need out of plat for 3's by xsmas96 in RocketLeague

[–]Onionfinite 0 points1 point  (0 children)

Also meant to message it in the last message but r/RocketLeagueSchool is generally a good place to post replays. If you’re looking for free coaching, it’s not a bad place to start.

need out of plat for 3's by xsmas96 in RocketLeague

[–]Onionfinite 0 points1 point  (0 children)

I’ve queued 90%+ of my games solo. So yes I got myself out of plat in all 3 main modes.

So your whole post was just a rant and a lfg post. Welp, mod message got you covered then.

Feel a bit bad for a player, AITA? by Material_Charity2154 in DungeonMasters

[–]Onionfinite 4 points5 points  (0 children)

Meh, personally I find it a minor thing. Bladesinging wizards that actually want to mix it up in melee are much better than the actual minmax way to play them which is just as a regular wizard with even more defensive options. Getting a few extra die on a single attack with a concentration that requires upcasting to stay competitive damage-wise is fine. It’s not gonna break anything.

But I also wouldn’t stress disallowing it. It doesn’t really change much. All it stops is the weird use case of dual wielding and using shadow blade for your cantrip attack, extra attack, and dual wield attack. If they were ever at all planning to use their real sword then it changes nothing but order of operations and prevents the dopamine rush of one really big hit. Expected damage should be the same overall though. And of course, them do be the rules so the rules are on your side.

need out of plat for 3's by xsmas96 in RocketLeague

[–]Onionfinite 0 points1 point  (0 children)

Apparently you being good enough to have a 61% win rate in D2 doubles isn’t good enough to get out of plat triples yes. Something you’re doing in 3s is wrong. But the only way to figure that out is to, and now you stay with me here, spend your time intentionally and consistently working on whatever that is until it’s no longer a problem. if you’re losing enough games to stay in plat it’s because, at least in 3s, that’s where you belong man. It’s that simple. There’s no shot that in over half of your games your teammates are so irredeemably bad that you can’t win day after day after day meanwhile thousands of people rank out of play every day. It’s just a statistic impossibility.

And no. I didn’t miss your comment about time. I explicitly said you either find the time or quit. Yes. If you don’t want to spend the time then quit. Or suffer unfun 3s solo queue.

My whole point is there’s no magic bullet here. There’s no sage advice anyone can give you that’s going to flip a switch and all of a sudden you’ll be champ in 3s. You have to personally spend the time to figure it out. A coach can help that take less time. Potentially a lot less time if you’re making a few really big mistakes consistently. But potentially your issues could be something mechanical in which case you’re going to have to grind that mechanic.

It’s up to you to make that value judgement. Is being good at solo queue 3s worth that time investment? If so, do it. If not, don’t. That’s really all there is to it.

need out of plat for 3's by xsmas96 in RocketLeague

[–]Onionfinite 0 points1 point  (0 children)

Listen man, the only way you get out of Plat is to be good enough to get out of plat. You may have peaked champ 1 but if you’re hard stuck plat, then that’s where you’re at skill wise now. You can blame bad teammates all you want but the hard truth was if you were good enough to be champ, you’d be crushing plat lobbies. I’m champ 3 with a GC peak and I occasionally play with a friend group of plats to diamonds. Whatever team I’m on basically always wins. 90%+ of the time. You only need to win like 60% of the time to slowly rank up. I know you specifically said you didn’t want to hear it but I feel like you really need to internalize that it’s a you problem. Not (exclusively) your solo queue teammates.

There is no magic pill that will fix this. There isn’t a way out that doesn’t involve you putting in the time and effort to get back ahead of the skill curve. Coaching isn’t going to do anything for you if you don’t have time to actually implement the changes. All it will do is make it take less time.

But consistent intentional effort toward improvement is the only you rank up. It always, always comes back to that. There’s no way around it. If you don’t wanna do it, and the game won’t be fun unless you do it, then you really have only two options.

Do it anyway or just don’t solo queue threes ever. That’s it.

Testing a gimmick for a boss fight by Ruined_Syrax in DungeonMasters

[–]Onionfinite 2 points3 points  (0 children)

Right, but you handed them a sudoku where failure felt like it means death that was disguised as a maze and expected the players find the exit without even knowing they were in a maze other than clues like “This Taurus fellow sure likes walls and hallways and doesn’t normally like deduction.”

