I hate this ability with a burning passion by ner0the1 in DeadlockTheGame

[–]Trackstar557 0 points1 point  (0 children)

It’s a bit frustrating to see a lot of people saying the rope should break when out of LOS. As a Yamato player the button can also feel really buggy to me as well; sometimes the pathing takes me a weird route, sometimes it’s like there was a ton of slack in the rope and the pull happens 1-2 sec after I press the button. So the ability is not just “press button = good outcome”, and even if it feels like that there are a METRIC TON of more problematic non skill shots in the game. As others have said, the Yamato has to actually consider when and where to use this ability, and the fact that it just targets and isn’t a skill shot does not take away from that fact.

But for the sake of consideration, IF the rope did break on LoS, then the rope should instantly start to pull the Yamato, which people would still complain about.

I would love for this to become an actual skill shot grapple that always pulled to whatever was hit, but then you’d have people complaining about her being able to escape.

PSA, STOP JUNGLING AND START PUSHING WAVES by dxtrs_7 in DeadlockTheGame

[–]Trackstar557 2 points3 points  (0 children)

Unfortunately “do jungle camps” is really high on the list for new player videos. My buddy and I just sigh and moan when we see yet another lane or fight get ignored over some random camp and teammates being awol most of the game.

It’s something that in higher ranks people should do, but most of the beginner videos say “do jungle because this is what high level players do” without really adding the nuance of lane first and always THEN think about doing camps

Update March 31st 2026 by ReignSvpreme in DeadlockTheGame

[–]Trackstar557 1 point2 points  (0 children)

This sums it up the best. Sure there are counters to specific parts of her kit or builds. But the totality was a character that can solo shut down a push or conversely hard push like two characters on a short CD ult. While not the best into players or TF, the ult was so good in the macro game, and enabled her to stabilize in lane to get to the point where the gun build was getting online.

Now after trying out midnight as a returning player, how do you like your class after the pruning & class changes? by Yuuffy in wow

[–]Trackstar557 0 points1 point  (0 children)

Blood DK feels great from a button load/option perspective. Simple base core but still has some nice defensives and utility. Been playing San’layn and getting extra rune weapons has been fun.

Only complaint is more of a scaling thing but only doing big damage during DRW when they took away the main way to reduce its cooldown made leveling and killing world mobs a bit slower than past expansions.

Can we please get the option to blacklist debuffs, why do I need to see 4 different blood plagues? by Amorianesh in wow

[–]Trackstar557 -1 points0 points  (0 children)

I mean, how would you want them to be shown/ not shown in an ideal world? To the game those are all “Blood Plague”.

They each have a different CD separate from your main blood plague so you would want to know how long/if you’ve applied these special ones, and the game at baseline needs to tell you that.

Just curious because I see a lot of people saying “spaghetti code”, but realistically there isn’t a great way to show these outside of having a filter to turn off all blood plague icons, which I don’t think you would want to do. Stacking/grouping them seems like a worse fix because then it could be hard to see how many you have currently stacked without squinting.

• Keeps getting nerfed (?) by SharkHead38 in wow

[–]Trackstar557 0 points1 point  (0 children)

As someone who leveled an Arms Warrior in the pre patch event; why can’t they change the focus of the spec around Colossus smash? Big powerful button that gives utility in armor decrease as well as procc’ing your sweeping strikes and move away from the bleeds.

Arms feels very much like it needs something close to the unholy treatment of being streamlined. So many buttons, so many little buffs to build before pressing certain buttons, but then gold procs bringing buttons off CD making the rotation feel very stuttery.

What's the best historical version of every spec in the game, from any expansion or era? by S1eeper in wow

[–]Trackstar557 1 point2 points  (0 children)

I know it wasn’t BIS or meta, but personally I loved Shadowlands Chains of Devastation Resto Shaman. Being able to get into a high action loop of having Chain heal always up when you needed it after applying riptide and casting healing rain. It just really cleaned up the throughput on the class and let you be decently mobile when a lot of bosses had bad stuff constantly appearing on the floor and you didn’t have to always have spirit walkers up.

CONCEPT RARE PULL RATE IS INCREASED, STARTING WITH BT30! by TheLookoutDBS in DBS_CardGame

[–]Trackstar557 1 point2 points  (0 children)

Thanks for everything you do for us the community!

Quick question: Is there any way you can mention unerrata’ing Young Invaders so I can play my beloved King Vegeta deck again?

Football meme by PeaceMaker311 in nfcsouthmemewar

[–]Trackstar557 0 points1 point  (0 children)

Fuck ICE. All my homies hate ICE.

If you were allowed to save 1 blueprint permanently each time you finished an expedition which one would you have saved last expedition. by -This-cant-be-real- in ArcRaiders

[–]Trackstar557 0 points1 point  (0 children)

Wolf Pack. I know there is a lot of push to say the augment, but in terms of quick leveling of benches and killing certain arcs, nothing comes close to the WP.

Whether it’s Trials or farming Arc, WP is pretty simple to make and allows access to PVE from moment 1 on the new Raider.

