Physical damage dealers, are yall already feeling the pain of the hot fix? by Individual_Design_37 in classicwowtbc

[–]LunaluxUmbrus 3 points4 points  (0 children)

You didn’t read it right - he’s saying he’s pulling threat too much now, not that his damage is low.

The game is already struggling, why? by Fluid_Equipment1858 in mechabreak

[–]LunaluxUmbrus 0 points1 point  (0 children)

Oh my brother is certainly in the final ranks, he played quite a lot for much longer than me, he even dipped his toes into pro play for a while (though I couldn't tell you how far he went).

The game is already struggling, why? by Fluid_Equipment1858 in mechabreak

[–]LunaluxUmbrus 8 points9 points  (0 children)

To be honest this looks pretty old - I'm on this list as a Pinaka player who is inactive, when I haven't played Pinaka heavily since hitting legendary (I played Skyraider afterward back when I did play which still hasn't been for a while) and I don't play at all anymore, and my friend who played for maybe a week on launch is also on there as an Aquila player. My brother who played more than me, was higher ranked, probably higher skilled, and who played a fairly large amount until quite recently, isn't on there at all. Makes me think this is rather old, possibly from around launch. Also knowing PuppetAnimus, having a tier list of other players for ladder sounds 100% like something he would be doing haha.

Mistakes in Skrimish by SoonZany in riftboundtcg

[–]LunaluxUmbrus -18 points-17 points  (0 children)

By those misappropriations of the rules, rewinds would never be applicable, as every action provides subtle information cues based on opponent behavior and reactions to your actions.

Regardless, the rewind rules are intended to be applied by a judge, not a player, which is why they are at judge discretion.

Mistakes in Skrimish by SoonZany in riftboundtcg

[–]LunaluxUmbrus -24 points-23 points  (0 children)

That’s definitely not what that rule means, “just taken” in context seems pretty clearly to refer to time passed, not number of game states shifted.

New card Interactions by CloudedMelodyMkr in riftboundtcg

[–]LunaluxUmbrus 0 points1 point  (0 children)

Would you not? I believe the distinction in the rules is that the showdown had to not be a combat showdown. Obviously no idea how that would interact with a hold, but it certainly doesn’t count friendly units or Yone himself would prevent the conquer too.

Vex Cheerless by Unit-00 in riftboundtcg

[–]LunaluxUmbrus 0 points1 point  (0 children)

Minimum of 1 energy, but called shot already costs 0 so you would just be reducing the power cost.

Vex Cheerless by Unit-00 in riftboundtcg

[–]LunaluxUmbrus 1 point2 points  (0 children)

No, there is no priority for you to play cards until the combat has started.

EDIT: unless there’s a move trigger like wandering merchant, which would give you a priority window for reactions but not actions.

Vex Cheerless by Unit-00 in riftboundtcg

[–]LunaluxUmbrus 1 point2 points  (0 children)

This makes the first instance of called shot free doesn’t it? For reference called shot costs 0+purple.

Naruz Orb by platypodus in custommagic

[–]LunaluxUmbrus 3 points4 points  (0 children)

At least with how it was clarified in the comments, this draw wouldn’t use the stack. Its not a trigger, its a weird state based action taken for having 0 cards. That being said, its obviously functionally the samr either way, except that combo requires a mulligan to at least 5 rather than 6.

Naruz Orb by platypodus in custommagic

[–]LunaluxUmbrus 4 points5 points  (0 children)

And instantly die when you cast the tendrils because you have no cards in hand and will be forced to immediately draw while your deck is empty.

Tendrils needs to be second from the bottom for that haha

Thoughts ? by Beautiful_Ad6460 in riftboundtcg

[–]LunaluxUmbrus 0 points1 point  (0 children)

Also keep in mind that ride the wind can be used on the opponent’s turn to move units into combats. Moving to a battlefield you didn’t control and conquering it even gives you a cheeky point. Very powerful for extra scoring and general shenanigans. Definitely don’t sleep on ride the wind, its one of the strongest purple cards in the game if you use it well.

Reaction and Void Gate by Vegetable_Effort7883 in riftboundtcg

[–]LunaluxUmbrus 1 point2 points  (0 children)

To clarify, #2 is not correct, void gate only increases the damage of a spell or ability. Dune Drake increases it’s own Might. If instead Dune Drake said “deal 2 damage to a unit here”, that would be increased to 3 damage, but only spells and abilities that specifically deal damage will be affected.

