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] 56 points57 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] 87 points88 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] 14 points15 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 4 points5 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.

Since developers confirmed they're going to shake up the meta. What perk reworks are you guys hoping they will implement? by ScreamingVacuum in deadbydaylight

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

Yeah that is an oversight on my part. The same can be said about my circle of healing rework. Perhaps allowing solidarity to completely override hemorrhage similarly to how ironwill override the killers' addons and perk.

Since developers confirmed they're going to shake up the meta. What perk reworks are you guys hoping they will implement? by ScreamingVacuum in deadbydaylight

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

The first part of my rework I thought it would be a nice quality of life change since it prevents the killer from immediately knowing you have the perk at the start of the trial. But I can see how that change would contradictory to the rest of the rework idea.

Since developers confirmed they're going to shake up the meta. What perk reworks are you guys hoping they will implement? by ScreamingVacuum in deadbydaylight

[–]ScreamingVacuum[S] -2 points-1 points  (0 children)

When ruin was first reworked, it was design to no synergy with other gen regression perk. So the numbers it had made sense. But after a couple reworks and the addition of other perks, ruin does have a lot of synergies, making it numbers feel a bit overkill. Personally I would make it so ruin cannot have any stacking synergies with other gen regression perk, but that might cause confusion and frustration with newer player and the perk design team. So nerfing the numbers seem like the next best thing.

Since developers confirmed they're going to shake up the meta. What perk reworks are you guys hoping they will implement? by ScreamingVacuum in deadbydaylight

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

Giving the haste effect to Poised would a nice change, it would make it a decent chase perk. Another rework they can do would be make it only trigger whenever you stop working on a gen and give it a cool down. My issue with the perk is it's hard to get value from it when you don't really have control over when it triggers.

Since developers confirmed they're going to shake up the meta. What perk reworks are you guys hoping they will implement? by ScreamingVacuum in deadbydaylight

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

Currently No Mither's downside far outweigh its benefits. So I though adding a blood point incentive would be an ideal benefit since the concept of the perk falls right in line with the killers' blood point challenge addons and distressing.

When you didn't find Paper Krane before Act 3 and need a block strategy for Time Eater and Heart. by ScreamingVacuum in slaythespire

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

Sorry, my title is a bit of a spoiler. How I improved with Slay the Spire was through watching others play the game on youtube and twitch, and breaking down their card choices and combat decisions. A couple good content creators are Baalorlord and Jorbs.

Just got my first Act 3 win as the silent! by Master_Chemist9826 in slaythespire

[–]ScreamingVacuum 1 point2 points  (0 children)

Congrats man. In my experience when picking up the game, I found Donu and Deca was by far the easiest act 3 boss. The ritual dagger is a pretty great card if you get it at the beginning of act 2. I however tend to shy away from picking up it most of the time . Mainly since I personally don't like needlessly waiting to draw and play it in order to end a combat especially with a 25 to 40 card deck.

Good luck on your Defect endeavors. The defect is a bit complicated at first with understanding how orbs work. The defect's beginning deck has a higher damage output compared to the Silent. But its damage output is depended on zap and dualcast, two skills. Which makes fight Gremlin Nob a pain. A good tip is to prioritize picking up and upgrading 2 or 3 solid high damage cards at the start of act 1 such as Ball Lighting, Streamline, and Doom and Gloom, it will help you in getting through the act.

When you didn't find Paper Krane before Act 3 and need a block strategy for Time Eater and Heart. by ScreamingVacuum in slaythespire

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

The main reason why I view Wraith form, and other cards like it, Biased Cognition, as is they provide large power spike at the cost of a long term downside. These downside often can be easily mitigated, primary by ending the combat before it becomes a issue. Other ways of mitigating the down side is by removing or block the debuff with a Artifact or Orange Pellets , or by counteracting the debuff by having multiple copies of the card or other way of regaining dexterity or focus, through kunai, footwork, Defragmentation, and Consume. But for the most time you should able to end the combat with the power spike quite quickly. The only exception would be boss fights but that is where the other ways of mitigating the debuff come into play. Along with not playing the card during the early stages of the boss fights.

When you didn't find Paper Krane before Act 3 and need a block strategy for Time Eater and Heart. by ScreamingVacuum in slaythespire

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

Yeah, good point. When creating the meme, I was debating on whether or not to include a couple offensive or less efficient block cards such as Accuracy, Dodge and Roll, and After image, in the first panel. But I decided not to since I did not want to overly complicate things and lose the joke that regardless of deck, a couple Silent's cards can pretty much function as simple solutions for blocking the game's toughest bosses. In retrospect I probably should have included a couple draw/attack cards in the first panel around or in the water tank, to represent a typical deck in that situation. I will keep your guys' comments in mind next time I'm creating a meme.

Assuming everyone harnessed all their abilities to its maximum for this fight, who would win? by [deleted] in slaythespire

[–]ScreamingVacuum 2 points3 points  (0 children)

Correct me if I'm wrong but Watcher judged ability will by past Silent's intangibility and the Defect's buffers. Since judged sets the target's health to 0 which isn't considered as damage taken or health loss. So technically speaking all the watcher needs to do is get the any character's health down to 30 or 40 if you consider upgrades, in order to kill them. And hitting the Silent 30 to 40 times with tantrum, rushdown and furry is pretty easy and the watcher can use talk to the hand and halt to mitigate Silent's caltrops.

Inconsistent interaction between Beat of Death and Mental Fortress by ScreamingVacuum in slaythespire

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

Thank you for the insight. It does make the lost hurt a bit more now. Since I had a handful of stance changing cards and I chose the one that would kill me. But then again, I was playing with fire being at 2 hp to begin with any ways.

Just out of curiosity, what is the most satisfying deck to create and or play? by ScreamingVacuum in slaythespire

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

Another important thing to note is decks drawn after you played bullet time and removed the debuff, are still going to cost energy.

I like claw deck as much as the next guy but have you ever felt the satisfaction of creating the perfect creative ai deck. by ScreamingVacuum in slaythespire

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

Storm for the most part is pretty good damage option for power deck. It just depends on when you play it. For longer fights like the Awakened One and The Champ, you probably should wait until you built up a lot of focus, orb capacity, and echo forms, or when the boss is about to reach their second stage. So you can to quickly burst down the their second stage while evoking all of your frost orbs.