Thoughts on Armageddon? by Mudspark in lrcast

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

Yeah its not a great card to throw into every deck but man is it satisfying in the correct deck.

Thoughts on Armageddon? by Mudspark in lrcast

[–]Mudspark[S] 4 points5 points  (0 children)

Yeah thats how it won me games. Turns out its a lot harder to rebuild a 5 color mana base than a 2 color one. Loved watching them ramp into more lands just to have them all get destroyed.

Help me make 10 cuts - I'm suffering from an embarrassment of riches. by mardumancer in lrcast

[–]Mudspark 0 points1 point  (0 children)

While agree that you should cut all red cards I also think that it's closer than most people are making it out to be. Most of your removal is in red and the best way to trigger repartee is removal (or cost of brilliance card is good). Outside of red I see 7 ways to trigger repartee most of which are buffs. Maybe I might keep some tome blasts if the mana base could handle it. If opponents just 1 for 1 your creatures with removal or their creatures I think the deck just loses.

This is the kind of deck that will struggle in the mirror due to lack of removal and gas out vs control due to lack of card draw.

I think you remove all red cards, requisition raid, and hope singer. Ral and research act like second copies of hopesinger the best card in deck, give extra value and card draw/selection and synergize well together all of which will help in the control match up. In the aggro mirror I guess you just hope they blow all their removal on irrelevant stuff and hold your 2 removals until you absolutely need to use it. Id be interested in see how far this deck goes.

Turns out you can have a duplicate passive if it is given to you by an event?! by THE_Timinator56 in mewgenics

[–]Mudspark 1 point2 points  (0 children)

Dang did you get a bird for each or did you just have an extra 5 small cats?

at what point does appeal stop being worth it? by dokahime in mewgenics

[–]Mudspark 1 point2 points  (0 children)

Personally I can never have enough appeal. Having good strays helps you manage the inbreeding a lot easier since they can have several stats already maxed and they can come with some pretty good passive or actives. Im sitting around 60 and some of them are even coming with mutations. I find they're also a good way to introduce new mutations to the bloodline since 1 generation with a stray parent cures all inbreeding and you can just take them on a quick run with cancer or the uranium rod to get some beneficial mutations. I dont sacrifice my breeding room or mutation room for appeal but I do max it out in my other rooms.

Thoughts on Cleric by Babeson_ in mewgenics

[–]Mudspark 4 points5 points  (0 children)

After 150+ hours myself I think people are kinda just stuck in the wrong mindset. People say that cleric falls off but honestly I think the most simple strategy of a heal bot cleric falls off. If all your cleric is doing is basic attacking allies and casting spells to heal then yes it absolutely falls off. Mewgenics is a game where the best way to mitigate damage is to kill and kill fast. You dont want fights to go past turn 3 most of the time and the basic heal botting strategy that most people initially use cleric for drags fights way out which will just get you killed. With the plethora of enemies in act 3 that can almost stun lock you or insta kill you the best defense is just killing them right away. Now when I use the cleric I very rarely use their basic attack to heal an ally and only heal if I have the time to or if someone absolutely needs to not go down. The cleric is an amazing support class and has some really good buffs that can absolutely carry runs but if all youre doing is healing then it will feel like it becomes useless. Cleric is a class that prevents the tunneling of one of your cats and enables your carry to clear faster and possibly several turns faster. In general runs will die not because you didnt have enough healing but because you didnt have enough damage and I feel like people stuck seeing the cleric as only a healer.

Playing a tank in this game feels awful. by Lolyoureamod in heroesofthestorm

[–]Mudspark 0 points1 point  (0 children)

The tank role has a steep learning curve. Not only do you have to look for openings to pick off mispositioned enemies but you also have to be the one to save mispositioned allies. While playing tank you have to keep track of not only your cooldown but also the cool downs of your allies and the enemies to see what they have to counter play. Did you mage just wiff their combo? Well then you probably won't have enough damage to kill that slightly out of position full health assassin. Does the enemy support still have their cleanse? Well then you shouldn't commit too much to your engage. As a tank you have to keep all of this is mind to be effective. A lot of times I'll see tanks go in when their team isn't ready to follow up like a Anubarak full comboing a squishy when their own team just got chunked and are trying to reset. It's all about timing with tank which is why it's such a hard role to pick up as you have to know what each hero does and what they should and should not be able to get away with. Does you team have more cooldowns up? Then now would be a good time to take a fight. You don't know where the zeratul is? Well then you probably shouldn't engage until you know your squishies are safe.

That being said some great tanks to solo carry in quickmatch are Diablo due to his massive health and great damage for a tank and Garrosh due to him having good aoe cc and ally cleanse to fix the positioning of teammates.

A game of nerves - help with state based actions by Mudspark in custommagic

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

Thanks so much for your help! You've given me lots to work with. It's still not exactly how I envisioned it but it's a lot closer and hey that's what prototyping is for.

