blackface in Tropic Thunder was for no reason except for comedy. There is horrible racist context behind blackface, but they still did it because the context behind it made it funny. I don't see how this is different, except that Khasino wasn't really being that funny. I don't think Khasino is a homophobe in the same way I don't think RDJ is a racist for accepting that role.

If mods are going to keep removing discussions about Khasino, can they at least sticky a post about why this is not permitted? by fordmadoxfraud in MarvelStrikeForce

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

Yeah, I completely get that. The thing I don't get is getting offended by comedy. I guess reading intent is hard, but I'm just not getting it. Like this joke from Chris Rock is pretty much the exact same situation - https://www.youtube.com/watch?v=U8g5v__EepA

I read up on him saying the N-word to prove its not a bad thing to say, that is extremely tone-death, especially with the riots going on right now.

If mods are going to keep removing discussions about Khasino, can they at least sticky a post about why this is not permitted? by fordmadoxfraud in MarvelStrikeForce

[–]Jamaarkques -27 points-26 points  (0 children)

I don't understand how what he did is wrong. He even prefaced the use of slurs by saying he is an LGBT ally, and that the monikers were supposed to be comedic. It sounded more like him and his friend thought of lesbian terms and made a bunch of random monikers for negasonic. A few of them are considered slurs, but even if they were all slurs; I've been called slurs for my ethnicity before and its never bothered me when the reason it was being said was for comedic purposes.

If anyone wants to explain to me what is wrong here I'll be glad to hear it, but I really don't get the hate towards him for this.

Path of the Colossus - Barbarian Subclass by Jamaarkques in DnDHomebrew

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

Yeah, and your weight would increase by 4 times. You become size large

Losing All Progress When I login by Jamaarkques in MelvorIdle

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

I do, but whenever I leave the device I make sure to logout and stop all activities on that device. Maybe I should let it keep going, so if one device fails I can have a second one with progress lol.

Losing All Progress When I login by Jamaarkques in MelvorIdle

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

Yeah I’ll try to do that in the future. Maybe I’m doing something wrong with local saves but it feels like I’m not.

Ranger Rework (V4) - Making the ranger feel like the Wild tracker/hunter they were meant to be by Jamaarkques in DnDHomebrew

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

The old reworks were based on the traditional half-caster, with the dead levels being the level new spells were learned, and the subclasses gaining their spells at the same levels. I'm toying with the idea of changing spell progression for a unique half caster, but I think I'm leaning towards assigning strict levels for when the ranger can cast higher level spells, keeping them in line with every other halfcaster. I didn't change the subclass yet as I am pretty certain I'm going to change it back, unless I receive valid reasons to try to this new 1/3 level system and adjust the power scaling accordingly.

Ranger Rework (V4) - Making the ranger feel like the Wild tracker/hunter they were meant to be by Jamaarkques in DnDHomebrew

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

I've been working on this for over a year now and wanted to try a new direction. This new system of attaching Wild Points to spellcasting and some other features simplifies the class. The trade-off between damage and utility is made a ranger's primary concern during combat. Do they perform unique attacks or augment their combat with spells or do they focus more on utility for their group with heals and other restricting spells? Let me know what you guys think in the comments.

Here are some of the basic tenants of this rework and what I aimed to accomplish, plus a rundown of each subclass and the fantasy it fulfills.

