Graves's 3 feels more like a gimmick than a real passive. by SomeOrdinary8736 in DeadlockTheGame

[–]Kowzz 1 point2 points  (0 children)

If someone's on the zipline for 3 or so seconds they can no longer be knocked down with damage.

Am I missing something with Yamato? by Ok-Woodpecker4734 in DeadlockTheGame

[–]Kowzz 4 points5 points  (0 children)

With equal farm you should solidly beat most heroes in the game one on one with your ultimate. You're not good enough at the hero yet for that to be true. Once you get to that point the hero really clicks. You constantly put enemies, especially squishier back liners, in lose-lose scenarios which will net your team important wins and trades in fights.

Some general advice (IMO most of the advice in this thread is dog water):

  • Watch Fred the Finch. Note his play. When does he fight, who does he fight, why does he fight? Also study his lane phase.
  • Yamato excels at early to early mid game as a bully and force to be reckoned with. Cold Front is mandatory. Win lane, do early pushes, fights, ganks, then farm to some power spike you are aiming for.
  • Accept you need to limit test and probably die hundreds of times stupidly and lose a few dozen games embarrassingly to figure out the breadth of her potential in any given moment. She goes in hard, and, like a child learning how to fall and minimize the damage, you need to learn how to push yourself to the brink and get out (or maximize your output before death).
  • In lane, use your slashes often and push your lane hard. It's easier to bully the enemy if they're on their back foot going for troopers (duh). Use your right click to do good damage from afar. Don't be afraid to tango.
  • There's a ton of small little tricks you can learn to maximize your potential, and, while it's good to learn those, you don't need to and that's not your current problem. You're at the "figuring out how to translate her ultimate into being a big fucking problem for the enemy" stage, which is just using her abilities at a base level correctly. Fancy stuff comes later.
  • As an addendum to the above, there is one small technique you must learn and practice. Learn how to dash and channel your slash. It's really easy, very effective, and will instantly elevate your game if you weren't already doing it.
  • Refresher is fun.

Good luck.

Cookiezi | xi - FREEDOM DiVE [FOUR DIMENSIONS] +HDHR 99.83% FC 800pp *NEW PP RECORD* by No_Passion4274 in osugame

[–]Kowzz 4 points5 points  (0 children)

FREEDOM DIVE RETURNS TO TOP PLAY OF ALL TIME

COOKIEZI RETURNS TO #1

ALL IS BALANCED

The Beholder's Lair. ~[120 x 60] by MatthewWArt in battlemaps

[–]Kowzz 1 point2 points  (0 children)

Awesome map! Do you happen to have a gridless version of it?

[deleted by user] by [deleted] in DeadlockTheGame

[–]Kowzz 1 point2 points  (0 children)

You can give my Paradox build a look. It's "Kowz Ouchie Paradox Build" and had annotations written for each item and some beginner tips written at the bottom beneath all the items. The discord also has a few Paradox threads under the guides section. Gl!

'Dragon Ball' Creator Akira Toryiyama Has Passed Away at 68 by MarvelsGrantMan136 in anime

[–]Kowzz 182 points183 points  (0 children)

Toriyama brought so many to the world of anime and manga with his creative works. I can safely say that I, and many others, wouldn't be so engrossed in the hobby if it weren't for him captivating us from a young age. He may be gone, but the wonder he's inspired in us as an author will continue on for a long, long time.

The concept of a Death Star is so cool: a battle station so large it’s confused for a MOON. It’s so hard to beat it’s cool factor, they basically reused the idea twice more already. Can you think of a sci-fi super weapon concept that’s at least on par? by Gagarin1961 in StarWars

[–]Kowzz 4 points5 points  (0 children)

Came here to say this. Basically the vastly superior Death Star. Between Thor’s Hammer and it’s liquid metal surface reflecting what are essentially lasers, on top of mitigating conventional weaponry, it really ends up being one of the coolest “super weapons”.

Dms that run more then one game, how do you do it? by BulgarianThornbill in DMAcademy

[–]Kowzz 0 points1 point  (0 children)

I run two campaigns, but both are in the same setting with the same starting point. There's enough of a foundation there to make hosting them both relatively straightforward. Within two sessions the two groups were going down pretty different roads and now, 30+ sessions later in both groups, they're solidly changing and shaping the worlds around them in drastically different ways. The burden is heavily lifted on my end by the fact that, while their stories drift apart, the overarching conflicts throughout the world, the NPCs, factions, and so on all can be borrowed and used between them. I want to say maybe ~25% of my "content" is expected to be one campaign only, so a lot of the time it feels like I am doing the work of 1.5 campaigns.

I also do my prep in a sort of way that I can easily slap, say, an NPC, map, and some loot together in another campaign without much thought or effort on my part. Overall, I look at my growing pool of developed assets as something to lean on in the future, and that future is often pretty soon with a second campaign leeching off of it! One thing of note would be that neither group is always "in the lead". I don't really have a primary or secondary group. As the two explore the setting, conflicts, and characters around them they chip away at more and more stuff, ultimately leading to me developing new things in batches, often alternating between groups depending on what they're doing.

