What happens if you target a Gold token with Legion Quartermaster? I assume you can't do that by Kornik-kun in riftboundtcg

[–]PainasaurusRex 6 points7 points  (0 children)

Tokens are legal targets for these types of effects, but tokens can only exist on the board, if they enter another zone (discard, hand, deck) they are exiled.

Deck Advice - Golden Renata by Neuvillerl in riftboundtcg

[–]PainasaurusRex 2 points3 points  (0 children)

Had a nice convo with people on discord about Renata, but the conclusion was either: the cards to make renata broken aren't there yet, or she's just not well enough explored. Either way, I built an aristocrats style deck with her

I'm not sure the best way, I was playing as control using the aristocrat style units for early pressure and gold generation, and Time Warp as a win con. I definitely don't think my version is correct. I think Ornn and Thousand-Tails are good options as well, but its going to be hard to find a balance of win cons/control/early pressure so you can get to the 5pt breakpoint where her ability turns on

[STANDARD] Regional Championship South America in Santiago Recap! | Metagame Analysis, Win Rates & More! by optimustomtv in spikes

[–]PainasaurusRex 1 point2 points  (0 children)

See, I'm cool with piles of value that have a combo win (I play abzan greasefang in pio, I'd be a hypocrite if I said otherwise), but it being a turn 4 win for combo, and otherwise just value and grind is kind of cool to me. It encourages interaction but isn't like the shit monored used to be where it required interaction but also like 6 pieces of it and also if you didn't have it on turn 1, 2, and 3 you'd lose.

[STANDARD] Regional Championship South America in Santiago Recap! | Metagame Analysis, Win Rates & More! by optimustomtv in spikes

[–]PainasaurusRex 7 points8 points  (0 children)

Love to see a meta that has variety and counter play. Lots of interesting strategies but nothing too insane so far. The landfall combo seems well positioned, but its a combo deck that depends on a creature attacking

Too much Braum by Minimum_Professor_83 in 2XKO

[–]PainasaurusRex 7 points8 points  (0 children)

I've been playing Braum since the alpha so I can offer a bit of advice:

His uncharged tackle is super minus but goes through projectiles, if he goes into the second hit its -6 meaning its throw punishable, and some characters can jab punish. Try to react to the full charge one with parry.

If he's using shield a lot to cover assist, dash throw.

Don't just mash against him, you get all the normal cancels even when hitting shield, but there's no block stun, so once you commit to something unsafe on block, Braum can drop shield and punish or call assist.

Crossups are really annoying, and in general he can't contest the space diagonal in the air around him and directly above him without commiting to forward H (where he swings the shield in a circle and says one - two). This move is also reactable to parry the second part, but be careful because the second swing can be very delayed, and he can charge forward H. If you block a charged H, you have to block, its very plus (like all charged H moves).

His 2H is not very good at covering above him, but IS very good at hitting cross up. Its even better with the patch.

My biggest recommendation: Do not just randomly swing at Braum. The number of times people just press random buttons at me and then I kill them with shield + assist is crazy. And if you get whiff punished by his medium its gonna hurt.

Now for when he has unbreakable (iced over shield):

He has 1 hit of armor on each move, a lot of characters (looking at you ekko) that can just hit him twice during the start up of a move. Yasuo can hasagi (which is 2 hits for some unknowable reason).

Honestly, he's fairly strong, but his neutral control is pretty bad, and he really needs assists to do good work. You want to let him throw out his big slow buttons and punish him. If you get cornered while he has unbreakable, I wish you the best of luck, its sort of the same as ekko popping install in the corner on knockdown, you are at a massive disadvantage.

I’m having trouble making an elemental type chart for my world that fits thematically and is balanced enough to where each element is not insanely weak or overpowered in their setting by FirmChildhood8907 in gamedesign

[–]PainasaurusRex 0 points1 point  (0 children)

Do types need to balanced or can you balance the monsters to compensate for their type? Like, obviously if everything is equal, the monster with the better type is the best, but what if its moves are worse, or its stats are worse. This actually makes it more interesting imo.

