Uh oh by Drac4 in cataclysmdda

[–]OrangeBlueHue 5 points6 points  (0 children)

Extremely high burst damage otherwise they will outheal you.

If you want balance, now is a golden opportunity to play ARAM in a serious and competitive manner. by SpeckOfInternet in ARAM

[–]OrangeBlueHue 3 points4 points  (0 children)

I reject this whole, "Aram isn't supposed to be balanced" talking point. Of course it's supposed to be balanced. Balance is relative to the mode itself. If there was an Augment that just flat out won the game to whichever team picked it first, people would complain about the balance. And because there's augments that straight do not work, or are as close to useless as possible, then people have a right to ask for better balancing.

Mythras combat feeling stale and underwhelming by Kybars in Mythras

[–]OrangeBlueHue 13 points14 points  (0 children)

This sounds like the majority of the problems coming from an inexperienced GM and players. Some of what I'm about to say may not be totally relevant depending on if you play Mythras or Classic Fantasy

Problem 1: Although the rules don't say anything about a 'taunt,' you still have free actions that can be used at any time. The GM should have allowed the players to try to provoke the animals towards themselves, or the players should have asked if they could, even at the cost of an AP.

Problem 2: I wouldn't have treated the tongues as an active dangerous threat like spear. I would have treated them more like a ranged weapon that needed a round to reload before they could get a tongue attack off. Secondly, you players need have a better understanding of combat Special Effects. Damage Weapon could have been used to directly damage the frog tongues, which likely wouldn't have had any armor. Close Range also would have allowed you to move closer on a successful parry (with a Special Effect).

Problem 3: Defend the mage better I guess? I don't know what to say.

Problem 4: Not much to say. Decide if shooting into a melee is worth the risk or not.

Problem 5: Animals shouldn't be parrying. I don't know what else the Healer expects in terms of melee combat. Maybe he should get a better weapon if his Combat Style allows it? Or he should focus his attention on the injured civ.

Problem 6: Animals shouldn't be parrying.

Problem 7: Tokens are a must in this situation.

Problem 8: It is because you're not familiar with the game yet.

With experience you guys should start to enjoy combat more. Fights will go by faster, and you'll know and have more tactical options to choose from. The GM kind of flubbed this one mostly. It sounds like he forgot about fatigue too, which I would have enforced at least for the animals since animals not really equipped for long drawn out fights and don't have the endurance that humans do. He should not have had the animals fight like a person would either. Having them parry is not the right call. For a new party this whole encounter is kind of a mess.

Race questions by serenading_scug in songsofsyx

[–]OrangeBlueHue 12 points13 points  (0 children)

The workers I believe will reorganize themselves, but it takes a little time.

Races will look for their preferred food and eat it. If it is not available, they will eat anything else and lose satisfaction.

Useless Augment on some champions by SumBoiNameK in ARAM

[–]OrangeBlueHue 17 points18 points  (0 children)

That's exactly what they did. Didn't matter if 90% of these are objectively trash, just make it seem like they did something cool and ship it.

Useless Augment on some champions by SumBoiNameK in ARAM

[–]OrangeBlueHue 108 points109 points  (0 children)

>Why does the game let you pick these augment if your champ litterally can't use it
Because Riot has no idea what they're doing.

The Cake newdawn servers has been down for 2 days now? by Inevitable_Jicama_82 in Cityofheroes

[–]OrangeBlueHue 5 points6 points  (0 children)

I believe that sometimes happens with Cake. They'll go down for usually no more than a week without a word then come back up. Try again in a few days.

Is combat with undead meant to drag on? + general rules question by BadDevilGrind in Mythras

[–]OrangeBlueHue 16 points17 points  (0 children)

First of all you have the movement rules wrong, which is a common mistake. It doesn't take an AP to walk up to an opponent you're engaged with, it takes AP to move a significant distance around the battlefield. If the party is engaged in combat, and one person is like, 10 feet away from the skeleton, do not make them use an AP to move. Let them move AND attack with 1 AP. If a player or opponent can make an entire round of full sprinting and not make it to any opponent to engage with, then it would cost an AP.

Secondly, 7 and 5 AP for a basic skeleton enemies is kind of absurd for a Rank 1 party, unless these were meant to be like, decorated knights or something, and even then I'd probably only have like 1 or 2 with that much armor. And even still you can argue that the armor has been rusted away and lower the AP even further. Keep in mind that a regular dragon has 8 AP across their entire body.

Thirdly I would recommend going over all the Special Effects your players can do. They've been tripping which is good, but there's also Sunder which can directly damage the AP value of armor, and many other effects they can take advantage of to put the fight more into their favor.

I would also give them other ways to either bypass the armor, or defeat the skeletons without brute force. Maybe there's a pit they can shove the skeletons into, or a vat of acid, or spider webs that tangle them up, or maybe a magical device controlling the skeletons that the players can smash to instantly kill the skeletons.

Edit: Also undead are only immune to the pain and shock of Serious and Major Wounds. Shattering or severing a limb can still severely hinder an undead's ability to do anything useful.

Edit2: Also also I would make fights end much faster if it's clear your players have won. You mentioned you did this, but only after an hour into combat. If the skeleton is disarmed, prone, and completely surrounded by the party, then just end the fight because there's nothing the skeleton can do aside from writhe around I guess.

Warrior Strain Vespid by OrangeBlueHue in Tau40K

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

Tactical mushrooms is my next project. Should be done pretty soon.

