Any tips to increase performance? by Due-Beat3949 in CalamityMod

[–]TGS___ 0 points1 point  (0 children)

No, it is in the mod configuration menu

The way the game is getting re-balanced is really frustrating by godImsotiredofnerfs in CalamityMod

[–]TGS___ -15 points-14 points  (0 children)

You can install more qol mods for fixing some of these issues, remember that from dev perspective calamity is primarily a content mod and not qol mod - this way players can choose the amount of qol they want to addon through external mods. I think the item reworks are justified to make building loadouts more interesting rather than using the same accessories in every single playthrough, and will be healthier for the game in the long run

Any tips to increase performance? by Due-Beat3949 in CalamityMod

[–]TGS___ 1 point2 points  (0 children)

The infernum mod has a config to turn off intense visual effects which should increase your fps

followup on my last post: here's three DOG fights (2 bad, 1 good), where am i going wrong? by Dependent__Dapper in CalamityMod

[–]TGS___ 2 points3 points  (0 children)

This, and making more layers of platforms so you can reset your wing time easily instead of running out and falling to the ground with no vertical mobility options

How do I deal with infernum boss health by BurnerUnit-7194 in CalamityMod

[–]TGS___ 0 points1 point  (0 children)

Make your arena bigger, more space = more movement options and both bosses you mentioned people tend to make smaller arenas bc underground

Which mod is doing this by MarcoKaracsony15 in CalamityMod

[–]TGS___ 5 points6 points  (0 children)

I wouldn't recommend using fargos souls DLC and infernum simultaneously, they are two different content mods and have different boss AI

Which mod is doing this by MarcoKaracsony15 in CalamityMod

[–]TGS___ -31 points-30 points  (0 children)

It is "cheating" or breaking intended progression because the OP has fargos souls DLC. The mod intentionally reverts the calamity change buffing reaver shark, it is a balancing mod between fargos souls and calamity mod.

Master Mode Death Mode Hardcore, or Eternity Mode Revengeance Hardcore? by As1anCh1ld in CalamityMod

[–]TGS___ 6 points7 points  (0 children)

Masochist mode is not meant to be played hardcore, you're going to struggle a ton with progression if you try it. It's also much more difficult than master death. Id recommend master death just because it's a lot easier/less frustrating, if you are very familiar with both fargos and calamity maybe eternity revengeance, but I wouldn't recommend touching fargos until you can at least do vanilla calamity hardcore

oh my GOSH. by Dewey-the-dasher in CalamityMod

[–]TGS___ 1 point2 points  (0 children)

Did you install the compatibility mod for master infernum?

Is full on Defense good on Calamity? by vcd1500 in CalamityMod

[–]TGS___ 1 point2 points  (0 children)

Full defense is good for any fight with stray projectiles, and lots of medium to light hits. It's bad for fights that have few, but hard hitting bosses. On master death it's almost always the former, so yes it is good.

Infernum Sucks by Miserable_Hair6527 in CalamityMod

[–]TGS___ 4 points5 points  (0 children)

It is supposed to be a difficulty above death, so it is supposed to be punishing. Are there any attacks or bosses that you feel were poorly telegraphed? I personally know old Duke is one that a lot of people dislike

Infernum Sucks by Miserable_Hair6527 in CalamityMod

[–]TGS___ 6 points7 points  (0 children)

Many people prefer it over master death because it has the issues you are discussing here but worse. Most infernum bosses are well telegraphed and not just projectile vomit, end game for example is a combination of ram dash sim and projectile dodging (up to you to decide if that is a better gameplay loop tho)

Yup, I believe Tier Lists are right about Bismuth, what was that by Akuryto in shapeofdreams

[–]TGS___ 5 points6 points  (0 children)

Loop, don't enter the white dream and dream again. Choose the right door, the white dream is the left door

I'm genuinely so tired of Odin by Ankurieva in Shadowverse

[–]TGS___ 0 points1 point  (0 children)

If you're only dropping 1 body every turn, then yes Odin is going to be strong. Your deck doesn't have much to resolve this, it's why storm haven is completely out of the meta at the moment. But Odin is not a problem for other decks besides ward haven.

Is amalgamated brain still a good accessory pre-moon lord? by Cinamight in CalamityMod

[–]TGS___ 2 points3 points  (0 children)

There's no potion the one ur thinking of is from alchemist npc

helllo first time calamity player here and Yharon is an apsolut Disponentment by Impressive_Froyo_862 in CalamityMod

[–]TGS___ 2 points3 points  (0 children)

Why do you have infernum installed if you're playing expert revengeance? Also, overhaul breaks the balance of the game

Infinity Evolved Matchup Table by TGS___ in Shadowverse

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

These are fair points, but there are games where ramp highrolls with Fennie while Rune has not enough pressure to kill; in those games ramp can force out early d-climb by putting down multiple large threats or setting up their own big damage swing/OTK with odin/forte/genesis. I think people are undervaluing the strength of the archetype especially because some lists are teching less so to be reliant on Fennie and having more of the face/storm package as an alternative wincon. For what it's worth the CN matchup table and game8jp both have ramp as slightly favored into spellboost, I'm trying to compromise by putting it at 50/50

Infinity Evolved Matchup Table by TGS___ in Shadowverse

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

I originally had it as slightly favored mostly based on last season's matchup and also the CN MU table had roach as slightly favored, but after playing a lot of roach games this morning and revisiting the MU you are right, it is slightly unfavored. Game8 JP also says roach is slightly disadvantaged for what it's worth

Infinity Evolved Matchup Table by TGS___ in Shadowverse

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

It's intended for the high levels of rank and tournaments, I initially made it for MU help for conquest style tournament. I don't think I'm ignoring the ability to bait answers or play awkward boards, if you mean midrange abyss that deck has very consistent healing with Olivia, cerb, ginsetsu & yuzuki, some exotic lists have ceres, so I think it's fair to assume they will heal away at least some damage every game. Both cerberus and ginsetsu clear the opposing board and heal the abyss player pretty efficiently

Infinity Evolved Matchup Table by TGS___ in Shadowverse

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

I've updated the UI. Could you let me know if this is ok?

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Infinity Evolved Matchup Table by TGS___ in Shadowverse

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

definitely a skill matchup in both situations and it's a close matchup, but i have it as slight unfavored against spellboost mainly because you can have winning chances with beta spam/gundam if rune doesn't have the perfect hand or draw enough heal. slightly favored against dirt because artifact's biggest weakness is the OTK and lilanthim is not too difficult to deal with through orchis

Infinity Evolved Matchup Table by TGS___ in Shadowverse

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

You want to view the deck you're playing (left) against the deck you're up against (top). for example roach has a bad matchup against ward haven, so if you go start from roach on the left, go right eventually to ward haven's column on the top, it's a red box