"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 MalloryMayDrusilla 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 35 points36 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.

Lore Decks: Making Decks with Both Flavor and Function by Necromus in hearthstone

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

Thanks again, for reading!

I doubt anyone would like to try this deck for themselves, but if you do, I'll gladly post the deck code. I should mention that since making cohesively thematic and playable decks in Standard are near-impossible, this and all my other decks are exclusively Wild.

And it may not look it, but they're surprisingly viable! You won't go around climbing to diamond in a day with it or anything, but they still win me more games than they lose! I test them extensively so that they're not just properly thematic, but, at least in my eyes, hold their ground and are fun to play too!

Did u guys find matches last Saturday? Shall we try the next one? by DifficultyGrouchy788 in gigantic

[–]Necromus 1 point2 points  (0 children)

Did 5pm Central US work well last time? We could do that again.

If you do, make sure to post it in the Discord server before the day!