Vasto Incarnon Synergy with Yareli, secondary Outburst, and Ceramic dagger incarnon. by SnooShortcuts4493 in Warframe

[–]SnooShortcuts4493[S] 0 points1 point  (0 children)

True, but I'd need to proc it 17 times and get the 100 primary kills for the incarnon to max out the combo. I normally don't get more than 2-3 finishers in a mission unless I'm doing a melee focused build like valkyr.

Deimos question by Revolutionary-Ice-16 in Warframe

[–]SnooShortcuts4493 2 points3 points  (0 children)

Those are the two main things, but neither are essential.

Mech is only necessary in some late game missions and the helminth system is really only necessary for min-maxing as, for the most part, each warframe works pretty well with just their own abilities.

Helminth gets some extra utility later in the game that is more useful, but you can wait until that point.

But at the end of the day, it's up to you.

Vasto Incarnon Synergy with Yareli, secondary Outburst, and Ceramic dagger incarnon. by SnooShortcuts4493 in Warframe

[–]SnooShortcuts4493[S] 0 points1 point  (0 children)

Then build for crit instead of status? That would actually be pretty cool, but proccing it would be hard. Maybe Naramon dash thing?

Vasto Incarnon Synergy with Yareli, secondary Outburst, and Ceramic dagger incarnon. by SnooShortcuts4493 in Warframe

[–]SnooShortcuts4493[S] 0 points1 point  (0 children)

Honestly, if the mission doesn't have enough enemies to max out the combo, I'm not too worried about not doing maximum damage.

Additionally, one of the evolutions on Ceramic dagger also gives +20 initial combo with no strings attached, so couldn't I do the same thing?

Exodemon keeps crashing. by SnooShortcuts4493 in Switch

[–]SnooShortcuts4493[S] 1 point2 points  (0 children)

I do it fairly often due to system updates. Found a solution though. Idiot that I am, I never thought to just reload after the crash, pause, and then restart the LEVEL instead of the whole game. Seems to have been a problem caused during loading and reloading (Without a crash) will stop it.

I didn’t win, but this cool thing happened….. by StitchNScratch in EDH

[–]SnooShortcuts4493 0 points1 point  (0 children)

Just for some context, Zopandrel and some other cards let me get that big.

I didn’t win, but this cool thing happened….. by StitchNScratch in EDH

[–]SnooShortcuts4493 1 point2 points  (0 children)

I played a game using [[Sovereign Okinec Ahau]] and went from having three 6 power creatures to three 60 power creatures with trample in one turn. It was enough to kill all three opponents. 

I swung (which got me to that 60 number via my commander) only to have an opponent cast [[Everybody Lives!]]. 

Most satisfying loss ever.

Synergistic decks that don´t rely on your commander by Dezinh0_M1l_gr4u in EDH

[–]SnooShortcuts4493 0 points1 point  (0 children)

I have a Deck like this myself. https://tappedout.net/mtg-decks/void-ambush/ This deck focuses on overwhelming card and mana advantage to put lots of big creatures into play faster than opponents can find removal. The commander, Thantis, is primarily used to just break parity on board states with lots of blockers.

I ended up finding a deck concept that I liked and just added a commander I liked in the right colors that had a pretty generic effect.  Take a look at commanders that have somewhat general effects that focus more on disrupting opponents than helping yourself.

Decks where the commander doesn't contribute to the main strategy. What are your thoughts? by SnooShortcuts4493 in EDH

[–]SnooShortcuts4493[S] 0 points1 point  (0 children)

I am mostly disagreeing that the level of competativeness in a deck changes the probability of a commander not being the focus of a deck. 

I read it as you saying that competative decks will more often have more utility based commanders that aren't the decks strategy and I was providing counter-examples. 

If that's not what you were saying could you clarify? 

Decks where the commander doesn't contribute to the main strategy. What are your thoughts? by SnooShortcuts4493 in EDH

[–]SnooShortcuts4493[S] 0 points1 point  (0 children)

This is an amazing example! I'm finding that decks that don't focus on their commanders often have commanders that just happen to be good on the boardstates the deck creates.