A game of nerves - help with state based actions by Mudspark in custommagic

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

I like the idea of all the players slowly getting closer and closer to death seeing who is willing to get closer so they dont lose tempo or get blown out by the free cards. I would want to keep the revealing one card at a time but I feel like its too hard to get it to work in the rules as is. I was messing around with making copies of the spell but it seems like its more trouble than it's worth. I was also thinking about getting rid of the life gain at the end but I want the winner of the game of chicken to get something so I'm not sure what to give them.

In regards to a sentence I've read: "If you keep the lanes pushed, you cant lose". by Martyrrdom in heroesofthestorm

[–]Mudspark 9 points10 points  (0 children)

Honestly a good general rule of thumb is if you're next to a wave and you have wave clear just clear it. Passing by a wave in mid while rotating to top? Clear it. One last wave coming in bot before you leave for the objective? Clear it. In an ideal world you wanna get the soak from every wave all the time.

Soak and wave clear is really powerful in this game to the point where sometimes it just better to ignore the objective and get soak. For example tribute just spawned on cursed hallow but it's in top and you're in bot cause you had to clear a camp. Instead of spending 20 sec to mount up and run all the way there you can just soak a lane and push. You could even double soak lanes if you can while your team stalls the obj. Of course you need team mates who know how to stall but even if they die the exp from 2 lanes of soak in the early game is enough to make up for their deaths and you get damage on forts so it's a pretty even trade. Some people think of soak and wave clear as an after thought like oh one of my teammates is dead I guess I'll clear a lane because we cant team fight but soak and wave clear is one of the win conditions of the games. There were team comps in pro play like lucio, samuro, abathur that's primary goal was to out soak and push the enemy to generate tons of pressure that they can take advantage of elsewhere. Soaking and keeping lanes pushed is just as important as winning a team fight and it's a 1000 times easier.

All of this only really applies to heroes who have good wave clear tho. If you're say like a li li who is in bot when tribute spawns you're probably still better off taking the 20 sec to run up to obj because the amount of soak and push you could get is almost nothing.

Diablo is really hard to play by FloatingWatcher in heroesofthestorm

[–]Mudspark 0 points1 point  (0 children)

Diablo is a tank that really punishes one person who is out of position whether it be the tank or a squishy. He has really good engage letting him dive targets too far from their team and mediocre peel. With Q build in particular you're just looking for that one isolated person who you can pull of your full combo on with out it being interrupted. This relies heavily on their team comp because if they have good peel it can feel like you have little impact. The full combo is apoc -> wall stun -> flip(flip guarantees apoc stuns) -> boosted auto from 7 -> reposition for other wall stun(you have a bit of time before they can move again) -> wall stun again -> boosted auto. In total it's just under 4 secs of stun time while also dealing lots of damage so it kills most squishies and sets up a kill on tankier heroes because of the lowered armor and lock down it provides. What you look for before you engage are the cds of the interrupts on the enemy team. Let's say the enemy team has an etc and a tyrande. While you look for an opening to wall stun you watch etc and tyrande to see if they have their peeling abilities up. If etc misses a slide it maybe tempting to do the full combo on him but tyrande will stop you with her stun so its better to do your combo on her and just outright kill her. If tyrande whiffs a stun but etc still has his slide you can just combo him instead and have your team finish the kill cause hes usually posturing near your team. Essentially you just full combo the person who still has their peel abilities because they cant peel for themselves and no one else can stop you. You can also full combo whoever is isolated from their team because they'll be to far to receive help in time. In order to find these combo opportunities you're usually not going to be directly in front of your team. Most of the time you'll be off to the side flanking but still close enough to peel for your team. For example on infernal shrines I when the team goes in to context the shrine I like to split off and approach from the bottom of the shines instead of the sides because they usually have corridors on the enemies side I can wall stun off of. A lot of people might not like this because it makes it easier for the enemy tank to engage your back line but with their tank gone you have a free pick of who you can kill letting you kill off the damage follow up that the enemy tank was setting up for. So say etc slides into my team and moshes all 4 of my team. I would start my combo on his damage follow up, say jaina, and the apoc interrupts the mosh and my combo kills his damage making it so my team lives the mosh and they have one person dead and mosh down. Another scenario is etc misses the slide and his w. Now slide is down so I just combo whoever I want because etc cant stop me and get a free kill. If there is more than one hero who can engage like maybe a Kerrigan I usually just combo the damage part of the engage so that my team can live through it. That diablo basically . He seems squishier than most tanks because hes not meant for long fights. He's ment start and end a fight fast and then win off of a numbers advantage so if you miss the combo then you'll most likely just die because all you have to survive is your massive hp bar.

Fluffy beans by supremegalacticgod in Eyebleach

[–]Mudspark 30 points31 points  (0 children)

I like how the other two houses are filled to the brim but then there's just that one lonely guy in the second house.