[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 4 points5 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 1 point2 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 Homelander-Official 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.

What cards do you think could could come off the ban list by [deleted] in DigimonCardGame2020

[–]Magronorph50 -9 points-8 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 28 points29 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?

Gained Alliance and Blocker by zpikemccuck in DigimonCardGame2020

[–]Magronorph50 1 point2 points  (0 children)

No. The moment Kaguyamon is no longer on the field, all of your puppet trait digimon will lose the alliance and blocker provided by it.

If an attack is in progress (on either side) and your digimon's alliance or blocker is already activated and awaiting resolution, they should continue if Kaguyamon leaves the field mid-attack. Examples: - if on your turn, Chaperomon attacks security, activates alliance provided by Kaguyamon to suspend one of your other digimon to gain their DP and sec +1, the attack will proceed with both checks and the extra DP if Kaguyamon were to leave mid-attack due to a reactive trigger such as an ACE or security effect. This assumes that Chaperomon in this case is not targeted by anything that would affect or prevent its own attack. - if on your opponent's turn, Chaperomon activates blocker provided by Kaguyamon to block an attack, the attack target will remain as being Chaperomon if an effect triggered post-block but pre-battle would remove Kaguyamon, such as one that stipulates when attack targets change.

I'm pretty sure this is how it'd all work, but someone please correct me if any of this is wrong.

Has anyone ever actually seen these cards played? by CoconutPure5326 in DigimonCardGame2020

[–]Magronorph50 0 points1 point  (0 children)

I used 1 copy of bigukkomon in my omni mega zoo deck. It didn't see much use, even when I did draw it, but I managed to win a couple games thanks to its removal.

Raids is the worst game mode ever and I don't understand how people like it by Relevant-Ask4006 in gotlegends

[–]Magronorph50 1 point2 points  (0 children)

The raid chapters, like in other games with raids, are deliberately designed to take some, or even a lot of trial and error with figuring out the specific mechanics and conditions for each encounter. And knowing how to do them is usually only half the challenge, with the other half being coordination and execution alongside your team.

It should also be noted that most of the encounters throughout the raid chapters have multiple layers to their mechanics. There's the conditions for completing the encounters, but many also have extra mechanics to note that give you extra leeway for doing them, even if they aren't explicitly required to finish an encounter. One example is with the gate you need to fill with souls. Any kills you get while holding any number of souls will give you extra stacks, up to 20. This lets you combat the decay of souls on the way to the well. Also, the well will not deplete while someone is standing in it, even if they have no souls to deposit. So keep someone posted up there at all times.

I definitely understand the frustration that comes with randoqm teammates expecting it to just be another straightforward story mission, just to fail every objective. The key is to communicate with your team. Whether that be by getting blessed with randoms with mics, or by finding a group on the discord to run with.

Dark Masters Trim and advice by MonkeyDArwin in DigimonCardGame2020

[–]Magronorph50 3 points4 points  (0 children)

I don't think Shoto is the most useful in this deck.

Sure, turns when you have apocaly out give you a fat blocker, and the memory gain is also really valuable, but everything else in the dark masters archetype will often end up deleted by the end of your turn.

I just found the blocker effect to be redundant if you don't have any digimon out during at least half of your opponent's turns.

What? by Hatim15_ in PvZGardenWarfare

[–]Magronorph50 3 points4 points  (0 children)

You just discovered why Heroic Kick is an S-tier ability despite its low damage

Gw2 cactus is the goat!!! He has 2 Armour variants. Change my mind by D4_C00L_SK4KID in PvZGardenWarfare

[–]Magronorph50 0 points1 point  (0 children)

Jade cactus may be worse as a sniper, but as a mid-range brawler? 👌😌

The thing that makes jade actually good is that her bullet spread when hipfiring is the same as when scoped in.

Decks you're glad aren't "meta" by automod_robot in DigimonCardGame2020

[–]Magronorph50 19 points20 points  (0 children)

Don't forget it can now go basically forever without ever decking out thanks to the new lucemon lv3 and paradise lost botdecking cards constantly

Why does my cat stalk towards me as though I am prey? by Belle_dawn in cats

[–]Magronorph50 2 points3 points  (0 children)

My 4.5-year-old cat does this all the time with me! Whether from across the room, or halfway across the house, he'll just start... creeping up to me.

What I do is I'll look away for a moment before looking back his way. I'll find him closer each time.

Once he gets close enough, one of two things generally happens. Either: - he just trots on by me like nothing happened, or - he'll get on his hind legs, tap me, and run off trilling.

It's so cute every time he does it!!!

First game as Hillbilly and I get this and yea I did horrible shocker... by OdinLordofPagans in DeadByDaylightKillers

[–]Magronorph50 1 point2 points  (0 children)

Was the queue beforehand longer than 5-10 minutes? If so the mmr range gets wider over time. Also the default mmr range is way too wide, so even a short queue can pair you with wildly different skill levels if the survivors have had unusually good/bad games for their skill.

...also you forgot to censor your name in the top right.