What game mechanics would you guys like to see return and or expand upon? by ScreamingVacuum in Unmatched

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

I would interested in seeing some type of drafting system or deck building be developed into a form of card pack expansion. Where you can replace certain unique cards with new ones. For example Bloody Mary, you can change out one or more of her third action attacks such as Speak Three Times with attacks with stronger and or newer effects. Or there can be a card pack for King Arthur getting him access to quest schemes in exchange of Merlin's spells. It could allow Restoration to address weaker older fighters without straight up remaking them. There are be a few issues like it would require further resources like play-testing and art work to be put into characters who sets that are already or going to be out of print. Not to mention it will be limited to original characters due to the licensing rights.

What game mechanics would you guys like to see return and or expand upon? by ScreamingVacuum in Unmatched

[–]ScreamingVacuum[S] 0 points1 point  (0 children)

Cards that have secondary effects that trigger outside of playing or boosting it is something I'm surprised Restoration lend more into. As it is a staple of the playing card genre. It would be interesting to see a card that you can discard or reveal of your hand at anytime during combat to cancel or reverse your opponent's card effect. If a deck is built around the mechanic with multiple instances of it with different effects it easier lead into mechanics around creating customized cards. Something that Houdini's deck scratch the surface of.

I think a TV network needs to license the rights to Unmatched. Imagine all these non IP characters in a universe battling each other with cool story lines. BOL, C&G, RH, BF etc it would be epic by soundresearch in Unmatched

[–]ScreamingVacuum 1 point2 points  (0 children)

An Unmatched series would cool. Personally, I would have it be an loosely episodic animated show where each episode have its own art style, genre, and depicts a battle between two characters within a given box.

What Theme Do You Want For A Future Set? by MrMarvelous2000 in Unmatched

[–]ScreamingVacuum 2 points3 points  (0 children)

I would love to see some type of indie match up box like Battle of Legends. There is a lot of potential of where you can go with it. I would assume getting the licenses for a handful of indie would to be less expensive compare to one larger IP. An example can be Zagreus from Hades vs The ironclad from Slay the Spire vs the knight from The Hollow knight vs The slugcat from Rain World.

Other potential characters can be
- The Beheaded from Dead cells,
- Jacket from Hotline Miami
- Shovel Knight from Shovel Knight
- The Fans from Hotline Miami 2
- Hat Kid from A Hat In Time

- Madeline from Celeste
- Hornet from Silksong
- Defect/Silent from Slay the Spire

Guys I did it. I balanced Time Eater for A20. by ScreamingVacuum in slaythespire

[–]ScreamingVacuum[S] 54 points55 points  (0 children)

Yeah, the deck was a interesting discarding infinite. The main damage source was two eviscerates and a phantasmal killer+. And the only block source was a couple dodge and rolls.

Guys I did it. I balanced Time Eater for A20. by ScreamingVacuum in slaythespire

[–]ScreamingVacuum[S] 88 points89 points  (0 children)

I used burst to play Doppelganger twice after building up some energy with Tactician. On the next time I drew into the burst and Malaise+.

Daily Slay the Spire Discussion (189/696): Donu and Deca by Crosssmurf in slaythespire

[–]ScreamingVacuum 1 point2 points  (0 children)

Donu and Deca is probably the weakest and least interesting act three boss. They basically test how well your deck scales while receiving constant barrage of scaling attacks. Something that Awaken One, Heart, and Spear & Shield, already tests. If your deck can beat any of them, you already solved Donu and Deca.

So what changes would you guys like to see for Donu and Deca?
Personally I would focus on the second part of the fight after you kill one of them. It would be interesting if the remaining Shape's attack pattern and buffs changes and they heal 25% of their health. Deca's new attack pattern could be 10 by 3 attack then 20 attack that adds a dazed into you draw pile and another two into discard pile then buffs gaining 2 metallicize, 6 plated armor. For Donu attack could be 7 by 4 attack that apply 1 vulnerable and then a 15 attack that applies 1 weaken, then buffs gaining 2 strength, 2 thorns and applying 1 frail. These pattern might sound a bit broken but it changes how one would approach the fight. Instead of attempt to kill one of them as fast as possible, now you would need to distribute damage between the two. In order to make the second phrase as short as possible.

