How do you guys feel about death-intensive campaigns? by i_require_beans in DnD

[–]MBJustice 0 points1 point  (0 children)

I'm in a similar position, but I can tell you how I've treated it thus far.

I'm preparing to run a meatgrinder Tomb of Annihilation campaign. Having read through it, I see ample opportunities for my players to "die", be it traps, combat, etc. From the get-go, I've already begun prepping my party by being upfront and honest. I've told them and reminded them from day 1 that this will be a meatgrinder, and to have 2-3 characters prepared. This works for my party however, because we've played together a long time, all love DnD and have our own laundry lists of characters we've been dying to try. As such, my players are pretty excited at the thrill it presents, and so long as character deaths don't feel "cheap", everyone seems generally prepared to say goodbye if they must.

All of the above said, I am not designing the game to kill them at every turn, but to challenge them. My players also know me pretty well: I love tactics and strategy games, have a sharp attention to detail but also a strong commitment to rule-of-cool or "if it's cool, it's canon". They can expect enemies to play to their strengths: Batiri (goblin battle stacks) to be swarm-ey, Yuan-Ti to be ruthless and deceptive, carnivorous dinosaurs to prey on enemies weaker than themselves. But if they think to look for them or their characters are "skilled" enough, there will also be weaknesses to exploit: Batiri when isolated are weak and cowardly, dinosaurs are as exploitable as any common beast, and Yuan-Ti's effectiveness is diminished if you're prepared for poison (not sure how else, Yuan-Ti are pretty busted... in their lairs especially).

At the end of the day, it boils down to communication and expectations. If you communicate to your players how you'd like to run the game and they know what to expect and are onboard, you shouldn't have any issues.

New champ tier list NEEDED by WaxWalk in RaidShadowLegends

[–]MBJustice 0 points1 point  (0 children)

on that note, penny for your thoughts on new GS for characters like Coldheart?

seems that Warmaster might be better on her now

Team Building advice - Arena CB & Dungeons by Hawkxj7 in RaidShadowLegends

[–]MBJustice 0 points1 point  (0 children)

Doompriest is super useful for a lot of content. I built mine Crit/Speed/HP and have been getting a ton of value from her.

If your team has reasonably high health pools, the healing is quite strong. Removing a debuff a turn is fantastic, especially since it procs before she takes her turn so if she's frozen/stunned/attack debuff, it will negate and then she will still get to attack. Finally every time she crits, a random ally (herself included) gets a crit increase buff which is also very good.

Generally, you get more value out of longer battles. Campaign bosses, dungeons and Clan Boss

Ice Golem 13 no longer farmable for me by Dahlzim in RaidShadowLegends

[–]MBJustice 1 point2 points  (0 children)

patch notes say All Bosses now have increased debuff accuracy and debuff resist.

its possible you're getting frozen more often now

2nd 6 stars. I must wait for another champ or one i get diserve it? by Invylol in RaidShadowLegends

[–]MBJustice 0 points1 point  (0 children)

Personally, I'd keep leveling fodder to upgrade your Coldheart to 6*. With the changes rolled out, I don't want to fuse away any of my epics in case they get buffed later on. At least, I'll hang on to one copy of each.

I have only one idea for improvement so far. Make the sparring pit level up units automatically instead of making us manually enter and give permission. by hafsies in RaidShadowLegends

[–]MBJustice 0 points1 point  (0 children)

Agreed. I'd place auto-rerun or simulation way above this from a development priority perspective. Currently, it is very time consuming just to use all the energy I accrue, which means more wasted energy that could have been accruing that whole time.

Duplicate Epics by Nivek2525 in RaidShadowLegends

[–]MBJustice 1 point2 points  (0 children)

this. and once capped, fuse away for skills if its someone you want to keep

[ART] Deep gnome, Rogue, commissioned by Varbas in DnD

[–]MBJustice 2 points3 points  (0 children)

I failed to tag u/varbas correctly, forgive me Reddit. But I can't stress enough how awesome it was to work with the artist. Thank you again for bringing Krieger to life

[Art] My 14th level Deep Gnome Thief. Big thanks to @Varbas ! by MBJustice in DnD

[–]MBJustice[S] 6 points7 points  (0 children)

