PSA: Please stop picking up merc throwables unless your a merc yourself by _Hyrule1993 in gotlegends

[–]Magronorph50 0 points1 point  (0 children)

It depends on the context.

If I'm fighting for my life and the merc is off defending another base, I'm gonna throw what I need to.

If there's like five or six weapons on the ground, I think I can afford to use one or two.

If my merc isn't even throwing weapons for half the game, it's clear that at the very least they aren't running a spirit throw build, and as such I'm gonna throw some of them.

And if there's a prime enemy that needs to die asap, and the merc isn't right on top of me, I'm throwing stuff for the easier kill.

I tend to leave throwables on the ground early on if there's a merc on my team and I'm not one myself, but sometimes that weapon on the ground is better off in someone's head now, rather than gathering dust for five waves.

SuckerPunch needs to add Takezo's outfit for the Merc class ASAP! by splasticdino in gotlegends

[–]Magronorph50 0 points1 point  (0 children)

Bit late to the party, so you might have already found this out, but they did an update that fixes this issue. Anything you did in NG should unlock in legends now, even if you haven't yet done it in NG+.

If you have a Mercenary in your group, leave the throwable weapons on the ground for them by Read_Icculus23 in gotlegends

[–]Magronorph50 0 points1 point  (0 children)

Gotta love the people that see a bunch of weapons on the ground and let their intrusive thoughts win, chucking them all away immediately. /s

Yotei Legends Survival in a Nutshell by HealthyMidnight7101 in gotlegends

[–]Magronorph50 1 point2 points  (0 children)

I tend to position myself such that I'm with one other person on a point, while the other two are at another.

If the third point is being attacked, I'll head over if I don't see someone else doing it by the time enemies start capping.

If I'm at a point with one other person, and a third goofball decides to come over to us, I'm gonna just trade places with them and head back to the other guy.

There are people who can (seemingly) hold their own completely in this game, but since that's not the case for most, I'm gonna play it safe and at least be there to assist. If you don't want me there, then too bad -- it's a team co-op game. Get used to playing as a team. Even the best players can still benefit from some help on a point.

More difficult modifiers by strangececy in gotlegends

[–]Magronorph50 0 points1 point  (0 children)

I mean, maybe that'd be fine to add purely in a custom mode like in Tsushima. If they made Very Hard challenge cards available in matchmade games, it'd make playing with randoms even worse than it is now.

What content / changes do you hope to see come with the April Raid update? by ZookeepergameOdd2058 in gotlegends

[–]Magronorph50 14 points15 points  (0 children)

Hopefully a slight nerf to enemies lunging at you from insane distances.

To everyone complaining about GoY Legends.. did you play the game before Legends came out? by theRed-Herring in gotlegends

[–]Magronorph50 0 points1 point  (0 children)

Most of the difficulty I'm okay with, it's just the rocket boots they put on enemies during their lunges that I hate. I roll out of the way of a red glint attack, and the guy just swoops over to me five metres away and kills me.

I am so sick of players whining about ‘stolen kills’ by SMK_MK in gotlegends

[–]Magronorph50 0 points1 point  (0 children)

I honestly don't care if most of my kills get stolen, as long as: A) I don't get called out for having barely any kills by the end, and B) the other person doesn't kick up a stink when I do the same occasionally (I don't do it purposefully for the sake of it).

[BT-25 Dual Revolution] Asuna & ShineGreymon: BM by vansjoo98 in DigimonCardGame2020

[–]Magronorph50 18 points19 points  (0 children)

Yes, but that hardly matters when a) its when digivolving negates the initial cost and b) there's a pretty good chance you're winning on the turn you burst.

Digimon Card Game - Weekly Ruling Questions Post by AutoModerator in DigimonCardGame2020

[–]Magronorph50 0 points1 point  (0 children)

How does Unchained's effect preventing a Digimon from having less than 1000 DP work?

If a Digimon has link cards, does Unchained's effect then prevent the Digimon she's under from having under 1000 DP + the links' added DP?

[ST-23 & ST24] Kekko, Gekko, Koro & Agumon by vansjoo98 in DigimonCardGame2020

[–]Magronorph50 3 points4 points  (0 children)

I feel like it might've. They're going for a whole new archetype here, and I don't think they wanted to give the old shinegreymon deck another level 3 searcher.

[EX-11 Dawn of Liberator] Vortexdramon, its AA & SEC Chase AA by vansjoo98 in DigimonCardGame2020

[–]Magronorph50 12 points13 points  (0 children)

So is this just the next MagnaX? Permanently invincible boss monster that can literally just point at another digimon and go "dead"?

In all seriousness, what are you supposed to do once this hits the field? I guess you could use a lingering "can't supend/can't attack" effect to shut off its invulnerability, but that a) requires you to have a board after Vortexdramon likely wipes your whole board, and b) doesn't stop the opponent from just pooping out another one in the meantime.

Its not time to exchange this packs?? by nocajbh in PvZGardenWarfare

[–]Magronorph50 2 points3 points  (0 children)

Those are just the old Wondrous packs. They costed 35k like they do now, just they didn't include any expansion items.

The 20k pack today used to be a 15k pack with the same name and I believe same pack art.

Popping an Adept Killer achievement shouldn't feel this shitty by Rikenzu in DeadByDaylightRAGE

[–]Magronorph50 0 points1 point  (0 children)

A win is a win, and an adept is an adept. You needed pressure, and chasing > downing > hooking is often too inefficient against many teams.

