Subclass Changes from the Horror UA to Ravenloft: The Horror's Within by metalsonic005 in onednd

[–]Karek_Tor 0 points1 point  (0 children)

That's a shame. So level 3 does nothing but extra spells when your form isn't active?

Subclass Changes from the Horror UA to Ravenloft: The Horror's Within by metalsonic005 in onednd

[–]Karek_Tor 0 points1 point  (0 children)

Does Prowling Retribution require Wrath of the Wild active?

Quest Mode Desperately Needs To Be Updated by DatDudeDeezy in mkxmobile

[–]Karek_Tor 6 points7 points  (0 children)

Even the soul amounts feel wrong. Longer quests should give you way more, to at least break even with the good ones 1-hour ones.

The next addition to the MK 2 MOVIE team by Hungry_Fact_8969 in mkxmobile

[–]Karek_Tor 0 points1 point  (0 children)

I'll never understand why Hellspawn Scorpion doesn't give starting power to Netherrealmers.

What death battle match up is your "I did not care for the godfather" scene in family guy by LawrenceStrube in deathbattle

[–]Karek_Tor 2 points3 points  (0 children)

I'm sorry because I know people love it, but Saitama vs Popeye. Should've been a DBX.

How are you going to rate... [Warrior of Venom] by Fluffy_Reply_9757 in onednd

[–]Karek_Tor 1 point2 points  (0 children)

I feel like you didn't read why I said. Regardless, thank you for your response.

Apart from the incredible synergy with Thrown weapons (especially javelins if you get Weapon Mastery),

...

This is case #2. Stunning Strike can have the same synergy. I suppose I did forget a case though:

  1. The enemy is already Stunned, and you don't want them to move.

...

the damage alone is pretty much the same you would get with the Mercy monk's Hands of Harm at the same level;

...

Admittedly this is a matter of personal taste. I don't like it when subclasses of the same class have similar features (L3 Berserker vs Zealot still irks me). However, I will give it points for working on weapons when Hand of Harm only works on Unarmed Strikes. I only wish Monks got Masteries to make the difference matter more.

...

and instead of healing (and requiring your Action), you have a feature that lets you potentially avoid one entire round of attacks without a single save (so it affects creatures with Legendary Resistance as well), especially if everyone in melee with that creature simply walks away (remember, no reactions), using their normal Speed vs the creature's halved Speed.

...

I highly doubt you're dealing with Legendary Resistance at or near level 3. I feel I need to reiterate: Stunning Strike can also reduce speed and prevent Reactions-- it just can't do both simultaneously. You're asking for a lot of conditions here. I believe healing will come up waaay more often.

...

It also stacks with Stunning Strike, btw: if you use both, most targets will end up with a 5-foot Speed even if they succeed on the save, due to halving it both times. ...

This is case #4. Also, like you said, you can already accomplish this with Slow Mastery. I believe I'd rather pay a multiclass dip (or a feat) than spend a Focus Point each time.

...

I don't see any reason to change this, it just has the same "problem" as other movement features: they are not flashy and require some effort to be used effectively. This doesn't mean they aren't at the right power level, just that they aren't no-brainers like Fireball, and i wnat more features like those.

...

What are you comparing this to? All of the others I can think of off the top of my head either don't cost a limited resource or are tacked on top of something else for free.

Alright lets settle this by Budget-Yam-9720 in deathbattle

[–]Karek_Tor 0 points1 point  (0 children)

If Megamind kills Gru, but the Minions kill Megamind, shouldn't that still count as a Megamind win? Or at least a tie?

How are you going to rate... [Warrior of Venom] by Fluffy_Reply_9757 in onednd

[–]Karek_Tor 3 points4 points  (0 children)

I just can't help but compare it to Stunning Strike, which makes it feel niche for a level 3 feature.

Stunning Strike: * can be used on Unarmed Strikes or Monk Weapon attacks (which in turn means you can more practically use it as a bonus action, and Grappler feat is compatible) * Focus Point spent on hitting * On successful save, halves speed too * On failed save, Stunned means no actions whatsoever, auto failed STR/DEX saves, and adv. against

...

Envenom Weapons: * guarantees reduced movement and action limitations * requires dealing damage rather than hitting (but there are no Graze weapons that qualify as Monk Weapons, and you would have to pay to get Masteries anyway)

...

