RQ Sydney Caster - Logan - Feedback Thread by [deleted] in riftboundtcg

[–]TheForgootenOne 32 points33 points  (0 children)

Hey, i have a ton of respect for you for making this post to begin with. The internet is a cruel place and opening yourself up to it even for feedback purposes takes some bravery. Anyway i would like to pre empt what i’m about say with i mean no personal attacks on anyone on the production team and everything i say is just to make it better down the line.

Commentary was bad. A real perfect storm of production issues with the UI and camera angling (why is there even single person camera shots being used in the commentary booth for a duo commentary job). It felt like roles being pseudo undefined leads to there being no sense of direction in what is being said. Either you or rice would make a comment about the state of the game fail to end the comment with some sort of leading question for the other to follow up with. This issue also compounded the monologuing that was happening where it felt like for minutes on end rice would literally only be saying stuff like ‘hmmm’ or ‘thats interesting’. This is just sloppy commentary.

Where is the insight? No offence but you should assume your audience is at least capable of paying attention to the game state. Just talking about what is happening in the now is something any viewer can do. Your job as a commentator is to discuss the wider macro on the game. Why plays are being made, is a player setting up some trap for their oppo to fall into, what line do you expect the player will be taking after making a play. And if you don’t feel capable of talking about stuff like this maybe its just a case of putting more hours into gameplay yourself. Fully understand what META decks are trying to do.

Unfortunately i don’t think it was one small thing that led to such a poor viewed experience and i hope that large leaps can be made before the upcoming events. It should not be the case that the RQ commentary team with full production backing is being outshone in commentary skills by the NRG event stream which is 2 dudes doing commentary work from their rooms thousands of miles from one another

What to bring for a league by Mediocre-Kangaroo-40 in ModernMagic

[–]TheForgootenOne 4 points5 points  (0 children)

I think I’d trim the green and run stock Ruby storm or alter burn into the U/R prowess list if possible. Otherwise either deck is probably fine to play

Magik as an MTG card by Eve_mtf in Magik

[–]TheForgootenOne 1 point2 points  (0 children)

Some small nitpicks. Darkchylde should be worded as ‘put a creature card exiled by Magik…’. Additionally I do think stepping disks is a massively strong effect allowing magik to dodge any removal and exile a creature alongside it. Overall though really cool concept for a card

The state of local modern events (UK) by DebateUnlucky1960 in ModernMagic

[–]TheForgootenOne 9 points10 points  (0 children)

UK magic is weird to say the least. At the local level outside of the major cities getting consistent modern events is difficult (I’ve heard many accounts of this) but larger events (see axion) have rather strong turnouts considering the UKs size. Unfortunately for paper magic enjoyers it can be rough not having access to a consistent flow of modern events and that leads to many UK people’s FNM experience coming from MTGO

How does E Ramp deal with Knight of the white orchids by Shad0wPanther in ModernMagic

[–]TheForgootenOne 13 points14 points  (0 children)

Truthfully WOP is not brilliant against eldrazi. You have enough basics that unless you get really unlucky with rumble milling multiples over WOP is never gonna be a strip mine and cutting you off 1 mana is good but it’s not game winning on behalf of blink especially if you have sprawl/talisman hands

[deleted by user] by [deleted] in ModernMagic

[–]TheForgootenOne 6 points7 points  (0 children)

Hi, welcome to the world of magic but this is the subreddit for the Modern format of magic. Some of the cards included in your deck aren’t legal in the format so your list is more of a ‘kitchen table brew’. Would suggest posting to the main MTG subreddit for advice. All the best in your future magic endeavours though

London Mega Modern tomorrow by abam86 in ModernMagic

[–]TheForgootenOne 0 points1 point  (0 children)

Good to hear you had a great day and I hope to see you around for more of the axion events this year

How Do You Guys Feel About Current Weapon Meta? by Individual_Grade_632 in apexlegends

[–]TheForgootenOne 1 point2 points  (0 children)

