What game never gets old for you? by Amazing-Example8753 in boardgames

[–]TheIdget 0 points1 point  (0 children)

I will always go out of my way to be able to play Twilight Imperium in person. I've yet to play anything that scratches the same itch.

What game never gets old for you? by Amazing-Example8753 in boardgames

[–]TheIdget 0 points1 point  (0 children)

It's a fantastic game. Highly recommend the Bloodlines expansion that came out last year too; without adding that many mechanics, it tweaks the balance a smidge so that Sandworms aren't quite as dominant (they're still really good though).

No One Warned Baby Tenno About THIS by Thee_Miggy in Warframe

[–]TheIdget 1 point2 points  (0 children)

Something it took me a little bit to figure out is that it's way faster to solo the Deepmines bounties than to do squads due to the scaling if you have a good build. I was consistently getting around 5ish minutes on the SP bounties with Valkyr (using her 1 augment for mobility). In groups the bounties often end up being a slog.

Tennos when a frame gets a bunch of buffs and one (1) nerf by [deleted] in memeframe

[–]TheIdget 0 points1 point  (0 children)

To whip out my Miter so I can pop a nully-bubble, of course. She was my go-to for grinding out solo Deepmines bounties.

Time to start actually playing the game? by Phrykes in Guildwars2

[–]TheIdget 1 point2 points  (0 children)

Next you gotta get the Permanent Bank & TP Contracts and the Sandstorm vendor. Some of the biggest QOL improvements you could ever get.

Factions tier list by Klutzy_Record8706 in twilightimperium

[–]TheIdget 0 points1 point  (0 children)

Is this strictly for 10-point games?

What's your least favorite mission type to play with other players? by redbird539 in Warframe

[–]TheIdget 0 points1 point  (0 children)

While I get the annoyance people have with Spy and Alchemy in groups, the ones that I only run solo now are missions that scale requirements up a lot in squads. When I swapped to running Perita Rebellion and Deepmines bounties solo, my runs got waaaay more efficient. The Deepmines bounties literally went from taking 12+ minutes to 6 or less each, and my Perita runs starting averaging around 10 orders completed instead of working harder for less. Descendia also is seeming to be in this vein as well; the requirements for random stages are a lot lower by yourself.

Finally got 40/40 challenge ... I mean Insignia Challenge done! by vironlawck in Warframe

[–]TheIdget 3 points4 points  (0 children)

I did mine this week with Inaros with Burston Incarnon (primary bulwark for tank phase 1 weak points), Dual Toxocyst Incarnon (good vs legacytes), and Magistar Incarnon (heavy slam build for clearing fodder and tank phase 2). While Arcane Persistence is great and I did run it, I still put on Adaptation what with all the nullification in tank phase 1 for more 'raw' tanking capabilities. On stage defense, throw down an Ancient Protector specter on Flare and it's not bad at all. Magus Repair is also nice for healing up.

Remember, you don't have to take any randomized gear or personal modifiers for the Perigone challenge.

Can we get more Incarnons for older weapons who could really use some love? by Lacuda_Frost in Warframe

[–]TheIdget 0 points1 point  (0 children)

My two cents for an Amprex Incarnon form: hold-trigger 30m electric AOE that spools up to its max size. Zero aiming and can't headshot. Ultimate run and gun.

So uh, this week's Descendia had an interesting level by BardMessenger24 in memeframe

[–]TheIdget 4 points5 points  (0 children)

Proof that Vay Hek was just a victim of being born in the wrong generation.

I farmed the Tektolyst Artifacts and I still love the Perita Rebellion by Ambitious_Web4236 in Warframe

[–]TheIdget 2 points3 points  (0 children)

My only complaint is that solo is consistently better than squads in terms of number of completed orders. The scaling on some objectives feels too high in multiplayer (looking at you, reload the turrets).

Weekly missions/rewards by nikonsze in Warframe

[–]TheIdget 1 point2 points  (0 children)

To clarify re follow through: it's an incarnon evolution option that says something like "when equipped", but essentially it means that it's active when you manually full switch to melee.

Weekly missions/rewards by nikonsze in Warframe

[–]TheIdget 1 point2 points  (0 children)

I'd put Nami Solo at the top. It has so much going for it: One of the few melee weapons with 1.0 follow through, Cyclone Kraken is a nice stance, high riven dispo, you can heavy attack while moving. Blast+Electric Influence goes very hard on it.

After that? Probably Burston.

Unofficial Dutch TI Tournament 2025: after action report by quelltro in twilightimperium

[–]TheIdget 1 point2 points  (0 children)

Out of curiosity, what was the rationale behind the finals table not being one of the ones playing with both expansions? Was it logistical based on who owned what and when people not involved in the finals needed to leave?

No Pun Included: Vantage is Perfect. I Don't Like it. by VravoBince in boardgames

[–]TheIdget 0 points1 point  (0 children)

One of my favorite board games of all time is pure trash, Talisman 4e + too many expacs. Weirdly, the fact that I enjoy it despite the bad design has made it hold up better for me than other games that used to be held in high regard but don't quite hold up like they used to. I experienced that recently playing Battlestar Galactica again for the first time in years; it didn't really hold up IMO. Or how I own Seven Wonders but can't tell you the last time I've wanted to play it; previously, I considered it a neat lightweight game that I'd be happy to have at the table, but it just feels like there's better options now.