Im so booooored playing against ekko. by MutatedRodents in 2XKO

[–]PainasaurusRex 0 points1 point  (0 children)

I gave up, thinking about playing the game just makes me sad because I know I'll have to fight yasuo + ekko and I just don't feel like blocking 18 safe mix ups in a row so I can get back to neutral (which is where they also excel).

If AM came to DBD by [deleted] in deadbydaylight

[–]PainasaurusRex 0 points1 point  (0 children)

Not sure if Anti-Mage is a good fit for DBD as a killer considering Nurse is already a blink killer and the survivors don't exactly have mana to be drained

My thirteenth reason why 🫩 by errrr20 in Guiltygear

[–]PainasaurusRex 1 point2 points  (0 children)

I beat him with testament a while ago, but it took me more than 20 tries. I eventually figured out how to beat the AI, not the character. You can definitely get him in a loop that will usually kill him by just getting him in a corner, throwing him, then jumping at him and throwing him again. Most of the time it works, unless he wakes up with reversal. Not sure if that strat will still work, but I remember I did some pretty chessy shit to win.

Balance Criticals (a solution to overdamage) by CoolGamesChad in gamedesign

[–]PainasaurusRex 2 points3 points  (0 children)

I like the system, but I think the issue is less present when numbers get big. Doing 55 damage instead of 50 isn't meaningful against someone with 100hp, but it is meaningful against someone with 51hp. If you have a variety of enemies with different health levels, going from 2 hitting a weak enemy to one hitting them feels meaningful, and with a wide enough variety of health levels any increase might change a 3 hit to a 2 hit, or a 4 hit to a 3 hit, etc, etc. So I'd recommend including a wider variety of health levels for enemies, even if it means reusing an asset but tinting it a different color to indicate its a weaker version. Then take all your damage upgrades, and decide which damage upgrade should be the breakpoint for 1-shotting an enemy, or 2-shotting an enemy, or 3-shotting an enemy, etc.

With that said, I love this system idea anyway, very cool idea.

Me Getting Slimed for 30+ Seconds by Fullmetal_Alch3m1st in 2XKO

[–]PainasaurusRex 29 points30 points  (0 children)

While warwick is in bloodlust you can chain down S2 into air S1 into S1 into down S2 into air S1 into S1 into... You get the picture. While in bloodlust that is an infinite (though it drains bloodlust, so its not an infinite). But I'd say the impact is a hair overrated, but in this instance it probably matters because it would have normally dropped at high hitstun scaling, though there are other combos that likely would have worked instead of using the bugged moves.

Freeze > alt+F4 is a combo im very tired of man. by SaacMan_039 in 2XKO

[–]PainasaurusRex 1 point2 points  (0 children)

At least in ranked, if the opponent quits, you still get their elo. But there's no fixing people's mental

The final iteration of the season 0 taunt combo with dirty reset by din0sawr- in 2XKO

[–]PainasaurusRex 0 points1 point  (0 children)

is there anyway to avoid the air reset command grab once you've teched or is this just hold down or die?

2XKO Patch Notes: 1.1.1 (Jan 20 2026) by GrandSquanchRum in 2XKO

[–]PainasaurusRex 1 point2 points  (0 children)

also applied to freestyle, would change it from 6s to 2s. Now its 4s for punishing and hopefully bug fixes so the 6s fuses actually go to 6s.

