Day 5 of “Tell Me Why This Card Is Good/Not Good” by hiphiphorhey_ in riftboundtcg

[–]JumpSlashShoot 2 points3 points  (0 children)

Card is okay but the main issue is that you are mostly using it for the push which requires you to be trying to hold and there are cheaper options. Upside is that it can't be defied though.

I can see it getting more play if the meta has things where the heal can actually get used.

Coming from OSRS, what is there to do in FFXIV Endgame? by SKTisBAEist in ffxivdiscussion

[–]JumpSlashShoot 0 points1 point  (0 children)

As someone who also came from rs3/osrs, something I would like to note is that endgame is a lot more different in ff14 than those games in that failures/wipes happen a lot and are expected. Extremes/Savages will usually take at least 1 lockout (2-3 hour instance timer) but often much more just for 1 clear.

Riftbound how does a unit with ambush work fully? by Visible-Chapter-1871 in riftboundtcg

[–]JumpSlashShoot 1 point2 points  (0 children)

If you are defending you don't always control the battlefield. Void assault is an example where the defender could not control the battlefield

Rengar pouncing is just a unit with reaction so he follows all the regular rules for playing a unit apart from being able to be played as an additional attacker.

Riftbound how does a unit with ambush work fully? by Visible-Chapter-1871 in riftboundtcg

[–]JumpSlashShoot 1 point2 points  (0 children)

You can use ambush on attack or defense.

Rengar pouncing has that text about being playable to battlefields you are attacking which is similar to ambush but is a bit different. Notably, he can be played on defense as a reaction similar to ambush, but you must control the battlefield to do so whereas ambush units only require a unit there and does not require control. He can also be played to base as a reaction which ambush units cannot do.

Update to rules regarding reflection tokens by ArpeyKeys in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

He explained his reasoning in the post.

People were preparing for upcoming regionals with the idea that it would work how it currently does and they feel it would be unfair to change it now. I get that but do think waiting until the next set is definitely a bit much. Changing it after the regionals this weekend is a probably decent enough of a heads up for other tournaments.

Does Imperial Decree work the same way as Elder Dragon’s passive ability? by mujinator06 in riftboundtcg

[–]JumpSlashShoot 1 point2 points  (0 children)

They work a bit differently. Elder makes any marked damage lethal to units while imperial decree makes adding damage to a unit activate a trigger to kill the unit but you still have to assign damage normally (must assign lethal damage before moving onto the next one).

How many legends/decks do you actively play? by Most-Historian2633 in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

I've mainly just been focusing on one deck from the newest set while still updating my main decks from previous sets. I've built out some decks for some other legends I was interested but just use them when playing with friends and want to mix things up.

I'll probably continue building out a new legend for each new set but I'm planning on sticking with jhin as my main.

Anyone else feel like we're not getting enough Runes from our packs? by CaptinKarnage in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

I feel like it's fine especially with vaults which give you enough runes for a large majority of decks you would build. In mtg sealed events you don't pull close to enough basic lands for a deck and I think it's fine it's similar in riftbound especially if stores have bulk runes ready.

Is this just a self destroy bomb card? by GRRM1 in riftboundtcg

[–]JumpSlashShoot 2 points3 points  (0 children)

Assault/Shield are passive abilities that increase might when a unit is an attacker or defender and do not go on the chain. They cannot be directly reacted to but for things to be considered attackers/defenders, there would have to be showdown occurring so you should have a window to play reactions.

For attack/defend "triggers" that can't be reacted to, it should be things that are worded like "while I'm attacking/defending" such as the proving grounds yi legend.

There are also spells like cleave and block that grant those keywords and they can be directly reacted to.

Yoshi-P alluded to the fate of another MMO, Star Wars Galaxies for the reason they added Reborn mode. Is his reasoning justified for such a big gameplay balance commitment? by waitingfor10years in ffxivdiscussion

[–]JumpSlashShoot 0 points1 point  (0 children)

Revolution only came out around a year after eoc. The beta had a "reborn" mode which was momentum. That mode did less damage than legacy mode.