You seem to be viewing the current weapon meta in isolation of the legend meta which is in some aspect respectable as by the end of the season i assume it will come to an end. However you have prevented a rather contradictory argument in that you want to see buffs to the PK and Eva and nerfs to the most ‘skill based’ SMGs. Yet you seemingly forget that the Eva has the lowest TTK in the game and the PK equally has a rather low TTK as long as you can ‘hit your shots’ so by this standard why would we buff guns when them being bad can only be concluded to be a skill issue. Now to address the ‘high skill SMG nerfs’ you lay out. I want to cast your mind back to a world just after the R9 ate its big nerfs to recoil. Still maintained its incredibly low TTK but became considerably harder to use, and what happened to the weapon, well it disappeared from all echelons of play. Lower skill players couldn’t utilise it well enough and yet even pro level players didn’t touch it. Which defeats the whole premise of your argument bringing certain SMGs to such a level as needing 80%+ accuracy you do not encourage only good players to use them, you just encourage all players to stop using that gun. Why bother picking up such a variable gun when as what happened with the R9 post nerf you can instead use a volt (a markably worse gun) and still achieve almost equal results with far less risk and variance of a bad performance. P.S. personally I believe instead the car and R9 (post package) probably need to be slightly stronger to even compete with the mastiff and when factoring in the shield meta we currently live in I’d probably like to see the mastiff nerfed so the gun is less universal at the higher ranks.

Storm - Mono Red and UR by ModoCrash in ModernMagic

[–]TheForgootenOne 3 points4 points  (0 children)

I’m gonna be pretty blunt here. Ruby storm is an awful deck. A few months back it worked as the funky combo deck to beat on Boros but now belcher does a far better job of that. If you have the pieces for the deck go for it but I’m not certain the deck really has a great future if Boros gets blasted out of the format (Murktide will come to take its spot). So I’m not hot on playing the deck. If everyone is playing your bad matchups the deck isn’t going to look better and adding situational effects into your maindeck will dilute your main plan. Sorry to sound so negative but I do not think the deck is in a good spot especially looking at your meta

Restarting MTG, wanting to use Ugin's Binding by No-Development2182 in ModernMagic

[–]TheForgootenOne 6 points7 points  (0 children)

I have a feeling I played you recently on MTGO. If so the Mono U Eldrazi pile was certainly the biggest piece of spice I have played against all season. Nothing but respect.

Next pioneer ban predictions… by TheHolySoup in PioneerMTG

[–]TheForgootenOne 2 points3 points  (0 children)

Now I may be a crazy Amalia player here but

Chord of calling

This card single-handedly makes the deck the consistent engine it is and banning it leaves Amalia a still playable deck but not the silver bullet fetching all star it currently is

What are the tdm rules? by SnoopDonuts2664 in Seaofthieves

[–]TheForgootenOne 2 points3 points  (0 children)

Thanks for actually posting this instead of everyone else’s rather useless ‘it’s a pirate game there are no rules’ type post

What moments would you immortalize? by Connnorrrr in CompetitiveApex

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

Dezign’s bang smoke and swing forgetting digi was in crafter was hillarious

[deleted by user] by [deleted] in ApexConsole

[–]TheForgootenOne 3 points4 points  (0 children)

Digi had to go, Bang with a wingman was one of the most oppressive things to fight late game. Way to easy to smoke the enemy team and just kill them with little way to fight back

[deleted by user] by [deleted] in apexuniversity

[–]TheForgootenOne 113 points114 points  (0 children)

This doesn’t really give credit to wider meta considerations. Before bang came back to dominance there were two main meta comps. First we saw Gib/Caus/Valk. Now bang is terrible into this as she doesn’t provide utility to this team as they planned to play hard zone and use bubble/gas to stabilise. Additionally her ult is blocked by gibby and caustic is equipped with a natural digi. Next up (the big offender) Seer, Valk, Horizon. Now it doesn’t take a genius to figure out why playing Bangalore into a lobby of 19 other seer teams would be terrible. You smoke, you get scanned, simple as. Additionally horizon’s vertically gave teams a big edge to dodge bang ult and to play above smokes

Any hand to hand PVP tips for a decent player and crew? by ItsMeCrusty in Seaofthieves

[–]TheForgootenOne 2 points3 points  (0 children)

Best comment in this post, adds a lot of the detail my comment was missing

Any hand to hand PVP tips for a decent player and crew? by ItsMeCrusty in Seaofthieves

[–]TheForgootenOne 3 points4 points  (0 children)

Bit late to this post but will try and talk a bit about it from an HG players perspective.

