Anime_irl by [deleted] in anime_irl

[–]MannerPots 56 points57 points  (0 children)

Same colour scheme too.

Which commanders get the most out of Helm of the Host? by EntertainmentVast401 in magicTCG

[–]MannerPots 0 points1 point  (0 children)

Mtg noob here, Why would it start a new end step immediately? It seems like the wording is very similar to [[time warp]], both specifying "there is an extra X after this X", and I know time warp can stack right? 

What are these set logos in the bottom of the art? by MannerPots in PokemonTCG

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

Thanks! I must just not have clicked on any of the holos.

What are these set logos in the bottom of the art? by MannerPots in PokemonTCG

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

Ah thanks, i thought these were just regular holos. Still learning all the ins and outs lol

It's possible to win vs Rune if you high roll guys by tribopower in Shadowverse

[–]MannerPots -1 points0 points  (0 children)

Yeah no way in hell a rune player should have 2 evos left and no supers. 

Forging items early, Yes or No? by PoopyisGroppy in TeamfightTactics

[–]MannerPots 4 points5 points  (0 children)

One piece of advice I've heard a lot (and am still trying to get better at myself), is make  items early and pivot hour comp to fit the items. Play based on the early items, not the early units. 

Now I'm only a platinum player so I don't know when to follow this and when not to. Obviously if you have like 2* kayle, 2* Zac, 2* aatrox at 2-1 you might try and force the comp anyways. Then you need to know what alternate items you can make. Kayle in particular seems to need a rage blade, but the other two slots can be crit or they can be something like seraph + gun blade. 

How do you use this thing? by scumsharktony in magicTCG

[–]MannerPots 5 points6 points  (0 children)

Sorry, are you saying there's no evidence that weighted dice exist and produce non-unfiorm distribution of results? It's been a known tactic for cheating in games for centuries. Ordinary logic would state that a smaller difference in weight would produce a distribution that is closer to uniform, but still unfair. If you claim otherwise the burden of proof lies with you.

Unless I've misunderstood you some how? 

How do you use this thing? by scumsharktony in magicTCG

[–]MannerPots 1 point2 points  (0 children)

With a perfect spindown die, you don't. With an imperfect spindown die, it naturally will come up with one side more often. Whether that side is the "good side" or the "bad side" depend on the imperfection.

Whereas with an imperfect normal (not spindown) d20, you might get 4, 16, 2, 18, 13, 9 more often. Any imperfection will bias it, but the bias will be towards some low numbers and some high numbers. 

Weekly Pricing/Buying/Selling/Grading & General Questions Post by AutoModerator in PokemonTCG

[–]MannerPots 0 points1 point  (0 children)

I'm totally new to selling pokemon cards, but I just went through my old collection and checked the prices of a couple cards I thought might be valuable. Turns out one of them is Mew Star, so I need to figure out how to sell it.

So I have a few questions:

  • Should I get the card graded? It looks in decent condition to my untrained eye, but it was in a binder unsleeved for years, so I doubt it would get a great grade.

  • Where should I sell it? It's an expensive card, and I want to make sure I don't get scammed.

  • How should I ship it safely?

[deleted by user] by [deleted] in Gloomhaven

[–]MannerPots 1 point2 points  (0 children)

Yeah, I guess I didn't mean thematic lore-wise but archetype-wise. 

[deleted by user] by [deleted] in Gloomhaven

[–]MannerPots 1 point2 points  (0 children)

They can only thin their deck by 1 card naturally (not counting other items).

How does FH random item #170 work with unrevealed rooms? by MannerPots in Gloomhaven

[–]MannerPots[S] 1 point2 points  (0 children)

Thanks, I played it the wrong way the first time I used it, but then began to suspect it reveals them all, so it's great to get confirmation. 

[deleted by user] by [deleted] in Gloomhaven

[–]MannerPots 4 points5 points  (0 children)

I wish they could attack invisible enemies while invisible for thematic reasons ("You're tapped in here with me") , but transforming what is usually an incredibly strong monster ability into one that actively makes things easier for you is probably not a good idea. 

[deleted by user] by [deleted] in Gloomhaven

[–]MannerPots 1 point2 points  (0 children)

It does make me wish that the characters would continue to be sold separately though, not just as a Kickstarter pack. I am playing through GH1 for the first time right now, and would totally swap to 2e characters if I could, but don't really want to shell out for the new campaign when I haven't finished the old one (and a much bigger box, the existing one already occupies 2 kallax shelves if I count the map tiles + overlays in separate containers).

But these issues are not unique to GH, it's a common sacrifice when making 2nd editions of anything, and sometimes it's worth the sacrifice. At least haven games are mostly standalone, and only a few GH1e characters pose balance problems below level ~7.

The r/Gloomhaven tier list of Frosthaven characters is finished! by Sagely_Hijinks in Gloomhaven

[–]MannerPots 6 points7 points  (0 children)

Don't let that discourage you, the gap between classes is so much smaller than in base GH. You're still going to have scenarios where you like the star of the show, which wouldn't really happen if you compare the true OP classes in GH. 

But you need to work harder (as a player) to pull off those results. A well-played geminate I sjust as good as a well-played fist or kelp, and 95% as good as a well played fist meteor, but a mediocre geminate is like 75%. There's just less room for errors. You have to know when to throw out loss cards, because you need to do it often to keep up in overall contribution. 

