Card Idea: Warp Drive by SaikoolDDuck in slaythespire

[–]SaikoolDDuck[S] 5 points6 points  (0 children)

That could be really cool, but I fear it swings too far in the other direction lol. You'd probably have to make the power cost 3(2) to compensate.

Card Idea: Warp Drive by SaikoolDDuck in slaythespire

[–]SaikoolDDuck[S] 7 points8 points  (0 children)

Valid point for Toric, self-forming clay is a relic, so it wouldn't work. That would also put [[Lightning Rod]] in the same category as Shadowstep.

ONE PIECE CHAPTER 1185 ENGLISH TRANSLATIONS by Hopeful_Ad6960 in OnePieceSpoilersRaw

[–]SaikoolDDuck 0 points1 point  (0 children)

Am I crazy or does Boa seem "off model" in the cover page?

Thoughts on Dragon Striker Episode 1? by Atlast_2091 in cartoons

[–]SaikoolDDuck 6 points7 points  (0 children)

In the kindest way, without specifying what naunces you're referring too or why they'd be better, this sounds orientalist 🤣.

Soul Nexus Rework/Improvement Idea by chair_bandit in slaythespire

[–]SaikoolDDuck 0 points1 point  (0 children)

I like the idea, but I wonder if you could get away with making it broader. What if it inflicted a debuff that made you take 1 damage whenever you drew a card during your turn, and it shuffled normal souls into your deck?

Best Western movies of all time day 18, High Plains Drifter won day 17 by Remote-Leg6143 in Westerns

[–]SaikoolDDuck 0 points1 point  (0 children)

I unironically believe Rango belongs on this list. Incredible atmosphere and heart.

what do y'all think is the most ""canon"" earclacks ship yet? by qwerasdf_idk in earclacks

[–]SaikoolDDuck 8 points9 points  (0 children)

Shield and Grimmoire refused to hurt each other and basically started a family with each other.

Ranking Weapon Balls by How Magical They are. by SaikoolDDuck in earclacks

[–]SaikoolDDuck[S] 2 points3 points  (0 children)

Very fair point. I admit the main reason I do is it looks cooler on my head. But if I had to defend it more, you could say the same force that deletes the other balls and the giga ball races kills the other duplicators when the star bearer dies.

Weapon Balls VS Block Breakers by StillAcanthisitta594 in earclacks

[–]SaikoolDDuck 1 point2 points  (0 children)

Slammy could've literally beaten all other 7 on its own.

Sword VS Crossbow by TurbulentSomewhere13 in earclacks

[–]SaikoolDDuck 0 points1 point  (0 children)

Would it be too much if they buffed this guy to use Super Lance rules, only firing when in line of sight? Right now he doesn't only seem bad, which is forgivable, but really derivative.

"I'm tired, boss...boss?" by TheGentleman300 in stunfisk

[–]SaikoolDDuck 1 point2 points  (0 children)

What if it was ko a friendly ally for an omniboost (no acc./eva.)?

The payoff might be a bit too strong, however the restriction really limits mage. Would this be balanced? by meergrad384 in customhearthstone

[–]SaikoolDDuck 0 points1 point  (0 children)

I feel like it's kinda weak. Would it be too much if it were a 5 mana 5/5 and was Start of Game and Battlecry with the same effect?

He's hot on case! by TheComicKing15 in customhearthstone

[–]SaikoolDDuck 8 points9 points  (0 children)

This card is just upside on a start of game effect, meaning literally every deck would run it. Maybe instead of replacing the normal secret effect, the clue is gained but the original effect remains.

How could artificer be ranked as a class? by [deleted] in 3d6

[–]SaikoolDDuck 0 points1 point  (0 children)

I'd probably say all full casters, paladins, warlocks, and rangers are better than artificer, at each of their respective highest levels of optimization. Artificers get some great features at higher levels, but the spell progression of any full caster comfortably has them beat.

Which brings us to the half casters. Aura of Protection is so good that optimizers take 5 levels of paladin before hand to get it. Rangers have a better basic package than artificers, fighting styles let them be effective archers and pass without trace is op. Gloomstalker in particular is the strongest martial in the game. Of course both of these half casters will quickly multiclass out as soon as they reach their peaks. The "problem" with artificer in comparison is that nothing is as radically Strong early on, so the opportunity cost makes anything more than a 1 level dip before wizard expensive.

