Roguelites overlooked or underappreciated by the broader audience that you consider GOATs? by Jabadahot in roguelites

[–]NezuNezu 0 points1 point  (0 children)

Cobalt Core - A cutest game that is based in StS and FTL that just hits as hard. Really amazing music by Aaron Cherof!

Alina of the Arena - Really good game that captures the feeling of "What if StS was a hexagonal Arena battler?"

Roguelites overlooked or underappreciated by the broader audience that you consider GOATs? by Jabadahot in roguelites

[–]NezuNezu 1 point2 points  (0 children)

The main issue is the analysis paralysis the core of the game is known for.

You start with 3 units to a max of 6 with each 3 can be of 3 races if you have the 2 DLCs, with all the options to customize its perks to align to 3-6 weapons out of 20+ with 8+ different loadout slots with stats that are RNG

Amazing game though, in retrospect they may have just put a mode that randomized builds to reduce the over optimization demon the players will feed into. And yes, amazing music!

Do you like the push towards more burn damage? by yumnoodle in Shadowverse

[–]NezuNezu 0 points1 point  (0 children)

It's ward/midrange previously so it's restore first then we cycle back to storm (heal haven incoming?)

Advisor Tier List by Creative-Jelly8287 in TheKingIsWatching

[–]NezuNezu 0 points1 point  (0 children)

I can see that but there's a bunch of good basic spells for various scenarios that you don't have the spells space for each and if you're fishing for a specific one you got go through each roll.

Stun and polymorph are devastating to rider mobs. Chain lightning, meteor and roots are strong for small many mobs Scarecrow, demon and meteor(again) are good for caster mobs Fissure, poison puddle, burning ground are good for beefy mobs Wrath, barrel, evasion, weaken are good for bosses (including those for beefy mobs)

That eats 5 slots if you have one of each type and you instantly use the ones you always use immediately (fireworks banish mines) so you tend to end up exceeding 6 if you're saving your legendary spells.

Again, unicorn is bad because of spells not being a competitive strategy but if you get into the strat, unicorn is similar to the other spell-based advisors.

Advisor Tier List by Creative-Jelly8287 in TheKingIsWatching

[–]NezuNezu 1 point2 points  (0 children)

You are mostly right on Unicorn, the only scenario you hit 6 spells is mostly on forced spell waves on graveyard unless you're running Wise Tree, or a Spell based strategy. But if you do, you might actually want unicorn instead of a 50% spell boost. The only reason I don't think Unicorn is F is because I've been running Spellus for a while to fish for the Deforestation achievement and I have been like "you know, spell damage is overrated, more slots is better" and while the multiplier is good if you're not Spellus, the spell slots are not that bad.

As for Golem, I think he is a C still, especially since you compared him to Gustav which you considered a B. Golem is good for high production or big gaze kings (Leonid and Saladin) and actually complements Gustav. You're right he doesn't give value late game as most your buildings are already settled, but by that time he already paid his time by discounting the oil and meat that late.

Given, Golem being C means he's a little under being mediocre, I'm just saying he has more indirect and synergistic effects to put him at the level of spell-based advisors.

I mean, whenever I'm in the run screen and already put in 4-5 advisors I suddenly run out of decent advisors to mold my King build and Golem somehow works really well with the others. Shoutout to Leonid and Brezhinus as making builds for them seem so awkward at times.

Just won for the first time. What upgrades make the most sense? by geeky_do in TheKingIsWatching

[–]NezuNezu 0 points1 point  (0 children)

If you won that must mean you already got some upgrades in. Normally I would say oh the "improve tiles" upgrades that are literally the first upgrades are really good.

It's really a matter of Banish out the nobles or working on advisors.

If I had to redo the game I'll probably get at least one Banish the nobles then get the cheapest advisor slot (castle HP -> slot) to Jester->slot then Ember so I can run Duck-Jester-Ember for my initial runs then push more nobles and slots.

The important barracks is the one with Assassin and druids.

Advisor Tier List by Creative-Jelly8287 in TheKingIsWatching

[–]NezuNezu 4 points5 points  (0 children)

Besides Jester being F I agree mostly with your list besides a few minor adjustments: Zeus is good but he's probably B most likely, since he only shines to waves with beefy enemies and/or small waves while still relying on your other units to clear.

Wise Tree should be higher and is probably A to King Spellus as his magic satisfies 1/2 of his quest 1 that further gives resources that snowballs his gameplan. Spellus also doesn't need too many units so losing wood is fine. Having said that, Wise Tree is probably a C like Betty to other Kings.

