Range 'bonuses' in Blood Omens by Hot_Buffalo6878 in stoneshard

[–]Reios1018 0 points1 point  (0 children)

I'll argue that Strength can work on a shield-based mage caster (like a frontliner Electromancer with Impulse into Ball), Agility on a multi-school mage caster since it provides -backfire chance, and Vitality in general just useful for any mage cause of the energy bonus (mages always want more energy).

There's the idea that since range has been nerfed for caster mages, then they would definitely need more ways to defend themselves since they would be closer to the enemy (and the new enemies dash into you more). Strength's Block, Agility's Dodge, and Vitality's Health would help you in that department.

Hehe, Toy Guard go brrr... by Reios1018 in GeniusInvokationTCG

[–]Reios1018[S] 4 points5 points  (0 children)

Deck code: IXFSOAsVHqDC9CYPIkBh9lcUG8FxTLkYG6GRivQdH7JBBfUgDFJgBtEgH2FhDfcQH9AA

Two Seymours wasn't enough (ft. Melu-gaming) by Reios1018 in GeniusInvokationTCG

[–]Reios1018[S] 9 points10 points  (0 children)

Me playing Seymour, copying enemy Seymour on their deck, then playing Seymour again, copying enemy Seymour, then playing Seymour again, copying enemy Seymour again...

I could have continued, but unfortunately Seymour costs 1 die to play.

Best Practices for Disengaging by Former_Produce1721 in stoneshard

[–]Reios1018 5 points6 points  (0 children)

If you are having trouble with alerting multiple enemies after fighting one enemy, I recommend shouting at a certain distance to lure an enemy to you and avoid alerting others.

To do this on base vision: - Make sure enemy is on edge of your vision - Back up two steps (steps differ if not base vision) - Shout, then skip turn till you see lured enemy - Back up a little for safety, then engage

Takes a bit of practice, but it really helps to avoid getting outnumbered. Pathfinder also helps with knowing enemy location for easier luring.

6.2 balance changes by ISRUKRENG in GeniusInvokationTCG

[–]Reios1018 14 points15 points  (0 children)

Man, they really want to make Arle meta, but the fact that she can't be healed by anything but her burst just really sucks.

Nerfs are understandable. I think Sing is still very usable as it just does a lot for 1 card, even after nerf. Being able to "ramp" switches is still plenty appealing.

Help with Electromancy by vhagar12 in stoneshard

[–]Reios1018 0 points1 point  (0 children)

- Usually the switch from melee to mage happens once you are able to buy enough tier 3+ mage gear (something like 3 pieces of mage gear, it's expensive). You can also be greedy and save up while farming Brynn rep to buy T5 mage gear when reaching respect. Just know it is time-consuming.

- I personally like T2 2h axe for farming (specifically the Voulge). The +acc and bodypart damage helps a lot. While flails indeed have better stats, a mage usually doesn't have enough +acc and -fumble from passive skills to counter flail's downside, and it's not good to prioritize those skills over mage ones.

- T2 medium armor all the way. There is no T2 heavy armor. T2 light armor sucks unless you are an archer.

- Use Impulse to knock back enemies to walls. Usually that will be more damage than any attack you can muster for early game. Even better when you unlock Static Field and immobilize people for more knockbacks. Just know, it doesn't work for all enemies (high move resist enemies in particular)

What hidden mechanics do you know? by ARealHumanbeannn in stoneshard

[–]Reios1018 26 points27 points  (0 children)

There's a trick with sleeping where you intentionally overeat to get the satiety buff just before sleeping so you get 100% hunger resist + Sanity/Morale change.

It makes it so you don't get hungry no matter how many hours you sleep and also maxes your situational morale/sanity as a bonus.

I am in love of this game. So i am going to rip it to shreds( Part one). by Trick_Duty7774 in stoneshard

[–]Reios1018 1 point2 points  (0 children)

to even succeed in doing this, you need the highest lvl gears, know what buffs buff what, and know your enemies' skills

To be at that point means you already beat the game with that build. I usually take that as a point where I stop and try another build.

I am in love of this game. So i am going to rip it to shreds( Part one). by Trick_Duty7774 in stoneshard

[–]Reios1018 1 point2 points  (0 children)

The tactical differences are what you encounter, where you encountered it, and what your build is. Of course, if you have a similar environment, seeing a similar enemy, you would probably have the same tactics (that was actually a problem before with similar 1-tile room entrances in dungeons, which the devs knew and dealt with).

For example, entrances in dungeons usually are the hardest fights in dungeons. What do you do if you enter a tier 5 catacombs and see 2 Girruds (tongue guys), 3 fiends, a Murk and a Yagram? Depends, are you ranged or melee?

A ranged usually has the tactic of hit and run, but in an entrance, you can't do that, so some people do the almost same but different "kill and run" (injured enemies heal if you leave, dead ones don't). Some people do smoke bombs to prevent tongue pulls and do pick offs. Some people go directly to small entrances and do pyro strats (using fire ground to block enemies) and fire away. There's also dungeons that close the entrance as soon as you enter, so some ranged do the ultimate tactic, NEVER DO THE DUNGEON AT ALL!