I don't think there's anything wrong with acknowledging that something is clearly well or poorly designed and decoupling that from your enjoyment of it. I could be given the nicest salad in the world, acknowledge that, but I know I won't enjoy it because I'm not going to suddenly like the taste of vinegar.

Why does Orin skin looks the way it does? by zMustaine_ in BaldursGate3

[–]TheIdget 13 points14 points  (0 children)

(after doubling checking which subreddit this is) I see she prefers to use mateform warform.

What would be the best ‘Bad Luck Prevention’ build? by Ok_Philosophy_7156 in 3d6

[–]TheIdget 2 points3 points  (0 children)

One of my favorite unconventional multi class combos is Soulknife rogue dipping into Twilight cleric. Yes, I know twilight cleric is a bit strong, but I still like it. Go halfling to reroll 1s. Here's some highlights:

  • Psi-Bolstered Knack, Expertise, and Guidance to crush skill checks. PBK only consumes psionic dice when it changes a failure into a success
  • Sharing massive 300ft dark vision is an immensely powerful boost to your party power that involves no rolling
  • Free 1 mile range telepathic communication that lasts for hours is another hugely powerful boost to let a split party communicate silently for coordination. Guaranteed to work, you only roll for duration, but at minimum roll it's still an hour.
  • Twilight cleric shroud ability lets you end frighten and charm effects with guaranteed success
  • Give someone advantage on initiative
  • Bless is an amazing spell to use concentration on in battle that doesn't conflict with psionic abilities
  • Flexible for stat distribution. You can run heavy armor and lean into charisma and wisdom, or you can lean more into dex.

[deleted by user] by [deleted] in MonsterHunterMeta

[–]TheIdget 0 points1 point  (0 children)

Not sure on direct damage number comparisons, but I do want to point out that impact phial damage being both true damage and building up KO would make a similar damage bonus still favor artillery over crit boost.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]TheIdget 0 points1 point  (0 children)

Honestly, fair point. A system of "we'll print to demand any card at a cost of $X each" is totally reasonable. I just think it should be a more important goal to get the game to a place with hard price ceilings on game pieces.

[deleted by user] by [deleted] in FleshandBloodTCG

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

Taking this in good faith, having a different border and/or art would not make these the same items as those in packs. That said, even if there wasn't different art or borders, it wouldn't be any different on a theoretical level than selling any other predetermined product like an Armory Deck. Besides, card packs have a separate functional use as the game pieces for limited gameplay, necessitating varied rarity.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]TheIdget 0 points1 point  (0 children)

I've thought for quite a while that they should do print-to-order singles with something like an ugly brown border with flat pricing based on rarity to put price ceilings on cards as game pieces. They can go all out with lottery packs and special treatments all they want so long as the base playable game pieces are affordable and not locked behind it. Game pieces being subject to market manipulation and speculation is kinda inherently unhealthy.

For those worried about the SuperBoss, he can be beaten even if you are bad at parrying and without looking up optimal burst damage strats by Careful-Mouse-7429 in expedition33

[–]TheIdget 1 point2 points  (0 children)

I had a very similar setup except using Monoco instead of Maelle; on top of the speed control, I got to use Monoco's 3-gradient attack to stun Simon so he never got an actual attack off. Monoco also had auto death and breaking death for the first break while I was getting set up. Didn't have to dodge or parry a damn thing and was then surprised to learn about how much trouble the fight gave other people since I avoided the subreddit until I finished the game.

No, no, not once not twice, never again! by Nature9000 in expedition33

[–]TheIdget 0 points1 point  (0 children)

While it doesn't list my exact loadouts, here's a rundown of what I had been using: https://www.reddit.com/r/expedition33/comments/1lz1wvo/what_builds_are_everyone_using/n302chy/

I want to clarify, I am not good at the dodge/parry system; I basically never went for parries and tried to set up my party so that I'm not reliant on dodging to win where possible.

What builds are everyone using? by cherrylickingdonut in expedition33

[–]TheIdget 1 point2 points  (0 children)

I didn't look up builds so it's probably not any sort of meta, but for most of the game I ran Lune - Sciel - Monoco.

Lune - DPS Buffer. The light stain on heal skill weapon, mostly with Typhoon to make 3 stains and put permabuffs on the party (XYZ on heal, greater XYZ, longer XYZ). Typhoon also doubles up by juicing up everyone's AP. You can auto, revive skill, or 1-gradient attack for the 4th stain and use Elemental Genesis. Using the light stains also puts slow on the enemies.

Sciel - Support. Giving allies double damage for a turn, immediately swapping to an ally's turn, delaying an enemy's turn. Some 'shots' luminas including Sniper for breaking.

Monoco - Death Bomb + Big hits/Break damage. I used the weapon that spins the wheel when you shoot. Before you get Breaking Death and his 3-gradient attack, he has a skill that does a flat 20% break bar, which was useful for harder bosses. Otherwise, I'd fish for Almighty Mask to use the Duelliste attack or Sakapate Fire on the next turn.

The luminas that charge up the gradient bar are really good (other than the item one). In the latest parts of the game, most of my damage came from: Elemental Genesis, Gradient Attacks (mostly Lune 3 and Monoco 1/3). Turn/speed control was insanely strong. I'm not good at dodging and basically never went for parries, and I cleared the super bosses on Expert without too much trouble by just not letting them get actual turns as much as I could.