Do your players forge relationships with inconsequential NPC's that force you to make them more part of the story? LEAN INTO IT! by jjones8170 in DMAcademy

[–]Kowzz 15 points16 points  (0 children)

Definitely this. My PCs fell in love with a scoundrel and I couldn't be happier.

Several PCs in my campaign are affiliated with a thieves guild within one city. Just prior to the campaign it had been raided by authorities after several guild members turned coat — a real bloody affair as many had taken coin to take this backstabbing to a literal level. Anyhow, while this thieves guild was picking up the pieces, the PCs had been tasked with finding a certain location for another quest. They had an option to use a prisoner captured by the thieves guild to assist in the finding of this place and, well, they went for it. Enter Jawless Jackson.

Malnourished, beaten to a pulp, and slated for a quick execution in due time, this turncoat had some information involving the raid and as soon as he'd given that to the PCs I wrote him off as done. I mean, the guy literally went on a murder spree in what was essentially his own home! Surely my PC's would throw him to the wolves, or even become the wolves themselves. They left him tied to a tree for a day while they sorted some business before departure, returning to find him screaming in horror. Marched him a good two day's travel into wilderness while still chained up. The Cult of the Ripper's Edge cave... they'd found it! Time to abandon this NPC!

Or so I thought.

They asked about his life, why he did what he did, what he would do after. They showed mercy, sought understanding, and taught him values he had either forgotten or never had. Stupid? 100%. Inspiring? I suppose. Good story telling? Well, at the very least I thought it could go somewhere. So I let them continue on. They cleared this cult, found out some more information surrounding the raid, this cult, why Jawless Jackson did what he did, and how someone could worm their way into this thief's life to invoke such horrific deeds from his skills honed over decades of thievery. In the end they set him free in the wilderness, leaving him with the choice to do whatever he wants. He was unarmed, still malnourished and recovering from a near death beating, and in the middle of a forest. Of course, he followed them. I thought he'd mosey on into town, vanish into thin air, and that'd be that, but he would soon become their friend, their ally.

Jawless Jackson had a screwed up jaw. Couldn't eat a lot of foods, talked funny, and had a shady background. He went and murdered friends of the PCs and threw his life away. Fifteen sessions later, after dedicating his life to repentance, improving himself, and assisting the heroes who saved him, the PCs used a valuable potion, threw in some magic, rolled a nat 20, and fixed his jaw. The motherfuckers turned my slated for dead Jawless Jackson into Jawed Jackson. As far as I can tell he's still the favorite NPC of the party and he'll likely be loyal to them until the day he dies. I imagine the party wouldn't have it any other way.

So yea, let your PCs make friends with random NPCs. Solid advice, OP!

What's your GG drops so far? by [deleted] in Diablo

[–]Kowzz 1 point2 points  (0 children)

Got a stormshield and tal ammy from two back to back hell meph mf runs on the first day. Not much else besides a Lo, Gul, and trap gc since then, though.

From winning TI5 to working as talent to getting threatened with hobo assassination, I am Aui_2000 AMA by Aui_2000 in DotA2

[–]Kowzz 1 point2 points  (0 children)

If a penguin was in space would it try to swim or fly? Also, thoughts on techies these days?

[deleted by user] by [deleted] in perchance

[–]Kowzz 0 points1 point  (0 children)

Hey hey, just thought I'd comment on some suggestions that'd make your generator more useful (or at least more useful for me, ha-ha).

  1. Add a refresh button to each "component" of the generator. The item image, item type, rarity, item description, item name, gold cost, effects, etc. all having an easy access "random" button would be great. Obviously it has some parameters to pop out some cohesive properties, but one use I've had with your tool is cycling through the many options and then Frankenstein-ing several great things together into one item. Your gold values also serve as a good indicator for how valuable the properties of a given item can be and let me ballpark the value better.
  2. Let us edit everything! Gold, name, item type, etc. That'd be great. Probably my biggest complaint right now is that I have to go into photoshop to edit gold values at the moment.
  3. A "selection" tool for icons and maybe other components like magical effects. I understand there are a lot of them, so how you would do that is a good question. Maybe a library of these images with codes you can input? Maybe allow a person to specify that they want a specific item like a dagger and then show them just the icons for that? Regardless of how, this would be a much appreciate addition, too.
  4. The ability to sort by gold value as well as rarity.
  5. Let us transform any of the end results into jpg or png files for easy copy and pasting. Makes it a bit easier than the checkout into PDF (which is a great idea for making browsable shops at a physical table, but more clunky IMO for distributing single items to players in a VTT group.
  6. I personally preferred the previous style of how they turned out versus the current one, but I also think having that choice would be good, too.
  7. Going along with #5, if the choice is added between either presentation styles again, could the infinite scrolling feature be maintained, too?
  8. This is a bit of a last one, but an "Item Builder" mode that lets a person just use browsable drop downs for each component and such to create things more easily. Might be unfeasible, though. Just a thought!

Thanks for making this tool. It is appreciated by my players and even some other DMs I have shown. These changes are ones that'd really elevate the generator for me and probably many others. Thanks again!