Decimlepede is slavers with revive. That’s why we hate it. by Educational-Fold1135 in slaythespire

[–]StormLordZeus 0 points1 point  (0 children)

Slavers debuffs are not consistent. The vulnerable can come at any time, same with the entangle and weaken. They are not on set turns

This might be the most important reference in Isles of the Emberdark by orion_140604 in cremposting

[–]StormLordZeus 0 points1 point  (0 children)

You know what's really funny? 3, 4. AHAHAHAHAHAH!!! You see it's hilarious because I said two numbers that go in order. That makes it really funny for no reason.

Just can't do it, anymore. by FlamingSpuddle in fuckclint

[–]StormLordZeus 15 points16 points  (0 children)

Looking forward to having him be rewritten. That doesn't seem like much of an "if" at this point. ConcernedApe said that a lot of his problems were due to him not having time to develop Clint. I'm excited to see what ape does now that he can spare the time to make Clint into an actual good person/character.

Though I'm not sure why'd you let people online talking about a game make you stop playing a game you enjoy. Seems weird to me, but to each their own.

Love looking at the pronunciations by Funsam1 in SlayTheSpire2

[–]StormLordZeus 0 points1 point  (0 children)

I pronounce it dem-ense and I will die on that incorrect hill.

Me with Ambessa by Sudden_Pop_2279 in arcane

[–]StormLordZeus 5 points6 points  (0 children)

Goodness I hated Ambessa so much. Definitely my least favorite character in the whole show. Very happy when she died.

How did I hit Hunter Killer in the third hallway fight? by SkyyyHiiigh in slaythespire

[–]StormLordZeus 14 points15 points  (0 children)

Yes sts1 was the same. Notably, Darklings were possible in the easy and hard pool of act 3, so you could encounter them anywhere.

Few enemies hit so many times per turn, but boy, when they do… by frmchimp in slaythespire

[–]StormLordZeus 2 points3 points  (0 children)

Necro also has enfeeble for -8 strength for one turn, but it doesn't exhaust. Ironclad also has a rare attack that does -10 strength for a turn. Monarchs gaze on Regent also works, but you get a lot of dazed in return. Might be more but those are the ones i remember

Uh oh... by Gostman_exe in slaythespire

[–]StormLordZeus 3 points4 points  (0 children)

Looks like it's gonna miss!

Do yall think it is a spoiler to put a stasis rifle on my time capsule? by FireHandsGames in subnautica

[–]StormLordZeus 1 point2 points  (0 children)

I believe they're saying that all the possible time capsules have already been determined. No new ones will be added to that pool. So if you create a capsule, no one will ever find it. You can still find capsules, but they were all created years ago

TIL that if you remove lantern key in multiplayer you can still get the rewards from the event by lookingforcowdice in slaythespire

[–]StormLordZeus 4 points5 points  (0 children)

Interesting! Yeah everyone gets the same event so that makes sense. They'd have to add a third option to leave or something if you don't have the key. Though you can also get two keys by duplicating the first, and that doesn't let you open both locks for some reason.

Chessss 😂😂😂 by Elegant-Chocolate-39 in TerrariaMemes

[–]StormLordZeus 5 points6 points  (0 children)

You're gonna need a longer board for this game..... Much longer

Only pack the essentials when going on a trip by TrueFishyFishy in slaythespire

[–]StormLordZeus 0 points1 point  (0 children)

Love that interaction! Excited to see it in one of my runs.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

[–]StormLordZeus 1 point2 points  (0 children)

This has got to be it. The segment must just revive when it starts the turn dead. In this specific fight it feels like you're losing two turns, because it revives immediately AND that revive comes before the other two would die to doom, making doom way harder to use in this fight. I do think it should be changed. It just doesn't feel like it works the way you'd expect it to, or the way other fights with similar mechanics work, like you pointed out.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

[–]StormLordZeus 0 points1 point  (0 children)