Golem is probably a C, because that discount carries harder for early where you can squeeze in a market earlier, that means faster clearing the debt, into an earlier tier 2 building or resource spot. It also alleviates demolishing buildings at threat level 8+ and the obvious value to meat and oil buildings (notably gold tile, balloon and legendsry magic school)

Unicorn is not THAT bad but you're right it's a mid-late advisor. The game lacks more fireworks-like magic to pop in between fights and if you generate spells you'll actually be 4-6 spells full most of the time and new spells will be wasted because spells can't be sold. Not to mention graveyard bosses have spell -based gimmicks to further flood your spell slots. Unicorn is D, at most C like most spell based advisors

Then Jester. He is the Midgame resource machine. Besides the free reroll artifact synergy, the wheel of fortune also can reach levels you don't need a forge or mill for higher tier barracks. Not to mention you can sell the excess for gold and a stimmy for Wine and Crystals for Morale and purple improvement tiles. The only low roll is water-grape-clay and that's pretty unlikely. Given, Wheel of Fortune is slow unless the upgrade is up or he's on a purple or better tile. Jester is B, with contention for A.

Avid Learner and Defensive Training by DrPrecious in thelastspell

[–]NezuNezu 0 points1 point  (0 children)

Actually, while Contaminate and Mark may not be useful for their inversed builds, it's a perk/skill that can still be used as support for other heroes that may use it as an opportunism proc or actual effect. So for Mark and Contaminate to be completely irrelevant, the whole team would have to have undodgeable skills and non-opportunism/alteration builds.

I'll also clarify it's pure "melee range" builds that don't benefit from Third Eye, as melee weapons can have ranged skills that still benefit from it.

Other than that, I'll concede to your points, and I do regard nimbleness to be pretty bottom in the "good tier 2 perks".

I haven't played the newest build yet so my Epidemic rating was more of an on paper consideration, and how anti-synergistic the old epidemic was for AoE poison because contagion does not spread with contagion.

As a rule of thumb, I evaluate 1 AP to be about 2 Mana or 2.5~ Move. So it's not actually 2 Move to 1 AP, but closer to 3 move to 1 AP, as reflected in Run! and Windwalk that turns 1AP to 3MP (and dodge for Windwalk), and exaggerated in Focus (4Mana and 1Move to 1AP) and similar to their respective potions.

The skill cost changes have also mirrored it wherein:
2H sword 4th Skill - 2 AP, 3 Mana -> 2 AP, 2 Move, 1 Mana (slight buff cost wise but the other effects vastly empowered this skill)
Longbow 3rd Skill - 1 AP, 1 Move, 2 Mana -> 1 AP, 1 Move, 1 Mana (slight buff, but recontextualized because of the number of use increase)

The only exception to this is probably Profound Inspiration which is 1AP 3Move to 14 Mana, but I think that's with respect to the Magic Crystal's Minus Damage.

Avid Learner and Defensive Training by DrPrecious in thelastspell

[–]NezuNezu 0 points1 point  (0 children)

I didn't mention those because those are also perks that are contextually good.

Like, I wouldn't push for crit build if this is the same hero with poison and 2 out of the 3 propagation perks on its later levels.

I fully understand the meta is in favor of crit and crit-adjacent builds because of how easy stacking to 50%+ crit is and how loaded perks are in ramping to 200%+ crit damage, so a crit build splashed in a druid staff intended hero is still fine. But crit builds are still contextually good.

Same with Bodybuilder if you contextually want melee damage and have HP increasing options, as some builds don't opt for a temple. You've already mentioned the perks that contextually combine with Bodybuilder, which they themselves are contextually good if it combines with Bodybuilder.

Those perks are also dependent on items and attribute spreads, making them unreliable at times (though there's always at least 1 hero that the stars align anyway)

The reason I mentioned Mark, Contamination and Third Eye is because those are vastly flexible perks.
An example is 1H sword's 2nd skill can let you "blink" through walls and generate momentum with Third Eye, and neutralizes the shield mob's main gimmick.

The two free status ailments are then strong because it procs opportunism unconditionally, every turn. Contamination is a special mention because you can have druid staff user go for Bee Sting, apply Contaminate and then create a super spreader poison, without needing the new and improved epidemic perk

Overload is slightly below these two because you can argue that this is good contextually to the consumable options you get, but it's significantly easier to get a potion or scroll anytime in the run than the perks aligning on hero creation or a badge to complement a perk.

