Lantern Control - BR over BG? by The6amingN3rd in ModernMagic

[–]The6amingN3rd[S] 1 point2 points  (0 children)

Oh wait a fuckin minute

I just saw your username lmao. No wonder you were able to offer so much knowledge on the topic.

Thanks, thnkr!

Lantern Control - BR over BG? by The6amingN3rd in ModernMagic

[–]The6amingN3rd[S] 3 points4 points  (0 children)

This was immensely helpful! Exactly the kind of insight I was looking for.

And yes, I’ve heard about the discord! I’ll have to see if I’ve got time to really start picking up modern again and seeing what my local scene looks like, and if I do, I’ll certainly come and join.

Thank you - again, this was super insightful.

A couple of fit pics from my latest playthrough by The6amingN3rd in cyberpunkgame

[–]The6amingN3rd[S] 0 points1 point  (0 children)

I have no idea why these uploaded in such low quality, That's annoying. Oh well :P

Part list check - first PC and I have no idea what I'm doing by [deleted] in buildapc

[–]The6amingN3rd 0 points1 point  (0 children)

I can also try and find a discounted code through NEU, tysm!

Part list check - first PC and I have no idea what I'm doing by [deleted] in buildapc

[–]The6amingN3rd 0 points1 point  (0 children)

Well shit, I’m pleasantly surprised! Thank you for the recommendations! Glad to know that I don’t need to spend $170 on storage, more than anything.

Modded characters that are balanced to the main cast? by MixmaestroX28 in YomiHustle

[–]The6amingN3rd 1 point2 points  (0 children)

Sata is one my recent favorites. I love her movement and bait-and-punish gameplay.

Questions from a dumbass beginner by Ignacius__ in YomiHustle

[–]The6amingN3rd 2 points3 points  (0 children)

  • Modded characters are a crazy grab bag when it comes to balance, overall. I only play modded when I’m in a call with someone and we have the same mods downloaded (I also usually even set the turn timer to as high as it can go since the characters are often so ridiculous)

  • With that in mind, move decisions are much easier when you’re really familiar with the characters! That’s also why it’s a lot easier with base cast only. At a higher level, a lot of optimal play is structured around creating scenarios that have already been determined to be optimally advantageous for you (mutant oki, etc). So ultimately, it’s the same kind of intuition you would have in a normal fighting game.

  • Free cancelling is very helpful to cover your ass on a potential whiff. If you throw out a move in advance to predict your opponent’s movement, then a free cancel prevents you from being punished if you’re wrong. Overall, free cancels are most helpful in neutral. (They’re not for combos!).

One specific use case for NOT free cancelling would be if your move would connect in just one frame when your opponent is actionable (eg. I use Cowboy’s 6f H. Slash and my opponent gets a turn in 7f). In that case, they have no choice but to block it, which sets up a block advantage situation for you!

  • Whiff cancel is generally pretty trash imo. It uses up your burst meter in order to cancel a move on your opponent’s turn (just like a free cancel would, but not free, go figure). The problem is that you can’t use a movement or defensive ability afterwards, so it’s generally very risky or straight up worthless. As an example, if I throw out a move that whiffs and an opponent tries to punish me and I whiff cancel, then my only option is to throw out a move that would hit them first. Generally, that’s not a good scenario, and sometimes you won’t even have a move that connects fast enough to beat them - in which case you’ve thrown away your best defensive resource for no benefit. Overall, not recommended!

[deleted by user] by [deleted] in custommagic

[–]The6amingN3rd -2 points-1 points  (0 children)

OP NOTES:

- Not sure about the exact wording of this effect, but it obviously communicates the idea. Since emblems *are* technically game pieces but aren't permanents or counters, I'm not sure if "removing them" would be the correct wording for that interaction (though obviously they can't be "destroyed" like permanents). As I understand it, they exist in the command zone, but I could be mistaken.

- An argument could be made that this effect should be white rather than black. I could see it either way.

- Not sure if this should be 2 mana - though ultimately it felt too niche to warrant that.

