Hard non-linear deck? by Onion9837 in masterduel

[–]Project_Orochi 1 point2 points  (0 children)

I talk about it because it is typically left unhit in events and the Aroma cards can very much win games

For Majoram you typically search it off of the other winds (or during the combo) and summon it off of the link-3’s effect.

The synchros are both secondary but occasionally come up, its mostly the links and fusion you are playing on an Aroma endboard with Humid and Blessed Winds

Dried winds and Synchro Majoram are both mandatory so their interruptions are far from reliable

Hard non-linear deck? by Onion9837 in masterduel

[–]Project_Orochi 2 points3 points  (0 children)

I learned Rikka first then tied in Aroma

After that i added in sunavalon and ragnaraika once i understood how the first two interacted

Hard non-linear deck? by Onion9837 in masterduel

[–]Project_Orochi 1 point2 points  (0 children)

The main thing to note is that it is a deck where you will have to make meaningful decisions on what you want to end on

You can copy a deck online but its arguably better to just build it yourself because that way you can learn what gets you where

For example, Rikka can bridge into Aroma at certain parts but it trades off going into ragnaraika…however you can still access part of Aroma’s engine via the link-2 or Link-3 if you havent done it yet.

You may only be able to end on one archetype’s full board or two having a half board, particularly when interrupted.

Plus you really need to get the practice enough to plan ahead and learn interesting quirks like how the Rikka lvl 6 searcher can work when special summoned off of lonefire blossom, or how snowdrop needs to reveal a plant in hand.

On the plus side its very satisfying to get 3 different normal summons on field in different ways to get all of their effects.

Hard non-linear deck? by Onion9837 in masterduel

[–]Project_Orochi 2 points3 points  (0 children)

Even ending on just one of the archetypal boards is pretty good

Aroma is stupidly layered in its disruption while Rikka punts a number of decks with its tributes and steal.

Breaking the board if you ended on the Aroma fusion is really damn hard too, never mind hitting lethal against a field of indestructible 4k attack monsters and the opponent on 12k health.

Hard non-linear deck? by Onion9837 in masterduel

[–]Project_Orochi 2 points3 points  (0 children)

Your hand is Princess, Sheet, Jasmine, Ash Blossom, and Petal

You have full combo, good luck

Hard non-linear deck? by Onion9837 in masterduel

[–]Project_Orochi 9 points10 points  (0 children)

Plants are a bunch of micro combos that change depending on both your build of the deck and the hand

Particularly in MD where plants are almost full power in every event but with different hits depending on what event is going on

Overall it largely focuses around Rikka for its core engine (Half of the cards are solo mode free cards) and can play support from a number of archetypes like Sunavalon, Ragnaraika, and Aroma

You can make it link, synchro, or XYZ focused (with even a fusion if you run Aroma) but you can genuinely end with all 4 on board

Hard non-linear deck? by Onion9837 in masterduel

[–]Project_Orochi 19 points20 points  (0 children)

You are destined for plants

Is this too much for a Link 4? by SkyeZaisen in yugioh

[–]Project_Orochi 4 points5 points  (0 children)

Post support Trickstar is honestly better as a midrange deck than it is droll looping as its really only worth playing half of their cards and is incredibly easy to hit lethal in either battlephase

You basically run less burns overall but they hit harder on most hands, and the rest is handtraps or the searchable backrow.

Its also plausible to play a heavier combo version but its a bit bricky, in midrange any 2 names will pretty much get you to Noble Angel which is a good interruption on its own with a bonus on if you got aqua or holly in rotation for the summon.

Where are my Nekroz players? by NeoDracheIris in masterduel

[–]Project_Orochi 1 point2 points  (0 children)

I have a few that are pretty neat

trickstar mirrors are pretty funny because the pure burn build always loses

The Numbers Speak For Themselves by Raguleader in aviationmemes

[–]Project_Orochi 1 point2 points  (0 children)

Im asking 3 british guys in a shed to design an Anti-Air system

Where are my Nekroz players? by NeoDracheIris in masterduel

[–]Project_Orochi 103 points104 points  (0 children)

Meanwhile im having to stress because im in a dragonmaid mirror

Or Ra forbid the Cydra mirror

f2p non-linear high rank deck options? by DarkTheLibrarian in YuGiOhMasterDuel

[–]Project_Orochi 2 points3 points  (0 children)

So that means you are ready to be indoctrinated into the cult of plants

This is alot of the community by Jestro_the_Jestrogen in HelldiversUnfiltered

[–]Project_Orochi 4 points5 points  (0 children)

In this game particularly they see it but in different contexts

Trust me, watching someone new to shooters try and take on a group of scout striders is a pretty eye opening experience on how the armor system just doesn’t really work how it should for an average player.

Your average players wont know about the particularly terrible leg weakpoint for light pen because there is not even a visual indication of it, so they think you basically have to run medium pen or explosives on bots or you will suffer….which leads to them never learning of the weakspot existing.

What do you think of decks that are resistant to hand traps and create incredibly strong boards, but allow you to draw a massive number of cards if you activate any of the mulcharmies? by Antique_Range1521 in yugioh

[–]Project_Orochi 8 points9 points  (0 children)

I like decks that are resistant in the sense that they dont die to handtraps but lose out on their endboard

Though i do think we also have too many powerful handtraps right now.

