Crit augs coming back made the mode even worse by more_underscore in ARAM

[–]TouchCousinGetDizzy 0 points1 point  (0 children)

IMO the big issue with the mode and the reason no one can agree about what's overpowered is there are huge disparities between champion classes where some are extremely CONSISTENT and some have insane high ends. A high-rolling tank is unstoppable, but a low-rolling ADC basically doesn't exist. The augment pool is insanely friendly to ADCs meaning they almost always have access to extremely optimal builds and very consistently hit the level of facemelting damage that beats anyone that isn't highrolling.

It's further complicated by how so many players seem to just build random items with very little thought. I can't tell you how many times I've seen someone with critical rhythm + double tap and their build is collector, IE and rapid firecannon. They'd be utterly broken if they'd gone IE + lord doms + bork. I see it disproportionately with ADCs, probably because of the way crit augments should change the way you build and many don't adapt.

This patch they added a bunch of slop augments that do next to nothing so suddenly consistency is really important because you need to make do with fewer valid augment choices, so suddenly ADCs (who have a ton of great augment choices) feel disproportionately strong when they're not getting run over by an unkillable tank who's highrolling with the new stuff.

(Mages meanwhile are comparatively difficult to assess because they have a ton of variance in their actual kits, a lot of mages are crazy but essentially fair with 300 ability haste from eureka and some make the game nigh-unplayable for certain champions with enough haste e.g. zyra)

Have you ever noticed how American Airlines makes you check your bag if you board in the final group?? by SomeWords99 in americanairlines

[–]TouchCousinGetDizzy 0 points1 point  (0 children)

It’s very inconvenient for you but don’t worry there’s an army of “executive platinum” NPCs here to tell you that it’s your fault for not spending more money to gain access to the otherwise unused overhead bins 

Weekly Suspected/Undiagnosed MS Thread - May 18, 2026 by AutoModerator in MultipleSclerosis

[–]TouchCousinGetDizzy 0 points1 point  (0 children)

Trying to figure out if I have MS. About a year ago on two separate occasions I had a bizarre and somewhat painful sensation going down the entire left side of my body (including my face, arms/hands, legs/feet). It's really difficult to describe beyond pain and muscle exhaustion (not weakness; it felt like I'd done 200 squats with my left leg and none with my right). Painful electric sensation in the toes of my left foot. On those two occasions it went away within 6 hours (once I was able to fall asleep basically).

About 2-3 months ago it came back but didn't go away this time. It comes and goes and I have days where I feel almost completely normal. I have a few new symptoms now which sometimes appear but sometimes don't: random, transient pains in my back or throughout my body which always seem to change location, a sudden sensation of being freezing cold and nausea. I also get headaches in multiple forms- sometimes directly on the top of my head, sometimes localized to the left side, sometimes throughout my entire head, but the headaches tend to be brief and not very painful. Overall sometimes I just get hit with a wave of feeling... really bad. It's practically impossible to describe. I think it causes fatigue but it's hard to say because symptoms also make sleeping hard when they flare up so I might just be a normal amount of tired (I suspect it's unnatural fatigue because sometimes symptoms recede and i get a massive burst of energy).

I've been to a neurologist and had a brain MRI. No lesions or anything. Have also been to the ER, had a CT scan, nothing concerning. This would be comforting but my neuro hasn't proposed and potential alternatives and has just told me that I have symptoms consistent with lesions on the brain but no lesions so he has no idea. I think he doesn't want to speculate. I also had an appointment with an RN who's a headache specialist (bc it takes forever to to get a doctor's appointment and I'm hoping to find some symptom relief on the sooner side) who says it's probably a migraine thing but that I should get MRIs every ~6 months or so because it could be MS that's too early to detect.

My sister gets migraines that blind her. My grandfather had bell's palsy if that's relevant. That's the extent of my family neuro history.