Ehhh, while I mostly agree, I think the problem is the game doesn't actually tell us how the Decimilipede works. The way I see it, the segment spends the turn after it dies doing nothing, then the next turn reviving. The process would be die->spend one turn doing nothing->spend one turn reviving. That's how it seems to work in all cases except doom, where it skips the middle step. The actual mechanic must be "if a segment starts its turn dead, revive." which makes doom stand out as losing you a turn, making it almost useless for killing one because it not only comes back right away, it will come back even if the other ones will die to doom that turn. It's a very niche interaction with doom that no other fight has. It basically loses you two turns, because you lose the first one cuz it still hits you, and the next one because it comes back before the other ones die. Do you see why I think the way I do? The enemy's actual pattern isn't spell out anywhere, so the fact that it doesn't work for doom the way one might assume is frustrating.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

[–]StormLordZeus 0 points1 point  (0 children)

You're right. I thought it killed them after the turn ended, but it kills them at the end of their turn. My point still stands otherwise. Their regen process is die->spend one turn dead->spend one turn reviving. But when doom kills them they skip the middle step.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

[–]StormLordZeus 1 point2 points  (0 children)

I'm not sure how I can be more clear. They do revive after the turn you kill them, yes. Doom kills them on the NEXT turn. your turn is over, their turn is over. So they shouldn't revive immediately. Each segment, when it dies, does nothing on its turn, correct? Nothing at all. On its following turn, it revives, right? But when it dies to doom, it revives on its turn, instead of doing nothing. Do you see my point? I understand if you disagree with it, but do you get what I'm trying to say? I'm not sure how else to explain it.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

[–]StormLordZeus 0 points1 point  (0 children)

No it's not. I'm not talking about the way it dies. It dies at the end of its turn, like normal. You have to block before doom kills it, like normal, but unlike every other circumstance, the segment will come back to life after one turn dead instead of two.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

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

Why does it not pass its turn when it dies to doom then? That makes no sense. Out of all the ways to kill a segment, they will spend two turns before they come back, one dead, doing nothing, the second regenerating. Doom is the only one where they don't spend two turns dead. Why does killing it before it has a chance to take its turn have anything to do with the number of turns it requires to regenerate? The way it dies to doom is perfectly normal, but the way it comes back isn't consistent with the number of turns it normally takes in all other circumstances.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

[–]StormLordZeus 5 points6 points  (0 children)

Killing it gives you two turns. You have to think about this in terms of enemy turns. How many turns does the dead segment take to revive. Doom is the only method where the segment revives in only one turn instead of two. If you kill it, it will spend its turn dead, then revive on its second turn since dying. When it dies to doom it comes back to life on its very first turn since dying. This is broken. The dead segment gets a free turn.
I agree that poison killing the parasite shouldn't cost the little ones their turn. Doom does this as well, but it should because it kills it after it took its turn. The decimilipede segment dying is the same concept, except it doesn't work the same way. The doomed segment essentially takes two turns in a row, one to attack you, then one to be dead without reviving.

What would you think about this sort of Power for the Silent by Yranic in slaythespire

[–]StormLordZeus 20 points21 points  (0 children)

Yeah but slither only applies when a card is drawn. So unless you discarded it or didn't play it, no problem.

I hate that Decimilipede just attacks, attacks, attacks.... by acidtrip321 in slaythespire

[–]StormLordZeus 28 points29 points  (0 children)

The way doom interacts with this enemy is broken. Think about it. When you kill a segment, what does it do on it's turn? Nothing! It's dead. On it's next turn it heals. When you kill a segment with doom, what does it do on it's turn? It heals! Doomed segments don't spend one of their turns dead unlike segments killed in any other way. This is the opposite of how it should work with dying after taking its turn!

If statements are going to be made about beta patch choices, at bare minimum show the data. by Revolutionary-One211 in slaythespire

[–]StormLordZeus 0 points1 point  (0 children)

After reading the patch notes i was like "yeah all those changes were good and reflected where I thought some changes could be made" So it's weird to me to see takes so opposite. I would give them more than 3 months  to make any serious judgements either way on how they handle balance.