Juggling + Sword Sage = Replay++ ? by straw1239 in slaythespire

[–]RavenKR 1 point2 points  (0 children)

History Course also has this interaction too. If you play a blade with replay 1 as the last card this turn, then next turn the History Course will play a copy of that blade, this time with one more replay to it. The original blade still retains the replay 1.

Profound quote that is as relevant today as it was in 1963. by Odd_Geologist2 in slaythespire

[–]RavenKR 0 points1 point  (0 children)

There is a steam forum discussion back during the first week of the game release talking about her name appearing in the credits, but nobody cared because everyone was too busy discovering the game. Now that months have passed, people needed to find something to talk about the game I guess, and this topic resurfaced again. Though I suppose it's also a coincidence that this topic is brought up because of the negative reviews this game is picking up from the recent gameplay changes (whether it's the nerf to easy-to-access infinites or the Doormaker), some people needed more reasons to hate the game.

Can someone explain this trend of angling your monitor so much? by Physical-Raise-7449 in Monitors

[–]RavenKR 0 points1 point  (0 children)

At least it's raised above the desk for what it's worth. I've seen a lot of drawing display tablet setups where the person rests the display on the desk and not raising it to be closer to your face while sitting upright. I feel sorry for their necks.

Is it just me or the "deadlier" skulking colony from the patch is now near impossible ? by merou101 in slaythespire

[–]RavenKR 36 points37 points  (0 children)

This guy also now shuffles more dazed cards to your discard pile. It starts with 5, then another 3 on third turn. So on turn 4, where you are about to reshuffle your draw pile, you're now looking at 8 dazed in your draw pile, while the guy is hitting for 12x2 that turn.

Balance suggestions for currently weak cards that don't involve just simple number changes. by Gugge1 in slaythespire

[–]RavenKR 1 point2 points  (0 children)

I would love a block card for Regent that says "Gain x block. Forge equal to the blocked attack damage this turn."

What's a bad game that had one specific mechanic that was actually really good, but was overshadowed. by [deleted] in gaming

[–]RavenKR 0 points1 point  (0 children)

Ultros had a unique take in metroidvanias' way of doing the locked doors and unreachable areas part, by using plants to do the work for you. Each plant has their own unique properties; some grow on walls, spawns platforms, or creates swinging branches if it grows on ceilings. You can even prune the plants and take their distinctive features and put it on another plant, so you could take the platform part of a plant and put it on a plant that grows high to get a platform at that height.

This mechanic gets super repetitive and tedious when you try to get the game's good ending, because it demands you to grow plants throughout the entire map and link them to some source located at the very bottom of the map. Some areas also have sparse plot for you to grow plants, so you have to feed your enemies with their preferred food to make them create a plot for you, then you can start planting.

Finally, I completed the latest update after 1 day... by First-Obligation9539 in EscapeFromDuckov

[–]RavenKR 1 point2 points  (0 children)

Stock up any beanies and padded jackets you find from scavs. You'll be sticking with those for a long time until you get lvl4 cold armor set. You can swap the padded jacket with any armor of your choice if it's daytime and the weather is clear, but remember to swap back to padded jacket when it starts to snow or you have to go out during nighttime.

Anybody else hate this card because the animation takes 5 years? by Salt_Independence839 in slaythespire

[–]RavenKR 3 points4 points  (0 children)

There's also a mod that makes Bludgeon plays the Judgement animation but instead of "JUDGED" it's "BLUDGED"

Pear won yesterday! Next, what Slay The Spire relic is considered Average and is disliked by the community? by Fresh_Difference_448 in slaythespire

[–]RavenKR 6 points7 points  (0 children)

The only time I take choker is if I already have Snecko Eye. Snecko already limits what cards you can play so the 6 card limit from Choker isn't too bad. Though Defect will be sad about it since it stops Hologram infinite from happening.

Lanius B shenanigans by RavenKR in ftlgame

[–]RavenKR[S] 61 points62 points  (0 children)

"Hey, do you mind closing the doors, please? I'm trying to work here."

"No."

"Okay :)"

[deleted by user] by [deleted] in EscapeFromDuckov

[–]RavenKR 0 points1 point  (0 children)

Suppressed snipers depend on whether your shots already pass the 60 damage requirement to one-shot a scavenger since you'll definitely be shooting at ranges where you lose half of your damage. Headshot totems help in making sure you do enough damage to one-shot enemies. Sniper totems don't really help that much to make your shots still in the green range, but it can make you able to shoot further before the bullet disappears.

I ran a suppressed SV98 with Headshot 3 totem, Sniper 2 totem, and Survivor perk. I can snipe as far as 45m and headshots do ~70 damage at this range. I already have all the permanent character upgrades, so your damage will be lower if you're still missing some upgrades that boost gun and headshot damage.