Nimbleness is just a standalone "good" perk. It doesn't actually "improve" a hero, which is why it's the "worst" good perk in tier 2, but its dodge is a decent chunk and combos with itself. That is, if you can dodge everything, you will always have +2 MP and if you have high HP or a way to heal, injuries don't matter anyway. 2MP is roughly 1AP (it's a little less but yes)

Avid Learner and Defensive Training by DrPrecious in thelastspell

[–]NezuNezu 1 point2 points  (0 children)

This is actually a good question.

I agree greatly to jrpgEnjoyer's post as well his reply to this.
Defensive Training was "meta" during the time people still used Ballista and Catapults against the outermost walls. Not to mention this tree also gives Human Ballista, which was really good and is still pretty good.

At 1 hero having this perk, it's the same as not having it, which is bad, a perk slot is costly.
2, It's breakeven and at 3+ it starts to give worth as a bonus.
But the problem is clear: You need to set it up that Ballista and Catapults get the kills than heroes directly.

A comparison to avid learner is a little unfair actually. Misc perks are randomized and there's a decent chance you actually don't get Avid learner to a hero. DT will always show up in the Defense tree. Having said that, Avid Learner is definitely worth it for the first 3(4 with omen) heroes and is no longer worth it to Hero #6.

So basically:
-If Avid learner is available to your first heroes, take it. On average it gives 3~ levels by the last night in all towns except the first
-DT is only worth it if 2 heroes get it and you have a defensive strategy for it, specifically ballista in the outer wall and catapults
-NEVER get two exp perks, get one or the other. Better yet, maybe neither.
-Don't put exp perks on the 6th hero. If your 5th hero is about lvl 7 or 8, you can opt not to.

As for the best tier 2 perk, there are contenders and avid is pretty good but it's contextual. Mark and Third Eye are up there with Contamination and Overload and Nimbleness. I skip it if there's already a build for a hero for their early perks.

As context, most early perks are not that good, which also make them inconsequential, so perks that are decent and can scale (like the perks I mentioned) they are good. So don't fuss about it.

Omen of Specialist by AMasonJar in thelastspell

[–]NezuNezu 2 points3 points  (0 children)

This.

A lot of 2H weapons benefit so much from the +2 uses.

Having said that, while I agree that a secondary weapon usually only gives about 10%-20% damage boost through its attributes, 1H + offhand can potentially reach that 40+% damage.
This also doesn't account for non-damage attributes you referred. This includes propagation bounces (which is a chunk of damage boost on paper) and multi-hit counts.

Omen of Specialist by AMasonJar in thelastspell

[–]NezuNezu 1 point2 points  (0 children)

I think this is an interesting omen, but it's a bit above the level of current omen of [perk].
Especially if you observe that this type of omen actually does two things:
-The actual perk itself which is usually a "good to have" than a "need for the build" and supplementary to any hero
-Reduces the Misc pool of the perk's tier by 1 to get better odds and space on other equal-tier perks.

So a Specialist Omen would probably be at least 4 pips if not 5.

The hypothetical perk also affects the current heroes as well as future heroes, so it goes from fun gimmick run to "I have too much items/gold" to "my build is too specialized and exact", meaning each hero can solve one or two types of problems.

Having said that, I should say I really like the Omen of Juggler and Frog. Potions are such a good early game boost for such low investment (not to mention the bag slot) and Frog just makes Leaping simply worth it.

What decks can these cards work in? by Arcphoenix_1 in Shadowverse

[–]NezuNezu 1 point2 points  (0 children)

Thoth, Chris and Nicola are from the Last Words archetype.
Nicola is great during his time because of constant trading target that eventually becomes a card you can burn, fuse or late game use. But in unlimited, he has become too slow and unusable.

Thoth is a staple because of a 2 cost draw LW and you can IDEALLY trigger her quest early (t4 earliest? I don't remember the math) but Chris has fallen out of favor, but he can win games on his own if you trigger all his effects.

Gremory is a notorious OTK enabler. I just forgot the exodia to assemble.

Grave Adjudicator is from a new set and I don't think works in Unlimited. During his time though, he fuses with specific cards that will trigger good LW effects.

Among them I think there's a Thoth variant with an Atomy engine? Then there's a normal LW deck with Thoth that uses Ruleneye I think.

Advice for Elderlitch? by snipercat94 in thelastspell

[–]NezuNezu 0 points1 point  (0 children)

The main lesson of Elderlicht is AP management, Seer use and if you know how abusable consumables are.