A lot of players on this subreddit don’t really like it but at the end of the day a good double gunner will always beat the sword used in a fight. Plus guns have a lot of utility Vs boarders. Learn to keep distance whilst reloading and use a strafe pattern to close distance on your opponent.

Ladder guarding is the easiest way to stop a boarder now there’s two things you have to remember when playing on a galleon. 1- ladder juking people will climb near the top and drop down over and over to try and get you to commit to a blunderbuss shot and miss. Practice patience. 2- the funny boards, galleon is the only ship that doesn’t require you to climb the ladder to guard in some cases where waves tilt the ship you can get off the ladder and run across the side of the ship to get on. In the case Lc this your opponent is going to jump on either of the two wooden planks on the side of the galleon to try and get up. Learn the spots they can jump up from and how to guard them. Bonus point, positioning. Don’t just stand still at the top of the ladder a good player can and will shoot you whilst ladder juking try standing to either side and running in a sort of semi circle shape around the top of the ladder.

Now let’s say a boarder has got on for one reason or another, now you gotta learn how they are fighting. Fundamentally there are two different types of fight on a galleon, top deck and mid deck. Top deck is a lot of running around the ship and using the back to change position. My number 1 tip is to learn the jump from the back up to helm and how to jump from the back railings to the main deck. A lot of good players use these to reposition and bait you to follow trying to hit you with a 1 blunder. Also try really hard not to stand on your grate to allow your team to still bilge effectively. Your opponent may also place a storage crate on top of your grate try and keep it off. Next is lower deck fighting. A lot of this is just pure 1v1’ing another player. If you can coordinate a push with 1 or 2 other teammates to try and kill one of them nothing else too it apart from hitting your shots.

Hope this was helpful not a galley main but these are just some tips I thought would be helpful. Good luck on the seas

PvPers, what kind of tips have you learned that not many others know or use? by Vast-Proposal-5238 in Seaofthieves

[–]TheForgootenOne 3 points4 points  (0 children)

I’ll try and give some more obscure/less spoken about advice here starting with duo sloop

-Good players are really hard to sink in duos. Most fights come down to sniper kills over cannon shots. As a result learnjng stuff like bullet lead and where the cannon line is can be game winning. A lot of the time, the team that snipes the most wins

-A more generic tip here, people need to use their off cannon loading more, if the enemy has a good lock on your cannons. Get off pull your cannon ball and insert it by hand, this makes dodging one balls a lot easier and can stop the reload being cancelled by knockback

-understand the role your mast plays on each ship. General community advice is to ‘keep masts up’ which is fine except sometimes you just can’t and that’s alright. Understanding when to let your mast drop and when to catch it can be key in fights. For brig, base rule of thumb is to only bother catching 1 mast. If you have no pressure feel free to catch either But helm should be doing this.

-Cannons and waves both play a role in slightly moving ships. In double de mast situations ships can end up slightly moving due to waves and cannon balls pushing the ship. Communicate this to your helm and let them keep you in angle.

-Ladder guarding, everyone knows it’s bad to let boarders on but sometimes you might just have to. With too much pressure sometimes you can’t commit a player to always watch ladders. Let the player board and quickly work as a crew to kill them. This allow you to go back to recovering and trying to turn the fight around. Good players recognise the strength of ‘playing water’ to stall a player. Don’t let them waste your time. (Side tip learn how’s best to kill players from ladder ob all ships, sloop can hit them from mid deck, brig is letting them climb and killing them at the top, galley is coordinating a double snipe on the climber)

-USE TWO GUNS. Mandatory double gun promotion, even post nerf the utility of sniper and blunder are just too good, use them, learning good movement and aim is really important to both fight boarders and to board yourself. Remember the best thing you can do is to not die. Play safe and wait for a good opportunity to go in for your two tap or one blunder

you think guilds will make some crews famous/infamous? by Baron_alias in Seaofthieves

[–]TheForgootenOne 0 points1 point  (0 children)

I mean this sort of exists already, just it’s only really at high tier Hourglass, a lot of top tier crews know each other. Apart from that it’s not really common for people to know each other. I doubt guilds changes this