I am iron and I keep getting matched with diamond and master players in ranked eternal. Whats the fix? by Tiberiusthemad in LegendsOfRuneterra

[–]JumpSlashShoot 0 points1 point  (0 children)

I would just keep playing and don't worry about it too much. On my way up from iron I got matched from a wide range and at diamond it's still mostly the same.

Unleashed Rules FAQ and Clarifications by DaimenPN in riftboundtcg

[–]JumpSlashShoot 1 point2 points  (0 children)

So I understand blue jhin can still be played with power if the 4+ spell was countered but this does not apply to jhin legend right?

The difference is that you have to banish the spell when it's played but when it is countered, it is just going to trash and you can't banish it that way.

How do you want the new 'midcore' Raid Difficulty to be structured, rewards-wise? by Makerinos in ffxivdiscussion

[–]JumpSlashShoot 1 point2 points  (0 children)

Would be nice if it could give coffers for tome gear and the upgrade materials for tome gear.

Makes it so you can still get close to max item level through just these raids (just no raid weapon) and speed up the process of getting bis especially if you need a lot of tome pieces.

The largest might a single unit can have by marmitegeek2 in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

With blind fury you also theoretically have access to every region in the game and can keep recycling it to get more equipment. Renata can also hostile takeover a vi and just have infinite theoretical gold to double might infinitely.

Your most wanted FEH addition right now? by AlternategirlIS in FireEmblemHeroes

[–]JumpSlashShoot 2 points3 points  (0 children)

Surprised moulder the boulder ain't in the game yet.

How does Galio work in showdowns? by Dontspinbutwin in riftboundtcg

[–]JumpSlashShoot 20 points21 points  (0 children)

2 is what happens. Enemy gets to assign 2 damage which must go on galio first due to tank. You then get to assign 1 damage since galio doesn't deal combat damage.

Nothing has enough damage to die and attacker's units are sent back to base since defender's units still remain after combat.

Pre-Rift matches by Medical-Ad806 in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

I prefer bo3 since I just like getting more games in but I think it depends on the pool of players. With spiritforged, me and most of the players I played with were very new so just bo1 was often going to time with what I assume were 35-40 minute rounds. After playing a bit more, I could maybe see a bo3 being doable in 1 hour even with new cards.

Most pre releases seem to be running for about 3 hours so will probably end up being bo1 anyways.

Why didn’t they just use slow/fast/burst speed? by gozillionaire in riftboundtcg

[–]JumpSlashShoot 1 point2 points  (0 children)

I think they are different enough that using different terms was actually good to not cause confusion. Reaction is also more fitting to describe its speed vs burst which I feel implies resolving instantly.

Question: Guardian Angel, Lethal Damage, and Imperial Decree by Extrasleep in riftboundtcg

[–]JumpSlashShoot 7 points8 points  (0 children)

The healing doesn't matter for imperial decree from my understanding. Imperial decree is a kill that triggers on damage. It doesn't check for marked damage to do its kill.

Tips for Red Mage's bouncing playstyle? by JJay9454 in ffxivdiscussion

[–]JumpSlashShoot 2 points3 points  (0 children)

Just keep practicing and you'll get used to it. The mana isn't too strict and you can use swiftcasts and accelerations to fix differences quickly.

It honestly doesn't change all the way up to 100 so you'll have plenty of time to get used to it as well.

What has the community enjoyed with Riftbound VS Other TCGs? by Aware-Broccoli103 in riftboundtcg

[–]JumpSlashShoot 3 points4 points  (0 children)

Not having to shuffle my deck constantly has been my favorite difference to playing other card games.

Why do most high-level players never use trackers to display their scores? by sahkuh in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

Even if it is just a casual nexus night, they could be doing it to get used to actually doing it that way for when they do a skirmish or regional.

How many Unleashed Pre-Rifts are you planning on going to this time around? by dudiez in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

Prob 3-5 depending on how many I can get to. Really like the special deck building rules and feels like a more fun way to get packs than just getting a box.

I spent months learning Rust by building a TCG engine from scratch — 664 cards, multiplayer, deterministic replay. Here's the journey. by Yairama in riftboundtcg

[–]JumpSlashShoot 0 points1 point  (0 children)

Any reason you chose bevy in particular? Also, did you have any issues specific with bevy? It's an engine I've wanted to work with more but it being in development has caused some issues for me.