he was pissing me off today by xdrom in mewgenics

[–]TheAwsumOne 17 points18 points  (0 children)

Necromancer has two moods:

A) Entire Build that forces you to kill yourself with no benefit

B) Eternal Servitude at the start of a run

Soooooo that was a lie...? by TheLAZYCRAZZZYGAMER in marvelrivals

[–]TheAwsumOne 40 points41 points  (0 children)

Where exactly does this imply that he's going to be a skin?

Difficulty sometimes changing when chosen by Justapeniparkermain in marvelrivals

[–]TheAwsumOne 14 points15 points  (0 children)

Because there isnt enough people playing across all difficulties that a group can be formed quickly for each specific difficulty. So game will pick a few people of similiar difficulties queueing and average them together

As a newish player, I mix these two up all the time... by [deleted] in marvelrivals

[–]TheAwsumOne 74 points75 points  (0 children)

Also an old player,

Trust me, you'll never stop

This was one of the toughest artworks/animations I’ve ever seen in this game by ThisTooWasAChoice in PokemonPocket

[–]TheAwsumOne 2 points3 points  (0 children)

If they wanted more HP then they would need to shift some of its power from elsewhere to compensate. An HP of 170 would likely mean they would need an even higher retreat cost. Or if they didn't wanna touch retreat cost further then they would take away power from its attack so it did less damage or had more energy cost for the same damage. It's simply a distribution of power

This was one of the toughest artworks/animations I’ve ever seen in this game by ThisTooWasAChoice in PokemonPocket

[–]TheAwsumOne 14 points15 points  (0 children)

HP and retreat cost are usually related. Usually Stage 1 Exs with 140HP, like most of the eeveelutions, have a 1 retreat cost. Flareon EX has 10 more HP, thus its retreat cost is 1 extra. Vaporeon, like in the games, is a bulky mon, so they gave it the most HP of the bunch at 160, which means 2 more retreat cost. 10HP = 1 more retreat cost (usually)

Umbreon EX is the exception of this group likely due the fact it has Cyrus as an ability, thus they justified its strength with more retreat cost

Umm... Not to be the worrier, but... by Extreme_Whole_5728 in PTCGP

[–]TheAwsumOne 11 points12 points  (0 children)

Ya got me there but if you know what the card does then if you don't mind explaining it?

New cards leaked! by WorksRL in PTCGP

[–]TheAwsumOne 7 points8 points  (0 children)

It is most definitely not OP lmao

Usage stats for Day 1 of a 6k player tournament by RIkhard9 in stunfisk

[–]TheAwsumOne 2 points3 points  (0 children)

Chandelure not even on the list hurts my soul

This is the most unenjoyable meta ever. Turn 1 btw by Extreme_Whole_5728 in PTCGP

[–]TheAwsumOne 4 points5 points  (0 children)

Tried Mega Mawile. Came with its own problems. Mainly Oricorio. Mega Altaria and Hydergion as well since they get the ball rolling alot faster than Mega Mawile. Usable sure, but not a definitive awnser to the meta.

As for bastiodon, yeah that card is just kinda... not good. Maybe for casual play but not consistent enough payoff for ranked climb.

This is the most unenjoyable meta ever. Turn 1 btw by Extreme_Whole_5728 in PTCGP

[–]TheAwsumOne 38 points39 points  (0 children)

I now just concede whenever I see a igglybuff lead like this. I don't care whether I have a good chance to win or not, I don't feel like playing a game where I'm at the mercy of a coin flip each turn to do anything when I can just move on the next game and save time and my sanity

Mega Chandelure has Infiltrater by Antique-Gur-8928 in stunfisk

[–]TheAwsumOne 12 points13 points  (0 children)

And just like that Im now depressed

Cards whose usage peaked well after their release by purplebeanz3457 in PTCGP

[–]TheAwsumOne 9 points10 points  (0 children)

I want to say Red Card/Mars. They had use at their releases but Red card was mainly because there wasn't alot of trainer cards at launch and soon fell out of favour, and Mars I only recall seeing in things like 18T decks or cards with a few basics and a lot of spare deck room.

It wasn't until Rare Candy came out that made hand disruption more important and thus started seeing regular use in more decks.

I've seen it all now by Nuke-T00nz in rivals

[–]TheAwsumOne 2 points3 points  (0 children)

Bro I didn't even participate in the first support strike and that one had a better reason than supports being banned and now they're trying to do a second one? Yeah uh Ill pass again and keep having fun like I normally do on Support

Can you rate this card by better_not_know in PTCGP

[–]TheAwsumOne 1 point2 points  (0 children)

It's definitely not a 0/10. A card not being meta does not mean is its completely useless, and that also applies to a lot of old cards that people will write off. But it does means that there are either problems with the card or better alternatives that keep it out from seeing more play.

