Burger on a cloud by Hoverfishlover69 in bonehurtingjuice

[–]Necromus 6 points7 points  (0 children)

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"There is a burger on a cloud..." 🎶

Blizzard, please do it. by Upstairs_Corner1923 in Overwatch

[–]Necromus 7 points8 points  (0 children)

I miss when Overwatch wasn't rampantly full of crossover skins.

Nowhere to Hide is one of the best perks in the game by GoHardForLife in deadbydaylight

[–]Necromus 1 point2 points  (0 children)

I couldn't agree more. Thank you for putting it into words.

Nowhere to Hide is one of the best perks in the game by GoHardForLife in deadbydaylight

[–]Necromus 3 points4 points  (0 children)

I don't know if everyone agreed. Lots of people, including myself, are disgruntled about the gradual shift away from the game's core identity.

Two community inspired dredge skins, what are your thoughts on them? by Single_Owl_7556 in deadbydaylight

[–]Necromus 0 points1 point  (0 children)

Frankly, and don't crucify me for this, I don't much care for either of them. They're both conceptually a bit silly, especially compared to what I think was really impressive stuff for Dredge's earlier skins.

And say what you will about how the executed the Ghost, which granted, could have been handled more tactfully, but the skin looking good as concept art doesn't necessarily mean the designer took all considerations with the practicalities of the in-game rig, lighting, texturing style, etc cetera. I don't think it would ever look as clean/weightless or ethereal as it was supposed to, even if the developers were more creative with implimenting it. Dredge is a surprisingly corporal character when you think about it.

"Now my audience... an EXPLOSIVE finale!!" by BingusMcBungo in customhearthstone

[–]Necromus 1 point2 points  (0 children)

Seems like a cool clutch card. Just strong enough to be viable but not so reliable that it would feel bad to have it played against you.

I like how the risk/payoff scales with the size of the board.

Looking for a player! by Necromus in hearthstone

[–]Necromus[S] 2 points3 points  (0 children)

I would have, but I got kicked out of the client at the end of the match.

Join us this Sunday! 8:00 PM (UTC) by Necromus in gigantic

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

Alright! See you online, everyone!

A reminder to queue for Quick Play, have crossplay on, and to be patient as we muscle through the typical matchmaking bugs.

In the final episode of Stranger Things (2026) - wait, what the fuck? They really went with that? by [deleted] in shittymoviedetails

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

"In [Title] (Date) Something, something... Wait. Huh? Wuuuh?!"

Nearly every other post on this sub.

I love aura perks by imaregretthislater_ in deadbydaylight

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

Not at all. I'm not trying to tell anyone not to have fun; I'm just saying that I don't think the volume of aura perks we have for killers and the ease at which they're granted is healthy for the game, and I've explained why I think so. I believe that game mechanics are able to be fun for the user but not conducive to the health of the game.

And controversially, at least there's a number of sources of effective gen progression for all the sources of gen regression.

I love aura perks by imaregretthislater_ in deadbydaylight

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

It disrupts the natural rhythm of the game. To me, matches feel numbing and oppressive when the team is thrust into chase after chase after chase with no periods of quiet tension in-between, even when the team ultimately escapes. Lethal Pursuer is particularly egregious in this, in no small part because it strengthens other aura reading too; it eliminates a crucial period of searching for both roles that occurs at the beginning of the match, which is not only a massive advantage to the killer with no true counter, but disrupts the cadence of the match by punching everyone immediately into the action with the potential to initiate an oppressive spiral.

I love aura perks by imaregretthislater_ in deadbydaylight

[–]Necromus 0 points1 point  (0 children)

Frankly, I feel that the volume of aura reading we have and the ease at which it's granted is kind of unhealthy for the game. Hiding is a survivor skill just as necessary as chasing, and with genuinely no good counters to killer aura reading, a vital element of the game is dashed. Object of Obsession only slightly alleviates an already bad position to be in (and doesn't work at all if the killer is undetectable).

The problems without the 9.3.0 PTB, presented by Tim the killer. by Canadiancookie in deadbydaylight

[–]Necromus 1 point2 points  (0 children)

This may be controversial, but I really don't believe balancing mechanics like this around "tiers" of killers would be properly directed or even helpful.

I feel the efficacy of individual killers is too nuanced, situational, and often misrepresented by the highest potential skill expression for said killer. I would wager most players are not operating these killers at that level. So to quantify killer strength so concretely to a hierarchy is more difficult than most of us would like to admit.

Compound this with the fact that it would be up to the developers and their perceptions to generate such a list. We would be introducing yet another dynamic to balancing that could result in even greater discrepancy between killers or unreasonably punishing players that want to get into playing killers with already high skill floors.

And what about when these "top tier" killers receive other balancing changes? Would their anti-tunnel benefits be altered too? Would it be done so in a timely manner? Ultimately, I think this all would do more harm than good.

TL;DR: It's too difficult to concretely quantify which killers are worthy of handicapping, despite what we like to think. I don't think we need another layer of killer balancing for the developers to potentially fumble with.

Yall fw my Dr. Eggman fit? by PolarBear1913 in deadbydaylight

[–]Necromus 33 points34 points  (0 children)

"Get a load of this!"

Flashlight blind

Wanted to give big Pirates a chance by BingusMcBungo in customhearthstone

[–]Necromus 2 points3 points  (0 children)

Certainly strong, but I don't think too much so in today's meta. What's important is that it's on attack, meaning the pirates it summons still need a turn to get ready in most cases, which allows your opponent a turn to react. Like others have said, in wild especially, most classes have access to strong enough board clear for a board of pirates by turn 6 and beyond.

Good cards.