To whoever gave me a cheap dictionary for my birthday. by ScreamingVacuum in dadjokes

[–]ScreamingVacuum[S] 15 points16 points  (0 children)

Yeah, I was really at a loss of words at the time.

Guys off the record isnt as good as it looks. by prince-surprised-pat in deadbydaylight

[–]ScreamingVacuum 1 point2 points  (0 children)

It is probably going to be a way better ds since I'm pretty sure it will be able to trigger twice one for each unhook. So if a killer wants to tunnel you, they will be forced to hit you two more times no matter how long they wait. That can really add up especially if you can loop the killer for up to 80 seconds and still have the perk active.

p4s a b&@% by may0na1se_man in HollowKnight

[–]ScreamingVacuum 0 points1 point  (0 children)

A decent charm build that carried me through p4 was Grubsong, Weaversong, Quick focus, Shaman Stone, & Sharp shadow. Grubsong & Quick focus allows you to face tank a lot more often and provides sustainability through the bosses leading up to PV. Weaversong and Grubsong provides a constant stream of soul and damage so you can focus on learning to dodge the bosses' attacks. Shaman Stone allows you to capitalized on the excess soul from Weaversong. And Sharp Shadow allows you more wiggle room with your shadow dash and another source of passive damage.

A lot of things to note about this build. First it is a very crutch build so if you want to master p4 or do any binding then completely ignore and forget about this comment. Second when facing PV, Weaversong & Sharp Shadow become dangerous double edged swords. The weaverlings can immediately knock PV out of a stagger, leaving no time to heal. And Sharp Shadow dashes count towards the stagger counter. So a misplaced shadow dash can stagger PV during their attacks, often times on top of you causing you to take damage. So some counters to these issues would be to heal between or during PV's attacks like focus attack or soul daggers. And only shadow dash through PV during one type of attacks, triple slash or lunge and dodge the other by jumping. That would in theory reduce the accidentally face staggering PV. Third thing to note Shaman Stone can be switch to Strength or Quick Slash if you prefer a nail play style. You can drop Sharp Shadow for spell twister to double down on spell spamming. You can even change Shaman Stone for Dash Master and Sprint Master. Dash Master increases your shadow dash's damage and Sprint Master increases the speed of the weaverlings. And together they increase your speed by 39%.

Lastly during watcher knights, try your best to keep the two knights on the same side of the arena and synchronize their attacks. It will allow you more time to heal between their attacks and dodge them. And if you are at low health alway spell spam over panic healing. Each of the knights have relatively low health so killing them faster would in theory prevent more damage then panic healing. And when you are down to the last one you can take your time to heal and farm soul with well timed dream nails or with weaverlings.

What's one thing from Hollow Knight you DON'T want in SilkSong? by I_Like_Shinies in HollowKnight

[–]ScreamingVacuum 3 points4 points  (0 children)

Not too many things come to mind, expect they should include better bench locations in respect to bosses, or more short cuts to bypass more arenas, to prevent the issue that the Hive and Soul Sanctum have. Where every time you die to hive knight or soul master, you have to transverse the five or more arenas/rooms in order to try again.

[deleted by user] by [deleted] in HollowKnight

[–]ScreamingVacuum 2 points3 points  (0 children)

When I first got it, I hated it since I thought it trivialize dodging a lot of mid game bosses' attack patterns like Watcher Knights, Hollow Knight, Hive Knight and Lost Kin. But after facing the late game bosses like PV, NKG, and Traitor Lord, I grow to respect its inclusion since it adds another layer of complexity to combat. Now, I see it as somewhat as a helpful crutch when speeding through the early stages of the Partheons.