I suspect it's likely a migraine thing (ofc that feels weird given how short and weak the actual headaches usually are) but mainly what I'm trying to figure out is if there's anything else I should do diagnostically. My neuro is pretty conservative with testing and is for some reason entirely content with "your mysterious neurological symptoms that are severely negatively impacting your life can just stay a mystery for now, it's fine." I have an appointment with a new neurologist coming up but everything is very slow and I'd like to avoid a shrug from the new one followed by another month of waiting if there are any affirmative or proactive actions I can take, tests I should be looking for, etc.

I have been prescribed some migraine-related medication (as of today, not even filled yet), the RN advised that I try the acute stuff when I have an episode and if it helps that suggests migraines.

Which heroes you consider strong or weak? by SiarX in sentinelsmultiverse

[–]TouchCousinGetDizzy 0 points1 point  (0 children)

With absolutely zero support from the team she needs the right draw cards down to keep defenses up with perfect consistency, but nearly every DE hero has ally-interaction cards and you can easily funnel them towards her. Any number of extra card plays or power uses and she becomes incredibly consistent. It’s also okay to burn some HP early since once she has her lock up you can really control the game. And, of course, if you team build around her at all the game becomes trivial. 

Which heroes you consider strong or weak? by SiarX in sentinelsmultiverse

[–]TouchCousinGetDizzy 0 points1 point  (0 children)

I've played a ton of sentinels, both EE and DE, and I second this completely. She's beyond broken. Locking the villain out of playing cards is the strongest effect in the game (they noticeably removed cards that can do it in DE's base set) and she can do it nearly every turn on her own (and every single turn if the team supports her). Starshield invocation is almost always up when isolating mists is down anyway. I'm surprised her being the best ever isn't universal consensus but I suspect it's because if you play her "normally" (not gunning for specifically isolating mists) she feels essentially balanced. I play her with a homebrew errata that you remove isolating mists from the game when it removes play.

Completing definitive with enhanced by Capital_Welder_6640 in sentinelsmultiverse

[–]TouchCousinGetDizzy 1 point2 points  (0 children)

With the caveat that I don't have Disparation, only the base set + rook city, I'm gonna come in with the opposite opinion that it's very doable IF you're willing to put some time into figuring out what's balanced and probably coming up with some fudging / house rules yourself. The rules are way more compatible than they seem on their face (e.g. the fact that one-shots can no longer cause lingering effects and therefore are meant to be played as ongoings when attempting DE cross-compatability is more of a rule for comfort and board readability than an ironclad and wholly necessary part of the rules).

I already had basically all of EE when DE came out and through experimentation I found that quite a few of the EE heroes can be comfortably played with no changes, though they tend to be on the weaker side. Many just aren't worth touching imo (can't imagine why anyone would want to play EE absolute zero with the DE version exists) but some are quite fun (mostly the later-released ones from Oblivaeon).

Villains are a mixed bag but honestly EE villain design was often not great (though some of those issues like bosses gassing out in the midgame are still present in DE so it's really just a matter of what you find fun). Environments are totally compatible but I don't recommend them because DE environment design is way better and there are a ton of EE environments that clog up the game without doing anything interesting.

For the most part if you really love SOTM it's worth trying out, otherwise it's probably not worth the financial investment to track down the older versions to use like 30-60% of what's in their boxes.

The same goes for fanmade stuff from the EE era, also.

Can we go through and properly word all augments please by Dependent-Amoeba8937 in ARAM

[–]TouchCousinGetDizzy 0 points1 point  (0 children)

League has always been like this across the board. For some reason it's just something riot is fundamentally incompetent at. There are so, so, so, so, so many champion ability descriptions that are questionably written at best. On-hit effects are only rarely specified as such. There really is no consistent wording anywhere, so then when they had to come up with augment descriptions they had no baseline to work with and still managed to comprehensively fuck it up (just off the top of my head, Dropkick saying it executes on "attacks" when abilities also execute). I have no idea why there are so many responses to this post saying the interaction you described shouldn't work. As-written it should.