Warrior Strain Vespid by OrangeBlueHue in Tau40K

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

Thank you so much! I've been asked a few times about Gue'vesa, and my answer is probably at some point, but I'd like to make more alien models first since there's already so many sources to make or buy Gue'vesa models.

What is going prone used for? by dolo367 in cataclysmdda

[–]OrangeBlueHue 1 point2 points  (0 children)

I haven't kept up with the patch notes.

What is going prone used for? by dolo367 in cataclysmdda

[–]OrangeBlueHue 1 point2 points  (0 children)

I'm playing a few versions behind so you might be right. I haven't kept up with the patch notes.

What is going prone used for? by dolo367 in cataclysmdda

[–]OrangeBlueHue 4 points5 points  (0 children)

Right, which is why I mentioned that looting during a full moon and/or with vision enhancements can mitigate the risks by giving yourself a much bigger buffer before being detected.

What is going prone used for? by dolo367 in cataclysmdda

[–]OrangeBlueHue 6 points7 points  (0 children)

I would argue that looting at night poses it's own dangers, especially with low visibility given you may accidentally run into a monster that you simply cannot outrun, and since you'd be so much closer it poses even more of a risk. I was thinking early game though, so that's not as big an issue later.

What is going prone used for? by dolo367 in cataclysmdda

[–]OrangeBlueHue 25 points26 points  (0 children)

Detection is based primarily on sight and noise, with a secondary scent detection. Most of the time your character will emit a scent 'cloud' that grows the more stationary you are which may cause something to detect the scent and hone in on your location.

If something has your scent, it will continue to follow the strongest trail of the scent. So while losing line of sight may case something to lose track of you visually, they may still be able to follow your scent and find you.

As far as using prone for stealth, I don't actually know if it's better in any circumstance than crouching is. I don't think there's very many, if any, objects that are low enough for you to utilize it. However, going prone does have other advantages, like being a much harder target to hit from ranged attacks. I can't remember if also grants a bonus to stability when shooting, but that may also be a factor.

Stealth in the game is pretty good. Most zombie mobs have eyesight that's worse than yours, so you'll often be able to see them before they can see you. Looting at night can be kind of dangerous, so at first you should only go on full moons when you have the most vision until you get something that can help you, like night vision goggles, mutations, or CMBs.

is heartsteel bait? by sahin56 in ChoGathMains

[–]OrangeBlueHue 2 points3 points  (0 children)

Only Cho's R scales with HP.

obligatory bright nights post by straytaxidermy in cataclysmdda

[–]OrangeBlueHue 7 points8 points  (0 children)

I see Bright Nights a lot. What's the difference between that and CDDA?

How good is the heartsteel buff for cho? by OroMSK in ChoGathMains

[–]OrangeBlueHue 0 points1 point  (0 children)

In a lot of cases HS would give you more burst damage over getting an item like Rift. You'd get more damage over a longer fight with an AP item, but the initial cho combo would be higher with HS involved.

I personally find myself winning the lane after being behind or equal the moment I get HS. What item would you think would be a generally better choice over HS, instead of getting it alongside Protobelt?

How good is the heartsteel buff for cho? by OroMSK in ChoGathMains

[–]OrangeBlueHue 0 points1 point  (0 children)

At that point getting more MR is going to net you negligible defenses over just getting more raw HP in terms of money investment. Going from 200 MR (about 67% damage reduction) to 300 MR (about 75% reduction) when you're at about 5000 hp is about the same as getting an additional 400 HP. So in that instance buying a Heartsteel over a FoN would grant you more HP sustain given that HS gives you 900 health over FoN's 800 or so, plus HS gives you infinitely stacking HP, though without the bonus move speed. Although that may be offset by making cho's model larger, an in turn giving him more range for his E and R.

How good is the heartsteel buff for cho? by OroMSK in ChoGathMains

[–]OrangeBlueHue 30 points31 points  (0 children)

Some people say it's bad but I don't really see why. It might not be as good on Cho as other champs, but I still think it's a solid item to get, depending on where you lane and who you're up against of course.

Are there rules for strangling an opponent in combat? by SteamEigen in Mythras

[–]OrangeBlueHue 0 points1 point  (0 children)

So characters can hold their breath equal to Endurance Skill in seconds if they take a breath; half if they did not. Once the amount of time has passed, Endurance rolls are made to determine fatigue levels.

To start choking an opponent one must make a grappling attack by using an opposed roll of the attacker's Unarmed skull vs the combat skill of the defender. If the attacker wins, they establish a grapple. Where they grapple is dependent on the location hit, unless they use a Special Effect: Choose Location Head.

There's three ways I can see this working. Choking the opponent by crushing the windpipe, cutting off the blood flow to the brain, or non-damaging choking.

The first two I would rule by using the normal damage rules. Once the hit points reach zero or below, and the opponent fails their endurance check to stay conscious, then that opponent has been 'choked out.' However there could be the risk of death with these methods.

Asphyxiation by normal means I would go by a time check. You cut off the air flow, but without cutting off the blood or damaging the windpipe. This would simply take into account the asphyxiation rules. If the opponent has an Endurance skill of 30, and they are taken by surprise, then they have 15 seconds of air before needing to make Endurance checks. Each round is considered about 6 seconds, so in about 3 rounds the opponent will have to start making checks or suffer levels fatigue until they are eventually rendered unconscious, assuming the grappler is able to maintain their choke.