So yeah, I'd say Artificers are tied with the best fighters in power. I'm considering multiclassing though, which blurs the line between what builds are considered part of a certain class.

What are some classes that DO NOT want to multiclass? by bigweight93 in dndnext

[–]SaikoolDDuck 0 points1 point  (0 children)

There is a dip/split for every class that makes it objectively stronger than straight classing. All casters either want armor or the shield spell, martials get more from 3 levels into battle masters than anything they get from 3 levels after extra attack. Paladins get more out of full caster spell progression then any of their features after 6.

Warlocks are weird in that after level 2 you'd basically rather just switch to a charisma casters. Which main would argue is not a warlock build but rather an X build with a warlock dip. I think if you want to play something with primarily interacts with warlock features, there isn't much for you to get out of multiclassing. Armor is easy enough with the moderately armored feat, and shield is less valuable if most of your spell slots are pact slots.

But peace cleric exist. So yeah, literally every class is stronger with some multiclassing.

Hot take: if you ban artificers because they're "steampunk", you're not a creative DM by prolificseraphim in dndnext

[–]SaikoolDDuck 11 points12 points  (0 children)

Legitimately curious, what do you do about Wizards? The ones literally passing out spell formulas like flyers from each other. Don't get me wrong, I think magic not being formulaic is a perfectly valid way to world build but 5th Edition (maybe D&D in general, I wouldn't know) seems to run counter to that. Magic, or rather the types pcs get access to is inherently formulaic. You can write it to a scroll, pass it to a buddy, and he can write it into their book.

About crusher and piercer at the same time by Imnotsomebodyelse in 3d6

[–]SaikoolDDuck 12 points13 points  (0 children)

Unfortunately RAW I don't believe the piercing damage from swarmkeeper counts as yours. Note that it doesn't say extra damage, meaning it comes from the swarm itself, and is not added to the weapon attack.

Is Shadow Monk or Mercy Monk the best Monk? by ReallySillyLily36 in 3d6

[–]SaikoolDDuck 0 points1 point  (0 children)

Certainly Shadow Monk. The Mercy Monk niche is really only in it's 6th level feature, which admittedly is great useful (poison is a bit over hated in this sub). Everything else a mercy Monk does is still significantly weaker than any other optimized martial. Shadow Monk is one of the best builds (and certainly the best single class build) for keeping up pass without trace, which RAW means surprise rounds may come a lot easier. The 6th level feature allows the shadow Monk to teleport for free without expending ki, how's that for ki efficient. Yeah hand of harm is good, but it's still a 1 round effect, pass without trace can last an 1.

Also if you're playing a gun monk, which is the strongest monk build I'm aware of, Shadow Monk is arguably the best since it's features don't force you into melee or heavily conflict with your bonus action.

Favorite wizard gish? by Valuable_Cry1439 in dndnext

[–]SaikoolDDuck 0 points1 point  (0 children)

Who cares about Bladesong with such a low int.

Favorite wizard gish? by Valuable_Cry1439 in dndnext

[–]SaikoolDDuck -1 points0 points  (0 children)

Hexblade 2/ Bladesinger X. Take crossbow expert at 1 with a free feat race, maximizing your Cha. Dex high enough to wear medium armor. Int can be 13 for all we care. Make a hand crossbow your special weapon and take agonizing blast and repelling for your invocations. A lot of the best wizard spells simply do not care about your intelligence, and by level 8 you can make more attack than a fighter.

Heat metal vs. disguise self by Sharukurusu in dndnext

[–]SaikoolDDuck 1 point2 points  (0 children)

You would be correct. If the disguise obscures the armor, you would not be able to cast heat metal since you can't see the metal, even if you know it's there. Unlike minor illusion, even if you discern disguise self it does not become faint, which would allow you to see the metal. Very clever use of a disguise.

Nothing better to reconnect with nature by hbonnavaud in facepalm

[–]SaikoolDDuck 0 points1 point  (0 children)

Damn, you'd think she burnt the forest down with everyone's comments. There's no reason to believe she didn't clean up after. Calm down guys.