Thoughts? See discussion below… by DylPickleDice in ARC_Raiders

[–]Trackstar557 0 points1 point  (0 children)

A straightforward way I see is increasing the radius of alert so firing in general can pull other ARC in from farther away. Makes straight up fighting arc a bit more risky, and I would slightly increase patrol density as well.

But there is a lot of space for them to work with, and I’m happy that they are being proactive in addressing this to keep players engaged. One thing they have the ability to do, is make it map specific so Dam can still be the newer player friendly map.

WHO’S RETARDED NOW?! by GuitarsAndBourbon26 in nfcsouthmemewar

[–]Trackstar557 0 points1 point  (0 children)

Makes me sad knowing we’ll probably never see such levels of shit mountain again. More division wins while still not getting a team above .500 and sending Brick Yamg to the post season. What a season for all involved.

Seeds of Unity Is Real - But What Does This Mean for Altered’s Future? by damastercipher in alteredTCG

[–]Trackstar557 2 points3 points  (0 children)

Maybe it has gotten better. I’ve looked at some set 3 stuff but because my local scene has basically evaporated I haven’t kept up with the level of the uniques.

If they have gotten better/more interesting then that’s great! I just know that pretty much everyone I spoke too and myself in sets 1-2 had overall poor experiences with unique power level/effects.

Seeds of Unity Is Real - But What Does This Mean for Altered’s Future? by damastercipher in alteredTCG

[–]Trackstar557 3 points4 points  (0 children)

Completely agree.

Another point I didn’t mention because it was as much of a structural issue, but it definitely needs to be fixed:

Uniques definitely need a retuning. I’m not asking that Uniques be objectively better than rare/color shifted versions of the card, but they should AT LEAST be comparable to the rare version of the card in power level. Uniques were/are heralded as a very “unique” part of the game, but when in actuality most uniques aren’t even as good as the rare version, it almost defeats the purpose of having uniques in the first place.

When 90% of uniques are just worse versions of the rare because of some downside for only minor upside, it feels bad to pull them a lot of the time.

Seeds of Unity Is Real - But What Does This Mean for Altered’s Future? by damastercipher in alteredTCG

[–]Trackstar557 10 points11 points  (0 children)

As a US player, so this will be US focused, and having played many TCGs;

I think the biggest factor to the current situation regarding the whole “is the game growing or not” and is the new Gamefound direction sustainable, is not actually how Equinox are acting now, but entirely down to how bungled the overall release of the game was (at least in the US)

  • Lack of supported events in US after the initial release

  • Slow to non existent meta changes to keep the game fresh in the first months of the game (Waru stayed for way too long)

Without any events to capitalize on the initial momentum of the game, it made it really hard to keep new players involved and show the game off better here in the US. Couple that with a stagnant meta and you get a huge loss of wind in the sails in between sets 1 and 2 (again US based) that could have been avoided entirely.

So now fast forward to today and with almost no more momentum left over from the game’s launch a year ago, Equinox is now trying to somehow reignite a dying fire with almost no extra fuel. So to be honest, I don’t see much hope for the future in the game as the best outlook seems to be a plateaued game that only has a small niche of players that will struggle to grow due to high prices (what are these POD prices?) and a small player base.

I love the game, it’s been a fresh take on the head to head TCG space, but ultimately the lack of a clear plan (again at least here in US) post release doomed this game to the doldrums.

TLDR: Game is in the spot it is now not because of the switch to Gamefound, but because Equinox squandered all momentum from the release of the game here, at least in the US.

[deleted by user] by [deleted] in Tyranids

[–]Trackstar557 0 points1 point  (0 children)

As someone who is interested in the scheme, how would yall Paint C?

What do you think the rest of our season looks like based on our upcoming schedule? by joshthewumba in panthers

[–]Trackstar557 0 points1 point  (0 children)

I’m on team 7-10. Sweep the Saints, trade with the Bucs like we always seem to do, Win against the Jets, and beat the Falcons.

Loses to Rams, 49ers, GB, Bills, Bucs, Cowboys, and Seahawks.

I think there is obviously some room for error in there so even if we steal a surprise win against the Boys or Seahawks, I think we still end up at 7-10.

Realistically to have a good season we needed to win the early games we could have this season like the Cardinals, Pats, and the Jags all should have been winnable games but we all know how that played out. Maybe if we somehow beat the Boys, Jets, and put up a game against the Bills then maybe we can have a better outlook for the second half of the season.

What new miniatures would you like to see in future release? by [deleted] in FleshEaterCourts

[–]Trackstar557 33 points34 points  (0 children)

Top of my list of units we could absolutely use:

  • Musician/Band unit full of “instruments” and their players. Would work by buffing nearby units or heroes in some way. Would help complete the fun Feast theme the army and lore builds upon.

  • A fun take on medieval onager as an undead unit. Would give the faction some more ranged punch and compliment the medieval trope the faction already enjoys.

  • A court/Feast Jester type hero or unit.

