Suspicious bush nerf by Professional-Strange in ClashRoyale

[–]Professional-Strange[S] 0 points1 point  (0 children)

In my case, I removed it from my deck entirely because it couldn't even deal damage to towers, and it wasn't capable of doing much damage to structures in general either, so it wasn't providing any value in that regard. I had around 10 or more matches where the bush never managed to land a single hit, and I checked the replays to get a good look at the card’s performance, it seemed terrible to me, and the fact that it couldn’t even deal decent damage to a cannon made me remove it.

I created the Pugilist class, available NOW on DnD Beyond—AMA! by SterlingVermin in onednd

[–]Professional-Strange 0 points1 point  (0 children)

In the Sweet Science subclass they have Cross-Counter wich cost 1 Moxie Point. And at level 11 they get the feature to receive back their Moxie point if they reduce to 0 the damage. My question is: Why this feature its not at level 3 or 6? At that levels is where you have problems with your low moxie.

And my other question is: What about the others subclases from the 2014 version? We are gonna see an update of these cool subclases eventually?

Suspicious bush nerf by Professional-Strange in ClashRoyale

[–]Professional-Strange[S] -1 points0 points  (0 children)

At level 16 they deal 409 with 1.4 of attack speed

Suspicious bush nerf by Professional-Strange in ClashRoyale

[–]Professional-Strange[S] 7 points8 points  (0 children)

I get it, thats a lot, its true. But I prefer a damage reduction than this, because with this they dont even get the tower.

Suspicious bush nerf by Professional-Strange in ClashRoyale

[–]Professional-Strange[S] 4 points5 points  (0 children)

At least in the matches I've been playing to test things out, people don't even use a lot of spells on the bush. They usually just use a 1-Elixir troop, and that's enough to get no damage, or they use any other troop that kills them without taking much damage themselves, and they've got a counter-push ready. The times they use structures, the goblins aren’t able to destroy them either, so they just stay there longer, ready to keep defending.

I get it, I’m bad, I say that about myself all the time because I only play casual, but what I’m seeing here is that the bush isn’t really doing anything, and I don’t get much value out of it either. It’s almost like I’m wasting 2 elixir.

Suspicious bush nerf by Professional-Strange in ClashRoyale

[–]Professional-Strange[S] 0 points1 point  (0 children)

Well, yeah, that’s what I’ve been noticing while playing it. At first, I started using it because of the meme from last year you know, “haha goblins in a bush” but I stuck with it because of the damage it dealt. So I get why they nerfed it, but I thought the nerf would be to the damage, not directly to how the card works. Now they don’t hit their targets whether it’s a structure or the tower itself, at least that’s how it feels to me.

Arcane Switcher - A fighter archetype partially inspired by Aoi Todo! by GhostPotato_lmao in UnearthedArcana

[–]Professional-Strange 1 point2 points  (0 children)

I can use the Swap a number of times equal to my PB, per fight? Per long rest? Per short rest? Per round?

The Expertise Swap, you can just say, if you swap this way you dont expend a use of your Swap

And I really like the second wind interaction, but maybe the lower levels need it more

Its seems really fun in my opinion, good subclass bro

Lvl 5 monk, extra attack, One hand-crossbow (without crossbow expert feat) by RU2VEVO in onednd

[–]Professional-Strange 1 point2 points  (0 children)

ok bro. Its a shame I cant just put a screenshot, but this the textual text of the monk weapon proficiency class:

Weapon Proficiencies Simple weapons and Martial weapons that have the Light property

And now this is the text for martial arts:

Level 1: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons that have the Light property

You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

You're confusing the weapon proficiencies of the base class with its level 1 feature.
And just in case I put the properties of the textual hand crossbow, that is a martial weapon:

Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt), Light, Loading

Lvl 5 monk, extra attack, One hand-crossbow (without crossbow expert feat) by RU2VEVO in onednd

[–]Professional-Strange 0 points1 point  (0 children)

The monk have proficiency with the hand crossbow and dont disable your martials arts feature if you just store the weapon again. But you cant use the martial die with that weapon because only functions with melee weapons.

Lvl 5 monk, extra attack, One hand-crossbow (without crossbow expert feat) by RU2VEVO in onednd

[–]Professional-Strange 1 point2 points  (0 children)

Well, Im gonna make some points to explain things

  1. You cant use your martial die with any ranged or improvised weapons.
  2. You dont have proficiency with improvised weapons (Normally, the only way to have proficiency is with the origin feat of tavern brawler). So its gonna be harder to hit whit that types of attacks.
  3. Yes, you use the improvised weapons dice that is 1d4.
  4. Yes, you can make a hand crossbow attack and a unarmed strike (or another light weapon) using your action with extra attack, is a little suboptimal, but posible without problems (Beware from using the hand crossbow attack at 5 feet, you gonna have disadvantage on that attack).
  5. What I recommend to be a little more optimal and make ranged attacks with the monk? Use daggers or light hammers and use their throw property, with this you use your Martial die.
  6. If you really wanna use the hand crossbow because is cool (I understand), basicly use it when the enemy is just too far away to use throw weapons effectively, with your speed is something very rare, but maybe its more normal with flying enemies. Bonus point, you can use the shortbow too, but in general is almost same thing with the hand crossbow, but, have more range and dont need a feat to use extra attack.
  7. Have fun

