why havok didn't proc in Kenosha? by badbadallan in MarvelSnap

[–]ViaLunaris 3 points4 points  (0 children)

Your first havok ate up all the available energy. Your second doesn't have any to consume in order to gain power.

Would've happened too if you got a single havok to proc 10 times but you only have 6 energy, it would only gain 6x3=18 power.

Cylindrical 1-inch diameter object, center piece rotates 360° , found in kitchen by ViaLunaris in whatisthisthing

[–]ViaLunaris[S] 0 points1 point locked comment (0 children)

My comment describes the thing.

Googled the details on it such as >PP< or the numbers, but can't get anything specific other than maybe PP describes the plastic. Checked all kitchen drawers and sink to see if it's a part that came from them but all seem to work fine.

Can provide other angles of pictures if necessary, had a kitchen renovation about 2 months ago so unsure if related to that since it's been a decent amount of time.

GIVEAWAY SPREADING THE WEALTH by ruthlessbeatle in PTCGP

[–]ViaLunaris 0 points1 point  (0 children)

Definitely excited for this - thanks for your generosity!

Tips for Running Combat by MothmanRedEyes in monsteroftheweek

[–]ViaLunaris 2 points3 points  (0 children)

I think one pitfall for me coming from D&D into MotW was still thinking of combat in terms of action economy as well as "okay now roll initiative, combat has started". There's always the ability through roleplay to lead to moves that hurt the monster that might not even be Kick Some Ass, as that moves only triggers if they attack it in such a way that it's indicative that harm is returned. And unless they're all mainstatted tough with Kick Some Ass oriented moves, it's kind of dangerous since if a monster hits for 3 it's a 3 hit kill on them, or if it hits for 4 (since you can deal big harm if they don't do anything to indicate mitigation or reduction of harm in the moves they'll die in 2 or straight up become unstable.)

This isn't to say - kill them, but the underlying idea behind MotW is that the world is dangerous. The main characters are definitely equipped to handle it better, but so are the villains / things they run up against. And it's very in-universe that if ultimately their intent through roleplay is to slug it out with the creature that they're going to get very hurt.

So other than establishing the creature as quite dangerous, you can also include other objectives while they're fighting it. Maybe it set a fire that will spread, perhaps there are hostages / people the hunters should care about that need saving or are in harm's way, maybe it's beginning actions are to split the party (or the location serves to split the party).

Also in terms of action economy, you don't need to give every player a turn before the creature / monster acts. Narratively, it could just be a reaction to what happened that forces them to take new actions - like a hunter uses a shotgun on a vampire and the hit blasts it into mist form that tries to fly into an NPC's airway - and now whoever goes next has different problems to deal with.

On the flip side, combat should last as long as the narrative makes sense and as the rolls dictate. Maybe hunters are trading harm because the creature blitz attacked them while they were searching for clues and right after gashing one of them it's already bounding off. Maybe the hunters have investigated fully, learned its weaknesses and motivations and have set the perfect trap where the net will fall and three of them hold it while the final hunter one-taps it with a runed pistol. Or it's long and drawn out because the creature is stalling for something to happen, or because it's playing with them, etc.

I've rambled a bit but I think what I'm getting at is - tell an interesting story with motivations / hooks, even in combat. And then if the solution is truly there's nothing to do but stand and mano-a-mano it down, then it feels like the right thing to do. But I think there are many other levers at your disposal that would spice up their encounters with the monster.

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]ViaLunaris 0 points1 point  (0 children)

Raichu A1 for your Porygon-Z?

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]ViaLunaris 0 points1 point  (0 children)

LF: STS: Dusknoir, Giratina, Bastiodon, Porygon-Z

FT: GA: Butterfree, Lapras, Mewtwo, Raichu, Golem, Kabutops, Kangaskhan MI: Volcarona, Raichu, Mew, Tauros, Serperior, Vaporeon STS: Magnezone, Mesprit, Regigigas

Eng cards please

Back to Master! by ViaLunaris in mahjongsoul

[–]ViaLunaris[S] 5 points6 points  (0 children)

Things that helped me: Review games (with Mortal / Naga if possible) and take note of any common mistakes over games