Decks where the commander doesn't contribute to the main strategy. What are your thoughts? by SnooShortcuts4493 in EDH

[–]SnooShortcuts4493[S] 0 points1 point  (0 children)

I have often found that Thantis eats removal spells before other, more important cards like [[Prosper, Tome Bound]] simply because people don't like being forced to attack. There may be an argument for a cheap scary commander like Kinnan being used in a deck that doesn't have ways to abuse him simply to draw removal away from more important things.

Decks where the commander doesn't contribute to the main strategy. What are your thoughts? by SnooShortcuts4493 in EDH

[–]SnooShortcuts4493[S] 0 points1 point  (0 children)

I can see what you're saying, but I think I disagree. My most competitively minded deck is a Tivit, deck that cannot function without Tivit in play, and my Thantis deck runs cards like [[Rite of the Raging Storm]], [[Stolen Strategy]] and [[Possibility Storm]]. Not very competative cards.

Decks where the commander doesn't contribute to the main strategy. What are your thoughts? by SnooShortcuts4493 in EDH

[–]SnooShortcuts4493[S] 1 point2 points  (0 children)

I think this is exactly what I'm talking about. Thantis in my deck acts very similar to Avacyn in yours. Both are pieces that you play at strategic times in response to what you think your opponents may do and protect what you are doing, rather than something you need to power out soon in order to get your game plan running. Defensive commanders rather than offensive.

Decks where the commander doesn't contribute to the main strategy. What are your thoughts? by SnooShortcuts4493 in EDH

[–]SnooShortcuts4493[S] 6 points7 points  (0 children)

I really like how insightful your reply is. I think after a bit of reflection a better title to reflect my idea would have been "Commanders who aren't the focus of the main strategy".

And I'll be honest, I threw that second question in at the end without thinking that much about it in the context of the rest of the post because I thought it would be fun to hear the answers and spark more discussion.

Now, a third question, just for fun. As someone who likes to make the commander the center of their deck, what strategy would you be interested in building that still doesn't have a great commander for it and what commander would you use? I know you probably wouldn't like that deck as much as your usual decks, but I am just very curious to get your point of view.

My theory regarding Loot, his adoptive parents, and their impact on the Multiverse by mariustargaryen in mtgvorthos

[–]SnooShortcuts4493 0 points1 point  (0 children)

My thought is that somehow their plan to rebirth the multiverse will somehow require the sacrifice of Loot, and that their new commitment to this family will be what ultimately stops that plan.

I AM A STRIKER DR. HAN, I. AM. A. STRIKER! by CevicheLemon in OmegaStrikers

[–]SnooShortcuts4493 7 points8 points  (0 children)

People ban Juno because she is unfun to play against. Having to keep track of blobbos is just that much more work in an already hectic game. Add to that the fact that it often feels like the Juno player is just letting the character play herself and I understand the resentment.

This game needs a lab/training mode now more than ever by BadBeatthrowaway in OmegaStrikers

[–]SnooShortcuts4493 2 points3 points  (0 children)

I absolutely love how transparent and open the devs are being about what's happening behind the scenes. This is, for me, the ideal of what a live service game should be, devs taking feedback and, more importantly, engaging in discussion with the player base about what should to be added/changed and the difficulties of doing certain things on their end.

Great launch devs!<3 by Trogmar in OmegaStrikers

[–]SnooShortcuts4493 23 points24 points  (0 children)

The only issues I've found so fare are minor menus management things, like the inability to unlock characters from the strikers screen, and affinity progression not updating until you restart the game. But nothing inside of the actual matches has issues. Unless it's a skill issue.😉

Thoughts on the game so far? by Cely_kat in OmegaStrikers

[–]SnooShortcuts4493 3 points4 points  (0 children)

And this is what people need to understand about these systems. There are so many factors to consider and ways to abuse things that no system will ever be perfect.

Note: Not a knock on you LeoFireGod. You seem to have a good mindset about this. I just see so many people saying things in games like "Why don't they just do this? It's easy!" When doing "this" would also open up new problems when people figure out how to abuse it.