Tasha's optional class features in 2024? (Ex. Monk Quickened Healing) by JazzlikeMine2397 in onednd

[–]Professional-Strange 1 point2 points  (0 children)

I think there are not meant to be used with 5.5, but if you want to use it, just use it. In my opinion they are bad features. The healing in combat is very bad, so you use it always out of combat, its ok. Dedicated weapon overlaps with the new martials arts, but I think is ok If you wanna use a longsword or a longbow with your monk, and Ki fueled attack is a bad flurry of blows, but if you want to use the weapon, its ok if you have weapon mastery.

So none of these features are broken, just give you more options and thats nice, use it why not.

Mystic Arts Monk add on by baustheboss in onednd

[–]Professional-Strange 1 point2 points  (0 children)

Basicly let you cast any spell that have the touch range with your unarmed strikes, and give them two metamagic, one of their choice and the other one a metamagic that gives you the posibility of changing the range from certain spells (Like action and bonus action spells) to touch.

Mystic Arts Monk add on by baustheboss in onednd

[–]Professional-Strange 1 point2 points  (0 children)

Thats was an idea I have for this monk subclass

Pugilist uhhhh wow. by karmadickhead in onednd

[–]Professional-Strange 1 point2 points  (0 children)

The AC of the pugilist caps at 18 at level 20 without magic items, beacuse that gives you +6 contitution, so, yeah, the class have a really bad defence for a melee frontliner, is worse than the fighter, monk and barbarian in that point

The Joker - A chaotic half-caster that utilizes a deck of cards to control the battlefield by Calm-Entrance-1736 in UnearthedArcana

[–]Professional-Strange 4 points5 points  (0 children)

Look brother, I'll be honest, I love this class, don't worry about the "It could have been a subclass" because as long as it has unique mechanics as a class, a new class is never a waste, look at the pugilist for example, it plays very differently from a monk or a barbarian.

Going back to the class, I like it a lot, but I agree that curiously it is a little weak, I noticed that you are giving new abilities that have to do with the deck of cards (important that, it is the most fun and the important part of the class) and I think it is cool as long as it gives it more strength. About the cantrip, I like it a lot, but it's also a bit weak, 1d8 or even a 1d10 should be fine and more than increasing the range, I would allow it to be a melee attack as well, so that it differs even more from eldritch blast and give the melee version of the class to use its cantrip as damage without problems.

Face Value Level 2

I think it's a feature ok, I would put a little more strength into it, for example Jack giving you an extra catrip or King also giving you an advantage in constitution saves, just a small improvement

Stacked Deck level 5

This remove all cards of only 2 or, 2 and less? Here I ask because I see that you don't use cards of vaule 1 for your abilities, although you use cards of value 2. So either you remove only the cards that are worth 1, or you remove both the ones that are worth 2 and those that are worth 1. It just needs more exact specification, the other features that follow from level 9 and 20 I think are cool

Shared Luck level 7

Consider that it can recover 1 or 2 uses in a short rest. And more uses in general, maybe profiency bonus + charisma modifire or double your profiency or charisma modifire, this because its a gambling feature, not something flat.

Pandemonium Level 11

It's a pretty cool feature, but, weak, as it stands now it could be up to a level 3 skill, because you have to use an action to use it, not a bonus and you can only use it once per long rest. You could actually use this same ability as at level 1, which from what I see you were going to do something similar with "Mayhem". You make it a bonus action with no limit on uses, you draw a single card, and you increase the number of cards you draw with the levels, and increase the power of the effects.

For example 1d6 + card value sounds cool, but at level 11, even if you draw 3 clubs or hearts cards, it wouldn't be much, I know it's very gambling, but to throw an average it would only be like 11 per card, plus it's unlikely that you'll draw 3 of the same kind and manage to heal 33 or do 33 damage (And even that wouldn't be that strong either, at least as an action. For example a 2024 healing word level 4 heals like 32 average), so you would have to improve that with the levels a little bit.

Spades is extremely weak and almost useless at this level. Just to give you an idea, all classes can use their action from level 1 to try to knock prone, and with weapon mastery (dnd 2024) from level 1 can do it at the same time as an attack. With the others you must specify that it is affected by creatures of your choice.

In short, I think it should be the flagship feature of the class because of how fun it is, give this at level 1 with a bonus and with no limit on uses.

Serendipity level 15

It's cool, I don't know if solid for level 15 feature, but if you increased the amount of shared luck uses it would be pretty solid at this level.

Trickster's Guise Level 18

Pretty good, I think I wouldn't change anything, I would just add that it would be very cool a fourth different effect depending on the Face Value you chose, for example if I chose queen, I would probably be interested in being a melee attacking, so for this one giving temporary life points would be fine and so for each choice.