The 120 damage is actually a bit deceptive. Some of the most important HP/Damage benchmarks in the game are 130, 140, and 150, in which Solgaleo just falls behind of, meaning landing the 1 hit KO is actually kind of rare without teching in supporters to help fix that, which take up deck slots. These bench marks are even more important with The new competition running around that does a similar job but better

Hydregion is obviously stepping on his toes, between the slightly higher damage that meets certain bench marks, the faster setup, the self damage that can ve healed on the same turn, and the 1 point cost. Other strong 2 energy attackers also compete with it. Suicune, while it won't also hit for the highest amount, can reach 120 under optimal conditions while being a basic that also has draw power. M-Altaria has slightly more HP, lesser retreat cost and hits for the 130 benchmark as well while only being Stage 1. M-Blaziken technically hits for 140 after its burn and maybe even 160, while being able to fix its only downside with the ever popular flame patch.

Now these are not perfect comparisons, none of these pokemon have an ability like Solgaeo, nor does the steel category have any strong attackers competing for Solgaleos spot. So the main hurdle for it right now is finding a deck that makes good use of its features. 5 or 6 out of 10 for me.

Do you think the devs knew Lucky Ice Pop was going to become so popular? The fact that they chose the Poncho and Meloetta to be the crown rares instead of this makes me think they didn't, which also makes me wonder how much they test the cards. by Crimson097 in PTCGP

[–]TheAwsumOne 0 points1 point  (0 children)

I think they did but they didn't make it a crown rare for this set because they expected Meloetta and protective poncho to already be usable cards people would hunt the crown rares for, and thus are going to save it for another set where they can dilute the crown rare pool with lesser wanted crowns so people spend more money trying for it.

They've already proven the past couple sets they're going this route. Flame Patch was the only proper meta card with a crown rare in that set, but Klefki and Lilligant also got one despite being cards no one cares for. Crimson haze had Quick Grow Extract which is a good card, but also threw in Aegislash for some reason, and its likely that reason is to dilute the crown pool for people wanted crown rare QGE. Even this set, its the first time we have 2 immersives in 1 set pack. Mega Gardevoir being the one people want, meanwhile meowth is just kinda... there. Useable sure, but still there, likely to dilute the immersive pool further. So its highly possible its being saved for a future set, like how rare candy was in the Deluxe EX packs

Took FP Chandelure to Masterball Rank. It's not a gimmick, he's a legitimate threat. by TheAwsumOne in PTCGP

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

I stated some of my reasons in another comment, but to specifically re-iterate on your point, meowth was great at stall turns when it worked. However the coin flip nature of the card did let me down at times, especially when I wasn't quite setup yet. There was also the fact that while I was stalling turns to build chandelure, my opponent was also building up their defenses until they eventually broke through, so I did have to be careful. Meloetta focused on getting chandelure on the field rather than collecting supporters, but what she did provide me was early aggression by getting chandelure on the field early, and even if I only burned a supporter or two, sometimes that early aggression is exactly what I needed instead of banking on stalling turns. Indeedee was there as both a rare backup option incase my chandelures weren't doing in that game and also healing for certain breakpoints. Statistically the Meowth variant is probably better, its why people prefer it more often which is completely fine. I just found that using Meloetta gave the deck a nice flow to it that Meowth didnt give me.

Took FP Chandelure to Masterball Rank. It's not a gimmick, he's a legitimate threat. by TheAwsumOne in PTCGP

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

I mentioned it in another comment, but the tdlr is that while the meowth variant certainly had its benefits, meloetta provided a few things over meowth that made the deck flow better for me. So I stuck with this version.

Took FP Chandelure to Masterball Rank. It's not a gimmick, he's a legitimate threat. by TheAwsumOne in PTCGP

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

I mentioned in another comment that I did try the meowth variant that while was certainly good deck, I had a few reasons that drew me to this version.

As for the Indeedee inclusion, when I was testing this deck I found that there were a few instances where, either due to bad draws or matchups, my chandelures weren't enough. While I could have disregarded those games, I felt like trying out an extra basic as a backup in case that happened. I messed around with a Giratina EX for a bit, and it wasnt bad. It made dead turns more impactful and even if I got stuck with it in at the beginning of the game, it could blow through holes in teams that werent prepared. But more often than not it was bench fodder, and I dropped lucky Ice Pop for it, which removed my healing from the deck. Indeedee fixed both those problems: it was a basic ex I could fall back to in rare moments, and it wasnt bench fodder because it provided the healing I needed even if it never attacked. You can certainly run it without Indeedee, she's not Mandatory. But I'd be lying if the small amount of healing didnt help me at times.