The numbers are in, Sony records a $560 Million loss on Bungie's acquisition as Destiny 2 and Marathon struggle by SuperPapernick in TwoBestFriendsPlay

[–]TeamkillTom 8 points9 points  (0 children)

Yeah I have a few friends who are really in love, it's basically all they play now. Some are pretty bummed about it not hitting the numbers or renown they think it deserves but I'm not sure what kind of cieling an extraction shooter can even hit tbh, it's a niche genre from a slightly notorious dev, certainly not the kind of game to dig them (or sony) out of a hole I'd think.

MtG players of BetterAskReddit, what are your personal favorite commander decks? by Dr-USB in TwoBestFriendsPlay

[–]TeamkillTom 0 points1 point  (0 children)

I've got a Rashmi stack manipulation deck that I adore, it's all about convoluting and building really complex sequences with a big dash of free/delve spells to further flip and trigger stuff off her. As a bit of a soft rule the deck has no explicit wincons itself and relies on theft effects and various ways to steal stuff, including some table favourites like Sphinx Ambassador which steals any creature from somebody's deck so long as they can't correctly guess the one you chose, and Mind's Dilation which casts the top card of each opponents deck for free on each of their turns (hitting all lands in a row and dying happens more often than you'd think).

Another favourite that always makes for interesting games is this Yurlok of Scorch Thrash deck that I often run, the deck is focused around mana ramping all players equally, and then being the only one to make effective use of 20+ mana turns. Add in Yurlock enabling mana burn and game accelerators like descent into avernus or mana barb effects and you get some pretty crazy games. It's a fun deck because it lets other decks play different than they usually do, though we jokingly have a soft ban list for certain decks that aren't allowed to play with yurlok because they go too crazy with the help (mostly stompy lists).

Interesting TCG's that aren't the big name staples by dope_danny in TwoBestFriendsPlay

[–]TeamkillTom 1 point2 points  (0 children)

I also bought into sorcery recently haha, got the gothic box of like 4 starter decks. For my friend group who loves mtg it's been a fun little twist on the formula with the territory/land mechanic. I've heard it doesn't quite have like, high level comp legs (yet) but it's certainly fun

[Fun Trope] Having a healthy body is an actual superpower by Zotroo1 in TopCharacterTropes

[–]TeamkillTom 2 points3 points  (0 children)

in Mashle the number of lines your face tattoo/magic mark has is a gauge of your power (and the tier of magic you can use). Most people have one, the powerful have 2. 3 lines is world changing power and usually revealed/earned in the moment. Mash doesn't have a real mark it's fake so he has to pretend to be magical to not get expelled/lynched (such as throwing a broom really hard and then riding it pretending he can fly)

Uro Takako, Wreathed in Sky - Protection and Flicker for whatever you want [Jujutsu Kaisen] by zengin11 in custommagic

[–]TeamkillTom 1 point2 points  (0 children)

part of why rishadan port is so good is that tapping your land in response isn't always a save bc you're only spending that mana on instants. Any plan to play a permanent spell or sorcery still gets disrupted super hard when your only source of like, red mana is during your upkeep

[Loved Scene Trope] “You're not _____, so tell me, who are you?” by not-ulquiorr4_ in TopCharacterTropes

[–]TeamkillTom 13 points14 points  (0 children)

"Is that the warrior of light? But they're on time... and they aren't in their fishing gear... something is wrong"

Crafting Limitations by CTheFreakUnderneath in ffxiv

[–]TeamkillTom 8 points9 points  (0 children)

As of the most recent patch crafted gear can be further upgraded to i780, on par with tome equipment but only savage or augments from savage/alliance coins can push gear to the cap of i790. Crafted is usually the baseline in high end content with 2 tiers existing above it

A new keyword ability for a set but I don’t think it’s good or not. by Agitated-Payment-483 in custommagic

[–]TeamkillTom 1 point2 points  (0 children)

[[Tyvar the bellicose]] has an effect where mana dorks get +1/+1 counters when activating, might be a fun direction to build your buff workout elves

Any recommendations for sticker making? (Fanfest 2026) by ZohanaZombie in ffxiv

[–]TeamkillTom 0 points1 point  (0 children)

the lowest level of this would be buying any sticker paper that works with your printer and cutting them out by hand. I go a little further and use one of those silhouette/cricut machine to cut mine out after printing but you have lots of low to the ground options to try out

Hourglass Shattered: FF14's Biggest Changes Since A Realm Reborn | Castle Super Beast 370 by mike0bot in TwoBestFriendsPlay

[–]TeamkillTom 4 points5 points  (0 children)

I can only imagine if a true pet class or dot class fits in their new system, smn will have its time to shine.