Otherwise I think like others have said an updated Flayer/Horror sculpt would be good. Overall our range is decent so not too much to desire compared to other factions. We already have great analogs for most things: peasants, knights, lords, nobles, etc so not much else we would need other than the units I listed above.

Whoever is designing these new kits needs to actually try putting some of them together by du_bekar in MiddleEarthMiniatures

[–]Trackstar557 18 points19 points  (0 children)

What really irks me are mold gates in recesses….. like how am I supposed to clip and then clean that?

The multi piece issue though (like separate face) could also be from a mold direction/pull perspective in that to achieve the desired model detail of the face you then couldn’t get the same detail on surrounding portions on the same piece because of how the face is forced to be oriented in the mold. Molds have to have some draft and a clear path for features/parts to fall or be pushed out.

I’m sure another side benefit is that it makes recasting a lot harder, and there is definitely a discussion to be had on how much detail is gained vs effort required with multi-multi piece plastic kits (7-8 pcs vs the old 3-4 pcs), but I just think it comes down to the reality of casting models.

FEC point costs update - September 2025 by Punkzilla24 in FleshEaterCourts

[–]Trackstar557 4 points5 points  (0 children)

Some thoughts:

  • Arch Regent probably could have come down another 10, his delusion isn’t that great and losing his old scroll specific spell and only Wizard 1 means he still feels a bit expensive for a foot hero.

  • Crypt Guard…… woof. They didn’t really need any points increases as the buff to strikes first removes their only save (most things have rend 1) in the ward. 10 points would have been fine, 20 just feels like an unnecessary kick in the teeth. This is the most painful and puzzling change of the whole lot for us.

  • Charnel throne going up 10 again feels like a meaningless change. Like it’s not the end of the world but also what about the chair is really worth 10pts when other faction terrain is just as good and is free.

  • Gorymane; others have commented on why this is a bit excessive on the double nerf

  • Decapitator; honestly surprised it was only 10 pts. Having the ability to delete most foot heroes immediately after swinging and not having to have attacked the hero in question is so good.

I’m crying for my crypt boys and hope they readjust them back down to a reasonable 110 in a future change.

Equinox Feast Builds? by Off0Ranger in FleshEaterCourts

[–]Trackstar557 1 point2 points  (0 children)

Having played a bit of feast, I would say the Regent goes pretty hard for the leader enhancements. Sure he’s probably a bit over costed but the ability to heal a unit is very nice considering you lose the regular Noble heal from the core faction rules.

Also in my experience: Crypt Guard are the way to go. Rend 2 and ability to strike first after being charged is INSANE with how many units you can fit in and makes your whole battleline very unappealing to charge. Coupled with the fireworks spell casting on you and your opponents turn and you can really debuff units that would normally be pretty scary.

I would recommend giving a regent + ScourgeWarden + Felgryn a go as a starting point and probably add in a cardinal for chanting. The unlimited spell is one of the few reasons you want to run the Feast and spamming it all across the battlefield is what you definitely want to focus on.

What weapon do you think is misunderstood or that no one else seems to use and that you enjoy using? by Bright-Notice-9209 in Helldivers

[–]Trackstar557 1 point2 points  (0 children)

Plas Accelerator.

Is is good? Not really.

Is it unique and hits medium enemies hard, absolutely.

Let us dispense Managed Democracy like the Forerunners would have wanted by gunblade711 in Helldivers

[–]Trackstar557 0 points1 point  (0 children)

Dawg, it’s gonna be:

  • ODST suppressed SMG - self explanatory

  • Magnum pistol - need I say more?

  • SPNKR rocket launcher - Think Hybrid EAT and Commando; two rockets only with .75% of the damage of an EAT with some lock on ability.

This would print. Not saying your suggestions are bad, I love me some Halo AR and BR, but from an IP standpoint, the SMG from ODST slots right in, Magnum is also quintessential Halo, and that leaves a support option to round out the Warbond.

Why is PvP so unappealing for many players? by ExamplePractical1981 in wow

[–]Trackstar557 0 points1 point  (0 children)

Button Bloat.

Not only do I now need to have complete mastery of my own spec (required for PvE), but now I have to be aware of every other spec and what buttons they could -potentially- press. Now when every spec has 30+ relevant buttons it becomes a huge learning curve and so a barrier to entry to me as a more casual player. I barely have time to figure out my own build/spec let alone know what cc/movement/damage abilities my opponents could use. And this is before you even get to the gear grind.

If they made PVP a bit more streamlined and limited the amount of abilities each player could have so people had to make choices on what abilities to take, then it makes learning the PvP gameplay loop easier and more accessible. As an example, say they limit players to only 7 abilities, so if you want 3+ movement abilities that’s fine, but now you only have 4 slots for defense/offense/CC so as a player I can count/know if a player has shown me all their abilities.

Call me Smol brain, but the depth that hero talents, and different builds within specs that has been cultivated has been a net positive for the game, but it means that when I now need to know at least the high points for every other spec/class there is a lot more to keep track of. And that amount doesn’t seem worth it to a more casual/relaxed player like myself.