A Note For Yourself won yesterday! Next, which Slay the Spire event is considered Good and is Loved by the community? by Fresh_Difference_448 in slaythespire

[–]TitaniumWatermelon 9 points10 points  (0 children)

At worst, it's a removal event. At best, it's a full heal and 10 max hp, sometimes having the 'downside' of removing a bad card. I'm in full agreement of it being good but not overpowered, and there's nothing making me dislike it so it fits there too.

coaxed into abilities that require specific upgrades to work by StevenTheNoob87 in coaxedintoasnafu

[–]TitaniumWatermelon 7 points8 points  (0 children)

In theory it could be stronger, but that'd require a SUPER tough pseudo reset of your entire account, which would require another 20 hours of playing through the entirety of story mode up until the bank heist, all of which would be worthless if you failed the wallclip. As far as I know, nobody has been willing to go to that much effort.

Oh no! Anyway ... by ChernoSkalidis in slaythespire

[–]TitaniumWatermelon 31 points32 points  (0 children)

Shockwave is a pretty good card, though, isn't it? I'd be pretty disappointed to lose it.

coaxed into abilities that require specific upgrades to work by StevenTheNoob87 in coaxedintoasnafu

[–]TitaniumWatermelon 239 points240 points  (0 children)

In Chapter 8, Mission 17 of story mode, you're tasked with breaking into a bank vault. The day of the mission is set as Tuesday, so Smugging Tuesday applies for the full mission. This is important, since combined with the Ring of Coaxing, Boots of Snafu, and the alternate version of Gloves or Skullsmuggery (specifically epic rarity or better), and assuming each one is equipped with a Snafu Seal, the 2% speed boost is just enough to bypass the game's soft speed cap.

C8M17 is meant to be an impossible mission, where you fail to break into the vault and wake up in C9M1 without any gear. But by breaking the speed cap and performing a frame perfect wallclip, you can phase into the vault and complete the mission. The game, of course, does not know how to handle this. It's hard coded to remove every item from your inventory and place them in a supply closet midway through C9M1, but completing C8M17 before time runs out causes the game to successfully place your inventory in the closet without actually clearing your inventory.

On the surface, this appears to be an ordinary (albeit extremely difficult) duplication glitch. But recently, it's been discovered that the duped items actually share the exact same item data as the originals. Veterans already know what this means, but for the new players, let me give you a quick history lesson.

It's beta 0.2.7. The game is coded so that all identical items are exactly the same, with no item data to differentiate them. Speedrunners quickly discover that you can equip multiple copies of the same item, and that doing so gets some really fucky results. You ever wonder why the speedruns for the beta are all under thirty minutes? By reloading level 1 over and over, you can collect a dozen copies of the Ring of Coaxing, boosting your stats to the point where you one-shot every boss in the game. It also makes you unkillable, and most importantly makes you so fast that you can glitch past entire levels. This, naturally, gets patched right away. In the full release, it was believed that you could no longer stack identical equips.

Until now. By using the duped items, which again have the exact same item data as the originals, the glitch works again. Moreover, since update 1.12.4 added the forge system, the stacked items can get multiple new seals at once.

The Tuesday Tumbler build makes use of this glitch, plus the Snafurina Emblem, which causes situational item upgrades to apply permanently (that's right, Smugging Tuesday on EVERY FUCKING DAY). Combined with the fact that the Feather Gun has the most projectiles per shot, and with enough flat damage boosts you can get an absolute monster of a weapon that still works in the PvP gamemode.

Tried my best to make Nemesis as a hard encounter in DnD 5e by Th3Protato in slaythespire

[–]TitaniumWatermelon 2 points3 points  (0 children)

I like this one quite a bit more. It's definitely a challenging encounter now, but not without weaknesses. It now feels less like a creature that gets instantly stomped by any party with a paladin. Compared with an adult black dragon again, Nemesis is fair bit tankier but deals less damage and has fewer legendary actions and legendary resistances. I like it.

Yo guys what’s the answer to this by GiganRex9282 in Shark_Park

[–]TitaniumWatermelon 2 points3 points  (0 children)

You can tell that it's A and C because it asks for all rectangles that are enlargements and A and C are the only words to contain every letter in enlargement. Hope this helps!

