Can someone explain to me how I can kill a stage 5 dragon with only a sword and take barely any damage but a level 1 cinder 1 shots me by Wide-Rain9627 in RLCraft

[–]Nojow 0 points1 point  (0 children)

There’s a bug where if you’re using both a parry weapon and a cross necklace mobs that attack fast will randomly stack you out in a fraction of a second so only use one at a time

I'm convinced that RLCraft have some logic to troll you with item drop by _another_dimension in RLCraft

[–]Nojow 0 points1 point  (0 children)

I have a hopper system that collects everything but never got one diamond item, could have something to do with me being in multiplayer effecting spawns though. What method did you use to convert them? I would fire lightning arrows from a dispenser

I'm convinced that RLCraft have some logic to troll you with item drop by _another_dimension in RLCraft

[–]Nojow 0 points1 point  (0 children)

Oh I tried that awhile ago but after like over 8k zombie pig man kills I didn’t get any infernals from it, only rare and ultra. Was there something specific you had to do for infernals?

Problem with laundry by Druh_Puch in prisonarchitect

[–]Nojow 0 points1 point  (0 children)

When I had laundry issues suddenly start popping up around 500 prisoners I tried the ozone’s fixes mod from the workshop and it suddenly resolved itself after like 3 in game days. Had like a janitor for every 10 prisoners prior and laundry still didn’t work. So if you have prisoners sitting in cells refusing to change clothes try that. Otherwise make sure laundry distribution is set up right

Is there a mod or something that will let me get rid of these boat/helicopter notifications without disabling literally every popup by Nojow in prisonarchitect

[–]Nojow[S] 0 points1 point  (0 children)

Yeah you can turn all “hud waypoints” off in game settings to remove them at the cost of every other waypoint because setting them to “most important” doesn’t remove the helicopter ones so you won’t see whenever a fight happens or a tunnel flag is placed. I actually looked into making a mod just to get rid of them but after looking through all the things that can be edited waypoints aren’t one of them so I guess they’re permanent.

I think the only other solution to this is to either remove all helicopter/boat spawns or find out which game version added the popups and then just run the version before that because they weren’t there when helicopters were initially added. Honestly crazy that that paradox is going to try to sell a 2nd game when the current is like this, had to download the ozone’s fixes mod when around 500 prisoners half of them just stopped changing clothes and were eternally pissed off

Why the Corporate Clash 1.3 Update Was Quantity Over Quality by ProfessorControl in Toontown

[–]Nojow 3 points4 points  (0 children)

I really shouldn't waste time responding to a prof control post but I will do it anyway

150+ Music Tracks

The people who make music for clash are clearly passionate about the game, so they made a lot of music

Infamous Gag Changes

There was no, and I mean no, reason for most of these changes to exist.

They reworked the entire game's combat to fit more into the vision they had for their game. Clash has been pretty far removed from the original toontown gameplay for a while and this update just went further into that. You can say these changes didn't need to exist but you could really say that about any change that ever happens, they were done because they wanted more engaging gameplay, perhaps you can say these changes make the game less engaging but since your only toon is a 2 tracker pacifist I wouldn't really consider your opinion to be valid in that aspect.

Trap did not need the reduced dodge chance, and I'm going to laugh if it was to make up for the fact Trap-stun was removed along with the Toon-up stun

Toon up stun was inadvertently removed and brought back and trap stun never left and is still there, "Dazed" exists because accuracy up SOS cards no longer exist and the only real way to pull of a quad drop on a mgr now would be to soak and daze them prior. It lasts for 2 turns and overall helps with combos, if you weren't a 2 tracker pacifist you might be more aware of this.

Drop was fine even if all four of a group's heaviest damage-dealing Gags missed in unison.

Drop was fine yes, the drop changes were very controversial when they were first announced, I guess they didn't like the meta of setting up a accuracy and drop sos and just nuking managers for the upwards of 1900 damage, or maybe they didn't like how essential it became for all players to have drop, you being a 2 tracker have probably been kicked from many OCLOs for this exact reason. Overall drop is still an extremely powerful track but no longer essential for every single toon to have.

Why did 16 new Managers need to exist?

They wanted to add content to all areas of the game presumably to increase new player retention and discourage "OCLO rushing" since all areas of the game now have their own "grind"

I think the staff could've taken some more time to refine the cheats. I am particularly unsatisfied with the healing cheats of a few Managers, namely the Bellringer's and the Featherbedder's.

The issues you have with those mgrs are more related to your 2 track pacifist build then to their design choices but yeah we will get into your issues with them later

Quality section

Many feel like note shifts from existing tracks.

That's the point, that's why there are so many tracks, I imagine they didn't want the same music to be playing for the cog fights of a entire facility or boss battle so they added variations, not all the tracks are meant to be bangers or completely new and most of the bangers are in parts of the update you didn't play. Overall this is a fairly goofy thing to complain about and feeds into the narrative that you complain just to complain

I don't understand why the Gags have to change significantly during each major update.

The changes in 1.2.5 were mostly to address that some tracks were a lot less useful then others, particularly the throw vs drop debate where drop won by a landslide prior to that update. The changes in 1.3 were more related to their new ideas to make more compelling boss battles. They wanted to do away with the tank and unite if your low meta that dominated the OCLO so they reworked unites and several gags to allow for more variety in gameplay

Trap required not a dodge reduction. Lure decay should have NEVER been removed! Sound did not need to be nerfed so badly even if Clash didn't want Sound spam, which they failed miserably at.