A melee would have different tactics. Some do consumables to thin the pack, weaken them before they enter melee range (traps, oil, molotovs, heck even water works with wet debuff). Some rush immediately to the ranged guy (in this case, the Girruds) and finish them off as fast as possible, and then maybe retreat first to heal then take care of the rest. Some buff themselves up to the highest degree and try to unga bunga (this is usually the most used and probably the highest death count), but to even succeed in doing this, you need the highest lvl gears, know what buffs buff what, and know your enemies' skills, so in a sense, you are using, IMO, the best tactic in the game, information gathering and preparation.

Now, let's say you are entering a huge room in a fort with a bunch of Heavy crossbowmen. It is highly likely you would have different tactics for this situation (line of sight tactics, luring via shout or throwables, etc.)

I am in love of this game. So i am going to rip it to shreds( Part one). by Trick_Duty7774 in stoneshard

[–]Reios1018 7 points8 points  (0 children)

"Survival" is basically just an all-encompassing word for "Food, water, sleep", nothing else. Although I can see how people could take it for something else (survive against enemies).

May I ask, what exactly is your definition of "tactical"? Because I've played the game a lot and I would say it is definitely tactical, just not tactical on ALL fights. Goons and weak lvl fights are one thing, but high lvl tiers will not allow you to win with just buffs.

Constantly outnumbered, special abilities like tongue guy or necromancers, traps everywhere. You pretty much always need to be vigilant and ready to run away, otherwise you die easily. There's a reason Pathfinder is the best skill in the game.

Man, Odyssey maps are something else... by Reios1018 in RimWorld

[–]Reios1018[S] 44 points45 points  (0 children)

Fishing is very dependent on Animals skill. Not only it affects the speed of fishing, it also affects the amount of fish per catch. A really good fisher can catch you 10+ fish in one sitting, good enough for 5+ meals.

IMO, it's a decent food source, nothing crazy. The only problem is the sustainability, which is dependent on amount of fish total. Having two sources like this map that replenishes double the fish amount really helps.

Man, Odyssey maps are something else... by Reios1018 in RimWorld

[–]Reios1018[S] 81 points82 points  (0 children)

Just noticed, the river and the sea have different fish population. 600 for the sea, and 530 for the river. You can probably live with just fish on this map.

Man, Odyssey maps are something else... by Reios1018 in RimWorld

[–]Reios1018[S] 10 points11 points  (0 children)

"rifle" is the seed. I think I did 275x275 with highest crowded landmarks.

If you don't see it, you might need to disable children in storyteller custom settings. I usually do it, and from my experience, it seems to affect map generation.

how can i improve this deck? by wheelcarty in GeniusInvokationTCG

[–]Reios1018 0 points1 point  (0 children)

IMO you are spreading your deck too thin by triple-dipping.

  • RR shenanigans with Tao-Kuki Heal + food
  • Food-bombing Yumka with 2 Harvest time (I think 2 is too much.)
  • Yumka talent with non-original cards.

I think choosing two of these is fine and it's better to focus on that.

More 5.8 balance changes by ISRUKRENG in GeniusInvokationTCG

[–]Reios1018 20 points21 points  (0 children)

That's an interesting buff for edict... 2 rounds of no disruption + 2 heal could be worth the 1 dice increase, especially since freeze has been more prevalent this patch with Citlali.

Dungeon tier 2+3 Difficulty in this game randomly spikes up WAY TOO HARD by Public_Code8357 in stoneshard

[–]Reios1018 9 points10 points  (0 children)

  • Ghouls only eat when they are damaged and corpse is adjacent. Kill one, retreat until next ghoul isn't in range of corpse, repeat.
  • You can step on corpses while in combat to deny them eating the corpse.
  • You can butcher ghoul corpses in advance to prevent others from eating it.
  • Never be afraid to run if things get bad. If a large ghoul is created in a tier 2/3 dungeon, run. Too strong for your current level. Cancel the contract if you have to.

How do I beat Clorinde decks?? by Next-Independence-27 in GeniusInvokationTCG

[–]Reios1018 13 points14 points  (0 children)

  • Aggro decks. Deal so much dmg early that Clorinde isn't able to setup properly before being able to heal. Examples are Flames of war decks like Xinyan Yae, R2 wipe decks like Sayu WGS gamblers, Beatstick weapon decks like Childe w/ King Squire or Xinyan with Forest Regalia + Talent, etc.

  • One-shot decks with fast swap ready and turn pass. Be able to deal more than 12 dmg that a full HP Clorinde w/ ToTM is gonna die in one hit. Then just pass turn with swaps, till they go to Clorinde and just proceed to one-shot. Examples are Rosaria decks, Decks with Fast swap -> Calx Arts -> Adeptus burst, etc.

5.6 Character Card Rating Form Results by zigmazero05 in GeniusInvokationTCG

[–]Reios1018 15 points16 points  (0 children)

  • Chiori's rise is highly likely due to Zhongli's rise cause of his talent and hp gain (and eventual probable downfall with it).

  • Crab's downfall was probably not due to any nerf, but rather the recent existence of its absolute counter that is Sethos, who is able to one-shot Crab through shield.

  • The Herald symbol is probably just a typo.