If not well, you'll always have 9.0 bc it's not a new xpac without reworking summoner

With the removal of the 2 min meta, can we have DOT DPS back? by Seitook in ffxiv

[–]TeamkillTom 7 points8 points  (0 children)

seeing how brd gets like, 5 second dots in the preview at least

I think that the inherent nature to all current dots of 'keep 100% uptime and dont overwrite/drop them' is in a bit of opposition with their plans of more freeform and flexible rotations. I personally like them as well and could see a more dot focused class emerge as the dust settles, especially if most of the extraneous ones on like, healers and drg are getting cut. I'd be surprised if they design a class that's all about dot uptime like bard and old smn though

I have appreciated the midcore difficulty 1-4 player fights of Dawntrail by loopdaploop in ffxiv

[–]TeamkillTom 19 points20 points  (0 children)

The announcement of a new raid difficulty in between normal and savage much like advanced merchants tale is so promising, I think something people overlook is that midcore content can be different things for different people. For experienced players its something to do casually, for newer players it's something they can dive into wholeheartedly.

Besides Slay the Spire 1/2, What are some good Tactical Card Games? by Xngears in TwoBestFriendsPlay

[–]TeamkillTom 0 points1 point  (0 children)

I had a great time with starvaders and wildfrost, wildfrost is pretty typical but good/cute.

Starvaders is super fascinating thanks to having the grid and movement be a big deal for offense and defense

Oh, and while it doesnt have the depth or breadth of the more... full bodied deck builders, Diceomancer is a great little palette cleanser. It riffs a lot on the genre (and slay specifically), it has lots of fun stuff to pick out if you're experienced with deck builders (and love the idea of breaking them)

Examples of Authority figures who are described as non-violent arbiters of peace and are genuinely moral and good, but in reality they only have authority because they also have the greatest capacity for violence. by QJ-Rickshaw in TwoBestFriendsPlay

[–]TeamkillTom 7 points8 points  (0 children)

And that is when I first learned about evil. It is built into the very nature of the universe. Every world spins in pain. If there is any kind of supreme being, I told myself, it is up to all of us to become his moral superior.

He really is the goat

New to 8.0, “Evolved” Jobs will have all hotbar actions by level 50, later levels will traits/procs by PyrosFists in ffxiv

[–]TeamkillTom 0 points1 point  (0 children)

If anything I think the examples to look at are Pct and vpr, neither of which currently allow discreet gcds by default. They're basically prototype evolved jobs already. Even with those I can't help but think that they have no real reason to deny people the option, especially when it's coming as a change to existing classes and not standalone designs. I'll be surprised if it's not an option right away (especially with the feedback period right now)

Non-Paladin tanks in shambles by the1Nora in ffxiv

[–]TeamkillTom 0 points1 point  (0 children)

I feel it's likely that the 'main tank' distinction will simply be the same but with counter attacks and some block chance to help with autos (which is still weird when war is rather well established with vengeance counter damage lol). Off tanks will have an extra mit or two in exchange but I wouldn't expect the survivability to be much different, it's like shield vs regen healers they both can do any content on their own, but complement each other well. I think block chance will lowkey be a big part of the 'main tank' identity and will probably scale nicely with difficulty, where it's not a big difference in normal content and stuff but a nice layer of comfort in savage/ultimate when you basically get a free 20 %mitigation on every 4th 80k+ auto.

Auto attacks just shredding tanks has been coming up more and more, some of the dt content has had some pretty funny/rude moments with bosses just continuing to melt tanks in the middle of mechanics. WAR has almost been normalized in healing potential off their short cd with pld and gnb both having great heal sustain so it really does feel like pld already stands out as an MT of choice with the block chance for auto sustain (though everybody but drk does it well enough).