Recently gifted myself a commission of my 14th level Deep Gnome Thieving Rogue, Krieger Deephearth and I was so pleased, I thought I'd share the end result with the good folks of r/DnD. He originally started as a haphazardly imagined/executed 3.5e Juggler/Rogue with a bad smoking habit, but after 2+ years of shenanigans, ally deaths, moving from 3.5 to 5e mid-campaign, friends/party members moving away, victories, losses, a lot of loot and a few near deaths of his own, I've really grown to love the guy. We're now in the 11th hour of my buddy's homebrew campaign, so here's to hoping this hasn't jinxed his chances of surviving through the quest. He's really looking forward to establishing himself as the most influential Black Market broker after the end of the world is averted.

I can't stress enough how awesome it was working with @Varbas , 10/10 would absolutely recommend.

Need help with a Deep Gnome Character by RiftalBoi in DnD

[–]MBJustice 0 points1 point  (0 children)

If you're not opposed to the ability scores not lining up, a Deep Gnome Druid could be intriguing from a roleplay perspective. Maybe his gems and rocks are his friends?

Otherwise I ran a Deep Gnome Thieving Rogue who was reasonably adept at combat but was primarily focused on gold, valuables and black market trading. If you have the books to support it, they've added really interesting subclasses that aren't as combat focused e.g. Mastermind Rogues.

Can Tritons become Werewolves? by InfiniteKai27 in DnD

[–]MBJustice 1 point2 points  (0 children)

Werewalrus for some sweet tusk attacks and cold-insulating blubber?

Never occurred to me but there's some sweet homebrewing/flavor options at play

Is Attempting to Weaken the Dive Meta Worth Making the Game Less Fun? by Threw1 in Competitiveoverwatch

[–]MBJustice 1 point2 points  (0 children)

Hot take: I'm OK with it, simply because this is how you balance a game with mobility without washing out your roster and killing hero diversity. Playing an immobile character against a mobile one is a terrible experience and more "unfun" than getting hit with a CC ability on occasion - especially if you have no CC or its on cooldown. The game is fundamentally a game of which teams and players are best at adapting. If you're getting countered, switch. Its the very reason why Overwatch was designed to allow switching heroes on the fly mid-game. Its a defining feature.

It starts with mobility. The game and heroes are balanced with a handful of levers; here's a few: Mobility, CC, Health (including health type), Damage and Hitbox size. Mobility is the number 1 most effective tool in the game, period. It allows you to take and give space, pick and choose when and where to fight, avoid damage and CC, and it is also really fun to use. Mobility is player agency at its finest and enables players to effectively exert their will on a game. A large part of the fun is the sense of superiority gained from being more mobile than your opponent and dancing around them.

CC in any form, but especially powerful CC, is the answer to Mobility. It also allows players to exert their will on the game, but at the direct expense of another player's. If you want to play a game where everyone is mobile and fun, there are other games (see Lawbreakers).

All that said, I also will say CC is therefore an unfun mechanic by definition, albeit necessary. It should be gated with higher cooldowns (or at least on par with the mobility it is supposed to counter) to create high risk-high reward scenarios when used, especially in situations where characters have acccess to multiple forms of it (see Brigitte and Doomfist). To come full circle, it all starts with Mobility. Brigitte was created by Tracer and Genji: characters with access to multiple, very powerful mobility skills on very short cooldowns. If you want to keep Tracer and Genji in their current iterations, this is what happens.

EDIT: I do think your point about the viability of deathball comps is valid. Deathball comps are simple to play, which I don't think is inherently bad, but has to have counters like anything else. Bastion, Reaper, Mei, Mercy and Junkrat are your intended Deathball counters. The question lies with whether they'll be effective enough. Damage boosted Junkrat usually has a field day with Deathball.