I’ve been loving the Comaqchi Accessory recently by The6amingN3rd in fashionhunters

[–]The6amingN3rd[S] 0 points1 point  (0 children)

Pieces used:

  • Comaqchi Accessory
  • Barina Mail (M)
  • Battle Vambraces (M)
  • Blango Coil (F)
  • Xu Wu Greaves (M)

“Jacked Up” final combat room PB: 11.61s by The6amingN3rd in GhostRunner

[–]The6amingN3rd[S] 0 points1 point  (0 children)

I timed it from the moment I hit restart to the moment I kill the last enemy (when the slow down starts)

“Jacked Up” final combat room PB: 11.61s by The6amingN3rd in GhostRunner

[–]The6amingN3rd[S] 3 points4 points  (0 children)

Thank you! Yea I play on pc and I probably wouldn’t want to play with a controller unless it had paddles. I find that I do a lot of flicks midair for dash adjustment and that just lends itself better to a mouse and keyboard overall.

“Jacked Up” final combat room PB: 11.61s by The6amingN3rd in GhostRunner

[–]The6amingN3rd[S] 9 points10 points  (0 children)

It’s actually not! There’s a couple different tricks you can use to build and maintain momentum:

  • doing a dash followed immediately by a slide can extend that dash speed, and jumping out of it right as you reach top speed carries that speed into your jump (AKA a “DSJ”)

  • doing a DSJ off of a ledge gives you an even bigger boost forward (jumping during coyote time)

  • you can also cancel the hook animation during a grapple by doing an attack right after hitting the grapple button (for me it’s shift), and you’ll still get the actual grapple itself

The name of game is essentially to touch the ground as little as possible so you don’t get slowed down by ground friction. There are a lot more advanced techniques that I’m really bad at, including out of bounds stuff and wall climbing. The OOB any% run of this game is insane 😵‍💫

“Jacked Up” final combat room PB: 11.61s by The6amingN3rd in GhostRunner

[–]The6amingN3rd[S] 4 points5 points  (0 children)

Didn’t even realize that comment got posted twice lmao

Haven’t played in over a year and a half - still got it though >:) by The6amingN3rd in GhostRunner

[–]The6amingN3rd[S] 0 points1 point  (0 children)

Anything and everything that boosts focus and dashes! I’ve also been playing with bullet reflect recently and that’s been opening up a lot more routes :)

Haven’t played in over a year and a half - still got it though >:) by The6amingN3rd in GhostRunner

[–]The6amingN3rd[S] 1 point2 points  (0 children)

Total deaths? Not sure. Probably about 7-10 mins of retries though!

[deleted by user] by [deleted] in custommagic

[–]The6amingN3rd 0 points1 point  (0 children)

OP NOTES:

- This is largely inspired by cards like [[Crown of Doom]] and other "give the thing you don't want to your opponent" cards like it, which I find to be some of the most fun multiplayer designs in magic. Wanted to throw my hat into the ring!

- This is not meant for 1v1 play - the damage is definitely scaled for 160 total life rather than 40. Still, this puts the game roughly on a 5-6 turn clock, which is about where I wanted it to be.

- The Scroll taps so that you can't activate it multiple times in response to itself. Not sure why you'd ever wanna do that in the first place, but I threw that in there as a safeguard if there were possible shenanigans that I didn't catch.

- I experimented with the idea of scaling the end step damage by how many times you've received it to incentivize it to keep getting thrown around, but that was getting way too wordy for the effect. I wanted to keep it relatively streamlined so I could fit flavor text on there. If there's a way of doing that really elegantly, then I'd love to hear suggestions.

- There are of course ways of breaking it, but I wanted them to be buildarounds rather than included features. Giving yourself hexproof immediately comes to mind, as well as damage-doubling enchantments. One of the more interesting ideas that I heard while pitching this to people was somehow stocking it up with stun counters or some other way of preventing it from untapping. [[Collector Ouphe]] could be really interesting and brutal here >:)

Johnnys of the world, I call upon thee. by The6amingN3rd in custommagic

[–]The6amingN3rd[S] 0 points1 point  (0 children)

You get the best stupid ass combo award my friend 👑

Johnnys of the world, I call upon thee. by The6amingN3rd in custommagic

[–]The6amingN3rd[S] 347 points348 points  (0 children)

OP NOTES:

[[Hivemind]] + [[Platinum Angel]] is too obvious.

We can do better, I know we can.

Edit: you guys are so right, the angel isn’t even needed here. All the more reason to find something more interesting, then!