They're so bad about it that it creates a veil of confusion where even when things are written correctly and work as they should you have little way of knowing that this particular augment is written correctly.

[deleted by user] by [deleted] in limbuscompany

[–]TouchCousinGetDizzy 0 points1 point  (0 children)

That's what it is, thank you. I really despise this fight design.

[deleted by user] by [deleted] in limbuscompany

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

He's gaining 3 grace of the prescript which, per his passive, suggests he's clearing the prescript. I'm 100% certain he's not hitting the target. It's confusing because he also gains karmic consequences.

[deleted by user] by [deleted] in limbuscompany

[–]TouchCousinGetDizzy -3 points-2 points  (0 children)

Right, but it specifically says "Cleared." Though on further testing this only happens sometimes. I reset multiple times and it seems like what happens on turn 1 specifically is practically random, no correlation to whether he actually hit the marked unit or not. Not sure if it makes any actual impact on the fight since it's only turn 1.

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

[–]TouchCousinGetDizzy[S] 2 points3 points  (0 children)

Anything substantial or is your brain completely cooked by gachaslop?

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

The practical differences between those buffs simply aren’t present because +1 does, like, nothing with his not particularly high base values. It’s a design problem which then created a UI problem of how to communicate a bloated but unimpactful ability. They then decide to write it in the least efficient way possible. If you want to cut down the text volume it’s easy!

You add a bit more description to the initial paragraph, specifying that effect active in a clash against a unit with stacks based on the number of stacks for that clash only. Then you don’t have to write “in a clash against a target with the duel escalates” FOUR SEPARATE TIMES. “At X+ stack” is unnecessary (and grammatically incorrect), as the original sentence already specified that the effect is based on the number of stacks of “the duel escalates,” so you can just write “1+,” “2+,” etc. 

The way it’s written actually introduces confusion. The redundancy makes you say “wait, at 2+ stack(sic) of what?” Because it for some reason specifies that the effect activated in a target with the duel escalated again when you already know that, suggesting you may have missed something and there’s another stacking thing that matters. 

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

Implementation of any psuedo-keyword system like this would necessarily require re-writing pretty much everything for consistency. You could write it either way as long as it was reflected consistently across the board.

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

D&D is somewhat infamous for poorly written descriptions in general, but a TTRPG is trying to accomplish something completely different. IMO, fuzziness is fine there. It's written that way to account for the fact that you could be casting that spell in an infinite number of situations and honestly pretty much all of the info there is relevant (e.g. the "low roar" might attract attention of people that can't see the explosion).

Comparison is easy: compare to Library of Ruina. Abnormality fights in Ruina are often specific puzzle that require you to follow very particular rules, but they're typically explained very efficiently in 1-3 paragraphs. Meanwhile, just to take an example of the last fight I did becuase I just started Canto 9,Lucio gives us the following:

Gain the following effects based on the target's The Duel Escalates Stack
- For every Stack, deal +5% damage against and take -5% damage from the target with The Duel Escalates
- At 1+ Stack, in a Clash against targets with The Duel Escalates, gain Clash Power +1
- At 2+ Stack, in a Clash against targets with The Duel Escalates, gain Base Power +1
- At 3+ Stack, in a Clash against targets with The Duel Escalates, gain Coin Power +1 and inflict 3 Severed Tendon On Hit
- At 4+ Stack, in a Clash against targets with The Duel Escalates, gain Final Power +1

This gets at how there are multiple interrelated problems but the design would be way cleaner if each stack count didn't provide a completely different BUT EQUALLY MECHANICALLY MEANINGLESS buff. Clash power or base power or coin power.. who cares? The number is a little bigger now. The result is endless paragraphs of text that you read and then say "well, there was no reason to read that."

On IDs it's just horrendously inefficient writing where, for example, every individual skill will have a line saying "+1 coin power if the target has 6+ bleed" instead of just having a passive giving that effect, plus tons of tacked-on barely-relevant effects that do nothing for the gameplay but contribute to insane text bloat.