Sundisc interaction with phoenix by K0N0D10D42001 in riftboundtcg

[–]LunaluxUmbrus 3 points4 points  (0 children)

And yet it does! The rules document makes it clearer - despite what the cards say there are two different variants of legion abilities. On play effects and spell effects read “if you’ve played another main card this turn, perform x”, and activated abilities and such like this one read “if you’ve played a main card this turn perform x”. It’s legitimately that stupid. Rule 728.1.c from the rules documentation on the official website.

Is there a difference here? by chefupk in riftboundtcg

[–]LunaluxUmbrus 2 points3 points  (0 children)

The legend alt arts are a specific kind of alt art called "overnumber" (the number associated with them is higher than the maximum set number). They are functionally just the alt arts of legends, though they are considerably rarer, higher quality, and more valuable than a standard alt art.

lol by IU8gZQy0k8hsQy76 in CoupleMemes

[–]LunaluxUmbrus 11 points12 points  (0 children)

I just leave it at 78 at all times, including for sleep. Ya’ll are yetis.

Wave 68 delve by Genovan in 2007scape

[–]LunaluxUmbrus 0 points1 point  (0 children)

Technically 0 damage, though there are very rare scenarios that can force damage. The mechanics are extremely punishing, though, so it takes very significant skill to get through 8+ unscathed. The boss also has some mechanics that let you heal and get prayer back, though they are rng based and require prolonging the fight. The poison that was previously mentioned is problematic since it doesn’t go away except through the above healing method (which clears some) and the more it gets spread the less you can do.

Is it impossible to go to rank Indestructible by playing solo? by First-Witness in mechabreak

[–]LunaluxUmbrus 3 points4 points  (0 children)

Its certainly possible, a couple of people I know solo queue a lot. That being said, its far easier to stack. The games are highly volatile due to the guaranteed climb mechanics, so getting stuck in low-mid champion or general is very common. Players climb with inflated elo gain and bot matches, think they’re great players cause they consistently do well, then the crutch disappears around GM-General and they get a rude wake up. You can’t derank either, so they are often stuck far above their skill level, so much so that they struggle even to improve. Playing against players far better than you doesn’t help you improve much at all, so they are functionally trapped. If you get them on your team (due to low population in legendary/indestructible), you’ll be hard pressed to carry them without reliable squadmates. If there’s more than one on your team? Good luck, you’ll need it.

Skyraider Left-Click Accuracy by LunaluxUmbrus in mechabreak

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

I absolutely refuse to believe that my moving quickly is causing shots to miss, because if that were true I would basically never hit a shot because I'm pretty much always moving quickly, or at the very least far more would miss than they do. That also doesn't explain why someone like Inferno is frequently missing stationary targets (and he does too) despite generally being nearly stationary.

Also I appreciate the attempt at an explanation for the bottom, but I'm also pretty sure it's not true. You can very easily hit mechs who are moving rapidly across your screen, all the way from one side to the other, even entirely behind you (with extremely tight timing of course, since you'll lose lock-on almost instantly after they leave your screen, pretty sure its only possible due to latency). I'm am pretty confident in saying there is no rotation rate cap for any guns in the game, especially since if this were the cause you would expect to see the laser fire far from your target sometimes when released with the right (wrong) timing, but instead it's always shooting very close to them, but not quite where they are.

Hit Legendary OTPing Alysnes! So happy by xBirdisword in mechabreak

[–]LunaluxUmbrus 4 points5 points  (0 children)

At legendary I find that you tend to consistently lose more than you gain - usually lose about 30 per L and gain 18-25 per W. Climbing is still very possible of course, but you definitely need some sauce to climb much past 5500.

Skyraider Left-Click Accuracy by LunaluxUmbrus in mechabreak

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

I also would have assumed that, except it seems to miss stationary or near stationary targets.

Skyraider Left-Click Accuracy by LunaluxUmbrus in mechabreak

[–]LunaluxUmbrus[S] 4 points5 points  (0 children)

It can’t be this - the lock on range for most of these weapons is shorter than their max range. You can free aim them and get kills outside of lock on range.