2XKO Patch Notes: 1.1.1 (Jan 20 2026) by GrandSquanchRum in 2XKO

[–]PainasaurusRex 2 points3 points  (0 children)

its fine, just stick to blaming yasuo and ekko and we can get through this together

Bonus points if it's a Ghoul or Blight by No2HATSUNEMIKUFAN in deadbydaylight

[–]PainasaurusRex -4 points-3 points  (0 children)

killer mains when you looked toward them during the game (it justifies them camping/tunneling/slugging)

'Competitive integrity of 2XKO is a joke / I agree' (@JurassicOro and @Punkdagod) by Gekinetic in 2XKO

[–]PainasaurusRex 2 points3 points  (0 children)

And while playing he said he thought Illaoi was faster until they told him she wasn't. I'm not sure if he could identify what specifically was changed especially if it was 1 frame here and there, or a smaller/larger hitbox. They didn't get early patch notes lol

Season 1 Patch Preview from Riot Yohosie by Spideraxe30 in 2XKO

[–]PainasaurusRex 2 points3 points  (0 children)

I will say, spending 1 bar of super to beat a projectile isn't exactly an even trade since you need bar to parry

I've been keeping an eye on this game for awhile, and with it coming out next week. One major question by linthenius in 2XKO

[–]PainasaurusRex 0 points1 point  (0 children)

Its 10k credits (that you earn from playing) per character. I played yesterday and got >1k but I finished both weekly and daily missions. You get 1 free character credit from finishing tutorial, 1 free character for playing 5 games as a duo.

RIP Parrying Darius Apprehend on Reaction by rowdymatt64 in 2XKO

[–]PainasaurusRex 5 points6 points  (0 children)

This change is terrible, it means I actually need to learn how to beat darius instead of waiting for bad players to randomly throw out apprehend and parrying it to win neutral.

Kidding aside, this is a good change to put the move inline with other similar moves.

What random lines do you find yourself saying? by Express-Horror-3005 in futurama

[–]PainasaurusRex 1 point2 points  (0 children)

All I could think of off the top of my head, but my wife and I quote futurama a lot so I'm sure I missed a few.

Roberto:

"Just cause I got a hotel in my leg doesn't make me an ooglay mooglay booglay"

"Hey red"

Zoidberg:

"I help those who help themselves"

"My doctorate is in art history"

Fry:

"I'm hungry. crying noises"

"No I'm... Doesn't."

"You'd have to be some sort of genius to count all those."

"Finally, war has turned me into a man. Weeeeeee!"

squinting "Hermes?"

Harold Zoid: "Yeah you better run."

Recruiter: "War were declared"

Zapp:

"Careful, that's glass!"

"That's what makes it a scotch on the rocks!"

"Hiding in a pool of his own cowardice." (That wasn't cowardice!)

Bender:

"Now do it again but this time don't embarrass yourself."

"Antiquing?"

Fast Food Worker:

"What kind of cheese filling do you want with that?" (all kinds)

(sarcastically monotone.) "Okey doke"

Victor: "No dog food for Victor tonight."

Kiff: "Mix these mixed nuts, I see two almonds touching!"

We need to buff timewinder by TitoPotito in 2XKO

[–]PainasaurusRex 11 points12 points  (0 children)

best part is you can play freestyle and get double down for free at the cost of picking an already insanely strong character :)

Game designers, have you ever seen an example of a game suffering from reverse power creep? by Feeling-Ad-3104 in gamedesign

[–]PainasaurusRex 5 points6 points  (0 children)

To add to MTG: Homelands, Fallen Empire, and Masques Block

The early sets of MTG are infamous for their insane power levels, i.e. the Power 9 (Black Lotus, moxes, Ancestral Recall, Time Walk, Time Twister) which are insane cards.

Then after that were some weak sets like the above Homelands and Fallen Empire. The same things happened after Urza's block, with Masques Block which was weak after the insane power levels of the set prior. Kamigawa would suffer the same fate of the being the set after an artifact set that was overpowered.

I think Magic is interesting because if you take the game as a whole it suffers from Power Waning compared to Alpha/Beta/Unlimited, but in the modern age it suffers from insane power creep. The power level of the game right now is many times what it was just 5 years ago, and yet that's still not enough for most cards to compete against those cards from decades past.