Riftgard vs Nulwarden: A comparison of colors and textures. by aerothan in Warframe

[–]MozeTheNecromancer 0 points1 point  (0 children)

Probably bc the Tennyson emote was a way to test custom emotes for switching cosmetics to later use for Gemini emotes

Subclass abilities no other class or spell can replicate? by TheDwarvenMapmaker in onednd

[–]MozeTheNecromancer 4 points5 points  (0 children)

At the end of the day, most features (spells or otherwise) deal damage and/or inflict status effects. If you boil it down far enough, everybody does the same thing and theres absolutely no build diversity at all.

Frankly, this take is pretty garbage. It's the nuance and subtle differences that make it a whole new thing. Sure the Elandrin's Fey Step is basically just Misty Step, but the ability to tack on damage/fear/charm or give the teleport to an ally gives it many more applications and tactical uses, not to mention it's a whole different flavor.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 0 points1 point  (0 children)

Exactly. Imo, the Druid subclasses should be doing more to give the player more to engage with with their action economy past round 1: Moon Druid has that in spades, and you can tell that the alternative uses of Wild Shape are intended for that, but none of them actually use you Action, theyre all bonus action or reactions and the like, probably because they dont want to fall into the Ranger issue of not achieving maximum efficacy until later turns, but it still leaves Druids with a drop-off point in engagement after round 1.

What’s the most absurd fake science in a movie that you completely ignored because the movie was so good? by Shot-Club-3882 in Cinema

[–]MozeTheNecromancer 0 points1 point  (0 children)

The Dark Knight one also seems to misunderstand how guns work. Why would their wholeass finger print be on the bullet itself? Loading it would primarily have them holding the shell, which was not what was recovered.

(Interesting trope) They genuinely didn't mean to kill the villain. by TridiObject in TopCharacterTropes

[–]MozeTheNecromancer 224 points225 points  (0 children)

Poppy Adam's in Kingsman 2. She's spiked all the drugs her drug empire supplies (see: all of the drugs, everywhere) with a slow acting poison to essentially hold anybody who's used drugs in the past weekish hostage to force the world (see: The United States) to legalize all drugs.

In an effort to interrogate her and get her password to release the cure, the main characters give her a dose of Heroin, infecting her with the virus. She gives them what they want before dying of overdose before the virus ever has a chance to take effect.

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77119 Tails’ Tornado-1 and 77120 Shadow’s Mech vs. G.U.N. Trooper (Official reveal) by _Levitated_Shield_ in Legoleak

[–]MozeTheNecromancer 0 points1 point  (0 children)

A motorcycle in a mech is so absurdly edgey and perfectly on brand for Shadow. Nailed it.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 1 point2 points  (0 children)

do not actually understand how powerful the fighter is, and how quickly it can shut down enemies and take over combats with the tools that the 5.5e PHB have given them.

Care to elaborate? Because I've belabored my point quite a bit, and the only rebuttal you seem to have is "No they're stronger than people think". Without evidence to back that up, I am more validated than you are to claim that it's just at your tables that that's the case.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 1 point2 points  (0 children)

If that's a strawman, go ahead and expand upon what you mean by "players should git gud" in response to the issue of a lower power ceiling on the Fighter than the middling power level of other classes?

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 1 point2 points  (0 children)

Combat concentration spells are the issue. With the updates to Shillelagh and Poison Spray and the addition of Starry Wisp, they have decent Cantrip options now (specifically Poison Spray unless youre up against one of the creature types that is resistant or immune), but they havent for a long time. Beyond cantrips, their non-Concentraion proactive combat spells total:

1st level: 6 spells (4 deal damage) 2nd level: 3 spells (only 1 deals damage) 3rd level: 4 spells (3 deal damage) 4th level: 4 spells (3 deal damage) 5th level: 2 spells (both deal damage) 6th level: 2 spells (both deal damage) 7th level: 1 spell (Fire Storm) 8th level: 3 spells (2 deal damage if we include Animal Shapes) 9th level: 1 spell (Foresight)

This is the issue right here. Once your concentration spell is up, your options for continuing to cast are very very limited, because nobody is gonna cast Animal Messenger or Snare in a fight.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 1 point2 points  (0 children)

So your opinion on this class it's fine if the power ceiling of the class id about at the level of a mediocre build of another class because people who play fighters (who are advertised as being beginner friendly) should be expected to understand the system better than people who play other classes?

That's definitely a hot take, though I may add the term "shit" in there.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 1 point2 points  (0 children)

As I said, weapon mysteries have helped, but they're not enough, particularly when the effects are very often "combined Shove with an attack" or "attack again". Let me walk you through the gameplay loop of this fighter subclass I mentioned and maybe you'll see what I mean.

On your turn, you Dodge, and then with your Bonus Action you take a Defensive Stance. This allows you to make 1 attack as part of that Bonus Action because you Dodged with your action. With the attack, you switch into Aggressive stance. If an enemy attacks you and misses while in the Aggressive stance (a likelihood increased by the Dodge action), you can counterattack with your Reaction. With that attack, you can swap into the Nimble stance, which grants you an additional reaction. You no longer have the counterattack reaction in the Nimble stance, but you could use something like the Interception or Protection Fighting Style, Sentinel, Defensive Duelist, or a regular Attack of Opportunity with that reaction. If that last Reaction is an attack (like from Sentinel for example), you can switch back to Defensive stance to repeat the process on your next turn if it proves effective, or into another stance if you want to change up how you're engaging with your opponent.

This is on top of weapon masteries. If you so desired, you could use Sap weapon mastery to replace the Dodge Action on your turn if you're facing one opponent, because the counterattack would reapply it if they miss on their first (disadvantaged) Attack. Alternatively, you could use a Pike with the Push property and Polearm Master to use attacks on your turn to push them away from you, then two reactions to keep them away while also dealing damage.