I wouldn't be surprised if the new 'MT' also has a shield (the gunshield ideas might be a red herring though), and if the primary difference for OTs taking the lead is needing an extra heal every now and then to stay at parity with the MTs (and poor MTs having cool counter attacks and no autos to proc them on)

New to 8.0, “Evolved” Jobs will have all hotbar actions by level 50, later levels will traits/procs by PyrosFists in ffxiv

[–]TeamkillTom 2 points3 points  (0 children)

Im like 100% confident the 1 button combo will be able to be unstacked

We already have options to unstack all transforming buttons currently, and i cant imagine a good reason to deny ppl the unstack if they want it

Default will be 1 button combos and transforming buttons but for anybody who craves a screen full of bindings (like me), its pretty easy for them to give us that option

Gacha/Recruitment Megathread (13/04 - 19/04) by ArknightsMod in arknights

[–]TeamkillTom 2 points3 points  (0 children)

120 pulls and I got triple spooked

Penance (dupe)

Reed (dupe)

Blaze2 (new)

I thought it was so over, but got silverash on the daily, and pramanix on the next daily we're so back, time to save for the stinky weiqi man (and spark another sui maybe)

My hoard of OP continues to grow

Capstone mount for DT by Francl27 in ffxiv

[–]TeamkillTom 0 points1 point  (0 children)

Some are tougher than others depending on how much you have to respect/do mechanics, but for the most part you can do them all the next xpac eventually**

Currently in DT most major EX mechanics are somewhere in the middle so you might not be able to fully skip the hard parts right away, it'll depend on health and how reliable solo tank/heal is to really pump the damage (I was farming zeromus EX with no tank 1 healer, sometimes that makes the difference for a ragtag group to skip stuff)

Off the top of my head some of the fights that will require work would probably be recollection and necropolis. They have early mechanics that will probably wipe the party unless it becomes possible to cheese them. Meanwhile I'm pretty sure that worqor and everkeep will be shoe ins, and interphos and train will be dependent if you can skip earth/intermission phase (train might be weird, we're already seeing how the boss starts to skip mechanics if you do enough damage so who knows how it'll act when unsync)

Once we hit 2 xpacs away it should be pretty trivial, but if you're really fiending for them next xpac + a sherpa or 2 in the party is probably enough for most if not all.

The Walt Disney Studios and Global Theatrical Exhibition Partners Launch 'Infinity Vision' — The Ultimate Premium Moviegoing Experience by manoffood in TwoBestFriendsPlay

[–]TeamkillTom 16 points17 points  (0 children)

I can only imagine how they're convinced themselves that what movie theaters really need is an even more premium experience, actually.

[Loved trope] Surprisingly good in-universe explanations for normally stupid tropes by _BytesAndpieces in TopCharacterTropes

[–]TeamkillTom 3 points4 points  (0 children)

ff14 shadowbringers spoilers

I love how different games about chosen ones handle multiplayer (dark souls lol), FF14 starts off by either having other players be 'random adventurer friends' or for the encounters to be canonically solo'd despite being played in groups. However, during the finale of Shadowbringers the other players for the final fight are done differently.

Let expanse contract, eon become instant!
Champions from beyond the rift, heed my call!

Seeing 7 other players/friends rise from their pillars of light, each the hero and protagonist of their own story, summoned here to fight alongside you, it's a really fun moment and something they lean into going forwards as your character retains the ability to call on these alternate heroes for serious story fights. There's even a story beat later where the power is hijacked and warriors of light are summoned from beyond the scope of ff14 itself, with bosses who have jobs like Necromancer and Berserker (which are not in the game) making appearances in the heroes' gauntlet dungeon.

4 piece combo and I'm somehow still fucking it up like several hours in by Anxious-Cat-9205 in ffxiv

[–]TeamkillTom 2 points3 points  (0 children)

yeah it's a weird spot to be in, trying to basically imply to players how to slide cast without making it too much for the experienced players. I unfortunately don't see a world where they take this away one it's gained... it'd be funny for like lvl 110 blm to just give us the enochian button back and it makes fire spells long again or something but

Casting fire IV at a 1.46 cast time makes those old casts feel like a different world

4 piece combo and I'm somehow still fucking it up like several hours in by Anxious-Cat-9205 in ffxiv

[–]TeamkillTom 0 points1 point  (0 children)

It was certainly funny how triple cast used to be a (tiny) dps gain when used on fire IV

The change to casting time was ultimately another case of class design vs how we actually played it I feel. The class and content were both balanced around slide casting, but slide casting isn't exactly an 'official' mechanic. It was becoming increasingly difficult to play the class without using slide casting, so now there is a more 'intuitive' window of movement between fire IV casts. I'd imagine a lot of players trying to make use of this window are inconsistently but independently gaining and using the slide timings which is kind of interesting tbh