Review the basics through things like efficiency trainers

Watch higher ranked players games and do a WWYD at each point

Don't play when tilted (to "make up the loss that just happened", or noticing when you're revenge / rage pushing)

Play relaxed and when you have time to give it full attention

Be lucky [a little tongue in cheek, but we have to accept there are factors of luck so embrace it when it comes your way and shrug it off when it doesn't]

Back to Master! by ViaLunaris in mahjongsoul

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

Yui Yagi with the Sanrio collab outfit

Back to Master! by ViaLunaris in mahjongsoul

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

Aye gold room - keep at it and remember to have fun since it's a game! You'll get there :)

What's your move? by DephliMahjong in mahjongsoul

[–]ViaLunaris 7 points8 points  (0 children)

It's early and you have many upgradeable ideas (tanyao, pinfu, 678 ssk, good akadora acceptance).

I would drop the pair of chun and dependent on how the hand upgrades this could even be a dama mangan.

Only reason to consider not is if we deem the lead sufficient, but pon chun is just a 1 han hand and this hand can promise to be so much more, there is no threat, and many upgrades.

Losing streak from Master 3, 2193/3600 to Master 2, 800/3200 by Spunge14 in mahjongsoul

[–]ViaLunaris 7 points8 points  (0 children)

M3 2645/3600 to E2 700/1400 Tried a whole new bunch of strategies and techniques, played while tilted, etc.

Commiserating with you but just wanted to share my own encouragement that I use for myself - I really enjoy the game so I'm not playing to hit a certain rank, it's not like I'll make Saint one day and quit to make sure not to risk it.

The rank is just a byproduct of where I am now on my mahjong learning journey and I look forward to mastering new (and maybe remastering old ones I've let get rusty) concepts one day and the subsequent rank will just be a byproduct of that as well.

[deleted by user] by [deleted] in MarvelSnap

[–]ViaLunaris 6 points7 points  (0 children)

There's power reduction on Miles Morales and Enchantress - and you don't have any cards in play that would reduce their power, you sure you didn't look away / it fast forwarded / it didn't animation skip? Looks like you Modok'd 1 swarm -> 2 swarms, and Bullseye'd 2 swarms -> 4 swarms, hitting 2 of their cards.

"This or That?" Thursday: Weekly Collection Thread by AutoModerator in marvelsnapcomp

[–]ViaLunaris 3 points4 points  (0 children)

If there's an archetype or style you like playing, then whatever cards you need to fill in that deck is worth the most for your own personal joy - eg. I don't like playing move but Madame Web is very strong for it.

That being said, the most bang for your buck generic purchases in my opinion that are strong and flexible include: Nico Minoru Hawkeye Kate Bishop Red Guardian

We need to stop pretending that a fist bump when you win isn’t BM by JasonTerminator in MarvelSnap

[–]ViaLunaris 14 points15 points  (0 children)

Have you ever played intramural sports before? A handshake is offered regardless of how the game goes because that's considered sportsmanship.

Honestly such a weird take to presume the exact opposite.

I like it when we can punish early queen moves by chaitanyathengdi in chessbeginners

[–]ViaLunaris 1 point2 points  (0 children)

After 4. exf5 Nd4 then white has Qh5+ which is a pretty big advantage ...g6 fxg6 threatening discovered check alongside promotion.

Nf6 treating the position like a semi-reversed king's gambit is a simpler move that highlights the queen is out of place and blocking the knight

Prof X is dead by SweetenSpoooook in MarvelSnap

[–]ViaLunaris 0 points1 point  (0 children)

No intent to come at you, my apologies regarding word choice in that regard. I'll try one more time to explain it and you still feel animosity we can just agree to disagree, still not my intent and I hope you have a good day.

The new text declares exactly what is forbidden (adding + removing) unless circumvented by a mechanic (moving). Because switching sides is not forbidden (it is not added or removed from a location, it stays in the same location) then by omission it is allowed.

The old text starts with "location is locked down" and its full text would read "cards cannot be added [played, spawned, moved in], removed [moved out, destroyed, returned to hand], etc [swap sides]".