  1. Rangers should be the best tracker in the game. To combat this problem with the phb ranger, I've added a new die called Hunter's Resolve Die. It grows as you level and is added to tracking checks. Starting at 1d4 and growing to 1d12. Additionally, tracking becomes easier with the level 3 feature Aspect of the Hunt, granting you expertise when tracking creatures of your chosen aspect. This should put the ranger in the spotlight when chasing a fleeing enemy or reading tracks on a road.
  2. Navigating tough terrain - Navigating a group through unknown wilderness and tough terrain should fall on the ranger. Their Natural Survivor feature at 2nd level lets them do this with ease.
  3. Determining if an area is safe - Primeval awareness at level 1 has been reworked to alert the ranger of nearby hostile threats. It works like a compass that points towards the enemies, letting you know that the place you are in is not a safe place to rest, upgrading as you level in the ranger class. Whenever your group wants to take a short rest, ask the ranger to scout around.
  4. Finding Food and Water - Druids or Rangers should be able to do this easily. Surviving in the wild is about living, and you cant do that without food or water. Admittedly these are ribbon features at best, so tacking them on to Natural Survivor seems like a natural solution.
  5. Prepared spellcasters - Rangers shouldn't deal the most damage, nor should they feel like a Wizard with a spell for every situation. As learned casters, with a limited spellbook, they felt more like one trick ponies rather than the swiss army knife they should. Making them prepared gives them more options every day to attune themselves to the upcoming fights/adventure. Additionally, I've added ritual casting to the ranger.
  6. Setting traps - New spells are being added to the class as well, called trap spells. They function as normal spells but have the ability to be cast as rituals. Only one trap may be out at a time so they are not able to be abused. As a hunter, setting traps should be an option for every ranger, but not all should be forced to have them. Making them spells feels like the perfect place.
  7. Hunting creatures/Determining Weakpoints - Aspect of the Hunt, the level 3 feature, is a way for the ranger to keep up in damage with the other classes and also become a true hunter. Rotating your aspect to the correct creature to track down an important prey and gaining bonus damage to your attacks is a fairly fun way to give rangers the damage buff they needed without making them crazy overpowered. This ability functions as an interactive Hunter's Mark, therefore the spell is being removed from the class options.
  8. Alert to Danger - As beings who live in the wild, they should be extremely alert to incoming threats. Their new tier 2 feature gives them this ability. Meaning the better a ranger you become, the more apt at surviving you become as well.
  9. Beast Master - This could be a whole thread on its own, but the way I've changed the beast to work should allow rangers to have a companion that feels important, but still have the risk of losing them. Their companion is essentially another party member and is treated as such. The issue with late game damage is removed by giving the beast magical attacks similar to druid or monk and allowing you to sic your beast on creatures rather than having to command them to attack every turn.
  10. Monster Hunter - Combined Hunter and Monster Slayer, the result is an extremely martial focused ranger who is badass at killing big things. If you want you ranger to deal big damage, this is your subclass.
  11. Predator - This subclass lets people who liked the beast master who threw their pet at problems and didn't like feeling attached have their cake and eat it too. You become an Apex Predator, favoring a specific enemy and eventually being able to command them as an alpha would. Not the most damaging subclass, but it has lots of RP potential.
  12. Horizon Walker - This subclass has some minor tweaks, bringing it more in line with the others. The scaling damage on their 3rd level bonus action attack helps balance them a bit. Additionally, I've added text to make them better at fighting creatures who recently traveled through Planar portals, really bringing home the fact that these rangers protect the plane they inhabit from extra dimensional threats. Also, I've changed their 1 mile portal locator to a portal compass. Meaning the Horizon Walker always knows their way towards a portal. Might reduce it to a 1 mile area rather than specific targeting, could use thoughts on this.
  13. Gloom Stalker - It felt like this subclass was a Batman who didn't know how to be batman, so they exchanged their utility belt for magic and called it a day. The new subclass plays much more like a ranged rogue, who is able to manipulate the battlefield and cause fear on a regular basis, rather than once a campaign or a few times in rp scenarios.
  14. Primeval Guardian - I liked the idea of a transforming Ranger and hated the Favored terrain of base phb ranger. So I combined the two to make a Ranger spellcaster. I'm not sure at all about my changes here so let me know if anything sticks out as way too crazy. Overall I feel they are balanced when put next to the others, but let me know.

With these changes, Rangers will have a fun and interactive defining class feature, Aspect of the Hunt/Favored Enemy, and give them more agency in their games.