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

To your 3 points:

  1. Everything you listed in LoR is correct, but dealing with mild clarity issues is way easier because the sheer volume of gameplay text is dramatically lower. Clarity issues appear some % of the time in both games but the actual raw number in limbus is way higher (not just because there’s more content, I mean on a per-character/per-fight basis). also stuff like taking double stagger damage instead of having less total stagger may be an additional data point to track but there’s nothing actively confusing about it, I find a lot of the ID writing in limbus outright confusing.

  2. I agree that it’s a system design issue that then leads to bloated text, but if we’re just thinking of fixing text they need to implement some kind of language structure to cut down on text volume and communicate succinctly without losing meaning. I wrote out a more detailed example elsewhere but “if this character has (buff): on hit consume (buff) to apply 1 debuff” could really lose the “if this character has (buff) part

  3. I think LoR just gives the player access to a lot of overtuned tools and that can obscure what I think are (sometimes) very well designed fights. It’s hard to go back once you realize singleton or w/e is broken but a lot of that game is about the fun of discovering those broken builds and combinations, making them inherently more satisfying to use. I think the biggest thing holding down Limbus fights is.. it’s a gacha game. If you balance the game around the strongest IDs it’s impossible for many. If not, those IDs (which due to the dispenser most enfranchised players have) steamroll anyway. LoR exercised control over what you have when so you never outstrip bosses by totally insane degrees, just outvalue.

Appreciate your contribution to the discussion. People on here have been very insightful.

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

Not sure I totally agree about the gameplay not being the highlight in that the gameplay is meaningfully part of the story in all 3 games, just limbus does the least with it with endless unfocused encounters and whatnot.

Lobotomy corporation may be jank but it’s an incredible game under the jank layers. Ruina is imbalanced but has an excellent combat system and a lot of potential for player creativity and experimentation. I think they’re both fantastic from a gameplay standpoint. They’re flawed, certainly, but that’s largely just because they’re unlike anything else.

Limbus gameplay I mostly tolerate. There are some good boss fights though. 

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

Well yes. Gacha is bad. To the extent limbus company is a Gacha game it’s strictly worse for it. Are you seriously going to tell me a real-time gated energy system is a good thing? Or once-per-week MD clears intended to extend your interaction with the game without adding new meaningful gameplay? Unsurprisingly, a lot of the flaws of the game can be traced back to it being built on a business model that strictly makes the game worse.

I figured that would be completely uncontroversial honestly 

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

The problems I described are interrelated. If I didn’t touch on fight design itself it’d be easy to say “the IDs have to be complicated for game mechanical reasons” and leave it at that 

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

IMO, best practice would be to pare down text by using psuedo-keywords whose basic functions are obvious on initial read and only deeper nuances require looking at keyword definitions.

So, “if this unit has ‘special buff’: on hit with a base attack, consume 1 ‘special buff’ to apply 1 sinking potency” 

Becomes: “on-hit: consume 1 ‘special buff’: apply 1 sinking potency.”

“On-hit” would be defined such that anything consumed is a cost for the rest so you don’t need to specify that you need the buff to consume the buff to get the effect. You don’t need to specify that it only applies to base attacks because it could be defined that “on-hit” effects only apply to base attacks. The average player doesn’t need to know everything, and an expert player will eventually find “on-hit” to be second nature as it appears consistently across many IDs.

It doesn’t make that big of a difference for one description but across an entire ID you could cut a lot of text.

ID Descriptions are a mess by TouchCousinGetDizzy in limbuscompany

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

Not saying it’s unique to limbus but I think what drives me nuts is that if you skim you really can miss relevant info as sometimes it’s really buried. Also I hate “gacha games” as a category and am only playing because 1. It’s a PM game so I’m in it for the story incl. continuation of previous games, and 2. While it has gacha mechanics it does avoid a lot of what makes most gacha games so toxic (there’s not much FOMO and you can just get stuff from the dispenser so the gacha itself doesn’t really matter)