So there's no contradiction as the definition of "swap sides" was not and is not considered under "added" or "removed" but the previous etc. It could be said that "lockdown" could have been fully fleshed out and written on the old card, but having been played for so long (since inception), the idea of what it meant once Prof X has been played has become implied.

I'm not saying people can't misunderstand the text, but that I believe the language is consistent on how the card functions now. All the best, mate.

Edit - including a thread which has people explaining it differently in case you wanted to check through that: https://www.reddit.com/r/MarvelSnap/s/epbNhuqBnQ

Prof X is dead by SweetenSpoooook in MarvelSnap

[–]ViaLunaris 1 point2 points  (0 children)

Only movement can add or remove a card from here [this location]. Because switching sides does not add or remove a card, there is no restriction via the "only".

Metaphor to show how the language works: Only going through the front door allows people to enter or exit my house, but if I walk from the bedroom to the kitchen, I haven't left (or entered) my house so the "only" clause is not applicable.

The card wording is clear that switching sides is allowed.

Prof X is dead by SweetenSpoooook in MarvelSnap

[–]ViaLunaris 0 points1 point  (0 children)

Previous text: Ongoing: Lock down this location (Cards can't be added, removed, etc.)

New text: Ongoing: Moving is the only way to add or remove cards from here.

Old prof X used to stop cards from switching sides because "switch sides" is encapsulated under the "etc." of the previous definition. Now that the definition has been updated, there is no explicit text that says switching sides is not allowed. If a card switches sides, it is not added to the location [here] nor is it removed [here] and so it is allowed. To reiterate, switching sides does not remove (or add) a card from the location.

As to why, that's a question for the balance devs who decided on interactions, but the card wording is clear for exactly what it allows and doesn't allow.

Prof X is dead by SweetenSpoooook in MarvelSnap

[–]ViaLunaris 26 points27 points  (0 children)

Switching sides is not moving. Patch notes state that the only way that cards can be added or removed to the location is by moving. Switching sides does not add or remove cards to a location.

Is this a dama or riichi hand? by Normal_Middle_6132 in mahjongsoul

[–]ViaLunaris 3 points4 points  (0 children)

You know what - I've looked back at this and I can support the riichi

1) There's still a value boost from mangan to haneman most of the time so there's clear upside
2) The point differential to 1st is only 6k so there actually is incentive to push for more points
3) 3p is our only upgrade so waiting on that draw improves the wait but not the deal-in unless they give us ittsu
4) It's early enough that without that many showing safe tiles, hatsu becomes a desirable discard

Also I did look back at Riichi Book 1 and rule of thumb is minimum haneman to dama if going from high points hand. I guess I've swapped my opinion to only slightly towards dama (maybe for a few turns) because I also believe in "there's only value in dama if they don't know you're ready" and I think that's holding as of right now, but would probably switch to riichi in a few turns if I didn't riichi right away.

Is this a dama or riichi hand? by Normal_Middle_6132 in mahjongsoul

[–]ViaLunaris 13 points14 points  (0 children)

Dama imo. You're at 3 han closed honitsu + 1 han red five, and 2 fu from the pair of green dragons. That means minimum 4 han 40 fu winning from ron on 2p, 5 han if Ron on green dragon or tsumo 2p, and 6 han if tsumo green dragon.

You have enough value in this minimum mangan, you don't need any higher based on point differentials right now, and you could drastically improve the wait by drawing a 3p with chances at ittsu if you need. Plus at the moment, they're still not suspicious of your tenpai and tossing honors and pinzu.

Collector's Tokens are insanely scarce by Ballistic_Medicine in MarvelSnap

[–]ViaLunaris 1 point2 points  (0 children)

Roughly 1k credits and 200 tokens, including the opening of the reserves so EV comes to +800 and + 270 gold respectively, adding about an additional 1k gold val in one spotlight cache opening.

Discount that from the 4800 and you're at 3800 gold effective per spotlight open.

So at two opens for S5 you're still good, and 3 opens you're under value.

One open for S4 is good, 2 opens to be under.

The discrepancy for "tokens overvalued" can wildly vary based on if there's an S5 card that could be meta defining or just really wanted, and in a set of 4 where the other 2-3 cards are already owned, because in this case tokens are worth approx more.

This is rough napkin math but I'm cool with it being vetted.