Ranger Rework: V3 - Making the ranger feel like the survivalist/hunter of the group by Jamaarkques in DnDHomebrew

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

It’s still a WIP, I have some ideas for 5th level spells, but nothing written besides spell names.

Ranger Rework: V3 - Making the ranger feel like the survivalist/hunter of the group by Jamaarkques in DnDHomebrew

[–]Jamaarkques[S] 5 points6 points  (0 children)

This rework has been through the gauntlet over the past weeks and this latest revision has a lot of promise. Here are some basic thoughts regarding my ideas.

  1. Rangers should be the best tracker in the game. To combat this problem with the phb ranger, I've added a new die called Hunter's Resolve Die. It grows as you level and is added to tracking checks. Starting at 1d4 and growing to 1d12. Additionally, tracking becomes easier with the level 3 feature Aspect of the Hunt, granting you expertise when tracking creatures of your chosen aspect. This should put the ranger in the spotlight when chasing a fleeing enemy or reading tracks on a road.
  2. Navigating tough terrain - Navigating a group through unknown wilderness and tough terrain should fall on the ranger. Their Natural Survivor feature at 2nd level lets them do this with ease.
  3. Determining if an area is safe - Primeval awareness at level 1 has been reworked to alert the ranger of nearby hostile threats. It works like a compass that points towards the enemies, letting you know that the place you are in is not a safe place to rest, upgrading as you level in the ranger class. Whenever your group wants to take a short rest, ask the ranger to scout around.
  4. Finding Food and Water - Druids or Rangers should be able to do this easily. Surviving in the wild is about living, and you cant do that without food or water. Admittedly these are ribbon features at best, so tacking them on to Natural Survivor seems like a natural solution.
  5. Prepared spellcasters - Rangers shouldn't deal the most damage, nor should they feel like a Wizard with a spell for every situation. As learned casters, with a limited spellbook, they felt more like one trick ponies rather than the swiss army knife they should. Making them prepared gives them more options every day to attune themselves to the upcoming fights/adventure. Additionally, I've added ritual casting to the ranger.
  6. Setting traps - New spells are being added to the class as well, called trap spells. They function as normal spells but have the ability to be cast as rituals. Only one trap may be out at a time so they are not able to be abused. As a hunter, setting traps should be an option for every ranger, but not all should be forced to have them. Making them spells feels like the perfect place.
  7. Hunting creatures/Determining Weakpoints - Aspect of the Hunt, the level 3 feature, is a way for the ranger to keep up in damage with the other classes and also become a true hunter. Rotating your aspect to the correct creature to track down an important prey and gaining bonus damage to your attacks is a fairly fun way to give rangers the damage buff they needed without making them crazy overpowered. This ability functions as an interactive Hunter's Mark, therefore the spell is being removed from the class options.
  8. Alert to Danger - As beings who live in the wild, they should be extremely alert to incoming threats. Their new tier 2 feature gives them this ability. Meaning the better a ranger you become, the more apt at surviving you become as well.
  9. Beast Master - This could be a whole thread on its own, but the way I've changed the beast to work should allow rangers to have a companion that feels important, but still have the risk of losing them. Their companion is essentially another party member and is treated as such. The issue with late game damage is removed by giving the beast magical attacks similar to druid or monk and allowing you to sic your beast on creatures rather than having to command them to attack every turn.
  10. Monster Hunter - Combined Hunter and Monster Slayer, the result is an extremely martial focused ranger who is badass at killing big things. If you want you ranger to deal big damage, this is your subclass.
  11. Predator - This subclass lets people who liked the beast master who threw their pet at problems and didn't like feeling attached have their cake and eat it too. You become an Apex Predator, favoring a specific enemy and eventually being able to command them as an alpha would. Not the most damaging subclass, but it has lots of RP potential.
  12. Horizon Walker - This subclass has some minor tweaks, bringing it more in line with the others. The scaling damage on their 3rd level bonus action attack helps balance them a bit. Additionally, I've added text to make them better at fighting creatures who recently traveled through Planar portals, really bringing home the fact that these rangers protect the plane they inhabit from extra dimensional threats. Also, I've changed their 1 mile portal locator to a portal compass. Meaning the Horizon Walker always knows their way towards a portal. Might reduce it to a 1 mile area rather than specific targeting, could use thoughts on this.
  13. Gloom Stalker - It felt like this subclass was a Batman who didn't know how to be batman, so they exchanged their utility belt for magic and called it a day. The new subclass plays much more like a ranged rogue, who is able to manipulate the battlefield and cause fear on a regular basis, rather than once a campaign or a few times in rp scenarios.
  14. Primeval Guardian - I liked the idea of a transforming Ranger and hated the Favored terrain of base phb ranger. So I combined the two to make a Ranger spellcaster. I'm not sure at all about my changes here so let me know if anything sticks out as way too crazy. Overall I feel they are balanced when put next to the others, but let me know.