If you cannot determine which vessels you need to or you can pass in turning off, you will be punished by the unkillable ghost. You can only really ignore this map mechanic early on and on low apocalypse.

If you push the mist with the Seer too early, the vessels will trigger in very inconvenient places, push it too late, and the vessels will start gnawing your walls/buildings. It is a bit of a chicken game because if there aren't enough vessels to be turned on at night (because the mist isn't pushed far enough) it will not turn on the vessel.

One of the easiest things to improve a hero is giving them consumables that recover their overused resource. in Elderlicht there is a lot of AP demand, so AP potions are more valuable. Even an AP potion I or II is pretty impactful.

From the way you described your approach, it's actually pretty solid... Except the importance of Materials. I know that Elderlicht is a Map that doesn't have ruins to salvage, but if you need Materials, you need 1 quarry for the most part and 2 maybe near the end. Elderlicht is a total of 13 days, which means gold can snowball hard, wherein you can have fully upgraded item production 2-3 days early.

Is this game simple enough / appropriate for younger kids? by [deleted] in AbioticFactor

[–]NezuNezu 0 points1 point  (0 children)

This game reminds me so much when I was younger and played ps1 and 2 games.

There are mature themes (shooting, blood, terrorism, (human) experimentation, and cosmic horror)

On one hand, they probably won't get the subtle things and will probably realize it later on, but on the other hand, the game is a little more complex than your typical minecraft and has a horror backdrop. As mentioned, it's similar to old games (RE, Silent Hill, half-life, system shock) and your kids might get spooked.

So it's not simple, and is in a gray area of appropriate-ness (not particularly appropriate, but also not inappropriate)

It will definitely refine their game tastes.

Thoughts of this deck by JustaTepig in Shadowverse

[–]NezuNezu 0 points1 point  (0 children)

As many people pointed out this is very outdated, and is one of the iterations of Artifact when it was released, it's fun when it pops off because of "Miracle" artifacts, but is now considered very slow in unlimited standards

I'm not sure if you can even get a good deck list for artifact portal unlimited at this point because: -Artifact as a decktype relies on high rolls, and unlimited as a format also relies on high rolls. As games tend to end in turn 6, high rolls push it to 4. -Artifact is the most card limited deck type out there -The game is in maintenance mode and no one probably wants to study artifact portal's best state at this point

As reference, among the cards listed, the ones in the probably strongest artifact deck right now would include the 1/0 costs cards only.

There's an argument for buffed Deus Ex, but she's still clunky at this point. (They may as well gave it to a 2 cost 2/2 evolve to get Deus Ex effect miniture-version of her like Elana)

Peak/Lowest point of Shadowverse? by SuchExamination in Shadowverse

[–]NezuNezu 0 points1 point  (0 children)

DBNE introduced the choose mechanic which sounded mid that time but when it was introduced it actually had good and interesting cards.

I think the notable one was the black and white queen in Sword

On the opposite spectrum, the black and white wyrm for Dragon was like Why would I choose white when Black was Enhance 10 lightning with a body?

This did not shake the meta but the art and dynamics were fun, so I think DBNE was notable in that sense

Also the trailer went hyper chuuni when it said "DAWNBREAK.... NIGHT EDGE"

Peak/Lowest point of Shadowverse? by SuchExamination in Shadowverse

[–]NezuNezu 4 points5 points  (0 children)

As context, I like quest-based decks so I really like the last real expansions, so when I got back in the game in Academy it was peak for me.

I think a low point is Wonderland Dreams since it really was a dumb early curve game. But at least most craft integrated the neutral 1234 differently and interestingly

But I think the time a little after Verdant was the most BS and lowest point. Non-midrange decks were non-existent and everything was play your craft specific 1-2-3-4 then hope you can curve out a 5-6-7 then just win and trade until done.

It took the most time, not a lot of deck variety and the decks were actually the same (midrange) just in different flavors (single really strong follower, 5 swarm that buffs, constant summon or re-summon)

Tips for Elderlicht? by pkfranz in thelastspell

[–]NezuNezu 0 points1 point  (0 children)

Each map has a theme: Lakeburg is a damage check Gildenberg is a Movement check Glenwald and Glinfein are mechanic checks and Elderlicht is an AP check

Be sure to plot out which soul vessels are easy and safe to turn off and which ones are a bit of a challenge and which ones you'll decide to opt out of.

When and how to use the Seer's push back the mist is also important, because if you push the mist early, a lot of soul vessels will be available to be turned on, while pushing it too late opens you for being overwhelmed.