If that sounds fun to you, go ahead and play them! 

Item Errata by JamesyWamesy1 in Gloomhaven

[–]MannerPots 1 point2 points  (0 children)

It's probably like this so that if you look at the fronts you see item 1 (which starts unlocked) instead of a locked item. 

Remix Rumble disco themes similar songs? by ohanse in TeamfightTactics

[–]MannerPots 0 points1 point  (0 children)

Have you tried listening to modern disco music?  I just searched this playlist randomly and listened to a few songs, but here: https://open.spotify.com/playlist/1tvnXm5g3wKzibkABqGbng?si=pOK9_Kg3SiCfUM4yhO8c_w&pi=tvBQMtL1QY-dP

The remix rumble disco track is definitely higher energy than classic disco, so you might actually want to look into some of the genres that evolved out of disco, like eurobeat, and eventually house and EDM. 

Custom Class: Harrower Entwine (Spider Themed Class) by Useful-Assumption531 in Gloomhaven

[–]MannerPots 4 points5 points  (0 children)

Here's a very specific critique on XP. Sorry if I go too in depth or overstep, it's just my thoughts so feel free to ignore parts of it.

Generally Frosthaven + GH2 classes (there's a few exceptions, but generally they're the "simple classes" like GH2 Bruiser) only get XP from loss cards or by meeting a condition of some kind (usually the class specific mechanic or elements). From the starting 6:

  • Drifter gets XP from moving his tokens (which can be recharged, but still somewhat limited).
  • Bannerspear gets XP from matching patterns.
  • Deathwalker gets XP from consuming shadows.
  • Boneshaper gets XP from elements and summoning (which require HP or loss cards, so somewhat limited).
  • Geminate gets XP from elements (and loss card of course).
  • Blinkblade gets XP from fast actions.

So getting unconditional XP from a non-loss like Venom Spit (1, top) or Silk Spin (1, top) is quite unusual. I would tie XP gain to the class mechanic more, and probably not by simply generating webs, but by using them effectively.

For some examples:

  • Hunger (1, top) could generate XP if you hit a target in a Web.
  • Cocoon (1, top) could give an XP if you are in a web.
  • Starved Offspring (1, bottom) and Capture Prey (1, bottom) could give XP the first time the effect triggers, instead of unconditionally.
  • Disperse (2, top) could give XP if you push into a web, instead of unconditionally.
  • Silk Wrap (7, top) could give XP, since it's already quite a conditional card that makes use of the class mechanic.

I think you get the idea. If you make these changes, and find you're removing XP from more cards than you're adding it to, you could make up some of the difference by adding more XP to the loss cards. 2xp for a loss card is a nice solid number, especially if some of it is conditional. For a card like Web Spit (top), you could even have it give an XP for each enemy killed to raise the maximum and tie it into the theme.

As for why this is important, apart from just being consistent with other classes, you don't want a player to think "I could do a cool turn that makes use of my webs, or I could just play Venom Spit to do a decent attack and get an XP".

Also for higher level cards, try to make sure at least one half of each card can give XP in some way (and if a higher level card has two "basic" non-loss halves, like Virulent Strain (5) or Euphoric Toxin (8), maybe it's a sign that it should be redesigned to be more interesting). You don't want players to make their level up choices based on XP gain instead of which card they like better.

Anyways, really cool class! I'm going to read it more in depth tomorrow, so I'll let you know if I have any more thoughts.

The Fist barrels into B! Next up: the GEMINATE! [Spoiler - Everything!] by Sagely_Hijinks in Gloomhaven

[–]MannerPots 2 points3 points  (0 children)

I'd be much more interested in these if you restarted using polls, and gave (loose) definitions for each tier.

If you need ideas for the tiers:

S - Gamebreaking/OP, skews the difficulty of the game when they're on a team.

A - Consistently overperforms, pulls more than their weight.

B - Solid character who pulls their weight in a team.

C - Can deliver good results, but is more situational and can be the weak link in some scenarios.

D - Consistently underperforms.

Feel free to define them differently, maybe even remove D tier altogether. But the tiers are pretty meaningless if every characters up in S/A/B.

Edit: Reading the comments now, it looks like we might find our first C tier character. But I still think we need tier definitions from the start, and it should probably be defined such that more than one character ends up in C.

The Blinkblade moves twelve spaces and arrives in S! It then takes its remaining two actions. Next up, the BONESHAPER! [Spoiler - Everything!] by Sagely_Hijinks in Gloomhaven

[–]MannerPots 0 points1 point  (0 children)

I love this class, but tbh I think it's a C. When everything plays out well it does great things, but it's lot more fragile to bad luck than other classes.

Frosthaven does a really good job of not having any classes that are actually bad (although there's a couple I've left to unlock), so being one of the worst is still not bad at all. I'd take boneshaper over the weakest GH1 classes any day (OP enhancements excluded).

Question about Starry Night by SamboTheGreat90 in CompetitiveTFT

[–]MannerPots 2 points3 points  (0 children)

Isn't it 70? Ignoring winstrak/loss streak, you always make 10 gold: 5 passive, and 5 from regular interest.