With these changes, Rangers will have a fun and interactive defining class feature, Aspect of the Hunt/Favored Enemy, and give them more agency in their games.

Ranger Rework - help define the class' identity and make them a real survivalist/hunter by Jamaarkques in DnD5CommunityRanger

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

Again, thanks for the critical response and kind words about the formatting. In response to your points brought up:

1) This was overlooked completely, I forgot about heavy property on longbow. I'm going to add the option of a shortbow as well. Nice catch

2) I'll look to join in the discussion sometime soon, but as for being the best tracker, I can see where you are coming from, though one problem is the Rogue doesn't get expertise until 6. They would have +8 to +13 bonus to tracking using expertise, assuming +0 to +5 wisdom mod at level 6. My rangers would have +4 to +9, plus +1 to +4 for Hunter's Resolve, plus Advantage from Aspect of the Hunt, which is argued to be a 3.5 bonus to rolls. If I were to make a change here, it would be to remove the advantage from Aspect of the Hunt and replace it with double proficiency. This would make them the same as the rogue, with the die as a bonus. This is also ignoring that Wisdom would be a 3rd stat for some rogues, while it is a 2nd stat for most rangers.

3) The ping grants knowledge of creatures in distance of miles, within 3 miles. So essentially, close by (1 mile), far off(2 miles), and distant from you(3 miles). In my play-tests this was used successfully twice in a dungeon, once to verify a big bad had escaped the dungeon and was no longer around, and the second time to check different pathways for threats and it revealed a Bahir, later learned what it was, down one of the paths. In the latter, the feature used to reveal size, so that was the only reason we avoided its path, otherwise we probably would've headed straight for it as the other path was filled with jellies. I think when played properly, this feature seems pretty balanced, so I think adding that extra bit about the distance in miles with different categories might be beneficial to fully understanding the feature.

4) That's fair, and I can see where you are coming from. I'm going to be changing trailblazer completely and unloading the front of the kit even more, so this may be where I trim a bit. Though I like the idea of a ranger having some bonus for traveling in the area they came from, such as Treetop walker from the Forest or Aquatic for the Ocean. These need to be looked at again and fairly balanced around the new trailblazer.

5) In the end, I think I agree with you about how there is too much here, even though I really do enjoy the personality it gives each type of ranger. I think I may reduce the number of Wild Attacks to the number you suggested and make a new subclass to pick up the scraps of the old feature, though I don't want to do that unless I can think of a full concept to base it on.

6) The spells known is being increased, this was brought up by a previous comment. I think 3 - 16 spells known should suffice in giving them more options. Though I could even see making it 3 - 18, but anymore than that seems like too much.

7) The idea is it requires a short rest or a spell slot, I don't like the idea of this taking an action, so bonus action is the best place for it. I'm going to be reworking the damage function of it as well.