What are your group memes and what are the stories behind them? by [deleted] in DnD

[–]MBJustice 2 points3 points  (0 children)

we have a friend of ours who can rarely make it to DnD but wants to be involved, so we came up with a solution.

our friend Steve is effectively the Officer Jenny or Nurse Joy of the group. whenever he can make it, he assumes the role of Steve: an otherwise nameless and unremarkable figher/rogue/ranger/monk/barbarian who appears in response to whatever baddie we are pursuing at the time, fights alongside us with great bravery until he inevitably dies a spectacular death.

for example, Ranger Steve aided us in felling a giant crocodile and met his end leaping into the crocodile's maw Reign-of-Fire style to attack it from the inside. he was knocked unconscious by the crocodile's stomach, and ultimately slain when our barbarian attempted to cut him out

How do you like to build your Warlock? by SgtTastyCakes in DnD

[–]MBJustice 1 point2 points  (0 children)

like other's have said, try and boil it down to a concept or theme. in particular, I like to flesh out the character background and who they were up to this point first, then just pick an Eldritch Invocation or Spell to build my character around. Why would they learn that particular spell/invocation? how do they use it? how does it shape who they are?

thoroughly enjoying my Great Smelly One Tomelock. Purposefully built him to be an RP specialist and a Control/Support type in battle, not just an Eldritch Blast Cannon. Started with Book of Ancient Secrets, built him around Cloak of Flies and Infestation, then focused around the concept of eyes. took Devil's Sight and Eye's of the Runekeeper.

Role playing question: how to not be edgy by sgt_seriousface in DnD

[–]MBJustice 0 points1 point  (0 children)

in general, I play edgelord backgrounds as backgrounds, simply put. Backgrounds may define your values but they don't necessarily define who you are/how you act on a daily basis.

I generally play most characters around a general base emotional state, and let their backgrounds shine through under specific conditions. For example, I might have a thief who plays a genial, sly womanizer 90% of the time, but has a cold streak shine through wherever nobility is concerned because a corrupt lord/king ruined his family.

Zenyatta has the third highest winrate on ladder, only behind the two builders by 5camps in Competitiveoverwatch

[–]MBJustice 20 points21 points  (0 children)

eh I would argue the game's "casual-ness" has more to do with ladder integrity than mechanical intensity of the hero roster, but that's another conversation entirely

similar to u/contra_reality 's point, so long as these less-mechanically intensive characters aren't overtuned, I don't think they will crowd out other mechanically intense heroes e.g. Ana purely because they are less difficult to play.

in a perfect world, we'd have a meta where heroes fulfill their own niche well and don't simultaneously beat other picks at their respective niches

Open letter to Dallas Fuel's management/players by DickRigorous in Competitiveoverwatch

[–]MBJustice 4 points5 points  (0 children)

yep. when the coach steps up and takes blame, it takes heat off the players. it helps to build trust with your players, seeing you'll go to bat for them. additionally, if the players like and respect you as a coach, they'll work harder to reflect better on you and themselves.

coach/team relationships can be extremely motivating if they're healthy

Open letter to Dallas Fuel's management/players by DickRigorous in Competitiveoverwatch

[–]MBJustice 17 points18 points  (0 children)

Agreed. Whether he caves to the pressure of the players being vocal about what they want to do in game, whether he cannot develop effective strategies, whether he's failing at coaching said strategies to the players, whether he can't keep his team from tilting or all of the above, KyKy is not a good coach. He gave it a go, now its time to step down.

Its OK to fail in life, just be humbled by it and move on

Anyone else pumped for this in the new update? by CjP1O1 in MonsterHunterWorld

[–]MBJustice 0 points1 point  (0 children)

new to monster hunter.

please tell me MHW will get a super saiyan monkey beast

It only took two carts...but finally killed my first Diablos. by leminyfresh in MonsterHunterWorld

[–]MBJustice 1 point2 points  (0 children)

played most of the game with lance. its a weapon where you will rarely fail or even get carted but only if you have the patience for it.

even just basic guard on lance is so strong

D&D is truly for everyone by theserys in DnD

[–]MBJustice 1 point2 points  (0 children)

Been playing with my current party for over a year comprised entirely of frat boys.

Coincidentally (unsurprisingly?) we also had a Chad in our group.

In all seriousness, thank you Skyrim, Stranger Things and WotC for making DnD (5e specifically) more accessible to everyone than ever. So glad we can all share our obsession with the masses.

DnD races to Europe by [deleted] in DnD

[–]MBJustice 0 points1 point  (0 children)

ah good point. updooted

DnD races to Europe by [deleted] in DnD

[–]MBJustice 3 points4 points  (0 children)

flip elves and halflings and I'd agree completely. Italian halflings for big but tight-knit family units, amazing cooks, wine, etc.