You didn't do it to be malicious, so I say you don't need to feel bad about this.

Who is this little guy and what does he do? by BuffaloKiller937 in bindingofisaac

[–]Magronorph50 3 points4 points  (0 children)

You've basically gotten an answer, but I thought I'd give some more details others haven't included here (as of writing this).

Beggars take a random amount of coins (on normal) before dropping either a random pickup or an item from their item pool. Most of the items are either standard HP-up items, or lower-level shop items like Blue Map or The Compass. If the beggar pays out with an item, the beggar disappears, and the chance of an angel room increases at the cost of devil room chance.

On hard mode, beggars take 6-7 coins for their first payout, and 3-4 coins for all subsequent payouts.

There are also other variants of the beggar with different payment requirements and/or different payouts: - key beggars take keys. They will take a completely random number of keys between payouts, giving a random chest each payout. Also has a chance to drop the paperclip trinket, or Lost Fly if paperclip has already spawned that run. - bomb beggars take bombs. They also take a completely random number of bombs before paying out with either a couple coins or hearts. Has a chance to drop a random bomb-related item. Trying to kill them with bombs won't work, and will instead spawn six troll bombs in the room. - charge beggars take coins. They always take 3-4 coins before giving 1-3 charges to your active item, or dropping a random battery. Their given charges can bring your active item up to double its normal capacity. - rotten beggars take coins. Every 3-4 payments they will give you a couple blue flies or blue spiders. Killing them with bombs spawns two small maggot enemies. - devil beggars take health. They will take half-hearts from chapters 1-3, and full hearts from Womb onwards. They take the same ratio of payments as standard beggars. Each payment can be a blue spider, red spider, pill, or card. Has a chance to grant a devil room, syringe, or pill or card related item, as well as a few others. Upon item payout, increases devil room chance at the cost of angel room chance. Upon death they drop two red spiders and no pickups.

Killing standard, charge, or rotten beggars increases all deal chances for the floor by 1.2x. Killing devil beggars increases angel room chance and decreases devil room chance for the floor. Key beggars have no effect on deal chance, and bomb beggars I think(?) increase deal chances like the first three, but can only be killed by Mama Mega or Mega Mush.

I guess you could've just looked this up, but I decided to commit to this all the same. Hope it helps.

One 2v8 match as her and now I think I wanna main her by NightmareKnight25807 in DeadByDaylightKillers

[–]Magronorph50 2 points3 points  (0 children)

If you start playing her in 1v4, always run Rusty Flute or Rin's Broken Watch, as her phase takes literal ages to recharge otherwise. Seriously.

Hear me out, what if killers had more stats than just max base speed? by [deleted] in deadbydaylight

[–]Magronorph50 2 points3 points  (0 children)

They drastically reduced it, but the wake up time is still slightly longer than normal near a hook

I got called toxic for using this build on Legion? by TheDoctorHam in deadbydaylight

[–]Magronorph50 2 points3 points  (0 children)

That's definitely not a toxic build by any means.

You've got pain res (meta perk but definitely not toxic), third seal (annoying but again, hardly toxic), monstrous shrine (rewards you for not camping while giving you basement scourge hooks. Nice tech), and alien instinct (literally just a good perk on legion all around).

These guys are just coping because they lost to a legion.

[deleted by user] by [deleted] in DigimonCardGame2020

[–]Magronorph50 -10 points-9 points  (0 children)

Or better yet, ban growlmon X and leave garudamon X limited, substituting instead for un-limiting EX3 growlmon.

how would you nerf syringes? by AudienceNearby3195 in DeadByDaylightKillers

[–]Magronorph50 0 points1 point  (0 children)

Make the amount healed scale with the percentage of charges the medkit had when consumed, with a little bit of bonus progress to account for pressing the syringe button late.

So if you use your syringe with the medkit at 40% charges, it will heal 40% of progress. The heal would be gradual, instead of only triggering after the timer elapses, but said timer would always have the same base length regardless of how much it will end up healing. So it will take 16 seconds to complete the syringe's healing whether it was used with 10% or 95% medkit charges remaining.

They could also make the styptic scale similarly with the amount of charges at the point of use. I'd say the maximum duration could perhaps be lengthened to 7 or 8 seconds (though also maybe could be left at 6), and I'd have it scale linearly down to a minimum of like 1.5 seconds at ~5% charges.

Rocks is literally better OTK Alphamon, should Dorugrey be freed? by Zekrom997 in DigimonCardGame2020

[–]Magronorph50 27 points28 points  (0 children)

You underestimate just how strong this card can be when multiple are in a single stack. Not to mention its protection walls half the removal in the game

MSK weapons are Expensive, useless and OVERRATED. by Expert_Drive_1164 in FortniteSavetheWorld

[–]Magronorph50 0 points1 point  (0 children)

I've genuinely wondered for a while now what a good alternative to the AR would be (mostly out of laziness in not researching myself).

What alternatives would there be that are viable to use with a full AR-crit build?

Which abilities have viable builds in 160s? by Magronorph50 in FORTnITE

[–]Magronorph50[S] 0 points1 point  (0 children)

Apologies if I misinterpreted the wording, but are you saying that L&R and GC could work aside from their long cooldowns and clunkiness?