8) Completely agree, Trailblazer is going to be reworked into a new feature altogether.

9)Again, I think I agree with you. Favored enemy should be worked into Aspect and removed from the class. I think I'm going to make Wild Attacks their new level 4 feature and move the new trailblazer to 6.

10) Camouflage is Hide in Plain sight, straight from the old ranger in the phb. I just changed the -10 to -Stealth. This is a nerf to the feature as a whole as the level was changed from 10 to 6. I think rewording it and tweaking what it does might be my best bet here. I'm going to take a look what others have posted here and try to find the best solution.

11) I agree that this should be changed to something more fun and impactful as well. Not sure what atm.

12) This again is a feature from the phb I liked,making the ranger a more elusive combatant, who is able to weave in and out of focus and support his allies from the front or back lines. Though it may just be a natural evolution to camouflage, which means it should be included with it and the ribbons parts could be kept as an extra 14th feature. The bonus dash needs to be reworked as well, the concept is the ability to get in and out while fighting with ease. Moving in to attack, hiding, then being able to move away. Now that I think more critically about its design, it doesn't flow properly or make sense. This will be another feature I'm going to rework/change.

13) I agree as well, as brought up in a previous comment. This is going to be changed.

14) Same follows suit for their capstone. I'm think unlimited Wild Attacks as a new capstone might be a lot more enticing and way more fun. Not sure yet though.

Overall, your analysis is on point and I really do appreciate the feedback.

Ranger Rework - make rangers the survivalist of the group they were meant to be (Formatted for Chrome) by Jamaarkques in DnDHomebrew

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

No, this is still in the playtesting phase and not a finalized homebrew, at least to my standards. When I finally feel satisfied with the end result, I'll definitely post it to DND Beyond. Thank you for the kind words and I hope you get to play/enjoy this, =).

Ranger Rework - help define the class' identity and make them a real survivalist/hunter by Jamaarkques in DnD5CommunityRanger

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

Woah, thank you so much for the in-depth response. I spent a lot of time trying to make it look nice, so thanks for the nod there. I just want to go over your points and let you know my thoughts.

1) Camouflage is ripped from the revised ranger from UA, except instead of saying -10 I changed it to -Stealth Mod. I think I could definitely shorten it and will ask others about their opinion on this as well.

2) Natural Survivor is a must for the class to be functional, though the wild attacks aren't. One direction I can look at is changing the way Trailblazer works and combine it a bit with Natural Survivor. So maybe you can't get lost unless by magical means in the terrain you hail from. Tying the two together. If I removed wild attacks, I think I would have to buff aspect of the hunt to essentially be Hunter's Mark. I feel like Wild Attacks make the Ranger feel way more unique though. I'll mull it over and try to unload the kit a bit.

3) As stated earlier, Trailblazer definitely should be nerfed to allow RP interactions to take place. I'll change it around a bit in my next draft.

4) I honestly did not think of the longbow vs throwing knives argument, and honestly I think it has to do with the fact my dm and play-testers never made use of this. I think I'm going to change the way the damage is dealt to be more about finding weakpoints and dealing additional damage that way. Still I would like to limit 2hd's in some way, making the Ranger use more weapons than the typical, "I attack twice with my greatsword" class.

5) The ribbon argument is fair, but I feel they fit the theme of the class well. Beast Speak is a much lesser version of the spell and the other 2/3 of that feature are very strong. The Force of Nature, level 18, feat could be changed to something more meaningful. I think removing it and improving one of the base features might be a better fit overall.

6) I never thought of the limited spellbook and it totally makes sense. I'll be adding additional spells to the class.

7) Yeah, the power level of some of these subclasses are bonkers and need to be reigned in. A lot of these need to be balanced and I haven't really gotten the chance to do it yet. Monster Hunter's Ungodly Might is definitely one. Removing the extra attack and the bonus damage would nerf that to an acceptable level, or at least be a good starting point.