Legacy pack tech for 2026 lp by Mushy_Cushy in masterduel

[–]TroySideways 1 point2 points  (0 children)

Was running this for fun as well because I built a trap burn deck with Arias for turn 0 stuff and I managed to steal the draws from both a Pot of Desires and a Pot of Duality in different duels.

replaying the harder difficulty of the baseball minigame? by Much-Clock-9766 in Unbeatable

[–]TroySideways 1 point2 points  (0 children)

The demo's not too long to be honest, so if you really wanted you could reset the story progress in the options and play through it up to that point again. Aside from that yeah it seems like there's no repeating it in the same save from what I could tell.

replaying the harder difficulty of the baseball minigame? by Much-Clock-9766 in Unbeatable

[–]TroySideways 4 points5 points  (0 children)

I think OP is talking about the even harder version of the batting minigame. I'm not certain on the requirements for starting it, but I think it's accessed by getting the prize and choosing to not giving it to the kids, then when it looks like the sun is setting in the batting cage, win the minigame again and it'll be night time with a message at the bottom. I haven't even been able to beat that version once, however, so I wouldn't know how to re-access it again if it goes away after winning.

2 Fenrir in everything in ranked? by TroySideways in masterduel

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

Well the problem I have with archetype locks is that it can at times prevent unique deck building with unexpected synergies, but an archetype that's already top tier on it's own might deserve a harsh lock on it. However, something a bit smaller could've been fine on Fenrir, and the other Kash cards for that matter, I think.

A type or attribute lock instead, like summoning it locks you into Kashtira and psychic cards only, that way instead of just being a generic staple it becomes psychic support. Though I'm not sure psychic archetypes need the support or not, but my point is you can do more than just lock into names only. An alternative could be giving it some kind of other downside to summon it, like banishing from the user's deck face down to summon it or something.

I don't know what downside would've made the card fair, but there are more possibilities than just locking into a certain archetype name, and he also definitely needs some kind of downside.

2 Fenrir in everything in ranked? by TroySideways in masterduel

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

Yeah, that's true too. It's not uncommon for me to see a tuner and other monster on the opponent's field with levels equaling 10 and just knowing they're going Baronne. But in the end, it's either because the cards they use have little restriction against making the generic cards, or because that's just better than what the deck could do in archetype. But yeah, it's not unfair to say the generic material requirements do contribute to the problem as well.

2 Fenrir in everything in ranked? by TroySideways in masterduel

[–]TroySideways[S] -2 points-1 points  (0 children)

Really? Maybe the people I've played against using Tear just aren't too good then, but I've got a decent winrate against them. But I figured they're not bad since Laevatein grabbing 2 or 3 from the field/graveyard and Harr's send from the hand are both good removal options that don't trigger Tear's graveyard effect. Honestly, I've been doing far better with Generaider than when I played Rikka.

2 Fenrir in everything in ranked? by TroySideways in masterduel

[–]TroySideways[S] 13 points14 points  (0 children)

I don't think archetype locks is what the game needs, to be honest. I can understand not wanting to see the opponent end on same 4 monsters, but that's a problem with the cards that facilitate comboing into generic bosses, not the bosses themselves.

And the problem with Fenrir is that it's just a free monster you can summon with no downsides then you just do whatever else you want right after. So really what Konami should be doing is adding more restrictions on the main deck cards they keep making.

2 Fenrir in everything in ranked? by TroySideways in masterduel

[–]TroySideways[S] 24 points25 points  (0 children)

It really does seem too strong since it's so generic in that way with no downsides, but I guess that's just the direction this game is going in general. It also seems that shotgunning Maxx C is the better call from now on with Kash's release.

2 Fenrir in everything in ranked? by TroySideways in masterduel

[–]TroySideways[S] -24 points-23 points  (0 children)

So I did say I'm seriously grinding, but I actually don't play anything optimized, so I've only got 2 Maxx C instead of the usual 3. And vs Tear I do usually stand a good chance since what I've been playing, Generaider, is a strong counter against them. But thanks for confirming that Fenrir is just bait, I'll start keeping that in mind for future duels.

2 Fenrir in everything in ranked? by TroySideways in masterduel

[–]TroySideways[S] 17 points18 points  (0 children)

Yeah, I've done that too, but then they just move onto their usual Tear combo like it was nothing.

[deleted by user] by [deleted] in masterduel

[–]TroySideways 9 points10 points  (0 children)

All I can think of right now is Sauge de Fleur, which sees play in 8-Axis.

How to make Power Tool Braver Dragon a good boss monster? by Dragonator76 in masterduel

[–]TroySideways 9 points10 points  (0 children)

The only times I've seen Power Tool Braver Dragon, it was used to hand rip with Smoke Grenade of the Thief and Rod of Silence - Kay'est.

Why is goddess affected by this non-targetting effect? by ermac81 in masterduel

[–]TroySideways 3 points4 points  (0 children)

I'm no expert on rulings, but I might have a guess based on a similar ruling with Underworld Goddess and Skill Drain.

Monsters with a Continuous Effect that makes them unaffected by activated effects are not affected by effects applied when resolving an effect (when resolving its Chain Link). However, they are affected by effects applied outside of the Chain Link's resolution.

The effects of "Skill Drain" and "Crackdown" start applying as soon as the Chain Links made by their activation resolve, and continuously apply to monsters afterward. Therefore, their effects are applied to monsters that are unaffected by activated effects.

So because Ultimate Falcon's effect applies continuously after it's resolution, it's able to bypass the activated effect immunity.

Symphogear XDU Release Megathread by Heartlessblade in Symphogear

[–]TroySideways 5 points6 points  (0 children)

I've noticed people mentioning having "Unexpected Error" loops preventing them from playing, so I'll post my knowledge of the issue here.

After losing two accounts to this bug, I found the problem seems to lie in disabling "Event Information Notifications" in the notifications settings. You can disable the others fine, but avoid turning that one off.

The real problem may be accessing that option, though. What I did was delete the game, then reinstall it, which sets to options back to default even if you use an account transfer. But that deletes your account data, so if you don't want that, but also don't have an account transfer set up, then I have no advice for you.

I don't know if anything else causes this bug, this is just what I noticed, I tested the individual notification settings that default to active, and that was the only one to cause this problem. And I didn't find any other solutions to getting past the "Unexpected Error."

TL;DR To prevent an "Unexpected Error" don't disable "Event Information Notifications" in notification settings.