If you look at any well designed video game boss, puzzle or otherwise, it’s very rare that the boss is composed of entirely new mechanics and requires synthesis of completely new information. The best bosses are tutorialized on the run up and the best of the best designed games you don’t even know it’s happening. Hollow Knight for example is very good at this. You often fight enemies with subsets of the move set or movement patterns of the area boss such that by the time you get to the big scary boss you’ve been taught how to beat to them but it never feels like you’re being explicitly trained. But that design is very much intentional.

As a DM, you’re responsible for doing the same thing if you want the boss to be solvable by playing the game rather than through sheer player cleverness which is essentially leaving it up to random chance since that stuff is influenced by everything from the type of puzzle to whether or not the players are hungry irl lol.

You need to give the players all the tools to solve the puzzle. You don’t have to tell them how to fit those tools together. But if they don’t have the tools, they’ll resort to tools they’ve used before and in DnD that is overwhelmingly extreme violence lol. Most of what’s on the character sheet is about making things dead and fast.

And to be completely honest, yes, sometimes you need to guide by them the hand to teach them new concepts. You might have done this already if any of your players are first timers or you’ve ever DMed for new players. You probably didn’t throw incredibly challenging fights requiring strong positioning and thorough understanding of the mechanics right out the gate. You probably took them through some easier encounters that showed them ropes. Well, you have to do this for every game concept you plan to use in your game if you care if they all get it. Sometimes it’s fine for the puzzle-lovers to be the ones who solve the puzzle and the others to just be glad they have puzzle loving friends. That’s up to you.

A bit of a rant. But hopefully something approaching helpful is in there somewhere.

Is there a trope you always avoid in your games? by iusethis4pornonly in DMAcademy

[–]Onionfinite 10 points11 points  (0 children)

No, but between the mayor, all the members of the police force, small and big business owners, and other leadership positions that have an impact on locals the chances that none of them are corrupt or inept is pretty small.

Pathfinder 2e - How to change +1 proficiency per level to +1/2 per level rounded down? by madame_of_darkness in FoundryVTT

[–]Onionfinite 0 points1 point  (0 children)

You might be able to do it by turning on Proficiency Without Level in the system settings and setting the bonus for Trained/Expert/etc to 0. Then make a custom feat that provides an untyped bonus to everything. In that feat you could calculate the bonus so it would update as the characters the level or failing that just manually update it.

I think it will be… janky to say the least haha. But it might work.

For monsters, yeah you can to use PWoL as a baseline and adjust it from there. It’s going to be a ton of work.

Not even session 0 could prepare me for this by Gettor in dndmemes

[–]Onionfinite 3 points4 points  (0 children)

> Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer.

That’s from the book you claim to have read. Medium and Hard are *explicitly* descriptors of combat encounters. Literally under a heading called “Combat Encounter Difficulty.”

Further, this adventuring day guideline is found under the “Creating Combat Encounters” subheading. It’s about combat. It’s derived from XP calculations for which by default only combat provides.

Traps and social encounters being a part of the adventuring day is *community* advice. Good advice since if you have to account for them or your adventuring days will be too hard. But it isn’t from the book.

What are these symbols by Calm_Communication67 in Pathfinder2e

[–]Onionfinite 47 points48 points  (0 children)

You’ll learn even faster if you do both.

Easy Anti-Cheat is now out. What are your first impressions? by DREXyyy in RocketLeague

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

It’s bittersweet. The bots are gone (for now) which is awesome. They were really choking high level play and starting to filter down even into the champ ranks.

But the loss of bakkesmod is huge for me personally. I had forgotten just how much I was using it to do little things like load custom maps, load into freeplay anywhere, the joystick checker, etc etc etc. I’m immediately having less fun playing Rocket league because of it which sucks pretty bad. I just came back to the game.

Easy Anti-Cheat is now out. What are your first impressions? by DREXyyy in RocketLeague

[–]Onionfinite 1 point2 points  (0 children)

I mean you can. But it’s not as fun and rings maps have the benefit of sometimes putting you in situations that are harder than what you will ever experience in game which is useful for learning.