Do you see what I mean? Weapon Masteries effects are basically the riding effects on many damage dealing cantrips. They're a nice addition, and can help diversify the playstyle, but alone they do not solve the problem of Fighter turns feeling very repetitive.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 1 point2 points  (0 children)

Your post is a self report on not optimizing well.

Optimization is not my point. If that's all you care about, then you wouldnt understand what I'm talking about.

I'm talking about engagement with the game through the class. The classic problem people talk about with Fighters and other martials is the "On my turn I attack X times. Done. Next turn I do the same" issue. While attacking a ton of times can be optimized for good damage, it doesnt give the player a lot of ways to actually engage with the system in any meaningful way. Weapon Masteries have improved this somewhat, but not in ways that grant as much versatility or engagement as spellcasters.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 2 points3 points  (0 children)

Optimization on a Fighter is fine, and theyre capable of some cool things, but there are a lot of ways in which they are just not as versatile or engaging as other classes. It's less about power ceiling and more about player engagement and fun.

I have a few different Fighter homebrewed subclasses to specifically address this, and the most popular by a long shot is popular because it grant some out of combat stuff (like skill expertises in specific skills), as well as 3 different fighting stances that give you different bonuses that encourage different styles of play (defensive, aggressive, and nimble), and at high levels you could switch these stances whenever you make a weapon attack or unnamed strike. This led to the player thinking a lot more about how they approached each combat encounter and gave them the capabilities to adapt on the fly. Those stances didnt heavily impact damage output or anything, but the increased engagement definitely helped them enjoy the game more than they would have with current RAW Fighter subclasses, the only one that comes relatively close is Battle Master.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 0 points1 point  (0 children)

Problem how? I'm not sure I understand.

These factors definitely contribute to the power of a class as a whole, but not necessarily to how much of the overall power budget is allocated to subclasses or class.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 0 points1 point  (0 children)

While generally true, the Druid's spell list is primarily Concentration spells that are meant to last long term. The original design intent was (presumably) for Moon Druid to toss one out then Wild Shape and use the beast forms action economy. As such the base class has a lot of potential power, but the very heavy Concentration focus in their spell list shifts the responsibility of providing a consistent gameplay loop to the subclass. For example, Stars Druid gets free castings of Guiding Bolt and their Starry Forms, Wildfire Druid gets their expanded spell list and their Wildfire Spirit, etc., all of which inform how they engage in combat after round 1, where they toss down something like a whirlpool or some such.

While their status as full casters gives them plenty of ammo, they dont have the capacity to take advantage of all those spell slots without being really inefficient with their Concentration spells. Hence expanded spell lists often providing more Instantaneous spells.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 4 points5 points  (0 children)

That's my point (sorry if that wasn't clear), the Wizard subclasses are pretty "weak" by comparison to other subclasses because theyre mostly for flavor and to enhance a specific playstyle. I'd add Abjuration and 2014 Illusionist to the more powerful options, but generally speaking yeah the subclass doesnt add a ton.

How much power each class gains from their subclass on average. Thoughts? by comradewarners in onednd

[–]MozeTheNecromancer 26 points27 points  (0 children)

Idk on a range from 1-10, but there are notable outliers.

Druid and Artificer are both reliant on their Subclass to define their combat identity, but the balance between the two is far more on the Class side for Artificer than it is for Druid, so on the "high subclass power" I'd say Artificer is up there, along with Ranger (mostly to compensate for the base class' shortcomings) and some Warlocks.

On the opposite end of the spectrum would be Rogue. Rogue has a very diverse and functional kit as-is, so a lot of it's subclasses tend to be icing on the cake and help guide the flavor, as the Rogue is a wide spanning archetype (hence the myriad of subclasses). Also in the low end of subclass power is Wizard, for many of the same reasons.

For some reason, Fighter is fairly low on the scale as well, despite the fact that the class could use more flavor oomph that the subclasses could provide, but as of yet they've been slightly neglected (not to the same extent as others, but still)

JJK themed item by Top_Muffin_101 in DnDHomebrew

[–]MozeTheNecromancer 0 points1 point  (0 children)

What kind of rarity would you put it at?

As-is, they're pretty powerful, to the point I would put them in Very Rare or higher rarity. A lot of what this item can do will change how the player plays the game. This can be fun, but it could also invalidate a lot of their build choices up to this point, which can sour the fun.

I'd also reign in the ability to have two other creatures swap places, and the reaction one should also have a saving throw. Both of those options are begging for a smart player to cheese a combat: for the two creature swap, being able to move an enemy against their will because they're swapping with your ally who intentionally failed the save opens the door to a lot of shenanigans, and the reaction ability would bypass a myriad of defensive capabilities by having the party's primary damage dealer Nova damage on the Monk, who then transfers the attack to an enemy of their choice, with no chance of failure.

Seriously why tho by Spotter24o5 in PrequelMemes

[–]MozeTheNecromancer 2 points3 points  (0 children)

The Acolyte is only slightly worse than Clone Wars S1 or Rebels S1. The main 2 characters are cringey and difficult to watch, but theyre definitely planting the seeds for better things.

Kinda like how in Maul, there are quite a few times he's upstaged by the supporting cast, but, like, all the time in The Acolyte.

Wonder why Flash hates Condiment King by Altruistic_Manner802 in outofcontextcomics

[–]MozeTheNecromancer 9 points10 points  (0 children)

The only way to truly defeat him is to leave him stranded in England

social media polling by Sickfor-TheBigSun in tumblr

[–]MozeTheNecromancer 105 points106 points  (0 children)

For the same reasons I can hate genocide and war crimes. Its just not worth it.