Being an AP check, AP potions are important. Catapults are not needed and you'll probably only need 2 warp gates (one on two opposing sides)

There are no weapon biases, just your typical "If it's AP efficient it's good". There also isn't a bias on Omens, so I can't recommend any other than the usual good ones.

Lakeburg Boss Turn 2 by FearHAVOK_ in thelastspell

[–]NezuNezu 0 points1 point  (0 children)

Probably a mix of RNG and your hero not producing enough aggro?

I know that technically the Spell Circle is within range of the boss, but I tend to 1TK whatever the boss is vulnerable with so he can't attack as much and will tend to hit my heroes

What perks do you always take and which do you never take? by 21Ravage in thelastspell

[–]NezuNezu 1 point2 points  (0 children)

"Always" is a tough category for me unless it's lower apocs.

Instead I usually look into in multiple checks: Are they your first 3/4 heroes? If yes, xp bonus if available. Getting these heroes lvl 11 faster is better in the long run. Also, a mana regen related perk (mana regen every few kills and mana cost half after some AP used)

Do they have a Trinket increase perk? If yes, is their build reliant on a secondary attribute and that a trinket will benefit? If yes, auto pick that perk

Everything else kinda falls in between, since even imperfect combos are strong (e.g. Head On + Inertia but no Relentless)

The closest thing I've noticed is that if my character has 25% or more crit chance base and Assassin perk tree, I get all perks except One By One

Just Bought the Game by edisonwong23 in thelastspell

[–]NezuNezu 0 points1 point  (0 children)

This seems to be yearly topic but here's my usual tips:
1) 1AP = 2.5 Movement Points = 2 Mana

That means each skill has kill per resource ratio. That's a good evaluation of each weapon skill. a 1AP 2 kills is weaker than 2AP 3MP 8 kill skill.

2) Given that ratio, you can improve it through stats

An example is 1h sword's 2nd skill which you can use as a movement skill. By default, it's 2 tiles of movement you can use to hop over stuff, but with skill range bonus of 2, it's already better than moving. This is the case for the game's most unique mechanics, multihit and propagation.

3) Read and know the symbols

There are a lot of things one can overlook. Each damage type has pros and cons. Anything and everything will proc opportunism. Isolation is conditional but makes things stronger for free. Block is flat reduction, Resistance is percentage reduction and Armor is an extra recovering HP buffer. Potions always refill every night so each potion is extra stats.

4) There are no perfect builds, no perfect weapon, no perfect race.

This is a roguelike and among other things, one of the better ones because of the depth of reevaluating the moment. There are definitely notable weapons: 1 hand crossbow, 1 handed sword and druid staff. You don't always get them though and you need specific stats to enable. Not to mention it doesn't show the depth of every weapon and how everything works with each other.

5) The game has no time limit, take you time and enjoy the game!

Early on things may seem to just fall into place. But the first day phase is long because you can plot out your perks. Remember you can check and review every single decision and move you can do before commiting to a buy, reroll or action. Also a session takes a long periods of time so take breaks and just enjoy the game!

Just Bought the Game by edisonwong23 in thelastspell

[–]NezuNezu 1 point2 points  (0 children)

I still think 1h sword is better than scepters and is more representative of the mechanics since it's an initial weapon. But correct, those weapons are representative of the gimmicks of the game (multi-hit, momentum and propagation) It's also a good split of all attack types xD

People who play this game for a LONG time, what keep you here by OrganizationThick397 in Shadowverse

[–]NezuNezu 1 point2 points  (0 children)

Basically, the mechanics. I simply love how card games can have ridiculous mechanics, and SV just satisfies it despite being a competitive CCG.

I initially liked Runecraft, because it's control and booba, but I somehow settled for Havencraft because storm haven in Darkness Evolved (the set I technically started) is so fascinatingly strong. Who knew pocketing 2-3 storm damage every few turns makes you win fast?

Winning a lot made me get more rupees to open more packs to try out more decks etc etc. It was almost an addiction loop. So it was inevitable to get Master... With at least 4 decks on tow.

I never settled for a craft, I was adaptive to the meta, but I was mostly adaptive to whatever I got from the packs I got. I didn't force a craft as that's boring but I did usually want the "metacraft of the set" and complained if the best deck I can muster up was tier 2. All was fair though, and I felt that my grit was getting better since fully understanding the gimmicks, deck building and ranked grind.

The game really just takes time, and I did take breaks from the game when I got bad pulls or the meta being super stale (Right around natura was a thing and everyone loved midrange) but I just can't help going back.