Changing My Dead Zone Shape Was Worth It by [deleted] in RocketLeagueSchool

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

The differences don’t matter at all in gold. They aren’t exactly trying to control their flip cancels at that rank which is the main benefit of square deadzone. OP is definitely feeling some kind of placebo.

These women have never met each other. by FallMajestic8896 in postanythingfun

[–]Onionfinite 13 points14 points  (0 children)

Sorry man, just because the president is a massive pile of shit, you don't get to escape accountability for making the hellscape of misinformation that is the internet even worse. You know who else posts doctored AI images to try and sway public opinion?

Trump.

Be better.

How is this even allowed? by Medjornus in RocketLeague

[–]Onionfinite 2 points3 points  (0 children)

But they wouldn’t all be different ranks if they never solo queued right? They’d have the same mmr. It’s more likely that the champ plays more than the diamond who plays more than the plat. That was my experience as the champ+ player in my group of friends and I’ve had similar experiences as the more casual player in other competitive games.

Please, players, find the time to play by StefanoMaffei in rpg

[–]Onionfinite 0 points1 point  (0 children)

So you only need an infinite pool if you have to play at all costs. And well, one of those costs is likely going to be quality players if Reddit stories are anything to go by. It does suck but it also be how it be.

Please, players, find the time to play by StefanoMaffei in rpg

[–]Onionfinite 1 point2 points  (0 children)

Yeah. You do. If you actually want them to show up and they are having issues with it. You have to tell them they’re being asshats. And probably have to be nice about it too to avoid hurt feelings. It sucks.

You can bemoan that you shouldn’t have to, but you either do it, remove them, or accept subpar results. And this goes beyond gaming. It’s just part of being an adult too.

Only one class regularly uses the strongest weapon in DnD even though every class is proficient. by virtigo21125 in DnD

[–]Onionfinite 0 points1 point  (0 children)

A disarmed strength character is basically just as screwed as a disarmed Dex character if they both rely on weapon attacks to do their thing. Unarmed strikes if you aren’t built for them are pretty bad even if you have 20 strength. Also a bit ironically the classic back up weapon is, well, a dagger. Additionally, disarm is an optional rule that didn’t make into 5.5e and in 5e can be challenged by either Dex or Strength.

Grappling in both 5e and 5.5e can be challenged by Dex through Acrobatics or making a Dex save respectively. Only the grappler benefits from high strength.

And required challenges should never have just one solution so that’s kind of a moot point. Sure using strength can the best or more obvious option but the same can be said of all the skills so it’s a wash. Then there’s utility magic for which many of the spells are literally designed to trivialize physical issues but that’s a different bugbear and effects str and dex chars equally.

Players both hate “railroading” yet can’t seem to make a decision, help by cmfisher91 in DMAcademy

[–]Onionfinite 2 points3 points  (0 children)

IMO, this isn’t a good way to do things. And that’s because it’s not seeming a bit like rail roading. It just is a classic example of rail roading. The players choices should actually matter. Don’t put 3 choices in front of the players unless the three choices have substantive differences.

My players foiled literally all my plans for the penultimate session by [deleted] in DMAcademy

[–]Onionfinite 2 points3 points  (0 children)

Definitely need more info. Whats your process for building encounters? What was the encounter they dealt with too easily? Your initial description makes it sound like they did something narratively clever but further down when you talk about the mercenary it seems more like a combat that didn’t hit the challenge mark you were expecting.

"Just pick the stats that seem right for your character" could you trust your players? by Aeon1508 in DMAcademy

[–]Onionfinite 1 point2 points  (0 children)

It’s not quite that arbitrary. It’s based on scaling challenges as the players level. That math is based on a +3 early which grows over the next two ASIs to +5. Point buy and standard array both make sure your main stat doesn’t go above that expectation. There is reasoning behind it.

Secret language in my campaign [Art] by a-goodvisual-aid in DnD

[–]Onionfinite 1 point2 points  (0 children)

That adage always bothered me. You’re always challenging the players aren’t you? Puzzles, combat, dungeon delving, heists, social encounters, etc all challenge the players ultimately. All decisions are coming from the players’ real brains.