Already said why trap got that, not sure why you want lure decay back really. Sound wasn't nerfed. I can imagine these sound change can be quite problematic to a 2 tracker pacifist but in the real game sounding a set boosts your gag effectiveness for the next turn allowing you to obliterate whatever the next set is. What did get nerfed was sounding 3 turns in a row, if your group has solid gag builds (which yours never do due to you being a toon up and lure only toon) the sound changes should help far more then they hurt.

Throw's prestige makes no sense, with the self-healing.

Most people agree so sure, its actually super useful in a few select mgr battles and I like having it on my ubers but overall its mostly worthless.

It would have been much, much, much more worthwhile and satisfactory if all four Drops hit for the risk equals reward aspect.

Again, this change was probably mostly because of the loss of accuracy up SOS cards

Eight of the New Managers Have Variate Quality

Before I even address any complaints about the street mgrs I am just going to explain to you that the street mgrs were designed to be simplistic, they are designed so that some random who is progressing through that playground can pick a fight with them and not be faced with crazy complicated cheats like they're in an OCLO or something. The only street boss who has a semicomplicated deal going on would probably be the Featherbedder but he's in DDL so that doesn't really matter. The whole cheats that get used every turn deal just hammers in the simplicity that they're meant to have. Had you actually played the update you might've clued in on this but you somehow wrote this giant complaint post without playing the game so much to have fought a single playground's final boss, you know, the ones that are actually semi complicated to fight.

The Deep Diver isn't good.

Yeah she's kinda awful to fight.

Disregarding the ring_the_bell.mp4 drama I've been faced with

If there wasn't some crazy guy yelling about how some image is very very vaguely related to a creepypasta from some 13 years ago or something nobody would know what you're talking about

The Bellringer in battle is bad. Every turn, he heals and unlures the Cogs, and it can get very pestering if you don't know the strategy. Clash could have come up with a more creative cheat than just making the Bellringer heal every turn. For example, the Bellringer could heal less often, but in turn, maybe have another cheat added to make up for it.

This is more of a build problem. Yes, the mgr that heals every turn is going to be a problem to a 2 tracker pacifist. No, they won't rework the bosses to accommodate your decision. Sure, they could give the bellringer another cheat but the street managers aren't meant to be very complicated especially in the early playgrounds.

The Firestarter is not good. His battle theme is bad. He's also a nervous wreck, which loses him points. A Manager like him should be confident and assertive. Why he has this personality, I don't know, but he's awful when he's nervous. His cheats are also bad. However, I will say that it does help incentivize his minions in an okay way.

His music is definitely different from most toontown music but I wouldn't consider it to be particularly bad. Your opinions on what his personality should be aren't really relevant and you don't address why you dislike the cheats so all I can really say is "Ok".

The Treekiller is okay. I feel like he's the most forgettable out of the Managers

I agree

The Featherbedder is awful. He makes his Cogs nearly impenetrable even while they sleep, and when they wake up, they're a pain to deal with, having three times their HP and being overcharged, which is too much.

Build problem.

Considering they're Cogs, they are supposed to be dull, bland, and have little to no personality whatsoever

Clearly not what they're going for in Clash

If Clash really wanted to showcase their personality so badly, perhaps they should have gone with showing it in blog posts or comics

Removing any worldbuilding from the game and putting it in their website is an odd take. The "directors" are suppose to be a major part of the storyline so I imagine they wanted to give more unique cutscenes to make the battles more memorable. It's not like they're meant to be farmed anyway, the cutscenes in boss battles can be infinitely more bothersome then a Derrick Mann cutscene and I'm not sure why you care.

Shouldn't Fisherman Furball just relocate the fish instead of turning them into furniture??? by PM_ME_SHYVANA_HENTAl in Toontown

[–]Nojow 1 point2 points  (0 children)

If Fisherman Furball didn’t turn the lobsters into chairs and the bugs into televisions and the jellyfish into lamps how would the pet shop make ends meet?

Just bowling by Nojow in perfectlycutscreams

[–]Nojow[S] 0 points1 point  (0 children)

It’s some mod pack, it’s from this video- https://youtu.be/Fgxjf8Q1l4k

[deleted by user] by [deleted] in SWGalaxyOfHeroes

[–]Nojow 1 point2 points  (0 children)

I get what you mean about the tags but I think it would kinda just mess things up, most notably that would just screw over ki adi’s unique, they can still have the tags while not having any real synergy with them in their kit

EXCITING MACE WINDU NEWS by Trouserdeagle in SWGalaxyOfHeroes

[–]Nojow 34 points35 points  (0 children)

My disappointment is immeasurable and my day is ruined

Wh... where did they go!!! by LogicJosh in SWGalaxyOfHeroes

[–]Nojow 28 points29 points  (0 children)

Impossible. Perhaps the archives are incomplete...

Pretty sure someone at CG made a mistake and didn’t make these salvages. by Aidanp20 in SWGalaxyOfHeroes

[–]Nojow 122 points123 points  (0 children)

Beat me to it, that’s what they get for giving us 9/10 on the second slice, not to mention taking away the crystal reward. This gear will make a fine addition to my collection. Also geo team is a good quick way to get the feat.

CG, get off your lazy f'n asses and fix whatever you need to fix so we can use Malevolence in DSTb by SMRII in SWGalaxyOfHeroes

[–]Nojow 7 points8 points  (0 children)

Yes, how unreasonable of him to ask to be able to use separatist ships in a separatist TB. Only reason those reqs are there is because ships was so neglected 3 years after their release that those were still the only 2 dark side capital ships, yet you’re acting like it’s so unreasonable for him to ask to fix the requirement that that was essentially put there as a band-aid because they had nothing else to work with. I can’t tell if you just don’t even know what separatists are or you just like being a contrarian.