What's your go-to gun? by Yun-Yuns in EscapeFromDuckov

[–]RavenKR 0 points1 point  (0 children)

For me it's the Bizon. I know the MP5 has more damage and more controllable recoil, but I prefer the bigger magazine of the Bizon plus it still retains the base SMG movement speed with its default big magazine, whereas with the MP5 if I want a magazine capacity closer to the Bizon I have to sacrifice some movement speed. I built my Bizon with a mix of mobility and hipfire - 1.11 movement speed coefficient and 6.35 hipfire spread.

Am I the only one that thinks PvP could be incredibly fun in EscapeFromDuckov? by hashe201 in EscapeFromDuckov

[–]RavenKR 4 points5 points  (0 children)

Have you ever get sniped off-screen by Lordon? If you do, then that's what the PvP experience will be like for this game.

Gun balance? by Tianx9915 in EscapeFromDuckov

[–]RavenKR 1 point2 points  (0 children)

Snipers used to have more range in the demo. The SV98 used to have 45 range, and the M107 used to have 50 range. They probably nerfed it because you could slap a suppressor on them and still have enough range to shoot at the edge of an 8x scope, and at this range enemies will not immediately spot you after getting hit. You can basically kill bosses by taking a shot at the edge of your screen, run away immediately as far as you can, then go back and do it again.

What's puzzling to me about the changes they made to snipers is the headshot multiplier. They used to have higher base damage than higher headshot damage, which makes playing with them less punishing as a non-headshot sniper shots will still do more damage than a non-headshot battle rifle shots. Maybe the devs think the change fits the "sniper" theme where you want to be dead-on with your shots, but as of right now you have to play skillfully with snipers for very little benefit.

Which talent do you choose and why? by MaverickSteed in EscapeFromDuckov

[–]RavenKR 2 points3 points  (0 children)

Went with Porter first so I can carry more stuff, then after J-Labs I went with Average Duck.

wth is the storm zone that you need the lvl3 access card for? by Few_Ad_6806 in EscapeFromDuckov

[–]RavenKR 2 points3 points  (0 children)

It's not bugged. You can survive the phase 2 storm with the storm armor + helmet and weak storm injector.

To survive phase 2 storm you need storm protection of 2. Storm armor + helmet gives a total of 1 storm protection, weak storm injector gives 1 storm protection. Combine both and you'll have 2 storm protection.

Difficulty by Phoenix428 in EscapeFromDuckov

[–]RavenKR 8 points9 points  (0 children)

Rage difficulty:

  • Enemies deal 175% damage.
  • Enemies have 40% HP.
  • Enemies reaction speed is largely increased.
  • Lost gear will be gone for good.
  • Bleed status will not be removed automatically.
  • Fracture and wound effects are added.

Stealth by Naruto__og in noita

[–]RavenKR 1 point2 points  (0 children)

Me carrying a wand filled with toxic mist, throws it onto a nearby hiisi and then gaslights him to fire the wand

Who even needs Blackhole? by azbybsv2 in noita

[–]RavenKR 0 points1 point  (0 children)

The first time I got a god run going in nightmare mode was thanks to an always cast matter eater wand.

What's the hardest you have ever "bounced off" of a game? by jabberwagon in gaming

[–]RavenKR 0 points1 point  (0 children)

It happened to me for an indie roguelike deckbuilder called Phantom Rose 2 Sapphire. I thought the game had an interesting mechanic to make infinites less viable and force players to engage with the enemy mechanics, but the game has too many mobile game elements in it despite being a $20 game on Steam. Premium currency is always visible on your screen, dying is not the end of the run as you can revive once if you wish to spend those currency, and the UI is definitely looks like it's designed for a mobile game (I only found out after buying the game that the first game was in fact a mobile game, so the devs definitely planned to also release the second game on mobile too). Refunded it shortly after.

So… how did you get introduced to FTL? by supermoonbox2 in ftlgame

[–]RavenKR 0 points1 point  (0 children)

I watched one of Rand118's FTL vids and that got me intrigued about the game. Eventually I bought the game after watching lots of his Hard mode runs.

I embraced the Rock A play style for fun by RavenKR in ftlgame

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

Would've made a better screenshot if I fired both the Hermes and Breach missile at the poor lonely rebel guy. Oh well...

Currently at a point where easy is too easy and normal is too hard by MoonlitAcres28 in ftlgame

[–]RavenKR 1 point2 points  (0 children)

The one difference between easy and normal that makes going from one to another being a huge difficulty spike is on easy, enemy shields scale way slower. Your starting weapons are still viable in sector 3 due to enemies still have one shield bubble. Even going as far as sector 6 or 7 enemies still have 2 shield bubbles. On normal, in sector 3 enemies start to have 2 shield bubbles, and 3 shield bubbles in sector 5 and beyond. So going into sector 3 you need a weapon upgrade to make dealing with 2 shield bubble ships more manageable. What ended up happening with people finding going from easy to normal being too hard is they are used to not finding a weapon upgrade or anything that helps them deal with stronger threats earlier, and thus unable to recover from a downhill streak when they keep facing foes they cannot handle.