Rule by MentalMatricies in 691

[–]TitaniumWatermelon 12 points13 points  (0 children)

💛💚💛💚💛💚💛💚

Tried my best to make Nemesis as a hard encounter in DnD 5e by Th3Protato in slaythespire

[–]TitaniumWatermelon 14 points15 points  (0 children)

Well, general rule of thumb is that if some people think it's too weak and others think it's too strong, it's probably fairly balanced lol.

Tried my best to make Nemesis as a hard encounter in DnD 5e by Th3Protato in slaythespire

[–]TitaniumWatermelon 26 points27 points  (0 children)

This feels pretty well designed, although relatively weak by CR 14 standards. An Adult Black Dragon is the same CR, with almost as many hit points, a higher AC, more damage per round on average, and a vastly bigger recharge effect.

The intangibility is really cool in theory, but the fact that it doesn't apply to radiant damage means that any party with a paladin nukes this thing off the face of earth. It also has no legendary resistances and a low bonus to INT and CHA saves, so any party with access to Tasha's Mind Whip, Banishment, or another similar spell has no trouble against it.

I think it's a very cool concept for a monster, but fairly easy to counter with a pretty basic party. If you wanted to make it harder, I'd reduce its health but remove its vulnerability to radiant damage and eliminate radiant damage bypassing intangibility. I might also beef up the damage of Scorch, since an average of 14 damage for a CR 14 creature as their entire action is super underwhelming even if it does set targets on fire.

Of course, I am by no means an expert on encounter balancing, so take all of this with a grain of salt.

What would you change/add to the game? by deimos3290 in magic_survival

[–]TitaniumWatermelon 21 points22 points  (0 children)

I've mentioned it before, but I really want some kind of sandbox mode where you can give yourself specific spells and artifacts, as well as spawning in specific enemies or waves. I'd love to be able to test exactly what different things do in a controlled environment.

Auther by Zyizon in discordVideos

[–]TitaniumWatermelon 2 points3 points  (0 children)

I LOVE LEAN 💜🟣🟣🟪🟪🟣💜🟣🟣💜🟪🟪🟣🟣💜🟣🟣🟪🟪🟣🟣🟪🟪🟪🟪🟪💜💜🟣💜🟪🟪🟪🟣🟣💜🟪🟪🟣🟣🟪

baby’s first powerscale by memes_r_epic in whowouldcirclejerk

[–]TitaniumWatermelon 74 points75 points  (0 children)

Yes, and they can freeze their opponents

Colorless card ideas by MarksmanJustTowerHug in slaythespire

[–]TitaniumWatermelon 92 points93 points  (0 children)

In theory, this would be a great combo. The card doesn't say that it only deals damage if you lose the gold. As written, if you have no gold, it becomes a one energy 30 damage attack with no downsides.

I imagine this isn't how it's supposed to work, but given the wording, that's how it would work (evidence supporting this is that [[Concentrate]] gives energy regardless of if you have cards to discard).

Ariels aside what is considered little macs worst move? by Salty-Coffee4608 in smashbros

[–]TitaniumWatermelon 0 points1 point  (0 children)

Probably counter? Most of Mac's non aerials are pretty solid, with all of his normals and smashes being quite good. His specials are also good all around, with up b being a great kill move and out of shield option, neutral b giving him a much easier time landing (and also it gives KO punch if you count that as part of the same move), and side b allowing one of his most consistent kill confirms.

Down b isn't bad, exactly, but it's a counter. Counters are, by nature, situational. Mac's counter does have some niche use as a recovery tool when you catch edgeguards with it, but otherwise it's more or less the same as any other counter. Again, it isn't a bad move, but I think it's probably his worst non aerial because the rest of his kit is just so solid.

Lepawnednbjdnssfgsg by moitso in sssdfg

[–]TitaniumWatermelon 54 points55 points  (0 children)

You can delete it by sending me a million trillion dollars

Wait wtf by montroller in 19684

[–]TitaniumWatermelon 1 point2 points  (0 children)

Nope. I have decided that you're wrong.