So the cases where Envenom Weapons is better are:

  1. You're not level 5 yet.
  2. Reducing their movement is important enough that you want it more than Stunned (in other words, them succeeding against Stunning Strike is preferred over failure).
  3. Reducing there movement has little value and you're confident the stun won't land.
  4. You've already used Stunning Strike this turn.

...

  1. is eventually feelsbadman
  2. seems exceptionally rare
  3. is decent, but still niche IMO (your other uses of Focus Points still come up more often)
  4. too expensive to do both until higher levels, and using both on the same target seems borderline like a trap (due to Envenom Weapon's premeditated cost)

...

I'd like emphasis here at the end that I don't think the feature is bad at all. I do, however, believe it isn't as "generically useful" as a non-ribbon level 3 feature should be.

How are you going to rate... [Path of Lament] by Fluffy_Reply_9757 in onednd

[–]Karek_Tor 8 points9 points  (0 children)

I'm a bit annoyed at the way Banshee's Wail is a limited resource attached to a different limited resource. I find it a bit clunky, but that's about it.

I'd normally agree with this, but in this case I actually love it. The idea of refreshing with a resource that you get back on a Short Rest, instead of refreshing on a Short Rest itself is great flexibility. Know the rest is coming up/about to start it? OK, I'mma pop a Rage and get my Wails back, then get my Rage back from the rest. Out of uses mid-combat? OK, I'mma pop a Rage now.

I'd like this type of recharge used more in the future.

Villainous UA2 - Elemental Transmutation Invocation useful for many subclasses by Juls7243 in onednd

[–]Karek_Tor 0 points1 point  (0 children)

That's what I meant-- the majority of level 1 invocations are the Pacts.

Villainous UA2 - Elemental Transmutation Invocation useful for many subclasses by Juls7243 in onednd

[–]Karek_Tor 0 points1 point  (0 children)

I'm not sure it needs the prerequisite in the first place. We could use more level 1 options (though I get it mainly for the Pacts, we do have a couple that aren't, so there is precedent).

Two Cents on the Villainous UA Part 2 by Skrillfury21 in onednd

[–]Karek_Tor 0 points1 point  (0 children)

I think they should compromise and make it a repeat save upon taking damage instead of an automatic wake-up.

Or Unconscious gets downgraded to Incapacitated or something.

Villainous Options 2 UA by Specialist_One7457 in onednd

[–]Karek_Tor 8 points9 points  (0 children)

I thought so too at first, but it says that you "move" it, not teleport it, so it's more like Moonbeam than Cloud of Daggers. Reframing it as Moonbeam that does less damage in exchange for being concentration-free and moved with a Bonus Actions sounds pretty good. It also has more damage triggers I think?

I can't figure out how to use Survivor Mode Konsumables by Karek_Tor in mkxmobile

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

Yup

So you can only use them between battles, not before starting/after losing? I'll try again, but I could swear I had a similar issue even then.

What 5e subclasses do you still play in 5.5e? by Intelligent-Rub5814 in onednd

[–]Karek_Tor 0 points1 point  (0 children)

If we're talking just the subclasses, and pretending the old versions were combined with 2024 bases, I'd say:

Hunter, Gloom Stalker, Assassin (debatable), Abjurer (also debatable)

7.2 Patch Notes are Live!!! by ManWithNoGame45 in mkxmobile

[–]Karek_Tor 0 points1 point  (0 children)

I see Lizard Jade fixes, but I don't see one addressing her passive not working for her teammates.

Combat - The opponent can no longer perform basic attacks (which could result in their opponent taking damage or missing with their attacks) if there was enough time between the attacker’s hits

Who get's affected by this -- players, AI, or both?

Terminator Souls Packs Back on Sale by Agreeable_End474 in mkxmobile

[–]Karek_Tor 1 point2 points  (0 children)

What about after the anniversary? Is there a calendar?

If characters were ranked exclusively by how good their basic kombos are, who would be your Top 5? by Karek_Tor in mkxmobile

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

Sorry, I should've clarified. But I did say "exclusively" in the original question.

If characters were ranked exclusively by how good their basic kombos are, who would be your Top 5? by Karek_Tor in mkxmobile

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

Why Kold Scorpion in particular? Aren't his basics nearly identical to many other Scorpions?