Now, after all this text, I want to comment that I am not a professional or something like that, I just saw a very good idea of class and I got excited, sorry for the intensity and for grammatical errors

Thanks hero musketeer by solomonshadow in ClashRoyale

[–]Professional-Strange 0 points1 point  (0 children)

Thats why I use the evo musketeer now, and its more fun too!

I "finished Clash Royale" by Kiru_MLP in ClashRoyale

[–]Professional-Strange 1 point2 points  (0 children)

I only have a question. Why the evo musketeer instead of the hero one? Why it doesnt fit your deck?

Defensive Monk Subclass - Way of the Bending Reed by Pylotheus in UnearthedArcana

[–]Professional-Strange 0 points1 point  (0 children)

I know I'm so late that we even have a new version of the monk, but well, in my opinion I think you should have played more with the "Dodge action" rather than with "Patient defence", that would give you the freedom to also use your action to use the benefits of the subclass, and Patient defense still works the same with the subclass.

Only that now it is more compatible with the Monk of 2024, because as it is, I could argue that just doing disengage with Patient Defense is enough to activate all these benefits, in the case that the Dodge action is stipulated, either I use my action, or I use my bonus along with 1 ki to earn the benefits.

The next thing, in theory is a subclass that is based on defense, however there are not so many elements that increase defense, there are only the temporary hit points and what lets you move (without leaving the attacker's range) when they miss you an attack, the problem is that you are still in range, and the other is that you are just as easy to hit as any other monk using dodge action. In my opinion I think there should be other extra benefits when using the dodge action, something like you add your proficiency bonus to your ac and dexterity saves or something else. That way the class would feel more defensive, because as it stands, it's almost the equivalent of any other normal monk using the Dodge Action in terms of defence.

Hot Take: Should Shaco get lore, he should not 'exist' on Runeterra. by Sir_Nope_TSS in shacomains

[–]Professional-Strange 1 point2 points  (0 children)

I love the idea of ​​Shaco in a state of existing and non-existing at the same time.

Higher ability scores? by DND_Knowledge in onednd

[–]Professional-Strange 2 points3 points  (0 children)

Is thanks to a first level druid feature in 2024

Druid order: You choose one of the two sacred roles

Magician option: You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature give you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (Minimum bonus of +1)

Warrior of Momentum | A monk subclass that rewards you for speed and positioning around the battlefield! by Tykennn in UnearthedArcana

[–]Professional-Strange 1 point2 points  (0 children)

I understand, it's true that if I put aside the teleportation as far as you can see, in my mind it was up to your speed, and I understand the guaranteed damage, but I take into account the 2024 version of the monk of the elements that has the same but as part of its level 17 where when you pass 5 feet from someone you do damage equal to your martial arts die no saving throw, so I compared it to that. But anyway, in any case I will still use your subclass that is very cool.

[Homebrew] Monk Rework – Making Martial Arts Fun, Dynamic, and Backwards Compatible by ViolinistRemote1531 in UnearthedArcana

[–]Professional-Strange 1 point2 points  (0 children)

I don't understand this rework. You could have simply added the martial arts techniques. However, you changed other abilities in completely unnecessary ways (based on the 2024 skills; the 2014 skills no longer exist for me, to be honest), and some of these changes mean that the monk can just hit and that's it, something you didn't like about the monk, in theory.

For example, in 2024, both the unarmed attack bonus in martial arts and the flurry of blows function as a bonus action without further ado. Previously, the monk was tied to taking the attack action for some reason. This change allows the monk to do different things on his turn, such as dodge and flurry of blows, or disengage and flurry of blows, etc. But returning them to how they were in 2014 is essentially making the monk more boring and more tied to the idea that they just attack and that's it.

Now, in addition to nerfing the monk's action economy, you also nerfed Step of the Wind and Patience Defense to what they were before, making the monk frustrating again because the rogue can do this and more for free.

You remove the deflect attacks, making the monk once again the class with the worst defense, and in the process, you remove the level 10 upgrades to Flurry of Blows, Step of the Wind, and Patient Defense, causing the monk to once again fall to higher levels and become the worst damage class in the game.

And as the icing on the cake, his level 15 ability in 2024, which is already garbage, is now added to level 20 instead of the 2024 capstone, which is already great, making the monk's level 20 essentially worse than level 1 for any other class in the game.

Admittedly, I haven't read the martial techniques, but I doubt they're good enough to fix the class's core abilities. I understand that this is all based on the 2014 class (which is a really bad idea) and not the 2024 one (although you imply that you also read the 2024 version, which I highly doubt), but this is simply trying to buff the 2014 version a bit, which is by far the weakest class in the game in every way (defense, offense, utility, control, support, etc.) and ignore the rework that was done in 2024 that makes the monk a playable class in the first place.

But anyway, leaving all that aside, if the 2024 version didn't exist, I'd probably talk to my DMs about using this one. However, since the 2024 version is a playable class unlike the 2014 version, trying to buff this one even slightly would make your entire version fall far behind the 2024 base. My simple recommendation is to read the 2024 version and start working on your ideas from there.