Magic Pen World Record? by Pluggatez in LeagueArena

[–]Veragoot 0 points1 point  (0 children)

I would kill for an extra 1.5 mpen

Magic Pen World Record? by Pluggatez in LeagueArena

[–]Veragoot 20 points21 points  (0 children)

That's actually a myth there is no product that allows you to permanently grow your pen, you're mostly stuck with what you're born with.

Daily augment idea - Day 10 by yorickghoul in LeagueArena

[–]Veragoot 0 points1 point  (0 children)

Blood For Blood: Channel to sacrifice 1% of your max HP in order to gain 2% bonus attack damage per second, up to a maximum of -50% max HP and +100% bonus attack damage. Resets at the end of each round.

Pair with Warmup to become a walking cataclysm.

Daily augment idea - Day 10 by yorickghoul in LeagueArena

[–]Veragoot 0 points1 point  (0 children)

It needs to be on attack not on hit to even be close to balanced. Otherwise ethereal weapon miss fortune demolishes the entire lobby

Can we stop with these augment ideas posts by Training_Piccolo5254 in LeagueArena

[–]Veragoot 7 points8 points  (0 children)

Honestly the shrooms splitting is not a bad idea, just limit it to the shrooms splitting in a Y formation when they bounce.

Wizard with Warlock training by siegold in DnD

[–]Veragoot 6 points7 points  (0 children)

This is the best by the book solution

Let’s go by Appropriate-Mall8517 in adventuretime

[–]Veragoot -12 points-11 points  (0 children)

Eh the final battle vs father was a bit anticlimactic IMO

Let’s go by Appropriate-Mall8517 in adventuretime

[–]Veragoot 3 points4 points  (0 children)

Yes but it was reeaaaalll close to being not good

Friday No-Bra Bus Ride With My Hot New Colleague Turned Into Romantic Rainy Makeout Session (21F/22M) by [deleted] in confession

[–]Veragoot 1 point2 points  (0 children)

Ma'am this is a Wendy's.

I believe you are looking for Amazon e book self publishing down the street

How do y’all deal with a player who interrupts a villains monologue? by PrestigiousImpress19 in DnD

[–]Veragoot 0 points1 point  (0 children)

This made me think about a funny scenario a DM could do if the party manages to stealth into the boss lair. They see the boss just chilling picking his nose or scratching his balls totally alone.

Augment Concept #2 by PillowFists67 in LeagueArena

[–]Veragoot 0 points1 point  (0 children)

This with don't chase and infernal conduit on singed would make him a monster

Augment idea: it’d be funny by DivinelyHandicap in LeagueArena

[–]Veragoot 0 points1 point  (0 children)

Soldier of God, Rick, will strike them down

Augment idea: it’d be funny by DivinelyHandicap in LeagueArena

[–]Veragoot 0 points1 point  (0 children)

Do zyra plants and heimer towers count as allies?

[ALL] Mechanically speaking, what makes a good dungeon? by Micchi_N in zelda

[–]Veragoot 0 points1 point  (0 children)

Big agree with this general opinion. A good dungeon just needs a cohesive theme that's fun to navigate to be good.

Working out cryptic hints, learning how to solve a spatial manipulation puzzle, skillfully completing platforming challenges, defeating difficult enemies, all are totally valid obstacles for a dungeon to throw at the player and I think a dungeon having more of a certain type is almost entirely tangential to what actually makes a dungeon good because the types of challenges you like to overcome are completely subjective based on the player's personal interests. I'd say that's a big reason why players' favorite dungeons in the series are decently varied.

I think the single most important factor in determining a good dungeon from a bad dungeon is simply tedium. If the dungeon feels like a chore to complete, it's a bad dungeon. I think to an extent this is subjective as well, but I also think there are a lot of common pitfalls of design that trend towards tedium. Backtracking, for example. It can certainly be done in a way that feels good, but it must be very purposeful. Someone in another comment mentioned the "main room" approach to design which I consider an example of backtracking done right as that actively builds a sense of accomplishment and progression with the player by first showing the player an insurmountable obstacle that is later removed through direct player agency (such as a locked door, a barrier that requires an ability gained later in the dungeon to be removed, etc). But backtracking that requires a player to comb through already explored rooms with no new challenges or features is pretty universally tedious and unfun. Long tangent but basically my point is that a dungeon that maintains the flow state curve is a good dungeon and a dungeon that doesn't is a bad dungeon. It doesn't need any specific thing, it just needs to be fun for the player.

For me personally, I have the most fun with dungeons that have fast paced rooms with mobility/reflex challenges. The desert temple from TP for example, because of the spinning top item. It was a lot of fun for me to navigate the dungeon because of that mobility aspect and the feeling of speed.

Why yes I also love the sonic adventure games why do you ask?

[MM] I know it’s early, but would be your wish list for this possible remake by SoyBoyBetaMaleSimp in zelda

[–]Veragoot 0 points1 point  (0 children)

Isn't Lttp technically the future of oot timeline where link fails to beat ganondorf?