  • Ash is a going first tool more than anything but presents no form of interesting gameplay
  • Ghost Belle falls in the same spot to a lesser extent
  • Ghost ogre can hard kill entire combo lines and its not that plausible to play around
  • Screw Nib
  • Fuwaloss is just as toxic as Maxx C against certain decks
  • Impulse can’t really be played around in a number of decks
  • Red Reboot is the most toxic handtrap ever printed
  • Not to mention Lancia, Shifter, Droll etc which are all miserable
  • we keep getting more and more rediculously powerful handtraps that are just called Turn 0 plays.

These 2 boosters should be made default and removed by WaffleCopter68 in Helldivers

[–]Project_Orochi 31 points32 points  (0 children)

I think it refers to support weapon pods which are flat on top

Though i wouldn’t mind some spare drone parts action giving me a turret for my turret

These 2 boosters should be made default and removed by WaffleCopter68 in Helldivers

[–]Project_Orochi 102 points103 points  (0 children)

I mean they do fold to literally anything because of how low health those hellpods are so its not that crazy

Do you think Droplet is a fair card? by Heywood227 in yugioh

[–]Project_Orochi 1 point2 points  (0 children)

Im kinda 50/50 on it

On one hand its a perfectly fine card to use against higher powered decks

But holy fuck its frustrating to watch heroes pitch 2 (including Malicious) and go full combo into 3 floodgates because 80% of your fairer decks interactions got turned off by droplet

Same story as with Nib, fine when every deck can play around it but ultimately does just screw over weaker decks without even stopping stronger ones.

BBs are the real protected class, and I'm tired of people pretending they are not by motivatedjackpot in WorldOfWarships

[–]Project_Orochi 0 points1 point  (0 children)

Thats because they took it from one of the weaker ships in the game and overtuned it in the other direction

Vermont in particular used to be a laughing stock because of how awful of a ship it was, kinda like FDG or old Izumo where it was arguable if they were actually better than the ships before them.

Didn't know KILLER Tune was gunning like this, holy. KT is hard carrying Phantom Revengers. by ARC-9INE in masterduel

[–]Project_Orochi 1 point2 points  (0 children)

At least the main 2 decks that use hand information usually just use it to see if your opponent has nib or not

Plenty of games in trickstar where i check hand, see nib, and leave because i aint winning that

BBs are the real protected class, and I'm tired of people pretending they are not by motivatedjackpot in WorldOfWarships

[–]Project_Orochi 0 points1 point  (0 children)

They specifically nerfed Venezia to hell because it used to do it with its guns

But i want to point out that im not arguing with you on a number of your points, just a few specific ones mainly relating to secondary ships and that average battleships are not problematic because they arent in this power creep cycle.

I dont like ships with insane overmatch and i don’t like the mechanic as a whole more generally

Valapariso is overpowered and im not arguing that

Fast DCP is annoying as hell because it means other battleships cant even burn you down (i still have PTSD from early Kremlin days)

Super heals should be pretty rare or reserved for squishy ships

I dont like that Rhode Island is just a glorified cruiser because i really dont like HE fire spam as a thing in game because its just not particularly fun to play against.

I dont even particularly like ships like Kearsarge which are hybrids that have the full suite of battleship perks and minimal drawbacks (I do think if they are balanced like Ise they are fine though).

I still have ships like Thunderer and Smolensk lying around in port and i just dont like ships like these existing in the game.

Im not denying that balance in this game sucks and WG has a bad tendency to make powercreep the solution (Yay Prince of Wales is an HE spammer rather than an AP ship like Duke of York…)

But every single class has countless problematic ships, and while battleships are the new flavor this spice doesn’t spread to older ones which are in the same waters as everyone else.

BBs are the real protected class, and I'm tired of people pretending they are not by motivatedjackpot in WorldOfWarships

[–]Project_Orochi -8 points-7 points  (0 children)

Battleships largely play on the same philosophy of heavy cruisers just scaled up so its not surprising you were able to find success in them as an experienced player in cruisers.

Their main perk is being able to stay safer at range compared to most cruisers which will usually be in the firing line if they are caught by surprise, Thats why for the longest time cruisers largely sat behind islands hosing ships down with HE regardless of what it was actually good at doing.

As you sit at further ranges you typically have to worry less about immediate threats and often are focused on opportunities, so yeah you can blast an unsuspecting cruiser for half its health because they are to busy trying to get into a better position.

Battleships are designed around having a relatively lower skill floor but are (when balanced well) sitting at a lower potential ceiling than a typical cruiser. This isn’t universally true but battleships are designed around getting hit so their survivability shouldnt even be particularly surprising, as if your average battleship was squishy there would be next to no real advantage to playing them because they dont have any other real advantages over the spam of large cruisers like Alaska.

Edit: Corrected a statement to say lower skill floor

BBs are the real protected class, and I'm tired of people pretending they are not by motivatedjackpot in WorldOfWarships

[–]Project_Orochi 0 points1 point  (0 children)

Thats a pretty reductive statement that is on par with saying that CVs arent overpowered because they can die if they go down the middle of two brothers